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Topics - Kristine

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1
DFRPG / Heeeelp!
« on: August 08, 2012, 09:45:49 PM »
AAARG!  Help I've painted myself into a corner and I can't get out...

I have a group that I have been playing Pathfinder with every Friday for the last year and a half.  Two GMs alternate games so neither one will get burned out and they each get to play as well as GM - 2 weeks ago they both felt a little burned out and decided they needed a break at the same time soooo - having bought the Dresden Files RPG books and itching to play I decided to volunteer to GM a game and try out the system...Yeah, I'm not sure how that went.

Everyone had a good time (at least there were no complaints at the end) but I'm pretty sure I didn't use the fate points appropriately - I never got a chance to invoke an aspect and only one person used a fate point to increase a role.  We were Playing the free write up called Night Fears http://www.dresdenfilesrpg.com/2011/04/26/casefile-night-fears/ and pretty much NOTHING went as planned.  For those of you who don't know this is a 'feet-in-the-water' level game with 13-14 yr olds who stay in a haunted house on a dare and encounter ghosts.

After exploring the house and finding various clues, instead of sitting down to tell scary stories these kids decided to use all their abilities to start investigating the murder - so they skipped the entire 2nd act and just to throw in a little flavor I had Maggie's diary implicate a White Court Vampire; Skavis (hired as a gardener while Jerome was away at work) as the reason for the couples extreme despair reactions of murder and suicide. 

Well the night ended with them giving rest to the murdered baby and mother and the character who talks to ghosts found out from the father that it was the fault of the white court Vampire and tasked them with finding the fiend and making sure he didn't do this to anyone else - I threw that task out there - thinking this was a one shot and we would never see these characters again...

The Gm who's week it would have been this week has been in a motorcycle accident (he's okay but recovering - and without health insurance it may take him a longer time) so the players have asked me to run again - with the SAME 14 yr old characters...taking on a white court vampire...

I figure I can lead them a merry chase through some LESS deadly enemies on their search for the vampire - maybe some more ghosts - but I also want to play the game with more of use of the mechanics that I don't seem to be using correctly.

help help help... the game is Friday

The PCs are:
Andy Drabyk, Jock in the Making
Chris Stein, Trickster Changeling
Donny Disney, Rich boy
Jaimie Collins, Psychic Bookworm
Mike Ng, Troubled Medium
Nicky Hamonic, Steadfast Best Friend
Terry Jefferson, Devout Follower of the Shepherd (good natured cultist)

2
Author Craft / Writing gigs...
« on: January 06, 2012, 02:07:52 AM »
So I thought it would be nice to have some place to look and dream ... I belong to an info group that is for the media types here in SoCal and every once in a while I get one of these that I think is interesting... Feel free to post any thing/place else you find a writing gig that might pay...

    FAMILY FRIENDLY TIME TRAVEL SCRIPTS WANTED

    ---------------
    State and Cabrillo - Family Time Travel Paradox
    ---------------

    We are looking for completed feature-length family friendly time travel paradox scripts - i.e., material in the vein of "Back to the Future." 
    IMPORTANT:  Please ONLY submit your work if it fits what the lead is looking for EXACTLY.

    Budget will not exceed $10 million.  WGA and non-WGA writers may submit.

    Our credits include "Boxboarders!" and "You May Not Kiss The Bride."

    TO SUBMIT:
    1. Please go to www.InkTippro.com/leads
    2. Enter your email address (you will be signing up for InkTip's newsletter - FREE!)
    3. Copy/Paste this code: ytn3smczx8
    4. You will be submitting a logline and synopsis only.

    If you aren't sure if your submission fits, please ask InkTip first.  Please mention you heard about this from Jeff Gund at INFOLIST.com and please email any questions to:
    jerrol@inktip.com

3
I had to ask if anyone else has adapted a sword and sorcery/fantasy game (AD&D, Warhammer 2000, Steam Punk, Whitewolf) to the Dresdenverse and how that is working out.  I really like the idea of the fate system but you have to have a lot of trust/understanding between the game master and the players - something not a lot of groups have.  Has anyone played the Dresdenverse in another time period besides the here and now?

I thought this one was interesting because it would seem like a natural off-shoot of the White Council and could be adapted to include younger versions of council members or 

http://www.pigames.net/store/product_info.php?cPath=43&products_id=538
Quote
On Her Majesty's Arcane Service   
Published by Better Mousetrap Games
Her Majesty Elizabeth, Queen of England, secretly established in 1560, the second year of her reign, the Arcane Service. The Service is composed of people, usually but not solely of magical bent, who have sworn to protect the realm from magical assault. The head of this service is Dr. John Dee, the Queen’s Astrologer, and noted Savant. He finds agents for his Service by listening to the advice of the angels, who speak to him from a peculiar mirror he has installed in his rooms, which he keeps covered in cloth when not consulting it. He has a long, pointed beard, and wears a skullcap over his thinning hair. The player characters are assumed to be agents of Doctor Dee. They are people passionately devoted to the welfare of England, and of the Queen, and unafraid of dealing with magical creatures and powerful workers of magic. At times they may be performing political missions, perhaps in other lands, perhaps in England. At other times they will be defending the realm from magical assault from foes domestic and foreign. They can function as spies, as diplomats, as magical assault squads, and as investigators - Doctor Dee is not picky about such quibbling differences. A Blood Games II game

4
Author Craft / critics and critisism - a love/hate relationship.
« on: September 11, 2009, 02:00:33 PM »
I'm out here in Southern California so every other person is an actor or writing a screenplay (that they will later direct) - most other places in the country-every other person is writing short stories or a novel, so I found this article ...interesting.

Now I believe critical opinions are like buttholes - everyone has one but no one really wants to hear someone elses....

After reading this article tell us how you go about getting critical evaluations; how do you get good ones and your stories about finding a good or bad critic in the past.  How thick skinned do you have to be?  and do you think this author's point is valid when it comes to the arts.

I Will Not Read Your Fucking Script
http://blogs.villagevoice.com/runninscared/archives/2009/09/i_will_not_read.php
Quote
...If that seems unfair, I'll make you a deal. In return for you not asking me to read your fucking script, I will not ask you to wash my fucking car, or take my fucking picture, or represent me in fucking court, or take out my fucking gall bladder, or whatever the fuck it is that you do for a living.

...

Now, I normally have a standard response to people who ask me to read their scripts, and it's the simple truth: I have two piles next to my bed. One is scripts from good friends, and the other is manuscripts and books and scripts my agents have sent to me that I have to read for work. Every time I pick up a friend's script, I feel guilty that I'm ignoring work. Every time I pick something up from the other pile, I feel guilty that I'm ignoring my friends. If I read yours before any of that, I'd be an awful person.

Most people get that. But sometimes you find yourself in a situation where the guilt factor is really high, or someone plays on a relationship or a perceived obligation, and it's hard to escape without seeming rude. Then, I tell them I'll read it, but if I can put it down after ten pages, I will. They always go for that, because nobody ever believes you can put their script down once you start....

It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't.

(By the way, here's a simple way to find out if you're a writer. If you disagree with that statement, you're not a writer. Because, you see, writers are also readers.) ...

You may want to allow for the fact that this fellow had never written a synopsis before, but that doesn't excuse the inability to form a decent sentence, or an utter lack of facility with language and structure. The story described was clearly of great importance to him, but he had done nothing to convey its specifics to an impartial reader. What I was handed was, essentially, a barely coherent list of events, some connected, some not so much. Characters wander around aimlessly, do things for no reason, vanish, reappear, get arrested for unnamed crimes, and make wild, life-altering decisions for no reason. Half a paragraph is devoted to describing the smell and texture of a piece of food, but the climactic central event of the film is glossed over in a sentence. The death of the hero is not even mentioned. One sentence describes a scene he's in, the next describes people showing up at his funeral. I could go on, but I won't. This is the sort of thing that would earn you a D minus in any Freshman Comp class.

Which brings us to an ugly truth about many aspiring screenwriters: They think that screenwriting doesn't actually require the ability to write, just the ability to come up with a cool story that would make a cool movie. Screenwriting is widely regarded as the easiest way to break into the movie business, because it doesn't require any kind of training, skill or equipment. Everybody can write, right? And because they believe that, they don't regard working screenwriters with any kind of real respect. They will hand you a piece of inept writing without a second thought, because you do not have to be a writer to be a screenwriter

So. I read the thing. And it hurt, man. It really hurt. I was dying to find something positive to say, and there was nothing. And the truth is, saying something positive about this thing would be the nastiest, meanest and most dishonest thing I could do. Because here's the thing: not only is it cruel to encourage the hopeless, but you cannot discourage a writer. If someone can talk you out of being a writer, you're not a writer. If I can talk you out of being a writer, I've done you a favor, because now you'll be free to pursue your real talent, whatever that may be. And, for the record, everybody has one. The lucky ones figure out what that is. The unlucky ones keep on writing shitty screenplays and asking me to read them.

To make matters worse, this guy (and his girlfriend) had begged me to be honest with him. He was frustrated by the responses he'd gotten from friends, because he felt they were going easy on him, and he wanted real criticism. They never do, of course. What they want is a few tough notes to give the illusion of honesty, and then some pats on the head. What they want--always--is encouragement, even when they shouldn't get any.
Do you have any idea how hard it is to tell someone that they've spent a year wasting their time? Do you know how much blood and sweat goes into that criticism? Because you want to tell the truth, but you want to make absolutely certain that it comes across honestly and without cruelty. I did more rewrites on that fucking e-mail than I did on my last three studio projects.

My first draft was ridiculous. I started with specific notes, and after a while, found I'd written three pages on the first two paragraphs. That wasn't the right approach. So I tossed it, and by the time I was done, I'd come up with something that was relatively brief, to the point, and considerate as hell. The main point I made was that he'd fallen prey to a fallacy that nails a lot of first timers. He was way more interested in telling his one story than in being a writer. It was like buying all the parts to a car and starting to build it before learning the basics of auto mechanics. You'll learn a lot along the way, I said, but you'll never have a car that runs.

(I should mention that while I was composing my response, he pulled the ultimate amateur move, and sent me an e-mail saying, "If you haven't read it yet, don't! I have a new draft. Read this!" In other words, "The draft I told you was ready for professional input, wasn't actually.")

I advised him that if all he was interested in was this story, he should find a writer and work with him; or, if he really wanted to be a writer, start at the beginning and take some classes, and start studying seriously.

And you know what? I shouldn't have bothered. Because for all the hair I pulled out, for all the weight and seriousness I gave his request for a real, professional critique, his response was a terse "Thanks for your opinion." And, the inevitable fallout--a week later a mutual friend asked me, "What's this dick move I hear you pulled on Whatsisname?"

You are not owed a read from a professional, even if you think you have an in, and even if you think it's not a huge imposition. It's not your choice to make. This needs to be clear--when you ask a professional for their take on your material, you're not just asking them to take an hour or two out of their life, you're asking them to give you--gratis--the acquired knowledge, insight, and skill of years of work. It is no different than asking your friend the house painter to paint your living room during his off hours.

There's a great story about Pablo Picasso. Some guy told Picasso he'd pay him to draw a picture on a napkin. Picasso whipped out a pen and banged out a sketch, handed it to the guy, and said, "One million dollars, please."

"A million dollars?" the guy exclaimed. "That only took you thirty seconds!"

"Yes," said Picasso. "But it took me fifty years to learn how to draw that in thirty seconds."

6
DFRPG / Urban Exploration and settings for urban fantasy
« on: December 14, 2008, 07:29:48 PM »
I don't know if anyone else has been or is, interested in urban exploration (for those who don't know this is going into human built and then abandoned places usually to take pictures and explore - it gives you a creepy feeling of stepping back in time) but there are many pictures people who do this take, that you could acctually use for your game setting (and may even give you ideas)

Of course I don't recommend LARPing in these areas because they are often unsafe in parts of them but the pictures of actual places might be helpful for your players to get an idea about the places they enter, while gaming and get them into the history of the place you have set your story.

For those of you setting in your stories in Chicago I found this site: http://www.infiltration.org/uic/   -which has links to photos and pictures to some of the abandoned tunnels under the University of Illinois at Chicago albeit they are 10 yrs old.

some of the interesting things:
Quote
On Saturday April 11, 1998...Some of the more fascinating things we saw were:

    * A Nuclear Shelter underneath the main Library with a huge stack of boxes marked "Dept. of Civil Defense".
    * The Campus telephone switch - also underneath the main library
    * A window into the swimming pool of CCC (the student union bldg).
    * A room used to store containers of nuclear products with a ridiculous lock that opened when jiggled.
    * One unfinished section of tunnel was accessed by climbing up a ladder into a crawl space above the basement but below the floor.

Anyone got another city or place that they need pictures of where their might be an entrance into the Nevernever?


7
the full article is here:  http://www.sciam.com/article.cfm?id=the-secrets-of-storytelling

Although not a new idea, going back to the psychological roots of story telling when you are stuck might be one way of finding a way out of a technical or narrative problem.

Key Concepts
Quote
   * Storytelling is a human universal, and common themes appear in tales throughout history and all over the the world.
    * These characteristics of stories, and our natural affinity toward them, reveal clues about our evolutionary history and the roots of emotion and empathy in the mind.
    * By studying narrative’s power to influence beliefs, researchers are discovering how we analyze information and accept new ideas.


Here are some excerpts:
Quote
To study storytelling, scientists must first define what constitutes a story, and that can prove tricky. Because there are so many diverse forms, scholars often define story structure, known as narrative, by explaining what it is not. Exposition contrasts with narrative by being a simple, straightforward explanation, such as a list of facts or an encyclopedia entry. Another standard approach defines narrative as a series of causally linked events that unfold over time. A third definition hinges on the typical narrative’s subject matter: the interactions of intentional agents—characters with minds—who possess various motivations....the best stories—those retold through generations and translated into other languages—do more than simply present a believable picture. These tales captivate their audience, whose emotions can be inextricably tied to those of the story’s characters. Such immersion is a state psychologists call “narrative transport.”

...research by Green has found that people who perform better on tests of empathy, or the capacity to perceive another person’s emotions, become more easily transported regardless of the story. “There seems to be a reasonable amount of variation, all the way up to people who can get swept away by a Hallmark commercial,” Green says....Empathy is part of the larger ability humans have to put themselves in another person’s shoes: we can attribute mental states—awareness, intent—to another entity. Theory of mind, as this trait is known, is crucial to social interaction and communal living—and to understanding stories.

Perhaps because theory of mind is so vital to social living, once we possess it we tend to imagine minds everywhere, making stories out of everything. A classic 1944 study by Fritz Heider and Mary-Ann Simmel, then at Smith College, elegantly demonstrated this tendency. The psychologists showed people an animation of a pair of triangles and a circle moving around a square and asked the participants what was happening. The subjects described the scene as if the shapes had intentions and motivations—for example, “The circle is chasing the triangles.” Many studies since then have confirmed the human predilection to make characters and narratives out of whatever we see in the world around us.

But what could be the evolutionary advantage of being so prone to fantasy? “One might have expected natural selection to have weeded out any inclination to engage in imaginary worlds rather than the real one,” writes Steven Pinker, a Harvard University evolutionary psychologist, in the April 2007 issue of Philosophy and Literature. Pinker goes on to argue against this claim, positing that stories are an important tool for learning and for developing relationships with others in one’s social group. And most scientists are starting to agree: stories have such a powerful and universal appeal that the neurological roots of both telling tales and enjoying them are probably tied to crucial parts of our social cognition.

As our ancestors evolved to live in groups, the hypothesis goes, they had to make sense of increasingly complex social relationships.  Living in a community requires keeping tabs on who the group members are and what they are doing. What better way to spread such information than through storytelling?

Anthropologists note that storytelling could have also persisted in human culture because it promotes social cohesion among groups and serves as a valuable method to pass on knowledge to future generations. But some psychologists are starting to believe that stories have an important effect on individuals as well—the imaginary world may serve as a proving ground for vital social skills.

In support for the idea that stories act as practice for real life are imaging studies that reveal similar brain ac­tivity during viewings of real people and animated cha­racters. In 2007 Mar conducted a study using Waking Life, a 2001 film in which live footage of actors was traced so that the characters appear to be animated drawings. Mar used functional magnetic resonance imaging to scan volunteers’ brains as they watched matching footage of the real actors and the corresponding animated characters. During the real footage, brain activity spiked strongly in the superior temporal sulcus and the temporoparietal junction, areas associated with processing biological motion. The same areas lit up to a lesser extent for the animated footage. “This difference in brain activation could be how we distinguish between fantasy and reality,” Mar says.

As psychologists probe our love of stories for clues about our evolutionary history, other researchers have begun examining the themes and character types that appear consistently in narratives from all cultures. Their work is revealing universal similarities that may reflect a shared, evolved human psyche.

“You do find these commonalities,” Gottschall says. He is one of several scholars, known informally as literary Darwinists, who assert that story themes do not simply spring from each specific culture. Instead the literary Darwinists propose that stories from around the world have universal themes reflecting our common underlying biology.

“We couldn’t even find one culture that had more emphasis on male beauty,” Gottschall notes, explaining that the study sample had three times as many male as compared with female main characters and six times as many references to female beauty as to male beauty. That difference in gender stereotypes, he suggests, may reflect the classic Darwinian emphasis on reproductive health in women, signified by youth and beauty, and on the desirable male ability to provide for a family, signaled by physical power and success.

Other common narrative themes reveal our basic wants and needs. “Narrative involves agents pursuing some goal,” says Patrick Colm Hogan, professor of English and comparative literature at the University of Connecticut. “The standard goals are partially a result of how our emotion systems are set up.”

The power of stories does not stop with their ability to reveal the workings of our minds. Narrative is also a potent persuasive tool, according to Hogan and other researchers, and it has the ability to shape beliefs and change minds.  Advertisers have long taken advantage of narrative persuasiveness by sprinkling likable characters or funny stories into their commercials.

As researchers continue to investigate storytelling’s power and pervasiveness, they are also looking for ways to harness that power. Some such as Green are studying how stories can have applications in promoting positive health messages. “A lot of problems are behaviorally based,” Green says, pointing to research documenting the influence of Hollywood films on smoking habits among teens. And Mar and Oatley want to further examine how stories can enhance social skills by acting as simulators for the brain, which may turn the idea of the socially crippled bookworm on its head.

One thing is clear—although research on stories has only just begun, it has already turned up a wealth of information about the social roots of the human mind—and, in science, that’s a happy ending.

8
Author Craft / Electronic media and out of print books...
« on: May 27, 2008, 02:01:03 AM »
How many people have gone looking for a book/group of books that is out of print (fiction- stand alone or series) only to find it out of print?  How interested would you be to buy it in electronic format to read it on your cell phone, Kindle...etc?

Is there enough out there that this has never happened to you and/or if something was not available from your local bookstore you would find something else more current to read or did you find the first two of an old trilogy where the last book (like the first two you found at that rummage sale) is out of print and you've been searching for it for years?

Just curious...

9
Author Craft / Cool Stuff - incorporate into your stories
« on: February 24, 2008, 06:39:20 PM »
I have been to so many author interviews where some person will ask "where do you get your ideas?" and the authors usual reply is "All around me; the news, discussions with other people..."  I don't know how anyone could NOT have a story idea or two floating around in their head.

So I thought it would be good if you are having issues with a story and need a new plot development, want to practice with a story idea that is not your main one, or just saw something TRUE that you think would be a cool thing to put into a story - to have a thread dedicated to TRUE things that might be 'story worthy'.  Things that could either inspire a story, add an extra true element, stuff that could be added to an RPG game, or just discussed with like minded curious people.

Remember that even if many people have the same inspiration - it's the execution that makes it interesting, so post the site you found the Factoid on and what you think it might be used for...or, if your in a mood, what logical explanation might un-mystic and explain it.  I am reminded of the 'Sherlock Holmes' Quote that goes 'When you have eliminated all which is impossible, then whatever remains, however improbable, must be the truth.'

http://www.ancientx.com/nm/anmviewer.asp?a=75&z=1

I'd like someone somewhere sometime to explore the idea that humanity is in a constant cycle of spiritual, intellectual, and technological growth and destruction.  That humanity might have existed thousands of years ago with technologies that we are only guessing at today and somehow we lost them through war or attrition or just plain stupidity

part of that link:

Out-of-Place Metal Objects
Humans were not even around 65 million years ago, never mind people who could work metal. So then how does science explain semi-ovoid metallic tubes dug out of 65-million-year-old Cretaceous chalk in France? In 1885, a block of coal was broken open to find a metal cube obviously worked by intelligent hands. In 1912, employees at an electric plant broke apart a large chunk of coal out of which fell an iron pot! A nail was found embedded in a sandstone block from the Mesozoic Era. And there are many, many more such anomalies.

What are we to make of these finds? There are several possibilities:

    * Intelligent humans date back much, much further than we realize.
    * Other intelligent beings and civilizations existed on earth far beyond our recorded history.
    * Our dating methods are completely inaccurate, and that stone, coal and fossils form much more rapidly than we now estimate.

In any case, these examples - and there are many more - should prompt any curious and open-minded scientist to reexamine and rethink the true history of life on earth.

10
Site Suggestions & Support / the ticker in the header...
« on: September 02, 2007, 06:24:15 AM »
Will someone please, change the count at the top of the screen in the header so that instead of reflecting the time since White Night was released, it will show a count down to Small Favor?

Thanks.

11
DFRPG / Types of Magic - What and Why Aspect Questions
« on: August 25, 2007, 06:34:05 PM »
It seems to me that there are many different types of magic that could be used for aspects in the game.  Consider Mortimer Lindquist the Ectomancer.  Harry has said he is a conjurer.  What kind of magic description conforms with what kind of uses of magic and what kind of actual magics are there?

We know there is a Life magic that Harry and the White Council use most of the time.  We know there is Death magic (used in Dead Beat) that is looked down on but NOT forbidden by the white council.  Which of these does Ectomancy fall under?

Are there other forms of magic besides Life and Death?  What is Carlos using with his green shield and glove with the Aztec symbols on it?


So many questions....


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