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<blockquote data-quote="takyris" data-source="post: 3066449" data-attributes="member: 5171"><p>Generally speaking, aside from making sure to use tacky language... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Well, they've got a bunch of authors there, so my handful of pro short-story sales aren't terribly impressive. So I'll mainly be speaking there as a BioWare writer.</p><p></p><p>It's funny -- there are going to be several BioWare writers there, and we've got different stories. A husband and wife couple came here after writing in Hollywood, and they'd played <strong>Knights of the Old Republic</strong> but not much else. They had much better writing credits than I had (television writing >> handful of short story sales).</p><p></p><p>On the other hand, I'd played pretty much every BioWare RPG they put out, and when asked in the interview, I could rant about how Aerie ran off with those incredibly expensive bracers of armor when I told her I loved Jaheira, and how I hated getting framed by the red dragon and tricked into killing those paladins, and how I truly LOATHED sneaking up to evil Mandalorian Raider boss-guy with my sneak attacks ready to go, only to de-cloak against my will and get pulled into a conversation cutscene so that it was then me, the Scoundrel/Consular, against ten Mandalorians with all the other party members way off in the distance.</p><p></p><p>Other than my nefarious roots, I'll likely be talking about how to apply, if you want, and what it's like on a day-to-day basis. I'll probably be popping some balloons with respect to how, yeah, sometimes it's awesome, and sometimes art botches your level so badly that the plot gets cut, even though your writing is brilliant... and sometimes you put in 15,000 words on a plot that turns out to a) have a major structural flaw that's only obvious once you play it, b) get cut because of an overall change to a major storyline, or c) need a complete overhaul because of a decision made by art, or programming, or, heck, anybody, or b) just plain suck because you didn't think it out clearly enough.</p><p></p><p>I'll probably be more upbeat than that, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Heck, I posted something today on the blog that speaks to some of it:</p><p></p><p><a href="http://pats-quinade.livejournal.com/8942.html" target="_blank">http://pats-quinade.livejournal.com/8942.html</a></p><p></p><p>So that'll be a lot of it.</p><p></p><p>And because I've run a fair number of games, I'll probably be talking about it from the perspective of a GM as well as a fan. Some things that are a pain in the butt in a PnP game are easy and fantastic in a CRPG, while other things are exactly the opposite.</p><p></p><p>I don't know that I'll blow anybody's socks off, but then, I've been here a year and a half, so maybe I'm just used to the mindset by now. We'll see what the questions bring up.</p></blockquote><p></p>
[QUOTE="takyris, post: 3066449, member: 5171"] Generally speaking, aside from making sure to use tacky language... :) Well, they've got a bunch of authors there, so my handful of pro short-story sales aren't terribly impressive. So I'll mainly be speaking there as a BioWare writer. It's funny -- there are going to be several BioWare writers there, and we've got different stories. A husband and wife couple came here after writing in Hollywood, and they'd played [b]Knights of the Old Republic[/b] but not much else. They had much better writing credits than I had (television writing >> handful of short story sales). On the other hand, I'd played pretty much every BioWare RPG they put out, and when asked in the interview, I could rant about how Aerie ran off with those incredibly expensive bracers of armor when I told her I loved Jaheira, and how I hated getting framed by the red dragon and tricked into killing those paladins, and how I truly LOATHED sneaking up to evil Mandalorian Raider boss-guy with my sneak attacks ready to go, only to de-cloak against my will and get pulled into a conversation cutscene so that it was then me, the Scoundrel/Consular, against ten Mandalorians with all the other party members way off in the distance. Other than my nefarious roots, I'll likely be talking about how to apply, if you want, and what it's like on a day-to-day basis. I'll probably be popping some balloons with respect to how, yeah, sometimes it's awesome, and sometimes art botches your level so badly that the plot gets cut, even though your writing is brilliant... and sometimes you put in 15,000 words on a plot that turns out to a) have a major structural flaw that's only obvious once you play it, b) get cut because of an overall change to a major storyline, or c) need a complete overhaul because of a decision made by art, or programming, or, heck, anybody, or b) just plain suck because you didn't think it out clearly enough. I'll probably be more upbeat than that, though. :) Heck, I posted something today on the blog that speaks to some of it: [url]http://pats-quinade.livejournal.com/8942.html[/url] So that'll be a lot of it. And because I've run a fair number of games, I'll probably be talking about it from the perspective of a GM as well as a fan. Some things that are a pain in the butt in a PnP game are easy and fantastic in a CRPG, while other things are exactly the opposite. I don't know that I'll blow anybody's socks off, but then, I've been here a year and a half, so maybe I'm just used to the mindset by now. We'll see what the questions bring up. [/QUOTE]
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