How I Learned to Stop Worrying and Love Reader Response Theory

One thing that used to bother me as a writer is that I would always have a point I wanted to make, and not really know how to make it.

My attempts to be obvious were heavy-handed and artless, and when I was subtle I found that the stories I wanted to tell didn’t say what I wanted to say.

This was the cause of no mean frustration for me, since younger me wanted to make a point with everything, to the point of ultimately giving up and writing either stuff that I considered meaningless drivel or stuff that was so chock-full of symbolism and heavy-handed ideas that it lacked any real development or originality.

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The Power of Love

As I’ve been branching out into creative writing, I also have felt a pull to move toward other sorts of writing. I’m going to try my best to keep these essays non-political and positive, or at least not negative and spiteful.

Since this blog is no longer strictly about games, I feel that it’s a good time to diversify, since a lot of the work I’m doing on my game projects is strictly in the background.

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On Archetypes, Heroes, and RPG Characters

This was originally going to be a velotha’s flock post, but I decided that some of this should be a stand-alone thing. One of the issues with game design, I feel, is that most of it doesn’t really go down the road of storytelling. Even more narrative-focused games often do so with a focus on “story over rules” rather than following any sort of storytelling praxis.

I think that there are a few reasons for this, and I’ve got a brief breakdown of what I think GMs and designers can do to prevent mediocre storytelling in their games.

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