Here we are not speaking of the antithesis of the Book, the Book's shadow, but of the thing most actively opposed to the purpose of the Book, what we may call its adversary. The works of the antithesis and the adversary often achieve a common end, but in the final reckoning the shadow shall depend upon the true object for its strength while the Anti Book will seek the destruction of them both. The story that remains will be the record by which the Readers judge the fitness of our Narrative.
-IV
[/i]
The Book
and the
Anti Book
FidelitiesAnything that is faithful to the Book's deeper truth and therefore accepted by its pages. Such things may not be true of themselves but it is the Narrative's hope that they may some day be.
FantasiesAnything that cannot exist because it stands in contradiction to the Narrative-that-is or the Narrative-that-will-be, but which might have otherwise been accepted for its poetry or its justice. Such writings drip from the Book's pages and add substance to its shadow. Sometimes an Author will write directly into the Shadow Book, but such acts are always controversial.
FalsehoodsAnything that challenges the very heart of the Narrative and slanders its great purpose. Such writings leap from the page as a flame or a spark and are swallowed into the nothingness of the Anti Book. It is no sin to write such things into the Book (for they will not linger), but it is a great evil to summon them forth again. It is an abominable crime to write directly into the Anti Book.
[ooc]This is a setting inspired in part by the PC game MYST and also by an idea I had years ago that I never did anything with, in which the protagonists are authors writing the setting they inhabit and therefore perceived to have sorcerous power.
The game system is
Sorcerer (http://adept-press.com/role-playing-games/sorcerer/), and revolves around the summoning and binding of demons, which can be anything. In this case the demons are setting elements: locations, legendary individuals, objects of power, historical events, etcetera. Anything that is 'written' is retroactively introduced to the reality of Narrative, to the fantasy world beyond It, or to the alien hell-world that opposes It.[/ooc]
It sounds like a solid concept. I would want to see how this plays out. Certainly removes a vast majority of the work you have to do in setting design, that is for sure.
M
Veeeery interested, SA. Looking forward to where this goes.
I started reading this and started thinking about Myst, then noticed you'd cited it as inspiration.
Sounds like a cool idea. It's almost as if every player is a kind of GM.
Sounds interesting, and has potential. Is there any degree of a "world" the protagonists start with, or is everything written by the PC-GMs?