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SecretRock last won the day on May 12

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About SecretRock

  • Birthday 09/01/2000

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  1. So, following the advice of those very helpful websites @Penguinball linked us to in the challenge thread, I have written a blurb for my eternal long time project, The Caerwen Chronicles. Any and all feedback welcome!
  2. For me, interacting with similar things to the projects helps me come up with ideas and get my writing flowing. Books or shows of a similar genre, hanging out in places that remind me of the theme or premise, that sort of thing. I also daydream while listening to music. Sometimes the lyrics inspire ideas, whether I take them literally or not. Unfortunately, I don't often write those ideas down and I forget them really fast, ;;.
  3. When I had to give up writing for a few months, I eased myself back into it afterwards. I write short stories, vignettes, character sketches. They're less daunting than novels just by being so much shorter. Less planning and thinking has to go into them. I can't say it will be the same for you, but I find that I feel less obliged to share short stories than novels, so you don't have to worry about getting straight back into the flow. You can take your time easing up to writing novels again. If you really want to work on your novel, just doing the outline or just writing the scenes you're really excited about can help. They're less pressure and use different skills than writing the whole thing. They may feel disjointed or not work properly when you actually get around to writing the novel entirely, but that's what rewriting's for. That's all the advice I really have, but congrats on getting help for yourself. I know it can be difficult. I hope the meds work out for you.
  4. In Caerellí Chronicles, Kieran goes from mostly hating himself, feeling out of place, and acting very devil may care, to having a significant amount of self-esteem, a whole bunch of friends and family, and actually planning and looking forward to the future. As for the world, the tear in the Veil lets more magic into Earth, and in Annwn the nobles and king become a lot less self centred, and the humans and Annuvians bridge the rift that had formed between their communities. The changes to the world aren't major, really. The whole society being undermined sounds like a very dramatic and fun change to have though.
  5. My motivation for writing is I just like it. Always have. I won't say it's always easy, and I jump around from project to project, and sometime I'm too tired to even try, but I want to write because I get that urge to create something. I like making things up, and I like experimenting with setting and characters, and I don't have the patience to draw a comic. On days when I don't feel up to it, it's usually because I'm feeling burned out or swamped by things in my life. Waiting for the other things to pass or switching project helps most of the time. I once heard that referred to as "mental crop rotation". Different projects would use different energies, so when you come back to it, you'll be refreshed and ready to go.
  6. I don't like pantheons with gods that are fully evil or good or whatever. Even in pantheons with literal gods of evil or gods who murder people (take Set or Loki for example) the gods had features or jobs that were necessary (Set protected Ra from Apop, Loki was a chaos god and sometimes that chaos worked for Asgard). Not to mention, the evil gods are usually the antagonists and they're really boring ones. Oh no, they want to destroy the world because they're evil, and they only want to be evil. Oh no, how intimidating.
  7. I don't usually think about the government system of my writing unless it directly effects the characters or plot. They just kind of work until I need an explanation for what they do. In my current works, the ones not set in our world or some future version of our world, I mostly use oligarchy or democracy. In my unnamed post-apocalyptic fantasy, the setting most used is the city state of Sao Viro. Sao Viro is a pure democracy. Everyone in the city is allowed a say in what happens and is allowed to vote, regardless of status, gender, anything. The debates can be a little messy, given how many people like to turn up, but it works on a "drop a stone in a certain bowl" method so anyone present can have their say. The day to day running of Sao Viro is left up to the unofficial military/politicians guild, the Fireguard. I chose this because I wanted the autocratic empire to be a threat to the city. They want it for resources and would be a threat to the freedom and culture of the people. In the Caerellí Chronicles, Annwn is a monarchy in name and an oligarchy in practise. Arawn is the king of Annwn and has absolute power, but he won't make any changes to the way things are run without his lords (gendered term for a non-gender-specific role) input and agreement. This is for two reasons: making sure it is actually a good idea, and because he wouldn't be king if the lords didn't support him. This is a problem for the main characters as they need to convince not only Arawn but all his lords that ignoring Havgan in favour of fixing the veil is the best course of action. The only other work where I've made decisions about the government is Solis, where there are five separate countries to consider. Two are oligarchies, one based on military rank and the other on position in your respective tribe. Two are democracies, one very similar to modern day UK and only concerned with people within the city walls, and the other where only rich merchants can vote. The last is an autocracy/theocracy, with the leader being considered divine and infallible. Four out of five of these are corrupt and are more than willing to let people get hurt or die if it's easier for them, with the fifth falling apart due to a lack of succession for the chairman of sorts. All these are tied into the main plot in some way or another. I think what system you use is best chosen through two things: what kind of setting you want, and what message you want to convey. A typical fantasy includes elements of royalty, and if you want to play with royalty, a monarchy or autocracy is the best way to do so. It also allows you to include a lot of political drama centred around a single character and give a reason for why this particular person has to do the thing. An egalitarian society would be hard to have if the people didn't have a say in the running of the country. With themes, systems that would help you make a point or draw attention to the themes are always a good choice, like using a monarchy to show how power corrupts.
  8. SecretRock


    Welcome to the forum, Sunset!
  9. I've been taking a break from writing for exams, but now that those are over I'm easing myself back in with a bunch of short stories and plotting other things. I'm hoping to get started on my bigger projects next month.
  10. If it's not too late to join, my username on Camp is Panio.
  11. I love seeing twisted fairy tale tropes. Just how a step-mother being seen as evil and jealous but actually caring greatly for her step-daughter could change the story, the dashing Prince not being the good guy. Once example was in a retelling of Diamonds and Toad that I honestly think I may have made up in a fever dream because I can't find a hint of it anywhere, where the gift the magic fairy gives the "good" sister puts her in a life of misery and the curse she gives the "bad" sister allows her to manipulate people into getting what she wants. Everything works out fine in the end, of course. But just seeing tropes that people take for granted and turning them on their heads is very fun.
  12. I have to say, I kind of like of these. Only when they're done well, I have to add, but when they're done well, they both make sense to me. For the first one, the situation that comes to mind is the second Narnia film. Rather than having two armies fight and kill countless people, they decide to settle it in single combat between the leaders of the armies. A similar thing happens in the second(?) Ranger's Apprentice book. I get that it's incredibly dumb when the battle is supposed to be raging around them and somehow killing the leader is supposed to instantly defeat the enemy, I'm not arguing against that, but the idea of a 1v1 to decide the outcome of the battle isn't entirely farfetched. The second one, again, depends on circumstance. If it's a character trying to apprehend the Big Bad and refusing to compromise their morals for their own sake (A:TLA), being part of society and refusing to become judge, jury and executioner (Batman), or just for their own mental health or the fear that doing it once for the greater good might lead to a slippery slope (a Good interpretation of Batman). All these arguments fall apart when the character has already killed smaller characters though. If it's a character trying to show that they still have morals by leaving Mr Big Bad alive after killing their way through dozens of foot soldiers, no way. (I'm looking at you, Uncharted 2). Edit: I forgot to add, in A:TLA, even when Aang doesn't kill Ozai, he does find a way to make sure he can't do what he did again. The stupidest "good" characters are the one who don't kill the bad guy, and then don't even take any preventative action. I've seen several stories where after defeating the big bad, the main character was just going to leave? Not kill them, not lock them up, just assume that one defeat would put an end to everything they were doing? Those bad guys would have just continued what they were doing if not for, in most case, a last ditch attempt to kill the protagonist that gets them killed through No Fault of Our Hero.
  13. OK so this isn't entirely fantasy based, but most tropes mentioned here aren't and I just watched a show with it in so I'm pissed. Miscommunication! As a plot device! It sucks! The classic "do this or I kill your loved one! And tell no one else!" springs to mind. Usually the villain has no way to tell if the character tells anyone, and yet the character plays long even if they know that! Situations where just taking two second to think but people can't because ~~plot~~ are just so terrible. And so common. The excuse that the characters are scared and desperate only goes so far and then it's just frustrating when you find yourself shouting at the characters for every decision they make. Onto tropes I don't mind, the one that spring to mind is the main character being an orphan. While it can be lazy, I get why so many writers do it. It's easier to say the parents are dead and that's why the character can do whatever they want rather than having to try to deal with things like responsibility outside the plot. It can be lazy but it's not always bad. The plot trope of the characters being sent on a quest to defeat the evil/find the macguffin/get groceries I think is very fun even though I've seen people complaining about it. It's simple, but there are ways to make it fun and it's classic for a reason.