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Messages - Velkyn_Faer

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1
Author Craft / Re: Picked Up and Old Story and...
« on: August 08, 2007, 12:11:37 AM »
Well, I figured I'm going to write the story, just to get the damned thing done with. Then Tool with it when I work on the manuscript.

That's true. It's a big step to just get it finished and out there, instead of a buncha ideas floatin' around inside my head. When you think about it, fixing it up is a lot less effort than doin' the story itself. Maybe not to everyone, but to me, at least.

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Author Craft / Re: Picked Up and Old Story and...
« on: August 05, 2007, 09:28:38 PM »
Yeah, I'm discovering the same thing, except this is just a difference of a few months. I think it's just that I've gotten used to the world and some of the rules in it. The first few chapters were only a few pages long and only really scratched the surface. Now my chapters are at least in the 20's and go into alot more depth

I feel ya, there. I finished the story and started right into the sequel, which is about halfway done, and I noticed the sequel writing and story is so much more... fitting and real for the world than the beginning of the first. And, yeah, I stared at my screen as I was going over the first chapters and wondered how I got away with writing such trash.

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Author Craft / Re: Picked Up and Old Story and...
« on: July 27, 2007, 02:18:16 AM »
Thanks, that helps a lot. I'll keep that in mind as I  continue on. I'm skipping the beginning for now, because all it does it get me down, and working on tidying up the middle and end. Then I'll go back and kick the beginning into shape.

But, yeah, starting from scratch on some of those scenes seems best.

Thanks!

Velkyn

(If anyone else has any advice, please let me know. Keep posting, please.)

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Author Craft / Picked Up and Old Story and...
« on: July 23, 2007, 04:06:40 PM »
... and the first four chapters are absolute trash. I worked on it three years ago, with random corrections throughout that time, but now I'm coming back at it to finish it off and I can't believe what I wrote. A lot of it doesn't make any sense and names of races or places were (at the time of the first writing) ripped from other things.

So, do I just entirely re-write my first chapters and continue on, or is there something else I can do to fix it up?

And, for all the ripped names, I need new names for everything. Any suggustions on name generators or just plain ol' name suggustions for races and places?


Thanks a ton!

Taylor

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Author Craft / Re: From the Ground Up
« on: April 08, 2007, 09:33:53 PM »
Sorry I took so long to reply.

I've decided that aliens, for the moment, are too much trouble. Besides, mankind doesn't need some extraterresterial race to fight. (It is military sci-fi) We can kill ourselves off alone, thank you very much.

So, I've done a bit of worldbuilding, mostly setting up the galaxy it all takes place in, as well as each sector. And, I've mostly figured out the issue with moving about the planets, which will transfer over well into the story as a big issue.

Does anyone else have suggustions on what to do next?

Taylor

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Author Craft / Re: Why Do You Write?
« on: April 08, 2007, 09:28:56 PM »
I write because things in my head go FTL and I have a symbiotic relationship with the keyboard.  :D Plus my (creative) writing is good. (About my essays...well...)

Amen to the last part! My writing is the same. I could sit for hours turning out a sci-fi or fantasy story, but the second someone asks me to write an essay I find I have better things to do. This frustrates my teachers to no end.

Taylor

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Author Craft / Re: Planning battle scenes
« on: April 08, 2007, 09:26:03 PM »
I think I wasn't clear earlier. MTW is good for getting an idea of what each area had for an army. And it's good for getting an idea of tactics and things not to do (Calvery vs well supported Pikeman, not a good idea.....) It can't replace plotting, but it's good for getting an idea of the types and effectness of the different units.

Craig

Ah, now I understand. Yes, *laughs* using cavalry against pikemen in the game (or in real life, of course) is an easy way to lose a battle.

Best of luck in planning your battle!

Taylor

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Author Craft / Re: Planning battle scenes
« on: April 04, 2007, 05:20:07 PM »
*gives a little laugh* Well, I have now purchased Midieval Total War II and played around with it a little, and I am willing to change my earlier position, if only slightly. As eviladam said, battle is total chaos,but some of the elements in MTW II could be used to set upa battle, though possibly not to actually fight it, due to the unpredictablility of the computer and the fact that it won't do as you please when it is fighting you.

But, if you like visual, then it might work for you for basic movements and such. I would not advise buying the game for that reason, but it could work if you have a friend who owns it or you have it already.

Though the army men idea that Soulcatcher78 proposed is a lot cheaper and you can move the units as you please, but it's all a matter of taste. (Thanks for the idea, I might give that a try.)

Taylor

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Author Craft / From the Ground Up
« on: March 14, 2007, 02:37:44 AM »
I've recently started a new SF book and I'm trying to build the world up before I start writing, so it doesn't look slapped together, but it seems like such a huge undertaking. I've made a rough outline or two, mostly of Earth, the center of the government in the series, and of the people trying to break away from the Republic of Earth. But, other than that, I don't have much. Internal affairs, politics, weapons, ships, FTL travel systems, basic technology. Does anyone have a chart or template or something they follow for any book they write, especially if it is SF? If not a template, then just a set of steps they follow that work for them? Or even half work? I'm kinda outa my depth here.

Thanks a ton!

Velkyn

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Author Craft / Write What You Read?
« on: February 27, 2007, 04:17:00 AM »
A long time ago I came to realize that, due to the small bit of ADD that I have (this is not a joke, it is said in all seriousness.) I have a bit of trouble focusing... *starts to wander off* (sorry, couldn't resist.) ... on what I'm writing if I'm not reading the same thing.

Right now I can't start a new book I bought because it is a totally different from the fantasy story I'm writing. The only reason I get my first book finished is because I discovered the huge world of Forgotten Realms, and read all of those as I wrote my first book and got well into my second. Now, I'm reading Wheel of Time, so my current story is fantasy (different book now) and probably will stay that way until I finish the Wheel of Time series.

Does anyone else have this issue? I just can't seem to write Sci-fi when reading fantasy, or urban fantasy while reading mystery.

Velkyn

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Author Craft / Re: Planning battle scenes
« on: February 23, 2007, 12:07:58 AM »
Well....

First thing to do is decide what each army has. You need to take in account the type of land the battle is going to be on. Open plains, rolling hills, and other wide open spaces plays into the hands of Calvery and archers. On the other hand, mountain passes and other confined spaces are more for massed infantry.

Now, there are different types of Infantry and Calvery. Basiclly, you have Light, medium and Heavy units. Light units are scouts, harassing the enemy and slowing him up. They cannot stand up to an all out attack by heavier units. They can move fast and can bed all overt the battlefield. Your scouts are light infantry.

Medium units are a combination of speed and firepower. Slower the light units, they have hevier armor and weapons then light units. Heavy units are usually the elite, the career soldiers or nobility. They are slower then the other units, but they can ground up the others.

There is a series of PC games called Total War. Right now, there is TW: Shogun, TW Midive, and TW: Rome. The key part of the game is the battles, as you army goes up against other armies. You have to chose what type of units to put in your army (Depending on your location and tech level).

Go to this web site: http://www.totalwar.org/strategy/twug/index.html And it has a description of all the different military units in the different games. It'll give you an idea of the different units you can incorprate into your story.

Craig
I'd actaully argue with a few of those.
You can have heavy infantry, which are more like your roman legions.
And light cavalry make excellent scouts.
I would argue very strongly against using a game like total war for your setting and units, because they gloss over a lot of important minutae.

Yes, but the game does give you an idea of the type of units you can have. I mean, disciplined Pikemen will stand up to a calvary charge while peasents will break and run if pressed by the same calvary. Archers can cut armored knights apart under the right circumstances (Angencourt comes to mind), but if the knights get in amoung the archers, well, the bowmen are toast.

The type of country affect the type of army it has. A nomad nation will not have pikemen, for example, because they are not liable to have the inferstructure or the need for them. Deciding what sort of an army a nation has is part of the world building every author needs to work out. History, the landscape, the type of goverenment, all have an influence on the military.

I suggested the game to get a quick and dirty overview of what sort of units an army could have. If you really weant to go deep, Osprey Publications is based on military history and military of all the ages. But unless you're deep into that sort of stuff, it's too much info......

Craig

I'd have to agree with LightSabre when it comes to using a video game as a reference for a story. I'm a big gamer in my free time, and games can be very unrealistic for the sake of ratings and coolness. I've never tried my hand at Total War, but I've played more than a few RTS games in my time and a lot of it is about upgrades and health points.

Plain archers don't have a chance against mounted, armored men. Arrows don't have to penetration speed to punch through armor. (yes, lucky shots in exposed areas are true, but not all archers are lucky all the time.) That's what crossbows are for, though they are slower to reload and have greatly reduced range. As Trboturtle said, though, once the cavalry get around the archers, they're toast.

Also, after taking a quick look at the Total War guide, it appears to have one thing most RTS games have, which is upgraded units, such as 'Mounted Sergeants'. Another thing that wouldn't happen in real life is people who can suddenly take a hit better than the guy next to him because of rank. Does that mean that if we send a 5 Star General into the battlefield that he can take an RPG in the chest, but his rank will save him? He may be covered in war medals and brass, but that won't help him.

Leaders are, of course, necessary, but remember they are normal people, too.

Will continue this later. Gotta go.


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Author Craft / Re: Planning battle scenes
« on: February 22, 2007, 12:16:03 AM »
I think a use of 'overhead' shots (overall views of the battle) and close-in shots are the best way to capture the full scale of a battle. Short views of a group of men fighting vainly, trying not to be overrun, possibly seen by the MC, or anything of that sort are good, in my opinion.

Also, the smells, sounds, and feelings are just as important as what is actually happening. The slightly metalic tang of blood in the air, the sweat lathering the flanks of horses, and soaking the undershirts of men, and the screams of triumph and agony are all key to make the reader feel as if they're standing in the center of battle, watching the carnage unfold.

And, battle is crazy. The close-combat might be incredibly unorganized with large groups (or small, who knows) as everyone fights to control their bubble of space. Step into the bubble, get stabbed. But, it's always moving, always shifting.

Hope I'm gettin' this right, and that this helps.

Velkyn

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Yeah, a pleasing cover won't hurt a bit. As Josh said, people do judge books by their covers, and an ugly cover has sometimes turned me away from a book, I'm sorry to say.

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Author Craft / Re: Unrealism In Books
« on: February 14, 2007, 03:15:19 AM »
On half animal demons, I think a previous poster nailed it...most religons have demons/devils and they have animalistic features.  One reason for this is an imagination limitation, we expect a body, a head, a locomotion system and arms.  It is easy to describe and visualize and getter the audience scared of a mismash of animal parts than a wholly new subject.  A black amorphous cloud is scary but not a bad as a goat headed bat winged human with talons, goat hooves and a barbed tail. 


On the subject of really big swords, you have two other major factors involved:

Armor  One reason for a big ass sword is to penetrate heavy armor.  European weapons got bigger and heavier as armor did, and the Europeans had the heaviest steel armor made.  Rapiers did not develop until after gunpowder made armor obsolete.  England had a series of laws restricting the maximum length of a sword  (starting at 4' and moving down). 

Combat style:  Roman style infantry with stabbing short swords defeated Celts with long swords because they work better in formation style fighting.  Individual combat went to the Celts, with the bigger sword.  This goes back to the cavalry/infantry comments from before.



That does make sense, and is probably the best answer I've heard yet for a good reason behind it. (You said someone's said it before, and I scanned recent posts but I didn't see anything.) Kinda reminds me of the Trollocs from Robert Jordan's Wheel of Time series. Creatures that all have a human body but different feet/heads/faces/arms. A goat-snouted animal with wolf paws and an eagle's feathered crest. The next will be wolf-headed and have rams horns on its head. All similar to real animals and to humans on a basic level, but all totally different. And, they're probably a hell of a lot scarrier than the cloud monster from Lost.

Thank you, I'll keep that in mind. All this new information takes the stuff I knew before and kinda throws it out the window. I'm glad I made this topic. I'm already making minor changes to my story for the sake of realism. Thanks!

(please keep the information flowing, too. Anything you know about either of these subjects, please tell us, be it big or small.)

Velkyn

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Author Craft / Re: Action Scenes / Fight Sequences
« on: February 11, 2007, 10:11:09 PM »
Another thing, though it seems late for me to put it in, is the body can take a bit of damage when your adrenaline is up. While I know matrial arts classes and fights aren't as brutal as the streets, there is intintionally shed blood in my studio, and instructors will choke you out if they get you in a headlock (at higher levels). So I know a little bit about fighting. Adrenaline and that instinct to not get hurt is (hopefully) going to get the character moving. Some moves become smoother, some choppier as your mind races on what will put your opponent down the fastest. A lot of the fancy things in cheap kung-fu movies are just fancy camera angles and stuff that looks cool. A lot of the attacks I've learned when up close and personal are done on a small level. Grip his shirt here, twist your wrist a fraction on an inch, and set your feet. And BOOM, he's screaming in pain. There's no spurting blood, just a single pinched nerve that will have them on the ground without resistance.

Nevertheless, is sometimes comes down to who can hit the hardest. A full-on punch can put someone down just as easily as a fancy pressure point.

I do realize that this isn't as much about writing the scene as it is about fighting, but knowledge of both is what makes it good (in my opinion). My only words of advice are to keep it simple and keep it real. It appears you've gotten what you're looking for. Good luck/job!

Velkyn

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