Terri Pray's Blog, page 3
April 7, 2012
Games
As Sam wasn't very well last night I decided to give him a break from interviews until Monday. But that also gives me a chance to discuss the games we're currently working on.First, the two licensed settings. We're slowly working with Mercedes Lackey and Larry Dixon to create a game using the Valdemar setting. This is slow going because of time constraints. Because we want to do this right, we're not rushing ahead just throwing things on paper, but waiting for feedback when Misty and Larry are able to do provide such. If you're not familiar with the setting the first trilogy published was the Arrows of the Queen, following the journey of Talia from life as a type of farm girl called Holderkin. A life where, as a female, she had very little say in what she would do, right down to having no choice in who she marries. When she's chosen by Rolan, a companion, her life is turned upside down and she becomes a Herald, one of a group of very special men and women in the Kingdom.
The second licensed setting is Emberverse (and we also have the Islands in the Sea of Time) from S.M. Stirling. We're working closely with Mr. Stirling, and Kier Salmon who has become our go to lady for information, in creating the first of many game books in this setting. The first of the Emberverse series is Dies the Fire. We're also looking forward to meeting Mr. Stirling, and Kier, in person when they attend Core Con 2012 in Moorhead MN (just across the river from Fargo).
Then there are the non licensed games, using settings we've created ourselves. One of the lines we're putting together for these is called Number of the Beast - called such because the price point for the printed games will be $6.66. It's also a humor filled 'jab' at those who claimed that RPG's were 'evil'. The games produced for this line are quick, one or two session games, ideal for those who need to take a break from long running campaigns.
And the first game in that setting is 'Mission Little Rock', we don't have a release date for the game as yet but it truly does set the tone for the fast, fun, and not to be taken seriously games that we're producing for the line.
For longer games, we're looking at Paranormal, Urban Fantasy, Science Fiction, Fantasy, Alternative History, Steam Punk, Historical and anything else that takes our fancy. There's even one our daughter (all of almost 12) is helping us with, as the basic idea was hers.
We'll keep you up to date about forthcoming games and release dates, just as we'll also have more information on the message board as things progress.
The second licensed setting is Emberverse (and we also have the Islands in the Sea of Time) from S.M. Stirling. We're working closely with Mr. Stirling, and Kier Salmon who has become our go to lady for information, in creating the first of many game books in this setting. The first of the Emberverse series is Dies the Fire. We're also looking forward to meeting Mr. Stirling, and Kier, in person when they attend Core Con 2012 in Moorhead MN (just across the river from Fargo).
Then there are the non licensed games, using settings we've created ourselves. One of the lines we're putting together for these is called Number of the Beast - called such because the price point for the printed games will be $6.66. It's also a humor filled 'jab' at those who claimed that RPG's were 'evil'. The games produced for this line are quick, one or two session games, ideal for those who need to take a break from long running campaigns.
And the first game in that setting is 'Mission Little Rock', we don't have a release date for the game as yet but it truly does set the tone for the fast, fun, and not to be taken seriously games that we're producing for the line.
For longer games, we're looking at Paranormal, Urban Fantasy, Science Fiction, Fantasy, Alternative History, Steam Punk, Historical and anything else that takes our fancy. There's even one our daughter (all of almost 12) is helping us with, as the basic idea was hers.
We'll keep you up to date about forthcoming games and release dates, just as we'll also have more information on the message board as things progress.
Published on April 07, 2012 19:15
April 6, 2012
Failure
Normally in an RPG a failure means one of two things.
Either you've messed up a little, or messed up so badly there's no digging yourself out of this one. But there's another aspect to failure in the D6 Epic system and I managed to ask both Sam Pray and Matthew Ewertz about this aspect.
Terri: When you roll a failure in an RPG it's normally a bad thing, you sit there, groan and pray for better dice. What's different about failing in D6 Epic?
Matt: In D6 Epic you can screw up spectacularly, such as making a jump roll, failing and bouncing down a nasty cliff. However if you describe said bouncing, complete with contusions and such, you might not only survive it but gain an Epic Point for such a good description.
Sam: If you do something that should get you killed, you can try to persuade the GM to give you a second try at surviving, depending on how well you describe the incident. Adding a bit of humor in there won't hurt your chances either.
Matt: But that also depends on the GM. Think the old favorite cartoon scene where you bounce down the cliff and land with a tree branch directly between your legs, and describe it so well that every guy around the table is cringing, odds are the GM is going to give you the extra points.
Sam: You can exceed the difficulty number of a task and still fail completing it by rolling a 1 with your Epic dice.
Terri: So it all boils down to how well you tell the story.
Matt: Yes, as we're looking at the storytelling aspect to drive the game.
Sam: One of the differences, that should be noted here, is that in most games if you fail the GM states what happens to your character. In D^ Epic, you say what happens.
Terri: But isn't that open to abuse by the players?
Matt: Yes and no. It comes down to if you make it believable and you're continuing to drive the story forward, meeting your goals, then it's not abusing the option.
Sam: And the GM has to be strong and know the difference between using the option and taking advantage. You can't, for instance, hit that cliff fall without getting a single scratch.
With that they decided they needed time to relax and watch Immortals - for research honest...
Either you've messed up a little, or messed up so badly there's no digging yourself out of this one. But there's another aspect to failure in the D6 Epic system and I managed to ask both Sam Pray and Matthew Ewertz about this aspect.
Terri: When you roll a failure in an RPG it's normally a bad thing, you sit there, groan and pray for better dice. What's different about failing in D6 Epic?
Matt: In D6 Epic you can screw up spectacularly, such as making a jump roll, failing and bouncing down a nasty cliff. However if you describe said bouncing, complete with contusions and such, you might not only survive it but gain an Epic Point for such a good description.
Sam: If you do something that should get you killed, you can try to persuade the GM to give you a second try at surviving, depending on how well you describe the incident. Adding a bit of humor in there won't hurt your chances either.
Matt: But that also depends on the GM. Think the old favorite cartoon scene where you bounce down the cliff and land with a tree branch directly between your legs, and describe it so well that every guy around the table is cringing, odds are the GM is going to give you the extra points.
Sam: You can exceed the difficulty number of a task and still fail completing it by rolling a 1 with your Epic dice.
Terri: So it all boils down to how well you tell the story.
Matt: Yes, as we're looking at the storytelling aspect to drive the game.
Sam: One of the differences, that should be noted here, is that in most games if you fail the GM states what happens to your character. In D^ Epic, you say what happens.
Terri: But isn't that open to abuse by the players?
Matt: Yes and no. It comes down to if you make it believable and you're continuing to drive the story forward, meeting your goals, then it's not abusing the option.
Sam: And the GM has to be strong and know the difference between using the option and taking advantage. You can't, for instance, hit that cliff fall without getting a single scratch.
With that they decided they needed time to relax and watch Immortals - for research honest...
Published on April 06, 2012 20:07
Forum
Although this would work as the F post, it's not. I'll be interviewing Sam about Failures later today.However, this is the link to the D6 Epic Forum. There'll be sections here for both the licensed games, and the in house games we're working on. Sam's also added an 'ask the Game Designer' section in case you want to know what's going on, or you're not entirely sure of something in the rules. http://www.d6epic.com/d6_epic_forums/... will take you to the forum.
Published on April 06, 2012 14:52
April 5, 2012
Epic Dice and Epic Points
Sam decided to cooperate this time, so instead of having to be tracked and trapped he settled down to answer questions.Terri: The game system is called D6 Epic, and I know this covers Epic Dice and Epic Points, but what exactly are these?Sam: Epic Die allows characters to be heroic. If you roll a 6 with Epic Dice that adds a 1 to every dice rolled. So if you roll six die you would add a plus 6 to the total. This allows characters to do more than they would normally be able to do. Epic points are points you get at the beginning but then you can also earn more by good roleplaying. You can spend your Epic points to roll another Epic dice. You can spend before you roll so you're rolling two Epic Die in your regular roll OR you can spend it after you roll to try to earn a boost. And the GM, if they're feeling generous, can allow you to spend one before and after. Terri: What do you mean by good roleplaying? Sam: Instead of just saying "I swing my sword at the monster" the player can describe exactly what they're doing such as...I shift the weight onto the balls of my feet, the grip on my sword loosening slightly as I eye up the distance between myself and my enemy. As I see his jaw set and gaze narrow I step to the left, bringing my weight behind the blow as I aim the sword for his right thigh, meaning to disable so I might question him later. This type of roleplay not only helps build the scene but adds onto the story. The better the storyteller, the better chance there is of earning more Epic Points and Progression Points at the end. This also applies to failure, which we'll cover tomorrow. Terri: And this level of storytelling would also apply to all scenes, not just combat. So if you manage to sweet talk your way out of having a jug of ale smashed down on your head by a jealous/jilted bar-tender/bar-maid, then you'd likely earn an Epic Point or bonus progression point, or both. Sam: Yes, this is a reward system for those who want to roleplay and it isn't given to those who do just want to kill the beast and get the loot. And as Sam says, we'll be discussing how this also applies to Failure - or Epic Failure - tomorrow.
Published on April 05, 2012 20:08
April 4, 2012
Drama
Sam was relaxing when I pounced him with tonight's questions. Please ignore the duct-tape - it really is for his own good. Chasing him down hurts more in the long term.
Terri: Drama plays a huge part in the D6 Epic RPG system, but why is that different from other RPGs? Aren't they all about storytelling and building the drama?
Sam: They try to be, and this isn't an attack against other systems, but they fall short either because the players and/or the system focuses on the experience points you get from killing monsters rather than roleplaying the situation and building the story or drama. If a system is built so killing monsters = advancement, it's hard to build the drama. Most systems do not focus on social interactions or romance, and D6 Epic has sections that deal with both social interactions and romance. This is not to say that you must play out a romantic situation, but the option is there.
And as it says in the book GM's can't fix romantic problems between two PC's (player characters). If you're fighting with your girlfriend, the GM can't help you.
Terri: Interesting, so what do you think these two new sections bring in the way of drama and player enjoyment?
Sam: The social interactions allows roleplay to be of importance rather than just rolling dice. An example would be haggling with a merchant, if you just want to roll dice and buy whatever you might get it for the price you want, you might not. But if you roleplay interacting with the merchant, bartering and haggling, that will give you bonuses for when you do finally have to roll dice. That might also create a friendship or reluctant respect between you and the merchant, or the merchant could hate your guts from now until forever. Either opens opportunities for adventures, mishaps, or drama - never knowing when the other shoe is going to drop.
Terri: And the romance?
Sam: Same can be said about the romance, as with social interactions. When a player decides his character has found the one (male, female, vegetable, etc.) it's not a simple dice roll to decide if they're a couple or not. You need to roleplay out the courting, the bringing of gifts, etc. Each step of the courting gets you closer to your romantic relationship but also has the chance to completely backfire. This also adds drama if you're trying to become romantically involved with a knights daughter and she catches you with the barmaid down the road - at that point things can become very interesting.
Terri: So the same theory applies to political entanglements?
Sam: They fall into the social interactions but court politics can be far nastier. It is very rare that you can trust exactly what a courtier might say to you, and the court has eyes everywhere. This applies to all settings whenever there is a political situation, it might court, it could be corporation, government, or any other self designated ruling body. In this who you trust, and the favors you build might one day save your life, or end it. The enmity can cause interesting ripples for you, affecting people you might not meet for several game sessions. Think the six degrees of separation when it comes to anyone you interact with.
And no, we're not going to make you draw a giant spider web of how everyone's connected.
Terri: So how is that kept track of?
Sam: The PC's keep track of their friends, acquaintances or enemies on a simple section on their character sheet. Which the GM keeps notes of as well. Just as the GM keeps notes on NPC's and what/who they know.
Terri: How else does drama play a part in D6 Epic?
Sam:We'll cover that in more detail via Epic Dice/Epic Points, and Failure. -- So, are you going to cut me out of this duct tape or do I have to growl?
Taking the saner option, I released Sam from the duct tape and promptly went into hiding...
Published on April 04, 2012 18:04
April 3, 2012
Character Creation
I managed to distract Sam after dinner, before he escaped back to the computer, and he agreed to discuss character creation in the D6 Epic system.
Terri: One of the downsides I always found with RPG's was the length of time it took to create a character. I can still remember the last time, it took over four hours to roll up the character. By the time we'd finished that, I only had an hour left of gaming time before running to catch the bus! Is it going to take that long with D6 Epic?
Sam:Yes; no; maybe. You can go through and create a character from scratch which can take some time to do especially if you're not familiar with the rules. However, there are also templates which are pretty much characters ready to go with 30 minutes or so of tweaking. Ideal for someone new to gaming or for a quick lets play game.
Terri: So you're saying for my own, custom, in-depth character, I'm going to have to spend the time anyway and eat up gaming time?
Sam: No, you can build your character before hand and then have the GM approve it before you play. You don't roll dice to create your character stats, you spend points.
Terri: Okay, so how do I get my beginner points to create my character? Do I bribe the GM?
Sam: The beginning points are a set number; you have 80 points to spend on your attributes and 36 skill points.
Terri: So other than no rolling dice, what's different about creating characters in D6 Epic?
Sam:There is no character class; you have character concepts. Concepts are such things as Academics - who search for knowledge. Bounty Hunters track people down. Champions right wrongs.
Terri: *scratches head* sounds a little like character classes to me. Why is it different?
Sam: Because an Academic can also be a sword wielding barbarian who is looking for knowledge for its own sake. What skills your character has aren't limited by your character concept. There are no alignments in D6 Epic.
Terri: Hey, wait a minute. No chaotic neutral?
Sam: Nope. You have character philosophies. These are your characters core beliefs, which might range from "Kill them all and let the deities sort them out" through to "Honor is a gift man gives himself". And a character can have more than one philosophy. These can be found in any daily saying book, or favorite quotes from movies - ie... "They mostly come out at night... mostly". It's how your character views life - this is his or her philosophy.
Terri: Sounds fun, and lets the PC's have a lot more leeway.
Sam: Yes, but they have to keep in mind that they must keep true to their philosophies and character concepts.
Terri: Why, what happens if they don't?
Sam: That's up to the GM. It can be anything from not getting any progression points to difficulty numbers being increased. Lowering of stats and skills. But the reverse is also true, if you remain true to your characters concept and philosophy it might lower a difficulty number.
Terri: So basically if someone who believes the innocent should be protected then leaves a injured innocent behind to save their own skin the GM will hammer them for it later.
Sam: Exactly- and a good GM will hammer him in a way that still progresses the story for all the other players except the one who messed up. A sudden bout of guilt and self doubt which lowers their concentration(ups the difficulty level) and distracts them at a critical moment causing them to fail at a critical moment.
Terri: Okay, so it boils down to be true to yourself (in character) or the GM will smite thee.
Sam: Yes! And it might be in a way that has the rest of the players laughing, such as the belt on the PC's hose breaking, tripping them up and causing them to fall head first into a manure pile. - Oh look, is that a dragon.
With me suitably distracted Sam escaped back to the computer... but not before Sam agreed to discuss Drama for tomorrow's post.
Terri: One of the downsides I always found with RPG's was the length of time it took to create a character. I can still remember the last time, it took over four hours to roll up the character. By the time we'd finished that, I only had an hour left of gaming time before running to catch the bus! Is it going to take that long with D6 Epic?
Sam:Yes; no; maybe. You can go through and create a character from scratch which can take some time to do especially if you're not familiar with the rules. However, there are also templates which are pretty much characters ready to go with 30 minutes or so of tweaking. Ideal for someone new to gaming or for a quick lets play game.
Terri: So you're saying for my own, custom, in-depth character, I'm going to have to spend the time anyway and eat up gaming time?
Sam: No, you can build your character before hand and then have the GM approve it before you play. You don't roll dice to create your character stats, you spend points.
Terri: Okay, so how do I get my beginner points to create my character? Do I bribe the GM?
Sam: The beginning points are a set number; you have 80 points to spend on your attributes and 36 skill points.
Terri: So other than no rolling dice, what's different about creating characters in D6 Epic?
Sam:There is no character class; you have character concepts. Concepts are such things as Academics - who search for knowledge. Bounty Hunters track people down. Champions right wrongs.
Terri: *scratches head* sounds a little like character classes to me. Why is it different?
Sam: Because an Academic can also be a sword wielding barbarian who is looking for knowledge for its own sake. What skills your character has aren't limited by your character concept. There are no alignments in D6 Epic.
Terri: Hey, wait a minute. No chaotic neutral?
Sam: Nope. You have character philosophies. These are your characters core beliefs, which might range from "Kill them all and let the deities sort them out" through to "Honor is a gift man gives himself". And a character can have more than one philosophy. These can be found in any daily saying book, or favorite quotes from movies - ie... "They mostly come out at night... mostly". It's how your character views life - this is his or her philosophy.
Terri: Sounds fun, and lets the PC's have a lot more leeway.
Sam: Yes, but they have to keep in mind that they must keep true to their philosophies and character concepts.
Terri: Why, what happens if they don't?
Sam: That's up to the GM. It can be anything from not getting any progression points to difficulty numbers being increased. Lowering of stats and skills. But the reverse is also true, if you remain true to your characters concept and philosophy it might lower a difficulty number.
Terri: So basically if someone who believes the innocent should be protected then leaves a injured innocent behind to save their own skin the GM will hammer them for it later.
Sam: Exactly- and a good GM will hammer him in a way that still progresses the story for all the other players except the one who messed up. A sudden bout of guilt and self doubt which lowers their concentration(ups the difficulty level) and distracts them at a critical moment causing them to fail at a critical moment.
Terri: Okay, so it boils down to be true to yourself (in character) or the GM will smite thee.
Sam: Yes! And it might be in a way that has the rest of the players laughing, such as the belt on the PC's hose breaking, tripping them up and causing them to fall head first into a manure pile. - Oh look, is that a dragon.
With me suitably distracted Sam escaped back to the computer... but not before Sam agreed to discuss Drama for tomorrow's post.
Published on April 03, 2012 18:28
April 2, 2012
The Basics of D6 Epic
If you're experienced with table top RPG's you more than likely know the basics when it comes to playing them, but I managed to track Sam down (pulled him away from editing the core rule book) to get his viewpoint on what the basics are for this system.
Terri: We know that RPG's like this are a form of interactive storytelling, where you create a character, go on quests, kill the bad guys (beasts/monsters etc) and get the experience points so we can level up and grab the cool abilities and weapons we want so we can go out and kill the next set of beasties. D6 Epic is like that, right?
Sam: No, far from it. D6 Epic is not about what, or who, you kill but rather about roleplaying your way through the adventure.
Terri: But how do I get my experience points? *foot stomp*
Sam: You don't... they're progression points in this system. And just showing up for the adventure gains you a point. Roleplaying, Adventure Advancement, and Adventure Completions are how you get the rest of your progression points.
Terri: So, I've got to kill lots of beasties to get progression points?
Sam: Picking a fight at the Kings the court and killing off the strongest knight there is not going to do it because it will not advance your adventure. In fact it's likely to put a stop to your adventure when your character is beheaded for drawing steel in the Kings court...
Terri: So, what else do I have to do quest wise to gain progression points.
Sam: D6 Epic focuses on the adventure itself, the roleplay to go through the adventure, and the story telling that you put into the roleplay. Look at Tyrian Lanister in the Game of Thrones, for example (as of episode 1 season 2). He doesn't use brute strength and go around killing at the drop of a hat. He uses his intelligence and how he interacts with others to get what he wants. A prime example would be how he gets out of the sky cell and maneuvers 1- a fight, 2- someone else to fight for him, and 3- then gets the hill tribes to go with him without a fight. It's the same theory in D6, it's not about killing, but rather the story and pulling the weapon only when you have to.
Killing 10,000 Orcs might not get you a single point; capturing the spy might get you knighted and the progression points you're looking for.
Terri: Okay, and with these points I level up, right?
Sam: Sort of. With these points you can increase old skills, buy new skills, buy traits or raise your attributes. So no, you can't become the 100th level wizard but wisely putting your progression points into the right skills and attributes might put you in the position where you can blow up a continent. Though a wise gamer would think about this for some time before doing such to their GM...
Terri: Fair enough. Hey, why is it called D6 Epic?
Sam: Because of two items. Epic Dice and Epic Points (which you're going to pester - err - question me about for the letter E). And the D6 stands for six sided dice.
With that Sam escaped back to editing the core rule book and muttering something about pesky bloggers...
Published on April 02, 2012 18:03
April 1, 2012
D6 Epic - A is for Attributes
A lot of people are doing the 30 day blog challenge, and for some reason I couldn't get the sign up to work, but decided never mind, I'll give it a go anyway! Each day I have to post something that ties into a letter of the alphabet. Today being the letter A.
Over the past year or so my husband, Sam, has been working along with Matt Ewertz, Scott Palter and myself, to create a new core rule book for a D6 system. Although I played RPG's in my teens it's been a while since I've played an established game, so I've come back into this almost as a newbie. So, what's my job where the game is concerned, apart from writing fiction snippets, it's my task to turn game geek speak into English so that returnies and newbies won't feel as if they're reading a foreign language.
Right now Sam is also working on a D6 Epic message board and website for people interested in the game, and I'll have the link by 5th April.
So keep in mind my posts about the game system will be from the viewpoint of someone returning to gaming - and as such I interviewed Sam about attributes in the system.
With that said - A is for Attributes.
Terri Q:What is one?
Sam A:Attributes are the abilities you are born and there are seven core ones which are as strength, agility, intelligence, knowledge (in this it refers to the ability to remember things)reflexes, perception and willpower.
Terri Q:Okay, that's cool, but what do you actually 'need' these attributes for? What part do they play in being able to play the game?
Sam A: Your character needs skills to do things. The skills are based off certain attributes. An example would be - if you wanted a character to be able to bend bars, break doors, crush heads, then you'd need the strength attribute and would focus your attribute points on increasing your strength.
Terri Q: Isn't that just a complicated way of having skill sets?
Sam A: No. Because if your character does not have the skill break, but still wanted to break a door in, they could attempt it with just their strength attribute - it would just be more difficult to accomplish.
Terri Q: Sounds complicated to me. Why isn't it?
Sam A: D6 Epic has difficulty numbers when you attempt to do something. When you have a skill that difficulty number is lower than just relying on your attribute.
Terri Q: Hold on, does this mean I have to sit there with a calculator to work all of this out?
Sam A: No, the GM decides on the difficulty number for you and you roll die. If your total is over it, you do it. If it's under, you don't. And no, we're not putting massive amount of work on the GM here, because there are tables he or she can modify to keep the game running smoothly.
I'll be pestering Sam with more questions as the month continues!
Over the past year or so my husband, Sam, has been working along with Matt Ewertz, Scott Palter and myself, to create a new core rule book for a D6 system. Although I played RPG's in my teens it's been a while since I've played an established game, so I've come back into this almost as a newbie. So, what's my job where the game is concerned, apart from writing fiction snippets, it's my task to turn game geek speak into English so that returnies and newbies won't feel as if they're reading a foreign language.
Right now Sam is also working on a D6 Epic message board and website for people interested in the game, and I'll have the link by 5th April.
So keep in mind my posts about the game system will be from the viewpoint of someone returning to gaming - and as such I interviewed Sam about attributes in the system.
With that said - A is for Attributes.
Terri Q:What is one?
Sam A:Attributes are the abilities you are born and there are seven core ones which are as strength, agility, intelligence, knowledge (in this it refers to the ability to remember things)reflexes, perception and willpower.
Terri Q:Okay, that's cool, but what do you actually 'need' these attributes for? What part do they play in being able to play the game?
Sam A: Your character needs skills to do things. The skills are based off certain attributes. An example would be - if you wanted a character to be able to bend bars, break doors, crush heads, then you'd need the strength attribute and would focus your attribute points on increasing your strength.
Terri Q: Isn't that just a complicated way of having skill sets?
Sam A: No. Because if your character does not have the skill break, but still wanted to break a door in, they could attempt it with just their strength attribute - it would just be more difficult to accomplish.
Terri Q: Sounds complicated to me. Why isn't it?
Sam A: D6 Epic has difficulty numbers when you attempt to do something. When you have a skill that difficulty number is lower than just relying on your attribute.
Terri Q: Hold on, does this mean I have to sit there with a calculator to work all of this out?
Sam A: No, the GM decides on the difficulty number for you and you roll die. If your total is over it, you do it. If it's under, you don't. And no, we're not putting massive amount of work on the GM here, because there are tables he or she can modify to keep the game running smoothly.
I'll be pestering Sam with more questions as the month continues!
Published on April 01, 2012 20:05
January 15, 2012
Sunday means... Housework!
I've noticed that most Sunday's seem to be the catch up day with housework for me. I rally the kids, and get them working on their chores, then balance the day between edits and housework. On top of that there's the traditional Sunday dinner - which means me digging in the freezer to see what I need to get ready!
By the end of the week I'll be able to send Esther her manuscript back, and Sam's prepping her proof copy of Terminal Hunter to send to her today. For those who don't know, we put interior art in our full length novels. Most of that artwork is provided by Sam, so he's kept very busy.
On top of that we had a distributor order to get out, which we managed to do on Friday! It's always all hands to the pump when we have a distributor order come in. Books have to be printed and bound. Games put together. Books and games shrink wrapped. Mini's packed. That's on top of any orders we have coming in from either our store or Amazon!
No wonder Sunday is catch up with housework day. Laundry, vacuuming, deep clean of bathrooms and kitchens (which we stay on top of during the week but a full bottom out once a week is a good idea). In between all of that, a few pages of edits when time permits.
So, time to dive into work!
By the end of the week I'll be able to send Esther her manuscript back, and Sam's prepping her proof copy of Terminal Hunter to send to her today. For those who don't know, we put interior art in our full length novels. Most of that artwork is provided by Sam, so he's kept very busy.
On top of that we had a distributor order to get out, which we managed to do on Friday! It's always all hands to the pump when we have a distributor order come in. Books have to be printed and bound. Games put together. Books and games shrink wrapped. Mini's packed. That's on top of any orders we have coming in from either our store or Amazon!
No wonder Sunday is catch up with housework day. Laundry, vacuuming, deep clean of bathrooms and kitchens (which we stay on top of during the week but a full bottom out once a week is a good idea). In between all of that, a few pages of edits when time permits.
So, time to dive into work!
Published on January 15, 2012 09:53
January 8, 2012
Edits!
Published on January 08, 2012 15:13


