ConansWitchBaby
Da Scalie Whisperer
- Joined
- Dec 23, 2020
- Messages
- 1,689
- Points
- 153
Got an either/or question here:
Main question is if readers care if the same type of style or premise is used again by an author for different books. As in, they would think, "why not just have it all in one book? Is there a point to the other one? Ain't it basically the same as the other one, just with names swapped out?"
Second, is it better to join ideas even if the concepts diverge during the writing process?
In a bit of a dilemma, I was randomly writing down dialogue and scenes in a mess of random pages and files for the enchanter story I have been mentioning here and there. I chose to try to coalesce the random scribbles to finally begin building the story itself. Found out that I pretty much wrote different personalities for the same main character. One is brash but like a well-meaning mentor. The other, aloof yet cruel. There are also some ideas that after writing through scenarios and dialogue that they only superficially mesh. I'm thinking of splitting the ideas into their own works or continue to frankenstein this thing.
I have not had this problem at all since I started dabbling in writing again.
Addendum:
Since I know people will ask, the details:
Both are reincarnating into a mmo/rpg world because I wanted to explore a couple of things that annoy me that are ignored in these usual stories. Writing this thread down has made me realize that this is the main issue of divide beside the personality change. I guess writing dialogue in a void of talking heads can make abrupt changes to a character (who knew?). The magic that I still haven't decided even changes. What I mean is that the enchanting was decided on but with the backup I was randomly guessing so I had three concepts going. Nothing exactly concrete which is why they can be interchangeable. But again, writing this thread has made me realize that two of them veer into different MC's I've created.
Both have her abandoning the country that the end of the world starts in because it will all work out in the end with heroes and what not. Obviously that doesn't happen but comes much later.
Main question is if readers care if the same type of style or premise is used again by an author for different books. As in, they would think, "why not just have it all in one book? Is there a point to the other one? Ain't it basically the same as the other one, just with names swapped out?"
Second, is it better to join ideas even if the concepts diverge during the writing process?
In a bit of a dilemma, I was randomly writing down dialogue and scenes in a mess of random pages and files for the enchanter story I have been mentioning here and there. I chose to try to coalesce the random scribbles to finally begin building the story itself. Found out that I pretty much wrote different personalities for the same main character. One is brash but like a well-meaning mentor. The other, aloof yet cruel. There are also some ideas that after writing through scenarios and dialogue that they only superficially mesh. I'm thinking of splitting the ideas into their own works or continue to frankenstein this thing.
I have not had this problem at all since I started dabbling in writing again.
Addendum:
Since I know people will ask, the details:
Both are reincarnating into a mmo/rpg world because I wanted to explore a couple of things that annoy me that are ignored in these usual stories. Writing this thread down has made me realize that this is the main issue of divide beside the personality change. I guess writing dialogue in a void of talking heads can make abrupt changes to a character (who knew?). The magic that I still haven't decided even changes. What I mean is that the enchanting was decided on but with the backup I was randomly guessing so I had three concepts going. Nothing exactly concrete which is why they can be interchangeable. But again, writing this thread has made me realize that two of them veer into different MC's I've created.
Both have her abandoning the country that the end of the world starts in because it will all work out in the end with heroes and what not. Obviously that doesn't happen but comes much later.
I'll keep these as brief as possible.
This one focuses on the "game" aspect of an actual game made real. How mechanics transfer over when it's not bound by narrative and programming limitations. The thing that started this was this: How do impossible to change outcomes of quick-time events change? How about an arena lock? What of that impossible to block attack that requires a cutscene to survive is now in the hands of the MC? I get the feeling that will rejoin the war for the world out of duty by the end of it.
In this one, the MC has an established life after running away from her life of nobility. She has an enchanting shop in the slums making items for everyone to use at cheap. She hires orphans for odd jobs because she has the capital. The influence of an established businessman. She's outright a pillar of the community.
The magic that suites her is summoning. The magic is > summon creature > kill it > harvest it for resources. Having a dedicated core of summonable monster companions that aren't harvested. Practicality is her middle, first, last, and dynasty name (it gets awkward filling up paperwork).
This one focuses on the "game" aspect of an actual game made real. How mechanics transfer over when it's not bound by narrative and programming limitations. The thing that started this was this: How do impossible to change outcomes of quick-time events change? How about an arena lock? What of that impossible to block attack that requires a cutscene to survive is now in the hands of the MC? I get the feeling that will rejoin the war for the world out of duty by the end of it.
In this one, the MC has an established life after running away from her life of nobility. She has an enchanting shop in the slums making items for everyone to use at cheap. She hires orphans for odd jobs because she has the capital. The influence of an established businessman. She's outright a pillar of the community.
The magic that suites her is summoning. The magic is > summon creature > kill it > harvest it for resources. Having a dedicated core of summonable monster companions that aren't harvested. Practicality is her middle, first, last, and dynasty name (it gets awkward filling up paperwork).
This one focuses on the "RPG" aspect of a video game. Reading game/litrpg's I have noticed that everyone and their mother goes with the flow of what is given to them. The MC's of course. And unless there is some sort of slice of life tag to it, the roleplaying gets ignored. I can double down on ignoring the apocalypse happening on the other side of the world and explore other countries with skewed leveling areas, AoT-style fortress cities, abandoned land masses. Exploring the "why" the world is ending in that other specific country by showing how patch-worked other places are. Why the super-special end HAS to happen in the super-special country.
That makes this one the more aloof one. She realizes the truth of reincarnation is having to pay taxes even past death. While the existential dread has broken her, she has a lot of rage and contempt that only comes out when it needs to. Which leads her to having enchanting be a distraction to keep her sane. She isn't established like the previous one. She bumbles her way into her uncle's adventuring guild and gets a corner she can operate from. To stave off her dread she is stuck in an eternal mid-life crisis.
The magic for her is from, "impossible magic in the hands of the MC" I mentioned in Spoiler #1. Being more of a warrior/mage build having the soul of a verdant colossus in her. In the original game this is a cutscene for an NPC that helps progress the story and unlocks the basic bitch druid class for a second playthrough.
That makes this one the more aloof one. She realizes the truth of reincarnation is having to pay taxes even past death. While the existential dread has broken her, she has a lot of rage and contempt that only comes out when it needs to. Which leads her to having enchanting be a distraction to keep her sane. She isn't established like the previous one. She bumbles her way into her uncle's adventuring guild and gets a corner she can operate from. To stave off her dread she is stuck in an eternal mid-life crisis.
The magic for her is from, "impossible magic in the hands of the MC" I mentioned in Spoiler #1. Being more of a warrior/mage build having the soul of a verdant colossus in her. In the original game this is a cutscene for an NPC that helps progress the story and unlocks the basic bitch druid class for a second playthrough.