Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Tuesday, September 11, 2018

Bringing darkness to the dark arts of the 5th edition (Final round of play testing is underway).

Ild, the dark prodigy
Art from: Whispers of Persephone
Artist: Christian Martinez
Whispers of Persephone has been an adventure in research, writing, and planning.  Delving into the design of rituals and spells meant to elicit the feeling of the macabre and to push well past ambiguity into the realm of deepest, bloodiest evil has been 'interesting'.

I'm pleased to report that the second round of play tests have begun, with one of the game masters reporting that the entire party was entirely freaked out by one of the NPC's included within the book, Ild the Dark Prodigy (see creepy picture of Ild above).  Certainly there is a hope that people will find a way to bring a bit of horror to their games with the material I've included in this book. Providing ample opportunity to players and game masters alike to flex their role playing muscles as they play characters so at odds with the heroic concept.  Some times it is fun to be the bad guy!

One of the play tester game masters
printed this page from the current
play test file.  

Presently, Whispers of Persephone is in its final play test phase.  I want to say "Thank You" to Daniel, one of the play testing game masters, who printed these two pages from Whispers of Persephone and discovered that the book is going to look pretty neat.  Speaking of Daniel, he was kind enough to provide a little bit of information about his players' response to their encounters with a particular NPC:


I've finished formatting the digital version of Whispers and am now formatting the print copy file.  I'm hoping to have that complete tonight, and to be ordering proof copies by the end of the week.
My goal is to have print copies in hand by the launch of the KickStarter campaign.

Title page from play test digital file
version 3.0 which weighed
in at 99 pages in length!
Christian Martinez has created stunning work for Whispers of Persephone and will be creating all art going into this book.  Presently, the cover, page background art, and the art included in this blog entry are done (with several works of art remaining).   Stretch goals will focus on adding more art to the book.

An enchanted skull cup, used in blood drinking rituals
This book is not child appropriate.  It contains explicit details of ritual activities of the most heinous sort. Sacrificial rituals, cruel spells, poisons, alchemicals, potions, and magic items are included to paint a vivid picture of horrific evil.

Promotion image using the art from
the section of the book containing
Stygian ritual magic

Whispers of Persephone is coming to KickStarter in order to obtain funding for art.  I'm working to raise $3500 to fund more interior art. Reaching the funding goal will allow me to include more illustrations from Christian Martinez, to make this book look its absolute best.

The KickStarter will be launching on September 22nd, 2018 and I will be streaming live on launch day.  That live stream event is planned and will incorporate a number of guests, who will be joining me to talk about Whispers of Persephone and to introduce themselves to the KickStarter community.  We're going to make a show of it, to provide some entertainment, and bring some real value to the launch day activities. I'll be announcing the line up once we confirm their time slots!

As always, your comments are question are most welcome!

Thursday, August 23, 2018

Whats new with Sinopa Publishing and what is to come.

Title page from the play test edition
"Whispers of Persephone"
Art by: Christian Martinez
Updates:   

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.

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.
 
*****
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!






Wednesday, May 30, 2018

RPG Creators: A few thoughts on Stretch Goals for your crowdfunding campaigns

Original cover art file from: Tale of the Wizard's Eye
Artist: Phoenix O'Faery

Cover art from Tale of the Wizard's Eye by Phoenix O'Faery

I was exchanging messages with some important people recently.  Specifically, I was exchanging messages with several of the backers from my previous KickStarter campaigns, in other words, my audience.  These conversations were informative, ultimately quite useful, and I encourage any of you who use crowdfunding to reach out to backers in a safe and professional way.  You will learn a lot about your own efforts by speaking with those who have bought your work.  Don't miss out on these opportunities!

Social & Stretch Goals:   

Stretch goals have long been a tough thing for me to put together.  This is because I want to create rewards that are fun for the backers, easily fulfilled, and that don't terribly inflate the costs of the project.  Still each stretch goal should enhance the value of the project in some way.  That last point is key.  Digital rewards can be a good way to produce value without damaging your costs overly much.

By way of example, I point to a project that is in the late stages of writing (so first third part of development for me), Tarot Adventures, Book Three: Death comes to Glenfallow.  With this book, I have a pretty firm idea of the page count (which is high), I know I've got a LOT of art costs to account for, and I'm not going to want to add pages to the book itself.   With that in mind, I know that I do want some stretch goals in place so as to motivate other backers and to provide the backers with the best product, and best deal I can.  I looked at my page count and realized I had a couple of pages that I could spare for more books material. With that in mind, I decided to add two pages of content.  But rather than create additional adventure material and then need additional art for that, I decided to include two pages of comics about the Tarot Adventures.  This is a bit pricey but so worth it.  It fits into the existing page allotment, and definitely tunes up the book.  The second stretch goal is a secret that I'll not release until that campaign has exceeded it first stretch goal, as I want to build anticipation.

For social goals, I wanted additional content and I wanted to coordinate with some existing goals I have (regarding audience size).   Firstly, 200 backers for a Tarot Adventure: not too many RPG adventure books on KickStarter see that kind of turn out but I really want to be one of them.  So I set that as a benchmark.  I wanted something really fun for the backers, so I hit upon the idea of a treasure map and side quest.  It will be art-light, with just the treasure map for art and encounters and hijinks for the backers to use.  Inexpensive to produce, loads of fun for everyone, I think it is one of my better goal ideas. 

My second social goal has me writing about 5000 words as an excerpt from the prophesies that are referenced in the first three Tarot Adventures.  I like this idea a lot, it will only cost me the time it takes to write it and have it edited (those associated costs) so its a very affordable and interesting option.  Both Social goals will be delivered electronically and thus I do not worry about shipping!!!

My point here, ladies and gentlemen, is that creating Social and Stretch goals need not be expensive to create real value for your backers.  Think about your audience, and give them something they want that you can easily afford.

*****

Thank you for joining me again on my adventure into game design, writing, and self-publishing.
I hope you can use this information in your own efforts.

Remember, you can follow me here as well as on KickStarter to keep up to date with titles I'm working on, crowdfunding, and releasing.

I hope I'll see you here next time as the adventure continues.





Thursday, May 24, 2018

Video: A few words from Zachary Viola about The Steel Road ~ KickStarter launches tonight, May 24th at 7:00PM EST




In his own words:  Zachary Viola on what it was like to work on The Steel Road

Remember, the KickStarter goes live tonight at 7:00PM EST.  Zack and I will be live streaming on Kickstarter, taking questions and talking about this and other projects.

Come join in the fun and support a great book project.

*****

For all of you who follow this blog with regard to my adventure in writing, game design and self-publishing: I have to tell you that when Zack sent this video to me it choked me up a bit.  I'm grateful to have been working with Zack on this project, and happy to see that being professional and treating the artists who work with me well is making a difference.  He and I both had a great time developing this book.

I hope you will all come check out the KickStarter.  Please do help spread the word by sharing this blog entry, as well as the kickstarter on social media and by telling friends. 

Thank you all for your support!


Friday, May 18, 2018

Fun things you learn when you let people see a preview of your new KickStarter campaign

Screen capture from the KickStarter campaign for : The Steel Road
This image was grabbed last night while I was working on the page

Hello everyone!

I'm about to launch my fifth kickstarter campaign.  With my fourth campaign I had made previews of the campaign available to some bloggers I'm acquainted with, and ran the information by some friends to look it over.  It was helpful.    For The Steel Road I wanted a broader spectrum of people to take a look at the campaign prior to launch.  I was looking for feedback and I got it!

Things I had pointed out to me from the earliest of drafts were that I had too much text. Really, I had written to much, put forth a lot of detail, and had pretty much made the page read like installation instructions.  That kind of format is no fun to create, and no fun for the people coming to the campaign.  So, don't over do it, be honest and sincere, and don't worry about things that people are likely to already know.

Also from The Steel Road Kickstarter page
This  capture shows the pledge level for pdf and pod after the early backer tier expires


















The next thing that was pointed out to me, was that I needed to tell people what the book was for.  Somehow, in all the excitement and in the process of putting words to page, I had forgotten to indicate the book was for the 5th Edition game mechanic.... oops?    So I did a bit of work to clean that up.

I cut down the extraneous matter (still clipping that back a bit), and tried to stick with just the meaty bits of the thing.  Its a book for your 5th Edition game, it has a bunch of weapons, all are illustrated, please support it... that kind of thing.  I found it was much more fun to read through, easier to digest, and people didn't have to try to interpret things.  All good things I believe.

Page from: The Steel Road
Art by: Zack Viola

Stretch Goals:  

Everyone seems to want more stretch goals.  I've been torn on this point as I don't want the project to get out of hand, but then something great happened.  One of the people looking at the page had been a backer of a prior campaign and he made a suggestion about something he would like to see as a stretch goal.  Its easily done, and I like the idea, so I'm checking the math to see if its feasible. Thank you very much Alexander for such insight!

My position on stretch goals is that they should always be something that makes a great contribution to the project.  Additional art, more content, better quality materials, and things in a similar vein are what I like to see.  As a creator though, you must balance these ambitions against your costs.  It is critical if you are to succeed in the business side of things and be able to afford to create new projects in the future.

So for all of you who are planning campaigns, be mindful of your stretch goals!

original page art for The Steel Road
Art by: Zachary Viola








































Audience  

I talk a LOT about how to treat your audience when you are a crowdfunded creator.  I always encourage people to do all they can to make the best products possible, in order to give their audience the best value.  Yesterday, I was reminded that people appreciate the effort.  I'll not get sappy about it, but I received some very kind words from a few backers of my last KickStarter (for Tarot Adventures, Book Two:  Comet over Echo Rock) which had its fulfillment running late (two weeks late as of this writing, but fulfillment is underway).

Once again, I'll recommend that in all dealings with your audience be honest, realistic, and put forth your very best effort.  I hope that in your creative endeavors you receive the same kind of messages I have.  They really do mean a lot to me because they are encouraging and really make all the work more worthwhile.

Yesterday I was told that my work mattered, that people are looking forward to my next book, and that they have fun with their friends as they play through the adventures I've created.  I can't think of a better reason for all the hard work, than knowing that the people supporting my kickstarter campaigns, my audience, are enjoying what I do.

(Thanks folks, you ladies and gentlemen have been the best!)

Your audience makes your creations possible.  Cherish them all.

*****

Thank you for joining me once again on this adventure into game design, writing and self-publishing.

I'll be continuing the countdown toward the KickStarter campaign for The Steel Road with a new entry tonight.  

I do hope you will share this entry with others to help fellow creators.

Adventure awaits!


Thursday, May 17, 2018

50 Exotic weapons and 50 Enchanted weapons in one beautiful book: Coming to KickStarter May 24th!

Art by: Zachary Viola


Announcing the KickStarter campaign!

The Steel Road     (link takes you to details on the book)

This is it: the KickStarter campaign will launch on 
Thursday, May 24th, 2018 at 1900 EST (7:00 PM Eastern)

Backer levels start at $8 (USD) for PDF and PoD codes for the early backers.

I hope we'll see you at launch for a great campaign.

Please do share this with RPG fans everywhere!

Written for the 5th Edition game mechanic (we like our DnD)!

Zack Viola and I will be on KickStarter live, taking questions at launch.  Come hang out with us and support the project.

Thank you all!


Friday, May 11, 2018

5th Edition and the Darkest Arts of a new arcane tradition

Art by: Brian Lee
From: Tale of the Wizard's Eye





























Necromancy

The word conjures dark imagery, a foreboding sense of wrongness, and is reviled for the evil of its practices.

We typically see much less of the evil and vileness in play.  So what do you do when you want your dark arts to be, well, DARK?  The arcane tradition of 'necromancer' just didn't strike me as foreboding.

It occurred to me that I had rarely seen someone role play a character in a truly evil way.  Sure, people had played evil characters, and those characters had done some things that may be seen as evil, but usually the action was done "because I'm evil".   Where then is the drive to forego societal norms in a quest for power?  What drives the character to undertake horrific tasks?  What makes a character pursue evil?

These questions are a bit dark, but stick with me.

There have been MANY books about evil and how to play through them.  Unfortunately, many of those books simply provide a litany of evil acts a character may do "because they're evil" or "because they enjoy it".  That's not much help in determining character motivation.

To my thinking there is a significant difference in doing something because you're truly evil and the ends justify the means; and doing something just because the act is evil and you're playing a jerk.  Think about that for a moment. 


I was thinking along these lines when I began developing Whispers of Persephone.   I wanted to create an arcane tradition that pursued power through genuinely evil practice.  A tradition that inspired fear as others wondered if they would fall prey to these darkest of wizards.

Art from: Tale of the Wizard's Eye
Artist: Rebecca Coulthart

Not being particularly evil myself (at least, I don't think I am) I had to ask myself the age old question: "what drives people to commit evil acts".   I eventually concluded that each person would have their own reasons, but by and large it often comes down to a quest for power.  As a quest for personal power is often a big driving force in a wizard's mentality, I pursued that line of thought.

Death and Magic 

Let's face it, we're all going to die someday.  That said, we hold this fantastic survival instinct that usually makes us fearful of dying ourselves, in spite of its inevitability.  To that end, death is scary to people (usually) and people who deal in death are likewise scary.   

Enter the magician:  the practice of magic has long been feared.  The two together bring us the modern concept of the necromancer.  Our present concept of the necromancer is relatively new, and perpetuated by novels and film.  Where once the necromancer consorted with the spirits of the dead to learn of things (much like the modern medium), now they are dark sorcerers who create monsters to torment the living.   With all that going for them, necromancers should be frightening!

So I made the new tradition frightening.  I burdened it's pursuit with a need for death.  I researched old curses that people feared in the past (some of it was really weird, seriously).  I thought about the ancient magical rites of the Aztecs and those that were ascribed to cultists of the middle ages.  I looked to the ancient writings of Homer and considered the Underworld, the River Styx, Charon, Hades, and the long list of vile magicians and sorceresses the Greeks and Romans named in their writings.

In truth, I think Whispers of Persephone could easily be twice the size I'm creating it as.  There is just so much to draw from! 

Art by Brian Lee
From: Tale of the Wizard's Eye

I'm going to be putting together a play test document for some of the material from Whispers of Persephone and sending it out to my play testers soon.  It won't have any of the art yet, as I'll have to KickStarter  the funding for it.  But it will have a ton of material, and some seriously dark stuff to haunt their games.  New spells, rituals, rules for blood sacrifices, feats, alchemicals, potions, poisons and new magical items are already designed and ready to get shaken down in the play tests.

What horrors will they unleash in their games?  

We'll soon see!

Keep the dark arts DARK and remember that there is a big difference between being EVIL and just being a jerk!

Look for Whispers of Persephone to come to KickStarter later this year.
I use KickStarter to fund the fantastic original art for the books I release.

All art for Whispers of Persephone will be done in full color by the incredible
  Christian Martinez

Art by Christian Martinez
From: Tarot Adventures, Book One: The Draw of Glenfallow


*****
Art used in this entry is from Tale of the Wizard's Eye, my first self-published adventure, and Tarot Adventures, Book One: The Draw of Glenfallow.  You can find them on Drivethrurpg.com.



********

Addendum:
As you all know, I'm a big believer in building community and helping to spread the word for people who are creative, innovative people.  Well, Bull could use some help.  

Check out his GoFundMe for details:
GoFundMe Screen Capture (as the html embed didn't work)


















Thank you for joining me once again as I continue our adventure in writing, self-publishing and game design.

Do remember that the KickStarter campaign for The Steel Road is launching in just a couple of weeks.  Follow my blog for the announcement or you can follow me on KickStarter!



I hope you'll join me next time.





Thursday, April 26, 2018

My journey as a writer and publisher to "The Steel Road"



Promotional image for "The Steel Road"
The sketch is from the book
Art by: Zachary Viola


I've been rather busy.  I finished up the final formatting on Tarot Adventures, Book Two: Comet over Echo Rock.



Screen grab of the title file for the hard cover collector's edition
Art by: Brian Lee


The book is presently in premedia set up at the printer, and I'm expecting to order proofs either later today (04.26.2018) or tomorrow (hopefully today).  I've also been writing out and formatting my coming project:  The Steel Road!

All of you who have been following this blog know that I'm very excited by
The Steel Road  project.  It's my first source book and I'm thrilled to be putting it into the hands of all the people who have been supporting my projects here and on KickStarter.

Promotional image
Art is by Zachary Viola
Actual art from "The Steel Road"

It's been a year of exciting projects, hard work, mistakes, making new friends, supporting other projects, and learning from comments and criticisms.


It is incredible to me, that it all started with Tale of the Wizard's Eye barely a year ago!

Cover Art by Phoenix O'Faery
Tale of the Wizard's Eye

With Tale of the Wizard's Eye I learned that I had a LOT to learn.  I also noticed that several people on Drivethrurpg had one title, and then they just didn't make any more. That bothered me.  I didn't want to be done after my first title.  Sure, it took work, but anything that is worthwhile always does.  Tale of the Wizard's Eye received some very kind reviews.  Enough of them, in fact, that I have been working on a sequel to bring characters back to the flooded city, and bring them face to face with an adversary far more deadly than they faced before *insert super villain laugh here*!

There were (and still are) several projects on my "to do" list, so I set my mind to completing them.  Money is a limiting factor, so I set off to produce my second adventure as my next project.  This was sensible as I could immediately apply things I learned from TotWE, and it was a lower cost production than trying to tackle a source book or the original RPG I have been developing.  That adventure gave rise to a series, as all of the play testers asked "what comes next".  Of course I'm talking about  The Draw of Glenfallow, the first book in the Tarot Adventures!

Goblin Chieftain from The Draw of Glenfallow
Art by: Christian Martinez

TDoG is my most funded and best supported KickStarter campaign to date.  Packed with fierce encounters for low level player characters, amazing art, and a fun story. Kickstarter backers, and those people who have bought this adventure since its release, have been kind enough to tell me they really enjoyed it.  As a writer and game designer I can think of no higher compliment.

It hasn't all been success and chocolate bunnies.  Oh no!  There is a project I am fantastically proud of, obsessively committed to, and which failed to reach the funding level needed to make it a reality (on its first crowdfunding attempt).  My first comic book project, 47 Furious Tails, just didn't reach its funding goal.  But I'm relaunching in a few months and I hope you'll help spread the word about it, as this comic needs to see print!  47 Furious Tails is packed with fantastic art from the remarkably talented artist, Alexia Veldhuisen.


Cover of Issue One
Art by Alexia Veldhuisen


The failure to fund was due to poor planning and execution of the crowd funding campaign on my part.

I didn't have enough finished art content at the time, and backers were left to speculate as to how awesome the book would be.

Next time, that changes!

I'm going to be using any extra funds from coming projects (over and above what is used for fulfillment, meeting stretch goals, etc.) to have more of the book done in time for its relaunch.  Getting a comic book illustrated is not for the faint of heart, but this is a tale that needs to be told.  The story of the Ako incident, of 47 samurai who became ronin and avenged the death of their lord.   A classic tale told with a twist!


Crowdfunding add-on poster
Art by Alexia Veldhuisen

I spent a lot of time looking at 47 Furious Tails' KickStarter campaign.  I had some doubts, for about thirty minutes, as to if I would ever see that comic book in print. Then I realized it was just a matter of time.

If you take anything from today's entry, I hope it is this:  failure is a momentary stumble as you travel to your goal.  In other words, so long as you don't quit, so long as you keep working, you will see your goal realized.  I know that one day I'll hold 47 Furious Tails in my hands.  I hope everyone else who holds it and reads it, experiences the same thrill at this story as I do!

As 2017 came to a close I found myself with some huge changes in my personal life.  To be frank, I got divorced.  It slowed down my writing, or more accurately I allowed  it to slow down my writing.  Many people tell me there is no shame in that.  I'm not ashamed but I do see now, just a few months later, that I could have put my time to better use.  Yes, I needed to work out my own emotions about the divorce but now it's time to get back to work!

A tough encounter!
Art by: Jake Ochoa
From: Comet over Echo Rock

I launched Tarot Adventures, Book Two: Comet over Echo Rock with a completed adventure that had already seen some play testing.  I had most of the art done.  All I really needed was the remaining art and to complete formatting.

Then my computer died.

Yep.  I was saved only by having my physical notes, work I had saved on my cloud, and a dear friend who offered to build one for me (and who let me use one of his in the interim).  Unfortunately, I had to reformat the art, which led to text format changes.  It cascaded a bit.  No worries though.  I had given myself an extra month of time outside my original project timeline when I planned my KickStarter campaign, and had targeted an April release date for fulfillment planned.  As it turned out, I needed every hour of that time. (See above comments about waiting for the files to clear premedia.)

Why did I need it?

Because I saw that I could make the adventure better.  Reformatting led to some rewriting.  Which in turn led to some changes for adventures I have planned down the line in the series, which led to a few more changes in CoER.  

It's not as complex as it sounds.  

I genuinely want to put my best effort out with each book, to give the people who have been supporting me the best work I know how to produce. In my mind, I owe it to the people who backed the KickStarter, I owed it to myself, and if an adventure is going to have my name on it I want it to be the best I can make it.  I hope you'll take the same position in your own project development.

a dangerous denizen of Echo Rock
Art by: Kelsy Cowan










































Completing the formatting of Comet over Echo Rock brought me a great amount of joy.  I'm proud of that book.  It was labor intensive, costly, and incredibly important.  Important because my backers put their faith in me to deliver the best book I could.  Important because it turned the Tarot Adventures into a published series.  Important because it brought a wide range of talent together on a book that now carries their craftsmanship.  Its a grand adventure, with some seventy-one pages in the book, including encounters, source material, several npcs, a nice (or nasty) environmental hazard and more (71 pages total, that counts the legal stuff like the Open Game License.)

Now I'm looking at the writing I've put together for The Steel Road, making myself a nuisance to my artist as I ask more and more of him (even though he has done a FANTASTIC job already).  There is so much art, and it all looks amazing.

the iconic Iklwa, the heavy Zulu iron spear
Art from: The Steel Road
Artist: Zachary Viola








The Zulu spear, the Iklwa has received a lot of attention.  I love the sketch look concept of the whole book, and this illustration really drives it home for me.  The no nonsense look of the warrior, his weapon at the ready, is the kind of image I hope is evoked in the minds of players and game masters alike as they put The Steel Road to use.

the Otsuchi from Japan
Art by: Zachary Viola
from: The Steel Road






All of the teased art for The Steel Road has been art that is actually doing into the book.  Zack has delivered consistency, creating great sketches that are authentic to the weaponry and the environment they were created in (though some liberties were taken with the undead skeleton wielding the suburito).

I feel like I've walked life on a steel road myself these past few months.  Weird thing is that I'm happy about that. I like looking on my shelf and seeing two books I've written there.  I like knowing that a third is coming out in a few days. I look forward to seeing how people respond to Comet over Echo Rock and I can't wait to launch the KickStarter for The Steel Road. I hope people support it with the same zeal I feel about the project.

Life is an adventure in and of itself.  The steel road each of us walks is often feels like the edge of a blade.  We walk through our own trials toward our goals and when we make it to the end, when we're standing on the tip of the weapon itself, we then face new and more challenging goals ahead.

Welcome that feeling as that is how you go forward and achieve those goals you once saw as so distant.

The Steel Road, travel the world on the edge of a blade.  I hope you will come out and support the KickStarter.  It will be launching in a couple of weeks (check out this blog for final launch date).

As I like to say of Sinopa Publishing's books... "Adventure Awaits!"

*****

The art for these books was created by some remarkably talented people.
I want to thank (in no particular order):

Phoenix O'Faery
James Lee
Brian Lee
Rebecca Coulthart
Jennifer Fraggle Dee
Samantha Vogelsang
Christian Martinez
Kelsy Cowan
Anthony Ojeda
Jake Ochoa
Alexia Veldhuisen
Zachary Viola
Nick Caponi

And, for work she'll be doing in the future, on Luther's Revenge:
Lotus Blair!

Thank you all!

I hope you'll join me next time as I continue my own adventure in writing, self-publishing and game design.


Friday, April 6, 2018

Work, failure, success, and YOU! More art from "The Steel Road"!


Art from "The Steel Road"  African weapons chapter
Art by: Zachary Viola







































About work:

I have an ordinary day job.

It's true.  I work for the courts during the regular day-time office hours.  After my day job work hours are done, and after the children are asleep, I work on things related to my books, games, and publishing efforts.  I do sleep, I promise I do.  I usually work on my writing and publishing endeavors, and the numerous small tasks that make them possible, until midnight. 

Some nights I say 'no' and I write while watching anime or YouTube videos.  What can I say?  I'm a huge nerd. 

As with most day jobs, I have small periods of my own time.  During these break times I am quite guilty of working.  I usually take my notepad and write things down that have occurred to me, jot down plot notes, doodle rough outlines, and otherwise add to my growing pile of projects I want to develop and insights into projects I am developing. A perfect example of this is that I wrote the first four paragraphs of the entry during my lunch break.

The key concept I'm trying to convey is that by working when you can, every day and at every opportunity, you can accomplish a lot.  Elon Musk once commented about working eighty to one hundred hour weeks as opposed to working forty hour weeks and how much more you can accomplish in that time.  (You can see a clip of that interview HERE.)  While I'm not going to recommend that you work hundred hour weeks, I find that if you devote your time and effort to your goal, you bring yourself closer to realizing it. I firmly believe that to be true.  I feel that I usually accomplish quite a bit so long as I continue to work each day, in as much a capacity as I can. 

For those of you who want to release your own novel, or comic book, or design and produce your own game, this work ethic is a must.  You have to get up and make your dream a reality, or it will forever remain a dream. 

*****

About failure:

Failure is a fantastic opportunity for learning.  You can, and should, learn as much from a project that fails as you can.  What did you do wrong?  Is my idea something people are interested in? What could I have done to make the project successful?  Those are questions you should ask yourself.  Give yourself honest answers.  Don't be satisfied with what should be, dig deep and find out what is.  This is a key distinction to make, as it will reveal whether your projects are viable or if they are not. 

If your idea isn't viable, if people aren't interested in it, or if it isn't possible then you should look into what it is that makes it that way.  If a project can't be done at a certain budget point is there a way to refine your method to decrease costs?  If people aren't interested in it, why aren't they and what, if anything, can excite people about your idea?  If you project just isn't possible, is there a technology that you need to develop or adopt to make it possible?  Take a long hard look at the issues standing in your way and make a realistic appraisal of what it will take to bring your project to life.

A project's failing does not make you a failure. Please take a moment to digest that previous sentence, because it is very important. I have done a lot of research by reviewing crowd funding campaigns.  I have noticed an alarming trend where people who have their first campaign fail, don't seem to try again.  I say this is alarming because I do not belief that creative people are usually limited to a single idea.  If your project fails, do NOT be afraid to try again with a new idea.  Innovation doesn't come from stagnation, it comes from people who are brave enough to put forth new ideas.  Be brave, don't let the past control your future.

*****

About success:

Having a successful project, regardless of how successful it may be, is a wonderful feeling.  I hope you have that experience in your life.  Success can be a heady experience, it can drive some people to see more and greater success while in others they may be content to bask in the wonder of it.  Which you choose to do, is up to you and your overall goals.  If you want to build a business, create value, and make an impact then I believe you must allow success to motivate you to new successes in future projects. 

Building on past success can also be a risk.  By way of example, let me cite my coming project "The Steel Road".  For that project I have high hopes that people will be excited by it, support it's KickStarter campaign, and that it will actually generate a bit of revenue I can use to help fund the initial costs of a particular pair of coming projects.  By committing those dollars earned to future projects I am risking that money.  Is it worth it to me?  It certainly is, because I am working to build a business that provides books for people to enjoy.  Investing money earned into more development is simply a basic principle of business, but one that carries with it the risk of loss.  It also brings with it the potential for success.  Examine both possibilities and determine whether you will dare the risk or not.

Success without ethical responsibility is not success at all, just greed.  This is a moralistic viewpoint, my own, and I don't expect everyone to agree with me.  My point is this: If you can succeed at your projects with a clear conscious, knowing you have acted ethically and in good faith, then you have nothing to fear if people question your product, actions, or development.  Be honest with persons in your efforts and you will find that your success is all the sweeter for it.  {I know I'm going to get flamed for this point and that is fine.  Comment section is below.}

*****

About ART:

Art is incredibly important in the fields I'm working and developing for.  Comic books and role-playing games need art.  Card games and board games need art as well.  When you need art, you need artists.  Sounds pretty simple, doesn't it?

I've written previous entries on the artists I've worked with.  You can find my most recent such entry HERE!

With artists, please do understand that you are dealing with people who possess a valuable skill set.  While I understand the desire to find art at the lowest price available, I do not condone doing so at the expense of your artists.  Pay fairly, pay promptly, and be a good client.  You will, after all, need their services again in the future.  Build strong business relationships with your artists, you're going to need them.

*****

About You:

Surprise!  Yes, this is about you.  You've made it this far in this short article about some things I am very convicted about.  I encourage you to develop your own projects.  Bring your own book, comic book, or game to the world.  Be responsible to yourself, be open and honest with your audience, create to the highest quality level you can, and enjoy the process!

Thank you for joining me on my adventure into writing, self-publishing, and game design.  I wish for you tremendous success and I hope you'll join me next time as my adventure continues.

I hope you will enjoy my coming projects, and I hope I will enjoy yours!


*****

One last thing:

There is a really cool indie comic series, "Coronary".  It's creator, Ryan Burke, is running a Kickstarter campaign right now to fund the latest edition.  Check it out at the link below.




Note:  All art from "The Steel Road" is copyright(c) of Zachary Viola (Copyright dates 2017 and 2018) and is used under contract and with permission.  All rights are reserved. 






Thursday, March 1, 2018

A short entry on RPG story development

TriShula from India
Early art by: Zachary Viola
Art from: The Steel Road





















If you have been playing role-playing games for any length of time, you are aware that there are many genres, game systems, and settings available for your enjoyment. Regardless of what type of game you are enjoying, an important component to any campaign is the story being created by interactions between the player characters and the plot points presented by the game master.

When you are developing a story for your RPG session keep in mind that it will likely NOT proceed in a manner exactly as you expect it to.  Player actions will often change the narrative with unforeseen results. Player interactions with NPCs can go awry, take on more in-depth properties, or the players may choose not to interact at all.  As the player characters interact with your plot points, you should be flexible enough to adapt the story's progression to a logical consistency with your overall plot and how the player characters have affected it.  This is not to say you should rely entirely upon improvisation, but to encourage you to help your stories grow organically from player participation.

To prepare a story that is adaptable you should flesh out the motivations of the NPCs.  This will help you conceive how those characters would react. This makes your story more dynamic and flexible.  Remember that the NPCs should react according to their character.

Address your story elements with attention to the interests of the players and their characters.  The story hook, grabs the attention of the players and Player characters, and should draw them into the story.  The antagonist(s) oppose your players/PCs and provide conflict.  Create antagonists that are interesting and that fit with the story.  Give them motivations that drive them to act and react.  Good stories have an ending of some kind.  Whether your ending is a springboard into the next adventure or not, make sure that your ending concludes or at least staves off the conflict created by the antagonists.  Wiley antagonists might escape to oppose the the players and PCs again, their plots only foiled for the time being.

Game sessions where the story unfolds are certainly more memorable, and generally far more enjoyable.  For your story, you'll want challenges for your player characters to confront that appeal to your players as well.  Use the challenges to move the story along, as well as to reveal new twists in the plot upon resolution of those plot points.  As an example, if your group is chasing bandits who have been terrorizing the countryside, then confronted and defeated the villains. How will they feel when they discover that the bandits were in the employ of a neighboring lord who sent them to stir up trouble?  Something like that may need to be looked into and the local lord should, perhaps, be notified as well.  Use these points to inspire your players to action and they will narrate the tale of what their characters do, and the story shall unfold in a more natural way.

Create stories that grab the attention of your players, that will facilitate the involvement of the player characters, and be flexible enough to adapt the reaction of the NPCs as the story unfolds.  When you are writing and designing your story, look for classic conflict themes for inspiration, or from real life.  Do you have conflict in your life that plays a huge role in your real life story?  If so it can certainly be a source of material for your game.

Thank you for joining me today on my New Adventure into writing, self-publishing and game design.  As always, I do hope to see you next times.

BONUS:
I saw a kickstarter campaign that I thought was really cool.  So in addition to "I am the Greatest, Hero Edition I also leave you with the link to a neat wooden dice case.  Check them out and support the ones you like.