NaNoWriMo starts

National Novel Writing Month kicked off on Friday. I was pleased that I actually got to work a little bit on it this weekend, although, the standard incursion of Real Life ™ onto my writing availability is in full effect, and hence I’ve only managed 1600-odd words this weekend.

But, I figured that I’d give you all a sample:

The rope snapped taut.

His neck didn’t break.

Mercy, it seemed, was as conspicuously absent from Walker Blake’s death as it had been during his life. No sudden snap and enveloping darkness for him, but rather the seeming eternity of strangulation as his feet danced an involuntary jig for the amusement of the crowds gathered at the scaffold outside of Newgate Prison.

With the odd sense of detachment that comes with the certainty of death, Blake found himself noticing the rough pressure of the hemp rope on the hinge of his jaw and behind his ears, rather than any sense of suffocation. It was simply that he could not breathe, and that fact struck him as a given and hence not worthy of further notice. His vision began to darken at the edges—a narrowing circle of clarity made him feel as if he was surveying the jeering and clamoring crowd through a spyglass. The violent swinging of his body from the rope recalled the pitching of a rolling deck easily enough, completing the illusion.

The faces of the crowd began to lose distinction for him, one face blurring into another: an old woman spitting, a young man cheering, a little girl more engrossed in the hair of her doll than the pageant of life and death displayed before her. He saw, with a clarity that seemed out of place, a pickpocket cutting purses and lifting watches from the crowd, whose rapt attention was held elsewhere. Life went on, but he was slowly sliding off its surface, like a raindrop on leaded glass.

Flashes of colored light swarmed at the edges of his vision, like fireflies in a summer field. He could hear nothing of the din of the crowd, nothing of the hoarse croaking of his own death-rattle—the only sound was the tidal rush of the blood pounding in his temples, vainly trying to deliver oxygen that simply wasn’t there. A liquid noise, like waves lapping against the wooden sides of a boat.

…And there, in the back of the crowd, visible for an instant before the darkness finally grew into totality, Blake could see the leather-masked face of one of the Ministry’s Collectors, impassive and distant as the love of God.

There ya have it– 100% pure crap, concerned more with putting words on a page than anything else. We’ll see how it all turns out in the end.

GMS

Good & Bad

Eventful past few days:

Bad: I had to flake on a freelance assignment. I wrote an email to Chaosium, informing them that I cannot continue with my work on Cults of Law and Chaos. There are many reasons, not the least of which is the day job, and my disgust with the quality of the material I had written to date (I found that writing about someone else’s canonized material, using someone else’s rules system, felt like plagarism). The upshot is that there was no way that I keep going with a project that was already way too late. I told them that I would take public responsibility in whatever form they wished, and that if they decided to re-assign the book, I would provide my work to the new author as source material. I just don’t want it to appear under my name.

I hate letting people down, especially folks as nice as Charlie and Dustin. Even worse, though, is the realization that freelancing on projects of this size is pretty much over for me. The day job simply takes too much out of me…I can’t write to someone else’s deadline any longer, because I can’t consitantly count on being able to write “X” number of words per week. The amount of time that I have, from week to week, is way too variable now. So, it feels like a door closing. I’ve been freelancing since 1995, and now, unless I set my own deadline, write a product completely on spec, and submit it that way, that part of my life is over.

Good: Just because I can’t write for anyone else doesn’t mean that I can’t write for myself…setting my own deadlines and adjusting them when I have to. In other words: I’m not dead yet.

GMS

A Solution

A number of folks offered me a solution to the problem I went into in my last entry. It’s a good solution, and I decided to write it up, so I can refer to it again whenever I feel the same depression creeping up on me:

Make your games for your target audience. The audience that you had in mind when you wrote it– The ones that “get it.”

To hell with the rest. You’re never going to make them happy, and it’s futile to try.

Part of this is recognizing that not all games are automatically for all gamers. This realization needs to occur on all sides. If gamers realize that a game that doesn’t appeal to them doesn’t automatically make it “broken” or worth bitching about, then the level of venom will drop. If game designers realize that not everything they design is going to be lauded by every gamer, and that the gamers that are bitching don’t need to be convinced, because it was never intended for them anyway, then the level of defensiveness will drop.

Less venom. Less defensiveness. Less conflict.

Not every game is intended for every gamer, and there is no point in trying to make all gamers happy. That way lies ulcers.

Design your games for the ones who get it. They are your customers. The customer is always right–but the ones who weren’t your target…the ones who don’t get it…the ones who will attempt to beat the joy of creation out of you with rants and insults…they are not your customers, and never were going to be. As such, Fuck ’em. They’re not worth worrying about.

At our scale (i.e. Non-WOTC), we can afford to specifically target a particular niche, and be fulfilled by it:

Design the games you want to play, for gamers who you’d like to play with.

The rest can go hang.

GMS