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cr47t

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Everything posted by cr47t

  1. It's been a very long time since I've come to NCM/YCM for advice, but I think this merits it. It's not so much about storytelling craft so much as an ethical concern of mine, and over the years I've come to trust you guys here from the old YCM guard (before the site split in two). SHORT VERSION: I'm wondering about inspiration and borrowing of specifics in structural material from other works - is that plagiarism, or otherwise unacceptably derivative for a genre work? LONG VERSION: I have a concept in my head of two factions in opposition, with a character or two each to represent, and two (or more?) characters outside those factions (the protagonist and a third "antagonist"/team; both come from afar.) I like the way the setup does not judge between, nor caricaturizes, the two 'factions' (a industrial settlement and the natural world around it) and the way it comments on some topics of importance to me (environmentalism, war and overcoming differences, etc.) One problem: these things have already been done by another work I admire, which is where I got the idea for the character dynamics. (This work is not written-word, mine is.) I intend to make use of a different kind of setting for my work, without much forestry: something that feels more 'otherworldly' but still recognizable/imaginable as a place on Earth. (What it will be, I'm not sure; I was considering Icelandic features, but I haven't decided yet.) I also intend to make the characters themselves different from their counterparts in the other work, but I have trouble seeing how the relations between them can be different without upsetting the balance. Consulting a loved one on the issue, they noted that while West Side Story borrowed from Romeo & Juliet character dynamics and some commentary throughlines, it also lifted plot too, and yet it's been accepted as a legitimate work. This does not put me at ease, especially since I'm in general having trouble bringing my own structure-level spin to the combination of this character/faction setup, the way that setup intertwines with commentary, and the commentary itself. (Also R&J has had many pastiches and revisits in other works that are accepted as legitimate: for my source text, I can't think of any other example of media that does what it does.)I do intend to make a plot that is not resembelant of the other work, just don't know what it is yet. Although I believe in what the original work had to say and I want to send that understanding further, I am worried about the ethics of my situation, which brings me to my question: Is this plagiarism, or copying in spirit, or otherwise an unacceptable level of derivative for genre(-esque) fiction? If so, what can I do to make it fresher, more of me and less of a correlation - or do I have to basically start over? If I'm 'in the clear' or in a 'grey area', how so?
  2. thanks for stopping in! even though i've moved on to newer projects i'm grateful that people here still care about helping out - it encourages me to share more in the future. i'm sorry i don't have much else to say, b/c i've put this on the shelf a while ago but might revisit it to learn lessons for a possible future idea i have, which does have a more relationship-based angle than how i was viewing this project or how i view my current one. (if you wish to discuss the current one further, i'd rather make a new thread about it though) but i do have to ask - and that is quite a bit to take in so sorry if i miss something or if my response post has been too short but - how can I find out the most 'fruitful' (as you put it) aspects of a given project(s) i have going, without delving into details i may not be ready to share?
  3. i never really appreciated the young thug helium verse
  4. personally i prefer this to the young thug verse
  5. it could just be me, but i get the feeling that increasing power creep so steadily and so much is going to make it harder for modern/mainline ygo to grow or to maintain its market as more players move on to more balanced card games (mtg, pokemon, or more niche TCGs.) last time it was comparably bad IMO was with whatever you call the format with perfoma-pal/-ge, where they actually stepped in with an emergency banlist. nowadays with konami taking their time to move the new years banlist to us guys here in north america, it feels kind of like they're hanging us to dry (more so when you consider how maxx c at3, etc. over there affects how cards are designed around them, which trickles down to us.) another factor i think is going to make it harder for YGO to attract new players (besides sweats) to replace outgoing veterans is how complicated konami makes everything just to sustain the power creep escalation. even as a veteran player myself i probably couldn't recite a single entire tear card's effects to you, how is a newbie going to last if their locals are competitive? you have to make room for all these different rules and conditions added over the years (just look at how many extra deck strats there are) just to know how to play, memorize the opposing deck strats just to play against them, know their weak spots to stop combos at the right time, to build your side deck, etc, and that's assuming you got both the dollars to spare and the will to put it in, and even then it could get upended in months time when new meta or new banlist comes in. in the meantime if you come across a deck that you can't counter, or has its own counter you can't get around, whoop de fucking do. compare all this to something like chess where yes, there's a lot to remember if you wanna go far, but you can depend on more of it more of the time as you always get the same starting situation every game (more or less) so it's skill against skill alone. or even compare it to the other games i mentioned, where the effects are kept relatively simple (or at least, not walls of text) and there are resource systems (pokemon's energy cards, mtg's mana system, etc.) to keep power creep in check. maybe it's just that i'm asking myself why i've been playing along with this problem for so many years, as i begin planning to pivot to other hobbies, but why do we play ygo? (i know some of the veteran forum members here don't, but im gonna go ahead anyway.) for some it's nostalgia, which i would get more of if i was hanging out with my former ygo buddies than by playing against more modern crowds. for some it's strategy, but in that case it's so luck based and one-sided you might as well play solitare (i know this is a common joke but roll w/ me for now) or some other oneplayer game that you'd probably get more fulfillment out of. for some it's habit which, i get it, change is hard to do on your own when it regards throwing out a 5+ yr constant. in the end though i don't see how its gonna be worth it at all, now or in the future. please share your thoughts on the subject here, would really like to hear what the consensus is here
  6. i was thinking about several tracks from sevish but chose this one over some others since "gleam" has some actual active energy to it, and over others like that since this one seems the clearest - it's not too fast like "smashing" is. i don't know if this zone is too discordant for you - i don't feel that way about it but i know others who do - but i did want to put forward a energetic composition that remarkably works instead of more ambient compositions or noodlings (which is what i imagine most ppl think of and tune out b/c of)
  7. i was thinking about several tracks from sevish but chose this one over some others since "gleam" has some actual active energy to it, and over others like that since this one seems the clearest - it's not too fast like "smashing" is. i don't know if this zone is too discordant for you - i don't feel that way about it but i know others who do - but i did want to put forward a energetic composition that remarkably works instead of more ambient compositions or noodlings (which is what i imagine most ppl think of and tune out b/c of)
  8. asking for help: can a shark build still be somewhat competitive on the local level? (nothing regionals or higher)

  9. hi everyone so my danger gren maju isn't working out the way i hoped it would and i'm dissatisfied. i want to build something else but i can't decide between i've been told to do danger dark worlds, as ive already got some danger monsters and the new support in december. i could see it working, but im not sure how much fun ill do playing it - i get laughs out of cheeky plays (see: jank ideas below) branded, b/c the structure decks (or whatever it is the one that includes "fallen of albaz" etc,) can get me a good deck with 3 structure decks - about $30 for me. convert the current gren maju deck into a eldlich-gren deck. this is my least favorite various jank ideas i've been interested in the idea of a deck that largely functions by allowing you to play off of opponent's plays. cards like super poly (can use opponent material), waking the dragon (activates on pop, also makes mind games for facedowns), etc. the idea is that the opponent will have to strategize more than they would in normal tournament play (i only get the chance to play at locals) and thus it'll be more fun for both of us. the problem is, i don't have a concrete win condition/end board, engine, or even enough cards to combine w/ engine to get to 40. another idea that's fascinated me is a deck that can both utilize exodia as well as play for a battle-to-0 win without all five pieces available. in pendulum format i would do this with normal monster pendulums, and normal monsters + tokens seem to still have some level of potential (tenyi field spell, white elephants gift, etc. as well as counterplay like heat wave and skill drain) but i think i would need something more consistent, to the point where getting curb-stomped isn't a foregone conclusion. the two jank ideas are my favorites by a good margin as i think they have the most dynamic potential. the problem is i can never find a way to execute the ideas in a way that i can get enjoyment of, as i always get curb-stomped. my next fav option is the branded, b/c of the affordability and the cheeky plays (combos of fusion summons, for example). do any of you have an opinion on this? (i might not get to reply back until next weekend but i can keep an eye on it in the meantime)
  10. i'm sorry for being so late, but could i ask for an elaboration? some context to my question: while the standard story template is about a MC who wants to obtain something (an object, a relationship, status, whatever) and the obstacles he faces in trying to obtain it, i envisioned this current story of mine as: being about a MC who either starts the story with what she wants or gets it early on, but then faces the prospect of losing it, and the obstacles she faces in trying to hold on. (in this story, her relation with the wonder creature, and her own related sense of wonder and optimism, is the thing she's trying to "hold on" to.) with that in mind, i feel a little pressure to have an external conflict/tension to match the internal one, but that may be because there's virtually no resources on the latter arc (out of the two in above paragraph) so i've been trying to borrow from the old one to bolster my confidence, and any potential reader's confidence, in taking my story through essentially uncharted territory. (although i do agree with you that the ET route would be counterproductive.) it doesn't help that i have a problem with my mind latching onto things and then i have great difficulty diverting my mind from that topic. if this advice from the "old guard" of story is not necessary, in the context of my selected story arc, do you have any ideas for what to substitute for the classical internal/external duality, or otherwise something else to focus on?? if it is necessary to borrow from the old guard, what should i focus on that they have to offer? lastly, before you answer: thank you for sharing with me your opinion, both of you! talking it out w/ others helps shine a perspective on things i didn't notice before, and that helps reencourage me to move forward.
  11. Hi guys - I'm trying to write a story on the smaller scale of things (my past projects quickly became too big for me). Right now I am struggling with outlining a rough idea of the plot, and in order to do that I'm trying to figure out the stakes. For context: In the story the MC (not yet a teen) and her uncle are camping on an island: soon after arriving she discovers and befriends a creature who takes care of the life on the island. It is known, but becomes more weighted as time goes on, that the creature and MC will have to part when MC's vacation comes to an end, and that they might never meet again afterwards. I have a decent grasp of what I want the internal stakes to be - whether MC will be able to maintain her childlike optimism in the face of departure and separation, or whether her worldview will fall apart because of it. But I'm not sure what external stakes could go well with it to create a throughline for the plot. I do envision it to be less about a positive change in fortune than about a negative change of spirit, kind of like coming-of-age combined with aspects of tragedy (b/c i can't think of a better comparison, sorry). Does anyone have any ideas for what it could be, or for how I can figure it out? [note: if this is the wrong subforum for this kind of topic, please forgive me and move it to the right spot - I'm used to YCM format]
  12. apple pie i know, its generic, but i dont have pies often
  13. i've been building a custom banish build for some time irl, spending some cash on ygo for likely the first time since i signed up for YCM. yesterday at locals though, i went over the decklist with another guy in the tourney, and he suggested i try incorporating Eldlich as the main arche. for the deck, as it allows for counterplay/playing for a win even without Gren Maju in hand/field: most others i talked to at the tourney backed the idea. I have a few concerns, including whether Eldlich will get hit by a near-future banlist, whether i can get used to using GY effects (never was a big point of my previous budget decks), etc. most important to me is whether i can make the deck competitive and non-expensive (as far as YGO goes) while still allowing for some of the more cheeky plays that have categorized my earlier decks. (in the eldlitch deck, cards like gren maju and maybe soul absorption would be examples. past e.g. include red rebooting a mirror force, playing normal pendulums only to plot twist the whole match with exodia, and the two copies of Triple Tactics i now have.) the thing is should i sell the custom build and go for eldlich, or keep going with danger! gren maju? (i don't own the dangers yet, but most of the other stuff for the former i do actually have, and i can sell them to fund eldlitch build if neccesary.)
  14. 3x Battle Fader // 3x Gren Maju // 3x Necroface // 2x Thunder King Kaiju 2x Allure // 2x Dark Hole // 1x D-Fissure // 1x Gold Sarc // 1x Harpie's Feather Duster // 3x Inferno Tempest // 1x ODoP // 3x Pot of Desires // 2x Soul Absorption // 2x Soul Release // 2x Twin Twister 3x Cursed Seal of the Forbidden Spell // 2x D.D. Dynamite // 3x Evenly Matched // 1x Macro Cosmos this is a deck I planned in Master Duel but it's meant for RL locals (yeah, this is mostly all i've been doing with master duel). it's meant to have a few different win conditions besides one (tempest, necroface, and dynamite can all work). i'm not sure what the prices are for each (i know i own a few of some, but they're relatively common) but i know pot of extravagance is steep, so although it'd be nice i didn't include it since IDK what budget i'm gonna have. if someone can help me improve the build before i buy any cards, or give a price estimate (i already own 3x fader and 3x allure, unsure about others) that'd be nice.
  15. i've started planning to make a new deck that I actually plan to spend some $ on (planning on an $100 or less build, but if more is neccesary please lemme know how much). The idea is to make an antimeta deck that can stand up to other decks, with an especially trollish result if the opponent is "playing on autopilot" (i.e. decks that effectively build and play themselves, all speed and little strategy, etc. - its felt like that at my locals for years, even before covid) i'm also planning to focus on nerfing the main weaknesses with my other decks; being too slow for the current meta and not having much to do about if an opponent does something devastating before i can get out the win condition (ex. vanity's or majesty's with my current deck). cards I am currently considering at time of post (haven't checked prices yet); MONSTERS - Effect Veiler, Fossil Dyna, Inspector Boarder (got one today for a buck) SPELLS - Moon Mirror Shield, Super Poly TRAPS - Infinite Impermanence, There Can Be Only One, Waking the Dragon EXTRA - Last Warrior from Another Planet, Naturia Exterio, Starving Venom Fusion Dragon i'm particularly excited about using "Waking" and super poly to bring out things like Naturia, Last Warrior and Starving (granted, former + last warrior can only be accessed through waking, so i am interested in more accessable-via-superpoly fusions), but i am a bit unsure about fossil dyna (just seems a bit obstructive given the special-ing i may need to do), infinite impermanence (would want that or effect veiler, and i'm leaning toward latter), Only One (similar problem as dyna), and last warrior - i want to make a build that has an advantage in/against the meta but also relatively fast and with cards that can play off eachother in an attempt to reduce bricking. if anyone has thoughts or advice, please share them, whether they be about budget, cards to add or remove from wishlist, or strategies with said cards, anything goes as long as it isn't mean.
  16. https://terribleminds.com/ramble/2022/01/09/the-great-surrender-how-we-gave-up-and-let-covid-win/ ran into this opinion piece today and sadly i think he's right, we dont give a shit anymore - i think it's b/c we're so used to the post-2016 breakneck speed of news topics that we just forget after a while. what really pisses me off is how that is being used to get away with unacceptable shit, such as crimea, netflix w/ 13RW and the movie that shall not be named, ccp/tiktok (or any of the bs that happened on the actual platform), and basically everything other than 1/6 which even that may not remain in the public discourse memory for as long as neccesary. to think what it could mean for the future of people v. covid (or just people) is rather scary but what can we do about apathy out of our hands?
  17. its funny that i already have starbound, terraria, and celeste all in my collection with the latter 2 of the 3 in my to-do queue. i never found the time to get into them - they didn't hook me very quickly, but they do seem like the kind of game you warm up to over time. not that i don't like that kind of game, but between all my obligations and side projects (such as writing my story(s) or making ride proposals for the local amusement parks), those (as well as my NES/SNES Classics) get lost in the shuffle. i dont mean to offend you by saying all this about games you really like, but i hope it's ok that we have diff approaches. maybe one day i might know what the hype's about, but even with all my free time im superbusy, but im gonna make a note to myself to set some time aside someday for celeste and perhaps terraria (i got frustrated with starbound) as for the other two, i cant afford orange juice even on the winter sale, and craftopia's at full price in any case, thanks
  18. any steam games you'd reccommend? longer games are ok if they're not superhard (i purchased everhood and spiritfarer fairly recently) but i also like games i can pick up after a while w/o feeling lost or something (ala 'rift wizard' which bought or 'rain on your parade' which i think i might get) something like that
  19. merrie friskmast

  20. tbh i havent done cards since covid and rp since, well, ever., but i usually post in misc on here and og ycm, so i'll try that. thank you!
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