Courtesy Jason Chan & Wizards of the Coast
I feel like Karn some days. And not just from lack of coffee.

Bad writing can be just as influential and inspirational as good writing.

That may seem to be an incongruous statement. But in my experience, there have been some instances where I’ve been reading a novel, a story or a post, and have wanted nothing more than to blow the author out of the water, literarily speaking. I find this to be the case especially in writing related to gaming, which makes me twice as angry. It’s one thing to write badly, but to degrade a setting or concept I like through that bad writing should be a hanging offense.

That’s my opinion, at least.

Take, for example, the Quest for Karn. I’ve been looking for a good Magic: the Gathering novel ever since Arena, which is still the best if you ask me. The planeswalkers that Wizards of the Coast have put together are an interesting bunch, but I feel like there’s more that could be done with them, territory in the human experience and the permutations of their powers that remains unexplored. And when you present these characters in as bland a way possible, with no real characterization and a plot apparently paced to make The Lord of the Rings look like a jaunty sprint by comparison, you leave a sour taste in the reader’s mouth, instead of making them hungry for more.

I must confess, however, that doing this to the likes of Venser and Elspeth is pretty harmless, considering what could have been done. As far as I’m aware, Wizards has yet to acquire the services of someone like Richard A. Knaak, who misses the point of characters like a champ. Consider Stormrage. In Warcraft III, we learn that Tyrande Whisperwind is a confident, driven and inspiring leader of her people, a warrior-priestess with thousands of years of experience in doing what she says and making decisions without regret. By Knaak’s hand, however, she’s transformed into someone who never grew out of being a teenager, an immature and insecure person who fears the judgement of her peers and might just be cribbing notes from Bella Swan. There’s no growth in Knaak’s characters. If they’re great, they’re always great as well as flawless. If they’re flighty, uncertain and relatively weak, they’re a girl.

I had to pause for a cleansing breath, there.

Gaming books outside of novels suffer as well. Mage is probably my all-time favorite permutation of the World of Darkness, but the core book for Ascension feels unnecessarily huge. There’s great stuff in there for storytellers and players a like, but it can take a little sifting. The prose passages feel ponderous more often than not, with some overwrought language and long-winded anecdotes that are likely aimed at increasing the book’s gravitas while taking away from the essential information gamers are looking for. I still love the book, don’t get me wrong. It’s gorgeous, the new mythology tickles my fancy and the new spheres of magic are very well thought out. It’s just fluffier than I’d like.

In addition to wrapping up the first draft of one manuscript, rewriting another and editing a third, I think it would behoove me to investigate more deeply the ways and means people find their way into gaming material, from source books to novels. I’ve had great experiences working with Machine Age Productions and I hope I can take that experience to other gaming houses in the future. Writing for and about gaming isn’t just something I want to do, after all; it’s something worth doing right.