I was able to get everything done on the previous deadline. It was a very near thing though.
The request came in and it was a last minute fill-in bit. I didn't have any direction at first so I started cranking out sketches, turned them in, and then not having any response, moved forward with the images.
As usual I worked on the most difficult one first and after 16 hours of struggling to get the image just right...found out that they didn't need that one, they already had an image for that subject.
Oh...Crap.
So that time lost forever I flew forward and nailed down the other two images as well as last minute revisions. In the end I was victorious: the images turned out to their satisfaction and within the deadline.
Lessons learned:
Be extra careful when operating on last minute filler art.
Get an approved list of images before moving forward...not just "go ahead and do up some art that will work for it."
Regardless of the deadline, don't move forward on an image until it is approved by the editor.
Sunday, November 2, 2008
Tuesday, October 28, 2008
Been quiet...
I got a last minute art gig that has a VERY short deadline: got it sometime overnight between Fri and Sat. Actually "received" it Saturday morning...but Saturday was booked to the gills. Sunday and Monday as well as today and likely in to tomorrow I'm working on three images, maybe four.
Now usually it takes between 8-16 hours per pic depending on complexity...but I don't have that much time.
So needless to say I'm working some long hours to maintain my reputation of "quality art, on time, every time". Both the on-time part and the quality part.
After this I got another really short deadline gig due by Friday. After that I have a ton of stuff to do for the S&W folks.
Feast or famine. Thus is the way of the freelancer.
Now usually it takes between 8-16 hours per pic depending on complexity...but I don't have that much time.
So needless to say I'm working some long hours to maintain my reputation of "quality art, on time, every time". Both the on-time part and the quality part.
After this I got another really short deadline gig due by Friday. After that I have a ton of stuff to do for the S&W folks.
Feast or famine. Thus is the way of the freelancer.
Thursday, October 23, 2008
Downloads...
Yeah I dropped some change on PDFs tonight. Like 12 of them: AD&D 1st ED MM as well as original FR Boxed set, and some AD&D 2nd ED bits too. Fiend Folio, Unearthed Arcana, etc.
I can't find the actual books anywhere (I had several but they vanished).
Over time I'll be re-collecting them. Likely head down to Chicago and Games Plus soon and see what I can find.
Until then I have reference materials. I have some ideas in my head too. I started on a basic world map tonight. Lets see where this takes us!
I can't find the actual books anywhere (I had several but they vanished).
Over time I'll be re-collecting them. Likely head down to Chicago and Games Plus soon and see what I can find.
Until then I have reference materials. I have some ideas in my head too. I started on a basic world map tonight. Lets see where this takes us!
Wednesday, October 22, 2008
Bringing back the Old School Style.
This'll likely be of interest to Efrem and some others, not so much to some. Your mileage may vary.
*Important Note*
This post is not under any circumstances designed to be a debate on the theory of "System Matters" or really any other game system debate. There's no debate. It is what it is.
"Just as a casual observation, anyone who considers the presence of Vancian magic a dealbreaker is probably lost to us, and I'm ok with that.
Personally, I view the pulp fantasy roots of the game as a feature and not a flaw, and I'm glad that there is an edition of the game for people who don't, because that is not a version of the game I am very interested in publishing."
Erik Mona, Publisher,
Paizo Publishing
There is a resurgence in Pulp Gaming lately; specifically in gaming via old school games ala Original D&D, 1st Edition AD&D and the like (new systems designed under the OGL as a loose framework based upon the classics).
The important clarification here is that it isn't necessarily as a "vehicle for killing monsters and getting loot" but as roleplaying as was done at the time (full-bodied roleplaying; playing the hilt out of their character in situations in and out of combat in very loose systems).
The core of the argument is that the systems were designed for IMAGINATION to play the largest portion of the game...not system.
It is steadfastly against newer, more streamlined systems which remove the imagination elements in place of simply being okay to create homebrew/ ad hoc solutions, and play without a "net" of system.
Ultimately: System Doesn't Matter*
*More accurately, if system matters to you...play games where system matters.
Or
Does System Matter?
If it matters to YOU...then yes...system matters. (Play any game only as it was written)
If it doesn't matter to you...then no...system doesn't matter. (Play old-school style)
The largest push on this is coming from a resentment of game systems that posit that the game is written to be encapsulated by the rules/ systems/ mechanics...and if it isn't in the rules...it's not a part of the game.
This is strictly the opposite of many gaming theories that have come forward in the past eight years or so.
The goal of these folks is that the purpose of this old school resurgence is to bring back an interest in gaming that is definitely and very literally"outside the box". Game systems that are purposefully loose (sometimes published in PDF AND DOC formats so you can easily adjust to fit.) so that most of the roleplay elements of the game are free-form and free for imagination to take the front seat in the game, not contained neatly between the lines of the game mechanics.
For a long time these game theories and gaming preferences have been derided as poorly written, very loose and incoherent. The position here is that they aren't loose or incoherent so much as they are designed to place a MUCH greater importance on the players and GM to roleplay the game and use imagination as the very heart of the game and cooperation and trust in GM Fiat...not the system.
GM Fiat is expected. Game systems are guidelines only...and less is better when it comes to anything that would inhibit the role of imagination, specifically social interactions and non-combat interactions...but even including combat interactions when you deem fit (see DM Fiat).
A LARGE chunk of this is based on a trust system where the GM is the final arbiter of the game: cooperate, don't rely on the system to get you around a GM decision.
Some folks are really getting fired up about this. Games, campaign settings and adventures are being developed for this by respectable developers. This isn't just some grass-roots, effort by home publishers...nope...it actually has a following.
I have to admit a bit of admiration for folks spearheading this shift in paradigm away from the more recent trend of one game theory and the necessity of game theory to be this deep academic discipline.
For a while now there really hasn't been an opposition to the modern theories, just a divide between:
a. System Matters (and a large body of academic work developed to reinforce and justify the prevalence of this theory) and...
b. System Doesn't Matter (and the body of work that came before that was based on very little crunchy system and elaborate game design theories and an absolute reliance on imagination, cooperation and GM Fiat).
The former has been lauded as the new age of gaming...where the latter is a throwback to an uninformed age of some sort...leading to ultimately the new way...and the old way. Heavy emphasis has been placed in the past several years that the old way was for some reason "bad" or "not as good".
It's nice to see more than one view for a change.
Now before the steamroll of flamage starts...it is very important to note that this Theory and Resurgence makes no claim of being the one true way, or that it is better than the games built upon the principle that System Matters. Not at all.
Folks that believe in System Matters are wholly free to believe as they wish, and play as they wish...play the games they prefer and go in peace. That style of play and design theory is perfectly valid and okay for those who subscribe to it. Rock on with thyself!
Folks that believe that System Doesn't Matter now have an outlet, a support mechanism, and game theory (such as it is) to back it up. That style of play and design theory is ALSO perfectly valid and okay for those who subscribe to it. Party on!
Play as you like with the games that you like.
Now it seems that it is becoming okay again to like Original Dungeons and Dragons, AD&D and really any old school system that relies on gaming outside the pages of the rulebook and it's not just a hole for the old stinky die hard D&Ders from the old days to play.
It's okay to see D&D as a game for something other than simply killing monsters and getting loot. That's not what it was originally designed for, and it's not the ONLY way to play anymore.
http://grognardia.blogspot.com/
http://www.retroroleplaying.com/
http://www.swordsandwizardry.com/
http://knights-n-knaves.com/osric/
http://www.dragonsfoot.org/
http://knights-n-knaves.com/phpbb/viewtopic.php?t=4733
http://knights-n-knaves.com/phpbb/viewtopic.php?t=4715
"It's okay to play old school games in old school ways."
*Important Note*
This post is not under any circumstances designed to be a debate on the theory of "System Matters" or really any other game system debate. There's no debate. It is what it is.
"Just as a casual observation, anyone who considers the presence of Vancian magic a dealbreaker is probably lost to us, and I'm ok with that.
Personally, I view the pulp fantasy roots of the game as a feature and not a flaw, and I'm glad that there is an edition of the game for people who don't, because that is not a version of the game I am very interested in publishing."
Erik Mona, Publisher,
Paizo Publishing
There is a resurgence in Pulp Gaming lately; specifically in gaming via old school games ala Original D&D, 1st Edition AD&D and the like (new systems designed under the OGL as a loose framework based upon the classics).
The important clarification here is that it isn't necessarily as a "vehicle for killing monsters and getting loot" but as roleplaying as was done at the time (full-bodied roleplaying; playing the hilt out of their character in situations in and out of combat in very loose systems).
The core of the argument is that the systems were designed for IMAGINATION to play the largest portion of the game...not system.
It is steadfastly against newer, more streamlined systems which remove the imagination elements in place of simply being okay to create homebrew/ ad hoc solutions, and play without a "net" of system.
Ultimately: System Doesn't Matter*
*More accurately, if system matters to you...play games where system matters.
Or
Does System Matter?
If it matters to YOU...then yes...system matters. (Play any game only as it was written)
If it doesn't matter to you...then no...system doesn't matter. (Play old-school style)
The largest push on this is coming from a resentment of game systems that posit that the game is written to be encapsulated by the rules/ systems/ mechanics...and if it isn't in the rules...it's not a part of the game.
This is strictly the opposite of many gaming theories that have come forward in the past eight years or so.
The goal of these folks is that the purpose of this old school resurgence is to bring back an interest in gaming that is definitely and very literally"outside the box". Game systems that are purposefully loose (sometimes published in PDF AND DOC formats so you can easily adjust to fit.) so that most of the roleplay elements of the game are free-form and free for imagination to take the front seat in the game, not contained neatly between the lines of the game mechanics.
For a long time these game theories and gaming preferences have been derided as poorly written, very loose and incoherent. The position here is that they aren't loose or incoherent so much as they are designed to place a MUCH greater importance on the players and GM to roleplay the game and use imagination as the very heart of the game and cooperation and trust in GM Fiat...not the system.
GM Fiat is expected. Game systems are guidelines only...and less is better when it comes to anything that would inhibit the role of imagination, specifically social interactions and non-combat interactions...but even including combat interactions when you deem fit (see DM Fiat).
A LARGE chunk of this is based on a trust system where the GM is the final arbiter of the game: cooperate, don't rely on the system to get you around a GM decision.
Some folks are really getting fired up about this. Games, campaign settings and adventures are being developed for this by respectable developers. This isn't just some grass-roots, effort by home publishers...nope...it actually has a following.
I have to admit a bit of admiration for folks spearheading this shift in paradigm away from the more recent trend of one game theory and the necessity of game theory to be this deep academic discipline.
For a while now there really hasn't been an opposition to the modern theories, just a divide between:
a. System Matters (and a large body of academic work developed to reinforce and justify the prevalence of this theory) and...
b. System Doesn't Matter (and the body of work that came before that was based on very little crunchy system and elaborate game design theories and an absolute reliance on imagination, cooperation and GM Fiat).
The former has been lauded as the new age of gaming...where the latter is a throwback to an uninformed age of some sort...leading to ultimately the new way...and the old way. Heavy emphasis has been placed in the past several years that the old way was for some reason "bad" or "not as good".
It's nice to see more than one view for a change.
Now before the steamroll of flamage starts...it is very important to note that this Theory and Resurgence makes no claim of being the one true way, or that it is better than the games built upon the principle that System Matters. Not at all.
Folks that believe in System Matters are wholly free to believe as they wish, and play as they wish...play the games they prefer and go in peace. That style of play and design theory is perfectly valid and okay for those who subscribe to it. Rock on with thyself!
Folks that believe that System Doesn't Matter now have an outlet, a support mechanism, and game theory (such as it is) to back it up. That style of play and design theory is ALSO perfectly valid and okay for those who subscribe to it. Party on!
Play as you like with the games that you like.
Now it seems that it is becoming okay again to like Original Dungeons and Dragons, AD&D and really any old school system that relies on gaming outside the pages of the rulebook and it's not just a hole for the old stinky die hard D&Ders from the old days to play.
It's okay to see D&D as a game for something other than simply killing monsters and getting loot. That's not what it was originally designed for, and it's not the ONLY way to play anymore.
http://grognardia.blogspot.com/
http://www.retroroleplaying.com/
http://www.swordsandwizardry.com/
http://knights-n-knaves.com/osric/
http://www.dragonsfoot.org/
http://knights-n-knaves.com/phpbb/viewtopic.php?t=4733
http://knights-n-knaves.com/phpbb/viewtopic.php?t=4715
"It's okay to play old school games in old school ways."
Sunday, October 19, 2008
Considered something last night...
I was talking with Matt and Monica about some of the stuff I've been talking about here lately.
It IS nice to have others that feel the same way about games/ gaming and having fun with the system and making adjustments on the fly, as-needed. We were playing the Hunter-esque side of WoD, doing some investigation, and Monica made a pretty big conclusion-leap to tie some stuff together. Could have been questionable in some games...maybe iffy. Matt just said, "Okay. That's a pretty big leap. Lets say you burn one point of willpower for the session and put these pieces together."
Cool. We were able to propel the plot forward a bit, making a leap of logic that would have been maybe slightly questionable...for the cost of one Willpower point (which will regen as of the next episode). We talked about it and it's a pretty elegant way of using the system. Kind of dig us out of the hole (investigations seem to always get bogged down in-game, and it's nice to sometimes get a Clue-by-Four).
Now some folks would have balked at this. "That's not in the rules!". The rules say X. Blablabla.
Fuck that. Whatever.
It worked nicely. We had a blast. We came up on an ad hoc solution and it worked and everyone was happy. WE WIN!
Something new:
One thing we DID come up with that sucks is when introducing new people to a group...it's far easier to incorporate gamer newbies than guys who've been around forever.
Gamer newbies usually have little to no experience with the game and how it's played/ run and really how to play and just run with it.
Old school gamers often (not always by any stretch) have this "knowitall" attitude, or know far more about the system and can be a real pain when trying to run because of interjections and "this is now how WE did it".
Ugh. Yeah...that's a drag.
Also, folks who play everything the same:
Trogdor the Fighter in D&D. Sure...that works. He has an axe, and he hits stuff. Okay. NP.
But what about Vampire the Masquerade?
Sure...Trogdor the Brujah. He has an axe and likes to hit stuff. I'm sure the prince likes having a few thugs around...I can dig it...mostly.
How about Dogs in the Vineyard?
Sure, Trogdor the Dog. He has a trait "I like to hit things with an axe". Okay. So what are the stakes? Ummm...stakes? "I like to hit him with an axe." Sure...but what about the stakes involved...you're escalating to ...oh nevermind.
How about Sorcerer?
Trogdor the Vile and his Axe is his Demon. You going to bargain with your axe in order to use it?
"Uhh...I get another axe"
FACEPALM
The point here is playing whatever you're playing and trying to fit in with what the game (and group) intends.
If I'm gonna play Mage: The Ascension...it's gonna be a lot different from my AFMBE Fireman, my AD&D Cavalier and my Dog Brother Gilead. In each I'm accepting that it's a different game, a different expectation, and a different goal.
If we all want to get crazy and wing it...that's acceptable too. The idea is that everyone should be on the same sheet of music as far as what is going on: style of play, goals, expectations.
Be up front about that stuff. Most folks are cool with trying to fit in with what you guys are trying to accomplish. Some...a few won't
I've had some folks introduced who always want to play hack and slashers...no matter what the game...they make a combat monster. THAT usually turns out ugly. But usualy I've found that MOST folks will try to go along with the crowd, have fun and do what the others are doing.
It IS nice to have others that feel the same way about games/ gaming and having fun with the system and making adjustments on the fly, as-needed. We were playing the Hunter-esque side of WoD, doing some investigation, and Monica made a pretty big conclusion-leap to tie some stuff together. Could have been questionable in some games...maybe iffy. Matt just said, "Okay. That's a pretty big leap. Lets say you burn one point of willpower for the session and put these pieces together."
Cool. We were able to propel the plot forward a bit, making a leap of logic that would have been maybe slightly questionable...for the cost of one Willpower point (which will regen as of the next episode). We talked about it and it's a pretty elegant way of using the system. Kind of dig us out of the hole (investigations seem to always get bogged down in-game, and it's nice to sometimes get a Clue-by-Four).
Now some folks would have balked at this. "That's not in the rules!". The rules say X. Blablabla.
Fuck that. Whatever.
It worked nicely. We had a blast. We came up on an ad hoc solution and it worked and everyone was happy. WE WIN!
Something new:
One thing we DID come up with that sucks is when introducing new people to a group...it's far easier to incorporate gamer newbies than guys who've been around forever.
Gamer newbies usually have little to no experience with the game and how it's played/ run and really how to play and just run with it.
Old school gamers often (not always by any stretch) have this "knowitall" attitude, or know far more about the system and can be a real pain when trying to run because of interjections and "this is now how WE did it".
Ugh. Yeah...that's a drag.
Also, folks who play everything the same:
Trogdor the Fighter in D&D. Sure...that works. He has an axe, and he hits stuff. Okay. NP.
But what about Vampire the Masquerade?
Sure...Trogdor the Brujah. He has an axe and likes to hit stuff. I'm sure the prince likes having a few thugs around...I can dig it...mostly.
How about Dogs in the Vineyard?
Sure, Trogdor the Dog. He has a trait "I like to hit things with an axe". Okay. So what are the stakes? Ummm...stakes? "I like to hit him with an axe." Sure...but what about the stakes involved...you're escalating to ...oh nevermind.
How about Sorcerer?
Trogdor the Vile and his Axe is his Demon. You going to bargain with your axe in order to use it?
"Uhh...I get another axe"
FACEPALM
The point here is playing whatever you're playing and trying to fit in with what the game (and group) intends.
If I'm gonna play Mage: The Ascension...it's gonna be a lot different from my AFMBE Fireman, my AD&D Cavalier and my Dog Brother Gilead. In each I'm accepting that it's a different game, a different expectation, and a different goal.
If we all want to get crazy and wing it...that's acceptable too. The idea is that everyone should be on the same sheet of music as far as what is going on: style of play, goals, expectations.
Be up front about that stuff. Most folks are cool with trying to fit in with what you guys are trying to accomplish. Some...a few won't
I've had some folks introduced who always want to play hack and slashers...no matter what the game...they make a combat monster. THAT usually turns out ugly. But usualy I've found that MOST folks will try to go along with the crowd, have fun and do what the others are doing.
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