Even though revisions are a pain in the ass, there’s a feeling of wizardry when you combine two throwaway characters into one quirky minor character or change a few proper nouns around to create foreshadowing. It almost feels like cheating. Knowing that revisions will be made should inform how you write a draft. I have learned to prioritize certain aspects of writing in my first draft and give other considerations lower priority.
With the same magic system firmly in place, Sanderson moves out of medieval stasis into a Wild West/ Industrial Revolution era in a novel that smartly extrapolates a world’s progression even if it fails to capture the grand scope of the original.
Low Town is a rollicking mash up of two great genres: noir and fantasy. The author skillfully weaves a first person narrative in a way that vibrantly develops the setting into a living, breathing, festering, and foul supporting character unto itself.
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).
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.
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.
In the ongoing debate of killing of PCs and total party kills, one aspect of PC death is often left out: The Plot Kill. Having turned Plot Kills into defining campaign moments and having received some memorable Plot Kills myself, I think the concept warrants discussion.