Halloi (Helo), Be welcome, and again, to the Action Tale.
How to use Tarot in your Story
First of all, you have to think you're not predicting anything. It's for a game, for a Story. You'll have to adapt your Reading, because it's not an Oracle.
Well, it is, but if you read the Tarot, or if you're a Runemaster and use Runes, it's all the same, you'll need to focus on your Story. The reading is not for guiding someone into his|her life, but to focus the Character into that Story.
So, the essential motif of a Reading for RPG is the Story in itself.
What I noticed in my practices is that the Oracle doesn't know the difference between Person and Character.
If you focus at a normal Reading, you'll mix Real Life and Fiction at the same.
I noticed that it can be used to predict something on Real Life, but that was far from my intentions, that were to understand how to use the Oracle to implement the Storyline, Plot and also to make various series of Profecies into the Story.
You can try out Runes too, as I did. It's all the same.
Only that Runes are more dificult to interpret, and you'll need to focus more on read what's the need of that moment in time.
Have never tried I Ching, but I believe the same situation will happen.
At my Tables, I use rules for Tarot.
First, I don't read future, or well, not Player's future. That diverge off from the Story. I try to think about what that moment inside game needs, and the relation of that with a Character's situation and needs. Then, I read the card as to ever introduce a new "Flavour" for that moment, or Character. You'll have to put appart the meaning of the card, and think of what that meaning would be for the Story.
Remember that the Reading is for your Story.
Doing so, you have the Plot to help you. And all you planned for the Story, events, moments, scenes, big scenes, emotion, oposition, expectations of success, climax, conclusions (that still depends on Player's actions, don't forget it), vilain's interference, luck, and everything else you want and plan for the piece you're Mastering for your friends.
I have one other rule, also.
At any moment, and once in a session, one Player can choose to abandon the die roll and take a Tarot card.
It's more of an ultimate option.
When you take a card, it happens that you're in a moment that you can loose control of your Story, because it's like crossroads.
If you take the Reading as an Oracle, you'll involve Real Life.
Don't do it.
You must take this crossroad situation and adapt into the Plot, or you'll loose control.
Well, good luck with your Experience.
Ah, anyway, you can transform every Reading into a Dream, also, and that's an excelent way of using Tarot in RPG.
Make sure you take notes on your reading, if that's important for the adventure.
It's terrible if you need to ask for player's memory and give experience points only for good memory, but that helps anyway.
Use the Universal Symbolism of the Cards
Read the cards with your Story, Plot and Event on your mind. Don't read the future. Read the meaning of those symbols, and adapt in the form of narrative.
Narrative is your best friend.
The Secret exists, and Magic needs you.
Good luck.
Hope you have fun with your Story, your Tarot Plot Generating experience...
... and Stay Plugged.
Halloi (Helo). Welcome to The Action Tale. This is my Adventure Blog. Here I write about the Story I play with my Friends, the Games I create, and the Akkia language that I dedicate to the Study of Fiction.
Showing posts with label system. Show all posts
Showing posts with label system. Show all posts
Sunday, 7 February 2010
Sunday, 31 January 2010
How to Science Fantasy - Setting Creation Questions
I really want to look for a Definition.
"Science fantasy is a mixed genre within speculative fiction drawing elements from both science fiction and fantasy.
A definition, offered by Rod Serling, is that "science fiction makes the implausible possible, while science fantasy makes the impossible plausible." The meaning is that science fiction describes unlikely things that could possibly take place in the real world under certain conditions, while science fantasy gives a veneer of realism to things that simply could not happen in the real world under any circumstances. Another interpretation is that science fiction does not permit the existence of supernatural elements; science fantasy does. Even the usage of this definition is difficult, however, as some science fiction makes use of apparently supernatural elements such as telepathy.
For many users of the term, however, "science fantasy" is either a science fiction story that has drifted far enough from reality to "feel" like a fantasy, or a fantasy story that is attempting to be science fiction. While these are in theory classifiable as different approaches, and thus different genres (fantastic science fiction vs. scientific fantasy), the end products are sometimes indistinguishable.
Arthur C. Clarke's dictum that "any sufficiently advanced technology is indistinguishable from magic" indicates why this is so: a writer can write a fantasy using magic of various sorts, and yet turn the story into science fiction by positing some highly advanced technology, or as-yet-unknown but ultimately thoroughly provable science, as an explanation for how the magic can occur. Another writer can describe a future world where technologies are so advanced to be invisible, and the effects produced would be classified as magical if they were only described as such. A world might include magic which only some people (or only the reader) know to be in fact technological effects.
There is therefore nothing intrinsic about the effects described in a given story that will tell you whether it is science fiction or fantasy. The classification of an effect as "fantastic" or "science fictional" is a matter of convention. Hyperspace, time machines and scientists are conventions of science fiction; flying carpets, magical amulets and wizards are tropes of fantasy.
This is an accident of the historical development of the genre. In some cases they have overlapped: teleportation by matter-transmitter-beam is science fiction, teleportation by incantation is fantasy. A hand-held cloaking device that confers invisibility is science fiction; a hand-held Ring of Power that confers invisibility is fantasy. Mind-to-mind communication can be "psionics", or it can be an ancient elvish art. What matters is not the effect itself (generally scientifically impossible, though not always believed to be so by the authors) but the wider universe it is intended to evoke."
Read more at: http://en.wikipedia.org/wiki/Science_fantasy
Why Sci-Fantasy?
Action Tale features a lot of Science Fiction as Speculative Fiction together with Fantasy elements. This is the Setting's "feeling", with gigantic spacecrafts dividing space with colossal Dragons (the godlike Drakas). There is Magic together with highly advanced Science. Nothing is easy into this. A Master needs to balance all these elements. There are Powers to deal with Technology, together with Technomagic Spells. Also, Technology can make some special things that are nearly improbable, but all these things I planned together with Culture, because we need People. None of these things would exist without People, and the Blog will show it.
The Story is made of People.
Well, this all needs explanation, and the best way is to understand it throughout the Story.
Don't go thinking there is highly advanced Technology, or Magic, or whatever else everywhere, though.
All these issues are difficult problems amongst Races, and divergent Cultures.
Every Race deals with these things differently, too.
I invite you.
Read.
Be my guest, because the best way to understand is reading, and the Story is about to happen, as soon as I can finish some secondary Setting questings.
These are Settings I organized during the last years to create the Story.
Beware Of The Horizon.
Thank you.
--------------------------------------------
Stay Plugged. Stay True.
(Added on May 2012)
Science Fantasy is a Style, and you may want to mix styles on your game.
This adventure bloggathers on Sol Cajueiro's fictional universe, but when you decides to make an adventure blog, you may ask some questions.
Make the questions you can think of, every and each one of them.
Is there Magic on your setting? Who can do magic? Why? Are there people who can't? Who decides people can do magic?
What people eat? How's a meal? Are there people who can't eat everyday? Why? Are there food for special holidays?
Are there special clothes? Who use them? Why?
Who control Laws? Are there nobles? Who can control and create Laws? Who can be taken into a trial, and how are the sentece cast upon the guilty?
What is a prison like?
How do people greet each other? How are you going to put that in narrative words? Do real people talk like that?
Are there forensic magic spells or technolgies?
What technolgies are usual? Who can pay for it? What is money? Who's rich, and why? Is it possible for a peasant to get rich? How your society deal with social changes, are there any organization who deals with re-thinking itself? What power those people have? Legal?
Are there chapechangers? Who knows? Why?
How's a middle class home? What about a noble's house? Are there castles, fortresses, space stations, nobbles in military service?
Who can|must attend military? Why?
What the suburban areas like? Are there crime lords? What's preciouss? Who can pay for that, and how that changes society?
How is a police|guard dressed like, and why?
How do people entertain themselves? Games? Gladiators? Football or music festival? Magic games, why and who can take part on them?
What is a weapon? Wands? Staff of Power? Lightweapon? Mind control? Guns? Bigger guns? Powers that Be and their weirdness knife?
Who can take a weapon with them? Why?
Is there any way to time travel? Is there a Time Police division? Why? Are there different realities, or if you go past you change everything? How Time works? Is it magical? Is it a phantom, or a dream, or any other weird effect?
How education works? Who can attend a special school? Why?
How's religion on that world? One? Several? Is there real punishments for being nasty? Who decides who's been nasty? Is that only power? Do gods send avatars to grant faith to be real? If not, who masks religion as a real thing?
Do people smoke? What people drink?
Are there Gods? Aliens? Interdimensional or extraplannar beings? An Oracle of Time? Creatures? If not, are some people considered monsters? Psychopats? How those weirdos can be cured? Is there medical treatment for everyone? For magic users? For thinkers?
Are there Machine? A computer Overmind? Nanobots? Mutants? How the Gov deals with those people, and why?
Is there faster-than-light space travel? How that work? Is there any drawback? (like people to have space sickness). Space travel only for the spirit? Why? How can a person escape a planet, and if not possible, how alien is the idea? Religious? Why?
Do people READ? What? Why? How literacy rates matters? Nobles only? Religious only? Magic dragons only?
What type of Events players will mostly find?
A harsh world, with harsh environment, and fierce warriors? Horsemen? Brave natives? Alien battleships, and space oozes? Not combat, you gotta be immortal? A dangerous suburban area? A postapocaliptic desert, with duelling masters (like old west)? Replicants? Dragons?
What technology CAN do? What technology CAN'T do? Why?
Why do player cahracters participate on a Story?
Those are all questions you should ask yourself before playing, and more can be made. Do take notes on everything, and Date your piece of paper.
May that help you to start your conloging.
An adventure blog is more than a simple choice of words, and people desearves more than a couple of heroes and a bunch of troglodites to feel real, to get inside all that.
Remember, when writing: Show, don't tell.
That's probably an old advice, but that works for adventure blogs the same as literature.
Thank you, and see you soon.
"Science fantasy is a mixed genre within speculative fiction drawing elements from both science fiction and fantasy.
Science fantasy vs. Science fiction:
A definition, offered by Rod Serling, is that "science fiction makes the implausible possible, while science fantasy makes the impossible plausible." The meaning is that science fiction describes unlikely things that could possibly take place in the real world under certain conditions, while science fantasy gives a veneer of realism to things that simply could not happen in the real world under any circumstances. Another interpretation is that science fiction does not permit the existence of supernatural elements; science fantasy does. Even the usage of this definition is difficult, however, as some science fiction makes use of apparently supernatural elements such as telepathy.
For many users of the term, however, "science fantasy" is either a science fiction story that has drifted far enough from reality to "feel" like a fantasy, or a fantasy story that is attempting to be science fiction. While these are in theory classifiable as different approaches, and thus different genres (fantastic science fiction vs. scientific fantasy), the end products are sometimes indistinguishable.
Arthur C. Clarke's dictum that "any sufficiently advanced technology is indistinguishable from magic" indicates why this is so: a writer can write a fantasy using magic of various sorts, and yet turn the story into science fiction by positing some highly advanced technology, or as-yet-unknown but ultimately thoroughly provable science, as an explanation for how the magic can occur. Another writer can describe a future world where technologies are so advanced to be invisible, and the effects produced would be classified as magical if they were only described as such. A world might include magic which only some people (or only the reader) know to be in fact technological effects.
There is therefore nothing intrinsic about the effects described in a given story that will tell you whether it is science fiction or fantasy. The classification of an effect as "fantastic" or "science fictional" is a matter of convention. Hyperspace, time machines and scientists are conventions of science fiction; flying carpets, magical amulets and wizards are tropes of fantasy.
This is an accident of the historical development of the genre. In some cases they have overlapped: teleportation by matter-transmitter-beam is science fiction, teleportation by incantation is fantasy. A hand-held cloaking device that confers invisibility is science fiction; a hand-held Ring of Power that confers invisibility is fantasy. Mind-to-mind communication can be "psionics", or it can be an ancient elvish art. What matters is not the effect itself (generally scientifically impossible, though not always believed to be so by the authors) but the wider universe it is intended to evoke."
Read more at: http://en.wikipedia.org/wiki/Science_fantasy
Why Sci-Fantasy?
Action Tale features a lot of Science Fiction as Speculative Fiction together with Fantasy elements. This is the Setting's "feeling", with gigantic spacecrafts dividing space with colossal Dragons (the godlike Drakas). There is Magic together with highly advanced Science. Nothing is easy into this. A Master needs to balance all these elements. There are Powers to deal with Technology, together with Technomagic Spells. Also, Technology can make some special things that are nearly improbable, but all these things I planned together with Culture, because we need People. None of these things would exist without People, and the Blog will show it.
The Story is made of People.
Well, this all needs explanation, and the best way is to understand it throughout the Story.
Don't go thinking there is highly advanced Technology, or Magic, or whatever else everywhere, though.
All these issues are difficult problems amongst Races, and divergent Cultures.
Every Race deals with these things differently, too.
I invite you.
Read.
Be my guest, because the best way to understand is reading, and the Story is about to happen, as soon as I can finish some secondary Setting questings.
These are Settings I organized during the last years to create the Story.
Beware Of The Horizon.
Thank you.
--------------------------------------------
Stay Plugged. Stay True.
(Added on May 2012)
Science Fantasy is a Style, and you may want to mix styles on your game.
This adventure bloggathers on Sol Cajueiro's fictional universe, but when you decides to make an adventure blog, you may ask some questions.
Make the questions you can think of, every and each one of them.
Is there Magic on your setting? Who can do magic? Why? Are there people who can't? Who decides people can do magic?
What people eat? How's a meal? Are there people who can't eat everyday? Why? Are there food for special holidays?
Are there special clothes? Who use them? Why?
Who control Laws? Are there nobles? Who can control and create Laws? Who can be taken into a trial, and how are the sentece cast upon the guilty?
What is a prison like?
How do people greet each other? How are you going to put that in narrative words? Do real people talk like that?
Are there forensic magic spells or technolgies?
What technolgies are usual? Who can pay for it? What is money? Who's rich, and why? Is it possible for a peasant to get rich? How your society deal with social changes, are there any organization who deals with re-thinking itself? What power those people have? Legal?
Are there chapechangers? Who knows? Why?
How's a middle class home? What about a noble's house? Are there castles, fortresses, space stations, nobbles in military service?
Who can|must attend military? Why?
What the suburban areas like? Are there crime lords? What's preciouss? Who can pay for that, and how that changes society?
How is a police|guard dressed like, and why?
How do people entertain themselves? Games? Gladiators? Football or music festival? Magic games, why and who can take part on them?
What is a weapon? Wands? Staff of Power? Lightweapon? Mind control? Guns? Bigger guns? Powers that Be and their weirdness knife?
Who can take a weapon with them? Why?
Is there any way to time travel? Is there a Time Police division? Why? Are there different realities, or if you go past you change everything? How Time works? Is it magical? Is it a phantom, or a dream, or any other weird effect?
How education works? Who can attend a special school? Why?
How's religion on that world? One? Several? Is there real punishments for being nasty? Who decides who's been nasty? Is that only power? Do gods send avatars to grant faith to be real? If not, who masks religion as a real thing?
Do people smoke? What people drink?
Are there Gods? Aliens? Interdimensional or extraplannar beings? An Oracle of Time? Creatures? If not, are some people considered monsters? Psychopats? How those weirdos can be cured? Is there medical treatment for everyone? For magic users? For thinkers?
Are there Machine? A computer Overmind? Nanobots? Mutants? How the Gov deals with those people, and why?
Is there faster-than-light space travel? How that work? Is there any drawback? (like people to have space sickness). Space travel only for the spirit? Why? How can a person escape a planet, and if not possible, how alien is the idea? Religious? Why?
Do people READ? What? Why? How literacy rates matters? Nobles only? Religious only? Magic dragons only?
What type of Events players will mostly find?
A harsh world, with harsh environment, and fierce warriors? Horsemen? Brave natives? Alien battleships, and space oozes? Not combat, you gotta be immortal? A dangerous suburban area? A postapocaliptic desert, with duelling masters (like old west)? Replicants? Dragons?
What technology CAN do? What technology CAN'T do? Why?
Why do player cahracters participate on a Story?
Those are all questions you should ask yourself before playing, and more can be made. Do take notes on everything, and Date your piece of paper.
May that help you to start your conloging.
An adventure blog is more than a simple choice of words, and people desearves more than a couple of heroes and a bunch of troglodites to feel real, to get inside all that.
Remember, when writing: Show, don't tell.
That's probably an old advice, but that works for adventure blogs the same as literature.
Thank you, and see you soon.
Saturday, 23 January 2010
The Grey Character
These are brief words about a rule that is not a rule.
When a Player's absent, you'll need to consider what may or may not happen with that Player Character in specific.
Here are Some Considerations necessary:
1. Survival:
The Character whose Player is absent will make everything to survive.
That's in fact a good thing, because if a Player Character dies when their Player's absent it's a completely anticlimax situation. You should avoid that. Sure. A Character's death should be something important, essencially, to the Story.
2. The Character agrees:
Due to the Player's absence, the Character lacks point of view, but remember that she still have opinions, Ideals and the like.
3. Help:
An absent Player renders to the group a Character that will help the group.
There's only one problem in this.
Sometimes, another Player could take advantage of that. It's normal. Only you must take care with the Absent's very Help, not to let other Players take advantages that contradicts that Character's story, Ideals, goals and the like.
4. Study Time:
When there's anything the Character could do to help the others, that's good to make him practice something, to study or take care of her daily affairs.
That's all for this Post.
Hope you enjoy your Play, and,...
... Stay Plugged.
When a Player's absent, you'll need to consider what may or may not happen with that Player Character in specific.
Here are Some Considerations necessary:
1. Survival:
The Character whose Player is absent will make everything to survive.
That's in fact a good thing, because if a Player Character dies when their Player's absent it's a completely anticlimax situation. You should avoid that. Sure. A Character's death should be something important, essencially, to the Story.
2. The Character agrees:
Due to the Player's absence, the Character lacks point of view, but remember that she still have opinions, Ideals and the like.
3. Help:
An absent Player renders to the group a Character that will help the group.
There's only one problem in this.
Sometimes, another Player could take advantage of that. It's normal. Only you must take care with the Absent's very Help, not to let other Players take advantages that contradicts that Character's story, Ideals, goals and the like.
4. Study Time:
When there's anything the Character could do to help the others, that's good to make him practice something, to study or take care of her daily affairs.
That's all for this Post.
Hope you enjoy your Play, and,...
... Stay Plugged.
Friday, 25 December 2009
RPG Crew and Casting - Get Everyone involved
Halloi, and Be welcome.
So, are you back to read our Blog? Thanks.
Crew, and Casting.
We work, here at the Blog, with both Storytelling Rules and suggestions to adapt your Story into a Blog -- as this one.
The Crew -- Players -- is what makes the ship moves. I've noticed not all RPG players like the idea of The Master's gonna Publish, but some does, and some understand this as a very positive House Rule for the group. Why to publish? First of all, you need to decide if you want someone else to read the Story you play with your friends. Then, you need to find the friends to play, and that is the Casting. So, with the Crew together, you and your group start to plan the Story.
Sometimes, here, we use Tarot cards to decide some of the disputes inside story, but this is a Home Rule our groups decided to have. It means you can change your amount of D6 for a Card, at anytime.
When I've started planning how I'd like to speak about the Conlog on the blog, I knew I'd have a three or more years to learn it properly, but that time will tell.
In case you don't know what we're talking about, we create a Story, collectively, as a group. The Roleplaying Game rules we use is from a still in playtest Rules I'm creating. Action Tale is the name to our Storyteller's Club, based in Belo Horizonte, Brazil. If you want to talk with us, look for our page at Facebook, and Be welcome.
(Edited: by December 2012, I've noticed my English on the posts was terrible, and I've decided to remake the posts, but the content is essentially the same -- only better).
When the group gathers to create a Story, you should decide as Home Rules the level of control the Master have over the Story, or the Participation each Player must have. This only will make the game better, if everyone's having fun the way each one wants to, but what means the participation?
It's so important I've decided to use a Verb Tense with the name Participant, after a long discussion with my Crew.
You'll have to decide if you want to use an existing Universe, or yours. We have decided to create our Fictional Universe from sketch, but that was a long time ago. I'm still creating stuff, and will ever be. The Story Games can make a very nice reading, if you need to think or look for things unexpected.
The Indie Games are all a nice reading, but you may want something you already know. We are NOT focused on using published Universes as the primary goal to our Conlog, and we say it's better if you try something new.
You can change something's name, or description.
To change it to something new is difficult, but once you want to publish, it's good. Our other blog -- The Wormbar -- is full of references to other authors, but that's gonna change in the Final Versions to come. That first Fantasy adventure's going to be something different, when the time come to it, probably by 2012 -- so, wait for it.
It's a Show -- Distinctly from the usual RPG.
The first sketch was the Story to be a Hit-and-Run Space Opera Adventure, but then, it became a Supernatural Fiction, and lately I'm not so sure the genre name to specify. Also, I needed to plan with the possibility that a Player may move from our city -- and That really happens -- so, the most wide genre I'd chose would make it in.
I don't like all-combat games, so I informed the Crew that Combat will happen, but that's not the focus. This is one thing difficult for a huge number of Players to accept, but then again, it's House Rules.
I remember, when starting a D&D adventure back in time, that I've give a whole City for a Player to create, and he named it Vallor, a nice name I've used into Profecies, and into the Plot itself. Then, a barbarian creates the most important advance in terms of architecture, creating the sewer system for a huge city, Sama The City of Temples. I've decided to use this "past" as the past for the Wormbar. It helps a lot if you use old scenario, or other Setting creative works you have played, you have created, to move your own and new Setting creation now, but that's good if you change every names used by other Authors.
Here, Home Rules are the rule system you create, and House Rules are rules only you and your group together must use.
Also, remember that Plot is also a verb.
I myself plan everything on demand, and improvise most of the time, so I make use of Event-based storylines, in which players may change most of the Setting with their decisions. It has to go somewhere. The Story cannot end the same way it started. An Event-based collection of ideas and themes is good for that.
You should ask your Players for help.
A Player may take notes to help to create the History of your collective creation.
Also, we decided that Non Player Characters don't decide everything, but the actions and reactions may make them to choose this or that way, and that must affect the Story -- THIS is a House Rule.
Resume
I think I'll probably have a hard time adapting things in the future, but I've decided to publish first in the form of Resume, and later I'll give the stories a Final Version, by 2012 or later.
Questions and Questions
In an Action Tale, you're going to ask more questions than answer them. You need Questions. They'll make your head work, and with the right help of The Crew, new Setting features will show up, naturally.
Writing everything is probably no good.
You can choose a Style to guide the basic Worldbuilding, as following:
# Action Tale, # Adventure, # Angels (Vigilantes), # Bounty (Hunt), # Corporative, # Culture, # Dark, # Demons, # Drama, # Dystopia, # Epic, # Fantasy, # Frontier, # Future Noir, # Galactic, # Gangster, # Genetics, # Ghost, # Girls, # Guerilla, # Horror, # Illumination, # Illusion, # Intelligence (Spy, Detective, or [to] Control) and|or Investigation, # Lost, # Magic, # Mecha, # Military, # Mistery, # Myth, # Noble Blade (Heroe Tales), # Occult, # Operative (Tactic Task Mil. Group), # Parallel, # Paranoid, # Parody, # Planetary, # Political, # Pop Cult, # Power (meta), # Psychological, # Punk, # Romance, # Saga, # School Life, # Science Fantasy, # Science Fiction, # Social, # Space Opera, # Speculative, # Supernatural, # Suspense, # Tale, # Teenager, # Thriller, # Time Travel, # Tragedy, # Transgressive, # Urban, # War, and # Weird.
I don't keep notes on offgame discussions.
All information I'm planning for the future Stories are in-game and a Story, but that may change depending on the future needs of those Stories to come.
Then, start conloging your own Adventure Blog, with Crew and Casting done, and let the Story shows itself inside your head, inside your Players' heads, and so inside your Readers' heads. These guidelines may also be used to write a Series of Novels, and I'll give you more about it during offgame posts.
You can mix Styles as you wish. Maybe the group wants a mecha and supernatural Story. Maybe, a detective and noir adventure, or get that into a magic setting. Zombies and Dakkadakka bigger weapons and girls. A thing you must think is that narrative is your best friend. That in mind, start it up.
Once you got the Crew interested in the Style, or mix of styles, the crew of players will do much to create in-character plot, so what really helps is The Narrative. Know that older buddies who play the Stories a long run will understand much more about the story and setting than new players, but that doesn't mean you don't need new players. Make your narrative find the necessary words, and that doesn't mean you change voices from non player character to non player character, only that players will need your description to understand the Style, and have enough room for their action, and to place their creative help.
Action -- that's what most players want.
Make them tell the story to new players. Do involve older players into the choice of new ones. Make room for new players! Take the advantage of having published, and tell them to read.
The Crew makes the ship fly, not quantum mechanics.
Good luck, have Fun with your Story, and,...
Stay Plugged.
So, are you back to read our Blog? Thanks.
Crew, and Casting.
We work, here at the Blog, with both Storytelling Rules and suggestions to adapt your Story into a Blog -- as this one.
The Crew -- Players -- is what makes the ship moves. I've noticed not all RPG players like the idea of The Master's gonna Publish, but some does, and some understand this as a very positive House Rule for the group. Why to publish? First of all, you need to decide if you want someone else to read the Story you play with your friends. Then, you need to find the friends to play, and that is the Casting. So, with the Crew together, you and your group start to plan the Story.
Sometimes, here, we use Tarot cards to decide some of the disputes inside story, but this is a Home Rule our groups decided to have. It means you can change your amount of D6 for a Card, at anytime.
When I've started planning how I'd like to speak about the Conlog on the blog, I knew I'd have a three or more years to learn it properly, but that time will tell.
In case you don't know what we're talking about, we create a Story, collectively, as a group. The Roleplaying Game rules we use is from a still in playtest Rules I'm creating. Action Tale is the name to our Storyteller's Club, based in Belo Horizonte, Brazil. If you want to talk with us, look for our page at Facebook, and Be welcome.
(Edited: by December 2012, I've noticed my English on the posts was terrible, and I've decided to remake the posts, but the content is essentially the same -- only better).
When the group gathers to create a Story, you should decide as Home Rules the level of control the Master have over the Story, or the Participation each Player must have. This only will make the game better, if everyone's having fun the way each one wants to, but what means the participation?
It's so important I've decided to use a Verb Tense with the name Participant, after a long discussion with my Crew.
You'll have to decide if you want to use an existing Universe, or yours. We have decided to create our Fictional Universe from sketch, but that was a long time ago. I'm still creating stuff, and will ever be. The Story Games can make a very nice reading, if you need to think or look for things unexpected.
The Indie Games are all a nice reading, but you may want something you already know. We are NOT focused on using published Universes as the primary goal to our Conlog, and we say it's better if you try something new.
You can change something's name, or description.
To change it to something new is difficult, but once you want to publish, it's good. Our other blog -- The Wormbar -- is full of references to other authors, but that's gonna change in the Final Versions to come. That first Fantasy adventure's going to be something different, when the time come to it, probably by 2012 -- so, wait for it.
It's a Show -- Distinctly from the usual RPG.
The first sketch was the Story to be a Hit-and-Run Space Opera Adventure, but then, it became a Supernatural Fiction, and lately I'm not so sure the genre name to specify. Also, I needed to plan with the possibility that a Player may move from our city -- and That really happens -- so, the most wide genre I'd chose would make it in.
I don't like all-combat games, so I informed the Crew that Combat will happen, but that's not the focus. This is one thing difficult for a huge number of Players to accept, but then again, it's House Rules.
I remember, when starting a D&D adventure back in time, that I've give a whole City for a Player to create, and he named it Vallor, a nice name I've used into Profecies, and into the Plot itself. Then, a barbarian creates the most important advance in terms of architecture, creating the sewer system for a huge city, Sama The City of Temples. I've decided to use this "past" as the past for the Wormbar. It helps a lot if you use old scenario, or other Setting creative works you have played, you have created, to move your own and new Setting creation now, but that's good if you change every names used by other Authors.
Here, Home Rules are the rule system you create, and House Rules are rules only you and your group together must use.
Also, remember that Plot is also a verb.
I myself plan everything on demand, and improvise most of the time, so I make use of Event-based storylines, in which players may change most of the Setting with their decisions. It has to go somewhere. The Story cannot end the same way it started. An Event-based collection of ideas and themes is good for that.
You should ask your Players for help.
A Player may take notes to help to create the History of your collective creation.
Also, we decided that Non Player Characters don't decide everything, but the actions and reactions may make them to choose this or that way, and that must affect the Story -- THIS is a House Rule.
Resume
I think I'll probably have a hard time adapting things in the future, but I've decided to publish first in the form of Resume, and later I'll give the stories a Final Version, by 2012 or later.
Questions and Questions
In an Action Tale, you're going to ask more questions than answer them. You need Questions. They'll make your head work, and with the right help of The Crew, new Setting features will show up, naturally.
Writing everything is probably no good.
You can choose a Style to guide the basic Worldbuilding, as following:
# Action Tale, # Adventure, # Angels (Vigilantes), # Bounty (Hunt), # Corporative, # Culture, # Dark, # Demons, # Drama, # Dystopia, # Epic, # Fantasy, # Frontier, # Future Noir, # Galactic, # Gangster, # Genetics, # Ghost, # Girls, # Guerilla, # Horror, # Illumination, # Illusion, # Intelligence (Spy, Detective, or [to] Control) and|or Investigation, # Lost, # Magic, # Mecha, # Military, # Mistery, # Myth, # Noble Blade (Heroe Tales), # Occult, # Operative (Tactic Task Mil. Group), # Parallel, # Paranoid, # Parody, # Planetary, # Political, # Pop Cult, # Power (meta), # Psychological, # Punk, # Romance, # Saga, # School Life, # Science Fantasy, # Science Fiction, # Social, # Space Opera, # Speculative, # Supernatural, # Suspense, # Tale, # Teenager, # Thriller, # Time Travel, # Tragedy, # Transgressive, # Urban, # War, and # Weird.
I don't keep notes on offgame discussions.
All information I'm planning for the future Stories are in-game and a Story, but that may change depending on the future needs of those Stories to come.
Then, start conloging your own Adventure Blog, with Crew and Casting done, and let the Story shows itself inside your head, inside your Players' heads, and so inside your Readers' heads. These guidelines may also be used to write a Series of Novels, and I'll give you more about it during offgame posts.
You can mix Styles as you wish. Maybe the group wants a mecha and supernatural Story. Maybe, a detective and noir adventure, or get that into a magic setting. Zombies and Dakkadakka bigger weapons and girls. A thing you must think is that narrative is your best friend. That in mind, start it up.
Once you got the Crew interested in the Style, or mix of styles, the crew of players will do much to create in-character plot, so what really helps is The Narrative. Know that older buddies who play the Stories a long run will understand much more about the story and setting than new players, but that doesn't mean you don't need new players. Make your narrative find the necessary words, and that doesn't mean you change voices from non player character to non player character, only that players will need your description to understand the Style, and have enough room for their action, and to place their creative help.
Action -- that's what most players want.
Make them tell the story to new players. Do involve older players into the choice of new ones. Make room for new players! Take the advantage of having published, and tell them to read.
The Crew makes the ship fly, not quantum mechanics.
Good luck, have Fun with your Story, and,...
Stay Plugged.
Tuesday, 22 December 2009
Tips on RPG Story Creation, improvise, maps and rules
Hello, everybody.
When I try to create a Story, it always depends on Player's ideas and actions.
You may have other methods, but that's it.
Playtest.
One cannot have the exact notion on whether their Creative Work is failing or achieving success if not by Practice. Just get your friends together and Play. Even if your Storyline is not so well developed, or ready. This is essencial to make it evolve.
The most important part is to take Note of everything.
But remember, just put the Date in every piece of paper you ever write something.
Also, one thing that helps me a lot is fixing things as the Story goes, but that's a Tip for every Master in a Story Creation, and not only for Designers. This happens naturally. All Player's actions move the Story. So, you'll have to keep your track on these changes.
I use randomly writing the most important Topics in a blank sheet of paper, and so trying to connect all that with my own Imagination on what the Story CAN be, to find out How the Story IS BETTER be.
Sometimes you'll be surprised with new options.
Accordingly to what Players want and like, because even if it's a Playtest your friends need something to keep them inside the Story.
One thing to think about is this Rule: The Suspension of Disbelief.
If your Story seems unnatural, or somewhat unlikely to happen into that Fictional Universe you're creating, something is wrong. So, take your time to do a remake.
Players will want you to adapt their late Characters, as I'm trying to do with some of my Player's old Characters. Ok, I may have took a long way to see this, but don't you ever throw away your Player's old Character. I didn't. They're the Story of your Playtest. The very Soul of the offgame Real History. And That's maybe nearly just everything in a Story Creation Game.
I'll enter some details on my Playtests later.
You may ask how to deal with RPG playtest, and that's one important part of an Action Tale creative work, so gather your friends and play.
You'll like a real life advice, make sure you create more options to rules than just one, because people may use your ideas later. It's not unfair. Ideas are alive, and when you play with your friends, someone will listen to this and that, and probably use that to create other stuff elsewhere. It's no problem. The idea in here is to organize this enough to make YOU able to invent more.
One you have investigated references on the net, see which are good use, and modify everything you want to convey the needs of the game, the player's wishes, and make your own way into reinventing things, places and technologies, magic and how magic works, etc.
Remember to mix things to reinvent new concepts.
I'm working on making rules to conloging, but that will take much time now, so I'll do it properly when I have the time to do it.
Beware of names, and mix them up a bit to create new names.
I always re-think cities and empire's names, and type that on a search engine (as Google, or alternatives like Bing, Webcrawler, Ask Jeeves, or several others - results are always new, or different, so don't go for the only mechanic search), for the search may help you to choose your words and the meanings you can get to them, and so, create a small vocabulary from that.
From word to word, this small vocabulary can become a full language.
I don't always have an End to my stories. They need player's ideas and decisions to come to any direction, and so to an End.
But remember to have everyone's wishes on mind.
Remember that each player have fun in a different way, including you as Master and Storyteller, and the game will have more to improvise than to forget.
Put the Date on every piece of paper.
Maps are easy when you think in the Two-Way Creative Map rules.
Macro-to-Micro, and Micro-to-Macro.
Don't think you need to create every footstep for the heroes (if there are any heroe in you group), and let the narrative make it's magic.
When you create on demand, players will need to know that playing your story will make the older players know more that new ones, and make that (or every other) rule clear. If you change the rules, make that clear at once.
Now, I'll let room to your experiences.
I hope you come to talk with us on our Facebook page, and like it, so we can discuss more about conloging and adventure blogs.
Hope you have Fun with your Story, and really,...
,... Stay Plugged.
When I try to create a Story, it always depends on Player's ideas and actions.
You may have other methods, but that's it.
Playtest.
One cannot have the exact notion on whether their Creative Work is failing or achieving success if not by Practice. Just get your friends together and Play. Even if your Storyline is not so well developed, or ready. This is essencial to make it evolve.
The most important part is to take Note of everything.
But remember, just put the Date in every piece of paper you ever write something.
Also, one thing that helps me a lot is fixing things as the Story goes, but that's a Tip for every Master in a Story Creation, and not only for Designers. This happens naturally. All Player's actions move the Story. So, you'll have to keep your track on these changes.
I use randomly writing the most important Topics in a blank sheet of paper, and so trying to connect all that with my own Imagination on what the Story CAN be, to find out How the Story IS BETTER be.
Sometimes you'll be surprised with new options.
Accordingly to what Players want and like, because even if it's a Playtest your friends need something to keep them inside the Story.
One thing to think about is this Rule: The Suspension of Disbelief.
If your Story seems unnatural, or somewhat unlikely to happen into that Fictional Universe you're creating, something is wrong. So, take your time to do a remake.
Players will want you to adapt their late Characters, as I'm trying to do with some of my Player's old Characters. Ok, I may have took a long way to see this, but don't you ever throw away your Player's old Character. I didn't. They're the Story of your Playtest. The very Soul of the offgame Real History. And That's maybe nearly just everything in a Story Creation Game.
I'll enter some details on my Playtests later.
You may ask how to deal with RPG playtest, and that's one important part of an Action Tale creative work, so gather your friends and play.
You'll like a real life advice, make sure you create more options to rules than just one, because people may use your ideas later. It's not unfair. Ideas are alive, and when you play with your friends, someone will listen to this and that, and probably use that to create other stuff elsewhere. It's no problem. The idea in here is to organize this enough to make YOU able to invent more.
One you have investigated references on the net, see which are good use, and modify everything you want to convey the needs of the game, the player's wishes, and make your own way into reinventing things, places and technologies, magic and how magic works, etc.
Remember to mix things to reinvent new concepts.
I'm working on making rules to conloging, but that will take much time now, so I'll do it properly when I have the time to do it.
Beware of names, and mix them up a bit to create new names.
I always re-think cities and empire's names, and type that on a search engine (as Google, or alternatives like Bing, Webcrawler, Ask Jeeves, or several others - results are always new, or different, so don't go for the only mechanic search), for the search may help you to choose your words and the meanings you can get to them, and so, create a small vocabulary from that.
From word to word, this small vocabulary can become a full language.
I don't always have an End to my stories. They need player's ideas and decisions to come to any direction, and so to an End.
But remember to have everyone's wishes on mind.
Remember that each player have fun in a different way, including you as Master and Storyteller, and the game will have more to improvise than to forget.
Put the Date on every piece of paper.
Maps are easy when you think in the Two-Way Creative Map rules.
Macro-to-Micro, and Micro-to-Macro.
Don't think you need to create every footstep for the heroes (if there are any heroe in you group), and let the narrative make it's magic.
When you create on demand, players will need to know that playing your story will make the older players know more that new ones, and make that (or every other) rule clear. If you change the rules, make that clear at once.
Now, I'll let room to your experiences.
I hope you come to talk with us on our Facebook page, and like it, so we can discuss more about conloging and adventure blogs.
Hope you have Fun with your Story, and really,...
,... Stay Plugged.
Thursday, 12 November 2009
Enigma Action Tales
Oi, leitor.
Enigma Action Tales é um jogo e também um universo ficcional complexo, e cada história em separado é uma cena para entendermos sua grandeza.
Siga para nosso Wiki para ter uma visão geral melhor.
www.actiontales.com.br
Action Tales é o universo onde O Jogo acontece.
Eu também me dedico a romances, por isso irá haver uma pausa aqui no blug, para que eu consiga terminar o primeiro livro dos romances, e serão cinco mais alguns spin offs.
Vamos pensar na Teoria do Jogador, para começar ao ponto.
A Teoria do Jogador diz que todos nós somos personagens, e que há um Jogador com uma ficha de personagem rolando dados para as nossas ações, interferindo no que queremos, pensamos e até mesmo conseguindo errar, quando tínhamos a certeza do sucesso.
O inverso disso quer dizer que estamos separados, nossas almas estão vivas em muitos personagens, e devemos reunir nossas almas para nos compreender melhor.
Isso tudo é lenda, porque na prática a Magia é inteligente e sabe o que faz.
-- A Magia? A Magia está em todo lugar.
Eu faço questão de focar em histórias durante o texto offgame. Isso é lindo. Será feito, mas estou ainda trabalhando em como fazer essa parte da narrativa.
Durante muito tempo, eu mestrei na rua, em Beaga, sem me preocupar.
Mestrar na rua, hoje em dia, é normal na região onde eu moro. Mas bem, a maioria dos grupos prefere a tranquilidade de estar em casa, sem observadores.
O ano é 2056 tka, no início do primeiro mês, agora já acalmando os ânimos do calor do verão, e vemos uma Twig Tkji Koki triste, mas sem que ela perceba estamos aqui falando dela.
Um dia muito comum começa, este dia Sete, no início do ano.
E é o aniversário dela, a propósito.
Ela acorda e começa a se levantar sem nenhuma expectativa, sabendo que as enfermeiras que tomam conta do Orfanato de Santa Ilóine não vão se importar se tem festa de aniversário ou se não tem.
-- Acorda! -- tum-tum-tum, a enfermeira bate à porta -- Acorda! Você tem de limpar os gramados, e ai de você se deixar uma única folha.
E então, Twig respira fundo e vai, para o que parece um dia qualquer. Limpar o gramado. Limpar a mansão. Lavar os pratos. Sem sorriso. Sem nenhum cumprimento. Nada vai mudar. Nunca. Sua vida está em perigo. Sem que ela saiba, fora o fato de que ela não pertence mais ao mundo do orfanato, e mais, sem que o Agente Social tenha a menor noção de tudo o que está para acontecer, ela está crescendo e fazendo onze anos hoje. Sua vida vai mudar, para sempre, e sem ponte para voltar atrás.
Ela sonha acordada, neste dia tedioso.
De noite, deitada, às nove horas, Twig desenha uma estrela de cinco pontas diante do travesseiro e imagina uma vela, para fazer um desejo, e suavemente sopra a vela invisível, aí -- Feliz aniversário, Twig,... -- ela deseja solitária a si mesma.
E então, ela vai dormir
Acredito que o RPG tem muito a evoluir, bem como os sistemas de narrativa, principalmente os que se dizem genéricos.
Você acompanhou o início da história de Twig, em um orfanato.
Ao bolar este tipo de intervenção, na época deste post, eu tinha em mente que as histórias iriam se encontrar em mesa de jogo, mas isso na verdade não acontece.
Jogadores querem que seu personagem central seja o personagem principal.
Ainda vou dar um jeito de se jogar com vários personagens. A ideia é que isso quebra a rotina e o condicionamento quanto aos nossos personagens.
Aqui, ainda estamos testando o sistema de regras.
Eu propuz aos grupos me permitirem testar o sistema, enquanto jogamos, e as histórias ficam como consequência disso. Eles se divertem, enquanto eu trabalho.
Uma das coisas que vamos testar serão os Tipos (Templates).
Eu quero testar revezamento de narrativa, com a ajuda do Tarot. É um sonho meu usar o Tarot no jogo, desde que eu comecei os estudos do baralho, muito jovem.
Vou deixar anotadas aqui algumas das minhas decisões importantes.
E vou tentar respeitar, como neste post, os posts originais. A época em que foram publicados. E, de ano em ano, fazer com que a narrativa se encontre.
Alguns posts dependem de informação já publicada.
Algumas anotações pessoais serão compartilhadas, também.
Espero que você esteja gostando, volte sempre, e,...
..,. Stay Plugged.
Enigma Action Tales é um jogo e também um universo ficcional complexo, e cada história em separado é uma cena para entendermos sua grandeza.
Siga para nosso Wiki para ter uma visão geral melhor.
www.actiontales.com.br
Action Tales é o universo onde O Jogo acontece.
Eu também me dedico a romances, por isso irá haver uma pausa aqui no blug, para que eu consiga terminar o primeiro livro dos romances, e serão cinco mais alguns spin offs.
Vamos pensar na Teoria do Jogador, para começar ao ponto.
A Teoria do Jogador diz que todos nós somos personagens, e que há um Jogador com uma ficha de personagem rolando dados para as nossas ações, interferindo no que queremos, pensamos e até mesmo conseguindo errar, quando tínhamos a certeza do sucesso.
O inverso disso quer dizer que estamos separados, nossas almas estão vivas em muitos personagens, e devemos reunir nossas almas para nos compreender melhor.
Isso tudo é lenda, porque na prática a Magia é inteligente e sabe o que faz.
-- A Magia? A Magia está em todo lugar.
Eu faço questão de focar em histórias durante o texto offgame. Isso é lindo. Será feito, mas estou ainda trabalhando em como fazer essa parte da narrativa.
Durante muito tempo, eu mestrei na rua, em Beaga, sem me preocupar.
Mestrar na rua, hoje em dia, é normal na região onde eu moro. Mas bem, a maioria dos grupos prefere a tranquilidade de estar em casa, sem observadores.
O ano é 2056 tka, no início do primeiro mês, agora já acalmando os ânimos do calor do verão, e vemos uma Twig Tkji Koki triste, mas sem que ela perceba estamos aqui falando dela.
Um dia muito comum começa, este dia Sete, no início do ano.
E é o aniversário dela, a propósito.
Ela acorda e começa a se levantar sem nenhuma expectativa, sabendo que as enfermeiras que tomam conta do Orfanato de Santa Ilóine não vão se importar se tem festa de aniversário ou se não tem.
-- Acorda! -- tum-tum-tum, a enfermeira bate à porta -- Acorda! Você tem de limpar os gramados, e ai de você se deixar uma única folha.
E então, Twig respira fundo e vai, para o que parece um dia qualquer. Limpar o gramado. Limpar a mansão. Lavar os pratos. Sem sorriso. Sem nenhum cumprimento. Nada vai mudar. Nunca. Sua vida está em perigo. Sem que ela saiba, fora o fato de que ela não pertence mais ao mundo do orfanato, e mais, sem que o Agente Social tenha a menor noção de tudo o que está para acontecer, ela está crescendo e fazendo onze anos hoje. Sua vida vai mudar, para sempre, e sem ponte para voltar atrás.
Ela sonha acordada, neste dia tedioso.
De noite, deitada, às nove horas, Twig desenha uma estrela de cinco pontas diante do travesseiro e imagina uma vela, para fazer um desejo, e suavemente sopra a vela invisível, aí -- Feliz aniversário, Twig,... -- ela deseja solitária a si mesma.
E então, ela vai dormir
Acredito que o RPG tem muito a evoluir, bem como os sistemas de narrativa, principalmente os que se dizem genéricos.
Você acompanhou o início da história de Twig, em um orfanato.
Ao bolar este tipo de intervenção, na época deste post, eu tinha em mente que as histórias iriam se encontrar em mesa de jogo, mas isso na verdade não acontece.
Jogadores querem que seu personagem central seja o personagem principal.
Ainda vou dar um jeito de se jogar com vários personagens. A ideia é que isso quebra a rotina e o condicionamento quanto aos nossos personagens.
Aqui, ainda estamos testando o sistema de regras.
Eu propuz aos grupos me permitirem testar o sistema, enquanto jogamos, e as histórias ficam como consequência disso. Eles se divertem, enquanto eu trabalho.
Uma das coisas que vamos testar serão os Tipos (Templates).
Eu quero testar revezamento de narrativa, com a ajuda do Tarot. É um sonho meu usar o Tarot no jogo, desde que eu comecei os estudos do baralho, muito jovem.
Vou deixar anotadas aqui algumas das minhas decisões importantes.
E vou tentar respeitar, como neste post, os posts originais. A época em que foram publicados. E, de ano em ano, fazer com que a narrativa se encontre.
Alguns posts dependem de informação já publicada.
Algumas anotações pessoais serão compartilhadas, também.
Espero que você esteja gostando, volte sempre, e,...
..,. Stay Plugged.
Tags:
action tales,
blog,
building,
conlangs,
copyright,
log,
news,
o jogo,
rpg,
system,
teorias,
twig
Welcome (Bem-vindo)
Oi, leitor.
Halloi ya, totomnika.
A decisão de traduzir ambos os blugs para português-br aconteceu em 29 de Outubro de 2016, e estou salvando os originais no Google Drive.
Vou fazer a mudança com o máximo de respeito pelo que era antes.
Acontece uma pausa entre 2013 e 2016, mas que acaba.
Avisamos anteriormente que os posts iriam ser traduzidos para português-br, por isso não estamos tão assustados com o tamanho do trabalho.
Mas é muito trabalho, principalmente porque tem várias histórias em andamento.
As histórias foram interrompidas, porque os jogos não continuaram.
Estamos avisando agora, que até mesmo os posts pequenos serão revisados, para que a experiência no blug seja ampliada e melhorada, para que façam sentido.
Eu tive muito trabalho escrevendo em inglês, com meu inglês autodidata.
Agora é a hora de corrigir isso, e de começarmos em português-br.
Eu me lembro, ainda em 1991, da primeira história que eu criei pra jogar com meus amigos, usando do RPG como método. Napalm Underground, era a história. Antes disso, eu havia jogado uma improvisação chamada Doom. Eu usei o RPG para ampliar meus horizontes, que estavam ligados a Conlanging desde antes de conhecer o jogo. Fiz isso, e deu certo. Fiz isso, e hoje, mesmo ainda não tendo a coragem de criar Draka, a minha primeira Conlang, que eu tenho somente algumas palavras, eu estou muito feliz porque o roleplaying nunca termina, nunca.
Eu comecei jogando comigo mesmo, e foi uma experiência única.
A minha primeira tentativa de mestrar foi com um sistema genérico, muito bom, mas que pecava por uma coisa que era essencial, e era o sistema de magia, muito ruim.
Se eu me lembro bem, não consegui ouvir de nenhum mestre o porque fantasia é tão bom, porque sinceramente, o jogo na era contemporânea é melhor. Mas o tempo muda muito as coisas. Agora que eu tenho o meu próprio setting, publicado no Wormbar -- Enigma Epic Destiny, eu vejo as coisas sob um outro aspecto. São os elementos do sistema de regras de fantasia que não me fazem gostar da fantasia jogada como RPG, e foi o que eu fiz, mudei esses elementos. Ficou bom. O grupo gostou, e continuamos por mais ou menos três anos, tudo sendo revisado no outro blug.
Eu tentava jogar tudo o que aparecia pela frente, que eu tinha oportunidade.
Era isso que eu fazia, quando tomei contato com o RPG, jogar-jogar.
Aqui, na House of Action Tales, você vai encontrar elementos de um universo ficcional amplo e pouco contraditório, e saiba que Enigma Action Tales é um Storyteller's Club, fundado em Bealae, Belo Horizonte, nossa capital, por enquanto. Também temos um Wiki project. Muitas das informações que vamos lidar aqui vão depois para o Wiki.
www.actiontales.com.br
O universo ficcional faz parte do Enigma Fictional Multiverse (EFM).
Eu, em geral, começo uma nova aventura com o Casting, a escolha de quem vai participar, por um monte de motivos -- é um trabalho de diplomacia enorme. Depois de ter a Tripulação, fazemos o início da história e improvisamos. Eu adoro improvisar. Muito pouco do que eu faço ter um script todo certinho e bonito. Eu gosto de mudar de ideia durante O Jogo. Fazendo isso com frequência e conseguindo uma boa história, o que é difícil é ter um final para as histórias, e até hoje eu só terminei duas histórias, propriamente ditas; a maioria, ainda podem ser ressucitadas.
-- The ship is cheap, but the Crew's good - says the Captain.
Minha ficção favorita é conhecida como Sci-Fantasy, que é um meio-termo entre Science Fiction e Fantasy, mais ainda com a inclusão da tag Magic, além de Planos e de uma ambientação que funcione sem que os personagens centrais tenham de ficar o tempo todo sendo aqueles que vão fazer tudo, porque isso acontece em vários jogos. Science Fantasy não é Science Fiction nem Fantasy, e isso é uma coisa importante a se notar. Eu gosto de escrever sobre mundos em perigo, mas as histórias são sobre os personagens, daí dei o nome de personagens centrais.
O personagem central de uma história não é necessariamente o heroi.
Mantendo o que eu disse de respeitar os originais, na época deste post eu afirmei que não sabia o final de nenhuma destas histórias e, por acaso, ainda não sei.
Vou refazer as partes que estão em itálico, porque as histórias não precisam disso.
Assim, você vai encontrar um blug no qual você vai poder ler em várias ordens distintas, e ver as histórias dos personagens centrais pelas tags na lateral direita do site.
Eu decidi que vai ser assim, siga os seus personagens favoritos pela tag.
Também vão haver posts sobre Magia, Tarot, Conlangs e muito mais.
Eu avisei desde o início de que ao ler as primeiras linhas em inglês, o leitor encontraria uma versão resumo da obra. Está ali por um motivo. O motivo é manter em mente a história, até que ela possa receber a devida atenção; e a atenção começou.
Você vai encontrar aqui posts atualizados sobre Akkia, minha Conlang iyaowa.
Fiquei em dúvida sobre o que eu quis dizer no original, mas compreendo que o universo ficcional tenha sido inspiração para a criação de línguas, Akkia incluída.
Inicialmente, era: "Akkia é a língua de um povo sem nome, que se encontra na busca pelo entendimento do seu papel no ecossistema".
Esta frase é tão arcaica que eu não conseguiria mais traduzir.
-- Eddepøtølästa dil-a - said the girl, softly.
Significa: It's Honorable-Difficult-to-Have, usado como: Thank you.
Há mais três línguas importantes: Trade (Português), Oká e Draka.
Vou me esforçar para não contrariar as minhas futuras Conlangs, afinal temos tempo para lidar com as línguas no momento em que fazemos a redação e a revisão.
-- Iuèaoi, ou Otta -- Thanks (informal) -- Akkia.
-- Ottaka -- Thank you (formal) -- Akkia.
Na verdade, "Otta" passa a ser iyaowa em 2012-13, mais ou menos.
Toda vez que houver notícias relevantes sobre as línguas, tenha a certeza de que vou postar aqui mesmo no blug pra que você tenha o update, de maneira adequada.
Todos os updates sem spoilers vão para o nosso Wiki project.
Halloi ya, e seja bme vindo|a, quantas vezes quiser, e,...
..,. Stay Plugged, Stay True.
Halloi ya, totomnika.
A decisão de traduzir ambos os blugs para português-br aconteceu em 29 de Outubro de 2016, e estou salvando os originais no Google Drive.
Vou fazer a mudança com o máximo de respeito pelo que era antes.
Acontece uma pausa entre 2013 e 2016, mas que acaba.
Avisamos anteriormente que os posts iriam ser traduzidos para português-br, por isso não estamos tão assustados com o tamanho do trabalho.
Mas é muito trabalho, principalmente porque tem várias histórias em andamento.
As histórias foram interrompidas, porque os jogos não continuaram.
Estamos avisando agora, que até mesmo os posts pequenos serão revisados, para que a experiência no blug seja ampliada e melhorada, para que façam sentido.
Eu tive muito trabalho escrevendo em inglês, com meu inglês autodidata.
Agora é a hora de corrigir isso, e de começarmos em português-br.
Eu me lembro, ainda em 1991, da primeira história que eu criei pra jogar com meus amigos, usando do RPG como método. Napalm Underground, era a história. Antes disso, eu havia jogado uma improvisação chamada Doom. Eu usei o RPG para ampliar meus horizontes, que estavam ligados a Conlanging desde antes de conhecer o jogo. Fiz isso, e deu certo. Fiz isso, e hoje, mesmo ainda não tendo a coragem de criar Draka, a minha primeira Conlang, que eu tenho somente algumas palavras, eu estou muito feliz porque o roleplaying nunca termina, nunca.
Eu comecei jogando comigo mesmo, e foi uma experiência única.
A minha primeira tentativa de mestrar foi com um sistema genérico, muito bom, mas que pecava por uma coisa que era essencial, e era o sistema de magia, muito ruim.
Se eu me lembro bem, não consegui ouvir de nenhum mestre o porque fantasia é tão bom, porque sinceramente, o jogo na era contemporânea é melhor. Mas o tempo muda muito as coisas. Agora que eu tenho o meu próprio setting, publicado no Wormbar -- Enigma Epic Destiny, eu vejo as coisas sob um outro aspecto. São os elementos do sistema de regras de fantasia que não me fazem gostar da fantasia jogada como RPG, e foi o que eu fiz, mudei esses elementos. Ficou bom. O grupo gostou, e continuamos por mais ou menos três anos, tudo sendo revisado no outro blug.
Eu tentava jogar tudo o que aparecia pela frente, que eu tinha oportunidade.
Era isso que eu fazia, quando tomei contato com o RPG, jogar-jogar.
Aqui, na House of Action Tales, você vai encontrar elementos de um universo ficcional amplo e pouco contraditório, e saiba que Enigma Action Tales é um Storyteller's Club, fundado em Bealae, Belo Horizonte, nossa capital, por enquanto. Também temos um Wiki project. Muitas das informações que vamos lidar aqui vão depois para o Wiki.
www.actiontales.com.br
O universo ficcional faz parte do Enigma Fictional Multiverse (EFM).
Eu, em geral, começo uma nova aventura com o Casting, a escolha de quem vai participar, por um monte de motivos -- é um trabalho de diplomacia enorme. Depois de ter a Tripulação, fazemos o início da história e improvisamos. Eu adoro improvisar. Muito pouco do que eu faço ter um script todo certinho e bonito. Eu gosto de mudar de ideia durante O Jogo. Fazendo isso com frequência e conseguindo uma boa história, o que é difícil é ter um final para as histórias, e até hoje eu só terminei duas histórias, propriamente ditas; a maioria, ainda podem ser ressucitadas.
-- The ship is cheap, but the Crew's good - says the Captain.
Minha ficção favorita é conhecida como Sci-Fantasy, que é um meio-termo entre Science Fiction e Fantasy, mais ainda com a inclusão da tag Magic, além de Planos e de uma ambientação que funcione sem que os personagens centrais tenham de ficar o tempo todo sendo aqueles que vão fazer tudo, porque isso acontece em vários jogos. Science Fantasy não é Science Fiction nem Fantasy, e isso é uma coisa importante a se notar. Eu gosto de escrever sobre mundos em perigo, mas as histórias são sobre os personagens, daí dei o nome de personagens centrais.
O personagem central de uma história não é necessariamente o heroi.
Mantendo o que eu disse de respeitar os originais, na época deste post eu afirmei que não sabia o final de nenhuma destas histórias e, por acaso, ainda não sei.
Vou refazer as partes que estão em itálico, porque as histórias não precisam disso.
Assim, você vai encontrar um blug no qual você vai poder ler em várias ordens distintas, e ver as histórias dos personagens centrais pelas tags na lateral direita do site.
Eu decidi que vai ser assim, siga os seus personagens favoritos pela tag.
Também vão haver posts sobre Magia, Tarot, Conlangs e muito mais.
Eu avisei desde o início de que ao ler as primeiras linhas em inglês, o leitor encontraria uma versão resumo da obra. Está ali por um motivo. O motivo é manter em mente a história, até que ela possa receber a devida atenção; e a atenção começou.
Você vai encontrar aqui posts atualizados sobre Akkia, minha Conlang iyaowa.
Fiquei em dúvida sobre o que eu quis dizer no original, mas compreendo que o universo ficcional tenha sido inspiração para a criação de línguas, Akkia incluída.
Inicialmente, era: "Akkia é a língua de um povo sem nome, que se encontra na busca pelo entendimento do seu papel no ecossistema".
Esta frase é tão arcaica que eu não conseguiria mais traduzir.
-- Eddepøtølästa dil-a - said the girl, softly.
Significa: It's Honorable-Difficult-to-Have, usado como: Thank you.
Há mais três línguas importantes: Trade (Português), Oká e Draka.
Vou me esforçar para não contrariar as minhas futuras Conlangs, afinal temos tempo para lidar com as línguas no momento em que fazemos a redação e a revisão.
-- Iuèaoi, ou Otta -- Thanks (informal) -- Akkia.
-- Ottaka -- Thank you (formal) -- Akkia.
Na verdade, "Otta" passa a ser iyaowa em 2012-13, mais ou menos.
Todos os updates sem spoilers vão para o nosso Wiki project.
Halloi ya, e seja bme vindo|a, quantas vezes quiser, e,...
..,. Stay Plugged, Stay True.
Subscribe to:
Posts (Atom)