World in Flames discussion
Posted by:
Falchion (IP Logged)
Date: October 1, 2009 10:59AM
Because we always need another story. :D
This one will be a bit different from our usual stories, though. It came from Hermit saying he'd like a story that had some structure, and when we mentioned the idea to Ebby, she agreed she'd like that too. So there are some rules for this story. Hopefully they'll be enough to create the structure... ;)
So. I'm actually going to put the background for the story first, then the rules. If anyone has any objection to the rules, go ahead and say them, and we can discuss it. I don't promise to change any of them, though. :)
Background
It began with the city-states of Zanthine. They were a small cluster of 3-4 cities, but they were rich. Very, very, rich. What they didn’t have was a standing army to protect their riches. After all, trade was a far more noble occupation than fighting in their minds, so what sane man would choose a career in the army? No, the Zanthinians who choose to fight were the ones who protect the caravans and ships. They did it very well, but they weren’t an army. Now, Zanthine had two neighbors, the Republic of Astrava and the Oligarchy of Leonar. They were much bigger, more aggressive, and even had standing armies. Zanthine did not approve. So to keep Astrava and Leonar from deciding Zanthine was a nice dinner, Zanthine started trying to manipulate the two larger nations into a war. They sent agents to Astrava, and offered them discounted weapons to help defend against Leonar's greed. Then they went to Leonar and offered the same thing for the same reasons. The nations eagerly accepted the weapons and started preparing for war. Then somehow, through spies or another means, they discovered Zanthine's manipulations. Filled with indignant wrath, they shook hands and then went and wiped out Zanthine. They took the cities filled with warehouses that were filled with goods, and they were rich. And happy. For five minutes. Astrava and Leonar started to argue. They couldn't agree on a way to split up their new acquisitions. Very soon, they were going to war again. In the first campaign, Leonar had the upper hand, pushing Astrava back, although they contested every bit of land they gave up. When it was winter, both armies drew a ways apart and went into winter quarters. Meanwhile, the government of Astrava got together to talk. "We're losing right now," they said. "And while we can still recruit more men for our army, it's going to be a long fight. So we need something that will give us a decisive edge." They put their heads together, and soon came up with a plan. They would destroy the government of Leonar. Snickering to themselves, they hired assassins and for good measure, saboteurs from the south, with some of that new-fangled "black powder." At the same time, the government of Leonar had gotten together to talk. "We have the upper hand right now," they said. "But will it last? They're a bigger nation, and they can recruit more soldiers over the winter and maybe they'll outnumber us then. No, we need something that will give us a decisive edge." They put their heads together, and lo and behold, they came up with a plan. They would destroy the government of Astrava. They also snickered as they hired assassins and saboteurs, but the ones who were really laughing were said assassins and saboteurs who knew that Astrava had been hiring as well. Spring arrived. The two armies, aware of the plans of their own governments, snuck around each other and marched for the other's capital to finish what the assassins and saboteurs would start. They were considerably astonished to discover that their own government had been destroyed along with the enemy's. The generals called meetings with their subordinates. "We could turn around and destroy the enemy army," they said, "but what good will that do anyone? No! We must have revenge!" (The Astravians and the Leonarans thought very much alike at times.) So they continued their march, burning everything as they went. To their surprise, men were starting to desert in larger and larger groups. Still, they managed to reach the capitals and completely raze them. Then they looked around at their small forces, and had a revelation. There was no government! They could take what they wanted, because they were the strongest! The men who had been deserting often discovered their homes destroyed. So they went out and found more of their companions who no longer had homes, and they had a revelation. They were the strongest in the area; they could take what they wanted!
Yeah, so I wasn't feeling very serious at the time I wrote it. :) So you know, the plan is to have our characters be from Zanthine.
Rules
World/plot rules:
1. If you have an idea that would affect the plot, that’s great. But please, PM Ebby, Hermit, or myself so we can discuss it and see if it will work with any plans we have or if we like it better than whatever plans we have.
2. No magic. Period.
Character rules:
1. Be realistic. When it comes to fighting, men are generally better than women, and the women most likely to become fighters aren’t the petite little sopranos with long gorgeous hair—they’re going to be tall, maybe a bit masculine, and keep their hair short so it doesn’t get in the way. Also, experience and dedication can trump raw talent. An eighteen year old who’s full to the brim with talent still probably isn’t going to beat the thirty-five year old who’s been through a war and a few dozen duels.
2. A repeat of the second rule of world and plot. No magic. Our characters are human, with the talents and abilities you might find in people nowadays.
3. No more than two characters. If you’ve got two and want to make a new one, you have to kill off one of your old ones. Also, this isn’t a requirement, but please, please, please, make one of your two male. Because practically all the writers are female, we tend to end up with female dominated stories, and we’d like for this one to be different.
4. What you know and what your character knows are different things. It can be hard to remember at times, but try to keep your characters from having knowledge they shouldn’t have. This includes knowledge of what another character is thinking or feeling, unless there’s a pretty clear indication, such as someone crying.
5. Don’t make one of your characters one of the “bad guys.” The actions of the antagonists will be determined by the group as a whole or by Ebby, Hermit, and myself. We’re going to have all of our characters be on the same side. Different goals are acceptable, but generally on the same side.
So there you go. Anyone interested?
Edited 2 times. Last edit at 10/11/09 05:23PM by Falchion.