>> I haven't, all of my ideas have been a variation of, "oooo what if-, and how would x,g,w change canon and effect character development/reactions?" That's really interesting though. Taking a thing and dropping it on fandom and going, "how does this fit or change x." I hadn't really considered that, but you learn new things every day.<<
Most of the best cross-fandom tropes (ABO, daemons, etc.) are things that somebody thought up and other folks decided to play with. I've even had people do it with mine, like the meaningful wings from Fledgling Grace.
>> "Time Travel is a Jenga game." Oh no My brain has already zoomed out one fic idea per fandom XD <<
Okay, here's the basic concept: I came up with this from a combination of quantum physics, temporal theory, history momentum, and being frustrated about the "fixed point in time" bullshit in time-travel canons. It only seems fixed because characters don't know enough to change it.
Events have mass and momentum. Small ones are easy to change, like moving one block in a Jenga tower. Big ones are harder to change, because other events pin them in place, the way a block can be trapped by the weight of other blocks. So to move the block you want, sometimes you have to move several others first. To change a big event, you have to identify the small events feeding into it and change them first.
Example: a common history exercise is to ask, "At what point did World War II become inevitable?" People often say right after WWI when the winners imposed abusive restrictions on the losers. It's a credible point, but there were many other things that fed into it. Hitler getting rejected from art school was another. To avoid WWII, you would have to change a bunch of things in order to rob it of momentum. Change only one -- like removing Hitler -- and the war would still happen, just minus its most charismatic leader.
Now apply that to any fandom. Individual character choices are small changes. Character development arcs, season plot lines, etc. are large changes. For each of the large ones, you have to think what important points feed into the big one you want to change -- usually the changeable ones will be in earlier episodes and the big harder-to-change ones in later episodes.
Re: Welcome!
Date: 2021-02-01 07:24 pm (UTC)That's really interesting though. Taking a thing and dropping it on fandom and going, "how does this fit or change x." I hadn't really considered that, but you learn new things every day.<<
Most of the best cross-fandom tropes (ABO, daemons, etc.) are things that somebody thought up and other folks decided to play with. I've even had people do it with mine, like the meaningful wings from Fledgling Grace.
>> "Time Travel is a Jenga game."
Oh no
My brain has already zoomed out one fic idea per fandom XD <<
Okay, here's the basic concept: I came up with this from a combination of quantum physics, temporal theory, history momentum, and being frustrated about the "fixed point in time" bullshit in time-travel canons. It only seems fixed because characters don't know enough to change it.
Events have mass and momentum. Small ones are easy to change, like moving one block in a Jenga tower. Big ones are harder to change, because other events pin them in place, the way a block can be trapped by the weight of other blocks. So to move the block you want, sometimes you have to move several others first. To change a big event, you have to identify the small events feeding into it and change them first.
Example: a common history exercise is to ask, "At what point did World War II become inevitable?" People often say right after WWI when the winners imposed abusive restrictions on the losers. It's a credible point, but there were many other things that fed into it. Hitler getting rejected from art school was another. To avoid WWII, you would have to change a bunch of things in order to rob it of momentum. Change only one -- like removing Hitler -- and the war would still happen, just minus its most charismatic leader.
Now apply that to any fandom. Individual character choices are small changes. Character development arcs, season plot lines, etc. are large changes. For each of the large ones, you have to think what important points feed into the big one you want to change -- usually the changeable ones will be in earlier episodes and the big harder-to-change ones in later episodes.