Okay, and we’re back with the second instalment of this series looking at the stories (and fun!) that come out of Dungeons & Dragons and other fantasy role-playing games that you can play with friends over Zoom or whatever as the world crumbles away outside.
A reminder – this series is aimed at folks, especially writers and storytellers, who are interested in getting into D&D but don’t have much experience in playing/running RPGs. If you know such a person, tell them about these posts!
The D&D story revisited
Role-playing games are (to my mind at least) collaboratively creating and telling a story.
I said in my last post that D&D primarily creates a particular style of story – action-adventure fantasy stories about larger-than-life characters solving problems by going to dangerous locations and defeating antagonists.
In hindsight, I should have unpacked ‘action-adventure’ as an aspect of tone. The tone of modern D&D is less like The Lord of the Rings (the books) and more like The Lord of the Rings (the movies), and probably even more like The Hobbit (the movies, I’m sorry). Battles and physical action are the main theatre of conflict, but that action is neither cartoonish and slight or grim and heavy.

(Tone is one of the biggest points of variation amongst fantasy games, to the point where I can’t really pull it out as a separate topic and instead touch on it throughout this post.)
Anyway – if you like these kind of stories, and already own some D&D books, you’re good to go! If you want to try something else, let’s discuss this (very much non-exhaustive) selection of alternative fantasy games and the stories they create.
(A quick aside – Some of these games are available in print, while others are ebook only. That’s how publishing works now. I’ll give links where I can and you can dig into formats if anything catches your eye.)
The same but cheaper
The first works in any medium tend to set expectations and shape responses – that’s why so many ‘Golden Age’ sci-fi stories are fuckin’ racist – and gaming is no different. D&D kicked it all off, and 50-ish years later, there’s still a strong ‘this is what RPGs are meant to be’ school of thought.
These games were all written by D&D designers, feel pretty much like D&D, have rules about as complex as D&D‘s, and create stories that fit squarely into the D&D oeuvre. Except gamers won’t spend D&D money on games that aren’t called D&D, so these games all come as thick standalone books that don’t cost 200 bucks.

Pathfinder: In fact, this game was once D&D! Specifically, it’s a light reworking of D&D v3.5, made as a competitor product because a very noisy segment of the market hated D&D v4. Over time, it evolved to become… still exactly the same as D&D, but with a fanbase who will tell you it’s totally different. Pathfinder ain’t for me (even though I wrote an adventure for it), but if you like granular detail, high production values and long, epic adventures (that you will probably read but never run), give it a look.

Fantasy Age: While its rules are a bit simpler, this game’s style, tone and stories are solidly in the D&D wheelhouse. I’m personally more interested in its two sister games – Dragon Age (based on the video game) and Blue Rose (‘romantic fantasy’ ala Mercedes Lackey) as they have more distinctive tones – but Fantasy Age is solid. Also, a new edition is coming that uses the Freeport pirate-fantasy setting as its base; I helped develop that setting and can thus objectively say that this will be the greatest work of art ever crafted by human hand. Probably.

Shadow of the Demon Lord: This game takes the perennial RPG question ‘can my wizard cast a spell to make the orc shit himself to death?’ and runs with it. Like a Cradle of Filth song, this game walks the line between scary grossness and fun-to-laugh-at-grossness, and bluntly does a better job of it.While Shadow presents a big tonal shift, with lots of horror elements and black metal guitar riffs, it fully supports D&D-style stories.

Numenera: Some people believe that ‘fantasy’ and ‘science fantasy’ are meaningfully distinct genres. Some people will believe anything. Numenera presents itself as different and innovative, but the stories it encourages are just like those of D&D except with ‘nanotechnology!’ <jazz hands> instead of magic. Honestly, I don’t much care for it, but I know folks who find a lot of value in its tweaks to tone and flavour, and you might also be one of them.
Problem children
Let’s move on to games that depart from the established story template. Are there fantasy games that don’t revolve around solving problems?
…yes, but not that many. Problems and obstacles are great ways to present conflict, and we all accept that conflict is the foundation of all good stories. (Although Ursula le Guin disagreed, because she was smarter and wiser than other writers.) Also, fantasy is a genre that strongly pushes problem-solving as a trope because it means characters engage with the external world, and the point of fantasy is to present and explore an imagined world that clearly differs from our own.
Instead, fantasy games mostly differ in the types of problems they present. D&D problems tend to be ‘monster threatens to disrupt the status quo in awful ways, please sword it to death.’ What else is there?

Forbidden Lands: This Swedish game focuses around exploring the unknown as its main external challenge, generating stories about survival and discovery rather than heroism and fighting monsters – or at least, fighting monsters for the sake of helping others. It also has a grimy, Nordic prog rock feel to it that’s kinda fun.

Spire: This is a deconstructionist weird fantasy game about dark elf revolutionaries in a skyscraper, and somehow manages to make that concept not just work but sing. While its mission-based playstyle still throws challenges at players, those challenges are about overthrowing the status quo rather than defending it, generating stories about sacrifice, politics and change. It’s a bloody lovely game, this one.

Blades in the Dark: If D&D is an action movie, Blades is a heist film. It’s about criminal gangs in a haunted electropunk Edwardian city – interesting how far we’re drifting from elves and Hobbiton – and the core challenge is committing crimes and intrigues. And if you play long enough to build up momentum, these flip from external challenges (get hired to steal a thing) to internal ones (decide how/where to extend your criminal empire). That’s a really interesting story progression, and part of what makes Blades‘ long game compelling.

…but still, these games are all about external action. Where are the games about interiority and emotion? Turns out they’re largely on itch.io, where young designers with fresh ideas about games as both a medium and an industry are publishing innovative, passionate games about the personal stories that interest them. I’m still exploring the games here, but one that leapt out at me is Journey Away, a game about young people exploring their magical world, finding wonderful things and getting to know each other. It’s smart, positive and family-friendly, and generates stories about discovery and friendship in which external conflicts are largely incidental. I want to see more games like this, I want to play more games like this, and given the state of 2020, I want to believe in more stories like this.
There are more D&D-ish story elements and alternatives to discuss, but this post’s gone on far too long already.
Come back in a couple of weeks and let’s get stuck into character, complexity and maybe even which monsters to beat up.


At a panel on juggling writing with the rest of your life, Chuck – who is writing and submitting four novels in the next 10 months because he is an insane word robot with coffee-meth for blood – talked about the difference between short-term happiness and long-term satisfaction; between doing things you enjoy for the moment and doing things that eventually make your life better. That’s a divide I’ve always struggled with, but hearing it spelled out like that really helped me get some clarity on my time/energy/focus issues and how in the end they come down to prioritising what actually matters. On top of that, there was the idea that you could retrain your brain to gain happiness from satisfaction, and that blew my fuckin’ mind. If I can make that happen, if I can stop being someone who values ‘having written something’ over ‘actually doing the work of writing something’… hell, people, then I can do anything. And I’m gonna try.
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.
No, dramatic license is about making choices about how the elements of the story (real or imaginary, and let’s face it, they’re all imaginary) behave and develop, and why they go in that direction. To make the facts serve the story, rather than have the story serve the facts. Or at the very least, making up your own facts to replace the inconvenient ones of reality.

Write what you know, sure – use the real world as your foundation and your font of ideas. Keep your readers engaged with tiny details, make them feel that your world and characters are genuine and not just amorphous blobs.
The problem with the superhero genre is that it’s broad, and inclusive, and has very fuzzy boundaries. Well, I say ‘problem’, but to be honest it’s more like a positive feature because it means so much cool stuff can be included in there. But it gets confused when the genre reaches out to absorb other genres, such as pulp or ‘weird adventure’. Is Hellboy a superhero? Atomic Robo? The delightful Marineman, 



Similarly, the antagonists should be similar to the enemies of teenagers – parents, authority figures, the forces of the adult world that try to dictate and reshape their lives before they’re fully-formed. They don’t have to specifically be those people, but they should fill a similar role. Alternatively, the other great enemy of teenagers is always other teenagers, who chip away at their identity and self-image from the other side and occasionally pants you in front of the class. Adults tell you what you should be; teenagers tell you what you shouldn’t be. Both are there to be overcome, possibly with lightning bolts.
This is certainly the bit where I struggle with YA, because I like my prose to be interesting in and of itself, as both writer and reader. I don’t much like transparent writing; I like stunt-writing that shows off its tricks and puts technique in the spotlight, which is not what I think YA is about.