Where the Rules Come From

My love affair with board games began when I was a small child. Every once in a blue moon, our family would gather around the dining room table and play a board game. When I say “blue moon,” I mean it. It hardly ever happened, and I think the scarcity of these occasions was part of the draw. I was also fiercely competitive, which hasn’t changed much.

Back in the late 1980s, as I was coming of age, the first Nintendo console was brand new. Hot off the assembly lines. I thought Duck Hunt was fun, but oh my God was I bad at it. I always blamed it on poor hand-eye coordination, the same excuse I gave for being so dismal at baseball, football, soccer… well, any sport really, right down to miniature golf. (Turns out I’m not terrible at curling, only middling, but that’s a whole other post, which sadly will most likely never appear on this blog due to being so wildly off-topic as to be side-splittingly hilarious.)

So where was I?

Oh yeah. Nintendo. I was bad at it. I was one of those guys who struggled to get through the first world of the original Super Mario Bros. Those damned killer flower vines always crawled up at the worst moments, and don’t even mention the bottomless chasms. No matter how narrow the holes, I sent Mario and Luigi careening straight into them every time. It’s like riding a bike and trying to avoid hitting a tree while you’re staring right at it—harder than it sounds, trust me.

As I got older, gaming platforms got more advanced, but my aforementioned hand-eye coordination didn’t. I sat back while at my friends’ houses and watched Goldeneye tournaments drag on for hours. When they asked me if I wanted a turn, I politely declined, saying that really, no, I preferred to spectate.

What a crock.

So it was board games for me, but it was hard to find anyone willing to play them. And the selection wasn’t particularly sophisticated; on the top shelf of our hallway closet was a collection of ramshackle Monopoly and Payday boxes, the edges torn and the playing pieces scattered.

It wasn’t until college that I discovered board games could be awesome. My friend Tom invited me over to a games night one evening, and I learned about Settlers of Catan. I loved that game right from the start. I’ve played it probably a hundred times since—and only won twice, which is an ego bruiser, to be sure, but it never stopped me from coming back for more punishment. Today, I get together with my board-gaming buddies about once a month, and we’re always trying out new releases from overseas. It’s a bit pretentious and snobby, yes, and that’s how I like it. And sometimes I even win!

There’s a point to all this beyond a sprawling personal history, I swear.

For as long as I dabbled with games, I also dabbled with writing, but never did the two meet. They were unrelated activities. One had nothing to do with the other. After all, games had rules, and my gestational stories did not. It was years before I discovered structure. Half of the fun of writing was finding out what happened at the end. I suppose some writers still work this way, though at least they usually impose structure after the fact.

Well, games and stories had a lot more in common than I thought. If they’re not quite siblings, then at minimum they’re first cousins. They have beginnings, middles, and ends. They have characters (actual characters sometimes, at other times just players, though the two are analogous). They have probabilities, conflict, and suspense. They have surprises and twists.

Without gaming, I’m pretty sure I would have discovered the importance of narrative structure, eventually. But it would have taken me a lot longer. I’ve now been told that my handle on plot and structure is one of my greatest strengths as a writer, so maybe all those wasted hours watching my friends play first-person shooters weren’t quite as wasted as I initially thought!

In fact, I know they weren’t wasted. For me, games were a catalyst. They were the bridge carrying me from thinking of plot as just the things that happened in a story to seeing them as intentional machinations. The main difference between books and games is that as an author the rules aren’t imposed on me anymore. Now I get to make the rules, and it’s the sweetest revenge.

Can you imagine how good I would have been at baseball if the team with the most strike-outs won the game?

I can.

Sam Sykes and Japanese Role Playing Games

Final Fantasy 7A guest post by Sam Sykes

You know, for the longest time I was uber sensitive about being accused of writing D&D fiction. I mean, yes, I write about adventurers going into dark places, stabbing monsters and swiping loot, but god damn it I was serious about it god damn it (yes, I was so incensed, I used the same curse twice).

As I get on in years, I’m much more all right with the idea of that. It’s not true (seriously, I was so unpopular I couldn’t even get anyone to play D&D with me), but that’s fine if people reminisce through me. And it’s definitely no secret I take a lot of inspiration from video games. JRPGs were one of my very most fundamental understandings of a story. I grew out of it, as you can tell by the distinct lack of doe-eyed, spiky-haired men with colossal swords fighting sweaty women with oni masks for breasts for the affections of a magical maid who can turn into a cat, but I think it’s fair to say that a lot of the younger writers out there probably got one of their earlier understandings of how stories work from video games.

I think the first time I realized games could have stories was when I played FF7 for the first time. I literally had no idea what it was about except that there was a dude with a huge sword and let’s not dwell on what that might mean. But I scrimped and saved everything I had so I could buy a Playstation to play it on. Then I scrimped and saved a little more to buy it. Then I played it.

And holy shit.

Within the first few minutes, my mind was blown. What was this guy doing here? Fuck, we’re rebels? Awesome! Yeah, let’s fight some robots! Now guys with swords! Bringin’ down the man! We’re freedom fighters, busting a corrupt corporation that’s killing a planet. I’m wearing a purple turtleneck sweater, but that’s okay! I’ve got backstory! And angst! And swords ‘n shit! Fuck yeah! FUCK YES!

And so on.

I suppose you could cry that the world has failed us when our youth learn storytelling from video games, rather than books. And in truth, video games can only take you so far. But they can teach you how to think visually, how to paint things in prose, how to establish something vividly in the reader’s mind. And they can teach you how to think mechanically, how to display on the page how movement works, how to keep an idea of where everyone is and make it clear to the reader. And, most importantly, they can teach you to understand when someone’s bored and how to prevent it.

The trickier stuff (character depth, plot, motivation, etc.) comes from mostly reading books, but you absorb it anywhere. Creatives of all ages, but especially kids, are gluttons for creative input. And like any diet, diversity is healthy.

I guess it’s kind of gauche to suggest that one of your influences might have been Squaresoft (it wasn’t Square-Enix in my day!) instead of, say, Tolkien or another dead guy, but I’d be earnestly surprised if there weren’t more authors who had some of their earliest storytelling wonders come from video games.

A surefire way to tell? Ask them if they were interested in the love triangle between Cloud, Tifa and Aerith (Aeris, if you’re nasty). If they say no, they are definitely an FF7 fan because they are fucking lying.

author-pic[1]Guest Writer Bio: Sam Sykes currently lives in the United States with his two hounds and, at any given time, is probably yelling at something inanimate. Tome of the Undergates is his first book, but far from his last. At 25, Sam Sykes is in an excellent position to provide entertainment while other authors are dying from various infections and stress-related illnesses. Sam Sykes looks forward to being one of the sole providers of fantasy entertainment, assuming no other authors are actually discovered in the next forty years. You can find out more from his website.

Barbie Queen of The Prom: A Cautionary Tale

The Barbie Queen of The Prom board

I’ve always been a big fan of board games.  Although my taste in board games has become more refined with the likes of Dominion, 7 Wonders, Agricola, Age of Empires III and more, I had to start somewhere. And I started with Barbie Queen of the Prom (BQP).

First, some background. Growing up, I primarily lived with my dad and my brother. I had to sit through countless hours of He-Man, college basketball, pro basketball, G.I. Joe, golf, and occasionally baseball. While I do appreciate all of these things, let’s just say I paid my dues. So every now and again, my dad and brother let me pick out which board game I wanted to play, and I would almost always choose Barbie Queen of the Prom. And I’m just going to write it now so the embarrassment for them is over quickly: my dad or my brother almost always won. They always got to be queen of the prom! *Folds arms, grumpy face*

The dreamboats.

Anyhoo, something funky was going on with BQP.  I had the re-boot version of the 1960’s board game, and apparently the rules weren’t any clearer in the 90’s than they were back in the 60’s (kind of like actual prom – ZING!). The basic premise is this: you start out with some Barbie bucks and with those you accumulate a dress, a hairstyle, a ride to the prom, and a boy to take to the prom (you didn’t have to pay for the boy, thank goodness). Then, when you got to the prom, you spin (sometimes over and over and over) until somebody gets to be prom queen.

But here’s the weird part – when you got to prom, if you landed on a friend tile (a token with one of Barbie’s friends on it), you picked it up. But the rules were extremely vague about what you actually did with this token. Before this point, every token accumulated was used in exchange for something. After some careful speculation, my dad, brother and I could come to no other conclusion but you could trade in one of your friends for an extra spin – that is to say: another chance to become queen of the prom.

What. The. (Youknow.)

All social conditioning from the first part of the game aside, what’s up with this trading in your friends thing?! That’s so not cool, man.

The moral of my story is this: when things aren’t clear, people can’t help but assume. In writing and in life, if you don’t make things clear, things will start to go awry.

Also, if something doesn’t ring true, people will notice.

All games take a bit of imagination and fantasy in order to come alive. Make sure that whatever you develop rings true and leads the audience in exactly the direction you want them to go (even if that direction is misdirection), or they may just start trading in their friends for a chance to be queen of the prom.

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Kristin Luna is a Marketing Consultant by day and writer by break of dawn. She prefers to wear t-shirts. Kristin, a descendant of the infamous Dread Pirate Roberts, is currently working on a Young Adult fantasy trilogy. When she isn’t contemplating marketing campaigns or writing, she’s crocheting, playing board games, figuring out yoga, teaching her cats sign language, reading, or getting in cabs saying, “To the library – and step on it!”. She is kidding about only two of those hobbies.

Myke Cole – The Gaming Influence

A guest post by Myke Cole

I’ve written a lot about the influence of gaming in my writing. I don’t have anything to say that you couldn’t guess (and that hasn’t already been said a hundred times at least): that gaming taught me to write a story on the fly with my audience trying to sabotage it. That it helped me to freely imagine, that it helped me understand a story inside the confines of a set of rules.

Not to mention connecting me to amazing people and equally amazing ideas, all of which are critical to the building the bedrock where a storyteller sets their roots.

But gaming had an unusually direct effect on my writing more recently. Back in February of this year, there was a minor blowup on the Internets when Games Workshop, the proprietors of the insanely popular Warhammer and Warhammer 40,000 universes claimed copyright over the term “Space Marine.” When the smoke cleared from that particular dustup, they were determined to be no richer for their efforts, serious in their attempts and greatly diminished in the eyes of the fan community.

Let’s just say I wasn’t surprised.

About a year earlier, I had finally developed contacts inside Black Library, the fiction wing of the Warhammer 40,000 universe and was in the middle of what turned out to be a year long process of hammering out ideas to start writing fiction for the franchise.

I was over the moon. I LOVE the Warhammer 40,000 universe. It is one of the most brilliantly conceived and executed speculative fiction concepts I’ve ever come across, and richly deserves the success it has earned. I loved it so much that I wrote an essay about why I felt it was an important addition to the pantheon (you can read it here – Myke Cole on Warhammer 40K and Apocalypse Literature).

We were talking about giving me my own Space Marine chapter, with a supporting Imperial Guard unit, that hadn’t been written about before. I could develop them as my own, crafting their stories and heroes, fixing them firmly in the universe I loved so much. This is why I was willing to put my nose to the grindstone, working through idea after idea and draft after draft to get to something, anything, that would be acceptable to the editors.

And, after roughly a year, I finally got one across the plate. The editor I was working with made an offer on a short piece of fiction for their inventory, something to maybe be put in as supporting text for a forthcoming manual. It was just a finger in the crack of the closet door, but it was a start. I eagerly awaited the contract.

And then it came.

It was . . . well, it was a lot like the Space Marine thing. The demands were . . . not what my agent and I considered reasonable.

I wrote my editor with a long list of requested changes, begging him to budge on this. I loved the Warhammer 40,000 universe, was desperate to work in it, had already put in many, many hours toward that end.

The answer came back as expected. The contract was the contract. Sign it or walk.

So, I walked.

I spent a lot a downtime after that, bummed to have come so close to achieving a dream, only to miss it on a technicality. That feeling was quickly replaced by frustration over all the time I’d wasted. I had pages and pages of notes of what I thought were really good story ideas, all written to the Warhammer 40,000 standard. All useless now.

I bitched and moaned to my friend and fellow author Peter V. Brett about it and he shrugged. “They’re good stories, aren’t they? And they’re yours. Strip out the IP and look at the bones. Might be something you can use.”

Seems simple, eh? Intuitive? I was in such a bad spot over the experience that I hadn’t thought of it.

So, I sat down and took a hard look at my work. I took the story carcasses and boiled them until anything remotely resembling the Warhammer 40,000 universe came off the bones, until I was left with only the shining white armature of plot and character.

And I was right. Good stories.

Stories I am even now reshaping into work I can sell.

So, gaming influence my writing? Damn straight it does. Thematically, indirectly, and even specifically. There may be disappointments in my life, but the discipline has never let me down, so long as I kept faith with it.

Excited to see where it takes me next.

Guest Writer Bio: As a secu­rity con­tractor, gov­ern­ment civilian and mil­i­tary officer, Myke Cole’s career has run the gamut from Coun­tert­er­rorism to Cyber War­fare to Fed­eral Law Enforce­ment. He’s done three tours in Iraq and was recalled to serve during the Deep­water Horizon oil spill. All that con­flict can wear a guy out. Thank good­ness for fan­tasy novels, comic books, late night games of Dun­geons and Dragons and lots of angst fueled writing. Myke is the author of the Shadow Ops Series: Shadow Ops #1: Control Point, Shadow Ops #2: Fortress Fron­tier, and Shadow Ops #3: Breach Zone. (Author gets credit for all referral links.)

You can find Myke online at www.mykecole.com, or on Facebook, or Twitter.