ukelele asked in response to my last post:
I'm curious -- "RPG-inspired fantasy tends to be written inside kind of a mental box. A lot of the stuff in that box doesn't really make sense -- the D&D worlds don't hold up that well on close inspection." -- care to elaborate?My reply got long enough that I decided to make it a new post.
There are a lot of issues that come up when someone writes fiction based on RPG campaigns.
First, even if you're using a really well-designed, well-thought-out world, what makes for a good playing experience rarely translates well to fiction. Just to throw out one example: in RPGs, you usually have a pretty large group of people. (Not always, but often.) Stories usually have to focus in fairly tightly or readers just can't keep track. The game I participated in that would translate best to fantasy fiction was GM'ed by
probably_lost from 1995 through 1997. There were bits and pieces that really worked as narrative, but one thing that would have had to change, were Curtis to want to turn it into a novel, was the number of characters. There were six or seven of us, IIRC, all tromping around together. It was a great group and the perfect size for an RPG (at least for one Curtis was GM'ing) -- we had complimentary attributes, and conflicting attributes. But even in a novel, you don't want seven major characters who are all on stage at the same time.
Second, the "formula" that the most satisfying stories are usually built around, IMO, is character change. Part of why Curtis's game would work as narrative fiction was that several characters (including the one I was playing) went through profound changes. This is relatively rare in RPGs, and even more rare in an RPG that includes an alignment system, which tends to encourage people not to change, at least not in any fundamental way. (As a side note, this is part of why Deep Space Nine was far and away my favorite of the Star Trek franchise: characters changed, and changed in important ways, and their relationships shifted accordingly. *nostalgic sigh*. That was such a great show.) This is not
always true, but serious character change can sometimes make a character unplayable in the game that the player is really enjoying.
Third, a hell of a lot of the worlds you get out of a box (especially, just to name names, the worlds you get with a D&D or AD&D based system) are
not thought out particularly well. Think about the economic system and the way gold gets thrown around. Also, Orson Scott Card notes in his book on writing SF/F that fantasy works best when magic has a price -- because otherwise, mages become insanely powerful and there's no real check on that, and no real acknowledgement that absolute power really does tend to corrupt absolutely (that's apparently solved by the alignment system, in which absolute power corrupts absolutely if you're Chaotic-Evil to begin with, but it's really no problem at all if you're Chaotic-Good.) Again, this structure works well for playing a game; not so well for writing fantasy.
The whole concept of the assassin's guild is very common in RPGs, and yet makes very little sense when you stop to think about it. Killing people is illegal pretty much everywhere. Certainly, historically there have been (and continue to be) people who specialize in individual murder, but most tend to be part of larger organizations (the CIA, say, or the KGB, or the Mossad; or the Mafia or Yakuza; or the IRA, or Hamas, or the French Resistance...) that is dedicated to some larger goal. I am not 100% certain that a real assassin's guild has never existed anywhere, but I find the idea really questionable.
And this character is
so obviously an AD&D assassin, complete with all the thief-class skills that a real contract killer isn't going to need but lacking in the social engineering skills that they
would need. (And incidentally, I worked for a while at a business -- an ice factory in Madison -- that hired a lot of ex-convicts. One of my coworkers there was a former fence. He'd received an entire
truckload of little cans of motor oil, so clearly this was not a sideline for him but something he did quite regularly. And you know, Tom was a great guy. Really, really likeable with kick-ass people skills. Criminal businesses are still businesses, and reward many of the same skills that other businesses do.)
(This is a major tangent, but years back I heard this absolutely
fascinating piece on NPR where they interviewed a drug dealer. She did home delivery of marijuana for a major criminal organization, in NYC. She had
health insurance benefits and sick days. If she got busted, she had been trained, during her orientation, to immediately call the on-retainer corporate lawyer; however, she wasn't particularly worried, as she was doing home delivery, not street sales, and Giuliani had made it pretty clear that he wanted it off the streets, period. Oh, AND, they had little customer loyalty punch-cards, just like a coffee house: buy 10, and your next is free. I was just in awe of how efficient this all was. The woman was very cheerful and upbeat; she said they were great employers and this was a very good job.)
Aaaaaaaaaaanyway, getting back to the RPG issue.
It's also very noticeable, reading this now, that I knew nothing about the weapons in the story. If you're being sent out to commit murder and will be murdered yourself for failure, a crossbow is a really stupid choice of weapon, just as a handgun would be unless you're firing at point-blank range; even if you're damn good, they're just not going to be particularly accurate. Snipers are a modern phenomenon. This is a chronic problem with RPGs. Fights need to last a while to be fun, so they tend not to work the way a real fight does. (And don't even get me started on hit points. I had a D&D character once who got stabbed, while not wearing armor, by about 23 people at the same time, and survived. Not only that, if the DM hadn't remembered the 23rd person, and she'd been stabbed only by 22 people, she still would have been standing, conscious, and able to act on her next turn.)
Anyway, one of the hazards of playing a lot of RPGs is that it
can get you into a certain lazy mindset. (It clearly did for me.) As a player, I didn't question the existence of an assassin's guild, so as a writer I also didn't. Among other things, this meant that I didn't stop to think about what I could come up with that would be
better. If I wanted a story about a girl who was trained from age four to be a cold-blooded killer, she could have been recruited and trained by the Queen's intelligence service, or by the intelligence service of a rival power. She could be a member of a larger criminal organization, and she could work as a killer for them. She could be a member of a terrorist group -- religious, or political. There are all sorts of possibilities that are actually interesting, but I didn't explore them because I was thinking inside the box. The box that comes from TSR with a big red dragon on the front.
That box. And that's what I was talking about.