Fantastic Game and Story Club: Difference between revisions

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==Philosophy==
==Philosophy==
Unlike all those big huge Crafts founded hundreds or thousands of years ago, the Club has very little in the way of this down in writing. In any case, the members currently have no dots in this. It is worth noting however, that most of the mages involved have cross-trained with the main Traditions rather than being a bunch of independents avoiding them for hte sake of independence.
Unlike all those big huge Crafts founded hundreds or thousands of years ago, the Club has very little in the way of this down in writing. In any case, the members currently have no dots in this. It is worth noting however, that most of the mages involved have cross-trained with the main Traditions rather than being a bunch of independents avoiding them for the sake of independence.


===What We Supposedly Need===
===What We Supposedly Need===

Revision as of 19:21, 6 March 2011

The Fantastic Game and Story Club is an up-and-coming new Craft founded on the Moon in 2009 by Kanako Kuga and Elizabeth Allegheny. It is based on 'story magic'.

Philosophy

Unlike all those big huge Crafts founded hundreds or thousands of years ago, the Club has very little in the way of this down in writing. In any case, the members currently have no dots in this. It is worth noting however, that most of the mages involved have cross-trained with the main Traditions rather than being a bunch of independents avoiding them for the sake of independence.

What We Supposedly Need

  • A formal structure of apprenticeship and rank;
    • Do we really? The VAs don't, and they're a full-blown Tradition.
  • A declared common magickal belief (that is, they all agree that magick works the same way);
    • I think we almost have this!
  • A set of practices, style, spells and teachings;
    • Time to make grimoires
  • A common mundane culture which influences the above;
    • Boy do we ever.
  • A declared purpose for existing;
    • To overload the world with fun SOS-dan?
    • To promote imagination, a heroic attitude and good endings worldwide.

Tenth Sphere

The Club does not formally recognise the sphere system favoured by the Council, but when pressed 'Friendship', 'Heart' and 'Imagination' have been suggested as candidates for the so-called 'tenth sphere'.

Paradigm

Although Kana is the more powerful mage, her magical paradigm is highly instinctive and defies easy articulation, whereas Liz's is broader to begin with, handily accept's Kanamagic as valid and has had much more thought put into its metaphysics. Thus, the Club's paradigm more or less reflect's Liz's views to the extent Kana readily admits Liz is the spiritual leader of the Craft even if she may be the practical one.

The paradigm is essentially story magic with a strong visual/tangible element and with tropes and story devices being important.

Paths

  • Cosplay
  • Props and Moves
  • Liz-style Story Adjustment

Key Abilities

Any ability at all might be important to a Club member and diversity is encouraged. However, all members should have respectable skill in a form of Expression.

Membership

Kanako Kuga
Elizabeth Allegheny