Tabletop role-playing games (RPGs), such as Dungeons and Dragons (DnD), Pathfinder, D20 Modern, and many others, have been the subject of scrutiny and praise for their driving force of imagination. The imagination required to play a tabletop RPG makes the hobby great for any creative writer.
In a nutshell, the game works like this:
The events in the game are randomly generated by rolling dice. A standard set of dice has seven dice, each with different numbers of sides that range from four sides to 20 sides. Not only does each character have to react to the situation presented to them, but they also have to react to the roll of the dice. The randomness of the game creates an improvised dynamic that creates real relationships between characters within the story.
The Game Master (GM) starts the story and sets the parameters for the story. He or she decides the setting, the plot, and the non-playable characters (NPC). The GM acts as a kind of referee to the game to make sure that the story makes sense, that the players are being fair, and to steer the story in certain directions. GMs are usually players who have played through one or two games.
This aspect of a role-playing game is great for writers who want to practice coming up with plots and settings. Being the GM forces the creative writer to come up with believable scenarios for characters to find themselves in. If the story is not realistic, then the game is not as much fun to play.
A good GM will make the story from the characters. He or she will create the story around what is already known about the characters, using their flaws, strengths, and motivations as part of the main plot. Creative writers can use this to their advantage because it gives them a chance to really think about the characters in relation to the plot.
The players have to react to the events in a way that represents their character. Each player has a unique character that they create, with a unique backstory. Each character has a race, a class, and a list of unique abilities that they can use. Players also make use of a list of skills to perform actions in response to whatever situation the GM has put them in. This usually includes combat, dialog, and travel situations.
Players take turns performing actions that may or may not achieve the intended result. When an action has been declared, the player then rolls a 20-sided die and adds one of the six ability modifiers to the roll. Sometimes these rolls come with extra bonuses added to the roll and ability modifier. Then the GM rolls a 20-sided die for whatever character then player acted against. If the GM’s score is higher than the player, then the player fails the action. If the player’s score is higher, then the player succeeds in the action.
The game makes for great practice designing characters and having the characters speak for themselves in a variety of different situations. There is a level of realism to the random encounters that can help creative writers with the situations that their characters in their stories may encounter.
The game also helps creative writers to think critically about their characters. In some RPGs, the player is required to choose flaws, strengths, and motivations. This kind of system puts a lot more emphasis on role-playing. Which is useful for creative writers to practice making believable characters.
The most important aspect of any RPG is fun! The games are supposed to be a way for a great group of friends to get together and be silly. The people in my game group are my best friends, and the reason we play is to have fun with like-minded, creative people.