Showing posts with label self-publishing. Show all posts
Showing posts with label self-publishing. Show all posts

Monday, December 24, 2018

New Comic Book: 47 Furious Tails, the story of the 47 ronin

Cover Art by: Alexia Veldhuisen

In January 2019, just a few short weeks away,  I'll be launching the KickStarter campaign to fund 47 Furious Tails, Issue one. 

For more than a year, I've been working to get this re-launch ready.  Alexia Veldhuisen has been working on art for the KickStarter campaign and we're very nearly there.  The KickStarter will be launched to fund the remaining art costs, printing and fulfillment expenses (like shipping). 

The story unfolds over the course of 12 issues, with Issue One introducing legendary figures from this story out of history.  I hope you'll check out the campaign on launch, support it if you can, and help spread the word.

Click on Lord Asano Naganori's image below, to get a glimpse of the character art and learn more about the story.
Lord Asano NaganoriAll characters are portrayed as anthropomorphic animalsArt by: Alexia Veldhuisen

Thank you.

Tuesday, December 18, 2018

Santa Dragon Claws Presents, 25 Holiday magic items (DnD5E OGL)



Happy holidays everyone!


Back in October, while the Whispers of Persephone KickStarter was running, I came up with an idea for a holiday themed RPG book detailing useful and fun magic items.  Zack Viola liked the idea, and so he launched the KickStarter campaign for the book last night.


While I'm finishing up Whispers for fulfillment, Zack is going to be running the campaign for the Holiday magic item book.  It will be good for him to learn the creator applications on KickStarter for his future endeavors. 


What we did with this crowd funding campaign:


This project is something of an oddity, in that we launched the campaign to fund our marginal costs but we wanted to keep the campaign simple and the pledge level low.  We hit upon the idea of having only one backer tier and keeping the rewards as digital only for simplicity sake. 


$4 backer tier:  The only backer tier for this campaign was specifically created to provide value for the backers while minimizing fulfillment expenses and facilitating a rapid delivery of rewards.  To maximize value for the backer, we are distributing PDF and Print on Demand codes for hard cover and soft cover versions of the book.  {Yes, this means we aren't making any money on the print versions through this campaign.  The purpose is to provide the best value possible for the backer. This is our way of saying 'Happy Holidays' to the KickStarter community}




How it's going so far:


We didn't promote this campaign much before launch but we've seen several people sharing links for us on social media platforms.  As of this writing, the campaign is less than twelve hours old and hasn't yet funded.  With six days left in this short campaign I'm optimistic that we'll reach our goal.




Fulfillment:


Normally, I wait to fulfill campaigns until after the money comes in from Kickstarter.  This is due, in large part, because I usually need to use that money to pay for printing costs and shipping.  With this campaign, where are rewards are digital, fulfillment will begin Christmas Eve night after the backer survey goes out.  PDF files will be sent out starting that evening, and the print on demand codes will go out once they are available from drivethrurpg.com. 




For other creators:


Running a campaign like this, where you are collaborating with someone you work well with, is a lot of fun.  This project benefits from having little stress on either Zack or I and is a fun holiday project.  If you decide to run a campaign like this yourself, I recommend far more advance promotion that Zack and I did, as we limited ours to a few social media blurbs and reached out to some bloggers and podcasters we know.  Give yourself a couple of weeks ahead of launch to build interest.


Here's to one last KickStarter campaign for 2018!
Now, I'm going to get back to work finishing up the things I've left to do for Whispers of Persephone.  Backers are getting that book this month and I've still a few things to take care of.


Check out Santa Dragon Claws Presents at the link below.  Happy holidays to you all!

















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!
*****


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, October 2, 2018

The Drip Platform from KickStarter: Some useful information


Hello everyone!

If you read my post immediately preceding this one, you know that I was planning on launching a Patreon page, and documenting the promotion, use and results of that effort.  That plan changed when I received an unexpected invitation to become a creator on KickStarter's Drip platform.

At this time, I have halted my Patreon page development and I am focusing on the development of the Drip page. By the time this entry is public, my Drip page will be active.

As Drip is invitation only for creators at this time, I thought it would be useful for people to know how the platform works (from a new user's perspective) so you can know what to expect once it becomes available to you either by way of invitation, or once it becomes openly available.  It is my hope that you find this informative and useful, so lets get down to it.  All of the forthcoming data is from my experience with the platform to date, and links go to the Drip resource pages,  FAQ, and an article I read earlier this year. 

If you aren't familiar with Drip, don't worry not many people are aware of it yet. KickStarter's introduction post to Drip is here:  https://www.kickstarter.com/blog/introducing-the-new-drip

You can find the Drip FAQ page here: https://help.d.rip/hc/en-us

Also see an interesting article about KickStarter and Drip here:  https://www.theverge.com/2017/11/15/16652582/kickstarter-drip-creator-subscription-service-announced-perry-chen-interview


Getting Started: 
Getting logged into Drip was simple.  It appears to clone the credentials from your KickStarter account, but you can change those easily.  

Once you are logged in and ready to start work on your page, you'll find that your image and video upload points clearly indicate available file formats.  Having a recommended image file dimensions would be nice, but the lack thereof didn't cause me any real difficulty.  Choosing the image and creating the video for the page were far more time intensive.

Choosing the page image ~ I elected to use the illustration created for Tale of the Wizard's Eye by Phoenix O'Faery.  I secured permission to do so (seriously folks, make sure you have rights/permission before using someone's art), and had the image loaded in seconds. 

The Video ~ My webcam is a decade old.  No, seriously, it really is. It doesn't have great resolution, and I'm going to need to replace it soon.  This means that I didn't want to, and fortunately I didn't have to, shoot the page video on that old hardware.  I had help from my friends at Digital Eden Entertainment, and had a new video with much clearer resolution in a matter of minutes.  To develop the video content I looked at resources on Drip as well as information from articles I had read on creating Patreon pages. We did the video in two shots, as I fumbled the first attempt.

Page description ~ The Drip platform has little helpful tips that populate along the side of the page as well as links to other Drip pages in your category.  I found it particularly useful to look at the pages of the two other game developer creators I could find.  Both were receiving what I would call significant support from their subscribers and followed a similar outline for the page descriptions. I told myself not to try to reinvent the wheel, and outlined my own data in a similar fashion.  Let me be clear, I didn't copy and paste anything, I just chose to structure my description after the same fashion  (so introduction, what I do, what I'm making available, etc.).   I like the natural flow of that format and I'm planning on sticking to it.

Category ~  Your drip page is limited to one category.  My page is categorized under games.  As all of my currently published work has been role playing games, that makes sense to me.  I have a friend who has been invited, and his is in comics.  You can offer a wide variety of materials, but you'll only have the one category.  Keep this in mind as people exploring Drip for people making comics are not going to find you if you are in games and vice versa.

Subscription Tiers ~ Setting up subscription tiers is remarkably easy. If there were something I would like improved, it is the ability to feature an image with the Tier.  Presently that isn't available like it is on Patreon.   One thing you do need to differentiate in your tiers is whether it is a monthly subscription or a one time (pay this amount and get X) tier.  I've set up three different tiers of monthly subscriptions.  I won't set up one time payment tiers until I have a developed item for such a tier. Presently, I'm planning no more than a quarterly release of such material as I don't want to over burden my work load (which is already pretty heavy).

What you do with your Tiers will vary as widely as the material we all create. I think most of us will focus on digital rewards only, as it is the most cost effective and easily fulfilled.  Having said that though, I like physical rewards as a way connect with my audience in a very real and tangible way.  Consider those physical rewards carefully, do your math and check it twice, and make sure to leave yourself some room for things to go wrong and for you to pull in revenue.  Drip is intended as a way for people to support your creative endeavors, so make certain you do see some of that money in your hands to help keep the lights on.  I know that is what I'm hoping to see.

Promoting your Drip page ~ I'm not great at self-promotion but I've had some success and I've done some research on the subject. I recommend you do your own research as well.  This is a good example of the scientific method of testing theories devised by others and looking at the results to reach your own conclusions.  Pretty much every source says utilize your social media, place the links online, network with others and have them help you spread the word.  I agree with all of these. Place the link into your pages, remind people of how they can support you, and as in all things, be honest with your audience.  When people ask, "what are you doing with the money",  tell the truth. I'll be using it to commission art, help keep my lights on, to put food on the table for me and my kids, keep my car running, etc.  Whether I find $20 a month or $200 a month, every bit helps.  Be honest about that. People will relate to you and be more likely to support you.

*****

I made my Drip page live just before posting this entry.  You can find it HERE

Take a look at it, and keep it in mind for your own page (should you decide to launch one). Maybe it will be a useful example of how to set one up. Maybe it will be a cautionary tale of what not to do. Only time will prove if it was successful or not.  I hope you'll take what you like from the example and make good use of it in the future.

Oh, also please do support the page. Your subscription is very appreciated.  I will give my best effort with each release.

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Thank you for joining me today as we continue our adventure in game design, writing and self-publishing.  My book "Whispers of Persephone" is currently on KickStarter.  Please do take a look, support it if you can, and please do share the link to the campaign to help me reach my funding goals.




I will be updating information on how Drip is working for me, things I learn along the way and what I'll be offering on that page.  If you have questions, please feel free to contact me through blogger, through KickStarter messenger, on Drip, or on my social media channels. This blog is a means for me to convey my experiences, help you avoid my mistakes in your own endeavors, and to chronicle the material I've been developing.

Friday, August 17, 2018

Crowdfunding: the impact beyond the money




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. 



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. 




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. 


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.


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).


From the coming comic book anthology
Art by: Brian Lee
Several months ago I was approached by artists who had worked on projects for me before. They wanted to do a comic book anthology together, showcasing their individual properties and bringing their work to print.  I am happy to help make this happen.  We're going to launch a crowdfunding campaign for this anthology in 2019.  Right now each contributor is working on the art, color, and lettering for these comics.  It will release under Sinopa Publishing LLC (my company) with proceeds going primarily to print production and to benefit the artists.  Crowdfunding this project will make it possible for this anthology to be produced in print, giving the artists copies they can take to conventions and sell at their local comic shops.  Each month, as more pages come in, the book begins to take shape before my eyes.  I want to give a heartfelt "Thank you" to Alexia Veldhuisen, who took on the job of art coordinator/editor to oversee page production.  I look forward to sharing more about this project with all of you soon!


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.


___________________________________


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.

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!






Friday, July 27, 2018

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

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

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

The Steel Road:

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

Lessons I've learned from this:  

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

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


My thoughts on this project

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



Whispers of Persephone

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

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

Lessons I've learned from this project:

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

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


My thoughts on this project

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



Comic Books   

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

47 Furious Tails  

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

Cover art by Alexia Veldhuisen
47 Furious Tails, Issue One



Untitled Comic Anthology project  

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

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

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

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


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



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


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


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


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


From the mind of Zachary Viola
Art by: Zachary Viola

You can learn about Zachary Viola and his art HERE!


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

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

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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!









Thursday, July 19, 2018

Help yourself: Focus on the artist ~ Zachary Viola

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

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

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

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

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

Now, how is this useful to you?

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

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

Promotional image from: The Steel Road

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

As always, your comments are most welcome.