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I’m a big fan of science fiction. I’m also a big Star Wars fan. I think, though am not sure, that my first movie was Star Wars, which came out four days after my fourth birthday. I’d guess that 2001 was my second.
Even as a kid, I could tell that these were not the same thing. They each had their own aesthetic principles that, if I was to play with the ideas in them, I would have to derive and distill, but not mistake for one another.
Continue reading “How to Make a Star Wars Guy”
Some ships are faster. (Not a lot, though.)
Some ships are prettier. (Maybe most.)
But none has so faithfully served Ashadd Nash in her quest to reunite her clan.
Continue reading “The Midnight Storm, Ashadd Nash’s Ship (How to Make a Star Wars Guy 5)”
The day Ashadd Nash found herself alone without clan, without money, and with a price on her head, she became a scoundrel, and a scoundrel needs a scoundrel’s weapon.
Continue reading “How to Make a Star Wars Guy 4: Ashadd Nash’s Derringer”
Ashadd Nash is a scoundrel, living between the cracks of the Empire and the now-disintegrating old order of the Republic. And like any scoundrel, she travels armed.
Continue reading “Ashadd Nash’s Blaster Rifle (How to Make a Star Wars Guy 3)”
Ashadd Nash, like Boussh, Boba Fett, Maz Kanata, and many other scoundrels, rarely allows her face to be seen. Among those she trusts, though, they see the face of a 20-year-old who bears the responsibility of her entire, scattered clan.
Continue reading “Ashadd Nash, as She is Seen by Few (How to Make a Star Wars Guy 2)”
I’ve been working on an illustrated essay called How to Make a Star Wars Guy. It’s about the scope of things that Star Wars can talk about, and why it often rings false.
My example in the essay is Ashadd Nash. You’ll learn what she’s about in the next few posts!
Continue reading “Introducing Ashadd Nash, my Star Wars Guy (How to Make a Star Wars Guy 1)”
The Dzung live to the north of the center of the world, in the cruel mountains and vast, unknown high plains beyond.
Continue reading “A Dzung Raiding Party Takes to the Air”
In Shock:Social Science Fiction, your character has a number of characteristics: Two pair of Praxes, a list of Features that might grow over time, and Links, discussed back in Part 2 of Deconstructing the Future.
Praxis stands in, in many ways, for the “stats” of many roleplaying games and, at the same time, for “alignment” in D&D and its offspring — and you’ll notice that it shares some of the weaknesses of alignment, as a result.
However, because they’re proposed in play, they establish what the players — not the designer — want to be the core set of ethical questions as the fiction develops. Along with the Grid and Audience, they establish the authorship powers that the players have over their experience of play.
Continue reading “Deconstructing the Future 4: I Care About What You Do, Not What You Care About”
The Dzung people live far to the north of the center of the world on the mountains that form the border to the high plains. They are nomadic and broken into many tribes, but all answer to the wielded of Zujabji, the ancestral spearhead of their chiefs.
Continue reading “Zujabji, Ancestral Spearhead of the Chiefs of the Dzung Mountain People”
The heart of every moment in Shock: is its potential for irony. That irony comes from the toothy compromises you make as you create your world, as your *Tagonists resolve Conflicts, as Audience alter outcomes, as a Protagonist approaches their Terminus.
Continue reading “Irony: An Outcome Contrary or Converse to the Expected”