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Post by Arashi500 on May 24, 2016 5:31:41 GMT
I dunno that I'd call every standard initial intro boring, but yeah, this is pretty spot on. You have to look at what Hussie did and was able to do as well as what he wasn't able to and take advanatge of it if you want to make a good Sburbventure. Either explore the things HS or another adventure didn't spend much time playing with, or really understand and capitalize on the work that Andrew's already done for you by understanding what made different mechanics of Sburb compelling and then just really fucking double down on it.
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Post by continuityofficer on May 24, 2016 12:19:58 GMT
okay i just started reading that cool and new webcomic named cool and new webcomic. it's perfect. it's everything i hoped to achieve with my newest adventure but never could and never will the humor is on POINT it's just ON POINT. there's also some damn good potential if he decides to explore rose more, the startling contrast is amazing. funniest moment is probably john and rose's first convo "rose its my birthday lets sex" comedy gold fuck homestuck c&n is where it's at I really hope that as both a lazy way of finishing and as a nod to Homestuck itself, it does some sought of animation to end everything, but ends up with none of the plot points resolved at all. Like, Rose just stays flabergasted at everything without anything happening about it, and maybe John still hasn't started the game or something. Hell, if you believe the ghost writer theory, maybe even get some other Fan Adventure maker to make the last couple updates or something. I love when Fan Adventure's are made in such a way that they can end anywhere if they needed too!
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thedude3445
Scampermaster
Homestuck? More like, Homo suck... oh wait...
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Post by thedude3445 on May 24, 2016 17:12:58 GMT
Ghost writer theory? I hadn't heard anything about that before... though yeah cool and new webcomic needs to just go places. it's tight
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Post by continuityofficer on May 24, 2016 22:18:07 GMT
Ghost writer theory? I hadn't heard anything about that before... though yeah cool and new webcomic needs to just go places. it's tight Some people believe that instead of writing the end to homestuck, similar to how he hired people to do the art, he hired people to do the writing. I don't particularly believe it, but its one explination of why everything was weirdly disconnected and a lot of foreshadowing that appeared didn't meant much post-Game Over, or why weird things that make no sense if you know the ending (Why wake karkat up!? why not let him have a special moment!?) where their.
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thedude3445
Scampermaster
Homestuck? More like, Homo suck... oh wait...
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Post by thedude3445 on May 24, 2016 22:59:52 GMT
Ghost writer theory? I hadn't heard anything about that before... though yeah cool and new webcomic needs to just go places. it's tight Some people believe that instead of writing the end to homestuck, similar to how he hired people to do the art, he hired people to do the writing. I don't particularly believe it, but its one explination of why everything was weirdly disconnected and a lot of foreshadowing that appeared didn't meant much post-Game Over, or why weird things that make no sense if you know the ending (Why wake karkat up!? why not let him have a special moment!?) where their. Ah, that makes sense. I'd have to reread it all to figure out if the writing style changed noticeably. Where do people peg it at starting? post-retcon?
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Post by continuityofficer on May 24, 2016 23:18:43 GMT
Some people believe that instead of writing the end to homestuck, similar to how he hired people to do the art, he hired people to do the writing. I don't particularly believe it, but its one explination of why everything was weirdly disconnected and a lot of foreshadowing that appeared didn't meant much post-Game Over, or why weird things that make no sense if you know the ending (Why wake karkat up!? why not let him have a special moment!?) where their. Ah, that makes sense. I'd have to reread it all to figure out if the writing style changed noticeably. Where do people peg it at starting? post-retcon? Either after the Homosuck that comes after game Over, or after the Retcon happens, depending on who you ask. I personally just think its an effect of not having written for a while though. But things like Karkat, or Jasprose and Davepeta having nearly no purpose, or the white at the end of Collide, or the fact that Act 7 didn;t have a curtain at the end for some reason are weird. Like, I can get why he might mention things like Jade being conytrolled by )(IC and forget. But if you know how the stories going to end, whitch he should have, since he story boarded the ending, it doesn't make sense that he'd pointlessly do the above.
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thedude3445
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Homestuck? More like, Homo suck... oh wait...
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Post by thedude3445 on May 25, 2016 0:44:29 GMT
Either after the Homosuck that comes after game Over, or after the Retcon happens, depending on who you ask. I personally just think its an effect of not having written for a while though. But things like Karkat, or Jasprose and Davepeta having nearly no purpose, or the white at the end of Collide, or the fact that Act 7 didn;t have a curtain at the end for some reason are weird. Like, I can get why he might mention things like Jade being conytrolled by )(IC and forget. But if you know how the stories going to end, whitch he should have, since he story boarded the ending, it doesn't make sense that he'd pointlessly do the above. He definitely did the art at least up until the retcon was complete; John playing the pipe organ was most definitely one of his flashes. I doubt he'd do the art but not the writing, so he at least wrote it up until then. The art for the post-retcon stuff was, as he said himself, "fast and loose", so it's possible he only did the art, though still unlikely. The writing for the Omega Update stuff was certainly really weird in places, though it didn't really have much dialogue so I have reached the conclusion that... it's probably just Hussie writing after a really long time without writing the comic and not giving enough thought into plotting everything as meticulously as usual. To rail this back into Fan Adventure discussion, everyone should learn from Hussie's example and make sure not to make your adventures TOO big and ambitious, unless you have a crapton of meticulous planning to go along with it. Yeah.
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Post by continuityofficer on May 25, 2016 0:50:44 GMT
Yep! Ideally, you should build your adventure so that you can end it fairly easily if you want too aswell. For joke-y comics this is easy, since you can just "everything failed" your way into it, but for plot based adventures, while this is difficult, i think its important to try and keep everything so that you could realistically get aanything everything finished in one "arc" atleast.
By that I mean, unlike hussie, mak sure to be always activly tying up loose ends all throughout the story, don't leave an arc with too many unsolved mysteries, and stuff.
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griever1337
Moppet of Destiny
Doing things, possibly.
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Post by griever1337 on May 25, 2016 1:02:55 GMT
oh boy well on the bright side my fanventure is just jojo part 3 with fun homestuck-esque conversations and little tweaks here and there on the other side it's just jojo part 3, so anyone that likes jojo will more-or-less know what's going to happen and anyone that doesn't might be weirded out ah well might as well advertise this is jojostuck come and read it if you want and tell me what you thinkalso if anyone has any tips on spreading this out to people lemme know
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Post by continuityofficer on May 25, 2016 7:03:52 GMT
oh boy well on the bright side my fanventure is just jojo part 3 with fun homestuck-esque conversations and little tweaks here and there on the other side it's just jojo part 3, so anyone that likes jojo will more-or-less know what's going to happen and anyone that doesn't might be weirded out ah well might as well advertise this is jojostuck come and read it if you want and tell me what you thinkalso if anyone has any tips on spreading this out to people lemme know I feel like there would be more value in a story with original stands and original story with Homestuck characters. But for what it is, it's good enough. EDIT: Stand Idea's John: [HEIR TRANSPARENT] Appearance: a robotic, light, thin creature with a long hood, and various clothes coming out of its extremities. Abilities: [Do the Windy Thing] Can transform John and Heir Transparent into air [Doctor] If not killed justly or heroically, John comes back to life [Heir of Greif] Johns retcon abilities, unlocked by stabbing his stand with the arrow Rose: [BLACK ROSE] Appearance: A dark skinned being with pink highlights and a thorned shadow. has multiple arms, and multiple heads. Each head with a different emotion, and each arm holding a thin white wand. Abilities: [Dance of Thorns] The stand can control its shadow, and even make it into a physical force [At the Price of Oblivion] a powerful energy beam coming from the wands, able to break anything, even things that rules would generally say can not be. Dave: [RED DISK] Appearance: A large red strong stand with disks covering its body. Also gets awesome shades. Abilities: [Time on my side] Can move backwards in time, thus creating infinite versions of himself. he must close off all paradox's however. Jade: [GREEN SUN] Appearance: A glowing green being of indeterminable shape. Abilities: [Umbral Ultimatum] can teleport itself, or anything it touches anywhere [Atomic Bonsai] can change the size anything
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Post by Neptz on May 26, 2016 0:20:34 GMT
stabbing a stand with the arrow gives you Requiem, and nothing else heir of grief can be his requiem ability, however. but nobody has any idea how requiem stands even work. stabbing yourself with the arrow again does give you a new op ability, as seen by yoshikage kira's new memebilities in part 4.
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Post by continuityofficer on May 26, 2016 4:49:39 GMT
Yeah, that was a typo. my mistake.
Requiums have their own complete conciousness, so they would be unfitting.
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Post by levenfish on May 26, 2016 4:57:07 GMT
So I noticed when you insert an image, there's an option for alt text. I need someone to tell me how to read it or that it can't be read and is only for the poster's records when they go back to edit it. (Or that there is no such thing as alt text and that my thing is glitched like something I'd put here that's witty listen I just wanna know) Either after the Homosuck that comes after game Over, or after the Retcon happens, depending on who you ask. I personally just think its an effect of not having written for a while though. But things like Karkat, or Jasprose and Davepeta having nearly no purpose, or the white at the end of Collide, or the fact that Act 7 didn;t have a curtain at the end for some reason are weird. Like, I can get why he might mention things like Jade being conytrolled by )(IC and forget. But if you know how the stories going to end, whitch he should have, since he story boarded the ending, it doesn't make sense that he'd pointlessly do the above. He definitely did the art at least up until the retcon was complete; John playing the pipe organ was most definitely one of his flashes. I doubt he'd do the art but not the writing, so he at least wrote it up until then. The art for the post-retcon stuff was, as he said himself, "fast and loose", so it's possible he only did the art, though still unlikely. The writing for the Omega Update stuff was certainly really weird in places, though it didn't really have much dialogue so I have reached the conclusion that... it's probably just Hussie writing after a really long time without writing the comic and not giving enough thought into plotting everything as meticulously as usual. To rail this back into Fan Adventure discussion, everyone should learn from Hussie's example and make sure not to make your adventures TOO big and ambitious, unless you have a crapton of meticulous planning to go along with it. Yeah. Another side to it. Try not to have a basic skeleton out for how you want your adventure to go, then as you go through it, add this and that and suddenly you have a giant, many-branched thing with which you now have to contend. If you are a meticulous planner, do NOT just go with "oh I'll do this and this happens cause of that, and this and that and lalalalalala," write it ALL out, then cut it down to size. And then you may begin adding and converting to shenanigans and gags. Like many a writing advice site have said, every line should advance the plot or explain something plot-relevant. Granted, Homestuck is opposed to this (until it turns out later this innocent thing WAS PLOT ALL ALONG!!!!, which is something Hussie did well), so your results likely will vary. I wouldn't know. I'd link my stuff, but it is so incredibly NOT a fan adventure switching out a few terms and mentions of HS concepts would make it original fiction.
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Post by hargleblargleboo on May 26, 2016 6:11:43 GMT
So I noticed when you insert an image, there's an option for alt text. I need someone to tell me how to read it or that it can't be read and is only for the poster's records when they go back to edit it. (Or that there is no such thing as alt text and that my thing is glitched like something I'd put here that's witty listen I just wanna know) He definitely did the art at least up until the retcon was complete; John playing the pipe organ was most definitely one of his flashes. I doubt he'd do the art but not the writing, so he at least wrote it up until then. The art for the post-retcon stuff was, as he said himself, "fast and loose", so it's possible he only did the art, though still unlikely. The writing for the Omega Update stuff was certainly really weird in places, though it didn't really have much dialogue so I have reached the conclusion that... it's probably just Hussie writing after a really long time without writing the comic and not giving enough thought into plotting everything as meticulously as usual. To rail this back into Fan Adventure discussion, everyone should learn from Hussie's example and make sure not to make your adventures TOO big and ambitious, unless you have a crapton of meticulous planning to go along with it. Yeah. Another side to it. Try not to have a basic skeleton out for how you want your adventure to go, then as you go through it, add this and that and suddenly you have a giant, many-branched thing with which you now have to contend. If you are a meticulous planner, do NOT just go with "oh I'll do this and this happens cause of that, and this and that and lalalalalala," write it ALL out, then cut it down to size. And then you may begin adding and converting to shenanigans and gags. Like many a writing advice site have said, every line should advance the plot or explain something plot-relevant. Granted, Homestuck is opposed to this (until it turns out later this innocent thing WAS PLOT ALL ALONG!!!!, which is something Hussie did well), so your results likely will vary. I wouldn't know. I'd link my stuff, but it is so incredibly NOT a fan adventure switching out a few terms and mentions of HS concepts would make it original fiction. I know how that feels! However, if your going with something like just taking advantage of the MSPA format itself and making your own spin on it, it should be okay if some thought and effort was put into it. Like you, my thing isn't too much of a traditional fanventure in my opinion, unless that's not what you're talking about since your wording here is a bit odd. Anyways, I think it depends. My particular adventure is mostly character/dialogue-driven, according to my personal analysis as well as the analysis of others. Unlike the creator, the participants don't know how the story will end up/go next, and than just adds onto the fun/silliness. Also, some planning on certain thing shouldn't hurt. Like I said, I think it all depends on how you treat your story and how you want it to feel.
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Post by continuityofficer on May 26, 2016 6:50:32 GMT
I think you need to plan certain things. You should know roughly how your story "should" go.
But just like any good Dungeon Master, any good Adventure maker should be able to give up on those plans, and learn what's worth plannning and what's not.
It's awesome when you can fit in an epic twist down the line that explains stuff from ages ago, it's not fun when the author is basically just waiting for people to say the correct thing.
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thedude3445
Scampermaster
Homestuck? More like, Homo suck... oh wait...
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Post by thedude3445 on May 26, 2016 16:47:34 GMT
It's awesome when you can fit in an epic twist down the line that explains stuff from ages ago, it's not fun when the author is basically just waiting for people to say the correct thing. As for waiting for correct commands, unless the adventure is highly improvised (the opposite of a good Sburbventure, typically), I tend to say authors should just go on without any reader suggested commands. The readers should definitely have some chance to influence the plot or direction of the story (well, if you want them to that is) but most fan adventures don't get enough regular commands to make too much use of them, in my opinion.
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Post by Zerio on May 26, 2016 21:11:55 GMT
It's awesome when you can fit in an epic twist down the line that explains stuff from ages ago, it's not fun when the author is basically just waiting for people to say the correct thing. As for waiting for correct commands, unless the adventure is highly improvised (the opposite of a good Sburbventure, typically), I tend to say authors should just go on without any reader suggested commands. The readers should definitely have some chance to influence the plot or direction of the story (well, if you want them to that is) but most fan adventures don't get enough regular commands to make too much use of them, in my opinion. I agree with this. It's sad to see when adventures sort of die out from lack of commands (or simply drag on without the "correct" command to advance the story), when the author could just as easily make their own if necessary. I'd say it's best for the majority of commands to be from the author, but still using suggestions if they fit well enough. For example, this wouldn't have happened in my own adventure, had I not used suggestions. :y But then again, it all depends on the "type" of adventure you want to do. Absurd, mostly-suggestion driven stories can be fun too, seeing how the world shapes up with less planning and/or author influence. Ever since mid-Act 2 in Sweet Hella Quest, I shifted primarily to reader suggestions, which made it a lot more enjoyable in my opinion. But even with these less serious types of adventures, the author shouldn't be afraid to inject their own commands if things start to get stale.
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Post by Neptz on May 26, 2016 22:30:24 GMT
I think you need to plan certain things. You should know roughly how your story "should" go. But just like any good Dungeon Master, any good Adventure maker should be able to give up on those plans, and learn what's worth plannning and what's not. It's awesome when you can fit in an epic twist down the line that explains stuff from ages ago, it's not fun when the author is basically just waiting for people to say the correct thing. ^ this from experience: people will absolutely not go in the way you want them to go. trust me, people are strange in my newest adventure i just go with the flow and any plot progress is up to the readers. it seems to be working so far, although i did need to give a little 'nudge' recently.
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Post by SpottedBlades on May 27, 2016 10:01:13 GMT
It's hard to find a good balance between "funny commands to give an adventure some light" and "plot moments you gotta do someday anyway". It's hard when a plot you have nicely prepared suddenly takes another turn, branches out or becomes impossible to realize. Every time you need to improvise, to find a way for this to get solved and for that loose end to be tied. It becomes very crippling, because you can't rely on your plan to prepare the next updates. It's all "sudden decision to add this to a dialogue" and "put in something that wasn't planned at all", that could completely change the plot's direction. It's very hard, and yet that's how I work. One beginning, one fixed end, and figure out how to join them. In the end it looks like a bunch of unrelated panels and random skips. And that's when people quit reading.
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Post by continuityofficer on May 27, 2016 12:03:03 GMT
I think you need to plan certain things. You should know roughly how your story "should" go. But just like any good Dungeon Master, any good Adventure maker should be able to give up on those plans, and learn what's worth plannning and what's not. It's awesome when you can fit in an epic twist down the line that explains stuff from ages ago, it's not fun when the author is basically just waiting for people to say the correct thing. To expand on this, I think my advice for what you should plan is. World Mechanics Scenario Characters (somewhat) Story (not really) You should try and gave a very general grasp of the world and mechanics that inhabit your adventure. But at the same time, these are the things you need to try most to be able to give up. Not that they are the most important too, but instead, make sure that you can give them up if people don't care about them, or expand on them in interesting ways. When building the scenario, its important to make it as if its an open ended question. It should be tied together with your mechanics to allow people to solve it in interesting and fun ways. Remember this. Puzzle's arent fun, problems are. Example: You are presented with a room with a door that won't open and a man sits in the front. A puzzle would be the man saying "here's a riddle" (and not immediately solving it with a diolouge section), a problem would show you the player has the ability to summon ramen, and that the door and man exist, and that you need to get past, and let the players decide how. Characters are strange in that while I believe that you should plan them, those plans will almost immediately die. I think the best way to do characters in an adventure is to try and put a part of yourself into them, and then let them expand as characters naturally through what they do. With your voice, and the interpretations by everyone commenting, you create a good character. Story is the weirdest I think for adventures. My suggestion is to have a "plan" in mind, but to give it up on a whim. As i said, you should know how the story "should" progress, but you should be able to change that and adapt accordingly. You should know how the characters got into the room, if you go for the ever so popular "woke up in a room" opening for example, and its usually good to have some forces in the background to become climax's down the line that can act however you want rather then the players. This would be things like villians, omnipotent entities, or just in game forces like luck and such.
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Post by Neptz on May 27, 2016 16:25:08 GMT
And sometimes, for a story, it might be just better to make one that doesn't accept reader commands. Sometimes you just wanna tell a story in your own way, without people taking it in a fucked up direction from where you don't really know what to do.
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The One Guy
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Post by The One Guy on May 27, 2016 16:51:21 GMT
And sometimes, for a story, it might be just better to make one that doesn't accept reader commands. Sometimes you just wanna tell a story in your own way, without people taking it in a fucked up direction from where you don't really know what to do. Of course! That wouldn't be a forum adventure, though.
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Post by Neptz on May 27, 2016 18:29:06 GMT
And sometimes, for a story, it might be just better to make one that doesn't accept reader commands. Sometimes you just wanna tell a story in your own way, without people taking it in a fucked up direction from where you don't really know what to do. Of course! That wouldn't be a forum adventure, though. I have made the mistake of making a story that would have been better not accepting reader commands as a forum adventures, and I'm sure others have, too. It's hard to keep people in control.
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Spira-Virgo
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Huh, so this is the new forums~
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Post by Spira-Virgo on May 28, 2016 5:17:12 GMT
It's been a while since I made an adventure. I used to do it all the time at the old MSPA adventures. My adventures were, let us say it, evolutionary, always changing into new things. Each time I made one I gained more experience for the other. I learned better at how to craft a story, to drawing, and hack I even become a bit of a pixel novice artiest thanks to them. So coming back, and restarting it all is just... Like coming back to full circle you know? So yeah, I made an adventure in the cradle called Wonder Fever, and I hope it will run okay and people will have fun participating. If I am already on the subject, do you guys remember your very first adventure or an idea for an adventure you ever created?
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quixoticTokki
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Post by quixoticTokki on May 28, 2016 6:15:29 GMT
Oh gosh my very first adventure was back in like 2013, shortly after I had caught up on Homestuck proper. It was a stuck adventure about a Kpop band I was obsessed with, haha.
The pacing was bad and the art was...not my best. This was also when I only had MS Paint lol. I didn't even do a very good job of capturing the personalities of the band members my characters were supposed to reflect. Needless to say, I'm pretty embarrassed by it.
But it's also not the worst thing I've seen go through the MSPAFA site...lol.
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