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A Month Of Lessons

I’ve been meaning to write this for a while, but it turns out that obsessively writing a graphic novel over the course of a month means that you need to take a few days when you’re done to put life back in some kind of order.

I never knew that.

In fact, I learned a lot of things working on my Nanographicmo project. When I started, I knew next to nothing about the actual process of writing a comic, or even how to use some of the software I had. “How bad could the learning curve possibly be?” I thought.

Not so bad that I didn’t finish, but I thought I would share some of the most important things I learned durning the month of November, 2010.

1. Play to your strengths.
I’ve said it before, and I’ll say it again. I am not an artist. I can draw a crude interpretation of a stick figure. So actually drawing a graphic novel was out of the question. I do have some experience with Photoshop and GIMP, so I figured I could just manipulate existing images. I knew that there were a lot of public domain and creative commons pictures out there, so no big deal. I figured that my writing could carry the book.

2. Your strengths can be weaknesses.
I am a writer. I developed the story to showcase words, not anything else. The story in my head was very, very talky, and it took about five seconds to figure out that it wasn’t going to work.

So, instant, on the fly rewrite it was. Writers have a saying, “Show, don’t tell.” I was originally using writing techniques for short fiction. It was obvious in the first page that I could show with the images, so my usual tactics were utterly useless. I had to learn an entirely new writing style as I was doing it, while mercilessly churning out content.

It was rough. Next time (assuming I forget how harrowing the first time was and decide to do this again), I’ll know about creating thumbnails for pages, and how that will really help out with pacing.

3. Pacing is my enemy.
I’ve always struggled with properly pacing a story. This challenge was tough in that I had only 48 pages to tell it. And I had no idea how much of the story I could tell on a page. There are parts of TRANSLUNAR that drag on for far too long, and parts (especially the last few pages) that deserved more time. Thumbnailing pages would have helped me pace it better, because then I would have had a solid idea of how the story progressed across the pages and panels.

4. Writers are all a bunch of bastards…
…from the artist’s point of view. Every panel of every page I knew what I wanted to see. A few times, I was looking for appropriate images to modify, and I asked my partner for help. BUT I COULD NOT DESCRIBE WHAT I WANTED IN ANY USEFUL WAY.

Seriously, I have a large lexicon. I understand artistic terms, like foreground and focus and negative space. And yet I found myself thinking and saying “I want a rocketship thing that looks kewl.” I imagine that working in collaboration, a good writer allows the artist a lot of room to use their expertise, but certain things have to look certain ways for story reasons. And I can’t describe them.

It’s something I know I need to work on. And I will. But while writing TRANSLUNAR, the second most common thought I had was “Why do artist no just murder the writer? Or do they, but they get off because it is TOTALLY JUSTIFIABLE!”

5. Everyone needs a Ben.
My friend Ben is a pretty quiet guy. He’s unassuming, and doesn’t tweet unnecessarily. But he is a madman when it comes to proofreading. He caught a number of typos in TRANSLUNAR, usually within minutes of a new page being posted. He makes me look a lot less dumb. Thanks, buddy.

6. Find a support group.
I cannot stress this one enough. If not for the people egging me on, I would have dropped this project on day three. I was lucky enough that Calliope (who organized nanographicmo, and who we all owe a debt of thanks to) created a twitter hashtag, #nanographicmo, that let us find each other pretty easily.

Without them, I would have degenerated (deeper) into madness. Every time I was thinking about throwing in the towel, someone would say something encouraging. Not in the sense that they were talking to me directly, but the energy level was so intense that I couldn’t help but push myself. When I admitted my desire to quit, or my frustrations, people helped me work through it. In turn, I tried to push them. I hope it helped. And those of you still working – YOU CAN DO IT!

7. Check your links.
When I posted the downloadable version of TRANSLUNAR, I made a typo. This meant that no one could get it. It was more embarrassing than the time I misspelled a word in a Facebook update complaining about bad spelling.

8. Show your work.
As a writer, I have a lot of stuff laying around. Most of it has never been read by anyone.

I put TRANSLUNAR on the internet. I tracked the number of people who were looking at it. At this point, it’s been looked at by over 200 people. That may not seem like much, but to me, it is a readership I never imagined possible. I know the odds of becoming a published author, they are not good.

But I also know that a bunch of people read my thing. It’s been putting a smile on my face for days now.

Thanks.

BASH

BASH is a wonderful game. I first played it at my MisCon, Montana’s Premiere Science Fiction Convention. Seriously, if you’re in Montana over Memorial Day weekend, why aren’t you at Ruby’s Reserve Street Inn? Four days of convention goodness. Plus, they have a horseshoe pit.

Anyway, I’d promised myself that I’d play in some new games this year. I ran into a few problems with that. One, I don’t like board games. Two, some of the games I wanted to try had time conflicts with panels I wanted to attend more. Three, I’d rather have this happen then play 4th Edition D&D. It is not the game for me. Clearly, it’s fine for a lot of people, but it pisses me off.

Then, lo and behold, I saw that (then) Ennies Judge and legendary gamer Jay Peters was running some sort of superhero game. I love superhero games. I love Mr. Peters (in a creepily platonic way). This was perfect.

Long story short, I walked away amazed by the game, and with an autographed copy in my hands. Over the next few days, I familiarized myself with the rules while taking care of necessary bodily functions. I read and understood the rules in 10 minute chunks over three days! There wasn’t any “wait, how does that work?” moments.

BASH is rules lite, so you can get creative without worrying that you’ll have to consult a table (and every time I’ve played the game, someone has). The powers presented run the gamut, and neither I nor Bearded Dork have been unable to create a clone of any major comic book character or villain. The powers can be used (with a little reconsidering in your own brain) as technology, magic, radiation caused mutation, or just being really, really good at something.

It’s a point buy system, so dice rolling at character generation has NO effect on how bad-ass you are (in d20 games, I sometimes abandon characters whose stats are just too good). Leftover points convert to hero points, which help you out durning play by adding to your roll, or converting to hero dice, which allow you to do really cool things, including temporarily having a new power, not dying, or automatically succeeding.

Having looked at it, many of the powers can be explained by mundane things, so even if the game defaults to baseline humans, you can still do an awful lot. Everyone has the same number of “hits” that they can take (unless you specifically play the really old or young character. Ties go to the hero. If two heros are doing something opposed, the tie goes to the one acting more heroically. The game’s creator, Chris Rutkowsky, routinely answers rules questions on the forums.

It’s simple enough that when legendary gamer Jay Peters gave a copy to a couple of 10 and 11 year old kids I know, they figured it out and now play it almost every day. They then figured out that you don’t have to play superheros. So far, they’ve done heros, anthropomorphic cats (based on a book series one of them loves), Star Wars and have now gone on to superspies…in space.

In short, it’s perfect for the game I want to run. You should go buy it right now.

How To Make Your Own Wiki Book

So, I was gonna go make this Wiki book about David Bowie and Glam rock and the awesomeness that is all that stuff. The plan was to take screen shots, and explain it and stuff.

Turns out I’m lazy, and Wikipedia has a great how-to already. Sure, it doesn’t star Mr. Bowie, but it gets the job done.

You could always make your own David Bowie book, using the how-to to learn the process…

Story Ideas

So, I know what I want in a game now, at least in an abstract sense. Now, I need to come up with the story I want to help tell.

Note that I said “the story I want to help tell.”

I’m going to accept that the people who play in this game are going to do it in a way that I don’t expect. The story, whatever it may eventually be, is going to be shaped more by what the players do than by what I want to happen. I always thought that the White Wolf Storyteller system was great, except for the name. Storytelling implies some sort of authorial control, and that attitude leads to crappy games. Railroading your PCs is a surefire way to make them hate the game. So, right now, I’m giving up on the idea that I’m in control of how it’s going to play out.

But, I can shape it. So, what kind of thing do I want to run? What issue do I want to play with? I’ve had a few ideas rolling around in my head lately, so I can probably pick one of them.

Prejudice. I know, I know, we’re living in the twenty first century, and we’re totally beyond all that, right? Why rehash it? Well, I’d provide links, but let’s just say that anyone who thinks humanity has transcended beyond prejudice isn’t paying attention to the news. My home town just passed an ordinance that prohibited discrimination against transgendered people. The council meeting lasted 10 hours. You could actually feel the hate from some of the people in the room.

Environmental Degradation. Specifically the Gulf Oil Spill. I live in Montana, but that one hit home, somehow. I don’t want to go all Werewolf: Save the Whales™, but it’s a good issue.

Corruption in High Places. Hates it, we does, but it keeps popping up. And if Rod Blagojevich is any clue, it’s hard to get rid of. The jury can only agree on one count, after all.

First Contact. I know I said I want to stay away from Sci-fi, but I’ve been reading a lot of Schlock Mercenary lately, and there are some pretty interesting first contact stories in there. Also, the web show Pioneer One, which you should give money too, deals with a really interesting first contact concept.

Alright, so I’ve got a couple of things going on. Which one to go with? Well, the oil spill is a pretty good one. I mean, it gives a setting (Louisiana), a specific time frame (like, a few months ago) and, hey, it can tie in to corruption! Neat!

But I really like that first contact thing. Hmm… I don’t want to do aliens. Spaceships landing are cool, but it’s a little too sci-fi for me right now. (Plus, someone will want to steal a spaceship. I guarantee it.) If only there were some way to have a semi-covert first contact. Wait, I’m a fan of H.P. Lovecraft! What if the Deep Ones got pushed out of the bayou due to the spill? If they moved up to New Orleans, they could get involved in all kinds of things that leads to contact. I just have to get rid of the rest of the Cthulhu Mythos, because I don’t want to deal with the really supernatural stuff.

Free association time. So, here’s the bare bones idea. The oil spill causes Deep Ones to have to migrate to New Orleans. They get involved with some shady activities, and the PCs get involved somehow. They need to deal with a… oh, a Deep One gang! Teenage fish dudes who listen to gangsta rap! They have a lot of cash, because, if I remember correctly, Deep Ones have gold.

But the older Deep Ones don’t like how the kids are doing all this publicly. They just want to live quietly, or something. They had been living in the bayous for a long time, and now they’re having to deal with people.

Now, who’s the villain? Early on, Deep One Thugs. But that’s not going to last forever. Wait, didn’t the spill start with something exploding? What if it wasn’t an accident? Maybe there’s a faction of Deep Ones that is tired of people, and they’re going all militant. That has possibilities. What, if anything, did the government know? Probably a lot. Or nothing. If it’s a lot, then I’ve got some sort of X-Files thing. Pass. So, eventually, they’re going to find out. Can the PCs prevent the First Oceanic War?

Neat.

What We Learned Today

In the early portion of campaign design, free association is your friend. But, it’s important to understand that you’re not the only one telling the story here. Also, when free associating, having a few broad ideas to spring from is a good idea.

Next Up: How I Learned To Stop Worrying And Love The Internet