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Fantasy Novel vs. D&D Campaign

When I started trying to brainstorm for NaNoWriMo this year, I had nothing to go on. Months of shopping Sky Pirates of Calypsitania around to agents had received mostly chirping crickets, with the occasional “You’re a good writer, but… nah.” On the advice of J.M. Frey, I decided to write a more “mainstream fantasy” novel that would help me get my foot in the door, figuring that once I had a body of work, it would be easier to get people to buy in to other stuff.


But again, what to write? I can craft prose all day, but creating a compelling story is much tougher. Finally, with nothing else to work with, I said, “Fine! I’m taking some of my unplayed RPG characters, tossing them into a scenario, and writing it as a book!”


On the good side, it definitely got me rolling. I have some protagonists and a broad story arc, and that’s all good. However, there is one big problem with this framework, which is: most RPG campaigns, even good ones, tend to be a never-ending string of fights. Whether it’s orcs or stormtroopers, the “filler” of an RPG campaign is generally going to be battles with monsters… which can make for dull reading.


Yes, the blow-by-blow of a tense action scene can be exciting. Bilbo’s encounters with trolls, goblins, spiders and dragon (and later Frodo’s encounters with ringwraiths, orcs, trolls, more orcs, more ringwraiths, more orcs, easterlings on oliphaunts, more orcs, a giant spider, still more orcs, and a giant pit of lava) are iconic. But what really makes a battle interesting is not who slashed what or cleft the other in twain– it’s what changes as a result of the battle.


And that’s where the neverending string of fights in a D&D game fall down as fodder for a novel. As a rule, they don’t change anything, other than to nibble away at resources. In a novel, the “five rooms full of orcs” at the front of the level that lead up to the “boss” at the end would lose readers after the second fight. “We’ve seen this already!” would be the cry of the frustrated reader. “Get on with it!” (And they’d be perfectly right to do so.) The first fight with orcs is interesting, because it’s new, which means it changes things. The fight with the boss at the end is interesting, for the same reason. (And presumably the boss has some kind of plot coupon or other thing to make them worth fighting in the first place on top of that.) The stuff in the middle? Gets mercilessly summarized unless and until it makes an impact.


So this is where my NaNoWriMo project actually hits an uphill climb: I have more or less completed act one, with the hero about to set off on her journey with her new companions. While I have the next big change– the “boss” of the next section so to speak– worked out, I need to figure out interesting and relevant things that will take the character from here to there. In a D&D game, this would be an overland journey with some random encounters, ending in a dungeon complex, easy peasy. For a book? It has to matter, or be cut. And that’s the tough part.


-The Gneech


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( 3 comments — Leave a comment )
(Deleted comment)
the_gneech
Nov. 16th, 2016 11:31 pm (UTC)
Being the first draft, I have only a vague idea of what my characters' personal arcs are, I'm sort of discovering that as I go. The great thing about NaNo is that the drive to put words on page is an impetus to JUST KEEP GOING and figure it out in the revision stage, but of course, that's the terrible thing about it, too. XD

-TG
sirfox
Nov. 17th, 2016 12:14 am (UTC)
I would suggest checking out the Author's Preferred editions of Raymond Feist's Riftwar/Magician novels: Apprentice and Master, at least as a reference on balancing D&D style combat slog vs. plot & character progress. The fact that this story DID actually make the transition from Gaming Group Table Shenanigans to a Novel makes it particularly useful in this regard.

Gaming: the players hang on every hit/miss or blow, because it's THEM that it's happening to. Novels need a lot less play-by-play, turn by turn narration of the combat, which cuts down your "5 rooms of Orcs" scenario. As Our Heroes in either setting are likely terribly outnumbered, straight up wading in and hacking away is bad planning and unrewarding even if successful.

You have the opportunity to let them tilt the odds in their favor and make THAT the story and exploration of their personalities. Maybe they use a bit of trickery to start a fight amongst the orcs in the middle room, slip in and kill the stragglers at the edges, let them get paranoid when the dead orcs are found, poke 'em again, etc... or just poison some liquor and leave it for them to find if they maybe know the right berries...

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