Preparing for Scaring, Writing, Featured
So a full week of daily blog posts is now done, and the Preparing for Scaring series has come to a close. I hope you've enjoyed reading these short, daily posts in the strange and suspenseful. And if you missed them, then feel free to take a moment to page back and check each one out.
In case you're new to the blog, my next project is going to be a Horror novel, though which subgenre of Horror I'm as-of-yet not totally certain. I, personally, am a fan of a very particular kind of horror, or kinds. But are my readers? If I write this book, will it sell? Or will it, much like Cybersaurus and Astral Tides, just be a story I, once again, write because I want to write it, and not because it's what I think will appeal to the public?
It should be no surprise that, with the first edition of the Round 10 Role-Playing Game, my goal was to make a universal, streamlined system that could easily adapt to any play-style for your tabletop RPGs. Narrative-driven, mechanics-driven, dungeon-crawling or in-character role-playing, it was my goal to create a system that could do it all. And, despite some clunky side-mechanics and a shoe-horned adaptation or two, I think I achieved just that.
And now that I have that to start with, I'm able to more readily explore how to fine-tune it, what to introduce and what to take out, and how I can create the absolute best version of Round 10 possible for its Second Edition. That being the case, my priorities for Round 10 2E are shifted a bit from those of its premiere version.
The year was 2004. I was a sophomore in high school, and one of my best friends had just picked up the newest Massively Multiplayer Online Role Playing Game, World of Warcraft. We had both been fans of Blizzard's games since the original Warcraft titles, and had played Starcraft (my personal favorite title) countless times together. I went over to his house to see what Blizzard Entertainment's first foray into the MMORPG genre was like, and to determine if it was worth my money.
Fast-forward ten years later, and it is a game I have played on and off again in the last decade (about a fifty-fifty split, as I just returned to playing it after a three year break). World of Warcraft has been incredibly influential in how I write stories, how I interact with an online community, and even how I perceive myself.