“If you’ve played a character, you are ten steps further towards being a writer than anyone else. You’ve made a character, you have a backstory, and you’ve engaged in narrative, just playing a character in a game. If you’ve DMed, you’re like thirty steps farther towards being a writer of a novel or a story; you’re an active storyteller.”
Like many writers, I went through a period of Dungeon Mastering. For almost two years, I spent every Friday evening masterminding a story for half a dozen friends, setting up a backdrop against which they could play out their fantasies and work through their real-life relationships with each other. Not surprisingly, when I started to write, I began with some of the characters and maps I produced for gaming. Some of that material survives to this day, mutated out of recognition from its origins.
But did Dungeons and Dragons and its ilk make me a better writer? Or give me transferable practice? Unlike countless of writers like Patrick Rothfuss, I would have to say it didn’t. The differences between gaming and writing are simply too great for one to influence the other.
Yeah, both games and fiction involve storytelling. However, like movies or graphic novels, they are different media for storytelling. Each media has its own advantages and restrictions, and moving from one to the other is a form of translation, in which some things are lost and some things are gained. Writing and gaming are no different.
To start with, D&D is an oral form of storytelling. As you might expect, oral stories are geared to the speed at which human ears can comprehend. This speed is much slower than when reading. To remain comprehensible, oral stories develop more slowly than written ones. Typically, too, they involve a lot of repetition. In Homer, that repetition consists largely of metrical phrases like “rosy-fingered dawn” or “Achilles, fleet of foot,” and patterns of action, while in D&D, it takes the form of meta-actions like rolling for initiative and damage done. In fact, being free-form, D&D has a lot of repetition that has no place on the page. Unlike in writing, there is no room for pacing, or a departure from chronological order.
Moreover, D&D is group storytelling, whereas a writer is generally on their own. A gaming session has more in common with improv theater than writing. DMs are closer to a writer than the other players, yet even they provide no more than a framework for the others to develop. That framework must provide space for the other players to improvise, and for the effect of chance. A skilled DM may try to take alternative storylines into account, but more than one has had to cancel the rest of the session or work on the fly when characters do something unforeseen. Writing, in comparison, has so little room for randomness or alternative storylines that examples are hard to find. I have heard that Phillip K. Dick used the I Ching to develop the story of The Man in the High Castle, but, if he did, no sign is visible on the page.
Still another important difference is that gaming requires much more material than the average piece of fiction. For a once a week session, DMs generally have to spend several hours a week in preparation — and I know more than one student whose DMing placed them on academic probation. To lighten the burden, DMs have endless sources of reference material, but often the result is a lack of originality. What matters is an entertaining session, not originality. By contrast, while clichés abound in fiction, too, to many readers’ apparent satisfaction, originality is prized, no matter how small.
However, the main difference is that D&D tends more to story, and writing to plot. Except with the most thoughtful DMs, D&D tends to be episodic. A main quest may exist, but the point is to stage an engaging session. Only rarely is a session complete in itself, with self-contained goals that advance the main quest while being complete in itself, like the best of TV series. More often, a session consists of events that are linked only by chronological order and that contain a large amount of randomness.
By contrast, with rare exceptions like Jack Kerourac’s On the Road, fiction is plotted. The first event causes the second, beginning a chain of cause and effect that only ends in the climax and resolution. This structure is extremely artificial, and less true to life than a gaming session, but is too well-established to be often challenged.
Really, I can barely begin to list all the writing skills you won’t learn by gaming: flashbacks, internal monologues, elegant prose, and much more besides. About all that gaming and fiction have in common is a love of the fantastic. Other elements of their storytelling do not translate. In fact, to assume any closer connection is an easy way to get lost when writing. I sometimes wonder how many of the beginning writers on Internet forums who are always asking for help with plotting are gamers who feel lost developing stories on their own, who feel lost telling stories by themselves. In the end, no matter how much they squirm, writers must rely on themselves. If they want inspiration to learn from, they are far more likely to learn from other books than from games — or from other forms of storytelling.