Friday, August 10, 2018

Four little things about self-publishing (very basic stuff)

Art by: Lotus Blair
From Sinopa Publishing's first comic book anthology
Coming Summer of 2019


You can learn more about the artist Lotus Blair at her biography page HERE


Writing, publishing, and game have become a fierce passion of mine.  Over the last year I've made the acquaintance of (and built professional relationships with) several artists, other game designers, a handful of bloggers and podcasters, and received some very helpful criticism.  Since I've begun this journey I've launched five Kickstarter campaigns, with four funding.  I'll soon be fulfilling The Steel Road, and will then launch my sixth KickStarter campaign for Whispers of Persephone.  I've had a fantastic time as release books and plan for the release of exciting new titles!

This is just my experience, short as it may be.  For all of you who have been reading this blog, the trio who follow it and all of you who follow me directly, I want to thank you for joining me on this journey.

Thank you.

Many of you are creating your own content and planning on publishing.  Some of you have been planning on doing so for quite some time.  I would like to encourage you to take the next step, to put your material together, to copyright and upload your book and share your vision with the world.  Whether you write darkly beautiful horror, romance, fiction or non-fiction, comics or games, your creations bring you joy.  I tell you that it is a wonderful experience when people are reading your work or playing your games.  Yes, even if it is only a handful of people.  Yes, even if you aren't making your living or even most of your income from your writing and development, it is worth it.
 
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What you really need to do to publish your stuff (a very basic overview)


1) Something you created ~ Write the book, create the game, draw/ink/color/letter the comic (yes, comics are a LOT of work).  Have a few people look it over for any problems.  Accept the criticism for what it is worth. If people aren't being constructively critical, I don't listen to them.  "I don't like" isn't enough, you need criticism that analyzes the problems so you can understand them and decide whether they are actually 'problems' or not and if they need to be edited or left in.  Produce to the highest quality you are capable of and keep at it.  Hone your skills by using them and create better books each time.


2) ISBN and Bar code for printed works ~ This is an expense and was one of the things that pushed me toward crowdfunding (along with the need for copious amounts of art).  Amazon talks about these at length.  As my use of these is based on that source I'll leave the link to that information HERE, but you can also get a lower cost per ISBN and Bar code by picking them up directly in larger numbers (see details HERE).  Do yourself a favor and read it.  Don't skim it, don't just go to the comments on forums, read the information and digest it.


Screen capture from Bowker ~ basically $30 per ISBN for a ten pack
rather than $130 each.  Save yourself some money in the long term.


3) Digital, Print or Both ~ Decide how you make your book available. 

If you are releasing digitally, and I think anyone who self-publishes will probably recommend that you do, identify the platforms you are going to be making your book available on.  Read their terms of use.  Let's say that again.  READ THEIR TERMS OF USE! Decide if you're going to be release under an 'exclusive' agreement or not.  For me, I'm not exclusive with any one platform.  I like it that way but it means I have more than one site to keep up with as far as looking at my overall traffic.  Keep this in mind!  

If you are releasing in print or by print on demand:  Ordering a print run is expensive.  I strongly recommend that before you order a print run of any product that you have funding well in hand.  Crowdfunding is a great way to do this and minimize your financial risk.  If you are releasing by print on demand, READ THE TERMS OF USE for the sites that will be producing your POD copies.

For those of you who have a print run done, make certain to identify where you will sell / distribute these copies.  Conventions and book signings are a great place to go, but having copies in local book/comic/game stores can be fantastic.


4) Have fun promoting your book ~ I want to thank my old friend, author Micah McGurk, for inspiring me to start writing again.  One of the things I learned from watching Micah is that you should enjoy promoting your work.  It really is that simple.  Do things that you enjoy and introduce people to what you are doing.  By way of example, I do book signings at comic and game shops, I blog and do podcast interviews (thanks to everyone who has had me on), I talk with my KickStarter backers, and I have fun doing these things.  This makes promotion of your books less a chore and more of an experience.  Try it, I think you'll like it.


These four things are the bare bones, high level overview of self-publishing, as I understand it.  This is about getting your feet wet, and creating a habit of being an author and game designer.  Put yourself out there, invite the criticism, be gracious with everyone (fan and troll alike), and share your vision with the world.

One of you may be the next Charles Stross, Jim Butcher, Stan Lee, or James Vail.  The world won't know until it sees what you can do. 


I hope you'll be sharing your vision soon. 


As always, your comments are welcome. 

******


Thank you for joining me once again for my adventure in writing, game design, and self-publishing.  I hope you get good use from my experiences, mishaps and opinions. 


Opinions expressed are my own.  I don't claim to be an expert. I'm just sharing my own experiences and understandings.  Please do your research (read that as: READ THE TERMS OF USE) to make certain your publication plans best suit your interests.


Art for this entry was created by the very talented Lotus Blair, and comes from a comic anthology project currently in development.  I'll be releasing that project in 2019.  I hope you'll check it out as it is AWESOME!






Sunday, August 5, 2018

Whispers of Persephone: Magical power in blood and death



Art from Whispers of Persephone
Artist: Christian Martinez
(Art for Whispers of Persephone was created by Christian Martinez on commissions contracted through Sinopa Publishing LLC. All rights reserved.)

Throughout fiction, lore, art, and film media, the darkest arts of magic are steeped in blood an death. What motivates these people (beyond psychosis) to perform horrific acts? How do such atrocities as blood sacrifice become an acceptable option?

Those questions (and others) were in my mind as I was writing up the material for Whispers of Persephone.  I wanted to present a source book with reasons for those evil activities we so often associate with the dark arts. Far too often I have heard players proclaim that they are committing some atrocity because "I'm evil". With Whispers of Persephone, I wanted to give players something concrete for their characters to use in justifying their sins.

One of the main themes I dealt with was death.  Given that Whispers of Persephone is a source book on Necromancy, I wanted to incorporate bloody rituals and thematic elements steeped in the taking of life.  I felt that magicians would need something to reward these practices or why else would they bother with them?  So I contrived, designed, and wrote to such elements as ritual groups, blood sacrifices, creation of wretched magical items, foul potions and poisons, and rituals that garner power for those magicians willing to perform them.  Throughout all of this content blood flows from victims of the magician's evil.  Power is there to be tapped in the blood and suffering of victims.  Evil rises in the magician's dark heart.

What does Whispers of Persephone bring to your 5th Edition game?  

The Stygian Necromancer arcane tradition:  For this new tradition we drink deeply from the darkest of topics.  This tradition requires commitment to performing rituals of sacrifice to empower the magician.  The blood of victims is used to anoint the magician in death as they rise to power.  Souls are sacrificed to dark entities to fuel dread magics.  The blood of victims is used to scribe potent spells.  Lives are traded for arcane power.  This is the path of suffering and death that the Stygian Necromancer walks to increase her magical might.

New Feats:  New feats are defined which afford the magician a variety of special abilities to aid them in the quest for power.  Do you wish to be master of ritual sacrifice, a savant of poisons, or will you reveal in the blood of your victims and devour every ounce of magical potential from the end of their lives?  Be unique in your mad quest for power.

New magic items:  Created through terrifying processes, the magic items described within Whispers of Persephone are potent tools in the necromantic arsenal.  Whether you are using ghost dust to control a pestiferous spirit or using your athame to carve out a sacrificial victim's heart, each item carries a fell purpose.  Your Stygian Necromancers can learn the formula for creating these cursed items as they grow in knowledge and power.  Woe unto your victims as their blood fuels the magic for these wretched creations!

New alchemicals, poisons, and potions:  Whether you are serving Ild's tea, or using a potion to hide your life force, these concoctions open new avenues through which your character can achieve his goals.  Expand your knowledge and garner power.

New rites and rituals:  Master the rituals of blood sacrifice, gain new abilities, and summon forth arcane forces the world was never meant to endure.  These rites and rituals are not simple spells to be cast and forgotten.  No, these are workings of deep magic that invoke forces of death and touch the soul. Your enemies will cringe at the power of these workings and you will revel in their darkness.

New Spells:  Within the blasphemous pages of Whispers of Persephone lie potent spells waiting to be unleashed upon the living.  Spells of all levels are to be found within this tome, written in the blood of hundreds of victims. Rip the life from your enemies, punish the vampire who does not wish to bend his knee in service to your might, or lay waste to the world with the Curse of Necromantic Contagion. Dark magic lies at your fingertips within these blood stained pages.

I hope game masters and players alike will find tremendous use from this little bloody book of necromancy.  Evil lies at the heart of Whispers of Persephone, a terrible darkness filled with the cries of victims, and fed by the darkest of arts.


For more information on my little bloody book of necromancy or its coming KickStarter campaign, follow the links to the Whispers of Persephone page. You can also listen to some of the spoilers I released concerning Whispers of Persephone during a podcast interview for the Darkslinger Mafia Podcast (that interview promoted The Steel Road, but we spoke at length on a number of projects).  I update the Whispers of Persephone page as new information becomes available.

For my fellow game designers, writers and self-publishers: This is another project that will require a substantial amount of art.  With designing a book like this it is important to look at the layout of the book and to fit your art with the content it will compliment.  To that end, I charted a bare minimum of art based upon page count, and arranged the commission of that art with Christian Martinez.  Additional art will be created so long as the KickStarter campaign can reach particular stretch goals.

When calculating the crowdfunding goal, total your costs and look at how you will meet those costs based upon the audience you are anticipating and the best value you can offer the backers.  Remember to create value for your backers.  They are your audience.  So for the KickStarter campaign for Whispers of Persephone I've been looking at a number of options for fulfillment. I want to keep the value to the backers high, the costs of processing fulfillment low, and generate ample revenue for art and printing.  Of note, I would like to realize a profit on this project so I can put more money toward my first comic book, 47 Furious Tails (my retelling of the Ako incident).  This is so I can make the crowdfunding goal for that project substantially lower (comic books are expensive to produce when you aren't creating the page art yourself).

As a side note:  I've been seeing a LOT of ads on social media from products claiming that you don't need to build an audience in order to sell your books.  While I cannot speak to the efficiency of such claims, I do want to weigh in.  If you have created an audience by producing the best product you can at the best value possible to your audience then it becomes easier for you to crowdfund your projects.  This isn't speculation, this is a direct observation of my own experiences.  After putting out three adventures, it was far easier to fund The Steel Road (even though the video became corrupted and we couldn't use it).   There were no paid adds for The Steel Road.  We depended entirely upon the strength and support of the audience to propagate the social media attention.  Could a paid ad campaign have made a difference?  Probably.  Was it within the budget? Nope.  What I want to stress is that, though I've had some limited success in getting books out into people's hands, it has been success.  While 200 copies may not sound like a lot to move through KickStarter compared to giants like Kobold Press and Green Ronin (I'm huge a fan for both companies!), its a start.  One year in and I've already met some really nice people who have been kind enough to support my projects.  I'm looking forward to putting more books into their hands, and I'm working hard to make each better than those that came before them.

To my thinking, my audience isn't a money machine.  They are people.  People who have been kind enough to support my work.  People who have enjoyed what I have offered.  People who have offered their criticism and compliments.  These are people who I look forward to meeting at conventions one day.  I smile when I see familiar names backing one of my projects.  I laugh with many of these folks during my KickStarter live streams (I don't do the streaming thing well, but I have fun with them).  Those interactions are priceless.

So, if you can sell your products without building your audience that is great. I wish you great success.  I will continue to grow my audience, as best I can.  Who knows, maybe one day Sinopa Publishing LLC will be recognized like the small press companies I admire.  What I do know, is that I'll keep creating and publishing for my own enjoyment and for the joy of my audience. So for all of you who have supported my projects, who have enjoyed the books I've produced, who have offered criticism and compliments alike: Thank you!


{Disclaimer: My approach to developing Whispers of Persephone assumes there is a reason or justification a character uses when committing the atrocities described within.  The truth is, some people commit terrible evils against others for no other reason than to appease their own personal demons. This book has been developed and written for use with role-playing games.}

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Thank you for joining me on my adventure in game design, writing and self-publishing.  I hope that this blog continues to offer insight into my experiences.  This entry focuses a lot on promoting Whispers of Persephone.  I do this in an open and honest manner. I don't sugar coat it or try to over-hype.  I believe that honesty is key to creating a trusting relationship with your audience so I am careful to create such posts as representative of the content.  I invite you do to the same with your audience.

The opinions I offer on audience building, paid advertising, and other issues are my own opinion.  I invite you do your own research, as I could be incorrect.  Yes, I can be wrong.  So do your due diligence, do your research, read up from multiple sources and make your own determination.

I wish you the best of success in your own creative endeavors. That your books will be widely read and enjoyed, your games played by many people who get great enjoyment from them, and that your publishing brings you financial success and great value to those who buy your products.

I hope to see you next time as we continue this great adventure!









Friday, July 27, 2018

Cold Steel, Dark Arts, and comic books ~ a LOT of art in this entry~

Original painting (before digital enhancement) by Christian Martinez
From: Whispers of Persephone

It has been a very busy summer with me working to complete the formatting of The Steel Road, and getting the play test draft together for Whispers of Persephone.  I've also been coordinating work for a comic anthology project I'll be publishing in 2019 (once again we'll be using KickStarter to fund that printing).  So things have been very busy with me and Sinopa Publishing LLC lately!

The Steel Road:

Work on this project began more than a year ago and progressed nicely.  Things were going swimmingly and then my laptop died rather unexpectedly and in a fantastically thorough fashion. Long story short, I couldn't get my InDesign file to link to the image files again once I got a new computer system. This forced me to reformat the art for the book all over again (and YES, that cost me a lot of time).  I have been formatting text into the book for the last few weeks, and that has progressed nicely.  Presently, I have completed all but one region (the islands of the Pacific), and am very nearly done.  Great news is that The Steel Road is set to fulfill on time this August!

Lessons I've learned from this:  

1) Save the image files to your cloud after you've formatted them into your document so you can re-link them easily if your computer suddenly catches fire one day and you have to use a new machine.

2) Formatting text around an image and making it look good is a lot more time consuming than you might expect.  It is far easier to simply format blocks of text with reserved space allotted for your images.  That said, I think the text wrapping around the image looks far better.  So if you plan on doing this yourself, budget the time accordingly.


My thoughts on this project

The Steel Road was tremendously fun to research and write.  The KickStarter campaign was my most backed to date, and many of those backers have asked if I would be putting a second book with more weapons out.  I've spent a great deal of time formatting the text, revising the material and sweating the little things to create the best book I can for the backers and the RPG community at large.  I'm thrilled to put this book out and very grateful to Zachary Viola for all the fantastic sketch art he did to make the book possible.



Whispers of Persephone

I wrote this book's material by hand.  I'm hoping to format the complete play test file for the next round of play tests this weekend.  With Whispers of Persephone I'm going to send this file (which should have the page background art in it) to the entire play test group with just a little art in it.

Christian Martinez is doing fantastic work for this project, creating all original paintings (some of which will be available as backer rewards during the KickStarter campaign).  If you've seen his work in The Draw of Glenfallow or Comet over Echo Rock you're probably as excited as I am for this new art! 

Lessons I've learned from this project:

1) I took a different approach with regard to play test on this product.  I put the material in front of a handful of people rather than in front of the whole play test group.  This afforded me the opportunity to tweak a few points early on.

2) For Whispers of Persephone I want a LOT of art, but I had to calculate my art budget based on a smaller number of images.  I've decided to create stretch goals for additional art in the KickStarter campaign.  Content is key, after all, and art is incredibly important.  This project has been an excellent exercise in project budgeting.


My thoughts on this project

Whispers of Persephone was fun to write.  Presently I'm looking to the launch date for the KickStarter and working to coordinate the live stream event (more on that soon).  The book's mechanics and content are things I'm particularly proud of and I hope people will get much use and enjoyment out of this evil tome, this bloody little book of necromancy!  As I write this I'm plotting out the time line for the KickStarter launch.  This an incredibly exciting project that has been a long time in development (from the writing and design) and one that I am enjoying the thrill of receiving new art for!



Comic Books   

Yes, I blew the font up for this section.  I have some dramatic feelings on this topic, so stick with me. There are a lot of fantastic comic book creators working on titles I'll be releasing in 2019... check this out!

47 Furious Tails  

The first comic book I've ever written for publication.  Last year (2017) I tried and failed to fund this project through KickStarter.  This year (2018, if you're viewing this in the far future) I'll be relaunching this project, with more of the art done.  This first issue begins the retelling of the Ako incident in a unique way.  Alexia Veldhuisen has made tremendous efforts and I'm thrilled that she has continued to pursue this project with me.

Cover art by Alexia Veldhuisen
47 Furious Tails, Issue One



Untitled Comic Anthology project  

We're focusing on the book and will have a working development title in a few months.  Right now that's not the important part.  The IMPORTANT part, is the work going into this jewel of a book.

This book will have eight (8), yes EIGHT different contributing artists sharing their titles.  These are projects the artists and writers are very passionate about and it shows in the art they've produced so far.  Each of these contributors are producing eight pages of content to introduce everyone to the fine work they are doing.  I'm pleased to help bring the work of these talented professionals to the world. Art direction/edits by Alexia Veldhuisen.

I'll be launching a Kickstarter campaign in 2019 to fund the printing of this book. Below I have included samples of art from that project. I hope you'll enjoy it and look forward to that book.  Artists credited with the images, and most of them are available for commissions (follow the links in their biography pages for more information).

From the mind of Brian Lee
Art by Brian Lee
You can learn about Brian Lee and his art HERE!


From the mind of Colin Hartigan
Art by the legendary Christian Martinez
You can learn about Christian Martinez and his art HERE!


From the mind of Jake Ochoa
Art by Jake Ochoa
You can learn about Jake Ochoa and his art HERE!


From the mind of Kelsy Cowan
Art by Kelsy Cowan
You can learn about Kelsy Cowan and her art HERE!


From the mind of Lotus Blair
Art by Lotus Blair
You can learn about Lotus Blair and her art HERE!


From the mind of Nick Caponi
Art by Nick Caponi
You can learn about Nick Caponi and his art HERE!


From the mind of Rebecca Coulthart
Art by: Rebecca Coulthart
You can learn about Rebecca Coulthart and her art HERE!


From the mind of Zachary Viola
Art by: Zachary Viola

You can learn about Zachary Viola and his art HERE!


We've assembled a great team for this project and I hope you will all look forward to some fantastic comic book material coming from these talented artists and writers!

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{Legal stuff:  All art included on this blog is copyright of their respective creators and are used with the express consent of those same individuals.  All rights are reserved.}
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So stick with me for more information on these and other titles that are presently in development.  2018 will continue to be busy as development for "Death comes to Glenfallow" is underway, and new titles will be seen coming out with more art from these artists and more!

*****

Thank you for continuing this adventure with me!  I hope you'll join me again next time for more information on artists I'm working with, projects I'm exploring, games I'm developing, and mistakes I learn from as I continue to publish.

See you next time!









Tuesday, July 24, 2018

Fan fiction for fun and as a writing exercise




I make no claim to be a great or even a good author.  That is for my audience to determine.  I genuinely enjoy writing and sharing my stories and game ideas.  One thing to which I aspire, is to become a better writer. I have taken to writing whenever I can, in an effort to improve my skills.

There have been several sources I have read over the years that encouraged aspiring writers to hone their craft through the simple process of practice.  All the practice in the world won't make me a 'perfect' writer but I feel as if it is helping me to improve.  This is a sentiment I much convey to you as well.  Become a better writer by writing often. Practice may not make you or I perfect, but it will help us to improve our writing skills!

Publishing RPG material has required considerable amount of editing of my work.  This is because I happened to write my initial drafts in a lazy fashion, similar in construction to my speech.  Couple this habit with a tendency toward shorthand grammatical structures and you get some really rough material as a starting point.  It was fortunate for me that another writer reached out and reminded me of the importance of practice.  So I took up and began a Shadowrun (tm) fan fiction blog several months ago.

Fan Fiction and a writing exercise:

I write the fan fiction because I enjoy telling the stories of games of the past.  I like fictionalizing the interactions of those game sessions and reminiscing about old friends.  This is also my version of practice.  When I started my fan fiction blog I was determined not to rewrite anything. Sure, I'd go back and correct gross spelling errors or rub out the dreaded "the the" repetitive text, but I left the grammatical structure intact and tried to transform my writing away from the rough to work with material I was producing.  It's slow going but very recently I'm seeing an improvement.

So for all of you who write, design games and self-publish I want to remind you that we can all use practice to develop our skills.  Even those of you who are magnificent authors with thousands of fans  behind you, I would like to remind you to keep your skills as sharp as they can be.  Scribble in your spare time to capture ideas and have fun creating. 

Episodic or Chapters:

There is an interesting difference of opinions I've encountered regarding fan fiction.  On one hand, several sources I've read argue that most people spend less than ten minutes reading any narrative online.  The other side of this is that I like to release whole, complete stories that can be digested as one segment of the running narrative. 

I found myself writing fan fiction that was sometimes well over 12,000 words in length, including one particular tale that spanned almost 30 pages!  It was then that I realized that people were having to come back a second time to finish reading those stories.  They were simply too long for a single, casual reading and so people who have been following that blog were reading each story either in pieces, or were stuck finding time to read through them.  While I personally prefer a longer tale in one go, I came to believe that there was such a thing as "too much" on a single entry.  This lead me to break up some of the stories into separate entries and release them sequentially. 

The jury is still out for me on which format I will follow.  I like writing out the whole of a story in one go and leaving it for the reader to digest at his or her leisure, but I also like the idea of shorter entries that someone can read through during break time at work or while on the bus. For now I'm referring to these shorter components of larger stories simply as "Part One, Part Two, etc" of the main title and so these short chapters are easy to distinguish where they fit in the overall story.  The longer form, episodic entries, I will very likely continue to do for some stories but for now I'm looking to my readers to see which format they prefer.

What I've learned:

I make a lot of grammatical mistakes, spelling errors, and have a nasty habit of using too many commas.  I know I habitually make these mistakes so I am now becoming more aware of them as I write.  This has, only recently, helped me cut down on the time I spend in editing.  This alone has been enough to teach me just how valuable such practice is.

I hope you'll take up your pen or keyboard, and practice as well.  You may very well be the next Jim Butcher or Charles Stross.  The world awaits your words and stories, so polish your craft and let your work shine brightly in the hearts of your readers.

*****

I want to thank you all for joining me once again for my continuing adventures in game design, self-publishing, and game design.  I look forward to seeing you next time!

For those of you who may be curious about my fan fiction, I'm posting links to a recent story line.  This fan fiction blog runs chronologically, so if you want to get to know the central protagonist (Tommy 'the Machine' Gunne) I'll recommend that you start from the beginning story and read forward.

Thank you all!  Your comments are most welcome!

Where it begins:  The Beginning: A Story about Tommy


Rise of the Machine, Part One

Rise of the Machine, Part Two

Rise of the Machine, Part Three

Rise of the Machine, Part Four

Rise of the Machine, Part Five

Rise of the Machine, Part Six

Wedding Bells and Burning Hells, Part one ~ The Iron Citadel

Wedding Bells and Burning Hells, Part two ~ Power in the Blood

Wedding Bells and Burning Hells, Part three ~ Requiem

















Thursday, July 19, 2018

Help yourself: Focus on the artist ~ Zachary Viola

The first piece Zachary Viola every did for me
From: Tale of the Wizard's Eye
It's been a long week of formatting text, convention appearance, day job, playing with the kids, and catching up with my fan fiction.

As you may have noticed, I try to make this blog useful for anyone who is thinking about designing their own game, writing their own books, publishing and / or crowdfunding.  One of the key things I've written about over the course of this blog's history, is the relationship with artists you may hire to produce content for your publications/games.  It's no secret that I have a lot of respect for people who are able to create visual art.  I don't possess the skill to do so and that means I have a real need for talented professionals to produce that content for me.

Today I want to focus on one particular artist,though I plan to do a posts on the other artists I've worked with in the future.  So today I want to speak about Zachary Viola (the link takes you the artist biography page I set up for him).

Zack's first contribution was to my first adventure release.  Zack came through in a clinch when I made a drastic to the encounter in a key part of the book.  He was able to put together the piece above ahead of deadline, all while going through the final preparations for his graduation from the Kubert School.  The next time we worked together was to partner up on The Steel Road!

Working with Zack on The Steel Road was a real treat.  He was great about asking questions and providing feedback on stylistic choices, had a really strong insight for the visual style of the book, and was always consistent and professional.  Would I work with with Zack again????  You bet!

Now, how is this useful to you?

As I've written before, treating your artists with respect, being professional, and paying fairly are essential.  My recommendation, find artists whose work you enjoy and build a working relationship that benefits both of you.  After all, you don't want to be in a position where you are forced to seek out new artistic talent because people who have worked for you in the past aren't wanting to work with you again!   Cultivate the talent of those whom you work with.  Elevate their opportunities and you'll see your own grow as well.

Whether you are a new writer / designer looking for art, an established publisher looking for new talent, or a comic and RPG fan who wants to see who the new talents are that are bursting out onto the scene; keep your eyes on Zack Viola.  He's not done, by a long shot!

Promotional image from: The Steel Road

Thank you for joining me on my adventure into game design, writing and self-publishing. I hope you'll find useful information in these entries that may, in some small way, help you find joy and success in your own endeavors.

As always, your comments are most welcome.


Friday, June 29, 2018

1st FrankfortCon 2018


This year is the first FrankfortCon, Saturday July 14th.

I've been to many conventions over the years.  I'm please to announce that this will be my first convention where I'll be speaking on panel about self-publishing and crowdfunding.  I'm pretty excited about this.

As far as firsts go, this is a pretty big one for me.  Here's hoping I have at least one person show up to participate!

If you're at your at the convention you can find the panel happening at 1645 (local time).  This doesn't afford more than more than hour but I think its a great start for new 'Con. 

I'll be addressing things like: Mistakes I've made and how to avoid them, Misconceptions about crowdfunding, respecting your audience, and some 'how to' items. 

Who knows, maybe the next Charles Stross will be in the audience.

Have a great weekend everyone!


Thursday, June 21, 2018

From the Godsfall Twitter feed: A podcast I've enjoyed

Built a little link into this image as blogger isn't liking the gofundme widget























Quick disclaimer:  I don't know these guys, but I think the podcast is cool.  I haven't listened to all of them but the ones I have listened to I liked.

*****

Okay, being homeless for any length of time sucks.  I know several of you who have read my blog have posted about overcoming homelessness yourselves and I've known first hand what sleeping in your car is like (enough about that). 

If you're a fan of these folks and can help by contributing, please do.  If you think people shouldn't have to sleep on the street or in their car but can't contribute, please do share this on social media channels to help raise awareness. 

Lets rally the community for one of our own, and help get Doug into a new place as soon as possible.

Thanks for your time everyone!!!

Sam