Last week I talked about the map from my Exile Empire D&D game, confirming my nerd credentials and likely driving away anyone that saw my name in the GenreCon program and wanted to check out what the hell I do. Sorry, writing people – but I swear that this stuff is relevant. I swear. HONEST.
…and also I’m a giant nerd.
And this week I’m going to talk about another roleplaying game campaign, although this one hasn’t started yet – although that hasn’t stopped me from making an Obsidian Portal page for it, as discussed in my post about wiki writing last month. (Go back and read it if you like. It’s cool. I’ll wait.) Called Tales of New Jerusalem, it’s a World of Darkness game structured into small, self-contained arcs all set in the titular city, a place that’s been kicking around in my head for a while. New Jerusalem – a small, decaying city somewhere in the English-speaking world, and a place where all kinds of supernatural goings-on occur – is a place I want to define as a continuing setting, someplace with its own character and personality – just as I’ve tried to do with Crosswater and Port Virtue – and the campaign map is a big part of that.
This, then, is my map for the New Jerusalem game:
What the hell is that? That’s not a map!
That’s the board for Prince of the City, a Vampire: the Requiem board game. And sure it’s a map – look at all those locations! I’m not using the numbers around the edges, but all those moody, supernatural hexagons in the middle – hells yeah, that’s my city, along with a couple hundred photos of abandoned buildings and urban decay sitting in a subfolder.
Anything can be a map
What is a map anyway? Does it have to be physical or geographical? Does it have to be a two-dimensional image of a place? Does it have to show a territory? If you’re using a map as a writing aide or adjunct, then I don’t think so – it’s a way of navigating a narrative, before/during/after the writing process, and there are all kinds of ways of doing that. A game board is no better or worse than any other map, so long as I use it in ways that are actually effective – I can’t use this to work out a street route, but I can for defining and exploring the tonal connections between places or developing the character of locations.
If you’re trying to make a map for your work, be willing to go beyond the obvious. A wiki can work as a map, as can a directory full of video/audio files (with appropriate file names). You can stitch a map together from loose index cards with scenes and places on them, drawing connections and putting them in an order that makes sense to you. Hell, you can use the I-Ching or the Tarot as a thematic map, randomly or deliberately choosing images and ideas that click together in well-defined ways. I should know; I’ve done that for a couple of projects now, and it’s always a process that I find useful, albeit not one that might make much sense if spelled out for readers.
Maps are what you make them. What you make for yourself.

You don’t have to take the layout literally
Obvious this isn’t a 1-to-1 layout of the city – you can’t have a town where the south-east corner is all places of worship while all the people live in culturally divided blocks on the west side. And nor is the city centre a great grey space called Elysium where vampires hobnob and have tea parties without fear of retribution, although that would be pretty damn baller. Instead, this is more of a conceptual map, or even a tonal one – a way of naming and grouping kinds of places and locations to help with storytelling. It clumps place-types together as a reminder that a city will have these kinds of industrial locations, these kinds of business districts, and that exploring one might allow links to others.
Similarly, this map isn’t saying that the Cathedral District is just one big-arse church the size of a Melbourne suburb; it’s saying that the defining feature of that district is the Cathedral, whether physically (it’s really impressive), culturally (most people there are Catholic) or socially (the district is home to people who work and care about the operations of Christianity). When you use a conceptual shorthand, it’s a way of boiling things down to their essence – but you can always unboil (shut up, it’s a word now) things back to see the details that foam and set into the space. Lots of maps show the macro and let you drill down to the micro; some also encourage you to drill backwards from the small to the large. Which is pretty cool.
But you can if you want to
You know, then again… what if it was a 1-to-1 mapping? What kind of town do you have if the major synagogue is right next to a popular mosque? If the city morgue is just north of the local asylum? If the glamourous salons of the fashion circuit were just a few blocks from the piss-scented lights of the bus station?
Map can be story depictions or story generators, as we’ve discussed, and I for one get a lot of my story ideas from incongruity and the attempt to reconcile what seem to be conflicting concepts. A map like this is great for generating those kinds of ideas, for trying to make sense of the nonsensical and seeing what develops. Why is the financial sector next to the sewer district? Well, maybe stockbroking businesses moved into the area when prices were low and have now gentrified this cruddy, smelly part of town. The old plumbing unions are being pushed out by the almighty dollar, and families of sewer workers see their rents rising and jobs disappearing. Except that the old sewers push in under the financial district – and one guy with nothing to lose has found a map showing an underground route to the city’s biggest bank…
Sometimes there’s a power in taking things at face value – in saying ‘okay, let’s make it make sense’ and seeing what you can come up with. Just like a diphthong is a new sound caused by moving from one vowel sound to another (yeah, I’ve got a phonetics project on the go at my day job, you can tell), so a connection between two story elements can be its own unique story element – and it can be easier to make that connection when things are touching, even if only conceptually.
Connections and isolations
Tales of New Jerusalem is an anthology game – rather than one big long storyline, like a novel, it’s a collection of short 3-4 session games with different characters but set in the same place and continuity. One storyline might take place just at the university, or in Chinatown – or might cover two or three locations, leaving the rest of the city for another time. Because of this, it’s not enough to just give the city its own character – each district and sublocation needs its own personality too, enough to be more than just a backdrop.
The tools for developing place-character in gaming aren’t the same as those in prose writing, but there’s overlap, and both types of creation can learn from the other. One of the best resources for developing modern urban locations in horror gaming is Damnation City, a Vampire: the Requiem book that is probably the single best product put out for the line. It’s all about realising the tone and feel of a city, from the macro to the microscale, from the past to the present, and – most important of all – communicating that tone to players as their characters engage with the setting and create story. It’s a hell of a read, it’s one of my creative bibles for the New Jerusalem campaign, and if you’re writing horror prose then you could do a lot worse than to think about some of the tools within in.
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This is the second-last instalment of September’s month of maps, which is extending into October because I have many things to talk about and a poor grasp of calendarisation. Come back next weekend for the last of it, where I look at a disgracefully moribund project and remind everyone that I’m bad at meeting my own commitments. It’ll be fun! We’ll have hot dogs and talk about failure!
Also this week, you can find my Melbourne Fringe Festival reviews at Crikey, as I’ve been seeing comedy shows for their Laugh Track blog.
And in two weeks time, I head north for GenreCon! I’m as excited as hell! I’m almost certainly going to blog about it!


Come selector
Spin it round



What you can’t learn from gaming, just to be clear, is how to write well – decades of gaming fiction have proven that. While there are rare writers who bring style and craft to gaming fiction, like Greg Stolze or Don Bassingthwaite, the vast majority of it is workmanlike at best and utterly dreadful at worst. Hell, Gary Gygax invented the whole damn hobby, but look at his Gord the Rogue books – or better yet, don’t, because they’re terrible. Really fucking terrible. Like a whole new level of terrible 1d6 layers below the regular terrible of other game novels and patrolled by wandering 3d8 awfuls all armed with +3 glaive-guisarmes of suck.

And because of that, these are tools and skills that you learn by doing – the best, the only way to pick up the strengths of gaming and bring them to prose writing is to get in there and play or run a game (and preferably a lot more than one). If you’ve not tried roleplaying but you’d like to give it a try and see what you learn, there are a number of fantastic games out there that can demonstrate all the things I’ve been talking about – check out Dungeon World, Fiasco, Smallville (yes, really), the various World of Darkness games, Don’t Rest Your Head, Fate Core or Fate Accelerated, Mutant City Blues or straight-up Dungeons & Dragons (4th edition is my favourite). All of these are great games that showcase some or all of the concepts I’ve been talking about.
Throughout your personal story in GW2 you get called on to choose between two or three courses of action, which dictate what the next chunk of narrative will be. That’s excellent game design because it actively engages the player, making them feel that they’re an active participant in the story – even though some choices are weighted pretty heavily towards one more interesting option. (“Well, you could disguise yourself as a minotaur or do LAH LAH LAH NOT LISTENING HAND ME THE HORNS AND SUPERGLUE.”) In fiction you get that engagement by presenting the main character – the reader’s window into the story – with choices to make. Make your main character an active participant in their own story and the reader will follow suit.
A consistent tone? What’s that?

GW2 largely eschews the traditional quest-journal approach of most MMOs in favour of a network of events that are married to locations and situations. Some are static; you enter an area and there are problems that are immediate and obvious (eel-men preying on wrecked ships, unexploded bombs in an orchard, uppity polar bears etc); just by wandering around and interacting with the environment you complete the event. Others are dynamic, suddenly starting up and bringing change into the scene – and some of those are links in a chain of events that change with consequences. If bandits attack a water pipe, you can try to fight them off; if you fail, the pipe is blown up and now you have to help repair it. This gives everything a feeling of import and weight; the world changes with you, even if only for a little while, and other players will be affected by your deeds. This is the kind of feeling you want to impart to events in your fiction. The best stories are not just handed down from on high; they emerge naturally from reactions to a situation, they shape the actions of characters and are shaped in turn, and the consequences that follow the event meaningfully changes the narrative.
And I have explored the overlapping part of that Venn nerdagram for many years (oh Christ, it’s like decades), playing many a superhero RPG. If you meet me in a bar and get me really drunk, I may entertain you with stories of the Champions game I ran in the early 90s and how it drove me to hard drugs and despair. And I’ve played, run and read many more, from Aberrant to (erk) Super Squadron and everything in between.
No need to explain the premise – you play Marvel superheroes and you fight Marvel supervillains in the Marvel Universe. I think we’re all clear on that. Dig into the system and you find a very interesting beast – a narrative game with little granularity that’s nonetheless got plenty of room for tactical play. It aims to emulate the flow and feel of comics, rather than provide any kind of ‘physics engine’; characters are defined very loosely and abstractly but with easily understood traits and significant customisability. A lot of gameplay hinges on directly engaging with the dice – adding more of them, making them better, spreading them among different targets and setting them up for future rolls. It’s all pretty abstract, which isn’t a problem if the players maintain a strong connection to the fiction and don’t start thinking about the dice first – but there’s nothing baked into the rules to help with that. On the other hand, manipulating dice pools is fun, both on a mechanical level and in terms of narrative and character.
In case any of this seems overly negative, I want to say that it’s not – I really like the game and I think the change in narrative emphasis makes for fun play. There’s real attraction in saying ‘I want to be Wolverine and I want to fight Apocalypse!’, rather than just approximating those characters and stories. But it’s a big change from the gameplay that older RPGs encourage, and I think the key is that superhero stories have changed, and that the interests and expectations of superhero readers have changed – and Marvel MHR is the first RPG to change in accordance with that.
But as of yesterday I have finished the game (both the core plotline and the host of side missions) and having done so I think there’s a lot to consider from a writing POV about the way the game handles its stories and characters. Arkham City does some things right and some things wrong – more the latter than the former, to be honest – and a lot of that is pretty directly applicable to writing fiction. So let’s step away from the fact that the game is a lot of fun and features my favourite character and see what else we can learn from it.
You’ll go on a vision quest. You’ll punch a giant shark and a pair of one-armed former Siamese twins. Solomon Grundy throws electrified balls at your head. And a bunch of other stuff that floats in and out of the story for no really comprehensible reason. Finally you’ll get a cure, only for it to be stolen and the Joker to target Batman. At which point the A-plot comes back and Strange gets the legal right to kill everyone in the prison (!), and you rush to stop him while the Joker allies with the ninjas. Except that’s all bait-and-switch too, and brings with it a couple of plot holes that left me staring slackjawed at the TV, wondering how no-one on the writing team stopped and said ‘wait, correct me if I’m wrong, but that’s just fucking stupid’.
The Riddler’s shtick is that he’s littered Gotham with riddles and trophies, which you obtain by solving puzzles, some of which are simple, some of which are just goddamn bullshit. You could ignore them, but he has hostages, and to free them you need to solve the puzzles, unlocking the locations of deathtraps as you go. And all the while he’s alternately mocking you for your stupidity and accusing you of cheating when you work out the combination of tricks and gadgets required to save a hostage.