Change we can believe in!

Well, kind of. I try very hard not to get set into certain frames of mind, things have to be done this way, have to be done that way, and so on. If I, or hell, someone else, can find a better way of doing things, I always try to be open to changing things. I used to play in a pbp where the community was fairly resistant to change, not without cause, mind you. But I think I lost a lot of steam there once, when a colleague of mine once shot down an idea someone had with basically "It's been tried, it didn't work." Which is never, to my mind, a good place to start off. Analyzing what went wrong the first time and applying it to the second attempt is vital in these cases.

Of course, some ideas are bad and sometimes you have to cut your losses and leave well enough alone. But that doesn't mean it's not worth revisiting. Freehold, for instance, is a concept we originally abandoned, we wanted cities nested inside fiefdoms to take the focus off the cities and onto the fiefdoms as a whole. Freehold is something of an exception to this, but it's also something of a special case, as it's a specifically designed to ease the introduction into Adylheim. With the slight drought we're experiencing currently due to a few of our key players being out of commission, it's hard to say just how successful it will end up being, but I do like how it is shaping up.

I'm not only interested in changing on that arena though, there are a lot of literary techniques, for instance, that I want to use which are difficult to use in a pbp setting. Foreshadowing is pretty damn difficult for one, unless you make the cardinal mistake of putting the player on rails, which is a bad idea in the first place.

Anyways, hurm, change is difficult, I suppose. As is trying something new, but if there was no challenge inherent in it, I don't think it'd be worth doing at all. Broadening your horizons, all that. Do something new. It's supposed to be good for the brain. I have a hankering for making a largely metaphorical story with one of my characters, but I need to figure out how to do so in a reasonably well done style. Plus, you know, I need to find the time to post. Which can be hard between lots of working and a new shiny mac. Will ponder.

Comments

I like change. I like to

I like change.

I like to think I'm a fairly flexible person, and while some changes are more easily adapted to than others, I also like to think I respond pretty well to change. Sometimes I practically have a hernia because it's all so new (such as the moderating thingit, like, "OMG RESPONSIBILITY?? I HAVE TO HAVE SOME KIND OF RESPONSIBILITY??"), but I try my best to do it anyway. When other people introduce it, that is. On the other hand, if it's an idea I have for myself, I tend to hesitate. Usually it's no problem, but sometimes, when I know it may affect other people, I get antsy. Currently I'm having a dilemma, because I know I owe people posts on threads that have been sitting stagnant for over two months, but I'm currently having a block because I have other ideas I want to get down, and when that happens, writing something else is nigh impossible for me until I do so. But because I don't want to bother anyone else, I hesitate-- thus the block.

All that aside, I guess that's my excuse for being out of comission lately. :< And I'm sticking to it.

Sometimes change is necessary, and I think resisting it is pretty much a very silly notion. Some change can be avoided, but eventually, something's gotta morph, or change, or whatever, and people just have to go with it. I agree on the point of "an idea that was done once, but didn't work, so never again", though: go back, figure out what went wrong, fix it, and try it again, says I. I had no idea Freehold was an older idea: I still think it's wonderful, and it's going off well, I think. There's no reason one idea can't be tried multiple times in multiple ways before one finally decides to discard it.

Anyway, just woke up and haven't had my tea yet. So... that's what you get. :<

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