Tag Archives: roleplay games

Distant Horizon RP Campaigns of the early days…

Recently, I was thinking back to some of our early role-play campaigns… including the one for Distant Horizon.

See, the game started as me and Isaac wanting to plan a one-shot campaign that was something of a cross between The Giver meets X-Men.

Actually, that’s not entirely accurate.

The very first campaign set in this universe was a group campaign that followed the terrible exploits of superheroes from the Super Bureau who did more damage than the villains. It was great fun, and ended up providing a bit of lore you occasionally see in the Distant Horizon series.

(For more about that campaign, check out my blog post from 2016)

There’s even an easter egg regarding the Super Bureau campaign in the Glitch saga (Ghost of a Memory), when Tim is researching previous encounters with spirits:


After reviewing an article about a spirit that possessed a brain-dead child, I find several related articles from the time shortly before EYEnet was founded. One is about a man listed as Agent Knight. According to the text, he took an unruly team from the Super Bureau to remove a cult leader who tied the spirits of his followers to metal photographs—some superstition about photographs stealing a person’s soul. But the methods weren’t magical. The cult leader used life-spirit powers to bind his followers to a separate object, where he could better control them.

Long story short, though the actual events have been tweaked to better fit the story (as a great many of the campaign events have), and we don’t actually see all of the members of the ill-fated Super Bureau, some of the basic concepts of that campaign remain.

There is still a possessed, brain-dead child (at the time, she simply had a ridiculous level of power, rather than being possessed) who has a large role in the backstory of this universe (a back-burnered work-in-progress titled Little One). I have Isaac’s notes on the current version of the manuscript, and eventually I’ll need to work on those revisions. There, the investigation of the cult leader who stole souls continues… though he’s already dead (more-or-less) by the time Little One begins.

That said, we do get more Easter eggs regarding Little One’s story in Starless Night… and it’s a plot point that has some weighty significance for Jenna in dealing with the brain seed she’s trying to thwart.

There’s plenty of other little references as well. Jim mentions a few of them in the Distant Horizon series. The character of Benjamin had his start in that early campaign, though his character has gone through several iterations before you see him as he is now.

Distant Horizon was conceived as a campaign about a year or two after that one, but just between me and Isaac, and it started with Jenna in the Community, trying to figure out what was going on with the Health Scan. (Another key idea for this was that the superheroes had failed and the villains now ruled the world… but those in the Community didn’t know).

Of course, it’s not uncommon for our “one-shot” campaigns to run much longer… and it was about halfway through the campaign I decided I wanted to try writing it as a novel (I started taking notes about the spot where Fractured Skies ends). Though events have changed, the basic concept has stayed pretty much on point. One of the biggest changes being how big of a role “memory seeds” play in the story, since telepathic attacks existed, but the detailed workings of memory seeds came about later.

Tim’s story in the Glitch saga, on the other hand, wasn’t actually one of our campaigns. Portions did get played out between Isaac and me (primarily conversations between the Legion Spores and Tim… with Isaac voicing the living airships and me voicing Tim), but a lot of details were notes that Isaac had regarding what happened behind the scenes in the campaign for Distant Horizon.

Now, those aren’t the only Distant Horizon Universe campaigns we’ve done. Of note, we also had one we called “Exiles,” of which much of the story arc has been dismantled due to changes made in the published Distant Horizon series. I may revisit a version of it later, but, for now, you can see hints of it in the Deceived series. A team of young power-users have to escape a beast facility and then go on adventurers to change their world for the better… one of those characters being over-powered enough that the Camaraderie isn’t terribly happy about them…

Another campaign was the Athena arc, which is something of a techno thriller that takes place after Exiles. Again, a lot got changed based on changes to Distant Horizon. However… other aspects might eventually get reworked into later books if we ever explore the world beyond the Distant Horizon series once that’s complete. (And I have been dropping certain foreshadowing hints into the current series in case we do lean into that route).

And then there’s another campaign I ran much farther into the story’s future, but it would need major, major edits to be even remotely feasible, though there are some plot details which may work themselves into other books… especially Little One.

In any case, role-playing has been a fun way for us to develop the story and delve deeper into the individual characters and the world. 🙂

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Sneak around with Jenna in the Distant Horizon series!

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Happy reading and writing!

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Thoughts on Writing – Using a Roleplay Game to Develop a Novel’s Backstory

Now that Distant Horizon is out in the world (Yay!), I thought I’d talk a little about how the story came about–specifically, how a role-play game led to the creation of the backstory of Distant Horizon. Granted, a lot of the campaign stories aren’t visible in the first book,  but they still played a role in the backstory of the world.

It started in 2010…

Actually, no. Let me go back just a tiny bit further. It started with tabletop role-playing that involved a group of friends in college. We all lived in the same dorm, so we met in the evenings to play various games with different people taking the part of gamemaster. At times we had several games running throughout the course of the week. How late they went into the night depended on how early we had to get up for our first class the next morning.

I was introduced to RP games through the Savage Worlds system, starting with a fun-though-inevitably tragic (the sacrifice of my favorite giant zombie dog, Snuffles…) zombie apocalypse. I had intended to watch the other players while completing my physics homework, but before the game began, I was intrigued by the various miniatures and the gamemaster’s premade characters. He had extras, so I asked to join in.

The rest is history. I eventually decided to run a few of my own games. After the first failure (where I’d had a whole story plotted out… which was, of course, destroyed as players will destroy any plot by not going the intended direction), my primary games were a Star Wars game (I amassed quite a few of the RPG books and had them spread out across the table or floor during these games for reference), and a couple superhero games.

For the superhero game, I, Isaac, and a group of friends brainstormed what powers we might have. We placed the powers into four categories, then rolled a D4 (four-sided die) and a d10 (ten-sided die) to determine what our powers were. We fiddled with the system a bit (the base we used was Savage Worlds), and did a bit of “winging it” when determining how the powers worked.

Soon we had a team of well-meaning but absolutely terrible superheroes who caused far more destruction than good. One of them obliterated a bank robber’s head with sonic scream. (*Sigh. You were supposed to take him alive.*) One nearly electrocuted himself at a hidden night club after attacking a dancing mech. (Your job was to buy a special edition teddy bear from a vendor there, not assume the whole place was hidden front for a Japanese mafia.) One bent reality… (And he was the most sane of the group). The other kept getting distracted because he wouldn’t stop flirting (But hey, we need NPCs (non-player characters) who can help out with questions, right?). Needless to say, they drove their team leaders crazy… once by driving their car right out the top of the Super Bureau’s headquarters.

In relation to Distant Horizon, I can firmly say that these guys are part of the reason that the supervillains were able to convince everyone that the superheroes were the bad guys. But that story arc came later.

In a different campaign that ran about the same time, the superheros were a smaller team, and rather more effective at their missions… including to the point where they were sent to recover a set of special pendants that had strange powers, including the ability to slow time when four of the five pendants were in close proximity. *Cough.* These pendants make an appearance in Distant Horizon, as the most powerful members of the Community now have them in their hands.

In a different shorty-campaign that used the same power set but was run by my husband (mostly because I’d just had my wisdom teeth removed and I wasn’t in the mood to do much talking or heavy thinking), a group of airship pirates stole an airship and went through a few too many portals in attempt to uncover a precious jar of blueberry jelly… which might not have actually been blueberry jelly. They might be the reason the Community exists in the Distant Horizon universe. There was a lot of tweaking to that story arc, though the blueberry jelly reference remains.

In most these cases, there are a lot of seemingly random events (okay, it was probably pretty random even at the time), but it provided a rough basis for a background… one which Isaac later twisted and developed as the basis for Distant Horizon.

That being said, there’s a lot of stuff from the original campaigns that are not being included in the novels for the sake of plot and consistency, but overall, the games were a lot of fun and helped to build a semi-consistent world of powers. We could see which powers were broken (a much later campaign that used alchemy/enchanting proved where that needed a lot of fixing), develop out how different factions might interact, and then extrapolate from there to consider where it might go next. And now we have fodder to reference in regards to the origins of the world which can help enrich the setting.

Now, you won’t see much of these plots in the first book. Most of the characters are far enough removed from these events that all you’ll hear is an occasional reference. Still, it helped build the power system and let me drop clues that will become more relevant in later stories and companion novels.

Once I finish Little One’s story, (a Distant Horizon prequel I plan to work on after Glitch and Fractured Skies have been released) then you’ll see a lot more references to these campaigns. I had quite a bit of fun placing in those Easter Eggs in the rough draft. But that one also has a more quirky (though dark) tone than some of the other stories set in this world.

Isaac and I have continued to use role-play games to develop stories and worlds, but I’ll have to go into more detail about that in another post. For now, I hope you’ve enjoyed this one. Have you ever used RPGs to help flesh out a story?

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