Here’s a big master list of resources for people doing creative writing.

In role-playing games, the GM describes challenges and offers opportunities. The players then make decisions for how their characters react to these things. You can think of this process as navigating a maze made of doors, walls, and windows.

I’ve had this conversation with a few people, and it seemed helpful to them. So I’m writing it up, in hopes that it’s helpful to others.

It’s easy to sit down, try to design something, and not have it go the way you planned. From this, you might conclude that you’re bad at design, that what you just did has no value, and that you should throw it away.

I’m going to argue that this is the wrong lesson to learn from failure, and the right lesson can be learned by knowing just a little about genetics.