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- Path: sparky!uunet!stanford.edu!rutgers!ub!acsu.buffalo.edu!goetz
- From: goetz@acsu.buffalo.edu (Phil Goetz)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: {Re: Re: Adv. generators}, Puzzles & Pulp IF
- Message-ID: <BxtK2L.7An@acsu.buffalo.edu>
- Date: 16 Nov 92 17:18:20 GMT
- References: <3150113@hpsemc.cup.hp.com> <BxKq2w.IKD@acsu.buffalo.edu> <1992Nov12.203225.14960@pollux.lu.se> <1dv99tINN8qb@life.ai.mit.edu> <JAMIE.92Nov14093637@kauri.vuw.ac.nz> <92318.193307MBS110@psuvm.psu.edu>
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- In article <92318.193307MBS110@psuvm.psu.edu> MBS110@psuvm.psu.edu (Mark 'Mark' Sachs) writes:
- >In article <JAMIE.92Nov14093637@kauri.vuw.ac.nz>, jamie@kauri.vuw.ac.nz
- >(Jamieson Norrish) says:
- >>I think that rather than creativity being almost totally
- >>unconstrained, the need to justify what you create is missing, or at
- >>least in many cases. I don't think this is a good thing; I would much
- >>rather find an ordinary object in an ordinary setting, which had a
- >>reason for being there, than finding an amazing object in an amazing
- >>place, with absolutely no justification for it being there.
- >
- >Actually, _my_ preference is for finding an amazing object in an ordinary
- >setting. This sort of thing is the basis for nearly all of my favorite
- >adventures, books, movies, et cetera... I might go so far as to state that
- >(for me) a primary ingredient in the "sense of wonder" is that said wonderful
- >thing COULD ACTUALLY HAPPEN to the real world.
- >
- >Thus, in Trinity: you start out in completely ordinary London, 198-, when
- >what should you happen on in the middle of a nuclear war but a plain white
- >door leading to a bizarrely fantastic landscape. In Hitchhiker's Guide
- >your sleep in an ordinary house on ordinary old Earth is rudely disrupted
- >by the arrival of an alien space fleet intent on destroying the planet. In
- >Planetfall, the dull life of a Ensign Ninth Class in the Stellar Patrol is
- >ended as you tumble upon an undiscovered planet full of secrets. And so on.
-
- I agree with both of you. I think the "door to another world" plot can work
- very well (I think of the Narnia Chronicles, which all start this way,
- or those Susan Cooper books, which I'm sure must have had some such device,
- or the _Wrinkle in Time_ etc. books.) BUT in these books, there are usually
- ONE or TWO such anomalies. I think the first poster was objecting to
- games where objects are commonly just lying around - for instance, Scott
- Adams' _Pyramid of Doom_, where there is no reason for anything in the game,
- just a lot of nifty objects thrown together in a spooky setting. (Though I
- liked the game.) No strange new world should be so strange that a rational
- being would leave a +4 Sword of Sharpness lying on a bench in an empty tavern.
-
- Phil
- goetz@cs.buffalo.edu
-