Tuesday, February 27, 2007

The Groovy Age of Horror Nazisploitation Nanofiction Contest!

I think this is the first contest I've ever run at Groovy Age. It could be tons of fun, or it could go over like a lead zeppelin--only time will tell!

If you'd like to participate, please submit an entry that meets the following criteria:

  • original fiction
  • 100 words or less
  • Nazis!
  • strong exploitational angle
That's it! E-mail entries to curtpurcellAThotmail.com (one entry per entrant, please). I'll post 'em as I receive 'em, and on 31 March 2007, the contest will close and I'll put a poll up so we can all vote on a winner. The prize is, you'll be a winner! Heh. I may throw in a booby prize (now ask yourself--do I mean that as a pun or not?), but the real point is groovy fun for everyone.

Although it must be fictional, it needn't necessarily be prose. If you can write an awesome Nazisploitation haiku, more power to you! Again, if you can whack out a complete story in 100 words or less, hey, good for you! But the wikipedia entry on nanofiction points to another promising and perfectly acceptable approach:
Nanofiction is a term coined by role-playing game designer R. Sean Borgstrom to describe the fictitious quotes (that is, quotes which are "excerpted" from a non-existent source) which appear in the margins of the role-playing game, Nobilis. These quotes are allegedly taken from tales of the Nobilis themselves, and illustrate or exemplify various concepts of the Nobilis universe. Despite their brevity (most are only a few sentences long), they nonetheless manage to fully convey concepts, themes, and conflict.

Since the publication of Nobilis, the term has broadened to include similar fictitious quotes found in other sources. The quotes from the factional leaders of Sid Meier's Alpha Centauri which accompany each new technological advance made by the player, for example, also qualify as nanofiction. The term may also be applied to the flavor text that appears in collectible card games. Magic: The Gathering in particular popularized the practice of including excerpts from fictional texts or conversations on their cards that, while having no effect on the card or the game, created atmosphere, established themes and motifs, and provided details on the storylines and characters that populated the game.
If you think of the way a great cover illustration can suggest a moment in a narrative that sends your imagination spiralling in both directions (How did it come to this?!? What happens next?!?), I think that's a worthy effect to strive for and achieve in 100 words or less.

There you have it, Groovy Agers--I can't wait to see what you come up with!!

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