Tag Archives: rpgs

Changing the Scenario – Updating Anna from Role-play Game to Book

Previously I’ve talked about how Distant Horizon got its start as a role-play game between me and Isaac. Many plot points changed, but many stayed the same. In today’s post, we talk about how, in Fractured Skies, Jenna and Lance met Anna…

Who had a few changes along the way.

I’m pretty sure Anna started as a way for Isaac to keep my character, Jenna, from getting herself hopelessly captured. Let’s set the stage, shall we?

In the game, Jenna and Lance have returned to their hometown in search of her parents, who she knows might be in danger. Security guards have started to notice Jenna looks really familiar (she’s the granddaughter of a rebel leader, so they’ve been given her profile), there are a set of conspicuous mercenaries on her tail… and she is very good about demanding information in a not-so-subtle way. Not a good combination.

So Anna, an old friend from her high school, shows up and manages to (unintentionally) whisk Jenna and Lance to safety.

This despite shouting “Jenna! Lance! It’s you guys!” across the same room with said guards and mercenaries.

Needless to say, I can only assume the guards failed their notice rolls or smarts rolls.

Anyway, Isaac and I realized that wasn’t going to be very believable in the actual novel, so we made a few changes.

One, we gave Anna powers.

Surely Jenna and Lance weren’t the only one who didn’t take their daily pills in a huge city, right?

Two, we decided Anna isn’t an old friend… at least not that Jenna remembers… and that Anna knows more than she first lets on… allowing her to get them away from the guards a little more naturally while still arousing their suspicion as to her real intentions.

Here’s an excerpt from Fractured Skies:

One of the guards looked toward us—the one who had examined our IDs earlier, but before he could question us again, a young woman our age plopped into a seat across from me. She had shoulder length brown hair pulled into one of the few “stylized” cuts the Community allowed, and she wore a pale blue shirt and pale gray pants, nothing that stood out.

I blinked. “Uh… hello?”

“I can’t believe you’re back! Chris… Kate…” She propped her chin on her knuckles. “So good to see you again.”

I stared at her, dumbstruck. How did she know what our fake IDs said? Was she a Special Forces agent in disguise? A telepath?

Lance chuckled nervously. “I’m sorry. Do we know you?”

“Of course!” She laughed. “It’s me, Anna. Don’t you remember? We shared chemistry in high school.”

I tried picturing my classmates from chemistry, but honestly, I couldn’t remember more than a few of their faces. I certainly didn’t remember this “Anna.”

Lance and I exchanged glances. Quin seemed to be fast-talking the guards toward the exit, both groups too busy to worry about us. Was Anna a merc? If so, she fit in way better than the others.

She gave us a mischievous grin. “Now that you’re back, there’s a question everyone wants to know—are you two dating?”

I blinked. Why would anyone care about that?

Lance shrugged. “Sort of.”

I froze. What was he doing?

Anna’s eyes popped open. “Seriously? Oooo… just wait until I tell everyone! I told them it was bound to happen.”

“Yeah…” I shuffled uneasily in my seat, suddenly wishing we were dealing with the mercs. At least it was clear what they wanted.

“That’s so exciting!” Anna clapped her hands together and glanced over our shoulders. She quickly diverted her eyes back to us. “You should totally see my room here. It’s great. I’ve been living on my own ever since I moved from my parents’ house.”

“I’m not sure—”

“Sounds cool,” Lance said smoothly. “Why don’t we go check it out?”

I glared at him. What if this is a trap?

Lance flinched. “It’ll be fun,” he murmured, his voice forced.

Dear Community—

This flower charm was obnoxious. Technically, it was a telepathy artifact—artifacts were objects enchanted to mimic certain powers—and I’d accidently used it to project my thoughts. At least I had directed the thought rather than broadcasted it across the room. That would have been terrible. What if everyone thought they had theophrenia? I shoved the charm between my shirt and my coat, where I wouldn’t have to worry about accidently using it.

“Come on!” Anna grabbed us both by the wrists and yanked us from our chairs. Since I didn’t want to cause a scene and attract more guards, I didn’t resist. She dragged us through the hall and into an apartment room a bit bigger than our old dorm rooms combined. Her walls were covered in pictures of similar people with similar hairstyles—all smiling like cheerful leaders on cheesy self-help brochures, except these were beauticians’ posters.

If I took off my hat, it would be painfully clear I did not fit in.

Anna’s come a long ways from the original campaign.

Right now she only shows up in Fractured Skies, but she’s an example of some of the changes we made along the way. 😊

* * *

Read the series that started as a role-play game…

* * *

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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