The Storied Game of Alice
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The Storied Game of Alice Or: Anon's Amazing Semi-Randomized Animu Style Waifu Generator For Lonely Neckbeards In Brief - What Is The Game of Alice About How to Play The Game of Alice Generating Alice - First Things First Age Background Essential Personality Traits Intelligence & Knowledge Hobbies Matters of Appearance Color Height Build Breasts Distinctive Features Special Features Weird Sexual Features Option #1: Alice Enchanted Option #2: My Daily Life with Alice In Brief The following document contains advice and random generation charts to allow you to create a "love interest" type character somewhat inspired (in some cases, at least) by the conventions of romantic anime, named Alice Schmidt. You may simply bask in the pleasant sensation of imagining such a girl as your own lover, or practice your writing skills by composing a short scene or a few starring it or it and yourself. The following paragraphs are merely introduction. If you've already played the game of Alice or don't wish to be bothered, feel free to skip right ahead to "Generating Alice". What It Is About The Game of Alice has always been considered somewhat of an oddity among CYOAs. In fact, it is commonly argued to not be one at all (due to its highly, often entirely random nature), though this one personally finds the point moot. The Game of Alice exhibits clear origination from the same /b/ thread openers which inspired those images more commonly referred to as "CYOAs", and even if that wasn't the case, it is already too heavily associated with the CYOA "community" to be easily separable from it. I think that a lot of the contention regarding the game of Alice results from people misunderstanding the "game's" original intention (at least the way that I see it). Whereas most older CYOAs were intended to promote discussion by stimulating people to consider tough decisions or how they would fare in a fantastic situation, and the more modern type (more and more so, it sometimes seems) simply serve as assets for wish-fulfillment, I feel that the Game of Alice was intended to first and foremost serve as inspiration for stories. True, there's some amusement to be gained simply from making a series of random rolls resulting in a cartoonish and dysfunctional image of a person (and, in accordance, fascination on those rare occasions when the dice gods Random Rolls intervene and the result is immediately palatable), but I think that it best fulfills its purpose if the Game of Alice is used not as strictly a "game" (with clear-cut rules, One of the most common points of contention about the terms of winning and losing, or limits on "play style") so much as a resource. Writing Game of Alice is that randomness makes it less of a "real is a difficult but rewarding creative endeavor, and it is sometimes pointed that game". It could literally be played in it's entirely and writing romance is both among the easiest and hardest thing to do. Easiest, because perfectly well by a computer, which begs the question of readers' brains are all but programmed to find certain lines and plots appealing why you're doing it in the first place. Aside from the regardless of quality (meaning all but the most incompetent of writers could titillate detailed explanation above regarding what I think the quite easily simply by pouring on the lewd phrases). Hardest, because evoking true Game of Alice should fundamentally be, there's another, emotion, without resorting to cheap tricks like that, is naturally difficult (whether in more technical reason I've decided to go with random rolls writing or speech), and true emotions are the essence of a good romance. with it: because I saw few other appealing options. Simply making free choices would've been flat-out boring, in my The Game of Alice is a training method for writing love stories. Key to such stories opinion – by that point, you might as well just boot up are interesting, well-rounded characters, and The Game of Alice challenges your pirated copy of "The Sims" and use it instead (it's got prospective writers by inviting them to create one (and, by extension, a story far more features), and assigning options point values or revolving around it) based on mostly or completely random parameters. The "self- otherwise limiting the choices would've inevitably resulted insert" element inherent to the Game of Alice (that is, the assumption that whatever in an implication I do not agree with, and that is that character is created will be the focus of a story about her falling for the writer certain options are objectively "better" than others when himself), seems to me to be merely a matter of convenience (one random character it comes to creating a character for a story. When is enough of a challenge to tell stories about, and it is vastly easier to depict a assigning point values, positive or negative, you are by protagonist whom one knows as well as themselves), or possibly a nod to what may definition rating certain aspects of a character based on be the most venerable – some would say notorious – genre of amateur romantic some measure of value, calling some of them good, better storytelling. or bad. While this is fitting in certain situations – if the With that in mind, I've decided to offer this rewrite of the Game of Alice in the form issue is who would be better able to survive a war, than of a text document. As such, it would be arguably more accessible (since the original obviously traits like "combat veteran", "heavily armed" or has often been accused of being a visual mess), more orderly, and – and this is "lightning reflexes" would be seen as objectively where the "changes" I've made, mostly in the form of added comments, come in – preferable to "freezes under fire" or "blind" (in fact, most better suited to serve its specific function as a training aid in writing love stories. people would prefer to see than be blind, regardless of the circumstances) – this isn't what the Game of Alice is about. To begin… There's no accounting for taste and love is blind, as they say, and even a character trait that a perfectly logical How It Is Played person might dub objectively good or bad (say, blindness) might actually appeal romantically to someone, or make a Forget about the CYOA convention of placing yourself in a fantastic situation from love story more interesting. Furthermore, limiting choices the get-go and priming to make a hard choice, or confront the roll of the dice. When in this way would give an unfair advantage to people with "playing" the game of Alice, you are not a fictional character, nor should you act as if certain preferences (if you see this whole affair as a game you are somehow "within" the game. You are yourself. You are sitting in front of in which it's even possible to have an "advantage"). Say I your computer, reading a PDF document. decide to act all pragmatic and make bad eyesight worth negative points. Many people out there would actually You would like to try writing a short love story, or scene. Perhaps you'd like to hone love to have a girlfriend with glasses! They think it's your skills a bit, because you're aiming for a career in writing. Perhaps it's just a endearing! To them, an Alice with bad eyesight would be a hobby. Maybe you like to experiment. Maybe you're simply bored. bonus, not a penalty, and giving them negative points for it would be handing them over both the cake and… Following the steps below, you will be instructed to make a series of dice rolls (or whatever it is you can hand someone to certify they've using a computer based random number generator) to randomly generate a heroine eaten a cake. Many CYOAs demand more points to give for your story – the titular Alice (presumably thus named by default after the game one's imaginary girlfriend a larger bust, but who's to say I theory convention) a love interest with whom your task is to describe your own don't prefer DFC? I could save a lot of points by actually theoretical relationship. Following each segment is a series of leading questions (in taking the option I want in the first place, and skew the so- italics, so you can tell them apart). These are meant to help you better visualize the called "mechanic". character you are creating as more than the combination of a dozen laconic roll results. You don't have to answer each and every one – try to focus, instead, on Hence, random rolling. answering about 2-5 questions for each roll you make – but the more you do, the clearer an image you'll have. Note that you don't have to answer those questions immediately. In fact, in some cases (especially during the first stages of character A Neat Trick of Mathematics formation), it might actually be more prudent to wait a little until your idea of Alice is more solid, before answering some of the basic ones. A good character is one It is actually possible to roll on all of the tables using only a whose different personality and background aspects fit together – if you insist on random number generator programmed to give a result answering each question as it comes, you risk making one who feels like a randomly from 1-10.