The reality for most aspiring authors is that their writing has to give way to the realities of a full life outside of it. Most of the time, that means squeezing in time in between your job that pays you and other life activities. However, sometimes you can get lucky and have the opportunity to spend a large dedicated chunk of time writing without work getting in the way.
My first installment detailed my past attempt to get published. This article is going to detail the last steps I am taking prior to preparing another deluge of query letters.
The Pain of Publication is a journey through the process of novel publication. I emphasize, again, that this is a process. I can offer no advice on what works, because nothing has for me, but what I can do, is discuss my regular activity related to this subject. This column’s focus will range from the obvious (getting an agent), to related (how do I make my novel worth publishing), and all the way through tangential subject matters (I have not yet fathomed what those might be).
Piledriver. You’ve all played it, sometimes on purpose, sometimes by accident, but you play it more than you expect.
Quarriors is a deck building game that uses dice instead of cards, published by WizKids. 2-4 players gather dice that represent monsters to impress the Empress of their realm.
Dave and I always joked about our gaming white whale: The Supers Game. It’s not that running a superhero game was impossible, it was just that, for us, it had never gelled. Enter Gencon 2010 and my purchase of DC Adventures. I had a system, and I had player interest (though just barely); I even had a weeknight that would work, but I had one problem:
I wanted to play the damn game, not just run it.
My only major purchase at Gen Con was the DC Adventures: Hero’s Handbook RPG, which is an updated version of Mutants and Masterminds. After playing in a demo run by (I believe) game designer Steven Kenson, I was certain it was just the superhero flavor I had been looking for many moons. I haven’t run my own adventure yet, but I did play a demo. Here are my thoughts.
A nominally young adult novel set in a dystopian world that mirrors our own past, The Left Hand of God is a book of impressive vision and puzzling inconsistencies that ultimately provides a gruesome, but highly enjoyable read. The book follows the trials and travails of a young boy named Cale raised in a brutal dogmatic monastery of a twisted parody of Christianity. His life is forever changed upon witnessing a deed horrifying even to his own warped perspective.
Occasionally, DMs need a break. In long-running highly developed game worlds players may find that there are parts of the campaign or the world that they are particular interested in. If they notice that the DM needs a break, but is still is gung-ho about his game, this presents a golden opportunity. Running a single adventure in the regular DM’s game world is an unusual break for him and a change of place for the players.
Every RPGer struggles to make their game special. No one wants to run a forgettable, generic game. In my opinion, music can very easily fuel ideas for unique campaign settings, adventure, or character concepts.