Roleplaying for Fun and Profit

It’s not a secret, not really. I wasn’t embarrassed… not exactly. Much in the way that many things I have done in my life which fall under the heading of “geeky” or “nerdy”. Before the days when telling people about comic books was shunned.

I mean, I keep hearing about how the nerds won. As if it was for the very soul of the world. That they’ve done what we all predicted would happen when that first “nerd” started messing around with the family computer. They have overthrown their jock-overlords and have claimed the top of the mountain.

Rise up in the cafeteria and stab them with your plastic forks!

Rise up in the cafeteria and stab them with your plastic forks!

Throughout middle school, through high school and college and for some time afterwards I role-played. And I think it has made me a better writer.

How’s that? Well, let’s see.

Character Creation – One of the biggest things in role-playing is that initial character creation. Maybe you are trying to balance out the team that already exists, or maybe you’ve had the nugget of an idea swimming in your head for the last few weeks and now you get to try it out. Sure there is the rolling of dice for your stats, and you would love to roll well to get them higher. But the character is something more than just numbers. There is a history there. A personality that you want to play with and figure out. Sometimes it is tropes, the disgraced knight, the reclusive wizard, the thief who walks the line between good and evil.

But the best characters are those ones who begin to mold themselves as you play them. As your Game Master puts you through the paces on an adventure. As the other players begin to speak with you character… a true personality emerges that you could have never expected… not 100%.

In writing, at least for me, I’ve found it is much the same. I may have the barest idea of how a character will react to something, but time and time again, when that moment comes something crazy happens.

The character surprises me. In the same way that those characters I role-played needed to act a certain way a month after I created them, so too does the written character need to be true to themselves. In fact, I sometimes learn more about them in that moment than I did in any of the moments previous to it (and then I have to go back and tweak a couple of things to help seed that “turn” or “moment”).

ddi_characterbuilder

World building – A lot of times this is the domain of the Game Master, but a good player can help develop the world in lots of different ways. Through their personal histories: maybe your uncle is a local lord (what is he the lord of? are you in line for his property? would someone want you dead to get their hands on it?), perhaps your best friend died in a conflict across the great sea (was it a conflict or a war? is this the first volley or the last? ), or maybe the village you came from was burned to the ground (who did it? why? are they still coming?).

I’ve heard that writing for comic books is a lot like playing with someone else’s toy box: you want to leave it with more toys than it started with. A good Game Master will take these toys from you and weave them into their world, creating more cohesion, and more stakes for the players.

Heroes – Most of the time I have played the hero (or one of the heroes) of the story. And in that I push the villains as hard as I can. I want to escape their death traps, foil their master plan, and save the maiden. But if I’m paying attention, I can see the obstacles that the Game Master is throwing in my way. You see, it is his job to not quite let me win… at least not for a while. Small victories will keep you going until that final big battle.

In my writing it is the same way. My job as the writer is to figure out what my character wants to achieve and then put as many obstacles in the way of them succeeding in their goals. In overcoming those setbacks, I learn more and more about how my characters think and feel and maybe even what it might take to completely break them.

Villains – I’ve played a couple of villains through the years. And it is fun. It  is fun to mess with the other players and sometimes even catch the Game Master off guard with a line of play. Mostly I’ve found that while sometimes the Game Master isn’t looking to flat-out kill your character, another player who is opposing you has no such qualms. That’s where fast thinking comes in handy. But it is also the point where you can fill a villain with more traits than just “he’s evil”.

Not that there is anything wrong with that!

dice

The End – I’ve played in epic novel length campaigns. They have that feel of a good book series where the heroes get a victory towards the end of the book, only to have something else happen which will propel the series forward for book 2 and 3 and 4. So I can identify where a good breaking point for a chapter, a section, and even the end of the book should be. It is a more subtle thing, but I believe it is there all the same.

Plus it never hurts to end something so that later you can get those heroes out of the mothballs and send them on their one final adventure. Everyone likes a last ride story, right?

Sadly, the closest I come to role-playing these days are playing Dragon’s Age (waiting for the next one!), but I take those old sessions to heart. What might have been cool and what moments might have caused groans. Either way I continue to sift through my memories to see if there is more buried treasure somewhere in there.

I’d like to think there is tons.

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John McGuire

John McGuire is the author of the supernatural thriller The Dark That Follows, the steampunk comic The Gilded Age, and the novella There’s Something About Mac through the Amazon Kindle Worlds program.

His second novel, Hollow Empire, is now complete. The first episode is now FREE!

He also has a short story in the Beyond the Gate anthology, which is free on most platforms!

And has two shorts in the Machina Obscurum – A Collection of Small Shadows anthology! Check it out!

This post originally appeared on tesseraguild.com.

A Little Luck

I want to try something for the blog. I’m not 100% on how it is going to work, but… I like the idea of demystifying things. So how do you come up with the stories you write? Just like this:

Royal Flush Poker cards & Chips

My wife and I play poker at one of the local restaurants nearly every Sunday evening. It works out well because it is something we are decent at and enjoy together. But I had a lot of time to think about Luck when a hand didn’t go my way (“Bad” Luck) and suddenly I was out of this week’s tournament. In my mind the fact that my opponent ended up winning the hand when (once we got all the chips in the middle) he only had about a 25 % chance to win tells me I had some bad luck in that hand.

Sometimes I wonder if I don’t just have bad luck in many other hands. But as many poker players (and more than one mathematician) would tell you, sometimes you are just in a bad stretch, but eventually things will regress back to the mean. Or to put it simply, things will average out.

24420873-bad-luck-unlucky-day-or-bad-fortune-misfortune

But let’s face facts, we remember the bad beats in cards and in life more than we remember the times when we got “lucky”. It is very easy to bemoan our fates when those negative thoughts keep coming up. When we know that the other shoe is bound to drop. We’re the types of people who when you say bad things happen in 3s, we are quick to point out items 4,5,& 6.

We compete to figure out who has it worse. We’ve all been in those conversations:

Me – “I blew a tire today so I was late to work.”

You – “Yeah, my car wouldn’t start today, so I ended up having to call in sick. And after repairs and everything I’m out $1000.”

Me – “O.K. You win!”

Though, let’s be honest. I’m going to talk about some other instance of something bad happening to me today while I was at work, because I cannot concede defeat that easily, right?

It’s the same in stories. One of the ideas I’ve heard is when you are writing figure out what your character wants and then put an obstacle in front of them. So maybe they have to get across the state for some meeting of the minds which will solve all their problems… oops! your tire blew, and because you didn’t have a spare you missed the meeting and now the aliens are going to invade (or something). In a lot of ways it seems like Bad Luck is almost the thing that can keep your hero from winning their story.

But I think the other side maybe works too well. Sometimes it is too much good Luck running amuck. It’s gotta be believable. It’s gotta be something where you don’t scratch your head because the solution was not just impossible, but beyond lucky.

Star Wars – If you were a character who didn’t understand the Force, but knew the events that led to the destruction of the first Death Star, wouldn’t you think that Luke was literally the luckiest man alive? I mean he closed his eyes and took the shot. “One in a million, kid!” What a stroke of luck.

Of course, we the viewer, know the truth of the situation.

StarWars_Scene3

One Lucky S.O.B.

The Hobbit – Bard ends up hitting Smaug in the one spot where he is vulnerable. Yes, maybe he is just “that good”, but I know  when I read the Hobbit, that was my biggest problem with it. So one arrow fired by someone not in the main group was going to be the thing to end the evil of this dragon? How lucky!

So there is a fine line to walk. You must make it so that your character has to struggle a bit, perhaps they bemoan their fate (their Luck), but most of the time they are going to triumph in the end. Overcoming the odds.

Overcoming the odds… sounds like they got lucky to me.

Something else that puzzles me about luck… Is it possible that there is an amount of luck that each person has? Can it be measured? Is it like matter in that it cannot be created or destroy, but merely transformed?

There’s an 80s movie with Richard Dryfuss called Let it Ride (a personal guilty pleasure movie). In the film, he’s a compulsive gambler (horse racing in this instance). There’s a line in that movie that’s always stuck with me:

“You could be walking around lucky and not even know it.”

That’s a profound thought. What if we have some amount of luck which ebbs and flows on a daily basis? What if we could predict when those cycles were so that we only played poker or craps or blackjack on the days when our own personal luck meter (for lack of a better term) was in the positive rather than in the negative? Maybe that’s why there is something to be said for the idea behind “beginner’s luck.” Those are people who have not burned through their luck for a particular luck based game. So that first time they play… well, it’s like they can’t lose because they really can’t.

I have a friend who I have joked with over the years about his luck. I’ve seen it in action before to the point that it is now a matter of fact that it will happen. It’s like he has a super-power where he can manipulate the odds into something a bit more in his favor. And obviously it doesn’t work every time, but it works enough for me to notice. It works enough for me to wonder if there might not be something to it.

Here’s the key thing, he doesn’t waste it. When we play games of chance, he isn’t always winning. In fact, he probably wins at an average rate. What you might expect any person to win who plays Settlers every once in a while. Does he know what he’s doing? Does the Luck?

I think there is something to all of that. Could I steal someone else’s luck? What would that look like? How might you go about taking something like that? Is there such a thing as taking too much? I mean, if you reduce all their Good Luck and only leave the bad… well, they’d probably get hit by a random object from the sky (oh, and if you are going to do that, make sure that you are nowhere near them afterwards).

writing

And this is how ideas begin to form. A bad beat in poker becomes something more… but where to go? This feels like there is something there. Buried underneath, waiting for a story to be told. The only question now is whether I can exhume it anytime soon. Or perhaps it is destined to be filed away for a while.

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John McGuire

John McGuire is the author of the supernatural thriller The Dark That Follows, the steampunk comic The Gilded Age, and the novella There’s Something About Mac through the Amazon Kindle Worlds program.

His second novel, Hollow Empire, is now complete. The first episode is now FREE!

He also has a short story in the Beyond the Gate anthology, which is free on most platforms!

And has two shorts in the Machina Obscurum – A Collection of Small Shadows anthology! Check it out!

This post originally appeared on tesseraguild.com.

Why Can’t I Be Rod Tidwell

In the movie Jerry Maguire, Rod Tidwell is an athlete who has confidence in himself (some might say too much), in his abilities, and in his skill. But he’s hit the wall. No one seems to know about him and no one seems to care about him (in the football world at least).

Until… finally, at the end of the movie he shows up and on a national stage does something to capture everyone’s attention.

That’s what I want.

No, not the money, I certainly don’t write to make tons of money. I just want the opportunity to show that I have some talent. To tell a story and to have others see it.

To have others enjoy it.

The most maddening thing about being a writer who is on the outside looking in is that moment when you read something “professional” and know, 1000%, that you could do it better. That your ability to string words together in a sentence was better than that particular writer. If only you had the chance.

If only someone with power knew you existed.

I’ve been at this writing thing for almost a decade now. I say a decade because the stuff before it doesn’t count for me. It was playtime in a notebook. I cringe to think about those stories I wrote back in school. The terrible poetry (maybe it is good – with that certain teenage angst running through it, but I cannot bring myself to look) sitting on my hard drive. The one problem with being a pack rat is that old stuff is still around. Everything is kept because to not keep it would be disastrous.

So, ten years ago I became involved in a writing group. We met in the back of a comic book shop. Artists flowed in and out of the place and someone had the idea “let’s make a comic book”. That first day I saw a page of something I’d written drawn was a moment akin to magic.

That was the first step.

But with every little step forward it was followed by at least two steps backward. A cliche, to be sure, but beyond true. Flaky people who promised one thing and then never delivered. They all seemed to fall right off the face of the Earth. And yet, stubbornly, I continued on. The first anthology comic came out. A year and some later another one came out. Then the first color book about a year after that.

When Do I Get To See The Sailboat?

When Do I Get To See The Sailboat?

And still the frustrations grew. Projects thought up and then abandoned for all sorts of reasons. And still I wondered what it was going to take.

“I should be further along…

If only the artists would stop being so slack and finish something…

If I had more free time…

If…”

Almost three years ago I got laid off from my day job.  For the first time since college, I was out of work for almost four months. That time might have been eaten up before I knew it, if not for my wife. She was the one who suggested that I just write a book.

“You have these stories, and you never have the time normally, but now…”

So I went home that night and started to write what would become The Dark That Follows. Every night after my wife went to bed I stayed up into the early hours writing on that draft. Stumbling over words, but doing the deed.  Butt in chair every night.

I finished the first draft the night before I started my new job.

Since then I’ve written another novel, worked on a bunch of comic projects (both of which I’ll be talking about as time goes on), and slowly feel like the tide is turning. The old 10-year success… maybe. I’m certainly hoping that someone notices.

That someone enjoys it.Rod Tidwell Touchdown

I’ve got my celebration dance ready for that day.

PS – You can find that very first comic here.

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John McGuire is the author of the supernatural thriller The Dark That Follows, the steampunk comic The Gilded Age, and the novella There’s Something About Mac through the Amazon Kindle Worlds program.

His second novel, Hollow Empire, is now complete. The first episode is now FREE!

He also has a short story in the recently released anthology Beyond the Gate, which is free on most platforms!

This post originally appeared on tesseraguild.com.

New Release – Machina Obscurum: A Collection of Small Shadows

Monday. Another small step in an effort to blanket the electronic devices of young and old was released for consumption. 9 authors contributing a variety of short tales or excerpts from their own worlds appeared in a collection called:

Machina Obscurum – A Collection of Small Shadows (Get it on your Kindle right now!)

Machina Front Cover

In which, I have three pieces of the overall collection. Two shorts and an excerpt from my very first novel The Dark That Follows.

You can get it here. For FREE! (Our gift to you.)

As I’ve only read one of the other stories in the book, I’m looking forward to seeing what sort of tales they’ve managed to spin.

Mine?

Well, I like to consider the two stories I’ve submitted: Til the Last Candle Flickers & And I Feel Fine as 2 parts of my Apocalyptic Trilogy. They are siblings of a sort to be sure (not the actual characters) in the themes of love and loss at the end of everything. And yet they represent very different things about that end. They are Alpha and Omega.

candle-579580_1920

Till the Last Candle Flickers came about from the idea of Preppers. You know, those guys and gals who are so sure we are on our way to some kind of apocalypse that their hobby is to be as prepared as possible. In some ways I think they have to be spiritual ancestors of those Cold War survivors with their fallout shelters.

But with this short I wanted to look at what can happen on the front end to someone who is so sure that all of our world will be gone soon. How would other people treat him? Do you close yourself off to everyone just so that you don’t have to lose them when it goes down?

How long can you go on like that?

Comet

And I Feel Fine is the other end of things. The Bad Things have come and gone and then more Bad Things have taken their place. And when it seems like there is no good left for you… when the world is surely trying to kill you on a daily basis… maybe that is the time to ensure there is a record left. A small snippet of how things were in those days, so that if there are survivors they might know a little bit more about this generation of people.

I call these two pieces of a trilogy, which would beg the question: “where’s the 3rd piece?”

Good question. I don’t know. I have ideas about it, but these two demanded to be written down. The words flowed in a way that let me know I was onto something worth finishing.

Hopefully you feel the same when you read them.

 

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John McGuire

John McGuire is the author of the supernatural thriller The Dark That Follows, the steampunk comic The Gilded Age, and the novella There’s Something About Mac through the Amazon Kindle Worlds program.

His second novel, Hollow Empire, is now complete. The first episode is now FREE!

He also has a short story in the Beyond the Gate anthology, which is free on most platforms!

And has two shorts in the Machina Obscurum – A Collection of Small Shadows anthology! Check it out!

This post originally appeared on tesseraguild.com.