GenCon 2012

I’d intended to post this earlier in the week, but (big surprise) things got away from me.

I returned on Monday from Indianapolis, having attended GenCon 2012 as both an “Industry Insider” Guest of Honor, and an Exhibitor (with Cubicle 7 Entertainment, whom I work for as a consultant and a freelance writer, in addition to partnering with them on Adamant’s print releases in the games industry). The picture above is a shot of our booth in the exhibit hall — the reason it’s clearly visible is because the picture was taken before the hall officially opened. Once open, the aisles were constantly filled with a teeming mass of gamers, and we were only able to be found by the Daleks which rose majestically above our arrayed products.

So yeah — busy. I spoke with GenCon owner Peter Adkison on Saturday, and he said that he believes that attendance passed 40,000 this year — he was fairly certain that last year’s attendance was surpassed either late Friday or early Saturday. The convention was noticeably busier, and every peer I spoke with talked about big crowds and big sales.

A joke was going around that the new GenCon greeting should’ve been “How’s your Kickstarter going?” The crowdfunding revolution has clearly made its mark — I saw dozens of games that had begun life as a Kickstarter project, and the two separate Kickstarter seminars that I was asked to participate in were both packed with attendees. I don’t see that trend slowing down any time soon.

Attending as a Guest of Honor was amazing. Yes, it meant that I was doing six hours of extra work on top of my traditionally-packed schedule, but occasionally I would take the time to note where I was, the company that I was counted among, and what that meant. In a field where the rewards are few and far between, it was absolutely a career milestone — a genuine honor.

One of the interesting effects of attending as a Guest of Honor was the increased visibility, from appearing in the convention program book. I had many people track me down just to tell me that my work had meant something to them — which was the greatest honor of all. One of them introduced himself as one of my first customers, having bought a copy of PERIPHERY from me at GenCon 1994 — my first commercial RPG design, only 500 or so copies of which were printed.

Others praised UnderWorld, which was released at GenCon 2000. In a related blast from the past, the Jaffe brothers (late of Synister Creative Systems, the company that published UnderWorld) made their return to GenCon for the first time in 11 years, with a new company, Eschaton Media Productions, and a new game, Dystopia Rising. Here’s a shot of Sean Jaffe with Jurgen Meyer, holding a copy of the 2001 Synister release, The Last Exodus, a few copies of which were available at the Eschaton booth.

The ENnie Awards on Friday night ended with the expected result — Tales of the Far West did not win (and barely rated mention as a nominee, thanks to a presenter who, it appeared, had engaged in some “celebration” before the show). When we saw the strength of our fellow nominees, we assumed at best a third-place finish, although we were pleasantly surprised to have gotten the order of winners wrong — The Lords of Waterdeep boardgame won Silver, while the Kobold Guide to Game Design took a well-deserved Gold. Thanks to everyone who lent us your support and your votes, they were much appreciated. The old cliché of “it’s an honor just to be nominated” is actually true for these awards, but some day we’re going to get one of those medals!

On a personal note, I was extremely proud of my wife, Laura, who not only worked as the business manager for Cubicle 7’s booth, but managed to put together an absolutely amazing costume on Saturday, appearing as Idris, the TARDIS made flesh, in the Neil Gaiman-scriped Doctor Who episode, “The Doctor’s Wife.” The pic at left was snapped by Ed Healy of Gamerati — I snapped a shot earlier, and posted it to twitter, where Neil Gaiman called it brilliant, leading to a very happy wife for the entire day.

The only drawback of the show was actually a function of its usual benefit: Spending days surrounded by my brilliantly creative peers usually leads to inspiration for dozens of projects that I want to work on immediately. Unfortunately, my plate is so full right now with things which already demand my attention, I have no time to launch anything new. Alas.

I suppose it’s a good problem to have, but it is frustrating.

It’s a strange business we’re in, where four 18-hour work days can actually recharge our batteries, rather than draining them completely, but there ya go. GenCon 2013 is set for August 15th through 18th. I’ll see ya there.
 
 

Hey Kids, Comics!

Been giving more thought to the idea of a digital comics line. The recent debut of Chris Roberson’s Monkeybrain Comics, joining the ranks of Mark Waid and John Rogers’ Thrillbent, shows that the digital field is growing. Despite my post earlier this week where I lamented the hectic pace that results from my desire to “DO ALL THE THINGS!”, this really is one of those things that I keep coming back to, so I’m fairly sure that I’m going to give it a shot at some point, and most likely sooner rather than later.

What follows are a list of Guiding Principles that I would keep in mind for any digital comics project:

  1. All Ages: Not dumbed down, not “kids stuff”, but say a Bronze-age level of writing, able to be read by, say, a 43-year old comics fan (ahem) or a reasonably bookish 12 year old.
  2. Full Use of the Format: As Mark Waid as pointed out, “the world is widescreen.” Use the space given by the digital format, and the tools available that are distinct to that format, rather than just porting print to screen. For an example of the sort of thing I’m talking about, check the Artist’s Annotations version of Cthulhu Calls over on the Thrillbent site.
  3. More Positive Handling of Gender and Race: Role-model-worthy characters from all races — actually reflecting real demographics. Women who are built like athletes (Like this, or this for example), not porn stars.
  4. Each Issue Is NOT 1/6th of a Story: I’m tired of the collection-focused pacing of modern comics. Every issue is somebody’s first, and they deserve a story. You can have arcs, sure, but somebody should be able to jump in at any point (remember the old “as seen in last issue — Smilin’ Stan” editorial comments that would tell you what you need to know?).
  5. Cheap Entertainment: The fact that this is digital means that there’s already a barrier for entry — a fairly expensive device (phone, tablet, or computer). There’s no reason to compound that with high prices. Plus, I want to see a return to comics as impulse purchases. When I was first buying comics, they went from 30 cents to 75 cents an issue. Now they’re 3 or 4 dollars. If they stuck with inflation, they’d be somewhere around $1 to $1.50, which seems to be a good target to me.

So what about you? What would you want to see — your Guiding Principles?
 
 

“Your First Step Into A Larger World…”

Among geeks of a certain age (those of us who grew up with, and whose tastes were shaped by, the original Star Wars films) there is an orthodoxy which states that as wonderful as the first film was, it is The Empire Strikes Back which stands as the best of the trilogy. By the time of Return of the Jedi, Lucas’ aim was already off of his now-adolescent original fans, producing a film aimed more at the little brothers and sisters, full of Muppet menageries and jungles full of teddy bears. We began to first feel the sting of our thing being done for someone else. This is, of course, to say nothing of the second trilogy (my generation’s view of which is well-established by now, and need not be hashed out again here).

I’m going to break from that orthodoxy, however, and state what I’ve come to realize in recent years: The best of Star Wars was the period from 1977-1980: between the release of the first film and the release of Empire.

In Star Wars, Obi-Wan Kenobi tells Luke Skywalker: “You’ve taken your first step into a larger world.” For the three years until the release of the second film, Star Wars truly was that larger world — the universe was vast, drawn in the barest outlines by dialog references that spoke of unseen details: Clone Wars. Dantooine. The Academy. Regional Governors. Ancient Religion. Spice Freighters.

The tales of that larger world came from few sources: additional hints supplied by color text on trading cards and toy packaging, the novelization of the film, the few tie-in novels (Brian Daley’s Han Solo books and Alan Dean Foster’s Splinter of the Mind’s Eye), and Marvel’s ongoing comic book series, “the greatest space fantasy of all time.” Even more so, however, the tales came from us — in a million back yards and bedrooms, created with action figures or with water-gun blasters and whiffle-bat lightsabers. Our stories, told against an endless tapestry of possibility.

Today, however, every corner of the Galaxy Far, Far Away is detailed. There are maps covering every location, every background character has a detailed backstory, every moment of the setting’s history has been nailed down. There’s no room for possibility. Hell, there’s no room to breathe.

As great as The Empire Strikes Back is, that’s where it really began. Where changes started to occur — where detail stopped coming in dropped references to a wider world, and started being telegraphed set-ups for a now-certain third-film pay-off. The vague outlines of the first film began to be forced into shapes, and not always in ways that improved the setting. (For example — in the first film, Darth Vader is the Black Knight — the heavy, the muscle, subordinate to Tarkin. In the second, he’s the right hand of the Emperor, above all others.)

I find that I prefer the universe as it appeared in the novels and the Marvel comic of the time — the Emperor as a weak politician, walled off from the people by the military Moffs who actually run the Empire. Different factions and houses vying for advantage and power — the Corporate Sector Authority, the House of Tagge, etc. I find that more interesting than a wizened evil sorcerer who managed to overthrow the previous government and in only 20 years managed to turn a “thousand-generation” institution into a half-remembered “ancient religion.”

This has been on my mind recently, due to the ComicCon announcement that Dark Horse comics was doing new Star Wars series, written “as if Episode IV had just come out in theaters.” The thought of an ongoing comic that ignored everything after the first film awakened a small spark inside of me — a return of that long-lost sense of possibility. Alas, it was to be short-lived, as further details proved that the comment only meant that the comic was taking place in the time immediately following the events of the first film, but would still be constrained by the established “canon.”

It makes sense, I suppose. Lucasfilm has way too much invested in Star Wars to throw out 35 years of established continuity. Still a disappointment.

What I struggle with even more is the desire, as a creator, to show what I mean by producing something that echoes what I loved about the setting from 77-80. The setting was a legend to my generation, created, in Lucas’ own words, because “There’s a whole generation growing up without any kind of fairy tales.” If it was any other legend or fairy tale– King Arthur, Robin Hood, Snow White — I’d be free to do “my version”, my take on it. That’s obviously much harder to do with a proprietary setting that is an active business. My choices boil down to doing a “fan” project, where I pour work into something purely for the love of it; or instead file off the serial numbers and come up with a pastiche of sorts.

The fan project is doable, of course, but hard to justify to myself — I make my living via creation, and spending the time, energy and resources to produce something like that would take away from other projects which allow me to pay my bills and feed my family.

The pastiche is also a possibility. Lucas himself was consciously doing a pastiche of Flash Gordon, Buck Rogers and other SF serials when he created Star Wars. The main issue for me is that the setting looms so large in my imagination, I can’t help but feel that any pastiche I’d create would feel too much like a pale imitation for me, which would detract from my ability to really invest in its creation. A copy wouldn’t inspire me nearly as much.

So what to do? What would you do? Strive to come up with something close-but-not-quite, in order to try to reclaim the thrill you once felt and communicate that thrill to others; or throw logic to the winds and embrace the idea of doing something purely for the love of it, without any ability to recoup anything for your effort?