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| Why Drunkard's Walk is a good crossover |
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Posted by: Logan Darklighter - 06-05-2012, 08:50 PM - Forum: General DW Chatter
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I've been a fan of this series since reading the second step of DW, and even though at the time I knew sod all about GURPS and had merely passing acquaintance with Bubblegum Crisis (though I'm a large fan of Ah My Goddess in the latest step), the crossover (after looking this stuff up) made perfect sense, mostly because the story bent EVERY effort to make me want to buy it, mostly by accomplishing what I call "the fusion effect".
"The Fusion Effect" is when the story first finds a plausible way to insert someone (or many people) from another genre or media into a similar or even totally different media, then spends an inordinate amount of time integrating them into another universe by having them and the characters from the other universes react appropriately to someone outside the context of their understanding.
In DW2, the Knight Sabers come from a world of sci-fi, whereas the hero comes from a quasi-magical world more along the lines of our contemporary reality, and both they and Doug react to the difference in their capabilities with appropriate astonishment, and the other characters in the verse first try to understand the hero outside their context within their own context, but as the story and character development takes its toll, they adjust to the new context in a logical, sensible manner.
It also avoided committing the gravest sin a crossover can commit: not making the crossover believable.
That said, DW is set in a universe where crossover is not totally implausible, much like how it would be insanely easy to cross Doctor Who with bloody near EVERYTHING due to its own built in mythos that allow for all sorts of time and reality bending scenarios.
Another series that is good at this is Super Robot Wars, which, while using plausible deus ex machina, often blends common themes from the different mecha anime series represented and uses them to tie everything together. A similar series is Shin Megami Tensei (which the latest step has definite shades of), which also uses this to good effect.
Drunkard's Walk, IMO, depends less on blending themes (though that's not to say it doesn't attempt to unify similar concepts under a narrative umbrella) and more on establishing a mythos premise that allows an outside context hero to enter other worlds and become part of them without losing either his uniqueness nor transforms into another character indistinguishable from the characters in the borrowed mythos.
Finally, regardless whether "Looney Toons" is (so far), in a universe with cybernetics and robotics gone wrong or a world with a barely contained cold war between gods and demons, the series has yet to drop the ball in making me believe the hero of the story is out of place, and while I detest most crossover because of violations of the above principles, Bob's series has yet to destroy my suspension of disbelief, and I'm eagerly reading his latest work right now as a result.
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| Teaser the Third |
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Posted by: Bob Schroeck - 06-05-2012, 08:17 PM - Forum: Drunkard's Walk VIII: Harry Potter and the Man from Otherearth
- Replies (24)
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I looked at my companions, and with a smile held a finger up to
my lips in the universal (among humanoids with lips, at least)
sign for silence. As Charlie and Sirius watched, grinning like
maniacs, I slipped up behind the twins as stealthily as I could
manage. (Which, if I do say so myself, is pretty damned
stealthy.)
"Do you want to keep at it, boys?" I asked them suddenly. "Or
can I just go ahead and open it now?"
When both boys jerked in surprise, Sirius and Charlie cracked up.
Gotta love people who appreciate sophisticated humor.
The twins -- I hadn't been clued in yet on which was Fred and
which was George -- looked at me for a moment as though they
couldn't believe someone had gotten the drop on them. Then they
exchanged glances before, in reasonable synchrony, stepping back
to bow and wave me on to the crate. "By all means, Professor,"
one said.
"Don't let us stand in your way," the other followed on the heels
of the first.
"Although we enjoy the challenge," the first continued.
"We'd rather see what was inside," the second concluded.
"Thank you," I said as I stepped between them, wary of some gag
or prank thanks to the extensive stories Charlie had told me
about them. "Twinspeak, eh? Nice trick," I added offhandedly
as I ran my hands along the lid of the crate. "You do that a
lot?"
Out of the corner of my eye I saw Thing One shrug. "Not as much
as some people believe." I turned around to look at them.
"It's harder than you might think," Thing Two added.
"But if we get in the right rhythm," Thing One offered.
"We can make anything *sound* like it." This time I saw the
other one shrug. "It's mainly about picking up on each other's
cues. As long as we say *something* that makes sense in the
context..."
And then he pointed at his brother, who grinned, and then made a
show of pretending to think hard. After a moment he smiled and
held up a finger as though just coming up with an idea. "...Then
it sounds like we're reading each other's minds and finishing
each other's sentences!" The two of them then grinned, laughed,
and shook hands, congratulating each other -- for what, I don't
know, but it was amusing to watch.
I looked at Charlie and Sirius, over on the other end of the
porch, and crossed my arms across my chest to indicate each twin
with a forefinger. "I *like* them, they're silly."
-- Bob
---------
Then the horns kicked in...
...and my shoes began to squeak.
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| Best way to Kindle-ise the Walk? |
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Posted by: K sai - 06-05-2012, 01:58 PM - Forum: General DW Chatter
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I'd like to read the DW series on my Kindle:
- Bob, any objections?
- If not, what would be the best/easiest way to go about doing this?
Any and all suggestions entertained as long as Bob is ok with it.
K
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| A Cultural Guide to Fenspace: Crystal Tokyo |
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Posted by: shaderic - 06-05-2012, 08:58 AM - Forum: Fenspace
- Replies (26)
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By B. Ganders
For Sherry and Mei, who I should have come up to the stars for a lot sooner.
___________
Fen.
This is the name given to those who have left the planet using the power of handwavium. Over the years, tens of thousands of people from all around the world have come up to what used to be called outer space and made it their home. Each one taking a little bit of their own culture with them, along with their hopes and dreams. But you don't hear about groups of eurpeans putting together a martial arts style for cyborgs. You don't hear about a bunch of american girls making a fantasy kingdom on the moon. You DO hear about how the Fen fought a war in space, colonized a planet outside the solar system, and are terraforming Venus.
As an American I couldn't help but draw certain nostalgic paralells, even though like a great many people on the ground I thought most Fen were a little nuts.
Then I came up and realized two things.
The first, is that while on Earth you tend to hear about the Fen as a whole, they're actually splintered into dozens and dozens of factions. And each one has it's own quirks, values, and ideas about how the universe should work. People still hold onto parts of their earth heritage, but they also tend to gain a whole new nationality in Fenspace that has nothing to with where they were born.
The second thing, is that the Fen aren't a little nuts. They are, and I say this in the most respectful way possible, completely insane.
These are the people that left the planet on flying vehicles made with a dangerous substance that, to this day, no one has any idea whatsoever on how it functions, where it came from and is considered fairly unpredictable at best. They then decided to build space-craft, cities and entire societies based on comic books, scifi novels, and TV shows. In some cases, they even change their own bodies to better fit with their ideals on how things should be.
And, against all odds, they make this work for them. Fenspace is a melting pot of cultures and rivalries that manages to flourish in the unforgiving expanse of space.
It's no utopia, of course. The Boskone War wreaked havoc across the solar system, destroying entire cities and hundreds of lives. Crime still exists, and accidents still happen.
But the Fen continue to build the society of their dreams. In orbit around Earth, a hotel mogul plans yet another expansion to his business empire, while on Mars a cyborg teaches those still new to their wings how to fly. It's easy to get caught up in the impossible things that happen everyday.
This book is meant to be a more in depth guide to the city of Crystal Tokyo in Fenspace. Partly because covering all of Fenspace in one book would be problematic at best, and partly because while you can find lots of facts and figures about various factions and cities, presuming you know where to look, you don't hear a lot about their day to day life. I chose Crystal Tokyo as the starting point for this little venture, partialy because I happen to live there and partialy because it's the headquarters of the Crystal Millenium, one of the six major factions of Fenspace.
Whether you've never been up to Fenspace, or were one of the first ones up here, I hope you enjoy this book and find it informative.
A/N: Thus, I begin yet another project when I really should be working on something else.
The Cultural Guide is basically meant as a more interesting way of fleshing out the various factions and locations of Fenspace. It's going to be a composition of interviews, city walkthroughs, little anecdotes, commentary, and whatever the hell else I can think of to make things more lifelike.
The lens I'm doing this all through is Benjamin Ganders, from Legacy Project. Who's writing this as a book for Fen and Dane alike, from the perspective of a guy who's making the transition from Dane to Fen. So, he/I will be making the effort to lampshade the hell out of how ridiculous some of this stuff is, while pointing out just how amazing it is at the same time. Expect a more complimentary explanation of the insanity of Fenspace by him/me later.
Anyway, the next segment is supposed to be about the physical layout of the city. I'm going be taking a lot of info from the Legacy Project thread and the wiki, but a couple of quick questions: Someone said there wasn't a tether anchoring the city to the surface, but the wiki says there is. If the tether is there, are there any facilities at the base of it?
And does anyone have any idea how much the terraforming project is tied into the cities? I realize most of it's probably automated, but I don't know how many people are tied into it. For that matter, how is the terraforming being done? I can see on the wiki that the Crystal cities are organized into clusters, but how close are they together?
Also, where does the food come from? Is it all imported, or is one of the Crystal cities a farm too?
And before I forget, it's an open project. If anyone wants submit stuff about Crystal Tokyo or write articles about it, that'd be cool.
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| TPN Anti-Telepath Strategy CONFIRMED |
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Posted by: Logan Darklighter - 06-04-2012, 10:56 PM - Forum: The Legendary
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So last night, I was just messing around idly when most of the SD Paragon crew came online. Seems late Sunday night-early Monday morning is their usual RP get-together. But a couple of significant people were not online that they needed for an ongoing RP plot and they were kinda stuck for something to do until they showed up.
So we were chatting and the topic turned to the Trials, and I mentioned that C8 had never once been on a successful Keyes Trial. This astonished them to the point of using the core of their group to start a Keyes Trial. I was kinda surprised at the sheer speed with which they all just kinda decided at once to do it and railroad me along with them. ^.^ We didn't have enough in the Coalition to put together a full league, so we attracted some PUG-ers to fill in. (In fact I was kinda surprised at midnight we were still able to fill out a full league (4 teams worth))
Ok - intellectually I knew this -should- work, especially since Cappy (Deathwidow) is a seriously good Trial organizer. Mainly by exercising an almost R.Lee. Ermey Drill sergeant attitude that would actually herd CATS in real life as well as having a damn near encyclopedic knowledge of the trials etc. DW is really good at this. But... damn if I still wasn't all paranoid. But I kept it mostly to myself. Just thinking all the time I was in Murphy's crosshairs, like always, and that something just had to go wrong.
It didn't. Even with half the League being random people who joined up in DA, we BLEW through it and STOMPED Keyes flat in under 20 minutes.
I think my quote when I saw the Trial end notice (and the BADGE) pop up on my screen was something like -
"We won. We WON? No team wipe? No Boom?"
DW was kinda smug about it, "I -told- you Keyes was easy."
"...Best tasting plate of Crow I ever had. Thank you."
So yeah. C8 has his Keyes badge at long last. All hail DW and the SD Paragon crew! We should run trials with that group more often. 
Anyway - we did so well that the rest of the League was chomping at the bit for more.
Somehow TPN was mentioned. And I JUMPED on it and called for the anti-telepath strategy and would anyone join me on that sub-group? Got Vhaillor (Dex) and another scrapper (Dark/Dark apparently) to join me initially, and halfway though, we got another couple of people including Battle Girl Mio (who was one of the ones who should've been on initially for the RP but had some kind of ISP problem) join the Trial in-progress and they joined the Telepath suppression squad.
IT. WAS. GLORIOUS!!!
(Not least of which because C8 and Dex are both MA/SR and we have almost identical attack chains, as well as use Superspeed as our main travel power, so not only do we often wind up fighting side by side, but we often synchronize! It is almost indescribably awesome when Dex and C8 both leap up to do Eagles Claw kick and then Crane Kick simultaneously and on opposite sides of a mob. We did that at least 3 times during our team-up on the telepaths. Boot to the Head x 2!!! Battle Girl Mio is also MA, and if you have the THREE of us doing that...)
And apparently the number of times you have to do the whole "beat the guards, then beat the technicians, activate the 4 terminals" routine is dependent on how well you're doing. And we were stomping things so hard, I think we only had to do it the bare minimum of times - once for each building.
We got ALL the badges.
Yes - that means Cyberman 8 is now the proud owner not only of the Keyes Trial Badge, but all the TPN Badges.
"Master of TPN"
Oooh.. shiny... 
Anti-Telepath Squad on TPN. Not only worth it. But essential for a smooth, short run! We blew through that one in under 30 minutes as well!
It's not even that hard to do! I was afraid that the Seers would be inside the crowd. Turns out they spawn NEXT to each small crowd of protesters. On the side closest to the building. There are about 6 spawn points. The protesters gather there, then Seers will start to teleport in. They appear right next to the group, but between them and the campuses. So it's possible to run up, hit your key for "Nearest Enemy" and lock on that way rather than use your tab.
Let me see if I can illustrate it -
[Campus 1 [Campus 2 [Campus 3
T T T T T T
PP PP PP PP PP PP
PPP PPP PPP PPP PPP PPP
PPPP PPPP PPPP PPPP PPPP PPPP
(T for the Telepaths/Seers
P for the Protestors.)
And without that damn Pacification debuff going, everything goes SO much more smoothly.
So what about Maelstrom and his Teleporting around in that one stage? Not even a problem. We just flat out ignored him and kept up the pressure on the Seers. He couldn't stop us. Apparently a big part of why he's so stupidly powerful in that stage that we've seen on other runs? It's dependent largely on the Seer Pacification Debuff. Without it, he's just a standard Boss/AV.
Mind you - most of our Anti-Seer sub-team was MA/SR. That might've had something to do with the ability to ignore him. A squishy like a blaster might have more trouble. But just maintain some distance (or run if he ports close to you) and it should work out.
Oh - one other minor observation. When a Seer ports in and starts trying to mindwash a crowd, there's a vague transparent sphere that centers on them and is very diffuse and very large. It makes it easy to track where they are. The "bubble" is wide enough to cover nearly a third of the field. The effect is subtle. You know what a Force Field wide bubble looks like? Well imagine that, but -much- larger, and dimmer/not as glowy. You have to be looking for it. But once you see it and realize what it is, it makes tracking active seers even at long range a piece of cake. Though you still have to be careful with your targeting.
So... (buffs Master of TPN Badge) anybody want to do another run on TPN soon? ^_^
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| Summon Loony Tunes! |
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Posted by: SkyeFire - 06-04-2012, 07:53 PM - Forum: The Game Everyone Loves To Play
- Replies (3)
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Okay, here's another one for the "handy but too quirky to use often" stack:
Glass Tiger, "I Will Be There"
A fight for king or country
Can liven any heart
To sleep beneath the open skies
A love affair can start
Echoes in the valley
As embers cross "red skies"
I'm calling from the mountain
Echoes of no reply
CHORUS:
I will be there
Oh! When you call my name
[- From: http://www.elyrics.net/read/g/glass-tig ... yrics.html -]
I will be there
Oh! If you call my name ...
I will be there
Listen to the silence
As shadows dance with me
A ticking clock of endless time
Clouds my memory
I'm calling from the mountains
Echoes of no reply.
Power: Lets Doug give a "summon hook" on someone -- after setting the hook, he will be summoned to their presence if/when they speak his name. Whether that has to be his True Name, or can be one of his nicknames, is up for debate -- it may depend on how the person doing the summons thinks of him.
Limitations (potential):
1. Requires playing the entire song in order to set the hook. No shortcuts.
2. Once the hook is set, Doug cannot use another song before being summoned without cutting the connection.
3. Even avoiding #2, the hook's lifetime is not indefinite.
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