"Interactivity. If I wanted to write "standard fiction," it would be straight prose. "
Most modern fans of speculative approach the medium as spring board for their own ideas not as place to genuinely pursue or absorb the art. They are less concerned with the actually material than they are with the personal fantasies and possibilities that the story offers. Thus sci-fi and fantasy fans don't are willing to except bad writing or poor acting if there is an interesting idea behind the story. That has always been true, but I think that has shifted away from philosophical or political dialogs and focused on personal escapism. So called golden age Sci-fi/fantasy such as "We", "Anthem" and the Lord of the Rings were allegorical for political or social issues. Post Star Wars speculative fiction deals more providing a context that would appeal to the readers own fantasies. "Ender's Game" is the dream of every weak scared awkward kid. So I see modern fantasy and sci-fi writing as something written for the audience to play in.
Are you making the argument that story telling is less engaging than the story suggesting of RPG writing because in story telling the audience is just receiving and in story suggesting they are participating? Go to Comment
Hmm, this is cool. I had read the same news item (or one almost like it) and immediately started a new In Work. Of course, I never finished it, so I'm thrilled you did! I like val's thought here, some great tragedy unleashing a swarm of these creatures. They will drink your sorrows away! Go to Comment
Formed into a perfectly even cylinder, this is a fine looking cap lined with ermine and wrapped in bright green silk. Runes are embroidered in royal blue all around and a tall, narrow cone sticks out the top, a golden tassle hanging from its peak. For a finishing touch, thin yellow silk forms a veil flowing around the shoulders and the back of the head.
When the apparently wise Prince Shexing could not come to a solution to his royal problems, he consulted his vizier Yin-Tsu, the famous mage. Yin-Tsu could always divine some solution by searching his great tomes of knowledge and reading of omens. Eventually, the Prince became overly dependent his vizier, demanding solutions to the simplist of problems. For a while, Yin-Tsu was only slightly annoyed by his liege's constant cries for help. The wizard's resolve broke when Shexing began claiming Yin-Tsu's solutions as his own, granting no credit to the eternally wise advisor. The next time the prince asked a favor of his vizier, Yin-Tsu presented him with a gift: a magical cap that would grant its wearer the wisdom of the spirits. Delighted, Prince Shexing accepted the gift and dismissed Yin-Tsu from the viziership, a move he was happy to make so that he could finally focus on his life's work. Knowing that Yin-Tsu was wise indeed, Shexing put on the cap and prepared to solve all the Empire's problems. Just as Yin-Tsu had said, the prince's mind was filled with knowledge. Ah, finally! he thought, I can be a great ruler now! Summoning his scribes, Shexing began to dictate new commands and laws to answer the Empire's needs. The scribes looked dumbfounded as they wrote. After he finished, the pleased prince demanded to look upon his work. The scribes awkwardly handed Shexing the scrolls he dictated to them. Anger and confusion grew in Shexing as he read the scrolls: they were complete babble, a seemingly random assortment of verbs, nouns, and adjectives strung together with no syntax or style. The prince angrily dismissed his scribes and began to write the commands himself. After they were all written, he looked again upon his work. To his utter dismay, it was again prattling nonsense. What could be wrong? he thought. This hat gives me great knowledge! What causes this miscommunication?! Shexing ruled for only a few more months before going mad and forcibly displaced from the throne. The remainder of his reign was marked by a bizarre pronouncements and angry chattering.
When a person wears the Thinking Cap, they are immediately filled with complete knowledge. Even the most complex puzzle or equation becomes child's play in their mind. However, when it comes to expressing these great thoughts, they are at a complete loss. Although the words make sense to the wearer, they come out as complete nonsense. There is no code hidden in the words, and they follow no pattern: they are simply the ramblings of madmen. The unfortunate wearer, however, is completely unaware of their nonsense and will continue to prattle on their eternal wisdom. The wearer also develops an attachment to the cap, convinced (rightfully so) that it does grant wisdom; if the wearer is not told that this is a Thinking Cap or does not know its purpose, they will simply develop an irrational emotional attachment to it. The wearer will refuse to remove the hat and will resist any attempt to forcibly remove it. After 2d12 weeks of wearing the Thinking Cap, the wearer will go insane. Go to Comment
A typical wand with offensive capabilities (magic missiles, fire, fireball, lightning bolt) that was either damaged in combat or made just under par. When the wand is discharged, there is a 1 in 4 chance that it fires an additional 1d6 charges simultaneously or in rapid succession. Wands that shoot fire may incinerate innocents and friendlies, or burn whole buildings and even villages down. Those which shoot fireballs have a considerable radius, and lightning bolts that bounce upon contact with ground and stone can cause catastrophic random collateral damage. Those who have paid large sums for such a device may go seeking a refund, possibly even retribution.