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About Lyanna

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  • Birthday 08/03/1984

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    Nowhere. And Everywhere. Anywhere, too.
  1. very old players

    Hello. Decided to pop by the forums for a little nostalgia. I started off on Newbie Island (NOT Isla Prima) in late 2003. A little younger than vart and the rest of his generation, I think, because I remember reading his guide (and Alastria's!) for new players. -Lyn-
  2. EL & Player Generated Narrative

    Yay, Sistema! You've reached the stage I was at five years ago, when I was working on stories for EL. It's nice to have someone else talking and thinking about emergent narratives (or environmental storytelling, or low-level stories, as I called them back then). Some examples for you of emergent narratives: - Weddings. There are plenty of invitations on the Events forum, but have a look at Scorpius' and Bernie's invitation here. Two things stand out. One is that they're using specific in-game environments to have personally-meaningful events in (such as holding their wedding reception in a tavern). Secondly, have a look at the Love Movie that Scorpius made to celebrate their union. It's an interesting case study of how he used various environments, poses and situations to illustrate his love story. That's emergent narrative right there, captured on video. - Invasions.. They provide a lot of personalized accounts about in-game events, though many players don't realise it or take advantage of it. Some of the ones that did wrote their stories on the forums, though. Razia's Ballad of the Red Moon War was a poem written shortly after the first invasion (ever). And later, Shea melded both his own comments and in-game messages to create The Call to Arms. Plus there are tons of invasion screenshots around, and the mods still take in comments about recent mod-run invasions to improve the player experience. (Though this was primarily for the purpose of gameplay improvements, rather than narrative improvements.) - The 3-lupine patch in Portland. That was my favourite spot for harvesting ingredients for mana potions, and I wove it into my history as the secret burial spot for my character's mother (see Memories of a Healer, part 1). Not to mention "Bob the Gob", the player-named goblin of Portland (he was first named in one of the Newbie Channel conversations, approximately around end of 2004, IIRC). He then got further remediated through another story about Bob and Sheila. - #beam. A game functionality command turned into a location, which then turned into a place with social and cultural meaning for players, and immortalized into a poem. Beam is where friends meet. It is the common home ground for all of EL's players. It was also a great place to do some environmental roleplaying for me. I don't know if people still do healing at beam, but I can share an example of what I used to do, just to spice up the routine when I sat down for a long session of healing. I would make an entire story out of lighting the campfire at beam, using emotes: So, you could argue that the way the emote system is set up in EL - the idea of just putting a ':' before being able to type anything you want, can allow for fairly complex (though text-only) emotes and actions being conveyed. In fact, it's possible that the very abstract (textual) nature of these emotes may make them more flexible, as opposed to the emotes used in many modern MMORPGs, which restrict you to a menu of physical actions / faces that you can display. - The Expedition to Irilion and the corresponding Role-Playing thread that it spawned. There was a case of a deliberate, planned effort to stimulate interest in the story of EL with the introduction of the second continent via "news posts". The fact that it happened to generate an epic role-playing thread in the forums was unanticipated, but highly satisfying to watch, and you can see how I tried to provide further tools for them when I gave them a scrap of the map for better organizing their storytelling efforts. This was an interesting case study because players took the basic forum posts about upcoming in-game content, plus lore and maps, and managed to create an entire (mostly-coherent) narrative out of it based on their own characters. You can also see how guilds tried to get into the act by posting official communiques on the news thread. ... Personally, my take on it is that emergent narratives often depend more on the player than the environment. A player that desires to create narratives will do so no matter what the environment offers. Myself, for example... every single story I've written has been based on some element of the game's environment, population, or gameplay feature. But not many people desire to create narratives about everything. Some prefer to experience or hear narratives told by others, while some don't care for narratives at all (forget the story, just let me get on with the levelling game!). Cheers, -Lyn-
  3. Cultures in EL

    After reading through this thread again, I was struck by another thought. What sort of impact (if any) do you think a long lifespan has on the cultural attitudes of the races? Do you think it'll lead to a (multi-)generation gap problem, especially if world events are moving at a relatively rapid pace? eg. Portland City was founded approximately 120 years ago, according to its NPC librarian (Drial)... that would be about 9% of a Draegoni's lifespan, or about 15% of an Elf's. The rough equivalent in human terms, assuming an average human lifespan of about 90 years, would be about 8-14 years. Basically, only the youngest generation of Elven / Draegoni children would have grown up with Portland existing as a continental power. Their parents, grandparents, and great-(^n) grandparents would not have. Would the older generations therefore ignore the relatively young political entities? Or do you think the present moment would be important enough for them to pay attention, regardless of how long they live? Also, speaking of generations, what do you think is the average year difference between generations in the races? The average human generation is approximately 30 years currently in RL. But given the relative longer lifespan of nearly all the other races, should the period of fertility and childbearing age also be extended proportionately? The impact of these on family structure (and hence cultural attitudes towards life, death and children, as well as the relative influence of each race on world culture) is significant. Example: Human females are fertile from roughly ages 12-52, a period of 40 years, or about 50% of their maximum lifespan. If we assume a similar fertility proportion for the other races, that means Draegoni are fertile for approximately 500 years, and elves for approximately 400 years. This, by itself, could lead to a population explosion that far outstrips humanity unless something else counters it. This solution could take one of many forms: 1) Long fertility period, but very low fertility rate. (i.e. chance of conception is very low among Draegoni and Elves) 2) Long fertility period, but equally long gestation period (i.e. Draegoni and Elven pregnancy lasts a very long time) 3) Short fertility period, similar to human development (i.e. Draegoni and Elven females fertile for less than 100 years, experience menopause relatively early in their lifespans) 4) Cultural pressure against reproduction (i.e. Draegoni or Elven families are mandated by law to only bear one child each. eg. China's one-child policy) 5) Different reproduction patterns (i.e. Draegoni and Elven females have a yearly cycle, instead of a monthly one. Or maybe they only become fertile for a few days every decade. Or maybe they only HAVE one egg. Or maybe all the young in a batch will fight each other until one emerges victorious as the strongest of the litter.) What do you all think? After childbirth, of course, comes the issue of development and maturity. When would an Elf or Draegoni child be considered an adult? Do they follow in proportion to human development (i.e. first 10% is childhood, next 10% is teenage, next 10% is young adulthood, then 50% adult middle age, then 20% old age/retirement)? If they follow this pattern, then an Elf child would become a teenager at age 40, a young adult at age 80, a full adult at age 120, and an elder at age 600. Draegoni would become teens at age 100, young adults at age 200, full adults at age 300, and elders at age 800. That would place an Elf generation (time to reach full adulthood and start a family) at 120 years, and a Draegoni generation at 300 years. The reason why this is important is fourfold: 1) It has an impact on the historical development of places. You can't have a city / town that "has given rise to generations of elves / draegoni" last for less than 100 years. The history of elven / draegoni towns and dwellings have to be scaled appropriately to their lifespan and development cycle. 2) It places certain age limits on the "adventurous" parts of a long-lived individual's lifespan. Assuming that Elven and Draegoni children are allowed to "go wild" during their youth, but are expected to settle down and raise a family by the time they reach middle age, that means most Elven and Draegoni adventurers would be teenagers and young adults. That gives Elven adventurers a career lifespan of about 80 years, and Draegoni adventurers a career lifespan of about two centuries. 3) It also places limitations on the "lost in history", or "nobody now living knows" excuse... while humans may have lost it, there will likely be Draegoni or Elves who remember. In other words, for a past event to have become legend or historical mystery, it must be set a LONG time back... more than the maximum lifespan of most Draegoni. At least 1000 years ago. Unless you can posit that the races don't talk to each other, so maybe all the shorter-lived races have forgotten, while the longer-lived races have not. Great potential for some monumental one-sided racial grudges there. 4) This has an impact on their relations with other shorter-lived races. If the vast majority of the Elves living in Tirnwood Vale knew Lord Luxin when he was a baby, and also know that they will outlive him, what impact does it have on their obedience and submission to him as Lord of White Stone? And, of course, it's not just Elves and Draegoni who have this problem. Gnomes and Dwarves share it to a lesser extent as well. Thoughts, comments, suggestions? -Lyn- EDIT: Apparently, according to Jerun, Grandmaster of Air in the TG magic school, the elder races come of age at age 64 (four x four x four). So, what does this hold for the maturity cycle of Elves and Draegoni?
  4. Lyanna's Lectures

    Interestingly enough, a recent Gamasutra article came out from this year's GDC talking about the same points that I brought up four years ago. Writing for MMOs: You're doing it wrong! Nice to finally see some industry validation, four years later. (Actually, the problem and solution has been obvious for quite some time... the issue is that not many developers have dared to implement it until now.) -Lyn-
  5. Quest time!

    I know it's a little late, but congratulations to the quest team who finally implemented this. Glad to hear that shasso's quests survived all this time. -Lyn-
  6. Bot Allowances

    You know, this could form the basis of an interesting multi-bot game. If each bot faced in a certain direction that led to another bot, you could leave a trail of bots to trace and try and find the end of. And if you add a codeword to be PM'ed to the correct bot next in line, which would reply with a new codeword, you could form a secret code-breaking / trail-following game that could easily be changed every now and then for endless fun. If the bot owners are willing, I would definitely want to see if we can try and organise this as a contest. -Lyn-
  7. Online Virtual Game Rape?

    If you want the Julian Dibbell article that described the first cyber-rape in a virtual world, here it is: The Bungle Case on LambdaMOO. It was probably the case that first brought cyber-rape to light, and it was a pretty serious thing. A character called Mr. Bungle used a bot to hack the other characters and make them emote truly disgusting things... all while allowing the players involved to see it happening and being unable to stop it. It was as if some strange bot in EL suddenly hacked your account and started sending messages like " :sucks Bungle's smeg" " :sticks a big rod up her smeg and orgasms in pleasure" ... all while you're connected and watching it happen, being completely unable to stop it. Even if there ISN'T any physical contact, if that isn't sexual violation of one's person (i.e. "rape" of one's personhood embodied through the online avatar), what is? -Lyn-
  8. The Hunt for Joker

    The Hunt for Joker was a two-part series of events, both of the manhunt and fetch-and-carry type. Players were challenged to find Joker as many times as possible within a set time limit, and bring those items to myself. In the second event, an additional complication was added where the person they had to return the items to (me) was hidden as well, and clues provided via a bot who was witness to the kidnapping. Lessons learned: - Joker has become incredibly hard to find recently. One estimate puts him at around 80 spawns in C1. Organising a contest around trying to find him many times no longer has the same exciting feel as it used to have when the number of spawns was smaller and there were more expert Joker hunters. A constant rhythm of Joker findings is needed to generate excitement, and nowadays those are too few and far-between. People start getting discouraged if there have been no sightings within half an hour. Clues would have to be provided in order to solve that problem, but that requires a high-level mod. Future Joker-hunting events would probably have to rely on a "Find him first" principle rather than a "Find him the most number of times". - Joker-hunting has a few advantages over regular manhunts: the broadcasts are made automatically, so everyone immediately knows when someone finds Joker, making it easier to keep track of. And secondly, Joker automatically respawns somewhere else in a blink of an eye, creating a moving target that's much more difficult to find. - Joker's best prize is a Steel Shield, which has a current market value of around 400gc. Prizes offered for Joker-hunting needs to be more than that, as well as more than the amount of time it takes to hunt Joker. The current prizes offered for this contest were in the 2500 - 10000 gc range, which attracted plenty of newbies and Explorer-type players. However, newbies often had no idea what Joker looked like, having never seen him before. - Don't hold Joker-finding contests on days with great positive effects, like rare manufacturing day. That seriously decreases the number of people willing to take part, I think. The opportunity cost may be too high, unless the prizes are raised further. Also, players seem to get confused with too much story or role-play elements involved in the announcements, sad to say. - I used Gossip's "about player" feature as a tool to give out clues to a person's location for the manhunt part of the second contest. That was a good innovation, I think, and can be used more often in future events. If there were more bots with the "about <something/someone>" feature or that broadcast player-submitted messages on channels, more variations to this element could be integrated. Bots help to reduce the manpower requirements for running events. -Lyn-
  9. God Mode'd Mortos should not PK anymore

    Well, with regards to scripted invasions, just give me a couple of days to prepare everything and I'll open the scriptwriting process up to the public. You can all then test your theories on what you think a good invasion should be like. Keep an eye on the Events Forum. -Lyn- EDIT: It's actually pretty similar to what you've suggested, Korrode.
  10. A Typology of Events

    A Typology of Events Introduction This aims to be a critical analysis and categorization of all major types of events held in EL so far. It can then be used as a reference for the creation of future events. For analysis, I’ll also be using MUD Player Types to help analyse the events. You can click the link to read the full report, but I’ll include a quick summary below: There are four main types of players that play online multiplayer games: Achievers, who are primarily interested in beating the game and reaching the highest levels or rankings possible. (In the Hickman categorization used by the Events team, these would be Gamers) Explorers, who are interested in finding out every little secret about the game and knowing all the little tricks and trivia within the game. (The Hickman categorization doesn’t mention these) Socializers, who are mostly interested in chatting and making friends with other people through the game. (In the Hickman categorization, these are Talkers) Killers, who are interested in beating/pwning other people and/or doing nasty things to them in the game. (Hickman calls these Fighters… however, as people can fight against each other in EL for actual battle or just to train, I’m using “Killers” specifically to refer to PKers, as opposed to combat-oriented Achievers who want to gain levels) ======== Events by Type Now, as to events. There are several types of events in the game, and I’ll list the most common in no particular order. Various unique events have been created as a result of mixing and matching one or more of these basic events, or providing a fresh twist on an event category. Giveaways involve usually one rich / experienced player giving away items to poorer / greedy players. Sometimes, these also happen when a player is leaving and wants to dispose of their storage inventory. These were also formerly called drop parties. However, recently they have been deemed to be bagspamming events, so are no longer officially supported. (It is still possible to run them, if no bags are created, I suppose…). Giveaways primarily attract low-level Achievers, who want to get better items/money in order to help them level up faster, and Explorers who want to complete their collection of rare items. They are usually hosted by either Achievers who have collected too many items and need to get rid of some, or Socializers who want to be seen as charitable and helping others. Manhunts at their most basic form involve looking for a single person hiding somewhere in the world. Prizes are normally awarded to the first people who find the hider. There are usually clues provided to the hider’s location, though the level of helpfulness of these clues often depends on how difficult the manhunt is supposed to be. An example of a manhunt system already in-built into the game is the search for Joker, of course. Manhunts can also be chained together with other event types to create more complex events. Manhunts primarily attract Explorers, who like to put their knowledge of maps and pathways to use. However, if the prize is sufficiently great to outweigh the time spent on trying to find the person, Achievers and Killers may get involved as well. Socializers usually get involved if there is a large enough crowd getting involved in the event, as it provides an interesting topic of conversation among those participating. Manhunts are mainly hosted by Explorers, who again like to show off their knowledge of obscure places to hide and weird clues, and occasionally by Socializers as a way to stir up excitement on a boring day. Note that one of the main problems about this is that the manhunts organized by Explorers and Socializers usually don’t have big enough prizes to make it worthwhile for Achievers or Killers to take part, as the first two groups find it difficult to accumulate money without spending it on something else. Treasure hunts are similar to manhunts, except that they involve finding an object instead of a person somewhere on the map. Again, usually cryptic clues are provided as to the object’s location. Classic examples of treasure hunts are Entropy’s hyperspace bag hunts. Just like manhunts, treasure hunts can be chained together with other event types to create more complex events. Everything said about manhunts with regards player types also applies to treasure hunts. However, treasure hunts are more difficult to organize than manhunts, because unattended bags can be picked up by Ants or the unwitting passer-by, whereas hyperspace bags and their keys are expensive, restricting the number of people who can participate. Fetch-and-carry events involve bringing one or more items from one location/person to another. Very rarely are these organized to stand on their own. Often, they are integrated with a time limit to turn it into a race, with more than one player to make it a relay, or with a manhunt or treasure hunt and some riddles in order to make it into a more complex scavenger hunt / riddle quest. The types of players this event attracts depends on what it’s mixed with. Storytelling and Performance events involve people taking turns to either tell a story or perform an act of entertainment (like stand-up comedy). Sometimes, this comes in the form of a contest, with judges voting on best entry. By far, Socializers are the ones most attracted to both attend and host these sorts of events. However, if it is in contest form and the prize is sufficiently great, other player types – particularly Achievers who are aiming to build a reputation in the social, entertainment or roleplaying spheres – may choose to attend as well. Trivia contests involve a series of questions to which participants must guess the right answer to, with the winner getting prizes or points. These may be about the game, or about things outside the game. Examples of these are the EternalTrivia bot on channel 11, and the Eternal Lands Trivia Contests that Lord Vermor / Acelon used to organize. The hosters of these sort of events are mostly Explorers, as they are the ones with the esoteric knowledge of trivia and secrets about the game. Trivia contests will naturally attract Explorers, who like to be tested on their knowledge of the game. They can also attract Achievers if there are rankings or sufficiently great prizes, and Socializers if there are big crowds as there can be a lot of excitement generated after each question. Because the barrier to participation is so low (all you need is some knowledge about the game and a bit of luck), almost anyone can attend. Riddle quests involve having a series of riddles about the game or objects within the game that participants will have to guess the answer to. They are sometimes used as standalone events, organized similarly to trivia contests, but more often mixed with other events such as manhunts or treasure hunts to form more complex events. Because of the scope of the riddles, they are technically open to all player types… though if the riddles describe in-game items or places, Explorers have a slight advantage. The type of players that are attracted to these events and host them are dependent on what other event elements are mixed in, as well as what the scope of the riddles cover. Riddles involving other players, or the intricacies of skills or combat may attract Socializers, Achievers or Killers respectively. Celebration parties are social gatherings simply to celebrate something happening to one or more of the players. These range from simple drinking parties in a tavern to celebrate a birthday, to complex weddings on custom-created maps with feasting, summoning and full coordinated guild costumes. An upcoming example of this type is the First Annual High Society Gala. Obviously, the primary player type that both hosts and attends these events are Socializers. Other player types attend because of personal ties to the celebrating person, not by natural inclination, unless they want a break from their normal activities. Invasions come in two forms – the automated small-scale ones generated by the system, or the scripted, large-scale ones designed by players. Hostile animals overrun one map or more, requiring players to band together to fight them off and destroy them all. Surprisingly, all four player types enjoy invasions. Achievers enjoy testing their skills against the challenges that the game is throwing at them. Honorable Killers do the same, dishonorable killers enjoy the bag-looting that comes afterwards. Socializers (those who can fight or heal, at least) enjoy being part of a large effort that involves player cooperation. Explorers like guessing what would come next and trying to get to the new invasion fronts before anyone else. PK / fighting contests are perhaps the most common form of player-organised events nowadays. These involve one-on-one duels between two players, with moderators and judges, and usually some form of tournament, league, or ranking system. An example of this is the upcoming ~LE~ EL Seasonal PK League. Very obviously, these are largely organized by Killers, for Killers to test themselves against each other. Occasionally, Achievers will take part, as a means of testing their skills or proving their dominance. Socializers and Explorers hardly ever participate, though they may attend as observers or audience members. Organized Wars are one step up from fighting contests in that they comprise groups of players fighting each other instead of individuals. These are usually incredibly difficult to organize and moderate, because of the sheer numbers of people taking part. Similar to fighting tournaments, these are attended primarily by Killers and Achievers, although Socializers with decent skills may also want to get involved because of the teamwork factor involved this time. Generally speaking, only those with high reputations or standing within the community (usually Achievers of some sort) will be able to host and organize such an event. Contests of Skill involve activities in which players with compete with each other through a series of challenges testing one or more (non-combat) skills. An example of this type of event was the Glilin’s Recipe crafting contest. With the introduction of hyperspace bags, this type of contest has become significantly easier to organize (in terms of needing less manpower). This type of event is specifically designed for Achievers, and usually well attended by them. Achievers would also be the most likely people to host these sort of events, if you could pull them away from leveling. Killers, Explorers and Socializers are unlikely to find much interest in competing, though they could be part of the audience. Games of Chance like lotteries are something fairly new, but look promising. Slightly different from the other events in that they are ‘played’ simply by purchasing tickets and waiting for an announcement, as opposed to something that requires constant active participation for a shorter period of time. Player types are fairly irrelevant to who takes part, though Achievers may think of it as a possible ‘get-rich-quick’ scheme, while Explorers just want to try their luck and maybe work out a system for beating the odds. But Socializers and Killers wouldn’t mind taking part as well, I suppose. ======= Analysis So ends a listing of all major event types or elements of events so far. Now, I’ll break it down via player types: Achievers like: Contests of Skill, Organized Wars, Invasions, Fighting Tournaments, Giveaways, and Games of Chance. Explorers like: Manhunts, Treasure Hunts, Riddle Quests, Trivia Contests, Giveaways and Games of Chance. Socializers like: Celebration parties, Storytelling or performance events, Trivia Contests, Riddle Quests, and sometimes Invasions and Organized Wars Killers like: Fighting tournaments, Organized Wars, Invasions, and sometimes Manhunts (if it involves killing). Now, this can be useful. If, for example, we want an event to cater to as wide a bunch of people as possible, it's good to try and bring in event elements that will appeal to all four types of players. Currently, by my rough guesstimate, EL's population ratio is something like 50% Achiever : 10% Explorer : 30% Socializer : 10% Killer. Possibly, then, the reason why many players seem not so interested in events is because (1) the event doesn't appeal to them, and (2) the events that DO appeal to them are hard to organize well, or if done so, cannot be done in sufficient quantity to produce a self-sustaining movement. Because the time it takes to create a good event is much longer than the time it takes to complete / consume it, there are generally two solutions to the problem: Either make it automatically-generated via computerized procedures (eg. automated invasions), or somehow massively increase the number of event creators. After seeing the dissatisfaction of players with regards to procedural generation of events, I'm firmly heading in the opposite direction - give the tools for good event creation in the hands of as many people as possible, and motivate them to create interesting events for the rest to enjoy. The great challenge right now is how to divert the 50% of EL's population that are Achievers AWAY from the levelling grind and into active event creation. The other challenge is how to empower Socializers and Explorers (who generally are interested in event creation but lack the resources because they don't get too involved in the rat race) to be able to create events that can draw attendance in spite of low rewards. Any thoughts, opinions or comments? -Lyn-
  11. The First Annual High Society Gala!

    Already posted to the website. Will be there if I can make it (depending on the time it's being organised for, of course). And have already pledged to donate 10k gc (which was given to me by Chance for funding events), so please contact me if I'm online. I think it's really great that you two are organising this! Hope lots of people come. -Lyn-
  12. When I started to play EL ...

    When I started playing: 1) All attributes cost beaver furs to level up. (i.e. pickpoints system wasn't invented yet). Made my first 1000 gc just by hunting five beavers. Frukas at Grahms Village upgraded your Vitality by 1 for every 1000 beaver furs, if I remember correctly... 2) The quests of Faris and Garis, Granny and Bakart were still around. 3) Summoning was this really cool new skill that everyone wanted to try. 4) Raven was hostess on Newbie Island instead of storage at Tirnwood Vale. 5) There was a "combat" skill in addition to attack and defence skills. 6) And the white cloak was the Monster Magnetism cloak, which could only be worn by people above level 30. -Lyn-
  13. Draia News ((Teasers for the next update))

    It was a name I just basically pulled out of a hat when I needed a name for some sort of medieval news agency to announce the Expedition to Irilion. In a sense, the Association is an in-game metaphor for what I wanted the Storylines Forum to be. Scribes and scholars were the logical information gatherers and distributors of their time, so I thought it would make sense, but you can tell that I didn't put enough thought into it when you consider what the acronym of the Association of Scribes and Scholars turns out to be. -Lyn-
  14. Velkyn

    Quite a good start to the story. I like how you've managed to merge your in-game experiences into the narrative fairly well. Hope to see more of your writing in the days to come. -Lyn-
  15. The War for Nordcarn

    The thing about this story is that it has a dual personality. The first half is a personal, character-driven narrative, where it takes four paragraphs to cover a short moment in time and a lot of names are mentioned.The second half is a quick pseudo-historical summary of a long battle that lasted three days, in which no names are mentioned and none of the characters we see introduced are developed - all in one paragraph. The sense of time and scope is all wrong. You need to pick one or the other, and stick to it. Either tell it as a story about the people leading the war, or as a mythic account of a historical event. This half-half thing is almost impossible to pull off unless you're a very skilled writer or have done immense amounts of preparation, or both. (Tolkien is a good example of someone who managed to do it. But it took him 12 years and 3 massive novels, plus assorted other stories. You're nowhere near that... so my suggestion is to settle on one style first.) And remember Roja's comments on your earlier story about not affecting EL's history in any major way. -Lyn- EDIT: In fact, the only writer on these forums who's managed to do it successfully is Saii, with his War of the Gods and the Tale of Folis and Salia. Even Tumaros and I - both of whom have been Heads of Storylines before - have never been able to do it. Tumaros chose the personal narrative style, with his story of the Great War and I chose the historical account style, with my Tales of Irilion. It's up to you which one you pick, but don't try to merge the two until you've gained a whole lot more skill (and patience).