Challenge #8 asks us to show our work about why we love the things we do
( A lot of summaries and ideas. )
But if I do have to talk about something, maybe it can be this: I like that we have scads of digital interactive fiction, from IF using a Z-Machine or interpreter, through Twine and visual novels (and that apparently, Ren'Py can do all kinds of things), and the applications that we can get that are essentially interactive fiction where the dice rolling all happens in secret, but could we bring back the gamebook format into print? Chooseco isn't necessarily the only game in town these days, but there used to be an entire explosion of interactive fiction with RPG elements while I was much younger, and while I could tell that some of those adventures were going to be very tough to complete as intended, with the dice rolling and the keeping track of one's vital statistics, it was nice to have them as passages and puzzles and trying to do things. (Even if some adventures really did hinge on a coin flip as to whether you were going to win or fail at the last step.) They were pulpy and sword-and-or-sorcery, and they probably don't hold up all that great. Yes, I know that Project Aon exists, if I just need a specific kind of fix, but there were so many other types of it at the time, and they all just kind of vanished, and because they were pretty well pulp adventurers with a small amount of RPG mechanics, they haven't been preserved nearly as much, as best as I can tell. So, for another generation of kids (and grownups) who might want some solo adventures while they're away from their tabletop and who might have people telling them not to use their electronics so much, maybe we can bring back the format and showcase the many different ways that someone can do fantasy worlds. And possibly slightly more forgiving adventures, as I recall an awful lot of them end in the same way that a lot of Chooseco books do, with an abrupt death. These ones have that abrupt death based on whether or not you had good RNG as much as whether you made good choices. These gamebooks were being made in the era of Sierra games and the H2G2 IF that were specifically all about ending your adventure if you forgot to find the one secret object that only glints on Thursdays. We've had many more years of knowing how to craft a better adventure, so why not do it?
Seems like we all spend a considerable chunk of our fandom time trying to convince loved ones, friends and total randos alike that our blorbo is in fact the best. This can take shape of anything from watch parties/read-alongs to capslock squee in DMs to relentless gifsets to PhD dissertations.
One of my favourite forms of this is the "fandom manifesto" or "fandom primer," wherein one writes up an outline of what their blorbo is, why it's great, and links to where one can find more (with more or less detail and formality, depending on the venue).
Challenge #8
In your own space, write a promo, manifesto or primer for a beloved character, relationship or fandom.
( A lot of summaries and ideas. )
But if I do have to talk about something, maybe it can be this: I like that we have scads of digital interactive fiction, from IF using a Z-Machine or interpreter, through Twine and visual novels (and that apparently, Ren'Py can do all kinds of things), and the applications that we can get that are essentially interactive fiction where the dice rolling all happens in secret, but could we bring back the gamebook format into print? Chooseco isn't necessarily the only game in town these days, but there used to be an entire explosion of interactive fiction with RPG elements while I was much younger, and while I could tell that some of those adventures were going to be very tough to complete as intended, with the dice rolling and the keeping track of one's vital statistics, it was nice to have them as passages and puzzles and trying to do things. (Even if some adventures really did hinge on a coin flip as to whether you were going to win or fail at the last step.) They were pulpy and sword-and-or-sorcery, and they probably don't hold up all that great. Yes, I know that Project Aon exists, if I just need a specific kind of fix, but there were so many other types of it at the time, and they all just kind of vanished, and because they were pretty well pulp adventurers with a small amount of RPG mechanics, they haven't been preserved nearly as much, as best as I can tell. So, for another generation of kids (and grownups) who might want some solo adventures while they're away from their tabletop and who might have people telling them not to use their electronics so much, maybe we can bring back the format and showcase the many different ways that someone can do fantasy worlds. And possibly slightly more forgiving adventures, as I recall an awful lot of them end in the same way that a lot of Chooseco books do, with an abrupt death. These ones have that abrupt death based on whether or not you had good RNG as much as whether you made good choices. These gamebooks were being made in the era of Sierra games and the H2G2 IF that were specifically all about ending your adventure if you forgot to find the one secret object that only glints on Thursdays. We've had many more years of knowing how to craft a better adventure, so why not do it?