Thursday, March 26, 2026

26 Mar 2026 On Not Being A Writer

     I have come to the realization that I don't like writing adventures. I'm not sure why this should be a surprise: in 45 years, I don't think I've ever actually written a full adventure. What I do do is take what other people have written and make it my own. I suppose this is good information to have and my little brother is trying to start up some kind of a gaming company, and would like me to be a part of it. I fear he may be disappointed. 

    Here is a true story related to this issue. In the summer of 2003, I decided to finally write a novel. At that time, Wizards of the Coast was still publishing many, many fiction books set in their de facto campaign world, the Forgotten Realms. The things that had always held me back from my dream of becoming a writer were no longer an issue. I had a full-time job, I was happily married, I was no longer in school. My life had settled down into a very happy and comfortable place, and now--now at last!--I could do the thing I had dreamt of doing for most of my life: write. I had the summers off. I had a genre I loved. I had time, time at last, to be a writer.

    And...I fucking hated it. I wrote one chapter then stopped (it was a good chapter, I'll say that much). I would put off writing, write then delete, write a little, write a lot, disregard, avoid, and generally not do the thing that I had told myself I wanted to do for (at that point) twenty years. I felt guilty. I felt frustrated. I felt disappointed. I felt a bit angry. I felt sorry. Finally, by mid-August of that year, I gave myself permission to stop putting so much pressure on myself and just stop. When I did, I felt this enormous wash of relief come over me. I knew then, 23 years ago, that I was not a writer, that I wasn't going to become a writer, and that the gap between how I imagined it and how is actually was was unbridgeable. I don't think I've written a single piece of fiction longer than five or six pages since then. 

    So pecking away at module/adventure writing over the past six months or so has reminded me that I am, in fact, not a writer. I don't enjoy it, I'm not that good at it, and I feel the same kind of pressure that I did in the summer of 2003. I am stopping. I don't want to. And that's fine. 

    My wife is a writer. She writes full-time. She published books, goes to author signings, and makes mad money. The sheer amount of work that she does--most of it not related to actual writing, but rather to the running of her business--is exhausting to simply watch, let alone do. Living with a real-life working author has only underscored the reality that I am, in fact, not one. So be it. 

What does that mean going forward with the inchoate Wicked Place Games? Well, my super power--the thing I absolutely love to do-- is run games. I am a game master, and I am good at it (I think). Running games, creating stories, connecting things together, taking an idea and running with it, and using my imagination to cobble together disparate parts from all of the bats flying around in my belfry--books, stories, movies, songs, legends, lore, myths--is the part of the TTRPG space that gives me energy and gets my mind roaring. So Dennis and I will work out something; some way to make this a part of our lives as we approach retirement and begin the next phase of life. But writing is not going to be it, I think. I just isn't something that I enjoy. 




Wednesday, March 18, 2026

18 March 2026 On the Design Struggle Bus

     I admit: writing TTRPG stuff is hard. I don't love it. So far, I have written three scenarios--The Slime Lord, Old Gnaw, and the Spring Tower. They are fine. They need to be play tested and refined. I started to write a module for Castles&Crusades, The Runes, but I got in over my head really quickly. The reality is, I am not really enjoying the process. I love playing games, and running games. Writing them is less fun. I haven't been able to GM since October because things at home are challenging right now (and have been for almost two years). I just don't have the bandwidth.

    I wonder if I am casting my net too widely. I am thinking about working backwards, i.e. starting with an encounter or two, like as gourmet as I can make it, then building outward. I have been kicking around the idea of populating a small city and seeing how that feels (vs. a region with various encounter points--random, set, etc.) 

    I like Matt Colville. He is the main guy behind MCDM, a small gaming company that punches very much above its weight (it's only 12 full-time employees, but makes remarkable things). His Running the Game series on Youtube has been a delight over the past five or six years as he is a guy who thinks deeply and well about TTRPGs: how they work, how to think about them, and how to design them. He is an open book about game design, and as he (and his team) developed their own game, Draw Steel, he produced design journals on Patreon so that people could watch, almost in real-time, how their game was being built. Fascinating stuff. One of the things I've learned from him over the years is to question assumptions. Why do we use dungeons? What is a dungeon? Why do we use the six stats, generally speaking? How do we do monsters, and why? These kinds of inquiries get to the root of game design. 

    So I'm wondering if I am going to large at the outset. The reality is, I haven't ever done this before. I've played and run games for 45 years. I've never written actual material for someone else to play. I think I'm going to try narrowing my lens; making the aperture smaller, and see how that goes. Let's see how a five room dungeon goes. That's the most basic unit of ttrpg writing. 




12 April 2026 Castles&Crusades and Greyhawk

 12 April 2026      Not too much going on, gamewise. We are playing Lord of the Rings 5e, which we are all enjoying. Dan is certainly a mas...