Articles by Phil Menard
The Chatty DM is the "nom de plume" of gamer geek Philippe-Antoine Menard. He has been GMing various versions of D&D and other RPGs for nearly 30 years. A renowned RPG blogger, game designer and published author, he squats a corner of Critical Hits he affectionately calls "Musings of the Chatty DM." (Email Phil or follow him on Twitter.)
Writing Contest: Reap What You Sew
This guest post was written by my good friend Leah, she’s a professional photographer, a writer and editor of many awesome RPG books. She asked me to lend my space for a cool flash fiction contest she’s running, I agreed, because she’s the coolest… and her contest looks fun.
Hey there!
After Chatty’s recent foray into flash fiction, author Joseph Devon and I decided to have a flash fiction contest ourselves! Winners get a signed copy of his books, Probability Angels and Persistent Illusions. See below for further details.
Reap What you Sew
Whether you’re writing a novel or a D&D adventure plot, inspiration can strike at any moment’s notice, from places you’d never guess. Sometimes, seemingly trivial details or entire fields of knowledge you were unaware of can have a serious impact on a story. I recently had a conversation on Twitter with author @josephdevon. While doing research for his newest novel, he picked up a book on the history of sewing and textiles and discovered that you shouldn’t store your thread next to an open fire or a heating stove because it makes it brittle (the thread, not the stove).
That’s a useful piece of information I didn’t know. I mean, who here hasn’t forgotten their spool next to a heating stove and had a problem with brittle thread, am I right? (Editor: Hmmm, sure?). I’m putting that baby on a post it RIGHT NOW.
I challenged Joseph to use this “useless” sewing fact in a story. In fact, not only use it, but make brittle thread a PIVOTAL, Chevkov’s Gun-style element which would lead the characters to the ULTIMATE SEWING RELATED FINALE!!!
Sounds exciting, doesn’t it?
Seriously, it can be. Look at Snow White who pricked her finger on a spindle, fell asleep and woke up with some guy playing tongue hockey with her (Editor: Now THAT’S an expression I’m stealing.) Then of course there’s the EPIC* Kung Fu movie Swordsman II where needles are used as a weapon. Hell, even the Three Amigos have a quote about it, something like “Sew. Sew like the wind!”
Now – here’s where you come in, we’re challenging you to write a short story or RPG adventure hook in 750 words or less in which the final climactic scene involves sewing. That’s right. Sewing.
The winner will be judged by me and announced Friday June 1st and they will win signed copies of Joseph’s books.
Mail your submissions to : thiswhiterabbit at gmail dot com. If you have a blog or site where you want to post your story, feel free to link to it in the comments.
Good luck! I’ll be hanging by a thread in anticipation!
*Epic is a relative term.
Chatty Fiction: “At a Loss”
I wrote and edited over 12 000 words this last month working on Marvel Heroic Roleplaying supplements and material for my Seminars. That meant I spent a lot less time gaming and thus had less things to discuss on the blog. Yet, I did write a lot though. I do love to blog about what I do. Thus I decided that I could afford to bring a slight change of focus over here and start blogging about writing a little more.
Today, I wrote my first piece of Flash Fiction. I don’t know if it’s any good, but I’m proud of it. It’s an idea that popped in my mind as I was telling myself I should try my hand at it as a writing exercise in between freelance assignment. It’s amazing how challenging it can be to try to say so much in so little.
So here it is, slightly longer than this intro. Enjoy and let me know if I should do more.
Chatty on Creativity: Muting the Judge and the What If Exercise.
Creativity Away From the Judge
Creativity is a strange, untamed beast. The mental process to generate ideas is a fickle one. I agree with author Stephen King when he says, in his essay “On Writing,” that ideas are not created but rather recognized and combined in one’s mind. Ideas are as much about opportunity (being receptive and available) as they are about the willingness to use them creatively.
The obstacles that people have when trying to come up with ideas are many and covering them would go beyond the scope of this blog post. In the technical/scientific/geek circles I travel in though, I would probably say that the greatest idea killer is “The Judge,”* that state of mind where ideas get discarded before being given a fair amount of consideration.
Ideas have no practical values, they are just glimpses of possibilities, most of which eventually get discarded. The problem with that is that judging ideas takes a lot of “brain space”, the same space that you need to generate ideas in the first place. In essence, people who evaluate and discard ideas as they are presented to them create a creative chokepoint that slows, and often kills the creative process.
Ideas are easy for me. I like to think it is because I can stem my internal judging process until after the point where I’ve had enough time to jot down enough ideas to start moving on to the next creative stage. Also, like many other things in my life, I’ve tried to make a game out of my creative process to motivate me to create more.
My favourite one remains the “What If” game. I’ve discussed it a few times before but I thought it would be fun to explore it in more detail here. [Read the rest of this article]
Castle Death! A Dead Simple RPG for Kids and Parents, Part 3
Welcome back to this last post of a short series featuring my son Nico and I playing a simple d6-based RPG I created called Castle Death. In Part 1, I described the game’s core rule and character creation. In Part 2, we started playing and created new mechanics to complement the game experience. Today we follow Nico’s adventure as he start interacting with the game’s setting more.
The Implied Setting of Castle Death…
…is nonexistent. I made the title up as I invited my son to play the game. It could have been “The Caves of Xenu”, “The Moon Temple of the Dinosaur God” and even “Lords of the Mecha Dance Hall.” Anything that will pull a 10 y.o. from World of Warcraft to play with his old man/woman is a fine excuse. In fact I think I’ll use one of those next time.
Meet Pit Trap Mac
Chatty: Okay so you’re in a corridor that links the pillared halls of sculptures to rooms deeper in the dungeon. A very strong smell of food and spices permeates the area. There’s a big square hole that takes up the whole corridor ahead. There are doors on both side of the corridor before the pit.
Nico: Do I roll the dice now?
Well not all the time, you actually have to explore and describe what you try to do before stuff happens.
Okay, well then I’ll go see what’s in the hole. Can I roll now?
(Laughing) Sure, roll the D6. (He rolled a 4, meaning a somewhat positive outcome… that gave me an idea). All right, so you see this smiling face with a goatee staring up from the bottom of the pit. He says “Heeeeey Buddy! How you doin?”
I’m doing fine! What are you doing in the pit?
Oh this? That’s nothing, just a temporary thing while I rest up my sprained ankle. Gee listen amigo, you wouldn’t happen to have some rope hidden in that loot bag of yours right?
No I’m sorry. I don’t. Do I know you?
Know me? Haven’t you heard of me compadre? I’m Mac, legendary adventurer®, slayer of slayables and looter of lootables!
(And thus was Pit Trap Mac created) [Read the rest of this article]
Castle Death! A Dead Simple RPG for Kids and Parents, Part 2
In Part 1, I described how I sat down with my 10 y.o. son Nico and prepared, in mere minutes, a RPG session using a very simple game mechanic:
Whenever you wish to perform a task whose outcome is uncertain, Roll a d6. On a 6 you succeed with great success, on a 1 you fail horribly. All intermediate results are interpreted based on the ongoing story.
The Adventure Begins
I took my pad of graph paper and flipped to an empty page. On it, I drew a very large rectangle taking about 3/4 of the whole sheet and put a set of double doors on one side. I then added a sinewy path leading from the castle to an out-of-scale village.
Chatty: All right, Bersork makes his way to the Castle’s entry, the huge double door seems to be barred from behind. What do you do?
Nico: Can I force it open?
Sure, roll for it (he rolled a 3), ahhh I’m sorry but it apprears you aren’t strong enough to open it…
I use my axe to break it down. Can I roll again?
Nah, you’ll get the door “open” no problem but you’ll alert the whole place, are you ok with that?
Castle Death! A Dead Simple RPG for Kids and Parents, Part 1
Yay, time for another “Gaming with Nico” story. I haven’t done one of these in forever and it so happens that an occasion presented itself last week.
Ensnaring the Unwary
Nico: I’m bored, I wanna play something.
Chatty: Do you want to play World of Warcraft? Some Magic Commander? How about some Poker?
Nico: Hmmmm, I don’t know…
Chatty: Okay, join me in at the kitchen table then, I’ll teach you a new game.
Nico (wary, as always when I get all mysterious): What kinda game?
An adventure game. Trust me you’re going to LOVE this one.
Oh, what’s it called?
Hmmm… it’s called CASTLE DEATH!
Oh cool! How does it play?
(Hook line and sinker!) [Read the rest of this article]







