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storygame play:The more players (need a space between play: and The)
More members means more authors (more members mean more authors) with more than five to ten players it quickly becomes impossible for an author to (missing word) player's votes (players’ votes- we have many players voting individually, not one player voting multiple times) The genre, format, and frequency of play is shown next to each storygame (are shown) |
Merilly Dayzed wrote: |
Is Hana real? I'm new here, so I don't know, but it sounds fascinating. |
Key wrote: |
...character-defining issues such as whether or not to leave the other soldiers and live among the plants and animals |
Key wrote: |
...it's also easy to see how much better they can become...
Improving the Writing |
Merilly Dayzed wrote: |
That's funny, I thought I read over and over that it was going to be a five-parter. Someone needs to learn to pay better attention... |
Merilly Dayzed wrote: |
Writing is definitely a calling for me. I've been wanting to be a writer since before I could read. I just found my voice in September of last year, though, so I haven't done much yet. I can't promise regular posts, since I don't know when I'll be inspired or have the time. Once a week is a nice thought. I've decided to set Mondays aside for writing.
I like to draw, it's my main job at the moment. I can see making pictures, or more likely, pixel dolls of my characters but I really am not that interested in making backgrounds. |
Merilly Dayzed wrote: |
As for handing my stuff over to a director, it's a nice theory. I'm VERY protective of my work, although I don't know much about plot. I would really have to trust the director to go along with that. It would be good practice for those who want to write films. |
Merilly Dayzed wrote: |
I would definitely participate in the chat ones if all of those features were implemented. Otherwise, there are reasons I like message boards better than chatting. Chatting feels like throway words. Nothing sticks, and nothing matters. People don't take care with what they say because it'll be gone in a few seconds. |
Merilly Dayzed wrote: |
I really do dig your vision for the future, but I'm glad to be a part of it now, too. I read all the previous parts of the story last night, but I like this one the best. |
Smee wrote: |
The chat system with each of the important aspects broken out would work wonderfully - especially with a voting window - allowing quick votes where you could almost watch the bars rising with votes as the seconds pass. |
ethereal_fauna wrote: |
I wonder if there could be some sort of site Honor to recognize players, other than titles based on post count? |
ethereal_fauna wrote: |
Another Honor that would be nice (although once again recognizing authors) is an award for a storychat author. Those games are challenging to write, but I’m straying off topic here. (Since I’ve already went OT, might as well add in that a sub-forum in the Open forum or City Auditorium-if possible, or an Archive of the past storychats would be nice. Save those games for reference and continued enjoyment.) |
ethereal_fauna wrote: |
Private chat would also be a great bonus, where authors could chat in real time about interlocking storygames, here on site. Communication between the three authors for BttE at this point must take place through PM, unless whatever is being discussed can be made public on the forums or in chat history. |
ethereal_fauna wrote: |
How would authors of premium storygames receive compensation? Would compensation be based on the numbers of readers that they attract, or based on a contractual obligation to write a certain amount at a certain standard? Just curious as to what you envision for that area. |
ethereal_fauna wrote: |
Technicalities: |
ethereal_fauna wrote: |
More members means more authors (more members mean more authors) |
SchoolMarm! wrote: | ||
Doctor Keavney, are you trying to seduce me? :wink: |
The Powers That Be wrote: |
You put a nice face on the biggest obstacle ahead of you, but it's clear that you recognize it: the shelf-life problem. It's not obvious to me that the simple text of a completed storygame will even find much of a niche audience. Stripped of the decision-point discussion and context, I just don't see novelized storygames competing with books or movies created from a cohesive unified vision. There are plenty of conventional narratives with twisty plots and loose ends - I'm reading Infinite Jest and I just saw "I ? Huckabees" last night, to name two examples off the top of my head. |
The Powers That Be wrote: |
But then, why would the product of the future City of IF be a conventional bound book? Why wouldn't it be an electronic book with hyperlinks to the discussions and decisions that happened along the way? Take as your model the Talmud, where the commentaries and discussions are tremendously longer than the original text. |
The Powers That Be wrote: | ||
Key's coy (say that ten times fast), but I'm not. 'Hana' is real, Merilly, but not part of the City: it was an RPG campaign that Key conceived and ran about 10 years ago. |
The Powers That Be wrote: |
In my experience, it's very rare for groups to splinter or separate in tabletop RPGs. It's a logistical problem: once they split up, the players are now in 2 different games that have to be run separately. ...It's a problem that's solved by simulations, and it won't even come up in storygaming. But in tabletop RPGs, players have to bend over backwards to stay together, even if it doesn't make sense for their characters. |
Key wrote: |
Hmm...that's an interesting idea. I hadn't considered the possibility that the storygames might live on in that way even after they're done. That possibility puts a lot of pressure on the storygame creators, though, not just to create something that will work for the next chapter, but something that can stand the test of time. |
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