One of my all time favorite comic books is Gold Digger by Fred Perry, published by Antarctic Press. It’s a fun, engaging story with amazing anime-styled art, constantly growing and evolving characters that pays heavy homage to 1980’s cartoons. In reading one of many insights from the creator, he mentioned that he plots his characters and stories as if his comic book were a tabletop Role Playing Game. That struck a chord with me. In fact, I think this can be a great mechanism for any writer looking to craft stories around their characters and worlds, especially if you’ve done a lot of character development and worldbuilding but can’t think of a story to tell about them.
How to play a tabletop RPG
If you’ve never played a Role Playing Game before, the set up is actually pretty simple. One person called the DungeonMaster creates a fictional world and scenarios within that world that the players, who are pretending to be characters with different backstories, personalities and abilities, respond to. And then the DungeonMaster progresses the scenario based on the players’ responses, and so on until either the players are killed or they accomplish their goal. It’s basically like an interactive campfire story, or even an improv script reading for actors in a movie. There are other details involved like determining levels and handling probabilities for success or failure of the player’s decisions, but at its core, interactive storytelling is what Role Playing Games are really about. And it doesn’t have to happen in just a high fantasy setting like the most popular RPG, Dungeons & Dragons. I’ve seen Role Playing games for Superspies, Superheroes, the Teenage Mutant Ninja Turtles, Lovecraftian Horror, and Feudal Japan. You can apply this model to any situation where people can assume roles. Heck, you could even argue that Monopoly is a form of Role-Playing Game, where you play the role of a real estate mogul.
You are the dungeon master
This applies to your storytelling in that You are in full control of the environment and everything that happens within it. The Dungeon Master is responsible for knowing the setting and parameters of the campaign. That includes everything from the place the adventure will be happening in and all the details of it, as well as the noteworthy elements of that place like its history and role within the rest of the world. The DM also needs to know about the denizens that inhabit that place, both major and minor. The DM needs to know how the world of this story works, and what the players can and can’t do within that world. This is you. It is your responsibility to set up the parameters for your characters and give them a world to operate in, goals to accomplish, obstacles to overcome and other people/animals/things to interact with.
Also, as the DM, you are responsible to reacting to the decisions the players make within your campaign. Every action has a consequence, and you need to be thinking of how the environment reacts to your players’ actions. An RPG campaign is a constant dialogue between DM and players, with each reacting to each other to progress the story.
You are the players
Likewise, you also assume the role of the players. Each player in an RPG party creates his or her own character which may or may not be a reflection of the actual player. They act and react to the scenarios the Dungeon Master presents, and they gain experience in various areas in response to their decisions. When you write your characters, you are getting in their heads and making their decisions, reacting to the scenarios and challenges you placed for them as the Dungeon Master. So as a writer, you need to really thunk of how that character approaches that scenario. For my high fantasy story, I actually used the color pie from the popular game Magic: The Gathering to lay the foundation for my character’s personalities. And it is what I refer to when I need to figure out how they would act and react in general.
Actions and reactions
As I said earlier, the Role Playing Game campaign is a constant dialogue between Dungeon Master and Players, as well as a constant interaction between the players themselves. This is a dialogue you need to be cognizant of as you develop your story. Nothing in your story happens in a vacuum. The decisions your characters make in relation to the story have an effect on the environment, so that change must be reflected. And as the situation changes and evolves in response to your characters, your characters have to respond to those changes. That interplay has to happen in a natural, organic way that progresses the story naturally. So on one hand you need to be intuned with your character’s personalities to know how they will react to various situations. But you also have to have an in-depth knowledge and familiarity with the environment your characters interact with.
Getting to know your characters
Even as the DungeonMaster has sourcebooks and reference materials to help them get a better understanding of the world an everything in it, the players have materials they can reference, also. They keep stat sheets listing their name, background, occupation, class, inventory, spells learned, weapons in hand, as well as the levels of experience they have in all necessary areas. This is valuable for a player knowing what they can and can’t do in response to the given situation. You might want to go this deep in developing your characters. It is a great way of knowing what your characters have available and what their true options are in any given situation. Keeping track of levels may help, too, because that shows just how well-versed and experienced your characters are in things they are trying to do, which greatly affects how successful they can be at it.
Variance and unpredictability
One thing RPGs feature that might be unfamiliar to you is the element of chance. Not every decision the players make is guaranteed to go as intended. The success or failure of many decisions is determined by a roll of dice or a coin flip, this creates a level of tension and unpredictability, and gives another variable the player and the DungeonMaster must react to. If you are ever in a situation where you don’t know what should happen next, perhaps you can adopt this method and let chance decide. Have your character decide to do something, and then roll the dice to see whether that decision gets the intended effect. And if the roll comes up not in favor of the decision, then you need to ask yourself what a failed decision looks like and how best to portray it.
If you are in need for some inspiration or something to jumpstart your storytelling, perhaps treating your story like a Role-Playing game might be that catalyst for you. It helps organize your ideas and plans into a cohesive narrative, and can help you truly visualize the story you want to tell, as well as all of the elements within. And who knows? It might even interest you in giving an actual Rope Playing Game like Dungeons & Dragons a try. Just don’t forget to bring your 6-sided dice.