Thursday, December 6, 2007

The Benefits of Role Playing

Role Playing has many benefits. Roleplaying helps individual expand their imagination and their creativeness. Not only does it bring friends together, help reading skills, but it also gives great ideas for those who wish to do any book writing. Roleplaying has been around long before computers were invented and it will be around for many years to come. Some stores are specifically only sell role-playing material. Even though I haven’t played since I started back up school, role playing has been part of my life for 10 years now, and I don’t plan to quit for good ever (unless I have to players, then I have no choice) Roleplaying has helped me learn a lot about fantasy worlds that I hope one day to use toward my book writing (which is going very slow right now) In fact some of my best ideas for my book have come from my role playing games with my friends. Also some role-playing books actually describe old practices that come form religion. I have done a lot of research trying to discover what is fact and fiction in some games, and through doing so; I have expanded my knowledge and my intelligence in regards to religion.
In my games, I try to incorporate old religious stories and characters into my games. (Cain, Lilith, Old Native American myths, Brigitte) They all cross-reference and they all have ties to the main characters. After all the main characters are Demi-Gods themselves.

Of course the main benefit is social interaction. Now granted most role-players have no social skills what-so-ever, and those that do, usually find other outlets apart from role-playing to take up their time, however getting out of the house and together with your friend to do something you all enjoy is good for a lot of geeks. Geeks have a hard enough time getting out of the house, and even though role-playing isn’t the best outlet for social interaction, it’s still much better in my opinion than sitting at the house.
So Role Playing not only has many benefits, but it’s here to stay for a long while.

Thursday, November 29, 2007

The Watcher

A primordial that is in the main part of my story. This primordial committed ritual suicide, in order to avoid being imprisoned locked himself into a mystical realm, and shattered a part of his conscience. This fragmented part of his conscience, looks like the silhouette of a human, but he looks as if you’re looking into space. Instead of skin you see all sorts of things; stars, planets, suns, moons, but mostly space and stars.

The watcher is looking for his true name. In order to escape to a realm no one knows about, he forgot most of who he was. If he ever remembers his true name, he will remember who he is and will be able to re-enter to Gaea’s realm.

So far there are two who worship him. Wayland Smith, (who has given a part of his soul to him), and Kesta (who prays to him). Currently the sidereal in heaven know that his avatar is running around, but they believed they destroyed the key that gives his avatar access to Gaea’s realm. Wayland made a false key and gave it to Adamant Harvest to destroy.

Adamant Harvest told everyone of who the Watcher was, and what he can do. He asked if they ever had any communication after he destroyed the key. Wayland lied and said no. Now this conversation was supplemented under an eclipse caste solar. Normally one cannot lie, however Wayland had a rare artifact that allows him to lie up to 3 times before the artifact shatters. He has lied once so far.

Adamant Harvest went back to work for heaven, and the characters now want to go artifact hunting. The watcher is now very infested in getting worshipers. He has the ability to send people through time, and to create and small pocket dimension that people can slip into.
When you pray to him, most Player Characters get a few extra experience points. Wayland however can sacrifice people and have them brought back to life worshiping him. Wayland can also send material to the Watcher through sacrificial rites, and he can also send servents to his alternate realm.

Thursday, November 8, 2007

Chapter 1

I am surrounded by white light. I can’t seem to move, and it so very hard to see. I don’t know what’s happening. My heart is beating as if I’m running a marathon. I tell myself to calm down. Fear is the killer, If I’m to live a survive in this dark world, I must conquore my fear.
I take a second to review my surroundings. It’s hard to move my head, there seems to be a heavy collar around my neck. I squint my eyes, attempting to filter some of the light out. It doesn’t help much, but enough to grasp where I’m at. The light seems to be originating from a powerful light bulb pointing directly at my eyes. My arms and my feet are strapped down to a cold, metal stretcher. The color doesn’t seemed to be chained down to anything. Why would I have this on me then?
O.K. Think.
Where am I? How did I get here? What day is it?
My Birthday. Today is my birthday. All the answers seep back into me, and I almost wish I didn’t know. I’m in Room 101, and I was taken here by the Agents of FATE. Today my free will is about to be taken from me.
My name is Ethan Terrex… at least it will be for a little longer. Who knows what mundane name they will give me next. David Smith? Paul Johnson? John Paulson?

“IT IS YOUR DESTINY!”

Was that a voice? A speaker? Was that in my head?

“IT IS YOUR DESTINY!”

A wave of pain shot through my entire body. The type of pain that starts in the back in your skull and moves through out your entire body.

Well. At least I know what the collar is used for.

“WHERE IS THE TOME?”
The tome. They can’t find out about it or she will die. Hope. I can’t let them get to Hope. I have to hold out for as long as I can. Funny. It was his birthday day when he first met Hope.

Thursday, November 1, 2007

Notes on the book

Main Character
- (main protagonist) name?

Hope/Faith - Innocent Girl who the main character falls in love with
Justin - Best friend of protagonist, and brother to Hope
Shepard Goodbook - Priest who helps them and tells them of conspiracy theory
Baba Yaga - Russian witch (hansel and grettle) Merlin - A wizard who is young and dying (he lives backwards). Son of a Incubus, and currently trapped in a sea cave by a nymph that died. S.G. will have all the origins on merlin trying to trace him down.
The Man in Leather - Antagonist who is hunting the children (he is the protagonist from the future)

F.A.T.E. - Future Advancedment Techological Enlightment. An AI that can predict the future

Side Characters
Hands of Fate. - Agents in business suits

Ilse Kock (sept. 22 1906- Sept.1 1967) was the wife of Karl Koch, the commandant of the concentration camps Buchenwald from 1937 to 1941 and Majdanek from 1941 to 1943. She's infamous for taking souvenirs from the skin of murdered inmates with distinctive tattoos. Also she's the origin for the lampshade myth (SS members had lampshades wrapped in human skins). a.k.a. "the Witch of Buchenwald" ("Die Hexe von Buchenwald"). In my world she was working for Himmler trying to duplicate the book and it's power.

Heinrich Himmler - A standing member of Thule Society, and a neo-pagan. He had a hand in looking for the Holy Grail. In my world he instead stumbled upon the legend of Danse Mascrebe. He tried to duplicate the book with the help of Ilse Kock, but to no avail. He discovered the book was wrapped in Demon Skin, and the he needed a demon to finish the book.

Scenes - Room 101, Basketball Court, Private Church, Cave(merlin), House with chicken leg(baba yaga), Wolf lair(Hitler's Summer Home), Castle, Spirit World

Props - Danse Mascrebe "Dance of Dead". One of the few books wrapped in human skin. In my world the original is wrapped in demon skin. It's said who ever can gleane it's inner knowlegde will be granted with immortality.

Wednesday, October 10, 2007

The Surrondings

Currently the 3 main characters; Kesta, Vicious Whisper, and Wayland Smith are taking refuge in their friend's castle. These three main characters are solars. Their friend Victory Lawbound, a.k.a. Victor is a solar. Victor is a necromacer who has a population of about 10,000 half of which are undead. The history of the castle is 1000's of years, most of which we're ruled by an ruthless spirit. Victor killed the spirit and took the castle over 25 years ago. He gained loyality by creating a pack with the city. The intelligent undead will work for him in the army in exchange to be sent to heaven instead of staying in the "Shawdowlands". He has sired three daughters, and 1 son. The eldest of the daughter, Airyana , is the general. She is also the steward when Victor is away from his kingdom. Victor has currently took 1/3 of his army to handle a threat from the Showdowlands. (The player went back to school in New York). Airyana has currently taken up an affiar with Vicious Whisper (a PC). Wayland Smith was given permission to take some army members as tribute, and Kesta who thought no other was like her, is now leaning the ways of her people from six slaves she rescued. She was orphaned raised by mercinaries. she knew nothing about her past, and her unique features of purple hair and a lion's tail let her to believe she was alone, and there were none other like her. After resucing the six slaves, she finds there are tens of thousands of her people to the west in the desert. She is currently learning as much as she can before venturing amoungst her tribe.

There are a few other locations close to where the castle current is.

Mount Eledath - which has "several dozen Dragon Kings of both breeds [ed: Raptok and Anklok]" are civilized, and there's an unspecified, but larger, number of savage DK's of each breed.

others....

Thursday, September 27, 2007

Book Writing

Well, I've never tried writing a book in my life. I've been pushed from my friends and family to start writing a book. I thought about it, and to me it seems like something I want to do. I can still use all the same techniques used in storytelling, all I really have to do is produce some characters, and a plot. Granted, that’s usually easier said than done, but I think I already have a few ideas in mind.

I’ll start the story a modern world setting. A boy who doesn’t know his parents (whether their dead, or missing, or off doing something), and stay’s with a mean older person. This person will be cruel and mean to the main character. This old person will probably have a manson with a wing that’s off limit. This main character will have dreams that will make him wake up sweating. Something happens to the main character, perhaps a fight at school, perhaps he breaks a window at the mansion, and he runs to hind straight into this room that’s off limit.

In this room will be a doorway to another magical world. In this world there will be a brother and a sister who will become friends with this new boy. They will show him new and amazing things in the world.

In this magical world there is a darkness, or perhaps a dark villain who is causing strife amongst the world. The main character will start to piece together his dreams with this darkness. He will assume there is an antagonist who is the main villain and to be honest most of my writing will be implicating the anatagonist. From his dreams and clues from this new world, he will believe the antagonist is trying to find some sort of elixer that will make him immortal.

They will fight threw obsticals and overcome adversity, and then a tragedy will happen. When I’m able to become a good enough writer to make it seem like all is lost, the twist in the ending will come into play, and the main character will save the world.

Wednesday, September 19, 2007

Why people enjoy Roleplaying

Earlier I wrote about what makes a good written story, well now I want to write about the art of storytelling.

First let me explain some of the different reasons why people would enjoy role-playing.

1) To be with friends – I’ve always found no-matter what’s the setting, or who’s storytelling, the main purpose is to have fun. I’ve almost always had fun when role-playing, and whenever us as a group of friends decided we weren’t having fun, we did something else. Some of the hardest laughs I’ve ever had in my life has been with my friends role-playing. I’ve laughed so hard at times, I had to hold my ribs to stop from hurting. Without the enjoyment of friends, role-playing has very little interest for people.
2) To be someone different – Actors will put themselves in the mind of their character, and so do people who enjoy role-playing. Like a kid playing dress-up, or an actor becoming another person, people sometimes like to imagine what it would be like in different person, or just sometimes live vicariously through their character.
3) Problem solving & sense of accomplishment – Anytime a person solves a problem, usually there is a sense of accomplishment that follows. I find that one of the advantages over “old school” role playing and modern computer RPG’s, is that people are allowed to think outside the box. They have almost unlimited options they can choose to solve a problem, where as in a video game your choices are somewhat limited. Plus if it’s a cleaver solution that wasn’t usually anticipated, it usually gives everyone a good laugh. Although sometimes it puts the storyteller in a bind, everyone enjoys a good laugh. (For example, a few years ago a friend of mine storytelling created a setting in Europe WW2. We, as the characters, were racing against SS troops to find religious relics. We came upon an abandon church, and discovered a book wrapped in dried human skin. When my friend picked up the book, it started to bleed. This was creepy for most of us, and we didn’t know what to do with it. Well, one of the characters decided to drink the blood coming out of the book. This gave us all a laugh for half hour or so, because nobody expected him to do that wild and crazy act.)
4) To gain power – When I speak of gaining power, please keep in mind of what is occurring. Like a “Pick-Your-Own-Adventure” book, or a video game, your character normally starts off small, or un-established in the world (not always, but usually). Referencing above the ‘sense of accomplishment’ issue, a good storyteller will usually reward a player for cleaver problem solving. This could be will powerful artifacts, loyal minions, popularity among the locals, political allies. No matter the situation, being rewarded usually keeps the game interesting.
5) Catharsis – Our lives are often highly stressful, and everyone needs ways of blowing off steam. Storytelling can sometimes provide an intensely cathartic experience, one unrivaled by any other for of entertainment..

Saturday, September 15, 2007

History of our Setting "Exalted"

Setting = Hi-fantasy

The First history of reality.

Thousands of years ago Primordials walked the chaotic primordial energies of the Universe. Some of these Primordials decided to take the untamed energy that is chaos, and forge Reality. The youngest of the primordials agreed to use herself as a basis for this new world, this primordial was Gaia. Gaia's body was the land, and the elements of creation; fire, water, wind, earth, and wood. The Primordials were happy with their new creation, but as pridected, the wild forces of chaos (nicknamed simply "The Wyld"), would pick at the edges of reality and try to unravle the tapastry of fate.

Gaia and the other primordials wanted sentient creatures to thrive new world. With other sentient creatures, they could direct them to fight off the wyld, and continue to do as they pleased. The Primordials turned to the great crafter "Autocuthlon". They asked him to create beings of power to help solidify reality. Autocuthlon in-turn created the Gods, and the Dragon-Kings (what modern humans might mistake their bones for a dinosaur).

For ceunteries stayed on Gods stayed on earth as the primordials were in Heaven, playing their games of divinity. For those that don't know, the Games of Divinity aren't games where Gods use mortals against each other, but a spiritual games much like chess. Unlike chess, for a mortal to watch a maneuver of the Games of Divinity, puts him/her into a state of extascy unmatch by any drug, and leaves the mortal hopelessly addicted to watching the games. The Gods became jeleous of the Primordials, but due to their nature they were unable to raise their hands against the primodials themselves.

The Gods knew their was only two Primordials who didn't see them as objects. Gaia, who took on Luna (the moon goddess/god) as a lover, and Autocutholon, who saw them more as children of his than creations. Autocutholon taught the most powerful gods how to make Exalted. Long lived mortals who share the power of the gods.

The Unconquored Sun created the Solors. King and Queen's to rule the realm and all of creation. The Solor had access to some of the most powerful magic to help them rule. Luna, the moon goddess, created Lunars. Werebeast who can change between human, and beasts of great strength. The Lunars became the spouses of the Solars. They were their generals and greatest fighters. The 5 Madiens of fate created the Siderial. They had the unique ability to pridect the tapasty of fate, and had legal right in heaven to change fate as they saw fit. The Sideral became the advisors to the Solars. The only Exalted to be created by a primordial were the dragon-blooded, created by Gaia. The Dragon-Blooded were the foot soilders to the Solars. They were the weaker of the four, but what made them soo beneficial was that their power transfered through the blood rather than the soul. All other exalted would only come into power if another exalted died, and their power transfer to the new vessle, limiting the number of exalted in creation. However the dragon-blooded's power could be breed into their children, allowing ten's of thousands of dragon-blooded to walk the earth rather than mere hundreds.

In their arrogence, the other primordials turned a blind eye to the gods. They were content to play their games of divinity believing the gods can do nothing to change the way things were. The Primordials were taken by suprise, and the Exalted laid seige to heaven and won. Some of the Primordials were slain, others were imprisoned.

Not all went as planned. The complexity of beings such as the primordials were not understood even by the gods. The primordials were never born, therefore they can never die. The energy of the primoridals who were slain, fell from heaven onto creation. Like water being abored by a sponge, so to were the energies aborbed by creation. These energies sliped passed creation and created the underworld. Before this point, all energy and spirits were reincarnated back into reality. Now, some spirits would remain behind, tied emotionally to the world.

Those primordials who were not killed agreed to be imprisoned instead. The gods new enough spirital lore to do such a task, but before doing so, they had to striped the primordials of their many forms. Primordial are too complex to fit into one form, so each primordial usually had hundreds of bodies and shapes they could put their energy into. The gods killed each of the bodies leaving only one body for each primordial. This act in itself bent the prinicples of magic. The energies of the primordials were too much for one form/body, and because of this the primordial bodies turned inside out on themselves, leaving them in agonizing torture for all eternity. The gods threw them into an empty realm, and named this realm after the fallen King of the Primordials; Malfeas.

The solars ruled creation through justice for hundreds of years. This time was known as the Golden Age. It was not meant to last. Before the Malfeans were thrown into their prison, they cursed all of the exalted in secret. This curse took the heroic qualties of the Solars and twisted them. Valor turned into cowardice, compassion turned into apathy, conviction turned into ambivilence, Temperence turned in sadisim. The Solars became monsters instead of heroes.

Thursday, September 13, 2007

What makes a good story?

Week 3: What makes a good story?

I’m going to restart my storytelling, and my originally I thought this would be a great thing to start my blog about. As I’m starting to write, I’m finding I want to write a book one day. Perhaps a high-fantasy book or sci-fi scenario. Through my years storytelling and reading and writing books, I’ve noticed that there are principles that one must follow for a good story. I’ve also notice a lot of stories have a lot of similar premises.
For a story/book, usually these unspoken rules apply (but not always)

1) The story must be about choices and expectations/disappointment.
2) Successful stories are almost always about choices and change. There must be conflict in the choices of the protagonist. Both Pro’s and Con’s in both of the options available to the hero/heroin
3) A story of good vs. evil (but not always) Even if never using these words, stories about right and wrong usually pulls on the heart-strings of readers.
4) Misdirection in a story. Surprise. Stories that are easy to predict leave the reader un-interested in continuing the story. There must be conflict, tragedy, and hope. So the reader feels like there’s a reason to continue reading about the character, knowing that there’s hope in the end of the book. Especially when it has tragedy.
5) Give description of the scene to duplicate the emotion rather than describing the emotions. Never say “He felt angry” instead use words like, “He started to breath heavier, and his forehead frown down onto his eyes.” Or “His skin turned a healthy pink in frustration.”
6) There must be change in the character. Although, I’ve found that change is a byproduct of the writing. If a book is already about conflict and choices of the protagonist / antagonist, change will automatically be written in the mind of the author.
7) The main character is usually brought up to the reader within the first page.
8) An exciting incident happens within ten pages.
9) There will usually be foreshadowing
10)In stories where there are “morals” or “lessons”, the most successful stories will have the lesson be given to the main character in an alternate manner. For Example, in the movie “Finding Nemo”, the father fish had problems of letting his son do things on his own. When the father wish was in the mouth of a whale, trying to find his son, he was told to “let go” of the whale’s tongue, but he could because he was scared of being swallowed. He eventually let go, was sent out through the blow-hole. The foreshadowing of the lesson was in the scenario and the choices of the character, but the choice was in another scenario for the character to decide in. It wasn’t about the choice of letting go of his son, but letting thing go to “chance” in general.

When reading a story, ask yourself
1) What were the expectations?
2) What were the choices?
3) Did the characters change in the story?
4) Did they “Show” the emotion, and not tell?
5) Where their good details? Can you see, hear, taste, and feel the scenario?
6) Was there an interesting beginning and end?
7) Was the Title good or appropriate?

Thursday, September 6, 2007

Storytelling

Week 2: Roleplaying and Storytelling

For many years, since I was 15. I've been role-playing. No... not dressing up with my girlfriend in the bedroom. That a lot cooler than what I’m about to explain. I’m talking about R.P.G. – Role Playing Games. Before computer games where invented (literally), there have been Role-Playing-Games available for geeks and dorks, like myself, who were unable to socially adjust. (Dungeons&Dragons, Mage, Rifts)
It requires 2-5 people, the main book of rules for the RPG. A sheet of paper to write down your character’s states, dice, and finally one person willing to be the “Game-Master” or “Story-Teller”
The GM or ST creates the world and villians for the other characters to become involved with. The other players in turn, create a character that they will enjoy playing in the story.
For Example, let’s say one of the players may wants to create a character who is an Elf that is good with the bow and arrow. The player writes down statistics for his/her character that comes from the main book. The GM will in turn create a senario where the player could have fun. Like during one of the travels of the Hero/Heroin, the GM might discribe a village being attack by barbarians. The Hero/Heroin would either could decied to help the villagers, to Raid along with the barbarians, or do nothing, and continue traveling along. The decision of how well the characters do, is depended on Dice Rolling, and bonus from your character sheet. I’ve been storytelling for 10 years now. Some of my friends and I still get together once a week and Roleplay. I’ve been complimented on my cleverness to keep my characters on their toes. Always giving them the unexpected, moving the story forward, develeoping character personality.
I’ve taken a break for the last 3 months. A few reasons. 1) I was going back to school 2) I had a 14 hour mortgage broker class to take 3) My business was doing poorly, and I need to spend more time working 4) I had too many friends wanting to play which created problems in the game.