Wednesday, October 12, 2011
The imagination used in role-playing is not too far from writing. The trick is that in a RPG game, there is a "gamemaster", someone who knows the scenario and what should happen at certain times and places. As the players advance their characters into a dungeon, they may find a treasure chest filled with gold or booby-trapped with a spell that turns them into owls (Why owls? Why not?).
I'm not suggesting writers pick up Dungeons and Dragons to work on their writing (I'm not a fan of D&D myself - had some bad episodes playing). However, if we can think in a role-playing way, I think we'll find more to our characters or plot than if we make them do what we want. Take away the outline for a minute, set a character in a circumstance, and then act as they would. If they come across the locked chest, are they going to run to it and bash the lock open without another thought, or are they going to give it a once-over before proceeding?
I wouldn't recommend rolling dice for every plot twist, but I think you get the idea. Any other thoughts on this?