#at least i know the general scope and overview of what happens in the memories fic
Explore tagged Tumblr posts
Text
so. haven't technically added another chapter to the dr1 end rewrite fic but.
i did go back and separate out the hallucination chapter. basically moved the ending of that chapter into its own chapter (it will be the end of that, so i will need to expand and add on before that) and then expanded and added a new ending to the old chapter.
so right now i have thirteen chapters of this fic.
eleven of those chapters are roughed out.
then there's the one i have the ending for but need to write the rest of.
and then the chapter after that is a remnants chapter but i would like to finish dr2 before writing that one (i have an idea of what i want them doing and how i plan to implement, say, kazuichi - but at this point, i want to wait until i find out what's up with izuru and hajime before roughing that chapter out).
and then the next thing i want to write in the sequence is the first chapter of that memories fic i mentioned that interlocks with this fic. and then back to the fic proper, i think.
we'll see?
#musings#bandit writes fic#dr1 end rewrite fic#i like playing around with the idea of interlocking fics#and like the idea that maybe you don't need to read the second fic to enjoy the first one#but that the second one illuminates the first#i guess in scope it's kind of like the thrall of decades#but it's not companion stories#they still comment on and react to and influence each other#ish#well the second one influences the first which reacts to the second#but you should be able to read them both without reading the other#but you get the full experience by reading them both#(as opposed to thrall of decades where thrall...you really need to read kisses too because there's stuff missing in it that's in kisses)#a n y w a y#i'm...still enjoying these!#but this is...getting bigger than i originally thought i guess#XD#at least i know the general scope and overview of what happens in the memories fic#i'm still slowly but surely moving forward in the primary fic but like#i don't know the ending y'all i don't know exactly where all this is going
0 notes
Note
hi! a song inside the halls of the dark is an absolute masterpiece of plotting and pacing (and prob my fave fic I’ve read for the show so far), so for the ask a writer meme, I’d love to hear about your planning process(es). the idea of even plotting out something like that, let alone actually finishing it, just breaks my brain lol. do you do a lot of outlining? how much does the outcome end up looking like the ideas that sparked it?
adsfghgsj okay well first off, thank you! that is unspeakably flattering and i don’t know how to cope! my weird robot emotions are misfiring! but also, thank you for this question bc this is the kind of nerd shit i LIVE FOR and up until, idk, 5? 6? months ago my answer would’ve more or less been ¯\_(ツ)_/¯ but sometime in between now and then i leveled up how much of a nerd i am.
okay so, the short answer to your (first) question is yes, i do a lot of outlining though the scale of outline varies based on the complexity of the story. in song’s case, how i outline actually evolved significantly over the course of writing it (see that level up) and if i were to outline it today, it would look very different from what i originally started with.
the short answer to your second question is in song’s case, the original idea was a v short, almost fluffy stuck in a hotel room for a night one shot i daydreamed up while listening to a halsey song (is there somewhere, if you were wondering). obvs what it turned into was uh, v different.
digging into how i outline is going to get long, excessively nerdy and borderline terrifying so i’m hiding the rest of this under the cut, read at your own risk.
I preface everything here with a couple of reminders:
1. i am a crazy person who straight up does not know how to have hobbies like a normal person
2. i am actively trying to push myself and grow as a writer including developing new skills and training myself to practice certain habits bc at some point I would like to push myself out of the nest and try my hand at original fiction one day with a vague goal of maybe seeing if i could get it published. idk if i’ll ever actually do that BUT in the meantime, i do stuff like the nightmare that follows to myself
initial outline / what happens next list
okay so the most basic of my outlines (and how i originally outlined song) are p much just lists of what happens next. i do them as bullet lists bc my brain finds them less intimidating and i just start with one and then ask myself what happens next. sometimes the bullets are v vague, sometimes they get so specific i end up writing what becomes dialogue, i try not to think too hard about it, i just keep asking what happens next.
it’s really specifically about what happens next, not asking myself what i want to happen in the story, bc next implies the bullet before informs the one after, so you end up with an overall picture of what you want with a base level of causality built in. it also gives you room to surprise yourself (i think literally every what happens next outline i’ve done has had me going oh, okaaaaaay at some point).
sometimes, this is all you need. for trade my heart for honey, i started and stopped here bc at the end of the day, the skeleton for that fic is super basic: beth and rio attempt to play pool without tripping over their horrendous sexual tension. they fail. the end.
for your monster looks like mine, i did a version of the what happens next list, but i brought in some of my tricks from the pace structuring method i’ve been honing for the multi-chapter i’m currently planning. instead of mapping tentpole beats by story pace, i mapped tentpole beats for what points i wanted beth and rio to be scoring against each other and then mapped out the lead-up and fallout to connect the two and also what they were doing to each other physically at the same time so i could see how it all played together so the conversation supported the smut and vice versa. it was a TOTALLY normal approach to writing pwp. not over the top at all.
song’s original outline was basically a SUPER long what happens next list and if i could go back in time i would slap myself upside the head like bitch you have no idea what you’re getting into and you are WAY TOO COCKY ABOUT IT, but it’s okay i learned.
the spreadsheet method
somewhere around when i was in the middle of i want to say ch 9 of song, @pynkhues posted about her outlining process including a super awesome spreadsheet she uses (i cannot for the life of me find the original post, forgive me but know that it was hers) and i immediately jacked a version of it to use as my own and oh my god it changed my whole life.
iirc hers was a bit more in depth but since i was sort of baby-stepping into it, i stripped it down into the following and did a sheet for each of the remaining chapters (well, ch 10 and ch 11, ch 11 ended up getting wildly out of control so i split it in two and mushed the epilogue i’d been planning onto the end of it as a closing breakout scene:
plot
character
it’s a lot of repetition, tbh BUT once i started using it, i found the repetition was incredibly clarifying and by making myself take the time to go through each column and go through the same stuff over and over, it honed in on the strongest, most relevant bits of what i was planning and helped me see patterns and connections i maybe hadn’t been thinking of on the onset.
when i outlined swear i used this method and added a layer to my chapter overviews where i track the lies and corresponding truths worked into the chapter narratives (bc that’s a key theme of the story), and color-coded the beats that corresponded to the main plot vs individual character arcs vs foreshadowing so i’d have an at a glance visual reference to make sure nothing was getting lost and all of the characters (even minor ones) had stuff happening to them and didn’t just feel like cardboard cutouts coming in and out of the story as i needed them
pace structuring
these are all fine and dandy but one thing they’re missing is pacing! for song’s pacing, i will be real with you, i v much went a lot with my gut. i’ve spent most of my life consuming and paying a lot of attention to stories. i’m fascinated with how they come together and literally cannot shut off the part of my brain that likes to pick them apart to examine the pieces to see how they all fit together. as such, it’s left me with a p instinctive grasp for how a story should feel when it’s working which is fantastic when it is, but really useless when it isn’t bc i struggle to identify where and why sometimes so i can fix it.
for the buffyverse, once i started to realize (with no small amount of horror) the scope of what i wanted to write, i realized p quick i needed some kind of tool kit to help me figure out the arc and pacing bc this was going to be a lot closer to trying to plot a whole novel from the ground up (which is great bc one of the things i want to practice is pacing and plotting out novels from the ground up, hahaha)
i’ve been working with a two main docs (and neither of them are spreadsheets, yet, bc one thing the spreadsheet method taught me it’s that while i find them very soothing, my brain works in bullet lists so i’m starting with bullets and then i’m gonna strain it through a spreadsheet):
1. Thoughts:
just a doc where I word vomit out anything I’m thinking, I don’t worry about keeping it organized, I just throw whatever I’m thinking in there so it’s memorialized and I can sort through it later.
2. Act Timelines / Scene Breakdowns:
basically, i have a basic three-act story structure with tentpole story beats broken out by general ballpark percentages of how far into the story/act they should occur for the pacing to feel right. i use that as the framework i run my plot and character beats through and do it in a couple of passes:
high level: i go through and break out what’s happening in the story for each tentpole beat (what the specific story and plot focus is)
by character: i go through and fill in (at least) one sub-bullet beneath each plot tentpole beat with what’s happening with each main character in their individual subplot, how they got there, what their general feelings and mindset is, if they’re having any revelations, etc (one thing i fucked up with song is not making sure i had stuff going on for all of the characters, the plot was super focused on beth and while i generally knew what rio was doing and why, ruby and annie more or less floated in and out of the story at whim and i hate that, so i’m trying to be better about it going forward)
by relationship: now i go in and fill in a layer of bullllets with how the plot and character beats are shaping relationships and how they’re progressing through each tentpole beat
at this point i’ve got a pretty fleshed out outline hitting on plot, character and relationship development at least in broad, general terms. i can look at it like a map and see how characters are growing and changing throughout the story and look for areas where the plot is pushing the characters vs the other way around and places where it seems weak or poorly connected/supported and i tinker with that for awhile until i feel like it’s in good shape.
next step is applying the what happens next approach to the scene by scene breakdowns. i’m trying an experiment with this one where instead of breaking the fic into chapters first, i’m breaking it into scenes and working out the beats of them so they incorporate all of my outlined stuff and then i’m gonna go back and see where the chapter breaks look like they fall.
I’m like, 75% of the way through my scene breakdown for this particular fic and once I’m done with that, I’m going to take everything and plug it into the spreadsheet I worked with for the last couple of chapters of song and highlight/color code like I did for swear to make sure my chapter breakdowns align with everything I’m trying to do and I’m tracking all of my themes and details and setting things up to pay them off later.
so, you know, an absolutely normal amount of planning for a hobby i do entirely for funsies in my largely nonexistent spare time.
(sorry this was i am assuming WAAY MORE INFORMATION than you ever wanted or needed to know but once i started i couldn’t stop)
(and seriously, thank you, am truly verklempt that you love song like that 💖)
bts fic writing q’s IF YOU DARE hahaha
#welcome to my brain#every time i show people this they either freak out#or expose themselves as giant nerds#which i love bc i too am clearly a giant nerd#idk how to tag this#how i write#meg's mental nightmare menagerie#fic writing q's#ask me stuff#lindybot#shut up meg
11 notes
·
View notes
Text
Modules: Compare and Contrast
So I'm gonna talk about RPG modules.
First a little background, I've been playing tabletop RPGs off and on for two decades. Most of my experience is in D&D and other sword & sorcery type games but I've also played a smattering of other stuff, including Star Trek, GURPS, Star Wars (D20, not the West End version sadly) BESM, Shadowrun, White Wolf and Warhammer 40k. I've run about half the games I've played in and have traveled the whole spectrum from “Only lazy uncreative chumps use premade modules“ to “They don't have the monster stats in the module book? They seriously expect me to run this with a monster manual open too?“ So I've had an evolving relationship with modules and premade adventures, these days I've come to embrace them as a wonderful tool for facilitating fun game nights, though I do still love writing my own stuff now and then.
The impetus to write this came from having run two very different modules with wildly different results and with my perspective and experience I'm going to try to talk about why I think my experiences were so different, and what the differences in the modules had to do with it.
So, the two adventures I've been running are Hoard of the Dragon Queen, a module for 5th edition D&D that came out recently, and the Witchfire Trilogy, a campaign written for the D&D 3.5 version of the Iron Kingdoms roleplaying game which I adapted to use the more recent Iron Kingdoms tabletop rules. Some early disclaimers; Witchfire I'm running in person, Hoard I ran over Roll20 and Discord, the parties for each game were composed of different groups of people, the only person these two games have in common is me running them, and I know the players and how I interacted with them have had an impact on how the game goes so I'm going to try to account for those factors in how I judge these modules, but my experiences will color my perceptions for good or ill, objectivity is unattainable.
Let's start with the beginnings, both adventures start the party at 1st level, parties fresh out of character creation and open with some action. In Witchfire, the party starts the game as hired caravan guards going through a swamp, they get ambushed by Goblins and must defend the caravan. This is a cakewalk of a combat encounter, the goblins are weak and don't pose a real threat to the party, their objective is to steal from the wagons more than kill the players. I've played through this module before and this is never a tough fight, it serves mostly as a tutorial to introduce combat to the party and set up travel to the city most of the adventure takes place in. When I ran it this time the party wiped out the goblins in about 3 turns and did a good job introducing them to the rules, what they were capable of and how the system worked. The first encounter in Hoard of the Dragon Queen is a village being attacked by a Dragon. With an army. The encounter is actually a series of encounters, the adventurers are approaching the village of Greenest, under attack by the dragon and an army of cultists and kobolds. The first encounter in the series of encounters this entails is very similar to the Witchfire one in some respects, eight kobolds attacking a family, the book states the kobolds will not even attack the party if they don't intervene. So much like Witchfire you have a low-power encounter without much real threat to the party. A key difference I notice is that in Witchfire, once the goblins are beaten, that's the end of the fighting, the caravan cleans up, repairs and heads on to town, the party doesn't have another fight for over a day (barring particularly violent and rambunctious players) in Hoard, this encounter is followed by a series of encounters aiding the villagers of Greenest, the book intends for the party to do about seven of these before getting a Long Rest (in 5th edition, Long Rests restore all hit points and expended spell slots, Short rests can replenish some health but at first level you can only benefit from one Short Rest before taking a Long one) given that most of these encounters involve combat of some kind, potentially lethal combat in some cases, this can be daunting or outright hazardous to a first level party as they have limited means to heal themselves at this point.
After the goblin ambush in Witchfire the party heads to Corvis and meets The Main Questgiver who sets them down the path of the adventure proper with some investigation missions, leaving aside combat for at least an entire game session while the party explores the city and gathers information. Hoard has the party hole up in the town's keep until morning and face a tacitly unfair combat encounter that will likely leave a party member dead. I don't want to get too wrapped up in minutiae or bogged down in encounters, but felt these two beginnings warranted being contrasted. Witchfire opens with a quick and easy fight to introduce the mechanics, and introduces the setting in a moment of peace, when the party has had time to collect themselves from the fight. Hoard bombards the party from the word go, spiking the tension for what could easily be the entire duration of your play session and chasing it almost immediately with another fight.
Gonna switch gears to structure. Witchfire has a positively immense amount of preamble, the book dedicates 32 pages to the background of the city, its environs, the events preceding the adventure, where the notable NPCs are concerned with it and what information needs to be imparted to the PCs, and what has happened that they will have no idea about yet. Hoard has barely a page of content before the first encounter and most of it is just general background on the setting, where the adventure will be taking them and an overview of the adventures events. I don't want to seem overly unfair to Hoard, as being set in the Forgotten Realms means all the lore is already out there in one form or another, so they don't need to include the entire history of the Time of Troubles or the Spellplague at the beginning of this adventure, but what background they do provide is very barebones, giving very one-dimensional accounts of the NPCs and their motivations, which leads to some severe confusion later on.
NPCs can be tricky to write in any situation, simply because it's impossible to hand a GM a script of everything someone might possibly say to account for what a party might be, say or do. Hoard has fairly minimalist scripts, giving most NPCs essentially just a blurb about what they need the party to do, sadly some of its best NPC characterization is wasted on an extended travelling section that my players at least just wanted to be over. Witchfire does a similar thing but goes an extra mile in giving extended NPC dialogues a rough outline. In situations where NPCs will have extended conversations with PCs, the books gives them introductory dialog and a few scripted lines, then lays out some ground rules, stating what the NPCs motivation is, what they know, what they will tell the players, and what they will ask the players. I cannot tell you how useful this extra information was, even when surprised by a situation the book didn't anticipate, the context provided by the additional background gave me enough to infer a consistent and in-character reaction. This forethought also helped turn what would have been exposition dumps into question and answer sessions that were engaging for the players. Hoard had some serious problems with not clearly describing NPC motives and intentions, to the point where I had the party walk in on a character who the book gave absolutely no indication how they would react, beyond implying he'd be kind of a dick about it.
Both of these campaigns have relatively little downtime, throwing developments and encounters without giving the party a lot of time to mess about and do other things, but the way they do this is set up drastically differently. Hoard has periods of intense activity at the beginning and end, with a sort of 'downtime' period in the middle, consisting mostly of travel. This approach is made necessary by the narrative but makes for bad pacing. By the time the party gets to the travel section they mostly just want to move on to the next dungeon/adventure beat because that's what the module has accustomed them to. To further exacerbate things, the travel section isn't even really downtime because of the random encounters and intrigue that persist throughout it, so it ends up being run like a poorly structured dungeon where the party is stuck on a wagon going through it. Witchfire has very little downtime but a much more regular pace, players generally have a period of buildup followed by a period of decompression surrounding each of the dungeons or action beats, which themselves gradually ramp up in scope and intensity before climaxing (usually near the end of each of the three 'books' the campaign is composed of) each one feels like an organic endpoint too, giving the party some good falling action and resolution before leading them into another adventure in the next book.
Let's talk nitty-gritty stuff now, dungeon and encounter layouts. Both of these campaigns have some impressive dungeons and some really fun encounters, Both also take steps to prepare the DM for the specifics of the dungeon environments, though Hoard takes a slightly more cumbersome path. The dungeons in Hoard will often have environmental conditions (light, effects of weather, patrols etc.) listed at the beginning of each dungeon but then not mentioned in the pertinent areas, which can be confusing if you haven't committed the entire section to memory or have lost details in the intervening time in the dungeon. Also, a thing that only happens once or twice but is still really frustrating that Hoard does: Information critical to the party in order to progress/accomplish a stated goal that they have literally no way of obtaining, that is bad structure. Witchfire by and large does a really good job putting all pertinent information in the room descriptions, as well as giving almost every dungeon room a clearly marked “Read this out loud“ flavor text callout (another thing Hoard neglects on a few occasions)
I suppose one more thing is important to cover before narrative structure and I suppose it can be best described as 'progression'. Progression and levelling systems are kind of the hallmark of the RPG genre, to the point where video games say they have 'RPG elements' because after you do a certain amount of stuff a number goes up, and levelling up is important to engagement and helps pace a campaign. I can't really compare these two games in terms of levelling up just because the adventures are different lengths, they use different systemic scales to determine levels and relative power, it just doesn't work that well, but there's another important progression system I can call upon: Loot. Loot is also a hallmark of RPGs and especially in games like D&D your equipment can be as much an indicator of your power as your level. Often times upgrading equipment eventually becomes the only way to improve key aspects of your character's capabilities, so its importance is hard to overstate. Even 20th level veteran characters can be total pushovers without the cartload of epic loot they've accumulated in that time. In Hoard of the Dragon Queen the party will find precisely zero magic items until the penultimate dungeon. Which they will be level 7 upon completing. Even basic equipment is startlingly rare throughout this campaign, with most of the enemies who use equipment having low-quality gear that party won't need. Even the treasure they do find (primarily currency; coins, gems etc.) isn't of much use as they're only in a town long enough to go shopping once near the beginning of the adventure. Now I've run low-magic/low-treasure games before, they can pose unique and interesting challenges and be a lot of fun if you're prepared for them. Whoever wrote this campaign however was not, as well before the party will see it's first +1 magic sword (in the final dungeon btw) they'll encounter monsters resistant to nonmagical attacks, making what should be relatively standard fights to build tension on the way to a real showdown into bone-crunching slogs where spellcasters exhaust their entire arsenal and fighters slash away for hours at enemies they can barely damage. This is, in my opinion, simply an unforgivable oversight in terms of game design. Given the numerous typos and editing mistakes in this campaign it would not surprise me at all if they had just left out some sections where the players were supposed to find some decent equipment, as it was I threw in a few caches to get my party up to having a fighting chance. I'm all for challenging players and giving them a fight that really tests them but there's an art to crafting a real challenge and throwing something at the party that you haven't given them the tools to deal with is not part of it. If I hadn't added my own loot to the game most of the party would be facing the final boss with the exact same gear they started with, and while that can work in some games, D&D is not one of them. Witchfire was a bit of an odd case because of how magic items work in IKRPG and the fact that it was written for an earlier edition of D&D made that a bit off for my campaign but as written, the party found a magic item (albeit a dagger) in the first dungeon, and had the potential to find more substantial equipment upgrades at a fairly regular pace throughout the game, and even had a reward for a side quest be „One free masterwork item of your choice“ at the local weapon shop, so even people with obscure weapon preferences could be assured they wouldn't be left out.
Okay now it's time for Narrative structure, buckle in. One of the big problems I had with Hoard was getting the characters invested, they never stayed in any place long enough to care about it, never spent enough time with an NPC to care about them, never encountered an antagonist enough times to build a rivalry with them, and while some of this I can chalk up to the travelling nature of the campaign, some it I can't. In the extended caravanning section the party has chances to meet up and talk with some NPCs but they're almost immediately shunted off somewhere else at the next stop, the party never returns to Greenest or speaks to anyone from it again. My party's most protracted NPC relationship was with a named Lizardfolk NPC about 2/3 into the campaign and didn't last past that particular dungeon. Even the organizations they were ostensibly working for only spoke to them once the entire adventure. This is not good writing, this is not good engagement, if I was reading a novel about these events I would constantly be asking myself “Why do these adventurers even care?” and I'm sure some of my players asked themselves that at least once over the course of this game, which is not a good sign. Witchfire on the other hand, I will first say has the rather significant benefit of actually being a series of novels, though honestly the roles of the adventurers are written in such a way that I can't even grasp what must happen in the novels, unless they just include a set of characters who make up the adventuring party. I'll actually probably go more in-depth in another piece about the writing in Witchfire but for now I'll stick to my comparisons. By having the campaign take place almost entirely in one city, the party has time, and inclination to get acquainted and invested in it, they're going to be interacting with this place for a while, they're going to go to places and visit people multiple times, the person they spoke to in chapter 1 will still be there in chapter 10 and that makes it easier for them to care. The primary quest giver, Father Dumas, is a staple of the campaign and rather than being relegated to a simple exclamation point telling the party where to go to next, he becomes a person, with a complex relationship to the story, the antagonist, the other NPCs, the city itself and yes, the characters. Even minor NPCs are given life and depth and engender empathy from the players. When terrible events befall the city my players were wracked with concern, vowing revenge on those who did this and putting thought and heart into how they were going to help.
Writing a novel is hard work, so is coming up with interesting and compelling scenarios for games, writing a tabletop campaign is a delicate alchemy of these endeavors and can be tougher than both. I wanted to write this primarily to show how a well-written and structured adventure could be truly amazing for everyone involved, and how laziness, poor structuring choices and a lack of attention to detail can make what should be a ton of fun with your friends feel mediocre, or even like a slog. I've learned a lot from these experiences, and I hope some of it I've been able to impart to others. To anyone out there thinking of writing a campaign or just running something fun with their friends, I hope this has been a helpful look into some of the harder to see aspects of gaming. Happy role-playing everyone!
#Dungeons and Dragons#Tabletop#modules#IKRPG#Iron Kingdoms#Witchfire#Hoard of the Dragon Queen#Forgotten Realms
1 note
·
View note