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Topic : Re: Pitfalls to avoid when using the "GM technique" for fantasy writing I've got an idea: If I were to use GURPS (Generic Universal Roleplaying System) for creating a story, then in-universe inconsistencies - selfpublishingguru.com

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If you look anywhere people will tell you there is no worse writing than people writing about their DnD campaign. I think those people are wrong. I often in media watch things and go "I think this came out of an RPG session". Even the good stuff tends to give it away to me by some of the items mentioned below.

I have written stuff based on things I have GM, so here are my thoughts. here are things to not do

Everyone Is different but equal. In an rpg you tend to stat a bunch of characters to be of equal power and usefulness. This is not how the real world works.

There is no main character. SO you had 4 players that all had to be main characters at some points. Great for a group, but for writing, you most likely will have to find a story with a real plot ark for your main character.

Rinse and repeat formula. Characters get to town, CHaracters learn of a problem. Characters solve problem with two combats. Characters move on. Great for tabletop, bad for books. The story should be about the characters, not the world throwing little problems at them.

Getting new powers. Rpg characters spend points and get new powers. All at the same time. New abilities need to feel really earned

I feel like I have repeated this a few ways, but the tabletop week to week open narrative structure just does not work well for a book. The trick is to find a real story somewhere in there, and not retel the events


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