Nov. 8th, 2010

jeregenest: (Default)


Hedgemazes are originally there because [livejournal.com profile] peaseblossom said recently "I want to play this concept" after reading a short story. Some digging shows there are lots of interesting chocies, and I really need to get a copy of Schafers, Fons. "A Catalogue of Labyrinths & Mazes in the Netherlands" Caerdroia 32 (2001), pp.28-35. (Catalogue of Netherlands hedge mazes).

Mind maps are usually useful for me to expose those areas aI need more work on. Unsurprising its in the area of chaarcters and places. So off I go to develop those.
jeregenest: (Kale mayhem)
[livejournal.com profile] peaseblossom recently read "Mr. Humphries and His Inheritance" by M. R. James, a story that contains, amongst other things, a character who specializes in Hedge Mazes. At this point she carefully told me that she wanted to play this character in a forthcoming game.

So I’m thinking of a game, and I do remember that conversation. Me, being utterly predictable, I’m thinking of an occult spy game, influenced amongst other recent influences by the tv show Rubicon, which I pretty much loved (except for the last episode). And I start thinking hedge mazes.

I’m intending, to capture the feel of slow paranoiac buildup, to start from a position of little awareness of the occult and move forward. Which probably means hedge-mazes are move of a Chekhov Hobby than anything else. So now I’m pondering ways to do that in a fun, and story building way.

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