One Thing Ive Learned About Writing Is Give Everything A Face. Its No Good To Write Passively That The
One thing I’ve learned about writing is ”give everything a face”. It’s no good to write passively that the nobility fled the city or that the toxic marshes were poisoning the animals beyond any ability to function. Make a protagonist see how a desperate woman in torn silks climbs onto a carriage and speeds off, or a two-headed deer wanders right into the camp and into the fire. Don’t just have an ambiguous flock of all-controlling oligarchy, name one or two representatives of it, and illustrate just how vile and greedy they are as people.
it’s bad to have characters who serve no purpose in the story, but giving something a face is a perfectly valid purpose.
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More Posts from Noddsoc
Made another quiz! this one's for the tired people with no time to prep a game

sixty-nine more questions for your ttrpg characters!
(i originally made one of these on a defunct sideblog; i thought it was about time i made a new one! send an oc’s name and a number, go wild!)
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1. what drives them? what’s their ultimate goal?
2. what was your original concept for this character? how did playing them change that concept?
3. can they accept failure?
4. what one person, place, or thing do they love more than anything else?
5. is there something they want to be known for?
6. how have they changed in the last year? how about the last five years?
7. there’s a magic item (or technological innovation, or special resource) made just for them—what is it?
8. what songs remind you of them? if there are specific lyrics or movements, list ‘em!
9. when in their life were they most scared?
10. what inspired this character’s creation?
11. if they have a pet or animal companion, how do they spend time with them? if they don’t have one, what sort of animal would they be interested in raising, if any?
12. how have they altered their body? piercings, tattoos, biohacks, or other modifications—anything. why (or why not) did they (or someone else) make those changes?
13. what are some motifs you associate with them? did you intentionally bring in those motifs, or did it happen over time?
14. what keeps them up at night?
15. is there something that never fails to make them laugh?
16. do they value their appearance?
17. they’re crying—what did it take to make them cry?
18. what dish brings back the best memories for them?
19. what sparks genuine, unadulterated rage in them?
20. what attracts them to someone—platonically and/or romantically, anything counts.
21. do they have an idea about how they’ll die? do you?
22. how would they decorate their living space, if they had a chance?
23. in what moment did they consider themselves to be “grown up”?
24. are they close to any family members?
25. who is their best friend?
26. what type of person pisses them off?
27. how do they usually dress? why do they dress the way they do?
28. do they collect anything?
29. what feelings do they internalize?
30. how do they handle confrontation?
31. do they respond well to praise? how about criticism?
32. which of your decisions led to their voice being the way it is?
33. what artistic medium are they most drawn to?
34. what languages do they speak? how did they learn them?
35. when did they feel loneliest?
36. how do they fidget?
37. if they’ve had one, what was their first kiss like?
38. do they see themselves as an important part of their party?
39. are they insecure about their appearance? how about their personality? what aspects specifically worry them?
40. if you had to remake this character right now, how would you change them?’
41. how do you keep notes for this character, if at all?
42. can they dance?
43. how much do they know about the world they live in?
44. what lies do they tell others?
45. what lies do they tell themselves?
46. have they taught themselves any skills just for fun?
47. what could they talk about for hours on end?
48. do they relate to anyone in their group? conversely, which person do they relate to the least?
49. how often do they cut their hair, if at all?
50. do they have a go-to beverage, alcoholic or nonalcoholic?
51. what element of their backstory are you proudest of?
52. how would they dress themselves up for a formal event?
53. do they keep their plans close to their chest?
54. how important is money in their life? do they save up for ages, or spend quickly?
55. they’re seeing their greatest wish come true—what’s happening?
56. who would they trust with their life, unequivocally?
57. do they see value in the laws of where they live?
58. how often do they swear? do they mind when others swear?
59. what’s an element of their philosophy that you disagree with?
60. what do they have faith in? what keeps them believing?
61. is there an in-game moment of theirs you think about and just laugh?
62. do they believe in good and evil?
63. what’s a meme or tiktok or vine (or whatever) that you associate with them?
64. how would a party member describe them?
65. what would their go-to karaoke song be?
66. which fruit do they like most?
67. do they consider themselves to be special?
68. where’s their home?
69. what’s one secret they don’t want getting out?
What is up gamerz, We are NoDDsoc, (Not Only Dungeons and Dragons), the University of Sheffield’s TTRPG society. We run both campaigns and one-shots, both online and person, and also run a social discord sever and other social events, all of which are available to both students and not students, including those outside of Sheffield. Link to our social server: (which includes links to most of our other sites) https://noddsoc.co.uk/SocialDiscord
how to build a world so you all have fun
The cardinal rule for building an entire game world from scratch is very, very simple:
Don’t waste your time.
Now, what that advice means in practice varies dramatically between gaming groups and even between PCs. To help address some of that, I’ve broken my advice into two categories: Friends Playing Together and Meeting Strangers.
Friends Playing Together
The most important thing about this type of worldbuilding is that as the DM, it is not only within your power, but it is your responsibility to take into account the characters your players are inventing. But that’s not the first step, so we’re breaking it down.
Keep reading
“I think there’s a rich ream of horror, from The Haunting of Hill House to Ghostwatch, that delves into the idea that certain places can simply go wrong – and once these bad environments have been established and ostracised by society, they can’t be exorcised. They simply keep accruing power through the individual stories that play tragically out in their shadow.
“I mention a real-life example of that kind of bad architecture in one episode; the Pope Lick Bridge in Kentucky, a place that looks and feels so sinister that it developed its own local folklore about a goat-man who attacks people who stray too close to the edge – and which has ended up resulting in deaths as visitors peer over the side trying to get a peek at the monster.
“I find this kind of stuff fascinating, because it plays into my own paranoia about environments, and my dislike of ghost stories with explicably human antagonists. Like David says in the first episode, people aren’t frightening. Places are frightening.
“If I’m sitting alone at home on a dark and stormy night, and I glance nervously up towards the bedroom doorway, my fear is not that my house is being haunted by a spirit called Mabel who died in the 19th century at the age of fourteen and is constantly seeking her favourite teddy bear… because all of these details both humanise her and make her ridiculous.
“My fear is that there will be something standing in the doorway, because the doorway is where things come to stand.
“Because unoccupied spaces, in our imaginations, must find something to fill them.”
— Jon Ware, from “The Saturday Interview: ‘I Am in Eskew’ podcast”