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Messages - x-tricks

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Author Craft / Re: From the Ground Up
« on: April 12, 2007, 06:57:32 PM »
This isn't just bad advice. This is well-poisoning.  If all you care about is writing junk that doesn't hold together, by all means do so, but don't pretend it's anything else.

Remarkably enough, lots of research dosen't make something not junk.  And writing a complete first draft before I get bogged down in fact checking works very well for me, because I have a complete piece of work to review, which helps me determine what's important in the story and what isn't.  Research dosen't allow for that sort of triage of importance.

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Author Craft / Re: From the Ground Up
« on: April 11, 2007, 06:25:12 PM »
I’m going to say something that totally goes against what everyone else here has told you.  Don’t worry about the damn stars, how your spaceships work, or if plastic eating aliens are waiting at the edges of our solar system.

Write the story first.  Write the story first.

Because, basically, you can justify almost any event, plot point, creature or location in science fiction with enough semi-imaginary words (thank you Star Trek) and tight story-telling.  But you can’t do shit if you don’t have the story.

A first draft of a story should have almost no research in it.  It should be your characters, your plot, and the progress of events.  It’s your second (and third) drafts that you spend time looking up current string theory science.  You don’t know the name of the planet your crew has crash-landed on?  Put ‘##” there and go back later.  Don’t know how the aliens communicate but know what they’re going to say?  Put in quotes and worry about how it got there, actually, later.

If you look around the ‘net, you’ll find thousands of people who are ‘oy, I’m building a whole new universe, how do I do it?’ and most of them … they never get to the story that inspired the months and months of research.

Research is a killer for writing stories.  Do it later, not first, or it will both eat up your time and put you in a nit-picky, editorial mind-set that isn’t good for writing the actual story.

The only time this type of story first work shouldn’t be done is if you are a hard SF author – and you are specifically writing about a point of alien ecology, future technology or planetary science.  These types of hard SF authors are often scientists themselves, exploring how a point of physics they understand intimately would work in a fictional setting.  OR, if you are a gaming writer, as I am, and you have both a short turn-around for your work and the game itself needs to stand up to the curious minds of hundreds of gamers wondering how people fly from planet to planet and won't take 'they just do it' for an answer.

Some examples of science fiction that didn’t use much in the way of science fact:

Start Trek
Star Wars
BladeRunner
Outland
Stargate etc
BattleStar Galactica

You may or may not like those films or shows but any ‘hard science’ (like the reams of ‘Star Trek Tech’ books, and same for Star Wars) came after the shows gained popularity.

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DFRPG / Re: Magic and Technology
« on: April 10, 2007, 09:51:08 PM »
One way to look at magic – if you want to try and make it logical or follow the currently understood laws of physics and nature – is that it may affect the natural tendency of things to break down, go wrong or wear out.  So, when Harry, or a mage is near a light bulb, which radically increases its chances of burring out right then.  And the more infused with magic (not necessarily obviously more powerful), the greater that tendency is.

Magic is, after all, the manipulation of extremely unlikely events – among other more boom/flash effects.  Magic can create good and bad luck, miracles etc.

Modern technology is rather delicate – the effect of a chip or a logic board deciding to go on the blink at a particular moment is more catastrophic than say, one hinge on a door.  The door may work, if poorly but few computers can handle a logic board crash.

As to what magicians believe about how they affect technology on an individual level – well, that’s theory.

IMO – there shouldn’t be a way to keep technology safe from magic in this particular game. It starts to get too WoD and munchkin if you’ve got the magic/technology détente going on.  In this game, if you want magic, you give up telephones and iPods. If you want iPods, you give up magic.

And, magic isn’t necessarily stronger than tech – because the strength of magic depends totally on the strength of the person using it.  Sure, in the books we see Dresden slinging uber-powerful shields around but remember, he’s the crem-de-la-crem.  Most players, starting out, will not be nearly o powerful, and may never achieve that level of strength. 

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