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Topic reset - Of Writing And Stories (A few lessons)

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Topic reset - Of Writing And Stories (A few lessons)
Post by Michael Everett   » Fri Sep 05, 2014 4:22 pm

Michael Everett
Admiral

Posts: 2619
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

Notes on how to write a story
AKA – So, you think you have an idea…

.
Part 1 – Foundations Of The World(s)
.
A story doesn’t happen by itself. It needs many things. Characters, a quest of some sort, a world to work in, on and through…
None of this happens by itself.
For any story to work, it needs to be believable. People must look at the world it is set in and think ‘Yes, this makes sense’. There need to be rules, regulations, traditions and at least some overarching type of morality and/or philosophy.
.
Let us look at the society your story is set in first.
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There are many types of society, each providing different aspects in relation to the story you wish to write.
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Tribal societies tend to idolise survival skills. Hunting, finding edible fruits, berries, nuts, roots and herbs. Making basic medicine (a role which often overlaps considerably with tribal elder/leader). Tribal societies tend towards relying on oral histories and legends for their education. The ability to actually write is usually absent and often seen as some form of evil magic (imprisoning the thoughts of others, for instance). Although they tend to have a good understanding of how to use the world around them, tribal societies are almost always completely ignorant of the whys and hows of the underlying structure of the world. The sun moves across the sky, that is what they see and thus that is how it is. The idea that the sun stays still and the world turns is foreign to them, verging on the incomprehensible and death is always a serious possibility.
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Basic Hunter-gatherer/plant-growing societies are similar, but have developed certain understandings about the world. They may know that certain plants flourish best if planted in a certain order over the course of several years, but why this happens is still a mystery. Without the need to roam for food, basic writing skills (such as runes) can be developed. Basic maths is also created as it helps with sharing out food (fractions). The elders can contribute for longer, performing tasks like spinning wool, knitting or teaching children, thus bringing more stability to family life. With more Elders around, reverence of age will usually develop, with the Elders being seen as repositories of wisdom and knowledge. These societies will usually be found in villages equipped with a wooden stockade for security, making them more confident.
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Agricultural/Animal Husbandry societies tend more towards a hierarchy. Those who can create tools (blacksmiths) are held to be more important. At this stage of society, organised religions tend to arise as farmers will try anything to prevent their crops from failing and praying to a spiritual entity usually just costs little more than time. The more prosperous societies will also be more militaristic as neighboring villages will be envious of their success and will try to stage raids to steal their crops and animals. It is at this level that the formalisation of Barter via tokens tends to occur. Villagers tend to be very suspicious of outsiders as they could be spies sent in to find weak spots for raiding parties.
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City-states are the smallest type of society that can afford to train and equip standing armies. This allows them to conquer anything smaller than them, thus securing more resouces and allowing for a larger army. Led by either a religious figure or a family descended from a war-leader, city-states generally expand until they hit an insurmountable obstacle, usually another city-state. City-states usually consist of one walled city and as much land as it can control.
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Coutries are the next evolution, being city-states with multiple cities. By this point, the army has proven to be less than optimal at dealing with internal probles, so a police force (or similar) comes into being. Architects ply their trade, helping to design and built things like Aquaducts, sewers, road nets and the other things required to allow the cities to continue to grow without becoming mired in disease and rot. Large temples are also built for the religious while the study of architectual defence allows for the positioning of fortifications at strategic spots to secure the borders. If the leadership is undermined or overthrown, civil war can easily rend a country in two, or cause it to devolve into a collection of city-states.
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Empires are a collection of countries that are rules by a single one. Historically, Empires have run the gamut of being anything from tyrannical to benevolent, although the overall trend is to the former. The size of the Empire is dependent primarily on its ability to raise armies and deploy them to meet threats, meaning that communications become very important. Although many Empires practice a caste system and even slavery, others have stood for equality even at the cost of financial and economic instability (The British Empire turned against slavery, even though it was more economically rational to continue promoting it). Although Empires can last several centuries, internal pressures caused by desire for local control often cause them to fall apart. The wiser ones see this coming and voluntarily release all the countries that want independence (Again, the British Empire is a case in point).
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World Governments are the logical endpoint of the spectrum of Empires. Unlike Empires, the need for an army is a great deal less due to the lack of external threats. Conversely, the need for law-enforcement organisations is greatly increased due to the internal pressures of trying to amalgamate multiple cultures that have often seen each other only as mortal enemies. Due to the reliance on communication to ensure that resources are sent to where they are needed, World Governments must at the very least have access to radio or some other form of message transfer faster than a person on a riding steed. Should there be more than one World Government in a solar system, the development of spaceships and weaponry will be a priority.
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Solar Governments are the next step, being multiple planets ruled by a single government. Although their reach theoretically extends over the entire system, many malcontents will set up their own small colonies on asteroids and gas giant moons. Piracy may rise in these areas, meaning that a space police-type organisation will emerge, usually with a heavily-armed section for ‘frontier patrols’. Real-time communication being impossible (except via theoretical tech such as Tachyons), each planet will have its own local council or governor to implement the decisions of the central government.
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Intersteller Empires are multi-system organisations with two models. The first is the Colony model where the originating system is almost always the seat of government, sending out colonists to expand its reach. The second is the Conquest model where the system with the largest spacefleet utilises its control of planetary orbitals to enforce its will under the threat of bombardment. The Colony model is far more stable due to the shared originating culture. However, the Conquest type is more able to protect itself against threats coming in from outside. FTL travel is required for this.
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Galactic Empires are organisations that span entire galaxies. Non-ship FTL messaging is virtually required to allow for control, although a hierarchical method often works until someone with too much of a lust for power rises to a position where he/she can try to split an entire sector off, thus causing an intersteller civil war.
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Topic reset - Of Writing And Stories (A few lessons)
Post by Michael Everett   » Fri Sep 05, 2014 4:23 pm

Michael Everett
Admiral

Posts: 2619
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

Notes on how to write a story
AKA – So, you think you have an idea…

.
Part 2 – Sentient Species
.
A story doesn’t happen by itself. It needs many things. Characters, a quest of some sort, a world to work in, on and through…
None of this happens by itself.
For any story to work, it needs to be believable. People must look at the world it is set in and think ‘Yes, this makes sense’. There need to be rules, regulations, traditions and at least some overarching type of morality and/or philosophy.
.
Let us look at the species of your main character(s). Here is a quick overview of the more common types.
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Humans are the most common species to use since we are humans and thus we (sort of) understand human thought. Using humans allows for the direct drawing on of human history. With small adjustments, other races can be created, differing only slightly (nose-ridges, pointed ears, different coloured blood). Due to the many types of human society to draw upon, almost any imaginable society can be created with humans as the main species.
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Cat-people tend to be the next-most popular sort of character-type. Those based on large cats (lions especially) tend towards the warrior-type with strong bodies, sharp senses and (usually) a strong sense of personal honour.Those based on house-cats tend more towards sly, stealthy, arrogant, vain and boasting enhanced speed and agility.
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Dog-people (or more usually, Wolf-people) tend to be shown as being strong, loyal (to the point of idiocy) and boasting enhanced senses. Conversely, they are also generally shown as having difficulties adapting to anything new and often have rage-control issues. Pack-mentalities are very common, with the leader being the Alpha. In combat, they tend towards hand-hand combat, usually using claws, knives or swords
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Bird-people are generally depicted as being fast, agile but physically weak (due to their hollow bones). If not actually capable of flight, their heritage will make them far better pilots than any other race. Generally considered flighty (no pun intended) and easy to startle, they will often be capable of feats of concentration far beyond any other being, making them virtually impossible to shake off in combat. Due to their vulnerability to physical violence, they tend to use ranged weapons and/or polearms.
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Fish-people are usually depicted as bordering on but not quite having a Hive Mind. Very few of them are written as individauls in their own right, but they are usually depicted as having little trouble working together. For a fish-person to be a main character, they are usually the Ruler, the Fugitive Heir, the Traitor or the Loner. Fish-person cities tend to be built underwater and boast high towers with multiple entry points for swimmers.
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Insect-people usually are depicted as having a Hive Mind, with the one controlling the Hive being the Queen. Despite the name, most of the better-known Insect People aren’t actually insects (My Little Pony – Changelings, Star Trek – Borg). Their combat style is usually based on Zerg Rush with the individuals being held as fully expendable as long as the mission is completed. Individuals only develop their own personalities after being seperated from the Hive Mind.
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Reptile-People tend to be shown as being mentally slow. Although physically strong and very damage-resistant, they usually have a great deal of difficulty with high-tech devices and nything requiring a delicate touch. Except in unusual circumstances, they grow slower and less aware as the temperature decreases. If they are used in a story, they are generally part of an expansionist, militaristic Empire.
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Topic reset - Of Writing And Stories (A few lessons)
Post by Michael Everett   » Fri Sep 05, 2014 4:26 pm

Michael Everett
Admiral

Posts: 2619
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

Notes on how to write a story
AKA – So, you think you have an idea…

.
Part 3 – Hero Archetype
.
A story doesn’t happen by itself. It needs many things. Characters, a quest of some sort, a world to work in, on and through…
None of this happens by itself.
For any story to work, it needs to be believable. People must look at the world it is set in and think ‘Yes, this makes sense’. There need to be rules, regulations, traditions and at least some overarching type of morality and/or philosophy.
.
Let us look at the personality of your main character.
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Ace – A hero who is damned good at what needs doing and knows it. Respected and admired, the Ace is prone to arrogance and egoism but often has hidden depths (such as a fondness for cute kittens)
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Antihero – Tend to be loners with a dark and troubled past. They are generally prone to violence and intimidation, but have certain lines that, no matter the cost, they will never cross. Prone to cynical and sarcastic comments, they will often brood about things, but occasionally show an unexpected softer side.
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Byronic – A hero who acts according to their own sense of morality and ethics, even if it is opposed to what society as a whole deems acceptable. They tend towards being rebellious and strong-willed.
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Guile – Generally a trickster or other chaotic entity who is on the side of good, a Guile Hero will use lies, complex plots, pranks, manipulations and superior knowledge of psychology. Guile Heroes will always have at least a plan on the go, with another three or four in reserve.
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Idiot – Despite the name, the Idiot Hero is not generally stupid, just under-educated and naïve. Generally teamed up with a wiser, more experienced and cynical mentor, the Idiot Hero slowly learns enough to become a powerful character, although he or she will generally retain quite a bit of his/her naivety. They will often manage to do things that leave everyone else gaping in astonishment simply because they did not know that their actions were impossible.
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Kid – The youngest member of the group, the Kid Hero starts the adventure with only basic knowledge, learning from his/her companions and mentor(s). Prone to misinterpreting situations and requiring rescuing due to mistakes, the Kid generally grows to fully adult during the course of the adventure, going from being a burden to the team to becoming one of the more powerful members.
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Knight – A hero with a strong sense of chivalry, Knights are generally shown as being loyal to death (and beyond). They are very protective of those they see as being under their charge, while they will obey any order given to them (although they might creatively interpret it if they believe the original order was in error). Usually almost unstoppable on the battlefield.
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Messiah – A character who believes and preaches tolerance, equality, love etc. Prone to chronic hero syndrome as they almost literally cannot stop themselves from trying to aid anyone who looks like they need it. They will often be willing to sacrifice themselves as long as the outcome is beneficial for those they leave behind. Often very spiritual in nature.
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Pragmatic – Although usually possessed of a strong sense of personal honour, a pragmatic hero will lie, cheat, steal and kill as long as he/she deems it necessary. Groin attacks are used without hesitation and they are willing to get a reputation as a cheat as long as they can end the fight on their terms.
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Topic reset - Of Writing And Stories (A few lessons)
Post by Michael Everett   » Fri Sep 05, 2014 4:27 pm

Michael Everett
Admiral

Posts: 2619
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

Notes on how to write a story
AKA – So, you think you have an idea…

.
Part 4 – History
.
A story doesn’t happen by itself. It needs many things. Characters, a quest of some sort, a world to work in, on and through…
None of this happens by itself.
For any story to work, it needs to be believable. People must look at the world it is set in and think ‘Yes, this makes sense’. There need to be rules, regulations, traditions and at least some overarching type of morality and/or philosophy.
.
Let us look at the historical background of your story.
.
Any story works from the foundations of history. Characters don’t just pop out of nowhere, they are shaped by the society that they were raised in. Militaristic societirs produce warriors and spies, pacifist societies produce artists and philosophers, but how did those societies come about?
Societies evolve as a result of both internal and external pressures. The seeking of power by others often leads to periods of civil unrest and even civil war. New technologies can overturn centuries of tradition in a decade or less, often toppling governments in the process. Adherance to tradition can cause a society to become stagnant and moribund, thus paving the way for it to be conquered by a less traditional polity.
No society ever develops smoothly. Progress happens in fits and starts, or occasionally backslides. Religions spring up and grow, or fade away (like the Simonites). Those that survive change the fabric of society, sometimes for the better and sometimes for the worse.
Even a simple change in leader can be the spark that boosts a society to new heights, or causes it to plunge into the abyss.
Any attempt to create a stagnant society is virtually doomed from the start unless said society is a totalitarian regime with a near-instinctive hatred of change. Such a society would then inevitably fall to a more adaptable polity (See David Eddings’ Elenium trilogy for a prime example).

In addition to the basic history, you need to consider the traditions and superstitions you want to include. Which numbers are seen as unlucky and why would they be seen as such? Which colours are linked with what? Does purple imply leadership? Is black or white the colour of death? Is grey the colour of neutrality? Is it good or bad luck to walk under a ladder and why?
These small details can make or break a story, and as nsuch need to be considered.
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How a society works links to things like gender equality. The more primitive the society, the more sharply defined gender roles are. Males tend towards the jobs that need brute strength or are dangerous whilst women gravitate more towards the nurturing and support aspects. The main reason for this is that while men can sire many children each year, women can only bear one set of children at a time, meaning that it is the females that are the reproductive bottleneck (statistically speaking) as they need nine months per breeding cycle as opposed to men who are ready to try again after an hour or less. If the gender ratio is equal but polygamy is commonplace, then either homosexuality will rise or the society will become aggressively expansionist in order to reduce the supply of surplus males (and avoid a revolt) while securing more females from beyond the borders unless forcibly prevented.
More advanced societies tend towards gender equality simply because the use of machines reduces the number of tasks that are reliant on physical strength. Military service tends to be less inclusive because it needs a minimum level of speed, strength and stamina. Upper body strength is at a premium due to the need to traverse obstacles, move heavy equipment and perform the thousand and one tasks that keep an army from collapsing. Since from a societal/reproductive viewpoint, men are the most expendable gender, it makes more sense from a cold-blooded outlook to use them for battle, rather than women who are
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Topic reset - Of Writing And Stories (A few lessons)
Post by Michael Everett   » Fri Sep 05, 2014 4:29 pm

Michael Everett
Admiral

Posts: 2619
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

Notes on how to write a story
AKA – So, you think you have an idea…

.
Part 5 - Grammar
.
A story doesn’t happen by itself. It needs many things. Characters, a quest of some sort, a world to work in, on and through…
None of this happens by itself.
For any story to work, it needs to be believable. People must look at the world it is set in and think ‘Yes, this makes sense’. There need to be rules, regulations, traditions and at least some overarching type of morality and/or philosophy.
.
Let us look at the use of grammar.
.
Grammar is the mortar that holds the words of your story together in a coherent fashion. A story is a collection of ideas given structure and in order to communicate your story as efficiently as possible, you need to use the language you are writing in correctly, working to the same set of rules as the person you are trying to tell the story to.
Grammer refers to the set of structural rules governing the composition of clauses, phrases, and words in any given natural language. The term refers also to the study of such rules, and this field includes morphology, syntax, and phonology, often complemented by phonetics,semantics, and pragmatics. (Thanks Wikipedia)

Although you generally only need an overview of grammar to be able to write, trying to write without grammar is like trying to drive a F1 racecar down a mountain road while blindfolded and listening to heavy metal on your iPod. You may seem to be doing well for a while, but you’ll end up having your story mangled, shattered and trailing debris all over the place while everyone laughs at you.

In addition to making certain that you keep things coherent, you also need to worry about things like tenses. Switching between first and third person randomly generally shows that you can’t actually focus enough to keep track of what you are writing. Swapping between past, present and future tenses only works for stories with time travel, and even then it needs to be done with care.

Spelling is also very important. Most people will allow one or two errors to slip past, but having multiple spelling mistakes shows that you are not paying attention or bothering to check what you have written. By showing a lack of care in that part of story writing, it heavily implies that you have failed to give enough attention to the other parts of the story, such as character motivations.

Mixing the words up doesn’t make a unique storytelling experience, it only creates a tossed word salad which is indecipherable to anyone but the author and may cause questions about which recreational substances you were using at the time.

And thus the foundation course ends. Hopefully these posts will help you (the reader) to determine which areas you are weak in and thus allow you to seek out ways of countering those weaknesses.
Good luck with your literary endeavors.
And keep on reading!
:D
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Topic reset - Of Writing And Stories (A few lessons)
Post by Michael Everett   » Sat Sep 06, 2014 2:31 am

Michael Everett
Admiral

Posts: 2619
Joined: Tue Nov 03, 2009 3:54 am
Location: Bristol, England

A few hints for those using the websites Fanfiction.net and Fictionpress.com taken from my online profiles.
Most hints in the first section apply to story-writing in general

Hints for aspiring authors
-Do not post a story until you have written at least 6 chapters or half the story (whichever is less), and even then post it one chapter at a time. This buys you a safety margin should your muse decide to hide.
-Use the return button to separate descriptive passages and people talking. Large blocks of text can be difficult to read.
-Keep your tenses correct. Accidentally switching between past, present and future in a single paragraph destroys your credibility as a writer.
-Check your spelling. It's vrey anonyngi fi yuo dnot'.
-Chapters less than a thousand words long rarely work. Type at least two pages of A4 unless there's a specific reason otherwise.
-Too many flashbacks can spoil a story if not used correctly. It is very hard to do so and flashback stories are very rare as a result.
-Try to set things up before you need them in story. If a character uses a special sword, have him find it three or more chapters before he uses it.
-Sometimes, what happens offscreen is more impressive than what happens onscreen. Just remember to include several hints as to what occurred.
-Summaries are like minidresses. They should cover the important things, but be short enough to seize attention. Just don't do too many what if's.
-Finally, write what you enjoy. After all, you need the entertainment.

Hints for readers regarding summaries
-If it says "Please read", DON'T.
-If it says "You'll like/enjoy this, YOU WON'T.
-More than one "What if" means it is probably unreadable.
-Three or more "what if's" means you should keep well away.
-More than one typo is a bad sign.
-If the summary is incoherent, the story is written worse than -Finnegan's Wake.
-SUMMARIES IN CAPITALS GENERALLY MEAN AVOID THE STORY

Hints for those posting reviews
-Be polite. Swearing indicates that you lack intelligence while insults show you lack self-control.
-Be brief. A five-thousand word essay is not a review. Keep it to less than 100 words.
-Explain. Something like "This sucks, so there." shows you cannot marshal your thoughts coherently and can thus be ignored.
-Get an account. You will not be taken seriously if you do not show you have taken the time to join in properly.
-Back up your stance. Do not accuse others of bad writing unless you can prove that you write better in your own stories
~~~~~~

I can't write anywhere near as well as Weber
But I try nonetheless, And even do my own artwork.

(Now on Twitter)and mentioned by RFC!
ACNH Dreams at DA-6594-0940-7995
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Re: Topic reset - Of Writing And Stories (A few lessons)
Post by Tenshinai   » Tue Sep 09, 2014 2:56 pm

Tenshinai
Admiral

Posts: 2893
Joined: Tue Nov 02, 2010 8:34 pm
Location: Sweden

How a society works links to things like gender equality. The more primitive the society, the more sharply defined gender roles are. Males tend towards the jobs that need brute strength or are dangerous whilst women gravitate more towards the nurturing and support aspects.


Actually, that´s to a large extent a modern myth.

Example, viking burials in England have previously used items included to determine gender of those buried. Because "obviously", weapons were for the guys.

Except now, some people have gone back and looked at anomalies previously dismissed, and determined gender based on bones(and a few cases of DNA), and suddenly, almost half those buried with "male attributes" like weapons are found to be female.

http://www.tor.com/blogs/2014/09/female ... oof-swords

The main reason for this is that while men can sire many children each year, women can only bear one set of children at a time, meaning that it is the females that are the reproductive bottleneck (statistically speaking) as they need nine months per breeding cycle as opposed to men who are ready to try again after an hour or less.


And that way of thinking might have relevance if such basic logic actually ruled how people live. Which means, utterly irrelevant.

Additionally so if you look at how many children a woman COULD have compared to what is normal to have.

Why do you think contraceptives have existed for a minimum of 6000 years?
Because the larger issue normally was not lack of ability for pregnancies, but rather there too easily being too many.

And then, you fail to take into account a biological fact.

Newborn girls are slightly stronger than newborn boys, and the more primitive a society is in regards to medical treatment, the more distinct this difference becomes in how many children die before age 1, and especially in the first month.

Historically, this has a few times even led to societies whose militaries are dominated by females(IIRC, ref Hausa states, Africa as an example).

More advanced societies tend towards gender equality simply because the use of machines reduces the number of tasks that are reliant on physical strength.


Historically, the divide in different areas and cultures between "usually female/male" work, is more often than not, NOT in accordance to how much it relies on physical strength.

My personal opinion on that is that it is probably because RAW strength is only really a requirement in very few tasks.
And while females commonly have a harder time gaining raw strength, they have a small but clear advantage in low level exertion endurance.

And while males have an easier time to gain strength, if you look at especially pre-modern agrarian societies, actual strength levels between males and females are often not so distinct.

Military service tends to be less inclusive because it needs a minimum level of speed, strength and stamina. Upper body strength is at a premium due to the need to traverse obstacles, move heavy equipment and perform the thousand and one tasks that keep an army from collapsing.


Thing here is that historically speaking, the alltime low for women in militaries happened in the late 20th century.

Since from a societal/reproductive viewpoint, men are the most expendable gender, it makes more sense from a cold-blooded outlook to use them for battle, rather than women who are


And if the world ran on logic, there would be a point in that.


The ability to actually write is usually absent and often seen as some form of evil magic (imprisoning the thoughts of others, for instance).

...

basic writing skills (such as runes) can be developed.


In regards to reading and writing, for anyone who´s still going with the historical myth about illiteracy, there has in the last 30 years come up several findings that points strongly towards the skill of writing having been a fairly commonplace skill rather than the exception.

Findings of bark pieces used as everything from loveletters and shopping lists to contracts and design specifications for ships in several places in northern Europe (currently 3 IIRC, all very major flukes as the materials normally does not survive even a few hundred years), from 9th and 11th century(IIRC), as well as wooden tablets(written as letters) from a Roman fort in England, have shown an extreme diversity between who wrote something, what was written and how it was written.

It has also been confirmed that use of this simplified runescript, was actually in use in the Nordic countries(at least) up until the late 19th century, despite many of the people using it considered illiterate.

Hints that these kind of simple runes go back MUCH further in time, and in most places, are also being looked at.


In short, there is a HUGE difference between "literacy" with "proper writing" and "literacy" of the sort of scribbles that only needs to be readable for a few days. People only capable of the latter are certainly not illiterate, but they may still commonly be considered to not be literate, because they are incapable of "fine script".

Tribal societies tend to idolise survival skills.


Actually, i would say that they idolise skills that go beyond that, because in such a society, EVERYONE must have survival skills, making it a common thing.

Exceptional skill at such might be another matter.
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