Life is the stories
we leave behind.
Stace Dumoski
Editor of Artful Blogging, Life Images and Art Doll Quarterly.
Aspring fantasy novelist.
Eclectic artist.
Sporadic gamer.
Failed Medievalist and Folklorist.
Novice poet.
Proud Mom.

My Favorite Words
(and yours)

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June 3, 2008

#3 of 30: Illiana

Filed under: art, Castle Marrach, 30 Days 30 Faces — Stace @ 10:31 am

Annie asked for a picture of her Castle Marrach character, Illiana, based on Connie Nielsen in the movie Gladiator:


Illiana

Illiana’s one of the most illustrious PCs in Castle Marrach history — the first, in fact, to be promoted to the nobility, so I suppose this should be properly titled, “Lady Illiana.” She had a few other notable firsts, including the first marriage and being the first real victim of the Owls. I always admired how Annie used that experience to shape her character; instead of letting it lie as some traumatic incident in the past (good for a few tearful performances, but otherwise forgotten) it informed all her choices and led her to make some dark and difficult choices about how Illiana would live her life in the castle. None of my characters had a lot of direct interaction with Illiana, though, until not long before I left the game when we contrived an excuse for she and Helene to work together on a bit of mischief. That plot and the fabulous RP it encompassed is still one of my fondest Castle Marrach memories, and if there was any promise at recapturing that experience I’d go back in a second.

Well, maybe.

As for the picture: The features are okay, but I’ve failed to catch the sharp planes of the actress’ face, so she ends up looking very broad-faced (when in fact the dimensions are very close to the original photo) and not archly elegant and refined. This is a problem with this line-art style of drawing that I need to figure out how to compensate for; shading would have made a big difference. I have some ideas, and I might go back and work on this some more later to try them out.

And let’s not talk about the ear, okay?

For some reason, the content filter here at work has decided to block the image file, so if it doesn’t show up please let me know!

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July 9, 2007

Girls and swirls

Filed under: art, Castle Marrach, Personal, photos — Stace @ 6:39 pm

Lucy and Bela There’s not much worse for an introvert like myself than to be invited to a wedding where you don’t know anyone but the bride and her two children. But because one of those two children is best friends with my daughter Lucy, I decided to put in an appearance anyway, if only for the girls’ sake. Look how beautiful they are, after all. How could I not? Of course I barely spoke to anyone the entire time, but they had a blast so I can’t be sorry I went. At least I used some of the time wisely by scribbling dialog on some index cards I’d stashed in my purse.

Swirly stamps Feather stamp Prototypes Duelist's pin? I’ve been carving rubber like crazy lately, and one of my latest designs turned out to be this lovely curved feather. It reminded me of the insignia of a certain RPG guild, so I had to try it out on some shrink plastic and see what I came up with. As you can see, not all the iterations went so well, but the last shows promise. It’s just a smidge under two inches, which I think makes it just the right size. I would like to get it looking a little less plastic, somehow, and of course I’ll need to find a pin back for it. Anyone else out there who wants one? I’ll be happy to pop for postage!

Pokemon charms Of course, the girls got to play with some of the shrink plastic. These are Lucy’s Pokemon charms. Anna made a dog, but she already broke it in two.

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July 3, 2007

A different kind of anniversary

Filed under: writing, interactive narrative, Castle Marrach, Personal — Stace @ 11:32 am

Five years ago today, Edouard Ramos died.

Those of you who knew Edouard will have to bear with me while I explain it to the few readers of this blog who don’t know who I’m talking about.

Edouard was a character I played in the online RPG Castle Marrach. Marrach is a text game, not like World of Warcraft with flashy visuals and an empahsis on slaying things, collecting treasure and leveling your character; it’s a very story-centric world with many intriguing characters and intertwining plots. Edouard was an NPC (non-player character, for those uninitiated in gaming parlance); as one of the original design team, I played a lot of NPCs in the early years of the game, but Edouard quickly wormed his way into my heart as a particular favorite, despite the fact that he was one of the least appealing to me at the outset — or, more likely, it was because he didn’t appeal to me that I came to love playing him so much.

You see, as any actor will tell you, to play a part really well, you have have an in-depth understanding of what the character is all about. This goes double for someone writing about a character, and roleplaying is, at its best, a happy combination of acting and writing. Oh, it’s true I could have played Edouard to his designated surface qualities (passionate, fiery tempered, amorous, fickle) and served his purpoes well-enough in the game, but that’s just not the kind of player that I am. To enjoy playing Edouard, I had to find a way to relate to him, and that meant I had to really dig into his psyche to figure out what made him tick.

Now I have to confess that this post is not really a paean to a lost, beloved character (it is that, but only a little). What I really wanted to do was say how much my writing was affected (and hopefully improved) by the experience of playing him. It was in learning to love Edouard that I first truly came to understand the complexity of any individual character, all the layers and textures and details that go into making the whole. If you google “character development” you’ll probably turn up a lot of questionnaires that ask you to supply details about your character like eye color, day job, favorite tv show, what they usually eat for breakfast, etc. You might also find some good advice about building character strengths and flaws, along with motivation and goals. Useful knowledge and tools, all, but I could never stand filling out those questionnaires; it wasn’t just the seeming irrelevance of some of the questions (like what kind of car he drives, when most of my characters had never heard of cars), but the static nature of the information they recorded.

Character is fluid, and it is this very fluidity that makes storytelling enjoyable. If we could count on people acting the same way all the time, there would be no point in telling a story about it. My excavation of Edouard led me to see that he was someone in the process of change — we all are, aren’t we? — and my job as a storyteller was to give him a story that allowed that change to take place. Because that’s the whole purpose of storytelling, to show how people change, to provide a model for ourselves in the changes we must face in our own lives. I may have read this somewhere prior to my time in Castle Marrach, but I didn’t truly understand it until I’d experieced it telling Edouard’s story, and was able to practice ways to show that fluidity and process of change through dramatic means.

I killed Edouard off largely because I was planning to leave the game in the near future, and I knew I never would so long as he was around. But also, with the end of his story arc, he’d changed in all the ways I thought he could; at the time, I didn’t know what direction he could go in afterwards, so it wasn’t TOO difficult to let him go. But the guy still fills a remarkable portion of my brain-pan sometimes. I’ve got at least two Works-in-Progress with characters directly inspired by him (not copies of him, of course, but definitely influenced by). My friend Sol, who played Edouard’s wife, and I still play the game of “what might have been” — to excess, sometimes.

I’m not sure I really expressed here everything I had in my head when I started (but really, if I use the word really one more time I’m really going to kill myself), but I’m at work and it’s nearly time to leave, and I don’t know if I’ll have time to do it later in the day so I have to post now. I really wanted to post an update to Promise, the site where I have archived some of the collected logs from Ed’s story, but every time I sit down to convert the files to HTML, I just end up reading and reading. Maybe, later tonight, I’ll find some time to squeeze it in. In the meantime, you’ll just have to make due with this digital portrait I did last year, when I was feeling particularly artistic. Draw yourself a flagon of ale, and enjoy!

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