This is part two of an Essay I started on Monday, dealing with the fun and frustration of writing fiction for franchise tie-ins, specifically as it relates to the work I’ve done for the Pathfinder RPG.
As I said in the previous essay, there’s a lot of fun in being allowed to play with other people’s toys, provided that you show care and respect. This holds doubly true where gaming fiction is concerned, because you end up walking a delicate tightrope between including effects that reader-players recognize and can understand with trying to keep them from thinking “Somebody just botched their Stealth check”.
With Pathfinder, I had certain elements that had to be included. Knowing that one of the characters was a spellcaster, I had to constantly think of ways that magic could be used to short circuit the plot I’d laid out. Having readers think “Why didn’t he turn invisible/teleport/levitate” out of that situation only added more complexity. I ended up keeping a list of all the spells available to that character tacked to the bulletin board next to my desk, and would look at for every scene to ask which spells might throw a wrench into the works.
The biggest issue for me, however, was presenting a thrilling story that felt like a tabletop session with it reading like one. My approach to that was to focus on a single point of view and tell the tale from as tightly restricted a POV as I could. This does lead to some interesting times – the central character in Feast of Fools is self-centered and somewhat lacking in the brains category, and he tends to interpret the events around him in the most favorable light towards himself. Still, there are moments (the Featherfall stands out) where what’s happening is obvious to the reader even if it’s not to Ollix.
In all, I had a blast writing for Pathfinder – it’s a great world, with a rich pulpy feel and can tell all kinds of stories just by moving from region to region. With luck they’ll let me shave the nib on my pen and revisit.