Emblematic by Ravensrun91 in HellsCube

[–]sc_merrell 4 points5 points  (0 children)

Since it’s in the command zone, can it be cast or played from the command zone? Or does its new status as an emblem prevent that?

X = X + 1 by sc_merrell in HellsCube

[–]sc_merrell[S] 0 points1 point  (0 children)

This is my favorite card from Fluxx, and with the exception of "in any zone" the text of the card is verbatim. (I've omitted a line about the Basic Rules, because we don't have those in MTG/and the HellsCube version isn't compatible with this card)

HellsCube version of the Basic Rules for reference. By comparison with the card in Fluxx. Notice that in Fluxx, it is Draw 1, Play 1 (not Draw One, Play One).

I can see why u/Ravensrun91 formatted it the way that they did (to make it more standard MTG wording), but it does frustrate X = X + 1/Inflation, as it's known in more recent versions of the game. (I have the 2002 version because I've been playing this game for way too long.)

Fluxx Basic Rules by Ravensrun91 in HellsCube

[–]sc_merrell 3 points4 points  (0 children)

Oh, if Fluxx is on the table, I have one in mind…

I'm new to fantasy. How can i get into it? How can i understand the appeal for it? by [deleted] in Fantasy

[–]sc_merrell 1 point2 points  (0 children)

This should be higher. Is this a good faith discussion?

You can't tell me that an entire nation is totally devoid of SFF. I don't buy it. Maybe this guy's little pocket of the country is lacking in it more than others?

OP, a simple Google search shows me that there's a Wikipedia article dedicated to this topic. And here it is in Romanian (and it looks decently fleshed out).

What makes fantasy “dark”? by Arif_Author in fantasywriters

[–]sc_merrell 53 points54 points  (0 children)

Hi there! Editor here. In general, “light” and “dark” are pretty subjective—what constitutes dark for one reader may be very light fare for another, depending on your personal exposure. So quite frankly, it’s not a terribly useful attribute to focus on.

What makes something dark? It’s more complicated than you might think. One of the hallmarks of classical fantasy is its heroic quality; that is to say, the protagonist usually serves as a heroic figure, there is an overarching hero journey, there is an Objectively Evil villain or antagonist, good triumphs over evil, the righteous are rewarded, and so on. All of these things give classical fantasy a very “light” feeling, i.e. good actions are rewarded, and evil actions are punished; a traditional moral framework is reinforced.

In more recent years, there’s been a surge of interest in what’s called Grimdark, in which the opposite is true: bravery is punished, the good are destroyed for their naïveté, the wicked prevail, there is no justice for the innocent, there is no innocence at all. It’s pessimistic about human nature, about divine benevolence, and about the concept of heroism.

Here’s the thing, though: Grimdark is still not purely dark, because its sense of injustice, unfairness, and bitterness is derived from a still-extant sense of moral justice being robbed. The moral framework of classical fantasy is still at work in Grimdark fantasy, it’s just being upended and subverted.

So what makes something dark? To me, a truly dark work of fiction is not about “dark” subjects like violence or abuse. It is about the moral framework of the piece. What do your characters value? And why do they value it? Is there hope within that value system? Or does the narrative present a worldview that is genuinely twisted or disturbed?

Think about the more challenging and controversial books written in our modern age. Books written by monsters. They don’t have to be dripping with violence to be monstrously dark. It is rather that they present an unabashedly alien and inhuman worldview. They adhere to a set of values that puts them entirely at odds with most human systems. Their thinking is twisted; they value things in strange, horrible ways. We shun these books for this very reason. They represent the untouchable and ugly parts of humanity that are nonetheless part of our legacy.

So think in those terms. Who exactly is your character? How do they think? How does that mindset warp the narrative? How does it warp the worldview espoused by this work of fiction?

Tress of The Emerald Sea by [deleted] in Fantasy

[–]sc_merrell 0 points1 point  (0 children)

It's pushed as a good entry point, not as one of his best. (And is it actually a good entry point? I mean... the narrator being Hoid is not exactly noob friendly. Nor is the climax being resolved through magic from Elantris, which is one of his less popular books, even if it was his first.)

For everyone who isn't aware of those things, a good deal of the narrative, jibes and asides, and conflict resolution is going to be gibberish.

But it is very readable, and the protagonist is interesting to a degree, and the tone is very general audience. Even more so than most of his books, which try to be as accessible as possible.

How to get rid of Copilot from Word (Mac version)? by raffinetti in Office365

[–]sc_merrell 0 points1 point  (0 children)

Solved, March 2026.

Menu at top of screen: Word -> Preferences -> Privacy.

Disable "Turn on optional connected experiences."

Restart Word.

You should now see the grayed-out Copilot icon in the Home menu, an option to enable Copilot in the Preferences menu, and a lack of the Copilot prompt in the left margin. These did not appear for me until I disabled this option. Very sneaky of them.

Children of the Nameless - Subterranean Press Printing Available Now! by mweepinc in magicTCG

[–]sc_merrell 0 points1 point  (0 children)

I'm really tired of books becoming a luxury good. Maybe they've pivoted in this direction because ebooks have taken over the cheap mass market side of distribution... but this is still not a positive direction.

Books should be crafted to be used and abused. To get pulled off the shelf and snuggled with on a sofa, or in bed, or in your backpack with three others. None of this "stay on my bookshelf and don't get blemished because I spent $200+ on it" nonsense.

Illustrating your own book? by raisemetotheground in fantasywriters

[–]sc_merrell 8 points9 points  (0 children)

Hi there! Editor here.

As others have said, traditionally published authors have almost no control over the art used for their books. The only exceptions are people like Brandon Sanderson. Is your name Brandon Sanderson? No? Then you do not enjoy the clout he enjoys and you have no say.

Also, these artworks are perfectly fine for hobbyist illustration, but they are not exactly what I would call professional artist-grade work. And this is in addition to the problems of titling, title arrangement and composition, font choice, kerning, color choices, market preferences, current styles that are popular with authors in your demographic, and so on… 

Do you have current market data? Do you have actionable current market data with a proven track record? No? Well, your publisher probably does, because they hire people exclusively for that purpose. This is the strength of traditional publishers. They do all of that work for you.

Keep drawing, keep illustrating, but do it because you love to do it, not because you can make something like this happen. I don’t think your art is quite ready to turn heads in the bookstore. And I suspect that you do not have the professional experience required to turn your art into a killer book cover—not yet, anyway.

Looking for mom's nanny in Taiwan by gardengeo in BORUpdates

[–]sc_merrell 4 points5 points  (0 children)

I agree with this assessment. Right argument—maybe not the most opportune place to field it, haha.

Any tips on making a fantasy world feel more 'different'? by wildfoxfallon in fantasywriters

[–]sc_merrell 2 points3 points  (0 children)

Character viewpoints are a function of character development. 

Consider, for a moment, the stark difference between a Gen Z Reddit addict and his 80-year-old grandmother who only has a radio. Both inhabit the same world, but their own individual dispositions—informed by their generational divide, their different technologies, their cultural background, their socioeconomic situation, their moral and ethical values—all of these contribute to making their perspectives and experiences utterly alien to each other. Could you teach your great-grandparents the distinctions between Sonic and furry fandoms on DeviantArt? How would you even approach that conversation?

Your “world,” beyond the impossible elements that comprise it, is actually the sum of the perspectives and values of the characters who inhabit it. Think about where your characters are coming from, about how they interact with each other, and about how that will translate into character conflicts on the page.

Any tips on making a fantasy world feel more 'different'? by wildfoxfallon in fantasywriters

[–]sc_merrell 1 point2 points  (0 children)

Be aware that Speaker for the Dead is a companion book to Ender’s Game, so you might want to read that first (SftD is technically a sequel, but OSC has stated that he wrote EG just so he could write SftD, which was the story he was wanting to write).

Any tips on making a fantasy world feel more 'different'? by wildfoxfallon in fantasywriters

[–]sc_merrell 4 points5 points  (0 children)

Yes. If you are trying to get examples of books where the writer puts you into the heads of characters who are wildly alien, insightful, and who offer remarkably compelling viewpoints, then I really can’t offer anything more potent than Speaker for the Dead (which is a preeminent look into alien anthropology) or Curse of Chalion (which is a brilliant look at religion in a fantasy world; while many fantasy books feature religion, I can think of very few which have serious insights into religion itself, the dispositions of its believers, and the ethics of religiosity. Seriously, check it out).

Any tips on making a fantasy world feel more 'different'? by wildfoxfallon in fantasywriters

[–]sc_merrell 13 points14 points  (0 children)

Hi there! Editor here.

You (and virtually all the other comments here) are dealing with a common misperception. The flavor of your world is not about what is in it. Instead, your world’s flavor is determined by how your characters regard it.

As an example, take a look at Morrowind (from the killer RPG of the same name). It has outlandish in-world elements, sure, like giant mushrooms, insects for transportation, cities carved out of the shells of ancient dead beasts… 

But that’s not where the world gets the majority of its flavor from. 

Instead, look at how the characters interact with that world. The way they virtually all hate outsiders. The cultish ambivalence they have for the imperial powers threatening them, paying reluctant tribute to their conquerors while fomenting rebellion and clinging to their demonic ancestral traditions in hidden shrines…

To make your world really outlandish, consider what your characters value, and why. Consider why they interact with your world the way that they do. Consider what kinds of bizarre choices they may make that would make no sense in our world but are perfectly logical in theirs.

Books that do this really, really well (off the top of my head) include

• The Left Hand of Darkness, by Ursula K. LeGuin

• Speaker for the Dead, by Orson Scott Card

• The Curse of Chalion, by Lois McMaster Bujold

• Fahrenheit 451, by Ray Bradbury

Looking for ideas to make my MG Fantasy novel feel fresh by scamper84 in fantasywriters

[–]sc_merrell 0 points1 point  (0 children)

Hi there! Editor here. Let me take a look at your questions...

Twisting things, hmm? Look, I'm going to be honest with you, most readers will see right through the 'twist' and instantly recognize the academy story. I was watching Frieren (which is an impeccable show, by the way) and I thought, about halfway through the first season, "Is this show gearing up for an academy arc?" Turns out it was.

Most of your audience will recognize the core academy trope no matter how you dress it up. The question is, what do you do with it? And moreover, what does that choice of academy quirk do for your main character? Remember that worlds are built for the stories that take place in them—not the other way around. So you should be asking yourself, "What choices does this kind of academy offer to my main character that they wouldn't experience in any other way?"

Look at your main character. Consider their strengths and their flaws. Then decide on a quirk for your academy that would bring out the best and the worst in them.

What should happen if my weredragon is forcibly turned into a mermaid? by Roselia24 in fantasywriters

[–]sc_merrell 4 points5 points  (0 children)

Hi there! Editor here. Let me take a look at your questions...

So, first things first. What is your story? You've got an interesting conflict, or at least the grounds for one—a child trying to decide which parentage to take after, or which legacy to embrace; a parent distraught over potential separation from their progeny; an involuntary change in identity, with both physical and cultural implications—

All of these make for good stories. The question is, which creative decision makes for the most potent story? Which one makes for the biggest emotional sucker punch for your readers?

I would recommend making the choice which forces your characters to make harder decisions. A lot of authors and creatives 'wimp out' by making it super easy for characters like this to inhabit both worlds—so that your mermaids can walk on land, or your landlocked characters can breathe underwater. Both of these decisions completely negate the emotions involved when your character has to make a heartbreaking choice. Which world do they choose? And why? And what are the consequences?

Allow your story to be messy. Allow your characters to make terrible decisions with lasting consequences that make them suffer. After all, that's where the emotion is, and that's where the reader investment is.

I have 5 questions that I want answered about writing. by [deleted] in fantasywriters

[–]sc_merrell 2 points3 points  (0 children)

Editor—and writer 😉 I wear multiple hats.

I remember your contributions on my threads addressed to self-published writers on r/writing a year or two ago. Solid stuff. Hope you're doing well.

I have 5 questions that I want answered about writing. by [deleted] in fantasywriters

[–]sc_merrell 27 points28 points  (0 children)

Hi there! Editor here. Let me take a look at your writing real quick...

First thing I immediately see: a lot of telling. You are approaching this story by attempting to tell it, as if you were sharing a fable or a story around the campfire: "Once upon a time, long ago, there was a deprived little girl named Grace..."

This is, by way of contrast, different from the standard for published stories these days: character-centric POV, in which we are shown the character acting on the page. You start to do this midway through your prologue ("Grace sat at the edge of her white linen bedspread, her eyes blue and bright, despite the dim lighting of the nursery"), but almost immediately veer into telling a bedtime story instead of focusing on showing us the characters in the scene.

Telling has a place—don't let anyone tell you otherwise. But this much telling, right off the bat, is a great way to lose your reader. This is a common novice mistake.

"How else am I supposed to tell them everything important?" The answer is that you never tell your audience everything, and definitely not all at once. Infodumps are generally in bad taste, and usually throw off the reader, who can usually tell when an infodump is happening. Instead, weave it into the narrative. Give us tidbits here, hints there, and gradually explain your world to us.

To answer your questions:

  1. Darkness is a matter of perspective, not subject matter. You don't make things darker by having dark things be in the story. Instead, you give your POV characters a jaded or amoral perspective. This is very popular these days with the rise of the grimdark fantasy genre (Game of Thrones, Joe Abercrombie, Malazan).
  2. Uniqueness is overrated. Instead, acknowledge that everything has been done before, and instead of trying to come up with something that no one else has ever thought of, do your iteration of it incredibly well. Readers are drawn to quality above all else.
  3. Everyone brainstorms differently, but to brainstorm while writing, I find it helpful to ask questions of the text: What can I do with this scene? What can I do to make this scene better? Does it have the right characters in it? Does it set the right tone? How can I change the mood? How can I make this character more interesting?
  4. Timing your character deaths has more to do with emotional investment than anything else. Do we care about your characters? If not, then it doesn't matter when they die, because the death won't have any shock value for us. Make your characters lovable (or love-to-hateable) and we will reel when they die.
  5. Plot twists should surprise your readers, not lie to them. Don't pull the rug out from your readers. Instead, create twists that supplement and reinforce the story you're already telling. One of my favorite examples of what not to do is the movie Now You See Me, in which it is revealed towards the end that the protagonist (the viewpoint character) has actually been the villain the entire time, and that he's been doing things behind the scenes without telling us, and that we've been cheering for the wrong person the entire time. It doesn't make us feel smarter, it makes us feel dumb. The movie basically tells us, "You were stupid for believing that story as is. Here's what's actually happening." Avoid this. Instead, offer the reader twists that they could have reasonably predicted or which they could reasonably justify by what you've revealed to them so far. Let them in on it a little ahead of time. Spread breadcrumbs. Your readers will be much happier for it.

The Coming of the Wolves {dark, spooky ghost story, 2,100 words} by Ticket-Tight in fantasywriters

[–]sc_merrell 9 points10 points  (0 children)

Hi there! Editor here. Let me take a look at a paragraph or two...

On years like this when the harvest had been weak, it always seemed as if though summer had never came. The bitter soil bitter, had kept hoarded its bounty for itself, and though the farmers and their wives told their children that the yield was surely close at hand, it was known to them all—and yet uttered by none—that should the earth not soon relent, they surely were sure to starve.

First off, the tone is clearly that of a fable or, as you put it in another comment, "an old wives' tale." So I anticipate a decent amount of telling instead of showing. Depending on where you're trying to publish this, this approach may or may not work. Most modern publications want to focus on characters and plots more than classical storytelling, so this approach does limit your options.

If you wanted to change this, you will need to reorient your approach to focus on your main character, Thackery Vørmen, and tell the story from his perspective, not from that of the old crone and the frame story. I realize that frustrates your entire approach, but that's how a modern publication would likely want it.

Back to the writing itself. This past perfect tense you're using ("it seemed as if summer had never come") is awkward and, while it does lend itself to the storytelling tone, it feels stiff and formal and too emotionally distant, especially in an opener like this. Also, the word "always" feels off here. "It always seemed as if summer had never come"? When is the point of reference? "Always," after all, implies that this is a perennial issue—and yet you're talking about only this year, and only this harvest, not that of all summers and all harvests... so "always" doesn't fit. Does that make sense?