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Messages - Abstruse

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31
Author Craft / Re: Magic use in contemporary fantasy
« on: January 08, 2007, 02:53:10 AM »
In my world, magic is drawn from energy from other plains of existence, from your own life force, or from a deity of some sort.  Anyone could theoretically use magic, just like anyone could theoretically bench press 500 lbs or swim across the English Channel.  Part of it is natural ability -- some people are just better at channeling energy -- while part is training.  There are also three different factors that limit what and how much you can do.  Being a former gamer (only former due to time really), I set up loose rules.  Call it three different stats.  There's instant channeling, extended channeling, and long-term channeling.  Picture it like a power meter.  The first is how much power you can channel at one time -- the instant you cast the spell.  The higher your capacity, the bigger a spell you can cast.  The second is how much energy can be channeled over a short period of time -- a few minutes or an hour.  It's how much you can do in one like active stretch of time without having to rest to recharge your batteries.  Then there's long-term, which is how much you can channel without getting some serious rest.

I always pictured it like a video game with three energy bars.  The first one refills immediately upon the spell being cast or when the spell is no longer being sustained.  The next refills slowly until you sit down and catch your breath, refilling completely within 10 minutes to an hour or so.  The last refills very slowly and doesn't refill at all while energy is being channeled.

Also, each spell has unique limitations on how much drain it puts on each of the energy bars.  Most spells take an equal amount of each, while some take more in one area while less in another.  I'm giving up too much already so I'm not going to give away some of the cool effects I've come up with for spells, but for example...take your average fireball.  It knocks out all three stats in equal proportion depending on the strength.  There's another spell that's really simple and easy to pull off that involves directly manipulating someone's aura, and it doesn't take much immediate effort, but it will take you a week to recover completely.  A third spell involves heavy manipulation of the earth which requires a fantastic amount of effort to sustain and few can keep it going for longer than a minute or so, but you can keep doing it over and over and over all day if you just give yourself a little breathing room.

You can tell I grew up in the late 80s/early 90s, can't you? :p

The Abstruse One
Darryl Mott Jr.

PS. If anyone likes this magic system, check out my thread on shared universes then PM me...

32
Author Craft / Re: New Writer's Group from this Board
« on: January 08, 2007, 02:26:43 AM »
Careful with wording or at least enforcement of that...I'm very defensive about my writing and when someone points out flaws, I tend to want to explain why I did something a certain way.  This really helps me because it will make me think about exactly WHY I do something the way I do it.  So I think that constructive debate should be encouraged rather than discouraged.  However, making sure that the debate is constructive and doesn't go into personal grudges would be important too.

The Abstruse One
Darryl Mott Jr.

33
Episode Archive / Re: BB002 - Art & Criticism
« on: January 04, 2007, 05:17:45 PM »
My problem with the podcast has always been the ending.  I never know what your closing music sounds like because the last 5-10 minutes is always reviews of RPGs I'm never going to get to play (hell, I can't even get a D&D game together, let alone something more esoteric).  But other than that, it's pretty good.  I think a co-host in a color-commentator position might help you out with the whole feeling stiff thing (which is a vibe I got off the first podcast as well, but one that doesn't bother me much).  An extra person might make it seem more like a conversation instead of a guy reading his blog instead of typing it.  But try to get someone in person as skype just causes too many problems to be used on a regular basis like that, especially if you're doing an interview or round table where sound quality due to bandwidth is an issue.

Great job, though.  Keep up the good work!

The Abstruse One
Darryl Mott Jr.

34
Author Craft / Re: Shared Universes
« on: January 04, 2007, 04:31:17 AM »
I always thought it would be nice...I'm really good at writing action and big, epic stuff but not as good at smaller character pieces or suspense.  I thought it might be neat to find a couple of other people that were strong in other areas.  Kinda like how TV shows are written.  The writers get together and powwow, then each go off and write their own episodes or bits then pass them around for punching up.  Television is the only place I know of there a project gets written this way and I was wondering if it'd work for a novel series as well...

The Abstruse One
Darryl Mott Jr.

35
Author Craft / Shared Universes
« on: January 04, 2007, 12:45:48 AM »
The only place I've ever seen this done is in licensed fiction such as Star Wars or D&D novels...but do you think it would be possible for a group of authors to write in a shared universe?  Say someone wrote the stories of a White Counsel wizard in New York using the same universe the Dresden series was set in...would you read it?  Would you pick it up if you weren't reading the Dresden series as long as it set up the world properly?

Get the ideas of fanfics out of your head though.  The authors collaborate on everything so that there's no contradictions and anything world-shattering is shared between authors.  Do you think something like that would work?

The Abstruse One
Darryl Mott Jr.

36
DFRPG / Re: I've never played a table-top, pencil and paper RPG...
« on: January 03, 2007, 11:44:43 PM »
Oh, and girls (please note the use of the word GIRLS and not WOMEN...big difference) who game come in four varieties:

1) "My boyfriend does this D&D thing and I don't really know much about it, but I like being with him so I play.  Ooh, I get a new magic ring?!  But I've got fifteen already sweetie!"

2) The biggest prudes you'll find in the world.  They're incredibly shy and avoid contact with anyone outside the gaming context, but the second they're in character...they're IN character.  They can go from quiet nerdy girl who whispers to sex kitten in half a second flat.

3) Girls that are into anything and everything geeky because they have a goddess complex and they love being worshiped by intelligent young men.  They have been with every single guy in the group and drop them the second they get them into bed.  These girls usually end up moving into Vampire: The Masquerade LARPs because pseudo-goths have a thing for big girls who show off cleavage.

4) General, well-rounded girls who are just into geeky or nerdy things.  These types are ALWAYS and I do mean ALWAYS either involved in a serious relationship or are married.  They're actually the worst of the lot because they're the ones most likely to do the whole "I don't want to ruin our friendship" speech.

Most gaming women generally come from groups 1 and 4.  Group 3 realizes when they get to college that fratboys will bang anything if they get drunk enough, and group 2 usually ends up coming out of their shell by their early to mid 20s into one of the other three groups before they completely mature.

Also, please keep two things in mind.  1) This is MY opinion based on MY experiences, and 2) I'm exaggerating for humorous effect :p

The Abstruse One
Darryl Mott Jr.

37
Author Craft / Re: Writing every day
« on: January 03, 2007, 11:32:39 PM »
As a filmmaker, then you also know that editing can do a lot but only so much.  If the shot's crap, you can't really fix it.

I'd much rather only write 100 or 200 really good words than 1000 or 2000 crappy ones I'm going to have to spend 10 times longer to get to sound right.  I've started projects and gotten 10,000 words or more into them before completely scrapping them and deleting the file after taking notes just because I looked at the mess and could not figure out how to salvage it without completely re-writing it anyway.

The Abstruse One
Darryl Mott Jr.

38
DFRPG / Re: I've never played a table-top, pencil and paper RPG...
« on: January 03, 2007, 07:21:03 PM »
If you want to avoid the creepies, follow these guidelines for who NOT to play with:

1) Avoid anyone over the age of 30 who isn't wearing a wedding ring.  They probably aren't married because they spend 30 hours a week gaming and prefer to be addressed as "Thorin Goldenbeard the Third" rather than "Frank".

2) Inhale deeply through your nose.  If you start to gag, run away.  Also, check for obvious stains on clothing.

3) There's going to be two guys there named Jeff.  There's ALWAYS two guys named Jeff.  Everyone will call one big Jeff and the other little Jeff.  One is always cool but not too into the gaming experience, and one is always a freak.

4) Just because people are talking about rape and murder doesn't mean they're evil.  Ask them, "Are you guys talking about a hentai?"  If the answer's yes, they're not that bad.  Also, they may scoff and say, "No, it's the new Takashi Miike film!"  This is also acceptable.

5) Avoid the guy who looks like he just walked in from being an extra on The Matrix or a Rob Zombie music video.  He probably sacrifices kittens in his basement.

6) See those guys in the corner painting miniatures?  They're the Warhammer guys.  Stay away from them.  Tabletop Gamers : Warhammer guys :: Guy who reads comics : The guy who screams about touching the comics even though they're in five mylar bags and sealed in six inches of carbonite.  They're insane, every last one of them.

7) LARPers.  There's a good kind of LARPer and a BAD BAD BAD kind of LARPer.  Until you have more experience, you'll never be able to tell the difference.  A good clue though is if they have a foam sword.  Those are typically the good LARPers, but you can't be too sure.  Best to avoid them altogether at first.

8) Avoid the guy who speaks Klingon fluently.  He always smells funny, even though he does bathe.

Tips to survive your first gaming night (and I mean YOU, not your character):

1) NEVER under any circumstances offer to be the one to call the pizza place.  You will ALWAYS get shortchanged by someone, even though you counted it out five times.  RPGers spend most of their time crunching numbers for their hobby and they will burn you and not even know they're doing it.

2) Never play any "collectable card game", no matter how much fun people say it is.  They're all addicting and you will spend half your gross income on that game for at least three months.

3) If you don't recognize what something is, don't drink it.  We gamers have a lot of weird energy drinks, and if you're not used to them, you can actually cause harm to yourself in drinking them.  I once drank a yellowjacket, a Bawls, and a Jolt Cola in a 1 hour period and almost went to the hospital from the OD.  Stick with coke and mt dew.

4) Don't drink the coffee.  See above...it's not coffee like you know it unless you're used to your coffee having the consistency of pudding.

5) Do not under any circumstances question anyone's knowledge on anything remotely geeky.  You will have just entered into a Duel of the Geek and unless you're properly prepared, you will be pwnd.

The Abstruse One
Darryl Mott Jr.

39
Author Craft / Re: Writing every day
« on: January 03, 2007, 06:57:06 PM »
Ask yourself, which is worse?  Writing only 100 words that are really good, or writing 1500 words that are complete crap?  If you force yourself to meet a certain word count deadline, you're encouraging yourself to put whatever crap you can down in order to make your goal.  I'm much more of a quality over quantity person.

The Abstruse One
Darryl Mott Jr.

40
Author Craft / Re: Writing every day
« on: January 03, 2007, 12:10:19 AM »
I go where my muse takes me.  Unfortunately, my muse has been a quiet little bitch recently and I've been stuck forcing myself to write.  Basically, I just do it whenever the mood strikes me and work on whatever project I'm in the mood for.  Which means I have about 300 megs of half-finished crap on my computer ^_^;;

The Abstruse One
Darryl Mott Jr.

41
Author Craft / Re: New Writer's Group from this Board
« on: January 03, 2007, 12:05:09 AM »
Most of what I write is screenplays, though I do have a novel or two I tinker with now and then.  Would that be a problem?  I guess this would be a community decision more than anything else...would these boards be strictly for prose or would any type of fiction be allowed?  Or non-fiction for that matter?

Also, what if any would be the restrictions of file formats for uploading?  I use either Word or Open Office for my prose, but I use Final Draft for screenplays which I can export as a .pdf file preferably, but also .doc Word and .htm but the formatting goes to hell and it gets hard to read sometimes.

The Abstruse One
Darryl Mott Jr.

42
DFRPG / Re: I've never played a table-top, pencil and paper RPG...
« on: January 01, 2007, 09:27:41 PM »
I always described them as free-form Choose Your Own Adventure books...where you can do whatever you want and aren't just given two or three choices.

First, you create a character.  How you do this varies depending on the rules of the game you're playing, but usually you choose what kind of character you want to play, then generate numerical stats that represent the basic abilities and skills of the character, typically divided into attributes (basic physical stats) and skills (learned abilities).  Attributes would be strength, speed/agility/dexterity, constitution/toughness, intelligence, wisdom, willpower, charisma/appearance, etc.  Skills would be something like fighting, lockpicking, gunfighting, negotiating, etc.

The gamemaster/referee/dungeonmaster (the term varies depending on the game, but it's the same role) creates the basic adventure or uses a published adventure.  This would contain the plot, the stats of any characters the other players don't control, maps of locations involved, etc.  Everyone sits around a table and the gamemaster describes what happens, and the players -- each controlling a character they have created -- tell what their characters do.  If they try to do something that has a chance of failing (trying to attack someone, pick a lock, lie to someone, repair something, etc.), they make a roll using a die or dice (the type depends on the game being played.  Shadowrun uses plain old 6-sided dice, while D&D uses a vast array of multisided dice including dice with 4, 8, 10, 12, or 20 sides and Vampire: The Masquerade uses only dice with ten sides) and the roll of the dice is compared to the skill or attribute appropriate to the task and the result is compared to a target number that varies based on the difficulty of the action.  The results indicate how well or poorly the character has performed.

Here's a brief example of a game using D&D-type rules but set in a modern day:

GM = Gamemaster, P1 = Player 1, P2 = Player 2, P3 = Player 3

GM: You walk into the bar.  Your nostrils burn at the thick cigarette and cigar smoke filling the air.  You glance down at the photograph you were given and scan the bar for the woman.  You can't seem to see her, but it's very dark.

P1: How many people are there?

GM: A dozen.  There's a group of four in the corner, two guys and a girl at the pool table, a blonde at the jukebox, two men at the bar, a bartender, and a waitress.

P2: Can we tell if any of the girls are her?

GM: Make a perception test to see if you can tell.

*The GM sets a target number of 15 based on the smoke and the dim light.  Each player rolls a 20-sided die and adds their modifiers for a perception test.  Player 1 rolls a 12, but he gets +4 to the roll which makes the result 16 and thus meeting or exceeding the target number.  Everyone else also succeeds at the roll*

GM: You look closely around the bar and realize that none of the women here is the woman you're looking for.

P2: I'm going to go to the bartender and ask him.

GM <in a deep, gruff voice playing the bartender>  What can I get you?

P2: Just a coke.

GM: He pulls out a glass that still has spots on it and starts filling it from the gun dispenser.

P2: I slide a fifty on the counter along with the picture of the girl.  Have you ever seen this girl?

GM: He takes the fifty, makes change, then sets it on the counter.  <adopting the bartender voice>  I don't know no one, understand?  I ain't about to tell nothing on anyone that comes in here and we don't like people askin' questions round here.

P3: I let my jacket fall open and show him the gun I'm wearing.

GM: Make a perception roll.

*This time, the GM has set a target number of 10 (very easy) to notice the bartender's hand going under the counter, but also a target number of 20 to notice the men at the bar and pool table taking notice and looking over.  The players all roll modified rolls over 10 but under 20 except for P1, who rolls a modified number of 23.  The GM passes him a note saying that he has noticed the men taking notice so that the others won't know.*

P1: Oh &#^$.

GM: Are you saying that or does your character?

P1: Both.

P2: We're in trouble, aren't we?

GM: You all notice that the bartender's hand has gone under the bar slowly.

P3: I draw my gun.

GM: Everyone roll initiative.

All players: *groan*

*Initiative is a roll, usually based on speed or agility but sometimes including intelligence in order to determine the order everyone takes their actions in.  P1 rolls highest, followed by Pool Guy 1, then Bar Guy 1, then P3, then Bartender, then Pool Guy 2, then P2, and finally Bar Guy 2.*

GM: Okay, what do you do?

P1: I charge at the guy with the pool cue and tackle him.

GM: Which one?

P1: The closest one.

GM: Roll your attack.

*P1 rolls his 20-sided die, adding his modifiers for attacking in order to try to roll higher than the opponent's defense score, which is based on any armor or protection he might be wearing and his ability to dodge attacks.  He rolls a 13, plus a modifier of +3 to attack, gets him a roll of 16.  The GM doesn't tell him the defense score of his opponent though, only if he hit or not.  The man's defense is 14, so the attack succeeds. 

GM: You hit, roll your damage.

*P1 then makes a damage roll based on the attack used to determine how much he has hurt or injured the man he is attacking.  Since the damage roll was high and the circumstances warrant it, the GM rolls to see if the man drops his pool cue, using the stats on his sheet.  The GM rolls his dice behind a three-fold cardboard screen so that the players can't see the roll.  The roll fails, and the thug drops his pool cue.*

GM: You fly into the man, your shoulder driving into his stomach.  He falls against the pool table and you hear a loud crunching noise as his pool cue clatters to the ground.  Next, the man you just hit.  He punches you *the GM rolls an attack roll behind a screen based on the player's defense score of 17 due to his long leather duster that has plates of armor in it.  He rolls a 9, which with an additional +3 to attack still isn't enough to score a hit*  The blow glances off the edge of your coat, and you can barely feel it.  Next up is the bar guy.  He picks up his stool and swings it at you *indicating player 2.  He rolls, and it succeeds.*  Ouch.  He hits you across your back and does *rolls damage* three points of damage.  *the player marks off three points of damage on his sheet, which is out of the 8 points he can take before he's incapacitated or dying*  It's your turn.

P3: Did I already draw my gun?

*Players are typically limited in what they can do in each round of combat, usually one movement-type action and one attack-type action.  Drawing a weapon is usually a movement-type action.  You can usually, depending on the game system, sacrifice one of the two to get an extra of the other, IE not move but get two attacks or not attack, but move twice as far or draw your weapon while moving*

GM: Yes, you got it out before the crap hit the fan.

P3: I take a few steps back and shoot at the bartender.

GM: Roll your attack.

*The player makes his attack roll of 13 plus a modifier of +4, giving him a total of 17.  The bartender's defense is only 14, but the GM determines that since visibility is bad due to the dim light and smoke and since his character is moving, a -4 modifier to the attack is warranted, making the modified roll a 13*

GM: You barely miss, and the bullet strikes the wall behind him shattering a bottle of Johnny Walker.

P3: Red Label?

GM: Black.

P3: Crap!

GM: It's the bartender's attack.  *The GM rolls for the bartender's sawed-off shotgun -- which makes it easier to hit but decreases the damage.  He rolls a 19, plus 6 for his attack roll and modifier from the gun, minus 4 for the visibility and another minus 4 for firing blind from under the bar nets him a final result of 17, which is exactly P3's defense.*  It's a hit, for...*he rolls damage, then winces* 10 points.

P3: Well, it was lovely people.  I'll go to the store for some snacks.  Anyone want anything?

P1: You're out?

P3: Only 7 hit points.  I'm done.

GM: That puts you at negative 3.  If you get medical attention quickly, you might still live.  But you're out of this fight.  I'd like some doritos.

And that's just a basic example.  It'd go on like this until everyone got tired and went home or until the complete story was done.  Notice that, even though his character "died", the GM did whatever he could to make sure that the character didn't die for good.  He may be out of the adventure for now, but he'll be back.  I hope that helps some...and don't worry about the exact rules...I was playing a little loose with them in order to try to keep from re-writing the entire rulebook here.  Have fun!

The Abstruse One
Darryl Mott Jr.

43
Author Craft / Re: Him or me? First vs third person
« on: January 01, 2007, 07:20:09 PM »
The story I'm writing doesn't work that way though.  The events that the child who grows up is the key to start before he's even born.  It wouldn't work in flashbacks, so I'm not sure what to do.

Imagine this for a moment...Harry and Susan have a child and their son is the key to protecting the world and all that when we get to the end of the Dresden series...since Jim says he's going to end the series somewhere in the 20s, say that by book 15 or so, their child is a teenager and he starts taking the center stage from Harry.  By book 20, Harry is no longer in the story at all, and the last 5 or so books are about his son.  That would be a pretty good analogy of how the series would work.

Any suggestions?

The Abstruse One
Darryl Mott Jr.

44
Non-Spoiler Answers / Re: Question~ Dresden Books: On writing
« on: December 31, 2006, 06:37:15 AM »
Another big problem with first person is identity.  I've read books in first person that would've been much better in third person FOR ME PERSONALLY because I just couldn't identify with the character.  The newer Anita Blake books for example.  I might like them a bit more if they were third person instead of first.  But I just can't identify with a complete slut for anything that talks but isn't human.  It just doesn't work for me.  If the main character isn't like me, I can't keep up with them.

Which is what makes me love the Dresden books anymore.  He's knee-jerk anti-authority, he's a smart-ass, he has a lot of self-doubts, he's a good person who feels like all the good deeds he does don't really help, and he has a large command of pop culture and geeky trivia.  I really identify with him and therefore it bonds me more with the series in general.  This is probably why the Dresden series is my favorite on-going fiction series right now, over other entries in the genre that are just as good in terms of style and story (such as the Nightside series).  I love Harry because I feel that I am Harry, at least in part.

The Abstruse One
Darryl Mott Jr.

45
Author Craft / Re: Him or me? First vs third person
« on: December 29, 2006, 11:21:11 PM »
Oh, it would work with each person telling their own story.  Say Molly turns out to be the main character.  It would go something like  Book 1: Thomas, Book 2: Murphy, Book 3: Harry Book 4 and on: Molly for example.  My question is would that work for a series?  Would people lose interest if it turns out the little girl with pigtails who turns into a goth ends up the main character?  Would people stop reading if they realize that Thomas isn't going to tell another story after the first and just be a sidekick character?

The Abstruse One
Darryl Mott Jr.

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