quote:
The biggest problem with using role-playing as a means of practicing writing is that, in some ways, narrative fiction and role-playing are polar opposites.
I was a gamer long before I was an author (at least professionally), and there are a lot of story structure issues that just don't translate well from pbp to narrative fiction. This has led to a few of my biggest peeves as a GM, namely, the over-sharing of information and the misunderstanding of show vs tell.
If you want to sharpen your writing skills through play-by-post gaming, I would suggest you try the following, to avoid picking up bad habits.
Show, don't tell. Describe what your character is doing and how, not what they're thinking or feeling. This is excellent practice at learning to write well, because instead of just telling us about the character and their internal world, you have to learn how to pass along that information through description, dialog, and action.
Writing is about controlling the flow of information to the reader and only revealing what you want them to know. This carries over to gaming by making sure you only tell the other players what they
can know.
Why this is important is that, in general, you only have one viewpoint character in any given scene. Therefore you need to write all other characters in that scene through the eyes of the viewpoint character. So the best practice is to write as if the other PCs are the viewpoint character, and your character is not.
That seems backwards at first, but the other PCs and GM are your readers. Your audience. You're writing for them.
Reverse it.
I've also worked on incorporating literary techniques I picked up while writing to the games I run. Now, you have to give the PCs agency, so it's almost more like a TV show's writer's room - collaborative - and you can't control what they're going to do.
But you can structure your game's plot in a similar way. Act 1: Establish the setting, the rules, what "normal" is for your PCs. Act 2: Disrupt that normal and make them respond to the disruption. Act 3: Let them work towards fixing the disruption or finding a new normal.
Even more important, though, is the idea of character arcs. As a player you can build your character with some kind of flaw to overcome. This isn't an external hook (MY SISTER WAS KIDNAPPED) but rather some internal lie that your character believes. (ONLY I CAN PROTECT MY POOR SISTER)
Then throughout the course of the game, look for events that impact this lie. Things that either confirm or refute it. Slowly evolve your character away from this flaw towards some sort of opposite truth (ITS NOT MY JOB TO SAVE EVERYONE).
As GM, you can play with this by identifying the flaws each PC believes, and giving them the opportunity to overcome said flaws. You don't force them... they have free will... but you provide them with evidence that this firmly held lie is, indeed, a harmful lie.
If they reject the lie, that's a positive character arc. Vader saves Luke from the Emperor.
If they cling to it stubbornly, that's a negative character arc. Gatsby dies alone.