Posts Tagged ‘Coventry’
For the past two weeks, when not sending off job applications, most of my time has been spent writing another novel. I had intended to hold off until November and do it as a NaNoWriMo project, but for whatever reason the book said, “NOAP, you will write me NOW!” and so I have been. As of last night, I hit 20,000-ish words at the end of chapter seven, and I’m taking a “creative recharge and look back at the progress so far break” today before attacking chapter eight.
I have to say, I am very pleased with how the book is coming along, and as far as this story is concerned, it’s about damn time. This story started out as a nugget of my Arclight Adventures comic project, then morphed into my Coventry idea, then emerged as its own thing, then got shelved, then informed the creation of Rough Housing, then got shelved again, and now has finally re-asserted itself with forcefulness that will not be denied. Verity and Tanya want their story to be told, and they want it to be told in the right way, dammit! And when characters yell at me that loudly, well, I’d be a fool not to listen. The book is coming fast, and solid, and fun, but also with a lot more depth and texture to it than I expected. As I tweeted last night, I think this is going to be my best book yet, and this is the one I finally feel is a good candidate for publication.
The revamped Brigid and Greg novel is another good candidate, actually, and I may put that into the NaNoWriMo slot if this book is finished by then. That one would probably have been finished by now if the house sale hadn’t knocked me out of my groove.
A major factor in this level-up of my writing craft has been Scrivener, which has turned building an outline/story structure from a horrendous pain into an absolute joy. For both the B&G book and the new one, I have started with five notecards:
- Act One: Setup
- Act Two: Conflict
- Act Three: Rising Action
- Act Four: Catastrophe/Falling Action
- Act Five: Denouement
Drilling down from each of these, I put in 4-6 more notecards with major story beats. On each of the story beat notecards, I then drill down and put 3-5 short scene summaries– not even whole sentences, just things like “Brigid and Isadora argue”. That whole process takes me a few days, and by the time I’m done I have a nice and solid skeleton to start hanging my story on. From there, it’s just writing out each scene as described in the summary, usually in a 500-1,500 word chunk, of which I can write around three on a “normal” working day and more on a really good day. Just looking at the math, you can see what happens: four scenes of 1,000 words each make a 4,000 word chapter; five chapters of 4,000 words each make a 20,000 word act; four acts of 20,000 words, plus a denouement that’s probably one or two chapters tops, make an 80,000-90,000 word novel.
(Of course, nothing ever goes completely to plan. In the current story, in order to twist the emotional knife on a particular scene, I decided to elevate something that was basically speed bump in my outline into a major catastrophe, which in turn made complications that had to be coped with, but which had not been factored into the original plan. Using Scrivener, that was relatively easy to fix, basically by just shoving in some more notecards for new scenes or chapter. Since it’s just shoving little pieces around at the outlining level, it doesn’t feel like major plot surgery.)
Anyway, I think that with this book, I will actually be making the transition from perennial dabbler to true professional novelist. Not just because of the quality of this piece, but because I now feel like I have the tools and the experience to repeat the performance. I can now confidently build a novel-length story, and I know both what I want out of the process and what the process will need out of me to pull it off. And honestly, I think that when I actually finish something my writing is as good as anybody’s out there.
Building an audience, translating these books into earning a living, and all that stuff, is something else I will need to tackle, of course, as is integrating all of this with my desire to keep Suburban Jungle alive. But those are all topics for another day.
As obvious a thing as it may be to say, gaming is a group activity. You have to have buy-in from everyone in the group in order for it to work. And while some of the players in my group are perfectly happy to play whatever game is put in front of them, I was receiving feedback from other members expressing preference for another direction. On the other hand, GMing is a boatload of work, and so you really have to be interested in what you’re doing to make it worth the effort. So choosing a game and managing a group is an exercise in finding common ground.
To that end, I decided to drop the Coventry campaign; my intention was to pick up and do more with Fortress of Tears, but for whatever reason, I’m finding myself blocked on it. So I decided to stop and think a minute about what I could run that would please the players (many of whom have stated a clear preference for some incarnation of Dungeons and Dragons) but would also please myself.
I was very surprised when Keith Baker’s Eberron setting stepped up and said, “‘ave a go, mate.” I was quite indifferent to Eberron when it first came out… I didn’t dislike it, and I certainly didn’t hate it for not being Forgotten Realms the way so many others in the RPG community seemed to, but it also wasn’t what I was looking for in D&D at the time.
Some of that was because it looked too much like a fusion of D&D and the Star Wars prequels (with Sharn standing in for Coruscant, warforged standing in for droids, etc.), and my feeling was, “There’s already a Star Wars RPG, what do we need this for?” That feeling was so strong that I actually nabbed bits from Eberron for the Star Wars campaign I was running, and sure enough, they felt right at home.
With the passage of time, I don’t think that was an inaccurate assessment, but it’s also less of an issue now than it was then. The Star Wars prequels have faded into the mists of pop culture history, and the other facets of Eberron can start to shine. When you can come back to Eberron on its own merits, there’s quite a lot to like there. It also has several “tweakable” settings that you can play up or down as you wish. Want steampunk? It can do steampunk. Want cosmic horror? It can do cosmic horror. Want jungle exploring? It can do jungle exploring. Want steampunk exploring of cosmic horror in the jungle? Yup, it can do that.
Still, the real surprise to me, was how well 4e treated Eberron– especially when you consider how it did its damnedest to destroy everything else. While Forgotten Realms got blown up (again) and Greyhawk got thrown under the nearest bus, Eberron got away with just having dragonborn and tieflings shoehorned into the corners, plus some easily-ignorable shuffling of its cosmology.
Mark of Prophecy, the introductory adventure in the 4e campaign guide, starts brilliantly. Seekers of the Ashen Crown, the largest of the 4e Eberron adventures, has as much intrigue and roleplaying material in it as any of the 3.x stuff for Eberron did, and considerably more than, say, Revenge of the Giants. It’s still in the “delve format,” alas, but once you get past that annoyance it’s a solid, well-written adventure.
So, I admit, I’m pretty excited about this new campaign. As always, I wish I was playing in it rather than running it, but that’s the story of my life as far as gaming is concerned. I have a rough campaign outline that should take the game from 3rd level to 8th, allowing for wiggle room as the PCs decide to turn left instead of right or what-have-you. Beyond that will just have to see what the future brings. Life changes are surely going to throw a spanner in the works by then, if not before!
PS: For those curious, I’m running the game in Pathfinder, using fan conversions and/or custom data in Hero Lab.
So I’ve got a few sessions of Savage Worlds under my belt, most notably using it for Ghostbusters, but also with two sessions’ worth of Coventry, and the time is coming for me to decide what I actually think of it– and more importantly, if I want to keep using it or not.
Savage Worlds does have a lot going for it. Because there’s no such thing as “balance,” GM prep is easy– I think up a thing, assign a few dice to it, and go. If I can’t decide what the value for a given Trait should be, I make it d6 and call it done. Because there’s no hit-point tracking and very little in the way of status effects, combat is always very fast. In a deliberate attempt to push the system’s limits (and see where they were), I came up with a couple of different scenarios that involved lots of NPCs on both sides, with the players controlling allies as the game recommends, and I have to say that the combat system worked like a well-oiled machine. The only times that wasn’t true were situations where I couldn’t remember the rules (or kept remembering them wrong).
On the other hand, for the same reason of there being no such thing as “balance,” it can be difficult to tweak a scenario for maximum enjoyment. Depending on how kind/cruel the dice are, and how well bennies get applied, any creature tougher than a goblin could potentially be a cakewalk or a TPK. In one instance, an NPC attacked a huge monster with a machine gun and all the NPC’s dice exploded, meaning she hit it with raises each time, rolling enormous amounts of damage. Even though the huge monster was a wildcard and had bennies of its own to spend, she still burned through ’em and killed the thing with one pull of the trigger.
In the same session, the PCs, by judicious use of bennies and a lot of crazy firepower, obliterated dozens of enemy forces, only to have one of their own number blown to a fine red spray by a machine gun fired from a helicopter. The game is just as it says on the tin: savage indeed.
This OMGdeadly nature of the game is not as big a deal in Ghostbusters— one of the campaign’s house rules is that if you get incapacitated, that just means your character is sent to the hospital in traction until the next session– but in a setting where character death is a real danger, it takes some getting used to. One of my players in particular loves to throw his character right into the middle of the biggest hornet’s nest he can find (which is why he went up against the helicopter with a machine gun), which is all well and good in a game like Pathfinder, where there’s probably a cleric around to pump him full of healing, but in Savage Worlds is an express ticket to Dirtnapville.
It also means that I have to come up with “more stuff” to put into any given scenario to keep the players from feeling like they haven’t had to work for their success. After handily chewing through two dozen guys, they’re not likely to find six guys a challenge, unless I crank up the skills of those six guys to 11 (which could tip the balance quickly into TPK). It’s very twitchy. Pathfinder and the like are pretty forgiving systems, with lots of wiggle room for players to get in over their head and back out again. Savage Worlds, not so much. Where PF says “fine, scratched, hurt, in danger, dead,” SW says “Fine, fine, dead.”
Another factor here is that the difficulty to shoot anyone is almost always 4. Difficulty to shoot a big, slow-moving goon? 4. Difficulty to shoot Spider-Man when he’s jumping all around? 4. There are modifiers for range and extreme size and so forth (and a few Edges at higher levels that give you some dodging bonuses), but any setting where most fighting is done with guns, you pretty much have to depend on cover to keep you alive. The problem, from a tabletop RPG standpoint, is that standing behind cover and plinking away at someone else behind cover, just isn’t much fun. Realistic? Probably. Is realistic always a good thing? Probably not.
All of this said… dayum, but prep is easy. I looooove that. So… tough call!
Players, what do you think?
Expressions, round two! I’ve reached the point in the new comic where Tanya shows up, and it’s time to get her appearance hashed out.
I love Tanya, but she’s tough do draw. 🙂
Verity exercise here: http://the-gneech.deviantart.com/art/25-Essential-Expressions-Verity-348688888
Original exercise sheet here: http://napalmnacey.deviantart.com/art/25-Essential-Expressions-55523083
I made this for my and my colorist’s reference, but it also makes a nice teaser for the new comic. Here are the updated incarnations of Verity and Tanya, together for the first time in their new context and with character designs complete.
Verity’s a bookish nerd with an affinity for gadgets; Tanya would kick butt and take names, except she doesn’t actually give a damn what your name is. Both of them have to make their way on a future planet that’s made of crazy.
Tentatively scheduled to launch this summer. More details as they get ironed out!
Both characters copyright ©2012 by me (John “The Gneech” Robey), all rights reserved.
One of the things I always regretted about my previous comics was that I never really put a lot of the professional-level homework into them, not the least of which is an expressions sheet. So for my current one, I decided to remedy this. I grabbed this template for the task: http://napalmnacey.deviantart.com/art/25-Essential-Expressions-55523083
Holy cats, this is a lot more work than it looks like. But on the upside, I now have a proper expressions reference for Verity. The hardest one to settle on was actually “flirty,” as Verity is not exactly a seething cauldron of self-assurance and social adeptitude. (Is that a word?) So I went with “giggly and embarrassed” instead, which is pretty much how she’d react to anybody she really found attractive. “Fierce” and “rage” were tough choices as well, considering how neither of those things Verity tends to be.
I’ll need to do one of these for Tanya too, but I have some time before that since she doesn’t actually appear until about 5 pages into the comic.