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Subject: 
Re: CW Questions (Was: A thought about some CW issues that may emanate.)
Newsgroups: 
lugnet.castle.org.cw
Date: 
Sat, 30 Sep 2000 19:46:53 GMT
Viewed: 
688 times
  
In lugnet.castle.org.cw, Rick Kurtzuba writes:
In lugnet.castle.org.cw, Shiri Dori writes:
*You* decide what goes in your part of the "map".
Look, I don't know it all, nor do I presure to. The map issues are not
entirely resolved. What I know comes from little tidbits of info Craigo has
told me. And I know enough to tell you that no one will force you into having
a realm you dislike, or prevent you from creating the realm you want.

See, that's what I thought.  In fact, I kind of took that for granted until I
heard some of the talk about the map, which made me wonder.  (I'm coming to
this kind of late.)  Anyway, the folks running Castle World have made it
pretty clear that the emphasis is on creativity, and I'm not worried about
anything being forced on me or any other members.  I just wonder if the
existence of a set geography might end up shooting folks in the foot farther
down the line.  (The portals, for example, are great for having characters
appear in far-flung places, but what if two balladeers come up with a scenario
for, say, a border dispute, but then are unable to proceed because someone
else's realm is already established to lie between their own?)

Rick Kurtzuba


    CW is a wonderful idea but the map seems to raise an awful lot of issues.
It seems to me that a "Magic: the Gathering" approach would be easier to
implement and cause less confusion. The Magic card game is built around many
worlds (planes) that have no physical connection between them. Wizards (also
called planeswalkers) use a variety of magical means to travel between the
different worlds.
     Another example of this idea is found in C.S. Lewis's Narnian book The
Magician's Nephew. In that story there is a place called the Wood Between the
Worlds. It consists of a vast wood with small pools of water spaced
throughout. Each pool is a doorway to a different world.
     In CW each balladeer, instead of being given a realm, would create their
own world (and their own map of that world if they wanted one). They would
then be free to create stories without worrying about "neighbors" or other
issues. And with magic portals and such collaborations are still possible also.
     In this way CW would act like a Wood Between the Worlds (a common place
to access other balladeers worlds/stories). Official CW people wouldn't have
the hassle of handing out realms and 'controlling' a map and balladeers would
be free to create without the restrictions (real or imagined) that a CW map
would impose.

    Just $.02 from a longtime lurker and possible future CW balladeer.

    Ken



Message has 2 Replies:
  Re: CW Questions (Was: A thought about some CW issues that may emanate.)
 
(...) While "separate worlds" reduces the friction, it also reduces the interraction. There is a lot of benefit to having strong interrations between peoples creations. The important thing is to allow each participant to work with the other (...) (24 years ago, 2-Oct-00, to lugnet.castle.org.cw)
  Re: CW Questions (Was: A thought about some CW issues that may emanate.)
 
(...) Being a long-time Magic afficionado, this is the most appealing aspect of realm placement to me. It's not very confusing, unless you want it to be, nor is it too terribly difficult to understand. This also allows (to address a subsequent point (...) (24 years ago, 2-Oct-00, to lugnet.castle.org.cw)

Message is in Reply To:
  Re: CW Questions (Was: A thought about some CW issues that may emanate.)
 
(...) See, that's what I thought. In fact, I kind of took that for granted until I heard some of the talk about the map, which made me wonder. (I'm coming to this kind of late.) Anyway, the folks running Castle World have made it pretty clear that (...) (24 years ago, 30-Sep-00, to lugnet.castle.org.cw)

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