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> The LCN Fiction Universe, Collaborative world building
P.P.A.
post Nov 20 2012, 05:06 PM
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It would appear that a lot of us have trouble keeping up motivation while writing fiction of any sort.
From my experience with forum RPs, developing a story or a world together with others is a great boost to productivity and the longevity of a story. If a project falls dormant, sooner or later someone is overcome by a fit of nostalgia and revives it, waking up the others. It can also inspire other things: if one wishes to experiment with a new medium (program a game, draw something, etc.), the scenario of a cherished RP readily lends itself to it—as a setting, as lore, as a rich collection of motifs.

I propose taking a few pages from that book and creating a LCN-own framework for fiction. A universe within or a theme around we all could base our writing and whatever else we feel like. Not exactly collaborative writing (as once proposed here)—just a framework for each of our individual efforts.

This fictional universe of any scale—a world, a geographic area, a shared lore—would be as a skeleton which to flesh out.
It could be the history of a country or region, with a timeline set in stone, noting different cultures, wars, remarkable individuals, none of which would be more than mere dates and names until we wrote their stories.
We could create a map, and gradually draw borders and take a closer look at certain places during certain times, à la Strangereal from Ace Combat. Or do the opposite, outline a story, and in our narrations expand on the lore or focus on side stories off the paths of the protagonists.

Everyone's ideas, expansions, and creations would be adopted into the canon (perhaps after brief discussion), and the others could then incorporate these new facts into our own works.

How do you like this idea? And how restrictive or large-scale do you want this framework to be? Should we try to tell a (his)tory from different perspectives and before different backgrounds? Or rather decide on a few constants (geography, creatures, mechanics) and develop them each, creating distant islands which slowly grow together to a grand whole?
Also, should we start from scratch, abstract from reality (imagine there being an additional continent on our Earth), or seek inspiration from DHE?
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P.P.A.
post Nov 21 2012, 10:18 PM
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Things we decided on on IRC:

 tl;dr:
» Click to show Spoiler - click again to hide... «


 We are going to start with a geographical area of modest size, host to a good handful of polities and regions. Should this work well, we could gradually expand the world—reveal more of the greater whole the region was part of, elaborating on brief references to other places and peoples we might have dropped.

 The question of whether to make the setting fantastical (magic, mythical creatures, etc.) or realistic is resolved by considering any works and writings of us not as words of god defining canon, but as part of the universe.
A heroic tale of dragons and their slayers would have its roots earlier in the timeline, and the creatures and phenomena it describes would—come a few centuries—be debunked and explained by modern science. The devil king was what survived of a particularly cruel ruler in collective memory; the betentacled demon resting under the mountain an interpretation of encounters with a rare species of blind snake which lives in caves around the area.
 Any works of fantasy set in the universe would be recognised as such in the canon. This allows us to use the setting from anything from high fantasy over modern thrillers to science fiction without becoming inconsistent.

 The fauna and flora are going to be continuous with Earth's. Think of the world as Earth+, with a continent having been inserted somewhere in our world. Various real species thrive there, but others might have undergone curious evolutionary processes over millions of years, and, sharing only distant common ancestors with them, might deviate greatly from creatures we know. Think of it as alternate evolutionary history.
This will allow for creative freedom, but avoid veering too deeply into fantasy territory. There might be reptiles, having grown to great size due to island gigantism for example, who spit stomach acid or venom, but not something as unrealistic as flying, fire-spewing dragons—although the people thousand years ago might have seen it as such!

 As humans are subject to evolutionary forces just like any other living being, fictional races could be the substitute for things like elves, orcs, or dwarves.
Maybe a people settled on an island where a lethal parasite resided; it costed the lives of many, and only a few individuals with unusual mutations allowing them to enter a symbiotic relationship with the parasite survived. This founder population came to shape the peoples of that land, though the parasite deforms them horribly, or affects some functions of their body—possibly to their advantage! Any invaders fell prey to the infection, and thus they managed to stay around for a very long time.
Elsewhere, archaic hominids—brutish, simple, bulky—might have survived isolated within inaccessible mountain ranges. Again, alternate evolutionary history.


 I am going to try and create a map which we could fill with cultures, creatures, and ideas. The framework for our works will be a timeline, outlining briefly major eras and happenings in the region's history. It would then be up to anyone to elaborate on any of them, to pick any as a background for their works, or to fill the many voids in between.

 Let's use this thread to collect ideas! Creatures you would like to see roaming the lands, nations you envision, anything!
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Raijinili
post Mar 25 2013, 02:16 AM
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the chatdusty wants me to post up my thoughts for LCNRPG's resource system.

================================

every unit in your party uses one of four ways of powering their skills. the way is fixed by the character: unlike class, your character can't change the way they draw power.

each first-tier (base) class can have multiple skill lists, one for each resource.

some second-tier classes can only have certain ways to power their skills. for example, the Scientist class can only use Item to power his skills. so units who don't use Item can't become Scientist. i think BaaSaaKaa can use Magic, Body, and Item, but not Divine.

some other classes use a special resource. death knight uses the power of other units (two targets: reduce stat of one to increase the stat of another, or damage one to heal another, or etc.), and necrobard uses the spirits of the enemies killed.

===================

by some coincidence, each resource i thought up corresponds to a riviera character, thematically.

Body, Chi, Inner power (Serene): Uses HP to power skills. if healing is a thing, this should lower the max HP.

Magic, Nature (Cierra): Uses energy of the surroundings. The more ambient energy around you, the more you use, and the more powerful the skill is. But the energy used by the skill is drawn from the environment, so there will be less of it for next time.

This is the only system that has variable effect and cost.

Divine, favor (Fia): Uses the favor of whatever deities the unit worships. The worship system is kind of complex. There are many deities, and they don't necessarily like each other. You have to gain favor from deities by acting the way they want to act (possibly by things like Super Smash Bros. bonuses for "Not doing damage" and stuff), or by giving material offerings to the deities. Use of favor will reduce it, of course.

The divine enmity between deities (which may be one-way in some cases) means that giving favor to one will reduce favor with another. For example, the Absolute (the analog to the Christian monotheistic omniscient omnipotent god) will lose all favor if you offer anything to another.

Each deity gives different abilities to a class, which is why you would want to choose one over another, or have a whole group. This fragments skill lists even more. I guess this is like the D&D cleric's system, but I didn't know about that at the time.

Material, item (Lina): Uses physical matter to power skills. For example, the Scientist class (earned from Ashton) can throw Monster Capture Devices (>.>).


~~~
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DustyHaru
post Mar 25 2013, 02:33 AM
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QUOTE
[21:45] <Noir> What I want to know is if PPA's idea of science explaining away magic means that there can't be magic in a modern setting :/
[21:45] <Shio> i have a world that runs just like riviera/kitten
[21:45] <&Raijinili> if you overuse divine, you lose favor with the god or pantheon
[21:45] <Shio> vahn, just say that people dont believe in magic anymore
[21:45] <Shio> just like nowdays
[21:45] <PSIGuest-416991660> That's how I assumed it to be
[21:45] <&Raijinili> if you overuse magic, the area around you is drained and you won't have magic anymore
[21:45] <Shio> magic can become something very underground
[21:45] <&Raijinili> if you overuse material, you run out of material...
[21:45] <PSIGuest-416991660> SOMETHING VERY UNDERGROUND EH
[21:45] <PSIGuest-416991660> SO THEY'RE DELUSIONAL
[21:45] <PSIGuest-416991660> WE CAN STILL HANDWAVE THIS
[21:46] <Noir> GOOD
[21:46] <Shio> yes, until real magic throws in
[21:46] <Shio> and shit start happening
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