Concerning my entry into writing, publishing, role-playing game design and bits of personal experiences being shared with the public. Enjoy!
Showing posts with label little bloody book of necromancy. Show all posts
Showing posts with label little bloody book of necromancy. Show all posts
Thursday, November 29, 2018
D&D Facebook Subscription groups and other stuff
It's been a busy three weeks since my last post here. Sorry for the delay, but life has been unforgiving with my time of late. There are a few things I want to touch on today, so lets get to it!
Recently, on Facebook ~
It sounds like the continuation of a television drama, doesn't it?
A few days ago, on the Dungeons & Dragons 5th Edition closed Facebook group, I noticed that one of the admins had posted about a closed subscription group known as the "5e Adventure Academy". As that group allows for advertisement of crowdfunding campaigns by members, I didn't think anything of it beyond the question "Facebook has subscription groups?" Like many of us, I quickly turned to Google to see what information was out there about this group model. One of the articles I found (released in the summer of 2018) can be found HERE (Written by Josh Constine).
For the record, I fully support people making money from content they create. I myself have a Drip page, I know several people who have Patreon pages and I am an avid creator and consumer on KickStarter. I don't see anything wrong with people creating new content (within licensing boundaries) and making that content available to the community in a fairly priced way.
As this is a relatively new model for Facebook, it can seem a bit alien. There have been a wide range of responses to the announcement and posts by the Admin who made the announcement. People have condemned the idea, supported the notion, been surprised by the list of contributors, and have expressed a wide range of opinions regarding this new development.
While I am not subscribing to that group, it isn't because I don't care for the model or that I'm condemning the use of Facebook in such a way. The reality is that I'm a single father and a creator who puts almost all the revenue generated from my own work back into new projects. To be blunt, I can't justify the additional expense at this time. Even as I write this entry, I wrestle with this decision because the list of contributors does include people whose work I am somewhat familiar with. I am of the opinion that you can always learn from others. I'm afraid that I may miss out on a valuable learning opportunity, at least for the next few months, by staying out.
My understanding is that new, original content is going to be generated by the contributors within that group. Such creative energy is something the RPG community always needs. How you and I, the audience, choose to consume such content is up to us. I am not endorsing nor condemning this new subscription group, but I do think that all of us should be aware of it. If you like the idea, you can always elect to join and can leave if it doesn't live up to your expectations. If you don't like the idea, don't subscribe. It really is just that simple.
Full disclosure: During the discussion within the Facebook thread, I expressed my opinion that people charging for original content was a good thing, which prompted a bit of blow back directed at me and my releases. When I went back to respond to the comments that had been directed at me, I saw that my comments as well as those who were actively discussing the matter in that same conversational "comment" thread had been deleted. I did not ask for that to occur and I'm not certain what spawned that decision. It does seem that one of my most vocal detractors has since left the group, which is unfortunate as I believe it is important to hear all sides of a discussion. Whether he left voluntarily or was kicked from the group, I do not know. What I do know is that I did not ask for the content to be removed, for his criticisms of my opinion and my own creations to be censored, nor for my own comments to be deleted. I'll chalk that up to admin or moderator intervention and leave it at that.
Whispers of Persephone ~
Work on WoP has picked up and is nearing completion as I now have all of the information from the backers who pledged at the Acolyte of Death and Fallen Hero levels. While I had originally hoped to have all of that content formatted in before the Thanksgiving holiday, that didn't happen as life intervened (details involve my children, so I'm not going into that here).
I had believed that fulfillment would occur early, before December 1st, but now it seems it will be on time and be delivered in December. This puts my holiday magic item book in jeopardy, but I'm working furiously to resolve the timeline. More on that as it develops.
Christian Martinez is creating the final two art works for the book, and I believe they will be wonderful as he never fails to impress me.
To all of you who supported the campaign, pledged your support and helped make this book possible: I thank you!
Several pieces of art for Whispers are now available on merchandise on my Society6 and RedBubble pages. (More on that below)
Creators, Explore your options ~
Sites like Printful, Redbubble, Society6 and so many others open an opportunity for creators to expand the use and market for their art. If you are a small publisher who commissions art for your work, be aware that before you use art you've commissioned you need to make certain you own or have license to use the art for merchandising purposes. I have written such language into the contracts I use with the artists whom I hire. We negotiate the price for art with those rights in mind.
You're probably asking, 'But, will I make money?'. I can't tell you that. Personally, I've made about $18 after expenses on merchandise sales this first week. Of that amount, about $4 is attributed to friends of mine who both liked the item(s) in question and wanted to support my efforts. The remaining $14 were from users I do not personally know. As I had already paid for the art in question, I'm calling that a profit. This may not seem like much to many people, but for me I see it as a few grocery items for my kids. Which is something I'm very appreciative of.
If you haven't explored these sites yet, take note that there is a considerable overlap in the type of goods they offer, the terms of sale, your own access to merchandise at discounted prices, and whether or not they have templates available for your use.
As most such sites have no fees for you to pay to maintain your page (they make their money on their cut of the individual sales), it is a nice way to offer merchandise to your audience if you cannot yet afford to have items produced in bulk. Be aware that such merchandise has a smaller profit margin that if you had items produced in bulk and the retail price is often slightly higher than what you may otherwise charge. This is due to each item being produced to order.
Examples of my own merchandise creations are indicated below. You can click on the image to go to the site to see other stuff I put together. This will give you some idea of the kinds of things that are available to these two sites specifically. There are several other sites where merchandise can be created and it can be fun to play around with the images as you develop what the final product will look like. As examples I have my "Ritual of Sacrifice Cutting Board" (yes, I think that is pretty funny) and one of the phone cases I designed using art from 47 Furious Tails (art by: Alexia Veldhuisen).
Drip, Patreon, Indiegogo and KickStarter are all valuable resources for us as creators. It can seem intimidating when you first use them and can be disappointing if you don't reach your expectations. I encourage you to keep creating, to been open and engaged with your audience, and to never give up on your efforts. Being able to create is a wonderful thing. Be proud of what you create, happy with how your audience receives your work, own your mistakes and your accomplishments and you will find that whether you make a dollar or a thousand dollars, you did well.
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Thank you for joining me once again on my continuing adventure in game design, writing and self-publishing. I hope that you find the information here of use in your own efforts and fun to read.
I hope you'll join me next time, as the adventure continues.
Monday, October 29, 2018
Kickstarter campaign and fulfillment, then "What's Next" and other stuff
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Art from Whispers of Persephone was created by Christian Martinez Copyright (c) 2018 Sinopa Publishing All rights reserved |
The KickStarter campaign for Whispers of Persephone has been a tremendous success. I want to thank all of you who have supported the campaign, shared the links and helped to reach all of its stretch goals.
This campaign was full of pleasant surprises. The backers came out in force, seizing the backer reward tiers of Necromancer, Acolytes of Death and Fallen Heroes (all slots were claimed as of this writing). As I write this, there are 37 hours left in the campaign. I'm writing up material for the backer reward tiers, naming the Acolytes of Death and creating their character / NPC information based on the date provided. I am also formulating the obituary pages for the Fallen Hero backers, telling stories of noble effort and ignoble death.
Art is very nearly complete, and I am hoping to have the book in front of Pat for edits before the end of the week. With 24 pages of character data to complete, 12 pages of Acolyte background, 6 obituaries, and a smattering of quotes to insert, I am optimistic that I'll get this book to her shortly.
Fulfillment:
One of my favorite things about crowdfunding campaigns is sending out the material once it is completed. Of all the material that goes out, I think the signed copies are my most favored. With Whispers of Persephone, I will be fulfilling the PDF and PoD codes once I have the final editorial changes done and the book uploads (PDF), for the PoD codes I will fulfill those once the printer approval of the book is back (which usually doesn't take long). Copies for signing will be ordered before the PoD code is released {this is because I'll already be in the Drivethru system, so I'll order those copies then build the PoD code}.
What's Next!?!?
Santa Dragon Claws' 25 Holiday Magic Items 2018 (tm) ~ coming this holiday season!
Saturday I announced that I had recently had a flash of inspiration. This inspiration gave rise to a new book, which I am working on now for release this holiday season.
That's right, I intend to release it in the next few weeks. That is because it is a shorter book and I've already managed to create much of it. Art is coming in starting this weekend. The art for this project is created by none other than Zack Viola (of The Steel Road fame).
As a fun thing to do, we've created 25 new, holiday themed magic items. Zack has sketched them (in the same style as The Steel Road) and we're going to release that book this November. The really neat thing though, is HOW we're going to do that.
We're going to have a short KickStarter campaign, with a small goal. We're setting it to fund at $600 and it will only last for a few days (seven at most). With this campaign we're going to have only one reward tier.... $4. That tier will get you the PDF and a print on demand code for the book in hard cover.
Content: 6x9 hard cover, 25 magic items with each detailed on a full page, each item illustrated by Zack Viola on the adjoining page (so you don't have to page back and forth, they are right there together), Introductioni from Santa Dragon Claws and an illustration of the holiday dragon. Due to the time constraint for people to get this book in by the holidays, we will NOT be including backer credits in the book, but we will be placing those on the product page attached to this blog.
Now this campaign happens fast, and here's why:
Drivethrurpg suggests ordering books by the 25th of November to have them in time for the Holiday season. So we want everyone to have their PoD code well before then. So we're ending the campaign on the night of the 21st of November at 10:45PM EST.
But wait, there is more to this...
The campaign will end that night, while I'm live streaming. I will then trigger the backer survey to get the email addresses for PDF fulfillment. But I will also be sending out the Print on Demand code to all backers that night!
You heard it, we're going to get those print on demand codes out just as soon as we can, the same night the campaign ends.
From Zack Viola and myself, we hope you will all enjoy the campaign, cherish the book, and check out the cool stuff we have coming out for 2019 as well!
This will be the final KickStarter campaign of 2018. Death comes to Glenfallow is being moved up to 2019.
Other Stuff:
Drip ~ What is Drip?
Last week Drip announced that the platform was shutting down next year and migrating all users over to the new platform. My hope is that this will facilitate the implementation of several new features that are curiously missing from Drip in its current form.
Keep your eyes open here for more news on this as it breaks!
My own Drip page now has six subscribers (thank you all) and we're coming up on the end of the founding period. My drip page offers truly behind the scenes information, news and access to play test material at the $1 level! The monthly PDF release (currently one character, companion, creature or monster) comes with full color art and pages of content (stats, narrative, story hooks, treasures, example skill results, etc.) and is available at $3 and included the lower tier material as well. The Magic in the Mail tier subscribers receive all the benefits of the $3 tier plus a full color post card of the subject that month (it is sent in an envelope so it doesn't get marked up with postmarks) signed 'thank you' from me to the backers. The post cards have a few notes on the subject to help with game play use. Check it out below:
Thank you for joining me on my adventure in game design, writing and self-publishing.
As always, your questions are most welcome, so feel free to post them below. I'll respond as soon as is possible.
Until next time, Adventure Awaits!
Friday, October 5, 2018
Creating content: What is working for me...
I set my pen aside for many long years. It was the nineties and I had basically given up on the idea of becoming a game designer. In short, I gave up and took on a different line of work.
In 2017 I returned to writing with a vengeance. I dug out old ideas, brainstormed new fun things, and wrote as quickly as I could. I wrote quickly because I wanted to get the ideas down on paper (and I mean that literally, I like to write on paper) and I promised myself I would work on cleaning up the content once the work was roughed out.
When I have a flash of inspiration I write it down, I outline, I plug in stray thoughts associated with the concept and I write as much as I can about it as soon as possible. When I run out of immediate ideas, I set that aside and focus on a project I'm actively developing. I am finding that this tends to clear the stray thoughts out of my mind and allows me to focus on a project. It also gives me that little jolt, that quiver of excitement about a new idea to explore without the guilt of not acting on it. I know I'll come back to it in the due course of development.
If I'm tired of working on a particular project, I don't move it on my development timeline. I keep it there. I alleviate any weariness by playing a game, baking treats for my daughter, reading something by Charles Stross, watching anime or writing fan fiction. This last option is, I believe, most useful. Writing fan fiction refreshes me. I know I'm writing for me and a few people who happen to enjoy my stories. I also base my fan fiction on old game session and campaign happenings so I reminisce about old friends and fun times while I write. It is a liberating experience and one that I find makes writing more enjoyable overall.
I have been refining my processes with each book. My current process is loosely laid out below. Please note, that as I continue to evolve my processes this may change with each book. The process described below reflects the process used in the development of Whispers of Persephone (now on KickStarter). Please do keep in mind that I have only been doing this for a year, so if you have suggestions on how I can refine the process please do comment below.
Development:
Once I have my concept written down, I gather any and all notes on it and from those I construct an outline. Now I realize that writing from an outline seems old fashioned and like it adds work but I have found it most helpful when I want to define what actions are placed in what order and as a means by which to chart the flow of the narrative. By way of example, when I wrote Comet over Echo Rock I had a section in my outline that mentioned natural hazards but I hadn't defined them yet. Looking at the placement in the story from the outline was easy. This also allowed me to plan out the encounter with an eye toward total party attrition and how it affected the narrative.
Following the outline provided me with a roadmap through each section. Introduction, background story, new NPC's, and encounters all flowed into place with remarkably little effort. I soon had a first draft I could send to my first round play testers. Next step, leave the play testers alone and wait for feedback.
Waiting is hard. Getting feedback from your play testers is well worth waiting for. Collect their feedback and let it weigh in on whether you need to make any adjustments to your project. This play test version can be a little rough, formatting can be imperfect, but it must be complete conceptually. You don't want to test half of an idea.
Once I have the information from my play testers I evaluate the entirety of the information. Don't try to please everyone, take a look at the things they point out in common and work to remedy those common issues first. Once you've done your rewrite, clean up any loose grammar and work on the formatting to bring it into line with what you plan for final release. This still doesn't have to be perfect, but I find it useful to start getting the product together throughout the process as it makes for less work in final editing. I'm specifically talking about RPG work here, for comics it is critical to have your concept format laid out ahead of time.
Second Round of Testing:
Once I have addressed issues identified in the first round of play testing, I take the document and put it out to the rest of my play testers. These folks get to dive upon the document now that it has been prepped into a document that almost resembles final product. These folks have the benefit of a document that is largely fleshed out with full text descriptions, narrative segments, (full game play mechanical data is done before going to the first tier play testers so these guys have a more polished version of those mechanical elements), and any art that you may already have for the book.
Feedback from this second tier of play testing is (generally) more specific in its criticisms. Be thorough in your analysis as play testers are people and can suffer from observational bias. You'll want to polish your rough spots, refine those problems that are identified, and realize that you'll never satisfy everyone. There will be things that some people don't like which other people think are fantastic. Weigh those opinions against your own concept of the product in order to determine whether you change it or not.
One thing I did for Whispers of Persephone it that I ordered proof copies of the play test edition. Weird, right? It was incredibly useful. Not only did I have the book in hand to help with future edits, it also gave me an appreciation for what the book would look like in its final format and helped me to identify problems with color saturation, font issues, and how border art was affecting the overall feel of the book. I recommend this for any book you release, as it really is that valuable a tool in your development process. A side benefit of this, I had a physical copy to show during the KickStarter campaign. I'm convinced that this helped my funding efforts.
Editing:
I edited my first book release. That was a horrible idea. Have someone else, or even a few people, review your final draft for edit purposes. Run your spell checking application before handing it to them as you don't want them distracted by bad spelling when they are reviewing the text. Grammatical corrections are important as they make the difference between a book that is easy to read and one that is difficult to comprehend.
I find it wise to have your document reviewed twice in your editing process. Editing it following the first pass, then a second pass after you have made those first corrections. This has worked well for me in the past. You may still find things that need corrected afterward. Be patient and fix those problems as you find them.
Final Proofs:
Once final edits have been completed, order proof copies of the book so you can conduct a final review of your product before release. This is an amazingly cool moment for me, as I am still struck with wonder when I hold a book I've written. I hope you have that same experience. It is a great feeling!
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This has been the briefest of overviews on the processes I've been using to get my books out. Whether you have been releasing titles yourself or are just starting, I recommend you research as much as possible before settling on your method as you may find processes that work better for you. I continue to revise my processes as I learn more from each release. In all things do your own research, your own due diligence, to arrive at your own method.
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Thank you for joining me on my adventure in game design, writing and self-publishing.
I write this as way of recording my own experiences and sharing my insights and failures. It is my hope that people who are interested in developing their own games from learn from my failures (and avoid the same mistakes) and that they can take the productive experiences shared here and use them for their own success. Best of luck to you!
I hope you will join me next time as this adventure continues.
At the time this entry was written I have my latest book "Whispers of Persphone" live on KickStarter seeking to fund its art (and fulfillment) costs. I hope you'll check it out, support it if you can, and please do share it with others.
I have also launched a Drip page, where people can subscribe to support my creative endeavors. I have a monthly release available there and all subscribers get behind the scenes information on coming projects. I hope you'll check that out as well.
Thank you!
Tuesday, September 18, 2018
Checklist before Crowdfunding campaign launch
I'm counting down to Whispers of Persephone's KickStarter launch and the excitement is starting to build for me. Excitement, stress, and that fierce pace to spread the word far and wide are common for me whenever I'm readying to push that "go live" button. So, today I wanted to talk about a few things I have found useful to control the nerves and free up my mind to enjoy the excitement of a new crowdfunding launch.
1) Make a checklist well in advance. Define each step for your launch and make certain you actually check those things off once they are complete.
2) Check your print quotes (if any), shipping figures (again, if any), and run your numbers against your reward tiers a final time. With this, you'll be checking the pledge level amount (minus the fees associated with the crowdfunding platform in question) then subtracting costs to determine how much this pledge level is benefiting your production cost total.
3) Look over your equipment. This is an old hang-up of mine. Before you go on "a mission" as it were, make certain that your stuff works. In this case I'm checking my network, home system, webcam, mic (thanks Daniel for the new one!), and making sure that all are in working order for my live stream event.
4) Submit your campaign proposal for review at least four days ahead of time. I've never had a campaign take longer than a day to be verified and approved by KickStarter, but they say it can take a few days on their site, so I respect that. Give yourself that time so your campaign can launch on time. Related to this is your banking verification. Do that at least a week in advance.
5) Reach out to your audience and let them know when the launch is happening. It makes things easier on you when you hear from folks who tell you they are going to pledge for the new project. I know this sounds like a lot of work, but it isn't. I'm not talking about mailing lists (I don't like those), I'm talking about updates on prior campaign pages, social media interactions, and generally just giving folks a 'heads up' rather than an advertising blurb.
6) Read over your campaign to make certain it says what you think it says. Check the reward descriptions to verify that they say what they should about what rewards are going out. Ambiguity in your reward descriptions is NOT your friend and is not friendly to your audience and backers. Clean up any vague language prior to launch.
7) Get your interviews in! Folks, I will tell you that a LOT of my new audience members discovered my projects because I showed up on a podcast interview, answered some questions from a blogger/reviewer, or otherwise just made myself available to talk to people who want you for the content you provide. I like the shows I've been on and it is always a thrill to do an interview. Swallow any stage fright, be open and honest, and try to have fun talking about your project.
{of note concerning point seven: I usually manage to get in a plug for other creators that have cool campaigns out there. This is certainly not required, but I think it is good for the creator community. Just my two cents on that.}
8) Finally, make certain you launch on time! Once you launch, share the link to all social media channels you have available (with groups, make certain you are following group guidelines and have any permissions needed from admins). In short, follow the rules with regard to your social media channels. Not only is it the right thing to do, it is what you must do if you ever intend to launch another project!
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Stygian Mummy screen capture From Play test version 3.5 of Whispers of Persephone |
That's pretty much it for the final days pre-launch. Check your math, make sure you're ready, and do what you can to get the word out. As I've mentioned before, be honest with your audience and set realistic fulfillment deadlines and you'll be fine.
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Thank you for joining me on my continuing adventure in game design, writing and self-publishing. I hope that this entry is of use to you in your own efforts to fund and publish your work.
I hope you'll join me next time!
Look for Whispers of Persephone to launch on Saturday September 22nd, 2018 at
12:00 PM (noon) EST.
Thursday, August 23, 2018
Whats new with Sinopa Publishing and what is to come.
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Title page from the play test edition "Whispers of Persephone" Art by: Christian Martinez |
Editing for The Steel Road is proceeding at a fantastic pace. I want to thank Pat for all her hard work in rooting out those pesky grammatical irregularities that tend to crop up. (Thanks Pat!) At this point, I fully expect The Steel Road to fulfill on schedule, though signed copies will likely arrive in September due to printing and shipping times. The Steel Road will be available on Drivethrurpg.com following fulfillment.
Whispers of Persephone survived the first round of play test months ago. Presently I am formatting a play test version that will go out to my entire play testing roster for a thorough shake down leading up to, and continuing through the KickStarter campaign. The KickStarter campaign has been moved back to September, to all for completion of the fulfillment of The Steel Road and so I can get physical proofs in to check the art in print. As a note to all of you who may be planning on publishing your own work in the future, if you have art on a page I recommend that you get a proof copy to see how that art fairs when it is printed. It will always look different than it does on screen. This is, in part, because your screen is backlit whereas the pages in your book are certainly not. All art for Whispers of Persephone was created by Christian Martinez.
Things still to come in 2018:
Tarot Adventures, Book Three: Death comes to Glenfallow ~ Things heat up when a dreadful villain sets her eyes upon Glenfallow. This adventure is designed to be of deadly level difficulty, incorporates a number of challenges, and brings new NPCs to the game. This book's art will be funded through KickStarter. Watch here for more news on this title.
{For writers/game designers/self-publishers: This project will require a substantial amount of art and I'm hoping to fully fund that from the KickStarter campaign. There are a number of different features I hope to incorporate in this book, including two pages of comics if the KickStarter campaign can reach that stretch goal. I'll be working on promoting this project quite a lot, posting information about the coming launch to the previous Tarot Adventure pages, and setting up podcast interviews as well as blogger interviews. I hope to chronicle this effort in detail, so you can follow this process. This will reveal my own errors as well as my methods (as usual) so that you have insights into what worked and what didn't.}
47 Furious Tails, Issue One ~ The story of 47 Ronin re-told with anthropomorphic characters. This project has been a real labor of love and is the first comic book I've written for publication. Art coming in has been simply amazing, as Alexia Veldhuisen is showing the world that she IS the modern samurai of comic book artists. 47 Furious Tails will have a total of twelve issues and will tell the story of the Ako incident. Beginning before lord Asano's fateful, final trip to Edo, issue one introduces principle actors of this historic act of loyalty.
Planning for 2019:
Scheduling projects is proving to be more important as time progresses. For 2019 I have the following projects that are planned for release as well as several other projects which may make their appearance before the end of the coming year:
'Untitled' comic book anthology ~ This title is packed with the original work of some amazing comic book artists and writers. We'll be launching a KickStarter campaign to fund printing and will be providing signed copies, signed by all writers and artists on the project, as backer rewards.
{For writers/game designers/self-publishers: Page count calculation, creation scheduling with the artists, and mapping the production/printing timeline is essential to this project. To facilitate this endeavor each artist works to meet their creation deadlines, the project's print time was estimated and a generous amount of "whoops" time applied, costs were calculated for printing and shipping (both from the printer and to recipients), and the responsibilities for each party were carefully delineated. People have told me time and again that such anthologies don't get done because people can't finish their art, or because of monetary issues. I've been working to avoid potential pitfalls and I recommend that if you ever try to create an anthology, such as this one, that you exam every detail in your planning.}
Tarot Adventures ~ The Tarot series continues as new adventures unfold in and around Glenfallow. Will your player characters continue to earn their reputations as heroes in light of new challenges? Fate can be fickle, and the future reveals strange twists in the life of Pieron.
Look for several Tarot Adventures to be released in 2019!
Luther's Revenge ~ Tale of the Wizard's Eye introduced the Cavern of the Damned and the spawn of the vampire Luther. Now he is seeking his revenge for the death of his bride. Survive the machinations of this villain or become one of the undead.
{For writers/game designers/self-publishers: Developing your timeline for release is an incredibly useful habit to adopt. I would like to recommend that you look to the future, plan your development thoughtfully, and build into your timeline for each project, an ample amount of time for you to make mistakes and then correct them. Creating a plan, then executing it, will make it easier for you to release multiple books each year. Stay focused, work hard and you will prevail.}
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Thank you for joining me on my adventure in game design/writing/self-publishing. I hope that my experiences will help you to avoid the same pitfalls I encounter, and be of use in your efforts to publish your own material.
I hope you will share this entry with others to help raise awareness of my own efforts as well as to help others to avoid my missteps. I hope to see you here next time.
I hope you will share this entry with others to help raise awareness of my own efforts as well as to help others to avoid my missteps. I hope to see you here next time.
Monday, August 20, 2018
Sacrificial dagger and dire incantations: Whispers of Persephone update!
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Athame from Whispers of Persephone Art by: Christian Martinez (No actual souls were imprisoned during the creation of this image) |
As you have seen from previous entries, Whispers of Persephone is coming to Kickstarter soon.
All art for the book is being painstakingly crafted by Christian Martinez whose art has graced the Tarot Adventures books.
Now, for the news!!!!
The KickStarter campaign for Whispers of Persephone is being pushed back a couple of weeks due to a combination of scheduling difficulties and ongoing fulfillment of The Steel Road. This should see the KickStarter campaign launching in September with fulfillment scheduled to be concluded in December or sooner.
Scheduling issues:
Coordinating a launch event, such as the one planned for this campaign, is a bit complicated. We'll be having guests appearing on the live stream for launch day and I intend for them to have play test copies in hand before that event. This requires scheduling to account for delivery of copy, as well as the guests' own calendar availability.
The Steel Road
The Steel Road is actually on schedule to fulfill on time this month (August 2018) but it will be a near thing. I am firmly committed to bringing the best books I can create to the backers who have made them possible. Those backers come first, before other book launches (Note: Technically you're not supposed to launch another KickStarter campaign until you've fulfilled your previous one. I'm not certain how some creators have gotten around that, and I'm not interested in doing so myself.)
The athame
An athame is a ritual dagger. Whispers of Persephone introduces the athame as a tool for ritual sacrifice, one used by the Stygian Necromancers as an important tool in their ritual work. The athame is valuable to these characters beyond the damage output scale and are key to the accumulation of power and dread secrets. I want to thank Christian Martinez for doing such a remarkable job on this and the other illustrations going into the book.
What is Whispers of Persephone?
Glad you asked!
Whispers of Persephone is a source book for the 5th edition game mechanic of the world's most popular tabletop role playing game. It includes the new arcane tradition: Stygian Necromancy, new spells, poisons, alchemical agents, potions, magic items, rituals/rites, feats, and narrative text complete with fleshed out descriptions of these practitioners of the darkest of arts. Whispers of Persephone is created to bring the 'DARK' back to the dark arts in your game.
The material within is designed for use by player and non-player characters alike. Whether used by player characters or used against player characters, Whispers of Persephone brings dread evil to your game table.
Why use KickStarter?
I use KickStarter to fund the costs for art and development of my books. I'm a firm believer in paying my artists fairly for work well done. Successful KickStarter campaigns allow me to do just that, as well as cover production costs for things like print copy. Without KickStarter campaigns and the support of backers, I would not be able to produce books that are so heavily laden with all original art.
Who is Christian Martinez?
Christian is a very talented professional artist and graduate of the prestigious Kubert School. Christian has created fantastic art for other RPG books I've released, as well as for an uncounted number of clients. For more information you can access his biography. He is a remarkable talent and you'll be seeing more great work from him in the months and years to come!
Notes for other writers, game designers and self-publishers
I've been working at a furious pace, on several projects. I wouldn't have been able to manage so many tasks if I hadn't taken the time to schedule my work and I would not have been able to adapt to unseen obstacles if I hadn't built in additional time as a buffer in my timelines. I would like to recommend that in your own project planning you remember to give yourself time to make mistakes as well as for the curve balls life sometimes throws at as us all.
Remember to enjoy what you are doing, write to the best of your ability, check your game designs and have your play testers go over it thoroughly, and don't stop. You can, and will, create wonders. Give yourself the time to do so.
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Thank you for joining me once again on my adventure in game design, writing and self-publishing. I look forward to seeing you next time as I explore my own missteps, discuss my own project development as well as other cool things I see around, and try to leave you with information that will help you avoid mistakes I make along the way.
Thanks again!
Friday, August 17, 2018
Crowdfunding: the impact beyond the money
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Art by: Nick Caponi From the coming comic book anthology (final title pending) to be released in 2019 |
Today I would like to say a few things about crowdfunding and the impact it has made in my work, and the lives of contributing artists. This entry talks about projects that were made possible by KickStarter backers, as well as some coming projects and the impact these have made in the lives of the contributors. I hope you'll enjoy and share this around!
Cover of my first RPG release "Tale of the Wizard's Eye" Front cover by: Phoenix O'Faery Back cover by: Brian Lee |
Its been a little over a year since I released Tale of the Wizard's Eye. From work on that first book, I became familiar with crowdfunding, book layout (that was harder than I had expected), fulfillment, and final publication/release. I still have much to learn, but with each book I release I strive to improve. Remember this, it is important to focus on improving your knowledge and the quality of your work. People will see your efforts reflected in the books and games you produce.
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Cover for "Tarot Adventures, Book One:" Artist: Rebecca Coulthart |
With the development, crowdfunding and release of The Draw of Glenfallow, I began my first series. I think this book benefited from my experiences with TDoG. The Kickstarter campaign ran smoothly and fulfillment went well, though it ran a little late due to a printing problem.
It was during the development of Tarot Adventures, Book One: The Draw of Glenfallow that I began to realize the (unexpected) impact these publications were having. By commissioning art specifically for the books I release, those artists were reaping the benefit. It feels great to cut the checks and pay people for such work, but it took on a whole new meaning when I heard things like "this paid my light bill" or "this paid for my kids lunches". I think about that often.
Crowdfunding and what it has done for me (beyond the money):
Crowdfunding (GoFundMe, Indiegogo, KickStarter, etc) is a fantastic way for people with aspirations, creativity and drive to fund their creations. It took me a while to realize that such funding really does benefit people.
Because of the success I've enjoyed from crowdfunding my books, artists have earned revenue and had their work recognized. I've seen artists who were looking for opportunity suddenly burst forth with an eagerness to create that is simply inspiring. This energy makes creating new books even more exciting for me.
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Cover art for by: Alexia Veldhuisen (coming soon to Kickstarter!) |
That said, not all crowdfunding campaigns are successful. My first attempt to fund 47 Furious Tails failed. I should have waited on the effort for more of the art to be done, and should have spent more time promoting it. This was my fault (as it always is when you own the company and/or are self-publishing). The key thing to remember, if and when you have a campaign that fails, is to not let that discourage you. Learn from the experience and carry on. I'm going to re-launch 47 Furious Tails later this year and I'm very excited to see it succeed (I hope you'll check it out and help that comic book see print). My first comic book. This is the realization of a dream that has lived in my heart for thirty years.
Cover for "Tarot Adventures, Book Two: Comet over Echo Rock" Artist: Brian Lee |
As the Tarot Adventures have continued (Books one and two are out, book three is in development), I find that I have the several artists who are willing to work on these books. There is an audience for the Tarot Adventures, a small group of game masters who have found a lot of use in these pages. I'm looking forward to launching book three, and injecting some dark horror into the story line! No art for that project is done yet, but I'll be teasing out material once it is.
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Promotional Image from "The Steel Road" Artist: Zachary Viola |
Crowdfunding made The Steel Road possible. That cannot be understated. The volume of art that went into this book (one hundred pages of illustrated weapons alone!) is not something I could have funded without such a fantastic level of support from the KickStarter community. (Thank you all!!!!) Zack Viola worked on art for this book for over a year, sketching with meticulous detail to make each piece of art fit the theme of the book. His dedication to making The Steel Road see print has been remarkable.
The Steel Road is a great example of how crowdfunding your projects can have far reaching benefit beyond the immediate monetary concerns. The backers of this campaign proved (to me anyway) that Zack and I were correct in our belief that this kind of book is needed, that people would want something with this authentic look. I'm pleased to report that formatting is nearly complete on this project and I expect to fulfill the kickstarter rewards before the end of the month! I also made the acquaintance of several of the KickStarter backers, received some fantastic feedback as well as encouragement to continue to develop. As a new game designer/publisher/writer I can attest that having people send you messages saying "I really enjoyed *your book*" is an amazing feeling. I hope each of you who have been following this blog have that experience with your own releases.
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From: "Whispers of Persephone" Artist: Christian Martinez |
I use the money from crowdfunding to create the best books I can. If there is any additional revenue, I use it toward future products. Eventually I will take an income from business, but for now I'm focused on creating the best quality I can and on expanding my catalog. This has made it possible for me to put a little bit of money into projects like 47 Furious Tails and Whispers of Persephone.
A year ago, the idea of releasing an RPG source book was fantastic and something I longed to do. I knew I would have to learn a lot, work hard, and I would need funding for the art and assorted publication expenses. Now, a year later, my first source book (The Steel Road) is about to come out and I am looking forward to producing Whispers of Persephone. Once again, crowdfunding helps me to realize a dream and makes it possible for me to pay my contributing artists (and to pay them fairly.. which is important).
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From the coming comic book anthology Art by: Brian Lee |
I hope that you will benefit from crowdfunding your projects and that you will take the time to enjoy the enormity of the impact it can make in your life, the lives of those people contributing to your project, and the joy it can help bring to your audience. Your life and work touches the lives and work of so many others. Having the funding made available to complete your project can certainly provide monetary benefit but, to my thinking, the benefits of crowdfunding go well beyond your wallet. Give each project your best effort, your audience deserves it.
Use your crowdfunding efforts to get to know your audience, connect with the community, and bring about success for the people working with you.
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Thank you for joining me again as my adventure in writing, game design and self-publishing continues. I hope you continue to find these entries useful to your own efforts.
As always, comments and questions are most welcome.
Sunday, August 5, 2018
Whispers of Persephone: Magical power in blood and death
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Art from Whispers of Persephone Artist: Christian Martinez |
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~
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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.
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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).
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From the mind of Brian Lee Art by Brian Lee |
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From the mind of Colin Hartigan Art by the legendary Christian Martinez |
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From the mind of Kelsy Cowan Art by Kelsy Cowan |
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From the mind of Lotus Blair Art by Lotus Blair |
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From the mind of Nick Caponi Art by Nick Caponi |
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From the mind of Rebecca Coulthart Art by: Rebecca Coulthart |
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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!
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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!
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