Sunday, April 3, 2016

Pitfalls to avoid when using the "GM technique" for fantasy writing


I've got an idea: If I were to use GURPS (Generic Universal Roleplaying System) for creating a story, then in-universe inconsistencies would practically be impossible. You wouldn't be able to turn Leia into a space fairy who can instantly use the Force because she never spent any skill points on it, it's written on the character sheet (A piece of data-container, used to track a character's abilities, items, etc...)! Let's dub it the "Game Master technique."


But I read a scathing review:



"...The series is the poster boy for fantasy banality -- there is not a single speck of creativity to this series. The same can be said of pretty much all the rest of R.A. Salvatore's works. This author has the (dubious) distinction of getting TWO of his series tossed onto this list.


I know there was a PC RPG made from this series, but with the number of fantasy cliches present in the novel, it reads more like a straight GAME-TO-BOOK tie-in novel than the other way around. You can literally hear the sound of the dice rolling in the background as you read. Bleh.



Part of me is disturbed by the lack of evidence from the reviewer's part, the other is concerned about whether the reviewer is right this time. So, am I doomed to fail, or can I avoid writing pitfalls when using a game-system to lay out the framework (what happens) of the story? What should I watch out for?




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