Druchii Unleashed!

This may be brave, this may be foolish, let’s see…

In celebration of the current release of Warhammer Armies – Dark Elves, my final army book for GW, I’m going to hold a Q+A here on Mechanical Hamster. If you have a question or comment regarding the new book, please post it as a comment or get in touch via the Ask Dennis email. Please look through the comments first to see if someone has already asked your question(s).

Things to bear in mind:

No rules questions. I know this will disappoint many folks but I won’t be answering specific rules queries. This is for two reasons. Firstly, the Games Dev team (Alessio in particular) are responsible for FAQs and I am not going to second-guess what the official answers may be and won’t create confusion by giving answers that may be different from GW’s interpretation. Secondly, if I did answer rules questions then I suspect there’d be no time or space for me to address other aspects of the project! This doesn’t mean I won’t talk about the rules decisions made during the process, I just won’t give answers to questions like ‘What happens if a character with item x attacks a monster with special rule y‘. If you have any specific errata (that is genuine editorial or typography mistakes) drop me a line on the Dennis hotline and I’ll compile a list to forward to GW.

Editorial changes. Although the book was all but complete before my departure, there was one further round of editorial changes in which I did not participate. If your question relates to one of these changes I’m afraid I won’t necessarily be in a position to give any further information and won’t be able to answer your question. This just means that I can’t guarantee to answer all of the questions posed.

The whole project. The re-release of the Dark Elves is far more than just an army list and some rules. Please ask about other aspects of the project and the army book – background, art, and so on. With that in mind, I obviously won’t be revealing anything I believe to be commercially sensitive to GW, not will I cover decisions made outside of the Design Studio – pricing, number of models in a blister and all that.

Please feel free to link to this post on any forums whose members you think will be interested.

P.S. I’m busy for the next week, so the ‘closing date’ for any questions will be Sunday 3rd August. I’ll be posting answers later that week, and then I’ll have another writing-related post ready by the end of the week.

ENnie Awards

Voting is underway for the annual ENnie gaming awards. Hobby Games: The 100 Best is a nominee for the ‘regalia’ category – that is a book or product used to promote role play gameplay. Voting is by the gaming public, just click on the link below. Note that the award in this category goes to the publisher, Green Ronin. I think HG: 100 is a great book for fans of all types of games and makes for a lovely addition to any gamer’s coffee table. Please have a look through the other categories too and make your vote count!

ENnie awards voting link

ENnie awards voting link

Published in:  on July 23, 2008 at 11:54 am Comments (3)

Whoosh!

Is it a bird? Is it a plane? No, it’s a Mechanical Hamster soaring majestically through the blogosphere.

Mechanical Hamster has just passed 10,000 visits. I’d like to thank everyone who has contributed and read my ramblings. Big thanks to Frank/ Xisor and Lost_Heretic for their numerous comments, and to Matt ‘The Chief’ Keefe for his insights, technical advice and support. Hello also to Fergo, Eliza, Dan and others who had posted comments in the past – I hope you’re still in the neighourhood. Cheers also to those folks who have used the Ask Dennis hotline.

When I started MH just over three months ago it was a project for myself really, to keep my fingers tapping and to exorcise those niggly thoughts that creep up as one lies awake in bed pondering one’s craft. I had no expectations of what would happen, it just seemed like a good idea at the time. I’ve enjoyed sharing my thoughts so far and will continue to do so well into the future. If I’ve been of help to a few folks along the way then that’s all the better.

Observations: The link to TVTrope from Jeremy has added significantly to the traffic, so a big thank you for that. It’s also obvious that one’s past always keeps up – whenever I post on a forum such as Warseer or The Warhammer Forum there’s a spike in activity. Putting links in your forum signatures seems to work!

I think some folks are cottoning on to the fact that I often write a post on Monday to work my way into the week – there’s definitely an increase after the weekend has passed. Perhaps MH is one of those guilty pleasures for a work lunch-time (I would never suggest that visitors should idle away dull moments on MH when they should actually be working…).

As for links, Dan Abnett and Graham McNeill are topping the charts, with Matt and CL Werner tying for third place (although I think Matt is edging it in reality thanks to a few links to specific articles of the Star Chamber). Searches that brought people here include such gems as “fake hamster names”, “how to draw a realistic hamster”, and the immensely ironic “secondary characters with more screen ti” [sic]. Apologies to those folks who didn’t find what they were after. 

Highlight: Dennis receiving a job offer via the email:

I am offering you a Job offer with our establishment that deals in the Import and export of Cocoa butter cream, Rubber, Cotton, textiles and fabric materials which is based in the United States.

I persuaded him not to leave me for the delights of import/ export trading. He has also turned down a few offers to invest in business opportunities in a number of African countries…

Thank you all once again, it’s been great.

 

GAV

Published in:  on July 17, 2008 at 4:49 pm Comments (2)

Are You Ready?

Then I’ve got two words for ya…

Like sportsmen and women, a creative relies upon talent, skill and experience, but for these to be employed successfully they must be underpinned by confidence. A Premiership striker bristling with energy and vim scores goals, and a writer bolstered by confidence can feel free to express himself. I’m no different, and I believe that part of my creative struggle recently – or more precisely some dilemmas I have faced – can be put down to my confidence being at a lower ebb than usual.

Neill D. Hicks (whom I have mentioned previously) describes this well in Screenwriting 101 in a section called The Writer’s Life:

Every time you face the blank page, then, the potential for failure is enormously high, perhaps even inevitable. We’re not talking about popular or economic nonsuccess here, but real personal deficiency, the kind of naked truth that jerks you awake in a cold sweat at night. We’re talking about I’m-a-fraud-and-everybody-knows-it failure. That is what makes writing the most terrifying profession.

In terms of my BL career I’ve never known this sort of failure. Well, once, when my synopsis for a Necromunda short was rejected. If it had been my first short story I might have thought twice about doing any more, but it was more ‘hang on, I can do this, I’ve done it before’. Even that was a building experience because a good chat with Marc Gascoigne, then Cruel Overlord of BL, showed that there was nothing intractably wrong with the story itself, but the synopsis was appallingly bad for communicating what I was attempting to do. I decided not to bother with that particular story and moved on to other projects.

Now that I am embarking on a path that will take me far from the well-trodden bowers and glades of Black Library the old enemy starts to creep in: doubt. The “I’m a fraud” line will resonate with many out there, I’m sure, just as it does with me. In a career as unquantifiable as writing, by what benchmark do we judge ourselves?

I have also been reading The Career Novelist by Donald Maas, which is available for free download. Read it and think, that’s what I’ve been doing. In the book, Donald Maas describes many of the pitfalls a first-time author may fall into – or dig for himself or herself! The need for validation, as Haas describes it, can lead first-time authors to make poor choices – of project, publisher or agent. This need comes from wanting to know that someone else thinks you are good enough to print. Though money issues may enter the equation, this validation desire is Nemesis to the writer. Validation may become desperation, and that’s where problems begin. The only true method of combating Nemesis, as I see it, is through confidence.

Confidence that you can deliver, both artistically and practically. Confidence that you have the strength of character to take the rejection. Confidence to be patient. Confidence to turn down a bad offer and wait for a better one. Confidence to shelve a piece that you have laboured on with blood, weat and tears and open up a new blank page.

Reading about many of the potential dangers facing first-time career novelists, to be frank, scared the shit out of me. It was the same when I thought about buying a house, and driving a car, and so on. The unknown and unknowable scares us, and it is not often that we voluntarily step forward to be tested, and this is perhaps a test not only of skill and talent, but of perseverance and passion.

And I’m up for it!

I passed my driving test (okay, after three attempts…), I own a house (which I’ve managed to vaguely keep in one piece) and so now I’m going to be a full-time novel writer. The second-guessing about what I should write, or how I should go about it ends now and the writing begins.

I know how to write, and I know how to construct a good story. I now also have the confidence to put both of those into practice. Confidence comes from the act. Thinking about writing ties me in knots; sitting down and planning a story or typing at the keyboard leaves me with no hesitations. As I’ve been known to exhort others, now I exhort myself – just do it! Hear me roar!

Born-again Virgin

“But Gav,” I hear you cry. “You’ve written nine novels and more than a dozen short stories, it says so in your bio. What do you have to be worried about?”

As Mr Maas points out, writing as work-for-hire (which all tie-in writing is) is a different kettle of fish to writing your own stuff. The Career Novelist was written in the mid-90s and Donald Maas made an interesting prediction concerning work-for-hire, packagers and media tie-ins – that they were growing in size and power compared to traditional genre fiction. If one wants an example, albeit slightly anecdotal, have a look at Amazon’s bestselling lists. At the time of writing, in the Sci-fi Adventure category, 11 of the top 25 titles are Black Library books. 11! That’s just BL books. Eight of the other titles are other media tie-ins: Star Wars; Star Trek; Stargate. The overall Science Fiction bestsellers are a little more healthy in this regard but the preponderance of tie-in fiction through Fantasy and Science Fiction is clearly evident here and in every bookstore you walk into.

And the basic fact of the matter is that readers of work-for-hire don’t necessarily migrate with the authors. BL readers read Warhammer and Warhammer 40,000 stories. For a publisher or agent, there isn’t any logic in believing that X,000 readers of tie-in fiction will automatically go out and buy your first non-tie-in novel… So, as a writer you’re starting from scratch again, building a portfolio and a reputation, and most importantly a readership.

The journey continues, I hope you’ll stay with me.

 

Published in:  on July 14, 2008 at 5:34 pm Comments (12)

A Different Class of Character

Apologies for the recent post drought, I have been beavering away (sort of) concocting some ideas for a fantasy novel before I launch into Alith Anar (and project Ssh) so my brain’s been taxed by other things lately. Said work on the speculative novel has given me a few ideas, tied to Perius’ comment on character creation, which I am going to share.

Roll 4d6 and Pick the Highest…

There’s no such thing as character creation. Of course, authors talk about creating characters all of the time, but I think the term is misleading. It gives the impression that there is a process a writer can go through whilst planning a work which will see a fully formed character. The idea of character creation puts me in mind of roleplaying games, where a player will sit down and roll a bunch of dice, use a points system or utilise some other mechanism to create the character for their game. In reality, this only provides the framework for the character, the character is actually created when the player sits down and actually plays. The same is true for characters in fiction. Characters aren’t created, they are expressed.

A writer may well spend an eternity coming up with the back story, physical properties and emotional motivations for a character and yet completely fail to convey that in the work. A character is a dynamic, an evolving motion of action and personality. The audience only know a character by what the work actually tells them – through their words and deeds.

This is not to say that you shouldn’t be putting effort into working out who your main characters are. I’ve recently re-read Screenwriting 101 by Neill D. Hicks, and it has some great advice and exercises for discovering the characters of your work. Although the book deals with screenplays, much of what Neill says about characters holds true for novels and even games. Through reading the book again I examined my own character-creation process from a different perspective.  It’s also good for dealing with the essentials of plot and structure and I’d heartily recommend it to any type of writer – though bear in mind that some of the conditions for a good screenplay aren’t the same as those for a short story or novel.

Discovering Character

Armed with this rediscovered attitude towards character I have spent a few days working on the primary character for the fantasy novel. I already had the most basic structure of the story in mind, so I decided to sit down and write a biographical piece concerning the character. Rather than being a synopsis of the events of the book – what the character sees, does and says – it is an emotional and psychological study. Sounds impressive, eh?

I began, as recommended by Mr Hicks, with the backstory. This was a statement of the character’s emotional position and psychological state at the beginning of the novel. It talks about his aspirations, fears and other motivations, and how these are being expressed by his current actions. There is no detail here in regard to events that may well be examined in the novel, just a creation of context for the character so that the story can begin.

I then impressed upon the character the first catalytic event of the plot. This is what Neill D. Hicks calls the significant change – the event that propels the character from their everyday life into a conflict that gives rise to a story worth telling. As with the backstory, I didn’t write about the details of the event itself, but instead concentrated on the reaction of the character and its affect, if any, on his attitude, beliefs and emotional state. This is the first part of realising him as a character because it is through his behaviour from this point on that the reader starts to find out what sort of person he is.

In doing this, I also began to invent other characters he needed around him – friends, families, antagonists. As a real person, his changing behaviour is affected by and has an effect on those around him.  I had started out with a single protagonist and now I was developing a cast of characters to help him tell the story. The details of these characters were also kept brief, expressed only as they exist in relation to the main character and their role in his story and development.

I continued to do this with the other major events of the story, the trials and victories the character will face, always through the lens of how the unfolding plot determines the wellbeing and mind-state of the character, and how the changes in his goals and attitudes reciprocate in pushing the plot.

I feel sorry for the poor chap, it’s an emotional roller coaster. Without having decided a single thing about exactly who does what and how, I have already told character’s story. So far the piece is just shy of 2,000 words in length and may expand further as I go back to some sections and re-examine them, or incorporate the relationships of other characters who appear later in the biography but would in fact have an earlier role to play.

Recipe for Success

Sometimes writer’s view this sort of biography or planning work as a blueprint. I prefer to think of it as a recipe. I have a ‘list’ of character ingredients and a mechanism by which they will be incorporated together. Now that I have discovered the character, I can approach the creation of the synopsis with this already in mind. I know the emotional and developmental journey he will undertake, so I can concentrate on the other aspects of the story – plot, setting, etc – knowing that it is built on the solid foundation of a strong, developing character. The bad guys may end up as strange tentacle-beasts or savage cat-people, it doesn’t matter. In terms of the character’s tale, I have already discovered the role and impact they and their actions will have upon my character.

With that in mind, when I come to write the story itself I now have a frame of reference for the character’s state of being. I can actually dig out the document and remind myself whether he would be feeling sad and lonely, excited or angry. He’s already told me how he feels throughout the story, now I can concentrate on expressing that personality through his thoughts, words and actions. And, hopefully, readers will also understand where he’s coming from so that those actions seem utterly coherent with the reader’s expectations.

Mr Hicks says that we discover characters rather than create them and I couldn’t agree more. By engaging with this character in the manner I’ve just explained, I could examine the causal progress of his story from a purely character viewpoint, uncluttered by other considerations. Whatever the eventual detail of the plot throws at him, I know not only what effect it will have, but that the progression of his story has a consistency and verisimilitude that will hopefully make the story believable.

So, next time you sit down to ‘create’ a character, follow through the process to the conclusion of the story not the beginning. Take into yourself the character’s thoughts and emotions so that the character will tell the tale, not the author. I think richer, more rewarding characters will be the result.

 

How To Be a Games Developer

For a while Dennis has been bugging me to address a question Max sent to him via the email. It’s a subject I’ve been asked about often over the years and it’s never an easy one to answer:

“It’s more of a question of getting into games design. Now, I’m sure you have been asked this question to death but I thought I would ask anyway and it’s not specifically related to Games Workshop.

 

I’m currently attempting to develop a war-game but its taking longer than I thought due to other commitments. I find it very hard to move away from [my influences] in order to produce something different. Did you ever suffer from this problem or something similar when doing independent works?  

But going back to the question, I’m guessing the best bet is to just get out there, meet people and generally submit stuff? But as a developer / writer I was wondering if there was anything else you found along the way such as balancing or adding telling a story in a specific way in order to develop a successful game? As well as any other tips of the trade on wrangling a job as a games designer (anywhere) and the other roles that it involves?”

 

I’ll start with the caveat that my experience of the wider games development industry is mostly second-hand, from the privilege of talking to many other games designers over the years at conventions and such. However, there are similarities between their stories and mine.

First off, if you want to work for GW games development it is simply a case of keeping an eye out for the recruitment adverts. Occasionally a position will open for an Assistant Games Developer (or Trainee Games Developer in the most recent recruitment). I am surprised by people that asked me how to get into the GW Design Studio only weeks after a position was advertised on the website. For Games Development that’s probably the only way. The same is true for other established games manufacturers, most do their work in-house for the reasons I’m about to go into.

In wider terms, if you have a sci-fi or fantasy miniatures game in mind, there are some very specific obstacles. The greatest of these is that such a game needs miniatures! If you write an historical rules set you can use the vast wealth of independent manufacturers to provide miniatures for you. You might be able to interest a company, or at the end of the day self-publish and hope it goes well.

Those companies that produce sci-fi or fantasy miniatures generally do so with either a specific ruleset, a specific universe, or both. Their goal is generally to continue to expand and develop their intellectual property and games system. So, your first big question is who is going to make the miniatures? In this regard you are not only selling the idea of the rules set and imagery but asking a company to invest in the design and continued development of the miniatures range.

With a wargame that is tied to a specific range of miniatures there are many considerations that impact upon your games design decisions, and will also influence the imagery you want to explore. The foremost of these is how is it going to be made and packaged? Questions of scale, for example, will limit what is physically possible, as will cost of production – there is no point creating rules for miniatures that cannot be made at a profit with the materials available. In a sci-fi setting, vehicles tend to be the real difficulty here – large models that will weigh a lot and be expensive to produce and purchase if made in resin or white metal. If you want to create a game with gigantic battling robots the size of skyscrapers, for example, then you’re not going to want to produce it in 28mm scale!

The other key question is that of sustainability. From the outset you must decide if the miniatures range is finite or not. If it is not finite, what mechanisms are you going to create to allow the continued expansion of the rules set and miniatures range? Is it a rulebook, a series of rulebooks, boxed sets, blisters, both? How do players collect the forces they will use? Do they purchase complete ‘elements’at a time, or are the components built up over several purchases. To give a specific example, let’s say you have a unit of lazergun-wielding Galactic Infantrymen. Do they have optional equipment and how is this made available to the collector? Is there a variable squad size?  If you’re writing a miniatures wargame, you have to bear in mind all of the practical issues of collecting a force. Is a force infinitely expandable like a 40K army, or is there a real or implied ceiling, such as a Blood Bowl team? How many factions give you enough variety to collect without creating a range that is impossible for stores to stock? What is the minimum outlay for a customer before they have a battle-ready force?

That seems like really dull stuff, doesn’t it? If you think these aren’t questions for the games designer to answer, it’s going to be very difficult. Writing some rules and background, whilst challenging, is not the be-all-and-end-all of designing a miniatures game. Having those things is a little bit further on from a ‘good idea’ but only a little in terms of what needs to be sorted out before you have a marketable game and miniatures range.

So, you need to have a plan – and be flexible about it – to present to companies. This is my game, which uses a miniatures range that looks like this, and can expanded like this. If you can get a company to buy into your proposal as viable for marketing and production, then you can start worrying about the details of how things actually move around the table and what they look like…

If the game is picked up and established, it may be the case that some of these practical responsibilities are taken on by other folks such as sales managers, but when developing your game you have to continually bear them in mind. An idea is only good if it can be made and people can buy it.

Target Audience

All of this talk about marketability and such may sound a little evil and corporate. It is, and it isn’t. First and foremost, design a game and background that you enjoy. Don’t think about target audiences, or demographics or any of that. Write a game that you want to play. When you’ve done that, work out why it appeals to you and so therefore what sort of other people (who are like you) will it appeal to. You can’t do this sort of thing for an abstract reason, it has to come from ownership and genuine pleasure. If anyone asks who your target audience is just say, ‘People who are like me’.

Making It Original

As discussed on other subjects, the question of originality is one that often comes up. I’ll say now, whatever you come up with will not be original. However, it can be unique. Big robots are not original. The particular rendition and portrayal of big robots can be.

Uniqueness comes on two scales: big picture and little details. In big picture terms you can rely on transposition and juxtaposition to create something unique. Transposition is straightforward enough, it is simply taking an existing idea or image and moving it to a different place: the Roman empire in space; a space pirates game; baseball in space; time-travelling big game hunters. There’re loads of ideas to mine, and it’s prevalent throughout all forms of fiction.

In fact, it’s been done a lot, sometimes to death. Space Samurai, Space GIs, Space Knights, Space Cowboys, Space Celts… Bring in juxtaposition to add variety and depth. Simply directly translating the legions of Rome and their barbarian foes into space is step one. Adding in elements that did not exist in the original iteration (excluding the obvious technological differences) adds spice and uniqueness. The barbarians are not other humans at all, but rather strange plant-based lifeforms with a barbaric culture. Or the legions of Rome are zombie-like automatons under the control of a psychic elite. Or it’s actually a spaceship game based on these principles rather than ground warfare. Or… You get the point. Uniqueness comes from taking a step further than simple transposition, and another step, and another until you have a concept that is still based upon the strong idea but is far enough removed that it has become its own thing.

On the other end of the scale is the detail. If our space legions were literally Romans with lazerguns, that would be a bit weak. What stylings of the Roman legionary can you keep whilst pushing the unique interpretation of it? In this regard you must learn to look at what elements of an image are archetypal and which can be changed. It’s kind of like having an infant eye again – see what’s important and recognisable uncluttered by everything else you know to be true. We know that there’s no such thing a typical legionary across the breadth of Republican and Imperial Rome, because things changed, some of them quite dramatically. However, ask a reasonably educated kid what a Roman is and he’ll say a square shield and a crested helmet. He might even say sandals. Those are what you retain in general form. Everything else should be modified to add the flavour of the setting.

The Old Adage

As I always wrap up this sort of thing, my advice is just to do it. Try and fail and learn and try again. Most writers start out because they love writing, Most games developer start out because they like playing games and are interested in how systems work. Film directors like movies. Passion cannot be learnt, skills and experience can. Create what you want to create, and only after that start making the necessary commercial compromises.

I’ll get onto ‘telling a story’ at a later date…