Difference between revisions of "House of Hozz:Community Portal"
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I'm pretty sure that everything we have written here can be referenced to separate pages.[[User:Oswald|Oswald]] 01:49, 5 February 2009 (UTC) | I'm pretty sure that everything we have written here can be referenced to separate pages.[[User:Oswald|Oswald]] 01:49, 5 February 2009 (UTC) | ||
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===three option=== | ===three option=== |
Revision as of 20:00, 7 February 2009
Contents
New Idea For Community Portal
Why don't we use this area for a bulletin board to work on stuff? Just post links to all pages that need work, and why. Discussion seems to happen where ever it wants to. example:
TwinWorld needs an overhaul because much of everything has changed since we wrote it.
I'm pretty sure that everything we have written here can be referenced to separate pages.Oswald 01:49, 5 February 2009 (UTC)
three option
This option doesn't really tell us anything. With any of the possiblities we are going to explain it at a later date. However, we should figure the "weird powers" out early on, even if the readers don't know.
On the other hand leaving lots of room and a good deal unexplained is the only way to make improv really work. Plus trying to figure out everything right now is putting a lot of unnecessary weight on us. We're bound to come up with more creative and more interesting ideas if we add to the mythos bit by bit.
- Right. We don't have to explain everything. We should agree on some basic concepts though, so this doesn't turn into the "Surreal" story, which I suspect it will if we don't have at least some idea of what's going on. I'm not saying figure out everything now, but the things on this page should probably be nailed down before we start writing too extensively.Ziggy 21:00, 27 March 2008 (UTC)
The Cosmos
Figuring out the cosmos is rather important, since it will dictate what stories we tell, and how we tell them. However, we could just start writing the stories and let the cosmos develop around them.
The advantage of a top down approach is it creates a consistent universe with the possibility for lots of foreshadowing.
The advantage of the bottom up approach is that exciting and unexpected details about the world will emerge, and stories can start before all the details of the universe are figured out.
i am in favor of useing both option 1 and 2 in the cosmos section. this theory would suport a finite world as well as grant easy access to multiple worlds. the fact that oswald's door is the portal to many difforent worlds or locations is an awesome idea but i as i explain below, oswald shouldn't be the source of there powers. by the way we need to figure out what that is. i am in favor of any of the many magic systems we have discused off-line.--Zack 04:13, 1 April 2008 (UTC)
- Right. However, a definate magic system may not be neccecary at this point. Ziggy 05:55, 1 April 2008 (UTC)
The Fay, Changelings, and adventure
Luke and I (Paul) talked about this idea. The principle is that the Fay are rather like regional spirits. They have their place in Faierie, and they have no desire to venture out of it. However, they do appreciate the fruits of other regions, so they employ humans (changelings) to fetch things for them, and do errands. The Fay could also have unique perspectives on what the "surface" and "sky" of Faierie is. The trolls of the depths might consider the surface to be the Adamant at the center of their world. Anything above it is just too insubstantial to support life. Their sky is miles of rock, soil, and tunnels. The sylph, on the other hand, inhabit the upper reaches of the sky. The solid-clouds are their ground, the surface of their world. Their sky is the stars, and the outer fire. The Sylvan Fay would consider the woods to be the surface, below there is no light, and above there is too little vegetation. Their sky would consist of the sky-vines and the clouds. For each Fay, a different place is "home" and they have no need for exploration or adventure. This is what makes the HOZZ brothers so unusual. They have the abilities of the Fay, but are not content with their home, and seek to wander, explore, and learn about the different places in Faierie.
Industry, explosives, and gasoline
Ben has a sort of ideal for an industrial society that exists without explosives or fossil fuels. Would we like to work this in to the House of Hozz cosmology? Could this fit in the "real world" or perhaps in one of the alternate universes? How "real" do we want to make the "real world" of the Hozz brothers?
The Fay world doesn't really need any special gimmick to limit technology. The very existance and potency of magic removes any impetus to widely proliferate technology.
- True, but I was thinking of this for the "real world", the one on the other side of the portal from Faierie, the one where the hozz brothers grew up. Ziggy 16:48, 5 April 2008 (UTC)
- On furthur thought, We really don't need either of these. I'll remove this idea soon if there are no objections.Ziggy 22:01, 27 June 2008 (UTC)
The Venerable Dignified Colloquium on Reality
Luke and I came up with the idea of a group of Fay who get together and try to figure out magic. In Faierie, magic doesn't make sense so they just come up with a whole lot of useless theories. Probably end up poking fun at intelectuals.
A quote from the Colloquium, "Our theory states that there are four fundamental axioms of magic. We have thus far assigned names to three of them."
It might be good if they were near to Adamant, and thus never changed their minds about anything. Perhaps they are even stationary, a cluster of boulders in a passageway somewhere, discussing the nature of magic.
Misc
what are changlings?
- Ahh, good question. A changeling[1] is (technically) the fake person the Fay leave in place when they steal the real person (usually an infant). Often this is just a block of wood enchanted to look and behave like the real person until it apparently grows sick and dies. Alternately, a changeling is the Fay's own child, exchanged for the human child. The concept of the faeries stealing people away and replacing them with changelings is the oldest tradition surrounding the faeries (in mythology). I also use the word "changeling" (for lack of a better word) to describe the humans that are stolen in this fashion. I sould probably stop doing this however, since it is foncuesing. Ziggy 14:58, 2 April 2008 (UTC)
Old Stuff
Here's some old stuff I cleaned out from the folders while I was prepping them for commit to SVN Ziggy 05:38, 16 May 2008 (UTC)
Hugh
Hunter of Evil. Two major moods, Serious and Goofy. Other than hunting evil, Hugh is mainly just a bum.
Oswald
Gamer. Wacko. RPG games and his world some times share properties. Alter-ego as InscrutableMan with the power to confuse!
Zack
College student. Zombie lord. Funny man. Bag’s groceries. Re-spawns in the fridge. Zack is never strapped for cash even though he has a meager occupation, nobody asks why.
Ziggy
Tech-support. Straight man. Serous but can give into the humor of his wacky counter parts.
The House!
The house of Hozz, named for its inhabitance (Huge, Oswald, Zack and Ziggy), is a place of mystery, the outside is really no more than a 2 room house, the inside is a near endless mansion.
Mechanics of the Graphic Novel
Several ideas I've come up with require the juxtoposition of to (or more) events in the same page. For instance, Ziggy at the job site dealing with problems vs. Ziggy at home dealing with problems. I'll try to make sure we can do this. If anyone else wants to do something like this, go ahead and write it. We'll worry about the technical execution later.Ziggy 22:32, 27 June 2008 (UTC)
Most if not all comics utilize noise words, emotional icons, and visual cues in order to communicate the non-visual or the non-still life. How do we implement these in a 3D based comic? Confusion, laughter, embarrasment, quick movement, various action noises, etc. --Hugh 02:17, 12 August 2008 (UTC)
- Excellent point. It would be very interesting to have no facial expressions and rely completely on emoticons. Conversely, if the facial expressions are good enough, we won't really need emoticons at all. For motion and action we may need further cues. I'm guessing some experimentation will resolve this. Any wild ideas of how to convey these non-visual sensations? Ziggy 15:05, 12 August 2008 (UTC)
- I'm especially interseted in smells. Can we come up with some visual cues for olfactory senses? Usually there is just a little squiggly for bad smells, maybe a cloud of some kind. Good smells, especially food smells, are shown as breezes flowing into the nose. Perhaps words on these "breeze lines" would convey better the smell of the place?Ziggy 19:13, 10 January 2009 (UTC)