Taking 20 Podcast - Ep 239 - Write What You Know
Episode Date: October 6, 2024Do you ever struggle to create compelling adventures for your RPG group? I know I have in the past until I embraced the simple tip: “write what you know”. But what does that even mean? Tun...e in and find out. #pf2e #Pathfinder #gmtips #dmtips #dnd #writingtips #writewhatyouknow
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This week on the Taking20 Podcast.
It's extremely satisfying to produce something that others enjoy.
As I said though, writing is tough.
How do you maximize your chances for success when you're writing your adventure?
Thank you so much for listening to the Taking20 Podcast, Episode 239, a Back to Basics
episode with a key tip for adventure creators out there.
I want to thank this week's sponsor, Bricks.
I just heard that a truckload of bricks overturned on a local highway.
Local authorities just don't know what to make of it.
We have a website where you can listen to all of our episodes all the way back to the
beginning of this podcast with my crappy equipment I had back then.
www.taking20podcast.com.
Come on by and leave a comment on an episode.
This episode, fair warning, may not be for everyone.
Some DMs never write their own adventures.
They use pre-published adventure modules and campaigns and never create any custom or unique
dungeons, monsters, or even NPCs.
And that's, you know what, okay.
There's nothing wrong with being that type of GM that runs their players through adventures
that others have created.
However, this episode is for those DMs who like to game with their own creations, and
for those who don't, hopefully you'll gain a point of to an inspiration from this episode as well.
This week's advice to write what you know applies to authors no matter what
they work on and make no mistake about it.
If you're creating an adventure for your friends or absolute strangers to go
through, even if you will never publish it in the
traditional sense, you're still an author. Authors at their very hearts are content creators.
The content could be books, poems, plays, websites, podcasts, and yes, even RPG adventures.
They are creating the theme of the adventure, writing descriptions for areas and creatures
and NPCs.
They are tying it all together in a series of encounters that can
tell a cohesive story for the player characters to experience and hopefully enjoy themselves
in the process. Writing is tough, trust me. I've now written or spoken about 6-7 pages
of single-spaced content about 239 times now. Granted, some are interviews like next week,
stay tuned for that, but when you put it together,
it's more than a thousand and actually almost 1500 pages
of material.
When I'm researching for a podcast topic
or something for an adventure, it does take some time.
The temptation to do other things is strong.
Right now, the icon for the game Satisfactory is calling me,
telling me I need to go expand
my steel production section of my factory and to complete the next tier of research.
I can quit anytime I want to.
I just don't want to.
Anybody else's teeth itching right now?
But writing is also rewarding.
It's fulfilling to see others enjoy your creation.
Remember the last dungeon you created or encounter that you customized
where one of your players immediately exclaimed
how much fun it was?
That little tingle you felt in the back of your brain
was a shot of dopamine right to your pleasure center.
Or the tingle is brain cancer
and you might want to get that checked out.
Seriously, I don't think I ever talked about this
on the podcast, but that's how my brain cancer started
was a tingling in my fingertips and loss of strength in one hand. Everyone, please, if anything doesn't
feel right in your body, go to the doctor and get checked out. For years, I just tough
stuff out, but going to the doctor about this probably saved my life. Sorry. Anyway, it's
extremely satisfying to produce something that others enjoy. As I said though, writing is tough.
How do you maximize your chances for success when you're writing your adventure?
There are a lot of points I could focus on.
Don't write like a script, craft a good plot hook, focus on challenges, not outcomes, playtest
it with multiple groups, etc.
But there's an old writing tip I want to focus on this week.
Write what you know. You may have heard this advice before, but I think there's an old writing tip I want to focus on this week. Write what you know.
You may have heard this advice before, but I think there's some misunderstanding about
what it means and what it doesn't mean.
So let's start with what it does not mean.
Write what you know does not mean that you have to only write about your personal experiences.
If I did that, I'd be writing every single adventure as a middle-aged white
cisgender heterosexual teacher cyber security leader husband and father
Could I write adventures around this sure but I would imagine it would eventually get boring as hell
All of that to say is that it doesn't mean that I can only write intelligently about being a dad or
Hackers or trying to get kids to follow a game plan
I've written a ton of adventures for my groups and I really enjoy doing it.
I've researched and written adventures about defending caravans.
Personally, I've never done that.
Clearing out caves revealed by earthquakes.
Again, never done that.
Finding a serial killer in a small town, flushing out doppelgangers at a city
celebration, and you see where this is going.
I don't have any of those personal experiences.
But by researching what I don't know and learning from others, I'm able to put together
a fairly cohesive RPG adventure.
That being said, you can apply what you know and the experiences that you have that are
similar to or echoes of or variants on the RPG adventure you want to write. For example, I've been in IT or cybersecurity in some
form for more than 25 years at this point. In that job we do a lot of
investigations. Someone decides they want to try to gain access to a system or
server or a user's account and they try to compromise things to send spam emails
or whatever the incident do.
Well, it's not a du jour.
We usually have a couple per day.
So let's go incident de ur is.
So I've conducted digital investigations.
There's a methodology to it,
finding the indications that something went wrong,
gathering relevant clues and data,
analyzing to reconstruct timelines,
identifying potential subjects of interest,
et cetera, et. etc. etc.
So I once put together a quick adventure that went through some of those same steps to identify the serial killer in the normally sleepy
little town of Willowbrook.
Granted, there was a little more excitement and a lot more stabbing in the RPG adventure than in my normal day-to-day
investigations, but it had the same general structure of an investigation that I may do on a random Tuesday.
Another example, I've taught college classes for about 12 years.
I'm familiar with the ins and outs of college classrooms, what they look like, and when
they're, for lack of a better word, normal, boring, everyday, humdrum, nothing exciting.
So when I was writing a one-shot for Halloween a few years ago, I kind of turned that idea
on its head.
What would a haunted classroom look like, and how would the apparitions behave?
All of the people at the school had died, but their ghosts still roamed the hallways
and classrooms.
What weird twist could I put on the students' and teachers' behavior that would make it
spooky, frightening, feel abnormal?
I used my knowledge of the classroom
and asked what would make this different
or a difficult experience
and wrote the adventure to include that.
So if write what you know doesn't mean
you have to only write about your personal experiences,
what does it mean?
Write what you know has two parts to it,
knowledge and feelings.
I've alluded to it earlier,
but having knowledge about what you're writing about will tend to make you write even better.
For example, ask any computer security geek, and I say that with love because I am a geek myself,
ask them how accurately movies and TV shows portray computer topics
and you'll likely either get a good 10 minute rant about how inaccurately it's always shown,
or maybe just a simple, god it it sucks, or God, they're so stupid.
Which as an aside, I will grant you that the movie
The Matrix Reloaded isn't as good as the original.
But in the movie, when Trinity gains access
to a power plant computer system, if you pause the screen,
the methods shown on the screen was a real SSH-CRC32
attack method that was a known UNIX vulnerability in 2001.
I have to admit when I noticed that I was pretty excited and told my wife who just humored
me when I geeked out like she always has to.
She is an absolute saint for putting up with me.
Anyway, if you have to include a topic in your game, consider doing a little bit of
research in preparation for the adventure.
When I wrote an adventure where there was a cult group that was abducting families to
convert them to their religion or sacrifice them if they wouldn't,
I did some research on meals that peasants would eat in the middle ages and found a few sources
that said meat was fairly rare among the poorest of peasants. So I took that fact, along with an
idea that I stole from the movie From Hell, that meat would be readily accepted by the poorest and
most unfortunate of people and they would just gobble it up without thinking. Like the killer in the
movie giving drug laced grapes to those he wanted to kill, the cult would donate
drug and magic laced meat to make the family fall asleep and make them easier
to capture. Have I ever drugged a family and converted them to a cult? No! I have
other hobbies and my weekends are already pretty full. But by researching
what I needed to know and using my tried and true advice of borrow borrow borrow, steal
steal steal, good ideas from sources, I was able to make something coherent enough for
a good adventure. Your experiences, no matter how thinly connected they are to the reality
of your game world, can be used to give your game life. Take a situation you were recently in, like a traffic jam or a problem at work or problem with family or whatever.
Now reimagine that situation by asking yourself what would have happened if the worst version of
you had made all the decisions? How badly would things have gotten? Would you have gotten out of
the car, started yelling at people, maybe threatened someone? Now run that same experience through the filter of your game world. Instead
of a traffic jam on Interstate 90, it's a jam at the local spaceport, or busy town square,
or crowded firewall while you're net running. Just like that, you have a pretty good scenario
that isn't exactly what you experienced, but it echoes of it and has similarities to it.
Many times these similarities are based on emotional experiences of the moment. Loss, tension, frustration,
anger, temptation. All feelings that we've all felt countless times in our lives.
And that's the second part of Write What You Know. Write based on what you've experienced
emotionally in your life. Love and possibly loss of that love, grief, trauma, joy, pain, sadness, they're
universal. Nearly every human being on the planet has experienced those feelings at some
point in their life. Using empathy or understanding of others' feelings, we can place ourselves
in the NPC's mind and use our own
personal experiences to give them a realistic reaction and to make the game better. I tend to
use examples because this is a teacher in me coming out, I apologize for that and hopefully
they're not too distracting, but imagine you're a teenage child of a local weaver. You're learning
the trade from an adult, maybe parent, older sibling,
step-parent, grandparent, adoptive family, whatever. I don't know about you, but my
teenage years were awkward as fuck. I was growing fast, clumsy, voice cracking,
little bits of stubble here and there on my face that looked like little trees at
the edge of a desert. Anyway, you're a teenager who's learning a trade and just
starting to make your way in the world. Maybe you have a small apartment or rent out an area above the weaver's
shop but when you return one evening, you find the sleeping area broken into, rummaged
through and maybe even something very valuable stolen.
If you've ever had anything stolen from you, you know the desperate feeling of wanting
to get what you lost back. Now, put yourself in this young adult's shoes and voila, you can write their interaction
with PCs as strangers who solve problems and, someone stole the ring that I'd saved for
months and I bought it for my sweet Sam, I was going to give it to him this weekend.
You may have never had an engagement ring stolen, but maybe something has stolen out of your car
or locker at school or gym.
You can emotionally relate
to having something valuable taken.
How would you feel?
What would you do?
Design your encounter and how the NPC interacts
with the PCs with that mindset,
remembering something that was stolen from you.
Now flipping the script a little bit.
Imagine a good motivation taken too far.
Love becoming obsession, justice becoming vengeance, patience becoming laziness, charity
becoming greed, or what have you.
That's one of my favorite starting points for coming up with villains, baddies, antagonists.
They're rooted in my own experience.
There's someone with motives that makes sense to them and maybe even started with a noble intention, but it's gone too far.
They're blind to the damage they're causing to others around them, those they love and maybe even themselves.
I would imagine most of us, because I know I have, tipped a little bit too close to a line. Now imagine if you'd crossed it,
made the wrong choices.
What would that have looked like? So not only how would you feel and what would you do,
what happens when you go too far? That's a great starting point for a villain. You may
not have ever done horrible things in the name of something that you think would be
good or something that you want, but you can find that mindset and now you know what it you need to have a believable
motivation for your big bad.
You are writing what you know, what you understand emotionally.
Never mind that your big bad is a hobgoblin queen, which you obviously aren't, or a nomadic
chieftain in Westcrown, which you're not, or a conniving merchant on the planet Slysek, when all you are is just a junior software engineer from Perth. It doesn't
matter. What matters is that you understand emotionally what it would
feel like and you can give the character or NPC some realism because of it. To
sum up the episode, what you're doing to put a fine point on it is you're placing
yourself in that character's shoes or that situation
to help you breathe life into that character based on your own experiences.
The situation, the interactions, etc.
By using those personal experiences and reframing them in gaming adventure terms
and by researching aspects and perspectives that you don't already have or know,
you are writing what you know. And in so doing, I'd be willing to bet that you and your players
would have fun doing it.
Shorter episode this week, I'd love to hear some feedback from you about the podcast.
Hey, what's going right? What's going wrong? What needs improvement? What suggestions
do you have? Send them to me via direct message on Facebook or Instagram, or
send them to me via email, feedbackattaking20podcast.com.
Tune in in two weeks when I'm going to interview one of my DMs, Tom Robinson, a Pathfinder
Infinite master who has years of experience in adventure writing and recently put out
a Halloween one-shot called Harvest of Shadows.
It's available on DriveThruRPG and Pathfinder Infinite right now.
Plus, he puts up with my character's bullshit,
so you know he has to be patient and good.
But before I go, I wanna thank this week's sponsor, Bricks.
You know, Bricks kinda leave it a pretty good life.
They're guaranteed to get laid at least once.
This has been episode 239, a Back to Basics episode
advising you to write what you know
when designing adventures.
My name is Jeremy Shelley, and I hope that your next game is your best game.
The Taking20 podcast is a Publishing Cube Media Production.
Copyright 2024.
References to game system content or copyright their respective publishers.