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Topics - prophet224

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Author Craft / Going to DragonCon next week?
« on: August 26, 2011, 04:02:02 PM »
Hi all! Last year's DragonCon was sweet, what with Jim being there and all (and one of my other favorites - John Ringo).

Is anyone going this year? The sessions with authors, discussion of technique, and the publisher and editor Q/A sessions were all amazing, and I came away from last year with pages of notes, including things like (from Jim Mins, editor at Baen) Use scotch. “Something with a port or sherrywood finish.” No ice. :-)

Anyway, hope to see people there!

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Author Craft / Help with short section
« on: October 01, 2010, 03:14:19 PM »
Hello all!

I am trying to describe a first encounter with a particular alien species. I've included a touch before it for context (not that context matters much in this case). There is a lot more background, but I've bolded the key section that I'm worried about. Note that I have obviously not decided on names, and since the creature actually is an 'it', does it get to have "it's" or still just "its" for possessives?

The question is, what does this description convey to you, or basically does it do the job? Links to related images after the piece.

Thanks for any help and thoughts.
-Matt


"Glad that's taken care of," he ground out. The suit had administered localized anaestetic, but it only cut the pain - it didn't remove it completely. He rolled over onto his back and took in the room, grimacing as bolts of agony shot up and down his arm from the epicenter where he'd been hit. The room was covered in a green gel-like gore. He started to sit up, but a shadow passed quickly over his head and something landed on his face and torso. He fought a moment of panic as he took in a swarm of legs and double rows of pulsing holes on what looked like a giant thorax. He heard a boom and the creature disappeared, the weight on his upper body gone with it.
"Bugs," came <>'s voice, "why did it have to be bugs?"
Mitchell scrambled up and self-medicated. This particular drug had once born more than a passing resemblance to caffeine. It would artificially increase his pain tolerance and work synergistically with the non-narcotic painkillers to help keep him functional. The floor was littered with orange, yellow, and rust colored chitinous body parts. "Thanks <>," he said, glancing at the creature that had been blasted off of him. They could examine these things later. "Secure the corridors. How's <other guy who got hurt>?"
"I'm ok L.T." <other guy> had moved out of the lock and it was cycling behind him. He was already on his feet. "Beam really heated up the suit, and then it caught a joint. Lucky shot. Lost hip power for a second there. Secondary is online, but the suit's still radiating." The suits could take a beating but the energy still had to go somewhere. The outer skin could disperse most of a beam weapon, but what it didn't disperse would heat up the interior. Each section of skin could only disperse or absorb so much energy. A sufficiently powerful and narrow beam could overwhelm the skin's limits in a given section. Once that limit was reached, the weapon would punch through the other armor layers and finally into the meaty center.
The lock spun open and Top rushed into the room with the other <4?> platoon members. "Are you all right Lieutenant?"
"Fine Top," he said, then added in a bad British accent, "It's just a flesh wound."
From the right tube access, <> called out. "Nothing coming, L.T., but look at this thing." He nudged a mostly intact insectoid body, then jumped back and brought up a weapon when it twitched at the contact.
Mitchell quickly held up a hand. "Wait!"

<person> backed a few more steps away and they all watched a jumble of limbs sort itself out. The creature looked like a praying mantis crossed with a grasshopper. It had a short vertical torso segment. Near its head was a pair of barbed arms extending from either side of the torso. Complex colored marking were inset - artificially, it appeared - into the chitin. It reached up with the left arm and gripped the wall, then pulled the legs underneath its body and pushed, wobbling, into a standing position. The elongated body hung between its two sets of legs as if it were being carried, front legs keeping it higher off the ground while the rear of the body hung low. Thick, sturdy, powerful-looking rear legs jutted up above the body to a joint before a long section reached to the floor below. The front pair of legs were smaller, but still looked sturdy, though the chitin was cracked. One arm hung limp from its "shoulder". As the creature moved Mitchell saw that the arm was detached and hanging from a string of tissue.



Vratix:
http://images3.wikia.nocookie.net/starwars/images/thumb/5/57/Vratix_UAA.jpg/250px-Vratix_UAA.jpg
Those big legs would be in the rear on my creature. Shorter torso and more body slope.

Mantis:
http://4.bp.blogspot.com/_Pk3jJ8hnWXo/S8_8-993UDI/AAAAAAAADM4/OMzy8I8aDP8/s1600/praying_mantis_india.jpg
Shorter torso, slightly less elongated body, much thicker legs, otherwise about right.

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Author Craft / Plots, roller-coasters, and mountains
« on: October 01, 2010, 11:42:40 AM »
Something Starbeam said in another topic got me thinking.

So wisdom says, rightly so "Don't build a roller coaster with only one hill." Basically as we plot, we want a series of growing struggles. If you look at your classic quest fantasy story, plot build-up (plaque build-up? I wonder if plot build-up can be cured with brushing<G>) tends to look more like a climb up a mountain with a slide on the other end.

Anyway, in my main project I have two split story lines - a space battle and a ground battle. They split off about... maybe 30%-40% in. There are a few extremely minor ups and downs before that, but I mean extremely minor, including a fake.

So basically the story is:
Prologue -> Intro -> Background and Setup -> Short plot fake and build -> Split plotlines -> 2-3 rise and fall sets per plotline -> Climax for each.

This means a good number of things are going on, but is this an 'out'? In other words, if there are six climax/fall sets plus two real climaxes, with much of one plotline being solid action without as much background as the other side, is this cheating?

How far into your story are you before you start hitting plot points or crises? Technically for me it is right away in the prologue, which sets up everything else, but I'm not counting that one.

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Author Craft / Notes from recent writer's sessions
« on: September 23, 2010, 04:21:02 PM »
Hi all!

Meant to post this a while back. Went to DragonCon, it was awesome, and by the way when did Jim cut his hair? Threw a bunch of people off! :D

Anyway, spent a lot of time on the writer's and sci-fi lit tracks, so I thought I would post my notes.

The ones listed with "Session <Roman Numeral>" are from Michael Stackpole's sessions. The others are varied, and I've tried to include the names of the panelists in each document.

Regardless, even if not everything is useful, there are a few good pieces of info strewn about. Hope the notes are helpful!

(Please forgive the clutter - this is just a junk home page for other things I'm doing. Document links are in the center of the page.)
http://www.novusimperia.net/

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Author Craft / DragonCon
« on: August 20, 2010, 03:51:21 AM »
Hey all!

Posted something similar over on the DFRPG board, but just thought I'd throw out a quick question. Anyone going to DragonCon in Atlanta this September? I'm going and very excited. Much of my focus will be on the writing groups. Looks like Jim is on the guest list though, so I'll be keeping my eyes peeled for him! :) My wife was going to come with me but unfortunately can't now. :(

Anyway, here is the web site. Hope to see some folks there!

DragonCon
http://www.dragoncon.org/

Take care!
-Matt (prophet224)

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DFRPG / DragonCon
« on: August 20, 2010, 03:23:25 AM »
Hey all!

Just thought I'd throw out a quick question. Anyone going to DragonCon in Atlanta this September? I'm going and very excited, though much of my focus will be writing groups. Looks like Jim is on the guest list though, so I'll be keeping my eyes peeled for him! :)

Anyway, here is the web site.

DragonCon
http://www.dragoncon.org/

Take care!
-Matt (prophet224)

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Author Craft / Milestones
« on: July 15, 2010, 06:13:20 PM »
So I've finally hit the 50k word milestone on my main project. Huzzah! :) I am extremely psyched. The first 50k took a LONG time to get out, not for lack of ideas but for procrastination and always putting something else first. Now I find my daily word count to have increased greatly and it is exciting.

If other folks out there use milestones (formally or informally), what are they? How do they help you? Are they of the '# words' variety or of other kinds (such as 'finally at subplot 1, plot point 2')?

Similarly, what else do you use to help motivate you? Thanks!

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Author Craft / Similarity of style and necessary 'bits'
« on: June 30, 2010, 04:36:36 PM »
Hi all!  This will be similar to some other questions I've seen, but I still want to throw it out there.

Basically, how close is too close as far as following a similar build-up, at least, in a story, to what a major author has already done/used?  I am not talking about intentional copying, but how certain elements are common to a given genre or situation.

More details:

So I was back reading one of my favorite author's (John Ringo) first books.  Definitely the first in his most major series, but perhaps his actual first book.  I started re-reading it because I like his style and how he accomplishes certain things like avoiding exposition, so I wanted to sort of take a look at his style again.  Ok, and I just really like it.

Anyway, he writes a lot about near-future alien invasions of Earth, and he writes from a very 'down-to-earth' viewpoint, generally at or near "grunt" level, if you will.

An author (who is occasionally mentioned in Ringo's books, as it happens) in a similar vein is David Weber, who tends to write far future space navy battles.

My story contains elements of both, in a mid-future timeframe.  However, upon re-reading I am discovering certain common elements that in many cases must be there: presidential address to the nation(s, in this case), power armor, cabinet-level briefings, ship workups and more. 

So how bad is this little discovery, have others encountered it before, and what things in other genres (or this one - scifi) do you find are common and almost required elements?  Thanks!

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DFRPG / Role-playing and 80's tv shows
« on: June 28, 2010, 05:41:54 PM »
Not what you think!  No interest in recreating the A-Team in FATE form, but:

I'm going to revert back to the 80's for a minute.  Most games are, I think, more like "Magnum P.I." than either "The A-Team" or "Stingray", and I just want to throw this out there for fun and for those folks who remember said shows.

There is a lot of talk about starting a game, introducing certain things, and generally how everything works together, and in another thread this metaphor, if you will, occurred to me.  So this is a way to think about game types.

A-Team
"(Ten years ago / In 1972), a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire... The A-Team."

Stingray
http://en.wikipedia.org/wiki/Stingray_(NBC_TV_series)
Single mysterious individual travels the country responding to cries for help from the few people who have learned how to reach him.

Magnum P.I.
http://en.wikipedia.org/wiki/Magnum_pi
A graduate of the U.S. Naval Academy, Thomas Magnum served as an officer in the navy and served several tours in Vietnam as a SEAL.  He resigned his commission and lives in Hawaii, working occasionally as a P.I.  Two of his buddies from Vietnam, both Marine vets, also live on the island, occasionally helping him (being suckered into helping) with his cases and occasionally vice-versa.


The point of this is that the A-Team is a tightly connected group, and what happens to one effectively happens to the rest.  They are automatically on 'missions' together.  Stingray is a solo individual, and the type isn't easy to incorporate.

Meanwhile, I think that as a framework, Magnum and company best show how a Dresden-esque campaign might look.  Magnum and his friends are tightly connected, have some interesting contacts (from rich authors to the island's crime network to local Naval intelligence) and have their own lives.  Magnum does jobs and chills (and deals with Higgins), TC runs a tourist and travel helicopter business and Rick manages a country club.  While Magnum is clearly the main character, though, stories come from all angles, and each of the 'party members' brings something different and interesting to the table.  They work within 'the islands', which covers quite a bit of area and land types.

So... just throwing this out there to see what I catch. :)

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DFRPG / Regarding base refresh
« on: June 21, 2010, 08:15:14 PM »
I just have a quick question... I was looking through the character creation rules, and I saw that the 'submerged' level was 10 refresh.  I thought that refresh was out of 10 max, at which point you are no longer playable and are ruled by nature.  Or is it truly as written "when you reach 0 refresh you are no longer a playable character", such that if you are playing an 8 refresh game, you can only go up to 7 in powers and stunts; after that you would be at a net 0, and therefore non-playable?

Help! :) And thanks!

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Author Craft / New Writer's Group
« on: July 31, 2008, 08:52:22 PM »
Mikey Finn started a group called Cogni a while back.

Some friends and I were talking about doing small-scale writer's workshops now and then.

Other people here seem to like the idea, though I know Cogni died out eventually.

So here is another attempt:
http://www.novusimperiums.com/conscriptio/

It's a functional framework right now.  The FAQ talks about the site's technology, "Joomla!".  The links, news, and popular sections are generic. 

That said, the forums and file repository work just fine (for the most part).  You can upload a file, include your name, version, date, link to a web site (I suggest a link to the forum) and add your own license that downloaders MUST accept to download the file.  There is a generic license (just junk text right now though) that will be required if you don't add one.  I'd love suggestions for the generic license.

Folks who download your file can comment on it right in the repository and rate it too.  I'd like actual critiques to go in the forum though! :) 

More tomorrow!  Time to go home and do some writing of my own now! (Or Tae Kwan Do class... not sure which yet.) :)

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Author Craft / Looking for thoughts to break a stalemate
« on: July 28, 2008, 06:50:09 PM »
This is a stalemate in my own head about a fundamental background aspect of the story I'm working on, and I'm hoping that getting some other people's thoughts will help.

*******************************
Premise:
Earth has discovered via experimentation that there is a barrier of some sort around the solar system.  The barrier blocks patterned transmissions (i.e. communications) and disables drive systems. 

Long story short, long ago humanity was out among the stars and was part of the galactic community.  We ended up at war with several of the major races, and were eventually beaten back to our home planet.  There the galactic community forced the opposition to hold off our extermination, as they value the rarity of intelligent life in the universe.  However, all of our technology was wiped out with nanites and we were knocked... <ahem> back to the stone age, basically.  We were nicknamed the "Destroyers" over the years for our ferocity and used to scare children at night. 

The story is about humanity's escape from the Barrier via a jump drive that tunnels through space instead of actually moving through space, and the politics of various alien races that wish they had helped us before, and intend to do so this time.  The first jump ship is also destroyed by a force stationed around our star, and of course Earth knows nothing about what has happened before.

*******************************
Question:
I originally wanted to set this in a few hundred years from our time.  The problem is that that requires at least some explanation of how this actually fits into our own known timeline.  However, I don't really want to make this into an Atlantis story.  That shouldn't be the focus.

The other option is to make US the ones that get out and fight, and have the story set several THOUSAND years down the road, and learning about us.  This would remove the need for explanations, but create the need for a whole new world, set of governments, military structure, economics, etc.

Both of these are attractive, but I particularly like the idea of it being in our time. 
What do you think are the pros and cons of both approaches?  I'd certainly appreciate any other thoughts as well.  Thank you. -Matt

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DFRPG / Bringing in players
« on: July 12, 2008, 03:26:38 AM »
Howdy folks!  I'm relatively new to FATE and haven't gotten to play yet.  Partly this is because I am not normally the GM/DM for our group, and I will have to be the GM for this.  Partly it's because my friends are hesitant.

They are strongly D20 and WoD people.  FATE, while very flexible, requires a very different mindset as well.  In the 'Basics' I would put not 'Friends' but 'Friends who are introspective enough to play cooperatively and not make it about one upsmanship'.  Sorry, that's a problem we have.

Even the good ones, however, are hesitant about mixing magic and the 'real world'.  They've tried a few D20 modern games like that which didn't work out.  They are currently playing Vampire, which gets around this  by being modern but not the real world.  Dresden, however, takes the 'real world' and overlays it with other things going on.  Nothing is out in the open, but it is very much our world.

So does anyone have suggestions on these issues?  It seems that you really need the right players for FATE to work.  It can also be a problem with suspension of disbelief to have magic in a setting that is supposed to be "current day".  Thoughts?

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DFRPG / New SotC online SRD
« on: July 07, 2008, 08:43:04 PM »
Hello all,
This is mostly done, barring some formatting and links.  Skills aren't linked correctly, but you can access them from the top of the skills page (or the "Endurance" skill, which does work).

http://www.novusimperia.net/FATE_SRD/Fate3SRD.php

It's only up as long as I'm not told to take it down.

On that note, I'm very glad this (the SRD in general) exists.  I just happen to kind of actively dislike pulp... it's nice to be able to get a look at the system that will be used (sort of) for Dresden.

-Matt
 a.k.a "Prophet"

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DFRPG / Making Monsters
« on: August 16, 2007, 09:12:35 PM »
What do you all think about making monsters?  Also, we have an 'antogonists' post and an 'aspects' post... how about some suggested write-ups for the Dresden monsters?

I'm also thinking that the creatures we're talking about would have a WIDE range of numbers of aspects, stunts, and skills.  I mean, just think 'Denarian'.  I wonder if we also don't want to deal with 'monster skills or stunts' that are specifically more powerful than your average mortal person would have. 

For instance, you would have for a White Court Vampire:
Aspect: Hunger
Stunt: Hunger

These, based on the books descriptions, could be pretty darn powerful, and far-reaching.  Just trying to stir up more thought and conversation.  'night all!

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