The Worst Dungeon World Game I Played At Gen Con And How It Was My Fault

Posted by on Sep 9, 2013 in Conventions, Fantasy, Play, RPGs, Story | 4 Comments

We’ve talked here before about the worst game sessions we’ve ever presided over as GM. I don’t think this one was my worst ever but it was certainly my worst in recent memory — my worst ever playing Dungeon World, for sure — and it was at a big table of eager players during a […]

Same Scene Twice

Posted by on Mar 5, 2012 in RPGs, Story | One Comment

Jason Morningstar wrote this on Google Plus: Questioning assumptions: In roleplaying games, how come we only play each scene one time? Here’s what I wrote immediately after reading the question (so this is probably just a reflection of my habits and presumptions to date, alas): In part, I think it’s because playing any scene multiple […]

Always/Never/Now Has Launched

I hesitated to post this here because this isn’t a Gameplaywright project, but you might be interested in seeing it all the same. I’ve launched my first Kickstarter campaign to fund the completion and publication of a story-game adventure called Always/Never/Now. Everything you need to know is at this link. Truth is, I’m eager to […]

Storytelling in Video Games at IGN

Posted by on Jun 1, 2011 in Design, Story, Video Games | One Comment

IGN Australia asked a wide array of video-game developers about the role of storytelling in games and got a lot of good answers. In this first part of a three-part feature, IGN asks “How has storytelling in video games matured over the last decade or so? Has it matured?” and “How sophisticated is video game […]

The Dynamic Script Game

Posted by on May 14, 2011 in Musing, RPGs, Story | 7 Comments

(In the interest of posting more often around here, I’m going to spend some time sharing rough thoughts and sketches of ideas, rather than aiming wholly and solely for breakthroughs and finished essays. This is a blog, after all.) Can an RPG be made GM-proof? Is the goal to create a dynamic script, an unpredictable mechanism […]

We Don't Tell Stories Anymore

Posted by on Feb 21, 2011 in Business, Movies, Story | One Comment

Over the weekend, Will threw up a tweet pointing to a relatively short GQ piece called “The Day the Movies Died.” It laments Hollywood’s apparent wall-to-wall dismissal of Inception‘s critical and commercial success. [I]t’s really bad news when the industry essentially rejects a success, when a movie that should have spawned two dozen taste-based gambles […]

What He's Told

Posted by on Feb 12, 2011 in Story, Video Games | 7 Comments

I don’t know Justin Marks, but someone retweeted this thought of his into my stream this morning: Difference between a video game hero and movie hero: a vidgame hero is expected to do what he’s told – a movie hero is supposed to defy it. We haven’t done any questions on Gameplaywright for a while, […]

The WGA Award for Video-Game Writing

Posted by on Feb 7, 2011 in awards, Story, Video Games, Writing | No Comments

The Writer’s Guild of America handed out its awards on Saturday night, including its prize for video-game writing. The winner: Assassin’s Creed: Brotherhood from Ubisoft—Story by Patrice Desilets, Jeffrey Yohalem, Corey May; Lead Script Writer: Jeffrey Yohalem; Script Writers: Ethan Petty, Nicholas Grimwood, Matt Turner. (I admit, I’m still only partway through Assassin’s Creed II and haven’t played […]

Battle Beats

Posted by on Dec 22, 2010 in Hamlet's Hit Points, RPGs, Story | No Comments

Sarah Darkmagic has written a great post at Critical Hits, “Hope and Fear,” about how to use Hamlet’s Hit Points story beats inside an unfolding combat. She talks about specific mechanical elements of Dungeons & Dragons, but her thinking is more than sound for any roleplaying game. Check it out.

Ryan Macklin on Story vs. Adventure Games

Posted by on Dec 7, 2010 in RPGs, Story | One Comment

I missed this one when he posted it, but back in July Ryan Macklin wrote a blog post that talks about the difference between “adventure games” and “story games.” Whether one is enamored of that particular pair of labels or not, I think he’s on to something when he says: Adventure Games test competence Story […]