well, isn’t the specific case, but some WIP of mine started well prior of the first announcement of Final Fantasy Versus XIII… I have taken as this year’s resolve being less reserved about my WIP, but with many WIP started even in the late 90s-early 2000s, I prefer avoiding too many expectances…
oh, well… today in the light of this very debate, I have started the restructuring with I7’s heading structure the notes inside the oldest of all my WIP, Trial of a Witch, started around 1994 with Advsys, later ported to inform 5.4, 5.5, 6 and now 7.
This day’s work rough 20% of the editing work, whose is a very fine example of organising (thanks to I7’s heading system) documenting & annotating inside the code, the very first time I actually give an anticipation:
"Trial of a Witch (not the classic meaning...)" by "PGdE"
[heading memo: volume-book-part-chapter-section]
volume 0 - general notes
book 0 - core notes
part 1 - the world
[Earth, 28th Century, starships roams the inner space, and magick roams the Earth and his colonies in the solar system, (think Star Ocean) and the world after the "Magick revolution" is changed more than the past industrial and computer revolution]
part 2 - the setting
[Earth, the ancestral and storied mansion of the extended Witch family, four floors (EU count: ground, 1st, 2nd, 3rd) plus attic, underground floor, terraces, balconies, a sizeable garden, perhaps even a dependance, surely there will be my staples, an arosnook and an outhouse]
part 3 - the lore
[The Magick Revolution was a sort of slow-paced shadowrun, in the course of decades instead of few years]
[The magic-users are termed "Witchblooded"; they're practically all female (7/8; let's say that they have a different mitosis (or is meiosis ?) process, giving a 7:1 F/M ratio instead of the 1:1 ratio, and on top of it, the offspring of a witchblooded is always withblooded]
book 1 - plot
[in a nut: pass the trial, by dispelling the wards blocking the progression, on the different floors and outside; tentatively, a ward for the top (3rd and 2nd F), two for the 1st floor, more than two (separately) for the ground floor and the garden, main puzzles of increased difficulty proceeding down and outside for a dozen or so of wards; Following Lord Nelson, the top floor is the opening, the 2nd and 1st floor the early middle game, and the ground, inside and outside, the late middle game; the end-game will be a final test involving the entire map and all the PC has learned/gained in solving how to dispel the wards; of course by the late middle game, there will be teleports for player's QoL...]
[**OMISSIS**]
book 2 - characters
part 0 - general
[this IF work, by its nature has "abandonitis", but as part of her trial, she can trasmogriph into some of her relatives (with certain limits), borrowing their physical and/or magick traits, so, the player character is one, but the actors character are more than one (no more than two or three]
part 1- player character
[**OMISSIS**]
[appareance: see the desc;]
[status: she's the eldest of the trainees in the extended family, so it's her turn to get her initiation..]
part 2 - denizens of top floor
[**OMISSIS**]
Volume 1 - setup, general routines &c
absolutely NO IDEA of if and when will at least reach ß state… with luck, mid-20s, I wild guess.
Best regards from Italy,
dott. Piergiorgio.