Co-writing and Steampunk Musha
May. 5th, 2010 09:13 pmI've had several thoughts for blog entries lately, but it's not always easy to find the time to sit down and write. Luckily, I have a netbook, which makes it possible for me to type this right now with a sleeping Bug on my arm. Another reason I've been putting off blogging, as I mentioned earlier, is that I don't like to post when I owe
lyster a chapter of Blood and Tumult. If I can sit down to write a blog entry, I think, shouldn't I be writing 1500 to 3000 words of a chapter instead?
Cowriting Blood and Tumult has been a lot of fun thus far. I love playing in Baeg Tobar, as the setting has so much potential. And the way that Max and I are writing -- trading off chapters -- makes the fact that we have an outline less of a detriment to my creative process. Usually, knowing what's coming next doesn't work well for me. Once I write it down, it's no longer the surprise that keeps me excited about the story. But since I'm only writing half of the chapters, the excitement becomes wondering how Max will tell that next part of the story, how he'll flesh out the details, because I probably would have chosen a different way if left to my own devices. That then feeds into what I'll write next, since his interpretation of the outline naturally impacts how I'll see the next part of the story.
(Speaking of Baeg Tobar, did I mention that my second short story, "She's Never Hard to Find," is up? The first story featuring the same characters is "No Matter How You Hide Her.")
It's not quite the same as working on a comic script, but it does share similar qualities. The best part, for me, of working in comics is seeing how the artist interprets the words I've put down on the page. Even when I give a panel by panel script, which is how I tend to write comics, there's a lot of room to interpret every detail. Seeing how the art turns out is a huge adventure!
Speaking of which, Steampunk Musha -- for which I was the co-writer on the original RPG, the editor for the d20 version (which never came out on its own; it's currently being converted to the Pathfinder system, but it will be released eventually!), and the writer for a couple of comic scripts that have yet to become full comics -- is now a Kickstarter project! I'm tremendously excited, as funding will enable creator Rick Hershey to develop a lot of projects that have been sadly languishing in the pipeline, waiting for funds to make them possible. The goal is quite modest ($5000), but will go a long way toward making fiction, games, and comics in the setting a reality. He's also offering up art, products, and even becoming a character in the setting as donation incentives.

If you're interested in seeing more Musha (or you're just interested in seeing me back in comics, which I'd love), please consider a small donation. Or just spread the word! We appreciate it.
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Cowriting Blood and Tumult has been a lot of fun thus far. I love playing in Baeg Tobar, as the setting has so much potential. And the way that Max and I are writing -- trading off chapters -- makes the fact that we have an outline less of a detriment to my creative process. Usually, knowing what's coming next doesn't work well for me. Once I write it down, it's no longer the surprise that keeps me excited about the story. But since I'm only writing half of the chapters, the excitement becomes wondering how Max will tell that next part of the story, how he'll flesh out the details, because I probably would have chosen a different way if left to my own devices. That then feeds into what I'll write next, since his interpretation of the outline naturally impacts how I'll see the next part of the story.
(Speaking of Baeg Tobar, did I mention that my second short story, "She's Never Hard to Find," is up? The first story featuring the same characters is "No Matter How You Hide Her.")
It's not quite the same as working on a comic script, but it does share similar qualities. The best part, for me, of working in comics is seeing how the artist interprets the words I've put down on the page. Even when I give a panel by panel script, which is how I tend to write comics, there's a lot of room to interpret every detail. Seeing how the art turns out is a huge adventure!
Speaking of which, Steampunk Musha -- for which I was the co-writer on the original RPG, the editor for the d20 version (which never came out on its own; it's currently being converted to the Pathfinder system, but it will be released eventually!), and the writer for a couple of comic scripts that have yet to become full comics -- is now a Kickstarter project! I'm tremendously excited, as funding will enable creator Rick Hershey to develop a lot of projects that have been sadly languishing in the pipeline, waiting for funds to make them possible. The goal is quite modest ($5000), but will go a long way toward making fiction, games, and comics in the setting a reality. He's also offering up art, products, and even becoming a character in the setting as donation incentives.

If you're interested in seeing more Musha (or you're just interested in seeing me back in comics, which I'd love), please consider a small donation. Or just spread the word! We appreciate it.