What to Do When You Just Want to Write
June 27, 2008
Some writers are rather prolific, and they can write whole chapters on the simple act of staring at a post it note. Creative writing allows our imagination to run free and wild, and when we’re on a roll, the words often pour out.
Know when to stop. Indulgence is wonderful, but in a multi-player game, indulgence can be seen as a selfish act. Players feel forced to read paragraphs of fancy description or complex though processes that may or may not interest them. It creates the sense of an obstacle to getting down to the business of writing.
Let people have a chance to react.
If you truly feel the urge to indulge, by all means, do so. Set up a new topic in which you can run free with your writing without hampering anyone else.
In game, curb your urge. Give players enough material to work with, but recognize that everyone should have a turn to do what they love: write.
On the other hand, be tolerant of a person’s occasional need to put a little more into a scene. Understand that many times, players need to write more to either help the character work through an issue that bothers him or to help the player overcome a challenging issue.
Indulgence is a bit of a give and take where manners are concerned, but the golden rule is that with all indulgence, moderation is key.
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Role-Playing the Steamy Scenes
June 24, 2008
Maintaining realism is important to a game. But when it comes to a steamy scene, how much realism is too much?
That all depends.
In most cases, a steamy scene or a touching moment between characters is fine. A kiss happens, and it’s a normal act in life. Writing out scenes that include embraces is natural at times, and it does happen that characters become a couple in game. Most players have no issues reading a romantic or slightly steamy scene.
Some writers take steamy scenes a step further. They choose to write out couplings, making love and sexual acts – and that’s fine. Erotic literature is acceptable and has its place.
But descriptive, graphic scenes involving sex don’t always create comfort with all players.
If both players do choose to “go blue”, then more power to them. It’s perfectly fine to include erotica in your writing, as long as it’s kept behind closed doors. Exchange posts and scenes via email or private messaging.
The decision to “go blue” (or write out a sex scene) is personal and should include the consent of both parties involved. If one player feels uncomfortable or shows no interest, skip it. Don’t push the matter.
Keep in mind that any scenes played in private aren’t moderated and that game moderators or masters can’t or won’t intervene. If a player becomes uncomfortable, wants to stop but feels forced or is pressured to continue writing erotica, then that player is on his or her own to handle the matter.
Also note that lack of consent in collaborative erotica may become an issue of law in the area of sexual harassment. Other laws may apply, so when in doubt, consult with a lawyer.
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Announcing the Winners of Our Launch Contest
June 21, 2008
The closing date for entries in our Capturing Fantasy Launch Contest has come and gone, and we were excited to see who the winners of our prizes would be.
We’re proud to offer the books we’ve selected for this contest. The illustrations are well done, the information is valuable to anyone who enjoys gaming or who wants to learn the WoD system, and there are hours of enjoyable reading involved.
Just be prepared to answer the question, “What the heck kind of book is that?”
We tallied up the entries and used a random number generator to select three lucky winners, so without further ado, we’re pleased to announce that congratulations go to:
First prize – Wendi Kelly, who landed herself a prize package worth over $125
- The World of Darkness Rulebook
- Vampire: The Requiem
- The Blood: The Player’s Guide to the Requiem
- Werewolf: The Forsaken
- Blood of the Wolf: The Player’s Guide to the Forsaken
Second prize – Bob Younce, who won a prize package valued at $75
- The World of Darkness Rulebook
- Vampire: The Requiem
- Werewolf: The Forsaken
Third prize – Rick Grant, who snagged a prize package worth over $50
- The World of Darkness Rulebook
- Winner’s choice of Vampire: The Requiem or Werewolf: The Forsaken
We hope you enjoy your books, everyone.
Winners can claim their prize by sending us their mailing address via our contact form. We’ll pay the shipping and applicable taxes. (Because we’re nice like that.) No refunds or returns are available.
Winners who already own copies of the books may request an exchange of equal or lesser value from White Wolf’s selection of goodies.
Thanks to everyone who helped make our launch a success, and thanks to all readers supporting our blog!
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Good Things Come To Those Who Wait
June 20, 2008
One problem with taking turns in a creative writing collaboration is the issue of time. A scene may be moving along nicely, with all players active and posting regularly – and then the scene is stuck on hold.
A player in another time zone goes to bed. A person with a job might have to leave from work. Parents tend to children. The game is paused temporarily while waiting for a player to take his turn.
The thrill of the fast-paced action may seem to quickly lose its attraction. After all, who really enjoys “stay tuned until the next episode”?
But the anticipation of what’s to come – and when it might occur – can be just as great a feeling as the rush of high action.
Some players even find themselves torn up while waiting for the next action to occur. Will the characters get away? Will the enemy shoot? Will someone be hurt? Will the kiss happen? The page can’t be turned, and the possibilities run amok in people’s minds. These unanswered questions are worth their weight in gold.
The anticipation builds. And then the post happens - and it’s as good as a rush of high to a starved junkie.
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How to Earn Money Without Trying
June 20, 2008
Interested in earning some money without even working hard? We have a great idea that can help you do just that. You have nothing to lose, and you can earn commissions quickly.
Join our affiliate program and earn commissions of 30% on sales you generate for our ebooks. We’ve had great feedback about our two ebooks, our customers are very happy and you can feel good knowing you’re recommending a quality resource.
Need a banner ad for your site? Just let us know. We’ll set you up with some beautiful selections of ad banners to help you promote our ebooks and earn money.
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Separating Fantasy from Reality
June 17, 2008
Separating reality from fantasy is fairly easy. We all know the moon isn’t red and that we can’t levitate our wineglasses or snap our fingers to create meals. We know we’re not superheroes and have no magical powers.
And yet, sometimes we wonder if we can separate fantasy from reality, especially when a character that we play in a role-playing game becomes a person we feel almost truly exists.
Characters do exist – in our minds. This makes them a blend of imagination and of reality. They come from you; they’re part of you.
But the fact that you can almost touch these characters in no way labels you as someone with a multiple personality disorder or a person out of touch with reality. Characters often reflect pieces of who we are. People are very multi-faceted and personalities are rich – and so are our characters.
The best characters are ones that are very close to our hearts. We can relate to their pain. We understand their suffering. We feel joy for the same reasons as the character and we feel sadness, too. We take what we know and feel to pour that into imaginary people we create.
Then we give them life.
So when a situation upsets our characters and we find ourselves walking around every day with tears in our eyes until the problem is resolved, it’s normal to wonder whether the lines between reality and fantasy have blurred.
They haven’t. Trust us. You’re fine.
You know who you are. Your character will never be identical to you, no matter how many similarities you might share. Situations too close to home may cause some introspection and make you feel more than you’d like to, but chances are, you know who you are and it isn’t your character.
Sometimes characters are us but with the ability to have what we never did. Sometimes characters share our past problems, the ones we never overcame.
Could your character be a reflection of you? Certainly. But reflections are never perfect, and they never have the rich color or depth of dimension of the real thing.
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When a Scene Hits Too Close to Home
June 13, 2008

Sometimes, you find your character in a scene that hits a little too close to home. Your character could be facing a situation that you yourself have faced in life – and it hurts.
That happens. Fiction often touches us in unexpected ways. If there weren’t some emotional bond in role-playing games, we would quickly lose interest. But what should you do when a scene becomes uncomfortable or too emotional for your tastes?
Here are some tips for handling situations that are too close to home.
Play it Through
People tend to shy away from self-examination of the darker sides they hide away deep down. Role playing games do often touch on emotional aspects of real life and may bring out some feelings we thought were locked up inside.
Sometimes, taking a deep breath and playing through the pain while taking a good look at why you feel so upset can help resolve personal issues. A scene about a death can free you from your own fears of death. One of love may help ease a broken heart.
Talk to a Moderator
So-called “darker” games tend to involve violence and graphic scenes that aren’t always comfortable for players. But part of the attraction of darker games is that they do involve high-level drama and sometimes horrific scenes. It’s much the same as horror movie aficionados who watch scary movies for the sheer fun of being scared.
Sometimes, though, a player has had a violent act done to him or her and feels the scene evokes personal memories. If that’s the case and the situation becomes too hard to handle, talk to a moderator. It’s okay to send a quick note advising a moderator of the removal of a character.
It’s Just a Game
Role-playing games often rely on real-life situations, using them as a basis for scenes or settings. This does not in any way mean that moderators condone certain actions in real life – fiction isn’t reality. It’s just a game.
If a scene involves a murder, don’t believe that the moderators feel true murder is acceptable. If a scene involves high emotion hatred, don’t believe that players truly feel this hatred every day. If a character loves this or that, don’t assume that the player loves the same.
When You Need Help
An uncomfortable, emotional scene can sometimes be a revelation. Role-playing has long been used in psychological therapy to release feelings, to discover hidden memories or to cope with pain. Sometimes, players do realize introspective benefits from fiction gaming.
But a role-playing game is no replacement for true therapy with a professional – if you realize you have trouble coping with your emotions, seek help. Don’t use a game as therapy and don’t continue to play if the game truly upsets you.
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What To Do When There is Player Conflict
June 10, 2008
When playing in a group game, you are dealing with many people – all the players and all the characters as well. Sometimes, differentiating the character’s feelings from the player’s feelings isn’t easy. It’s common to assume that because one player’s character hates yours, the player must hate you, too.
Wrong.
A character’s feelings should never reflect the player’s. It is every player’s responsibility to keep in-game feelings separate from their own true feelings. Remember that fiction isn’t reality. A character argument isn’t a sign that the player doesn’t like you and a conflict in game doesn’t mean that there is conflict out of game.
Sometimes, though, “leaks” happen. You sense there may be some underlying feelings between players. You may be the one having feelings about another player – and not in a good way. What do you do?
Contacting a player directly to try to work out your differences doesn’t always work well. Sometimes you could sort out a situation with a note that asks, “Are you mad at me or is that just Blade’s reaction?” The player might be surprised and quick to reassure you that no personal ill will is intended.
Remember, fiction isn’t reality.
Likewise, sometimes you can resolve your irritation by sending a quick note that says, “I really didn’t like when… I felt that it…” Before you do so, acknowledge that you’re taking character action or speech personally – because sometimes, realizing that in-game isn’t in real life resolves the problem before you even send that note.
If you do send a note, never attack a person. Treat them diplomatically, politely and with respect. Use your best manners. Mention what upset you and don’t go into great detail. Be prepared that the other person may not see your view or agree with your thoughts.
If the situation isn’t easily resolved, don’t argue. Don’t flame, don’t fight and don’t answer. No matter how upset you might be, leave well enough alone and contact a moderator.
Moderators are neutral, objective parties. It is their job to step in to calm down heated situations and restore peace with solutions. They’re there to help everyone have a happy game; use their services.
Above all, work at keeping your personal feelings separate from the game. This comes with practice and the constant self-reminder that this isn’t reality – it’s just for fun.
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Four Types of RPG Players for One Great Game
June 6, 2008
Often, there are bouts of open hostility between players of different RPG systems. You have the Storytellers, the d20 players, the GURPS, the Palladium guys, and all manner of other system evangelists.
You know the type - 95% of their collection is from one system, and they foam at the mouth when someone says something bad about their favorite (or something good about another).
Really, though, it’s not about the system. It’s about the playing style.
Storyteller fans usually favor story, drama and romance (in the 18th century version of the word). d20 fans are often more into strategic combat and mechanical progression. GURPS fans love realism, and Palladium fans…well, they almost exclusively love the setting itself first and foremost.
In role-playing groups, these play styles boil down to four distinct types:
The Creative
The Creative is interested primarily in telling a story. Whether she uses words, pictures or sound, she generally has a creative occupation or bent outside of gaming too. Bloggers make for great Creatives in gaming.
A Creative is happiest when she is exploring the nuances of the human condition with other players. Because of her interest in story above all else, sometimes she grates on the nerves of Warriors.
Creatives are best matched with Socialites, who can provide complex levels of interaction.
The Warrior
The Warrior loves combat and strategy. Sometimes he has a keen mind, and other times he just enjoys the bloodshed.
Frequently, this type of player has a competitive spirit. Of all the types, the Warrior enjoys locking horns with the GM and, sometimes, other players. This isn’t necessarily a bad thing, though the Warrior’s penchant for favoring rules over story can get on the nerves of the Creatives.
Warriors are best matched with Scientists, as Scientists understand Warriors’ love for rules best of the four types.
The Scientist
There’s a Scientist in almost every gaming group. Sometimes they take the form of “rules lawyers” or “munchkins” whose negative traits can put them at odds with the group, but often they’re just very interested in the rules of the game.
Scientists like tinkering with applications of the rules to discover new effects and ways to play the game. A friend of mine who played AD&D fit this type - he managed to somehow figure out a way to eliminate a small army of kobolds using a single lightning spell indoors, all in perfect keeping with the rules. Scientists can be creative, but they usually focus on rules instead of the story.
Scientists are best matched with Warriors, if only because Warriors make for great guinea pigs.
The Socialite
The last type, Socialites, is interested primarily in just having fun with a group of friends. For them, no aspect of the game is more important than this.
Socialites are perfectly happy to call a game off mid-session if something more interesting grabs their attention. Socialites, rather having a short attention span, prefer just to hang out and enjoy themselves. This can be the death of a serious gaming group if the others aren’t Socialites also, but in the right situation, Socialites can bring life to an otherwise boring campaign.
Socialites are best matched with Creatives, as they love interacting with equally energetic people.
Keeping these types of player in mind when building a gaming group can make the whole experience a lot more fun. Mixing up play styles every once in awhile can shake up a stale campaign, too, so if you’re usually in the Creative frame of mind, playing a Warrior style game can bring a fresh perspective to the game and restore your creative juices.
By the same token, if you’re used to playing a Socialite type of game, try going for a Scientist style in your next adventure - you just might enjoy the new conversations that can pop out of examining the rules.
This guest post was written by Ben Overmyer, artist, writer and cofounder of Silver Gryphon Games.
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What to Do When Things Don’t Go as Planned
June 3, 2008
We want what we want when we want it. Sometimes, when things don’t go as planned, we throw tantrums. Yes, adults do that. We huff indignantly, whining and complaining to all who listen, and we even sometimes argue to try get our way.
Get over it.
When you’re gaming, you don’t control what happens, especially when you’re playing with other people. If you wanted to make a glorious move to come off as a hero and things don’t go the way you expected, don’t turn into some insulted drama queen.
Acting like a spoiled child when you don’t get your way just ruins the game for others. Take the situation handed to you, no matter how hard you worked to plan out something differently, and make it work for the moment.
Moderators can and do take decisions for reasons beyond your control. Coming down on them because their decision didn’t agree with your plans can land you with nowhere to game. No moderator with integrity acts on an arbitrary whim, so respect their decision and move on.
Your heroic acts might backfire (and probably will when you least expect them to). Your carefully laid plans may go to waste. What you plotted for as a reaction may not be the reaction you get – and that’s okay.
Step back. Look at the issues at hand. They’re not what you expected – so what are you going to do? What does your character say? What does he do? There’s always something fun in any scene, even if your best plans were waylaid by moderators or other characters.
It’s the same in life. Life throws us curveballs. We find ourselves in situations we didn’t expect, didn’t prepare for and didn’t plan. We deal. We cope in our own ways and we move on. Everything is temporary.
Have you ever had a situation in game that blew up plans you’d made? Have you ever been unhappy with a scene but played it through? Did it turn out alright – or even better than you expected?
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