Writing Portfolio
I am a player focused narrative designer. I establish a logic based on game concepts to ensure gameplay and narrative are closely intertwined. My greatest love is in designing player character classes, races, backgrounds, and RPG systems.
Dialog: Project “Working Title: Kintsugi”
“I know you not, child of Anilina. But hear my words, my wisdom. Can you hear?”
The child nods. “Are we still…” The words squeak out, but are hushed by another wave of the man’s pain.
“No.” The man says coldly. “We are in Dimi, nearest the Grave Ocean by Ugleg. You will never see Anilina again.”
The fire cracks and sputters. An ember leaps into a nearby wash bin and sizzles, breaking the silence. The old man asks again:
“Will you hear my wisdom?”
A pause. “Yes.” Said the quiet voice, now under a wool blanket.
“There is a legend, one of a messenger from the Wind” the man begins. “One the Ice fears. You know of the Ice? And of the wind?” The silence enters the room again.
“I know of them, Mother was called ‘Of the Wind’. Ice is from the earth.” The child turns onto their side to view the man as they speak. The man starts again:
“This is ‘The Immortal Hero’s Legend’. Once upon a time, when the Ice came, there was a great war.”
“Like this one?”
“Yes. The hero was given power by the Wind, the power to fix their body, and their weapon. All they had to do was pick up the pieces, and a golden light would mend the seam.”
The child speaks up. “Could they fix a friend?”
“No.”
“What about other things? Like a rope?”
“There was only one other thing they could fix.”
“...What was it?”
“Their divine… given, task was to repair a sword. A large sword that can cut a seal and open an even larger door.”
“What’s behind the door? Something that can stop the war?”
“Yes. Something that can stop the Ice itself. Once it’s gone, the war will end. Or so They said.”
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This one too!
World and Narrative: TDOTS Magic System
“Magic in the Days of the Sun does not originate from the world itself, but from mysterious wells of power that were dropped onto the sleepy continent of Chike. As time has gone on, these nexuses of power have scattered across the globe and bored through the bones of the earth, creating a web of power right underneath the feet of the creatures above. These wells were dubbed “Avatar Wells”. The name itself comes from the dreams and encounters with what are known as the gods of this world. Seven Wells, each with a different type of power, were now birthed onto the world…
The seven magical elements are as follows: Arcane, Holy, Shadow, Fire, Ice, Earth, and Lighting. Each element has different properties and strengths, listed on page 98. These elements also connect spiritually to people, having an affinity to aspects of life. You can think of these as the guiding principles of each of the elements and or Gods.”
World and Narrative: Dorotea
“The southernmost nation adjacent to the Wall of Death, covered in swamps and marshes. Dorotea is very production focused and land hungry, making for a more militaristic society. Most young classless humans are drafted into the armed forces after about 10 years of age to serve in their towns as guards, while others generally follow in their family footsteps as merchants or craftsmen. Humans are the most common to see, they sport sun wrought tan skin from working shirtless in the humid swamps. Espers are the second most common race, mostly born from towns closest to the Wall. They end up working to guard the wall for the rest of their lives. Most other races are seen sparingly, but some elves and green skinned orcs have made their home in the swamplands…
If you hail from this land you will have a great respect for service members, hold non-humans to a lower common denominator, hate Espers, live for the group and not yourself, be strongly opposed to Shadow magic, and have an affinity to Holy magic. Common classes to hail from Dorotea would be: Swordmaster, Warden, Rogue, Ranger.”
And this one!
You can click them all to read more!
World and Narrative: Homesteader’s War
“The great Empire was forged in war. “The Homesteader’s War of Succession” is what history would call it. All pretense of plague and mutation had to be set aside as wizards and warriors were popping in and blowing up buildings. As most scholars at the time duly noted, this was the first major conflict that used the newly found “Well Magic”. An unheard of thing to the common peoples at the time, but it wouldn’t be for long. Not only had the Well’s power spread through Wayward, giving birth to similar monstrosities recorded in Bliss and Chike, the masters of those powers were now charting ships back to Wayward to try and secure a king’s ransom in the war…”
“The war’s reasoning was quite odd, and most nobility never had the time to see the writing on the wall. As it sounds, the homesteaders who colonized Bliss, Chike, the western crescent, and the middle plains all were in agreement on the next heir to the Wayward kingship. However, those who lived in the fancy manors of Silver Rose, Fanebay, and other large cities sought to elect a different heir. Neither group ever interacted or communicated, and both plotted to secure the throne with a swift death to the king and the heir’s brother. And in an unforeseen event, the king, both heirs, and two assassins were found dead all on the same night inside of the fort. In a single room, in fact. All the royal blood left in the kingdom was spilling into the floorboards and the killers already lay dead…”
Character Writing: Joe and Dip
“The WDPD police chief [Joe]. He is a depressive man who occasionally loses touch with his current reality, drifting out of conversation and into off the cuff slam poetry (usually about his life and deceased wife). His southern drawl and harsh tone accent his fascination with wordplay. Joe has short, balding, thin green-blonde hair that is usually unruly and messy, or tucked away under the bill of a hat… Despite how goofy Joe may seem nowadays, he once was a legendary swordsman, and a hero of the Homesteader’s war.”
“Dip is a skinny man with powerful legs. His claim to fame is being the fastest in the WSPD, netting the most foot chases out of any other officer. He is otherwise unremarkable: no facial hair, short brown head hair, green eyes, and thin lips. Dip ocean dives as a hobby, and runs classes on the weekends.”
Quest Design: Finger Bridge Rave
A group of strangely dressed young adults are playing instruments and dancing under Finger Bridge near the north park. Officers are to break up the illegal gathering and detain who they are able.
Suspect Description: Humans, male and female, all around age 15-18. Wearing blacks with leather and iron accents. Accents include: studs, chains, spikes, skin piercings, extra belts, elbow length gloves, knee length boots, and other strange articles.
Notes for Players:
-Speak to Officer Chumba before departing. He has information on the group and their gathering routines.
-Use of force authorized. Do not resort to deadly force. Some may be protected under the Children’s Edicts, please have care in identifying those who are and treat them properly.
This quest is centered around three groups, each lead by a strange character, and a dance competition between them. First you have “Mac Daddy”, a person of interest in the first main case. Then you have “Black Iron Billy”, the child of a wealthy citizen who is at odds with Mac. And, finally, “Masked Midnight” and his crew of masked dancers act as judges. The quest is set up to make players go “undercover” to single out dangerous elements, and to immerse players in this unique subculture.
If you’ve enjoyed what you’ve read so far and need something longer to be convinced, please read the first chapter from a story I’m working on.
It’s twelve pages, including a lexicon for context. Thank you for taking the time to read my work and giving me a fair shot.
The Character Sheet from my ttRPG “The Days of the Sun”