How Being a Dungeon Master Actually Did Nothing to Prepare Me for Writing a Book
Dungeon Masters know that preparation only goes so far when it comes to running a game. No matter how committed to the game, each player will become a chaotic little imp at least once per session. That said, creating a world and stories within it has always been the draw of being a Dungeon Master for me. Players interacting, growing characters, and solving the mysteries I placed for them are the carrot that keeps me running the game after almost a decade.
I’ve got stories. I have tall tales and intricate plots, and those work great as a Dungeon Master. So when it came time to test the waters with writing a book, I thought those skills would easily translate. But writing a book was a whole different beast. Being a Dungeon Master didn’t prepare me at all (and there are quite a few articles out there that tell you it can). Here are a few issues I had to overcome (and am still overcoming!) on not letting DMing guide my book writing.
Overindulgence Of Worldbuilding.
You want organizations? I got organizations. You want a secret twin sister? I’ve got one right here. You want to know a deity’s favorite tea, oh boy do I have it (psst it’s red tea leaf). I have always had very interested, engaged, and nosy players. What excites me is laying out hints, overt or hidden in mundane things, so they can find them and react. This involves me writing many world elements for the subtle mysteries to unfold. This doesn’t work as well with readers. They aren’t living in the world from the beginning, going from zero to hero. They just will never know as much as you do. So subtle clues won’t be as apparent for them.
How Many Senses Are There Again?
While senses such as smell and touch typically only come up when signaling to a PC that they should start paying attention (right now before that acid blob notices you) as a writer, they’re oft-forgotten. As a Dungeon Master, I tend to rely on seeing and hearing, letting everything else wash away because it isn’t the quickest way to get the setting explained. It’s a hard habit to break. But speed in storytelling should never trump focus and immersion for the reader.
Can You Taste The Flavor?
Flavor text is excellent…but only if it’s relevant. As a Dungeon Master, it’s scene-setting but also a way to get the players engaged in the world. Doing this for readers is a double-edged sword. Too much and you’re describing every time the characters turn a corner or reencounter the same thing, boring the reader. Too little, and the reader feels lost and like they have no idea what’s going on. Balance is a learned thing (and holy moly am I learning).
Sweep The Leg!
There are no initiatives in fights on paper. I’ve never been very good at fight scenes. They are my least favorite scenes to read and I’ve learned I dislike writing them as well. But I figured I could soothe all that with a little random order and instruct how it would play out. My editor called this one the “No one waits like that in real life” issue. Fights are often chaotic and need to remain plausible, focused, and meaningful. Readers don’t care about a bar fight unless it impacts and changes the characters.
I continue working to separate my Dungeon Master mentality from my author one (I’ve dubbed them trickster hat and wizard hat, respectively). One lets me enjoy aspects of my worlds that no reader needs. The other allows me to reach out to a bigger audience with intricate character-driven stories. Doing both will spur me to stay creative in unexpected ways that will keep me chasing the carrot of writing and storytelling for a long time to come.
–
Hale Rambo is an avid reader, Pathfinder/Dungeons & Dragons player, and bubble bath connoisseur. Book one of her debut series, Tools of a Thief, released May 25th 2021. Get updates on the series, say hello, or debate with her about the versatility of gnomes at www.dhalerambo.com.
Follow D. Hale Rambo on social media:
Facebook: https://www.facebook.com/dhalerambo
Twitter: @therambogeeks
Instagram: @therambogeeks
TOOLS OF A THIEF
How do you stop being a thief? Zizy assumed quitting her job, stealing from her boss, and flitting magically across the continent was one way to give it a go.
Getting in and out of sticky situations is her specialty. A little spellwork here, a little deception there and she’s home free. But even a quick-fingered, fast-talking, charming gnome can find danger . . . even if she does have the skills to keep herself from getting killed.
Pressed into a mission she can’t say no to, Zizy feels desperate, out of place, and as lonely as before. But when she meets a charming book hoarder with bold curiosity, Zizy can’t help but want to bring her along on this one last job. She’ll just hide her past, her present, and the complicated info about herself. What could go wrong?
Either she finishes the job and protects those she loves, or it all falls apart. Is this journey the final key to unlock a new path or just another sticky situation she has to run from? She’ll use every tool she’s got to get what she wants.
BUY HERE
Category: Contemporary Women Writers, How To and Tips