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Month: December 2019

2019 in Review

2019 in Review

Well, this has been a year. Twelve months of doing my best to pass by the madness that seems to be sweeping the world, keep my family prospering, excel at my day job, and keep making progress on my creative projects. With some success, as it turned out.

Let’s be honest, this is the year a lot of things seemed to come together, as I built workflows I could use to set up and finish creative projects. I designed my first full constructed language, one which is actually usable for literary work. I drew up several maps. I hacked my brain in such a way that I could do world-building work in service to an actual story for a change.

I managed to write (at least in the first draft) my first mature, full-length, original, publishable novel: The Curse of Steel. That’s a pretty big deal.

So while 2019 wasn’t altogether sunshine and roses, I do feel as if I’m in a reasonably good place in my creative life. Still more work to be done, to be sure, but I’m more confident that I once was.

This blog seems to have reflected that. I’m still not sure who is reading this thing regularly – most of you don’t have a lot to say – but traffic keeps growing, slowly by steadily. The top ten (new) posts for this year were:

  1. Architect of Worlds: Reality Ensues
  2. 2018 in Review
  3. Game Design Prospectus: The Wars of the Jewels
  4. “Architect of Worlds” Page Now Active
  5. An Interesting Result
  6. Status Report (11 May 2019)
  7. 2019: Looking Forward
  8. Reviving an Old Project
  9. Status Report (24 April 2019)
  10. New Creative Directions

As usual, about 40% of the hits on the blog just start at the home page and go from there. There’s also a lot of perennial interest in some of my old Architect of Worlds posts from 2018, as well as that extended exercise in world-building I carried out based on the Bios: Genesis and Bios: Megafauna games. That’s always in the back of my mind as I consider what to work on next.

As always, let’s hope that the coming year is prosperous and productive for all of us . . . and that the world manages to hang onto sanity in the coming months.

Status Report (28 December 2019)

Status Report (28 December 2019)

I’ve been busy with several projects over the past couple of weeks.

The foremost item, of course, is spinning up the second-draft rewrite of the Curse of Steel.

This has been a bit harder than I thought it would be at first. The more I examine and re-read the first draft, the more I realize that it needs extensive surgery. Turns out that I’ve written a rather complex story, with references to back-story, a bunch of subplots, an antagonist who isn’t the primary villain, a primary villain whose actions are largely invisible to the viewpoint character, setup for the later novels, and so on. There are lots of loose bits of plot-thread that I need to either tie off or properly anchor into the narrative. I’m having some trouble teasing all of this out and keeping track of it.

So I’ve been taking a lot of notes, and reviewing the details of three-act structure, and trying very hard to ignore Hero’s Journey hand-waving, and generally flailing about. I’m sure things will settle down before long, but at the moment the process is kind of painful.

One thing I’ve started to experiment with is using a bit of software to help lay out the story structure and start bringing order to the chaos. I’ve invested in a product called Causality, which is mostly designed for story-boarding screenplays but can also be configured to assist with novel-writing. It’s an interesting approach – one builds a narrative from the individual dramatic beats up, grouping those into scenes and chapters, tracking what characters are involved, and so on. Here’s a sample of what I’ve done so far with The Curse of Steel:

Storyboarding for what’s currently Chapter One.

I’m just getting started with the software, learning its functions, but it does promise to help me make sense of the novel I’ve already written, enough that I can tighten it up and make it publishable.

Meanwhile, on another track, I’ve started pulling my world-building notes together, with the goal of making those available via my Patreon and eventually self-publishing them in PDF form.

One piece of that project involves designing a general character- and setting-description format, so I can publish game-ready material for sale without stepping on anyone else’s intellectual property. That’s actually moving along fairly well. I’ve laid out how to describe a character’s untrained aptitudes and trained skills. and I’ve started on sections laying out how to describe things like social status, membership and rank in an organization, personality traits, and so on. All of this is looking like it will end up as a 20-25 page document. The working title for this not-quite-a-complete-roleplaying-game thing is Eidolon.

Once Eidolon is in working order, that should open the door for me to start publishing world-building material for people to use. Actually opening up my Patreon campaign for contributions will hinge on how close Eidolon is to a complete rough draft, and how close I am to being ready to bang out chapters of the revised novel. Probably not in January 2020, but maybe by February.

Proposing a Patreon

Proposing a Patreon

I’ve been spending a lot of time over the last couple of weeks considering how to re-activate my Patreon campaign. It’s looking more and more like that will be a thing in the new year.

My objectives here are, in no particular order:

  • Offer patrons a steady and predictable stream of creative products that they will find entertaining, and (in some cases) useful at the game table.
  • Raise some money for my creative work, specifically to help offset the cost of professional assistance in editing, cover art, or other aspects of book production.
  • Build up the potential audience for my books and RPG products when those are released.
  • Possibly gather some feedback for my creative projects while they’re still under development.

That first bullet used to be a serious problem, as when I kept an active Patreon through 2015-2016. Back then, I tended to flit from one project to another as time and inspiration moved me, so I had a hard time producing work on a steady and predictable basis. I really couldn’t justify charging anyone money for that!

Now, however, I seem to be in a position to plan my creative work more decisively and effectively, sticking to a small set of projects and producing regular output for months at a time. So that obstacle may no longer be relevant.

So, here’s the rough draft of a plan for how to structure my creative output in such a way as to sustain a Patreon campaign.

I foresee three “product lines” from my workshop:

  • Original fantasy and science fiction: This will be centered around a series of full-length novels, each of which will be published (possibly with some hired professional assistance) via Amazon. I can foresee producing and publishing at least one novel per year. There may be occasional shorter pieces as well, from short-story up through novella length.
  • Tabletop-ready fantasy and science fiction world-building material: This will most likely shake out as a series of short books, in the area of 25,000 to 40,000 words each, published in PDF form by way of DriveThruRPG.com or a similar outlet. Naturally, these are going to be closely tied to whatever novel I’m currently working on. I can foresee producing two or three of these per year.
  • This blog will continue as an outlet for status reports, scraps of material that will eventually go into products for sale, one-off articles, maybe some short fiction, discussion of potential future projects, and so on. Pretty much the same content I produce here now. At most, I might commit to making sure I produce at least one substantive blog post per week. I’ll continue to post to this WordPress site, but cross-link posts to Patreon so my patrons can read there if they want.

Along with this structure, I think I’ll maintain a loose plan for future projects, so patrons will know what to expect. So, for example, when people come to my Patreon front page they’ll see something like:

  • The current novel in progress, with a plot synopsis, links to an excerpt or two, and a tentative release date, similar information for the next novel in the queue, and mention of two or three novels I might work on a year or more out.
  • Similarly, the current RPG product in progress, its status and tentative release date, the next one in the queue, and maybe a list of what might be forthcoming after that.
  • The “back burner” – a list of possible novels, settings, and other major projects that are in the stage where they’re just percolating in the back of my mind during spare cycles. May turn into releasable products at some point, but it won’t be soon.

With a dashboard like that in place – possibly as a sticky post that’s visible on Patreon? – potential patrons will be able to tell if I’m actively working on something they’ll be interested in, and make their level-of-support decisions on that basis.

Meanwhile, I need to think about how to structure the actual release of material to patrons. I’m thinking there will be a low-cost tier that’s basically the “thanks for your support” level and only gets access to this blog, a medium-cost tier that gets access to monthly partial drafts of both fiction and RPG material, and a high-cost tier that also gets free copies of finished e-books and PDFs. Still considering how to set that up, especially that middle tier – I want to be sure I can define a sustainable flow of output that will justify the cost to patrons.

Watch this space!

New Creative Directions

New Creative Directions

It’s not the end of the year yet – that being when I usually take stock and make plans for upcoming creative work – but a few things have happened recently that may turn out to be productive.

The Obvious Task: The Curse of Steel is finished in the first draft. I’ll be spending the next few months on a second-draft rewrite of the novel, with a planned milestone of having it ready for publication in the spring. After that, I’ll be getting started on the second novel in the series, The Sunlit Lands.

Preparing for Patreon: Now, as one element of preparing for publication, I’ve been thinking about re-opening my Patreon campaign, which has been shut down for several years. Hopefully, that can help me gather an audience for the novel(s), as well as raise a little money to help pay for professional cover art or editorial services. With the novel series underway, I certainly won’t have any problem producing material that patrons can enjoy for the foreseeable future.

World-Building Material for Patrons: However, while working on the novel series, I’ve been coming up with a lot of world-building material: maps, constructed language, cultural descriptions, character writeups, and so on. Most of that material hasn’t been posted here. I imagine some of my readers would be interested in it, either on its own or as support for tabletop gaming.

The stumbling block here is that when I frame my own world-building notes in terms of a tabletop game, the game system I normally use is GURPS. Steve Jackson Games is fairly strict about licensing the GURPS system for third-party publishers – there’s no Open Gaming License for it, for example. It’s possible to work with them to get a license, and several publishers have done so, but for someone like me who would just be publishing material for a small audience via Patreon, that’s not worthwhile.

Fortunately, a solution came to me a few days ago: publish game-ready material using a “generic” character description format of my own design, one which could easily be converted to GURPS – or to any number of other game systems, for that matter. That way I can publish the material for patrons and still avoid any danger of infringing on SJG’s online policy.

Just as a trial balloon, I’ve started pulling together the design I have in mind, and it’s surprisingly simple. I suspect I could publish a reference document, under a Creative Commons license, that’s no more than a dozen pages long. So that looks like it’s going to be part of the strategy.

Some New Simulations for Evaluation: Entirely unconnected to the above, I received a shipment from Sierra Madre Games earlier this week – two games that I ordered many months ago and that have finally been released.

Bios: Origins (Second Edition) is the final game in Phil Eklund’s Bios trilogy, which began with Bios: Genesis and Bios: Megafauna. This game picks up where Megafauna left off – at the point where the primitive human species (or some other pre-sapient species on an alien world) first attains a spark of consciousness. It’s a Civ-like game, which traces the history of a world from the Paleolithic all the way to the dawn of the Space Age.

As with Phil’s other games, this has oodles of thematic interest, and I suspect it could be used rather handily as a world-building tool. You may recall that I did a series of “world-building by simulation” articles a while back, using Genesis and Megafauna to design an alien world and its dominant sentient species. Now I think I’m going to tinker a bit with Origins and see if I can turn it to similar purposes. There may be a fair number of blog posts about that over the next few months.

Meanwhile, Pax Transhumanity is a game by Phil Eklund’s son, Matt Eklund. It’s a thematic simulation of future history – the period over the next century or so, during which technology is likely to completely transform human society (again, still, as always). It fits in well with the Transhuman Space setting I helped design for Steve Jackson Games back in the day.

I’ve been waiting for Pax Transhumanity for a long time, hoping to use it to re-inspire me for another of my creative projects: the “Human Destiny” setting, in which humanity becomes part of a polyspecific interstellar community over the next couple of centuries.

The Human Destiny stories started off reasonably well – I actually published one of them via Amazon a while ago – but I ran into a brick wall with them. Largely because, in the current concept for the setting, human beings have very little agency! They’re the passive subjects of an alien empire, which came to manage Earth and human destiny because we proved unable to succeed on our own.

Okay, I will admit that I’m fairly pessimistic about human prospects. My evaluation of my species is that we’re just smart enough to get ourselves into a world of difficulty, but not smart enough to save ourselves from the consequences. That doesn’t make for very hopeful or interesting storytelling, though.

So for a long time, I’ve been trying to find ways to convince myself anew that humanity actually has a hopeful future, preferably without divine intervention or helpful aliens to save us from our own folly. I want to develop a fictional world in which we muddle through and eventually manage to solve the problems we cause for ourselves. Going back and re-reading Transhuman Space has helped a little, since that’s exactly the assumption we made for that setting. Tinkering with Pax Transhumanity might help too.

All of which means that I might be re-working the Human Destiny setting over the next few months. More material for this blog, the Patreon, and eventual publication, hopefully.

Architect of Worlds: I still need to get back to work on the Architect of Worlds project, of course – that’s been stalled for a lot longer than I originally planned. Even so, every once in awhile someone comes across it and gets good use out of it, even in its incomplete state. One of these days I’ll have to set everything else aside and just get the next big section written . . .

Hmm. This is reading a lot like a “prospects for the new year” post, isn’t it? Even if the above list is all I work on, that’s more than enough to keep me busy for months. I suppose that’s okay. When the muse calls, you answer, no matter what the calendar says!

“The Curse of Steel” Complete in First Draft!

“The Curse of Steel” Complete in First Draft!

As of about ten minutes ago, The Curse of Steel is finished in first draft, coming in at just over 90,000 words.

For me, this is a pretty remarkable milestone. I’ve written and published a couple million words over the years, but this is the first time I’ve managed to write a full-length genre novel that is:

  1. Mature enough for a general audience (as opposed to the first novel I wrote, when I was twelve);
  2. Publishable (as opposed to the second novel I wrote, which used a whole pile of problematic tropes); and
  3. Not fan-fiction (as opposed to the third through seventh novels I wrote, which got lots of readers but will never earn me a dime).

Now the hard work starts. The first draft is the “plot draft,” where I work out the story for the first time. It’s certainly readable as is – I flatter myself that my prose style is fairly clean – but it’s not as tight as it needs to be. Now I need to go back and do an almost complete rewrite, turning the bare-bones narrative into something that will grab and hold readers’ attention.

Still. I think I will take a few hours and celebrate.