Monthly Archives: July 2018
Owen’S Schedule, Gen Con 2018
If you want to find me, here are your best bets (and what metaphysical hat I’ll be wearing at each event). If you want to set up a time to meet or hang… better do it fast! My schedule it already pretty full!
Wednesday
Freelancer/Independent/RGG Hat!
I arrive just before dinnertime. I have a SMOG (secret master’s of gaming) event around 8pm into the evening. If you are a friend or a SMOG and you’re interested in knowing more, ping me. 😊
Thursday
Paizo Hat!
12:00
Seminar: Starfinder 101
Room: ICC 212
A seminar with the amazingly talented Amanda Kunz, Joe Pasini, and Rob McCreary! We’ll have some things to say you haven’t heard before!
Plus, this will be streamed!
https://www.twitch.tv/events/zPNG7kCuR4yJp1jbkc-ZhQ
1:00
Seminar: Starfinder RPG Rules Q&A
Room: ICC 212
You have question about Starfinder? We have answers! Myself, and the spectacularly smart Jason Keeley and Joe Pasini.
Plus, this will be streamed!
https://www.twitch.tv/events/qW4OKYqNR0Kgj-QhGSCMCQ
Freelancer/Independent/RGG Hat!
7pm-wee hours
I’ll be at a SMOG invitational event.
Friday
Freelancer/Independent/RGG Hat!
I’ve got lunches and meetings until 2:30-3.
Green Ronin/Paizo Hat!
8pm to ??
Ceremony: The ENnnies!
Room: Union Station
Industry folks gather in a ceremony to see who wins what. Plus, this will be streamed!
http://www.ennie-awards.com/blog/ennie-awards-live-streaming-august-3rd-at-8-p-m-est/
Saturday
Paizo Hat!
10:00am-Noon
Seminar: Starfinder RPG Design Workshop
Room: ICC 212
Myself, and some brilliant games folk—Amanda Kunz, Joe Pasinsi, and Rob McCreary, will talk Starfinder RPG design with the audience. Ticketed. NDAs. Not streamed. No one in after start time.
Freelancer/Independent Hat
Noon-2pm
Event: GAMERS LIVE: Rise of the Worldbuilders
Room: ICC 500/Ballroom
I have no idea what I am doing here. Come watch the hilarity that brings!
Independent Hat
3pm
Seminar: Digital Tools – Game System Diversity
Room: Lucas Oil : Mtg Rm 2
Curious about the future of leading tech tools such as Hero Lab, Fantasy Grounds, & D20 Pro? Join me and those company’s founders to learn about the many systems they support & their future plans.
Independent Hat
7:30-ish to the wee hours
SMOG Event
I’ll be at a Secret Masters of Gaming event. If you are a friend, or a SMOG, and you’d like to know more, ping me. 😊
Sunday
Paizo Hat!
2:00
Seminar: Designing Planets for Starfinder
Room: ICC 212
Myself and the stellar creative talents Lacy Pellazar and Chris Sims! We did this one at paizoCon, and it was a big hit!
Plus, it’s going to be streamed!
https://www.twitch.tv/events/dmpoKPhOQD60LryInb3fvQ
8:00
Company Retreat
I’ll be sequestered until 10 or 11. 😊
Monday
My flight isn’t until 6, but I already have a 1pm lunch, and I need to be at the airport by 3 or so.
Nostalgia as Validation
One of my soft spots is when something I loved as a child is presented as being important.
This is, of course, mostly the case with fictionally important.
The new Godzilla trailer takes something I loved (and am still quiet fond of), and presents it in a way that tells my subconscious “This matters. This is important. Your faith in this is about to be rewarded.”
It’s nostalgia as a form of wish-fulfillment validation. I’m not just reacting to the idea that I get new stories about thing I like, I am enjoying the sense of being *right* to have enjoyed those things before. My personal preferences are (fictionally) affirmed as worthwhile and (within the fictional context) world-changing.
I’m not claiming this is a good thing. Indeed, i suspect it is strongly related to the feelings that can become toxic fandom, which is one reason why in entertainment, I try to focus on things I like, rather than things I don’t.
But to me, it’s an interesting reaction worth analyzing and considering. ESPECIALLY if it is related to the kinds of feelings that can lead to toxic reactions.
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Writing Basics: Final Checks for RPG Manuscripts
This is the third in my series of Writing Basics blog articles, designed for people who want to write game material (especially tabletop RPGs), and are looking to pick up some insights into how to be better at its weird mix of creative writing and technical writing. These are all lessons I didn’t get in any school or class, or at least that I apply in ways no class ever suggested.
In this entry, we’re going to talk about the all the work you should be doing after you are done writing, but before you turn over the manuscript. This stuff can be a drag, especially since the thrill of writing something may be gone once you are done actually writing it, but these last checks are often the difference between a polished manuscript that gets people’s attention, and a barely-useful mess that requires significant work from your developer/editor/producer/publisher to bring up to their standards.
The Cold Read-Through
Done with your writing project? Great!
Now put it down, and leave it alone for at least a few days. A week is better.
Then reread it all from scratch, beginning to end.
Yes, this requires you have some extra time between the completion of your manuscript and the deadline. This is one of the hardest things to actually arrange for in real-world conditions… but it’s also one of the most useful. One of the reasons I often do drafts of ideas here in my blog is that when I get around to wanting to turn them into full products, I’ve been away from them so long I can look at them with almost-fresh eyes.
It’s amazing, at least for me, how often I didn’t quite say what I thought I did. This is the most reliable way for me to find unclear rules, inelegant phrases, and run-on sentences. Besides, you ought to be shooting to be done well before your deadline anyway, just in case you get kidney stones while a hurricane affects your employer so they need to to work weirdly scheduled extra shifts.
…
It happens.
Common Personal Error Checklist
Do you write affect when you mean effect? Do you often capitalize Class and Race names, when that’s not the style of the game you are writing for? Do you forget to italicize spell names and magic items, when that IS the style of the game you are writing for? Do you write x2 to indicate doubling something, when your publisher uses <<TS>>2?
As you discover things you do on a regular basis that are wrong, make a checklist. When you are convinced your manuscript is done, run through that list of common errors, and check for them. And make it a living document—if you stop writing “could of done better” in place of “could’ve done better,” you can take it off your personal error checklist.
Spellcheck
Hopefully, we’re all running spellcheck as the very last thing before we turn over our manuscripts, right? Okay, good.
But just running the base program isn’t good enough.
Games often have a lot of string-of-letters that aren’t words any program recognizes off-the-shelf.
Deosil. Otyugh. Sith. Bloodrager. Starfinder.
You need to have a strategy for making sure you spelled all those correctly. If you just skip over these words in a spellcheck, “knowing” that the spellchecker doesn’t recognize them, you risk have a manuscript with a Starfidner ritual for Otuyghs to dance desoil around the Blodrager Circle.
There are two good ways I have found to fix this.
If a word is going to be used a lot in your writing, it may be worth entering it in your word processor’s dictionary. That’s generally not difficult, but when you do it make SURE you are entering the correct spelling of the new/imaginary word or name. Otherwise you can turn spellchecker into an error-generating device, and that sucks.
Alternatively, you can actually take the time to check the spelling of every weird word spellcheck flags for you. Is the god named Succoth-benoth, or Seccoth-bunoth, or Succoth Benoth? You can write down the correct spelling, or have it in another tab, and check it carefully each time you run into it.
If you have some common misspellings you find, you can search for those errors and replace them (one by one—NEVER replace all, it can seriously dawizard your credibility) before you make the word-by-word check for the correct spellings.
Grammar Checker
Different grammar checker programs have different levels of value, but most can at least be used to help find common writing problems such as passive voice, agreement errors, and sentence fragments. In my experience you can’t trust any grammar checker program, but it’s worth looking at anything it flags and double-checking your own work.
Formatting
Check your Headers to make sure they still make sense with your final manuscript. If your publisher uses specific text style formatting (as Paizo does, for example), make sure you have the right formatting in the right places. If you aren’t sure about some specific formatting, it’s generally good to ask. Your developer/editor/producer/graphic designer/publisher CAN fix your formatting… but that takes time away from them doing more important work to make your manuscript awesome. Also, it generally does not endear you to them.
File Format
Most publishers have a file format they want to work with. Check with them if they don’t mention it. There can be important differences between .doc, docx, .rtf, and a Google doc. Remember that to get more work and be paid a higher rate (or to have people be happy to work for you, if you are self-published but not self-laid-out), you want to make your developer/editor/producer/graphic designer/publisher’s job as easy and pleasant as possible.
Post-Mortem
Once you really and truly are done and you turn your manuscript over, it’s time to think about how you can learn from it. With luck, your developer/editor/producer/graphic designer/publisher will give you direct feedback. But to be honest, time is money in this industry, and they often won’t have time to help you be better. In those cases, I find it useful to see what the final version of the published material looks like, and examine how it is different from what I wrote. This isn’t always about something being “wrong” when you turned it in, but about what changes the people who are paying you and that you want to give you more work thought made your manuscript better.
Review
This is like the cold read-through or post-mortem, but it takes place months or years later. When you look at your past work, and consider what you might do differently now.
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Seven Dead Sin Cults
The Avarice cult steals from the sin cultists’ enemies… but also eventually steals from the other sin cultists, and is destroyed by the Wrath cult.
The Wrath cult strikes at the sin cultists’ enemies, but eventually gets itself killed.
The Lust cult drives the passions of the other cultists, and is drawn especially to Pride cult.
The Envy cult tries to demoralize the enemies of the cult, but ends up destroying itself by attacking the Lust and Pride cults.
The Pride cult can’t help but talk about how great the cult is, revealing themselves and the Lust cult in time and getting rounded up.
The Gluttony cult is then nearly alone and, having fed on the riches of the other cults, is too out of shape to accomplish anything when it tries to consume more.
And the Sloth cult?
The sloth cult does nothing, surviving the destruction of the other cults, and spreads the rumor it is destroyed. Then, it grudgingly restarts those other cults, so it can avoid having to do anything else to keep its foes from finding it.
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Writing Basics: Introductions for RPGs
This is only the second article I’ve done on “game writing basics” (the first being on Headers for RPGs), and like the first one this is designed to cover a topic that I never got a lot of training on in school. In this case, that topic is “Introduction,” by which I specifically mean the text at the beginning of a product, book, chapter, or section (likely with its own header—these things are often interconnected), that explains what’s actually in that section of text. Ideally, it’s interesting to read, gives the reader some idea of what information is coming and why, and gives some context how that material connects to other books/products/chapters/ or sections of text.
That paragraph right above this one? That’s in introduction.
Like headers, I am moved to write about introductions because there are something I see so many new writers not have any idea how to handle. All to often if I contract someone to write a 5,000 word pdf manuscript that covers a topic, the text I receive leaps right into the details of that topic with no warm-up prose. For example, I have gotten bestiaries that open with the name of the first monster, class write-ups that open with a description of the role of that class, and articles on GM advice that leap into what you should and shouldn’t do at a game without ever mentioning they’re supposed to be collections of GM advice.
An introduction doesn’t have to be very long, but it’s both an important way to set expectations of the reader, and a great way to include some information that applies to a whole section but may not make sense anywhere else. For example, if I had begun this blog post with just “Introductions are the text at the beginning of a new section of writing, and are important for explaining what is coming and why it matters,” anyone reading this article would rightfully wonder both why they care, and why I thought the topic was worth writing about. When used to introduce a new section within a larger text, an intro also lets the reader know the old topic has ended, and that they are moving on to something else. If you have a chapter on weapons, and it begins with melee weapons, a simple 1-2 sentence introducing the section on ranged weapons helps the reader know they have finished the melee section, and are moving on to different kinds of weapons. It delineates the beginning.
That said, while introductions are read at the beginning of a section of text, it’s often useful to write them last. In part, this is because an introduction serves to let the reader know what topics and ideas are going to be covered, and until you’re done writing a thing there’s always a chance that its focus and exact contents are going to shift. At the very least, it’s a good idea to re-read your introduction after you’re done with everything else, to make such it still matches in tone and details.
One great way to get a feel for introductions is to pick up books you don’t remember having introductions, and then finding and reading them. Often you don’t remember an introduction not because it’s missing or bad, but because you only needed it when you first picked up a book, and haven’t looked at it since. This is especially true for books that you frequently reference, but rarely read cover-to-cover, which is true of most readers of most RPGs. Much like a good editor, a good introduction is often at its best when it goes nearly unnoticed.
There are also things an introduction isn’t. It’s not the table of contents, index, apologia, masthead, dedication, short fiction lead-in, or credits page. If it’s appropriate you may cover some of the same territory as an apologia or dedication, but only when those serve as the kind of context a writer really needs to appreciate the words that follow. It also serves a slightly different function than a foreword, and a book can have both a foreword or an introduction, or just one, or have a single piece of text serve as both (and possibly not be labeled as either).
Ideally, an introduction feels short compared to the section of text it introduces. For most game books, one or two pages is normally plenty for your introduction, though if you are introducing a 4-500-page book, even three or four pages is a perfectly reasonable introduction. For shorter things, such as a single article, chapter, or lengthy blog post, a paragraph is likely to be enough (though if you combine this with art and/or an art element this may still take up a full page or even two—for the most part, that’s a publisher/graphic designer decision, but it’s a good idea to study the introductions of your publisher’s products to get some idea of how much text they need). For a short blog post of something that’s just a new header in a larger section, a single sentence is often enough introduction.
In many ways, the simplest way to decide what goes into your introduction is to ask yourself what someone who was asked to read the following text might ask about it, and try to answer those in broad terms. For example, if you asked someone to read a new RPG, they’d be likely to ask what it’s about, and why you think they would benefit from reading it—that information makes for a great RPG intro, as long as you keep it appropriate short. For things that introduce sections within a larger work, the intro just has to cover questions that would be asked by someone who already knew what book they were reading.
For example if you have a book about new equipment in a game, its introduction can assume people know what game it is for. Then if there’s a chapter on armor, that introduction only needs to discuss things specific to armor, since the reader already knows they are reading an equipment book. If there’s then a section on light armor within the chapter on armor in general, a short intro (maybe as little as a sentence) tells the reader that instead of information on all armor, you are now talking about just one subset of that topic.
While writing introductions can be awkward the first few times you do it, with practice it becomes second nature. In addition to helping your writing seem smooth by preparing the reader with a guide and context for each thing they write, it can also help you as a writing by giving you a tool to help define what you are trying to create, which may focus your thoughts during the writing process, as you subconsciously begin constructing an introduction in your head. It can also help you think about how to draw a section of writing to a smooth and satisfying close, so no one ends up feeling left hanging when they come to the end.
But that’s a topic for another day. 😀
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BEHOLD THE MIGHTY CAPIEKIE!
So, we took a capiekie to the 4th of July gathering we went to.
That’s a cake, stuffed with a pie, stuffed with cookies.
It seems complicated, but making one isn’t that difficult.
The first step is always to pick complementary flavors. In this case, it’s a rum-glazed yellow cake, stuffed with a cherry pie, that is itself stuffed with chocolate cookies. Cream pies don’t work well for this. Sometimes, to see if it’s a good three-way match, I ask myself if there’s one flavor of ice cream or sauce that would go with all three dessert elements.
So, construction is in steps.
First, bake your cookies. It’s okay if they are only lightly done. Then bake the pie crust by itself, without filling, in a pie pan. Then make the cake batter, and pour about 1/3 of it into a springform pan. Then lift the crust out of its pie pan, and settle it into the batter. Then a layer of pie filling goes into the pie crust, then a layer of the cookies (just one layer—you can set the rest aside for a second capiekie if you want), then the rest of the pie filling. Then the top crust of the pie (just set it on, no need to crimp it or anything), and then the rest of the cake batter, which should cover the pie crust.
Then, cook as directed for a square cake, though realistically you’ll need to check doneness with a toothpick at the edge (since the center is gooey pie when the cake is solid).
In this case we went with a rum glaze, but you could frost it. Just… only frost the top. A capiekie’s sides don’t have a lot of structural support.
Then cool in the fridge overnight, and remove from springform pan after a good 12 hours of cooling.
Make sure you are taking this thing to a party. It’s not a leave-it-on-the-house-to-snack-on kind of dessert.
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