Neirai the Forgiven
Christian Guilds List Manager
A couple of thoughts on creating stuff as we move into the design phase in the New Year. One of the things I'm gunning for is intentionality. That's a million-dollar word that means "when you do stuff, it should mean something." When I wrote short fiction in college, I actually had to source my writing with research. Into things like psychology, history, and game development.
I don't expect everyone to have research everything they do, but I'm looking to avoid the meaningless or the gratuitous.
I feel like the above sentence needs clarification. So an example:
Let's say we have a character named Sgt. Matthew Eddings. Let's say Patriot decides Sgt. Eddings needs to die. Why?
If Patriot's reason is "because it's cool if characters die." That's sad.
If his reason is "Eddings has always seemed to me to be a character associated with order, absolutes, and America. He needs to die at the hands of the Shades as a way of illustrating the end of American Absolutism in the late 1990s" then we're going places.
At the same time, not everything needs to be allegorical or even reference or researched. But I figured I'd say what I just wrote
I don't expect everyone to have research everything they do, but I'm looking to avoid the meaningless or the gratuitous.
I feel like the above sentence needs clarification. So an example:
Let's say we have a character named Sgt. Matthew Eddings. Let's say Patriot decides Sgt. Eddings needs to die. Why?
If Patriot's reason is "because it's cool if characters die." That's sad.
If his reason is "Eddings has always seemed to me to be a character associated with order, absolutes, and America. He needs to die at the hands of the Shades as a way of illustrating the end of American Absolutism in the late 1990s" then we're going places.
At the same time, not everything needs to be allegorical or even reference or researched. But I figured I'd say what I just wrote
