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I found my first Dungeons and Dragons group in 1991 (Because where else should I begin?). When I started playing, my friends and I used pre-made campaign settings and published adventures, but I quickly grew restless with their limitations and trite story lines. I needed my own persistent world: something adaptable to my whim and that no one else owned.
Back in my day, there was no internet, so I took out every book about castles and medieval history from the school library and read them in Math class (I'm still terrible at math as a result). I came up with an entire world and brand new history. I read books on cartography and hand drew maps of my new world. I created a cosmology, a hierarchy of gods, and the tenets of their religions. I read the Dungeon Master's guide a dozen times, and every fantasy novel I could get my hands on.
Then, one day, I sat down and told my friends, "Hey guys, wanna try my story instead?"
Even 15 years after the original D&D campaigns ended, former players tell me that they share our incredible stories with their children. I'm honored to say that most of those players still have their original character sheets 16-20 years later, and a couple have even named their children after them.
Now, I'm 39 years old and a loving father of 2 girls, and I still play those games on occasion, but my passion has evolved into crafting those stories into novels for the whole world to enjoy.
To begin, I studied. I read every book on writing by Dwight Swain I could find. I paid Chuck Sambuchino (Editor for Writer's Digest) to critique and edit my older work. I took James Patterson's Masterclass, went to college, and joined online writing communities. All the while, I read my favorite fantasy novels again, only this time with a mental highlighter. I reworked my stories, outlined them, and decided to start from the beginning. Dark Communion is that beginning.
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