October 10th, 2003

smirking half-hawk

(no subject)

Swiped from neeuqdrazil's journal. She got it from somewhere else before that.

When was your childhood over? Do you agree with the concept of adolescence, or did you go from being a child to being an adult?

To my mind, the transition between childhood and adulthood is one of scope. A child only interacts with her world on a local level; family, friends, people at school.

An adult realises that there is a larger world. One of the key realisations that turns a child into an adult is that there is evil in the world; that life, everywhere, basically sucks. This is partly why teenagers are so moody; they are dealing with the sudden realisation that the light at the end of the tunnel is a train.

There are horrible things and horrible people, and, furthermore, there's no present authority to whom one can appeal to for protection. Being an adult means knowing that one has to take responsibility for one's own actions, and one's own problems. An adult can no longer rely on his parents for rescuing.

Even children who have awful lives, as children, are generally focused on thier own suffering. As they get older, they become aware of the suffering (or lack thereof) in those around them, and begin to react to their larger environment.
smirking half-hawk

the filthy monkey, it plots

I've been doing some thinking about RPG stuff lately. I've also noticed that a fair number of people on my LJ friends list are writers of one stripe or another.

Which has me thinking, both about GMing, and about why I am not a writer. Essentially, it boils down to the same problem; I have trouble plotting.

I have worked out a rich and well developed fantasy world. I have, in my mind come up with various interesting NPCs and potential PCs to fill the world with. however, the interesting people in thier interesting world, just sit there. I can't figure out a way to get them to actually DO anything.

When I game myself, I play from a character-based style; I figure out how my charcter would respond, and act accordingly. I don't try to plan too deeply, unless my character is a plotter, nor do I tend to think about how my character's action will affect the plot. I don't tend to get too "meta" about things when I'm playing.

One of the reasons I was so excited about Cry of the Unicorn is that I had, for once, actually thought of an over-arching plot for the game. I still had the problem, though, of figuring out what happened in between. I have problems creating events for charcters to react to vs. figuring out how the characters will react.

I get lost in the spaces in between.