Word Count (What I’m Writing)
- Project Paradise Word Count: 357
- Project Skye Word Count: 1617
- Project Independence Word Count: 3041
- Project Ship of Shadows Graphic Novel Page Count: 12
I didn’t manage any new words on any of my major projects–I didn’t even manage a blog post. I realize this is where I’m sabotaging my writing, so I’m redoubling my efforts to write at least 250-500 words each day on at least one of these projects.
Currently Reading (What I’m Reading)
- For Fun: Edgedancer by Brandon Sanderson (Fantasy Novella)
- For School: Rhetoric in the European Tradition by Thomas Conley (A Book on the History of Rhetoric)
- For Research/Personal Development: Great Aircraft of WWII by Alfred Price and Mike Spick (for Project Skye)
I wanted to read Oathbringer over the summer break before classes started again, but BS said that it might be helpful to read a Novella entitled, Edgedancer, before starting on Oathbringer. I finally found a copy at MTSU’s library and I’m reading it now. X gives a history of Rhetoric. Great Aircraft of WWII is a book that I’ve had in my collection for sometime–I’ve glanced at it periodically, but never read it cover-to-cover. Now, with Project Skye, I intend to do just that.
Game Mode On (What I’m Playing)
- Tom Clancy’s Ghost Recon Wildlands (Ubisoft Multi-platform): Open World, Third Person Tactical Shooter–About ¾th of the way through. Special Ops/Military combat in a fictional Bolivia taken over by a Mexican drug cartel.
- Until Dawn (Sony PS4 Exclusive): Third Person, Horror– branching storyline game that features a variety of choices that affect the outcome of the story using a system call the “Butterfly Effect.” My latest choice may have just gotten one of the characters killed. 😦
There Have Been Eight Previous Worlds
“Each world stretched across vast millennia of time. Each play host to a race whose civilizations rose to superman but eventually died or scattered, disappeared or transcended. During the time that each world flourished, those that ruled it spoke to the stars, reengineered their physical bodies, and mastered form and essence, all in their own unique ways.
Each left behind remnants.
People of the new world–the Ninth World–sometimes call these remnants magic, and who are we to say they’re wrong. But most give a unique name to the legacies of the nigh unimaginable past. They call them . . .
Thus begins the blurb on the back of the Numenera RPG. Numenera was one of the two rpgs that I wanted ever since I heard about them (the other was The Strange, also by Monte Cook Games). They are both $60 books (!), but I waited patiently for sales and eventually got them both (at various times) for half price (around $30 each).
Super-Science and Sorcery
So, I have a confession to make: one of my most favorite series of all time is the Saturday Morning show Thundarr the Barbarian. I loved that show and I would love to see (or write) a live action version of it one of these days. I’m linking the show’s intro. down below, but in it, there’s a line that links “sorcery” with with the term “super-science.” This is a “short-cut” for the very well known idea/adage in the Sci-Fi/Fantasy community “that any sufficiently advanced science is indistinguishable from magic.” Airplanes would seem magical to most non 20th century people (although a few talented dreamers, such as Galileo, might be able to make the inferential leap).
That is what Numenera does. It posits a future where at least eight other civilizations have risen and fallen and their technology, long forgotten, appears almost magic when discovered by those of the Ninth World. Thus, you have this dynamic element of future tech combined with mystical abilities for your character–the best of both worlds.
Not the First, but so far the Best
I have to say that I’ve not really had a chance to do a deep dive Numenera yet because of school. I’ve only had the chance to skim the book a couple times, so there’s probably so much that I’m missing in terms of describing it. Also, I have to acknowledge that this isn’t the first RPG to combine technology and magic. There are quite a few, but even back when I was in high school, Rifts was a RPG that I ran that also incorporated this post apocalyptic setting and integrated super-science tech with the mystic. However, this is by far one of the best settings that I’ve seen so far (again, having only skimmed the rulebook), and I think that it really understands the concept of “Super-Science.”
I’m hopeful that it (like its sister book, The Strange) will help inspire ideas for my own writing as I’m really interested in the concept of “Super-Science.”
Oh, and if anyone knows someone who knows someone who knows the person who holds the rights to Thundarr the Barbarian, please have that person call me. I’d love to write the screenplay or graphic novel script for a Thundarr the Barbarian live action movie and/or graphic novel. I’m not picky! 😉
Have a great weekend!
- Read Faerie Knight in the anthology Fae, Rhonda Parrish, Ed. or the Kindle Edition
- Read Ship of Shadows in the anthology Visions IV: Space Between Stars, Carrol Fix, Ed. or the Kindle Edition.
- Read WarLight in the anthology Visions VI: Galaxies, Carrol Fix, Ed. or the Kindle Edition.
- Read Dragonhawk in the magazine Tales of the Talisman, Vol. 8, Iss. 3, David Lee Summers, Ed. or the Kindle Edition.
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