Writing for Role-Playing Games
DOI link for Writing for Role-Playing Games
Writing for Role-Playing Games book
The most marked example of this trade is the tradition of not having a set protagonist to drive the plot. By allowing the player to create a protagonist from scratch (often of either gender, and choosing from multiple backgrounds, classes, and even occasionally ages) we throw away thousands of years of storytelling tradition. We’re writing Death of a Salesman with no Willy Loman, Braveheart without WilliamWallace, Detective Comics sans Batman. In short, we’re on our own here. With an understanding of interactive storytelling, however, and a few key tools-most importantly how to make choices matter, how to keep players in the moment, and how to reinforce a player’s personal fiction-we’ll do just fine.