Feb 22 2010
Game spurs Creativity
Once again the plot of the game has spurred insight into the story that I’m writing; in running the first session yesterday I had to go a lot further into the R&D department on the moon, working out who had come up with a genetic plague, assistants, heads of departments and the various different areas and their functions as well as a good chunk of the internal dynamics.
It also gave me opportunity to sort out more of the way that the colonies run in relation to each other; and more of what goes into certain things that are manufactured there clandestinely, like “juice”; which is a potent meth-like drug which doesn’t smell like cat piss when it’s cooking but is still pretty flammable. I’ve decided it smells like a combination of acne gel, rotten oranges and burning. I don’t know if cat piss would be better than that…but at least it’s not quite as deadly to be around the manufacturing process as it is to be near a meth lab.
It seems the first session of the game went well. I was a little worried, but then I always am when I’m doing something like this. There’s something about opening up your creative structure and letting others toy with it. I wonder if other authors feel the same when they run across fan-fiction.