The Writer’s Game: Dungeonmans

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Dungeonmans from Adventurepro games is a parody of fantasy games in the roguelike style.  As a titular Dungeonmans (the title is used no matter the preferred gender) at Dungeonmans Academy you sally forth to crush monsters and find treasure.  Near-inevitably your character will die, but their legacy lives on to assist the next student.  Eventually, you accomplish the all-too-common goal of finding the Big Evil and beating it up, then faffing around and exploring if you so wish.

Dungeonmans doesn’t aspire to a unique plot – the game’s charm is that it embraces all the tropes of fantasy and the roguelike genre.  Among the kill-and-loot mechanics and laughs there are multiple lessons for writers – because comedy is challenging.  Fortunately, Dungeonmans is fun, funny, and educational for writers

Embrace The Tropes

The game embraces every trope of fantasy and dungeon-delving games without a single inhibition.  Dungeonmans has dungeons, treasure, towns in need, and everything you’d expect from the umpteenth fantasy adventure game or story.  It doesn’t feel boring or repetitive, because the unoriginality is needed as it’s a parody.

By embracing the tropes, the game meets expectations of gameplay, but also allows it to mock them.  A player gets exactly what they expect in play and story, while also getting to see them taken apart and parodied.  You can’t parody from a distance, you have to embrace it.

Come to think of it, you can’t do anything with a genre without diving in, can you?  Other wise it’s half-baked, whereas Dungeonmans is perfectly prepared.

Explain The Tropes

Good worldbuilding in any story is needed so players understand what’s going on, or think they do.  When you’re playing with tropes, say in a parody game like Dungeonmans you have to explain what’s going on.  The tropes need to be explained as that’s part of the parody – because parody is often taking things to ridiculous lengths or exploring them.

Dungeonmans goes out of the way to explain what’s going on.  Dungeonmans are a recognized profession in a world overrun with monsters and evil.  An Academy was put in place to train such adventurers because they have to come from somewhere.  Some villains you face are even failed heroes, suggesting a kind of “economy of evil.”

The game is thus funnier because of the worldbuilding.  All the things you take for granted in a fantasy game have reasons, reasons both funny and thought-provoking.  Imagining the social and economic implications of professional but expendable monster-killers takes you places like any good story.

Funny Needs Details

Dungeonmans explanations arent’ just broad strokes.  Every item you find or create has a name and text explanation.  What is this wand made of? Why does this ridiculous sword exist?  Is the name of this weapon really twelve words long?  There’s all sorts of little details in the game that make it more interesting and funnier.

Good parody – and any good writing – has those little details that draw you in.   When you’re “in” the world of a story or game, you appreciate it more and feel those chills, thrills – or laughs in the case of parody.  Dungeonmans is filled with these little details, and you might find yourself pausing to read the description of the latest treasure you find.

Into The Depths of Humor

For me, Dungeonmans was the rare experience of a game both funny and engaging.  I kickstarted it, played it at least twice in early access, then once after it was released, and once after many updates.  Every time it was fun, and every time I’d get a good laugh, even with material I’d seen before.  Over these years, I realized these were lessons worth sharing.

Lessons for Writers:

  • If you parody something, embrace the tropes enthusiastically.  That meets expectations while letting you poke fun at the elements you’ve targeted.  You have to know a trope to take it on.
  • Disinhibition is necessary to embrace tropes, or you might do it halfway, and that is often miserable.
  • In parody – or anything involving tropes – you’ll need to explain them.  That makes the world believable, and is even more important in parody or extrapolation.
  • Details matter in any story as they draw the reader in.  They are important for impact – even when the impact is a good laugh.

Steven Savage

The Writer’s Game: Demon’s Winter

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I continue to analyze what video games I’ve played provide lessons for writers! This time, a blast from the long past!

Demon’s Winter was released in 1988, a sequel to Shard of Spring which I never played.  Though it had mixed reviews, I found it to be excellent and replayed it at least three times.  Not only was it a fun game, it had excellent storytelling which provides valuable lessons for writers.

The core of Demon’s Winter is something we’ve seen all too often (more so since the 80’s).  Monsters destroy your village so you inevitably sally forth with a group of diverse characters to fight evil.  Demon’s Winter went beyond the stereotypes with excellent story and setting elements.

Spoilers follow.  Yes, for a game from 1988, but I feel I should say it.

One Step Beyond

The first thing I noticed playing Demon’s Winter was the class (profession) and skill system.  Many games of the time essentially stole from Dungeon’s and Dragons and called it a day.  Another party with a fighter, a mage, a thief, etc.  Demon’s Winter did its own thing while building a setting.

First, gone were many typical generic classes.  Combat characters had to choose between a wilderness-wandering Ranger, a holy Paladin, etc.  Wielders of magic drew their abilities from multiple styles.  There were even two pantheons of gods for religious characters to follow.  Each character could be customized further, adding to the richness.

The manual of the game explained the character choices in detail.  I learned why it was hard for Paladins to learn certain magics – they avoided anything that wasn’t healing (or you paid a lot of skill points).  The two pantheons of gods were described in detail.  The manual helped the setting feel alive and refreshingly different.

For writers, this is a good lesson that you can play with tropes audiences expected while still making them interesting.  Explore the tropes your own way and add your own details and worldbuilding to bring it together.

Say It And Show It

When playing Demon’s Winter, I was pleased to see that places and story elements mentioned came into play.  There was not a pile of generic fantasy names and flummery, but actual things you’d see and deal with.  Something said in passing might be very important later.

My favorite part of this was discovering a seemingly throwaway line about a Dwarven Forge was real.  My party trekked across a strange island and found this hidden place that made weapons.  Needless to say, we left well-armed to fight evil, and I enjoyed the game’s rich continuity that much more.

This is a classic element of writing – foreshadowing, say-it-see it, etc.  But it’s nice to see it well done and in a way that matters.

Shake The World

Fantasy Epics often see the world changed and threatened.  Demon’s Winter was more than happy to break the rules of the setting when the bad guys got busy.

How broken?  The first major plot twist in the game sees the demonic villain of Demon’s Winter murder the gods.

There I am, slightly past the halfway point of the game, when I am informed the gods have been dead.  Clerics and shamans in the party lose their powers and seek out elder deities to get them back.  The impact of that moment stays with me to this day.

Demon’s Winter didn’t stop with deicide.  As your party closes in on the villain, he plunges the world into eternal winter and destroys it.  Cities and towns you relied on are gone, the graphics change, and survival becomes harder.  The game’s final arc takes on a post-apocalyptic bent.

None of these moments felt cheap because they fit the story and the setting.  The world broke in ways both impactful and believable, and I felt those moments.

For writers, it’s a good reminder it’s fine to break things up and shake them up if it makes sense.  Doing that can make the most sense, and it engages your audience. 

End It Well

Finally, I remember Demon’s Winter for the endings.  Once you defeat the big bad, you had two impressive possible endings.

First, you can join with one of the older gods and achieve dietyhood.  This is a nice ending, but the game suggests that your new career may be in danger when evil rises again!  A solid ending with room for a sequel.

The second ending is one that stands out.  If your heroes choose to stay mortal, they each get a different ending based on character class.  Depending on your party composition, you get a different set of stories and a satisfying conclusion for each character.  The team Theif may become a legend while seeking great treasure while the psychic Visionary becomes an advisor to the new ruler.

This second ending added personalization to the ending, drawing the curtain on your adventure in ways that felt real.  You had closure not just on the story, but your characters in a way that gave your tale personal meaning.

Unfreezing Ideas With Demon’s Winter

Demon’s Winter went far for a game, let alone a game from the late 80’s in an genre often filled with derivatives.  It built a world where characters meant something, smashed their world when needed, then gave them personal and satisfying endings.  By embodying these important lessons, it provides an example of how impactful they can be.

Takeaway’s for writers:

  • You can use tropes, but give them your own twist and the details to make them living and believable.
  • If you call out or bring something up, it probably should be part of your story later.  That also helps with worldbuilding.
  • Be willing to shake up or break your world in ways that fit your tale.  Give such things meaning and impact because sometimes you have to shatter expectations to fulfill them.
  • Make your endings personal so make the characters’ journeys relevant and impactful.  This doesn’t need to be complex, but it should be meaningful.

Steven Savage

My Journey, Your Journey

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Serdar wrote a must-read blog post on the question “When do you know what you’re doing”?  When are you doing your own thing, when are you not stuck in “tutorial hell,” and so forth.  These are great questions, and I’d like to explain when I know what I’m doing.

I don’t think of it that way.  Instead, I just keep going and learning.

For instance, when I wrote A Bridge to the Quiet Planet, I wanted to get back into writing fiction.  I decided to write three novels and simply get better at it by doing it.  As I write I learn, and of course I read, study, and consult with fellow writers.  The sequel, A School of Many Futures was certainly a leap over the first novel on all accounts.

My worldbuilding books are journeys as well.  Sure, I’ve got them down to a science, but each one is another learning experience, especially in terms of subject matter.  As of late, desiring to improve my nonfiction writing, I’m working on developing a more organized “system” for nonfiction.  Another leg of a journey that doesn’t end.

This is probably the influence of Agile on my mindset, but I’ve always been a “do it and keep going” type of person.  It also means I never expect to “arrive” anywhere, just reach a plateau before the next climb. I don’t think I know what I’m doing, I just keep learning more and doing it.

Sometimes I do decide to quit a project or turn it into something else.  That’s just the way life is.  It’s not a failure, it’s a learning experience, it’s spare parts, it’s re-prioritizing.  My journey takes a slightly different path.

This isn’t superior to the answers Serdar gets (which is best summed up by reading his post).  This is what works for me, that journey of milestones, new goals always coming, pace changing, but in motion.  In fact, this milestone-but-journey method isn’t even applied to all of my life.  Different goals for different things, and it’s a difference I own and that is my responsibility.

Creatives – or anyone with aspirations, really – ultimately have to ask themselves the question how do I approach competency?  It’s an important question, and one you’ll have to find the answer to.  I can’t tell you what the answer is, nor can Serdar, or anyone you know.  Anyone else trying to sell you a set of goals is delusional at best and wants something at worst.

So tell me how you measure success, how you stake out your creative goals.  You know me, I’m on an eternal journey, and I’d love to learn.

Steven Savage