Posted on May 28, 2021 by Flames
In this two-hour Tarot for Writers workshop, author and narrative designer Monica Valentinelli (Vampire: The Masquerade, Shadowrun, Firefly, and more!) will show you how to use tarot in your storytelling. From inspirational prompts to building characters and scenarios, you’ll come away with fresh ideas to help you brainstorm everything from character relationships to plot twists. […]
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Posted on July 20, 2019 by Monica Valentinelli
Heya, are you participating in CampNaNoWriMo? Got a novel in the works? Your own game? I put together a list of ten books to help! Every book in this list is on sale through July 31st as part of the massive Christmas in July sale at DriveThruFiction.com.
In no particular order, here’s ten great non-fiction books to help your craft. I picked books that’d be great for genre authors and narrative designers. Check ’em out!
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Posted on August 26, 2011 by Matt-M-McElroy
The Flames Rising Design Essay Series started in 2008 when Preston DuBose and I were chatting about different projects we’ve worked on (including Buried Tales of Pinebox, Texas which we had recently released) and I asked him to write a little something about the next project on his agenda, you can find the essay below. Like other parts of the site, this series started out in RPGs, but soon expanded to include Fiction, Comics and we even have one essay about Film.
The series continues to evolve and has become an ongoing project where authors, game designers and others can tell Flames Rising readers about the creative process that went into a particular project. We have no plans on stopping this series, but I thought I’d take a moment to look back at some of the essays we’ve posted so far:
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Posted on May 12, 2008 by Monica Valentinelli
Freelance writer Monica Valentinelli (whose upcoming work includes the Tales of the Seven Dogs Society, a novella based on the Abstract Nova game Aletheia) has dedicated her blog recently to writing about game fiction.
Monica has covered audience, theme, and plot to highlight many of the challenges that well-loved and small press games have when writing and publishing fiction. Check out Words on the Water for these articles.
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Posted on February 16, 2008 by Monica Valentinelli
Great for writers and game designers, I’ve never come across a more thorough and massive work detailing creatures so rare you may not recognize them. There are two, other books in the series entitled, The Element Encyclopedia of 5000 Spells and The Element Encyclopedia of Witchcraft. If either of those two books are as down-to-earth and fact-filled as this one, I wouldn’t hesitate to buy either one to add substance to my fantasy stories.
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Posted on January 7, 2007 by Monica Valentinelli
Horror-genre lovers (like you and me) can’t resist sharing our love of the macabre. If we tell our friends about a dog of a film, they probably won’t go to see it. How then do we write a film review that finds the happy medium between gushing over the latest hit and bashing that worthless dud?
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Posted on June 6, 2006 by Monica Valentinelli
While the day may seem just like any other day, several people are hoping you’ll remember June 6, 2006, the so-called “number of the beast,” by doing something a little hellish, and maybe picking up an item or two along the way.
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Posted on February 3, 2005 by Monica Valentinelli
These days almost everyone with a home computer at some point or another wants to be a writer. As a consequence the fiction market has been flooded with new authors: some good, some bad. But what makes a piece of fiction “bad”? How does the average reader know what’s worthwhile to read and what isn’t?
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Posted on December 7, 2004 by Flames
The purpose of a review is to provide readers with enough information to decide whether they would like to spend their time or money on reading the book, watching the film or, in our case, playing the game. Whether or not the reviewer enjoys or is enthused by the game is of less importance. The reader must come first.
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Posted on November 29, 2004 by Flames
Plenty of articles deal with setting the mood for a horror RPG. As a result, I’m not going to tackle that topic. Instead, I’d like to talk about plot devices that, when in operation at a level of generality above specific mood elements, set the stage for creating a truly horrific RPG.
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