Michael DeAngelo's Blog, page 7

June 25, 2014

Otherworld – Inner Demons

As many of you who have read The Enemy Within have already figured out, I have a penchant for demonic presence in my works.  Hexaeus wasn’t exactly a complicated villain, but he certainly did complicate things.  There wasn’t much complexity to him, which made the end game of the trilogy that much more primal than in the past two novels when the antagonists might not have been what they appeared to be at first glance.


One of the hard things to do is balance those demonic entities with all the other characters in Tellest.  I certainly could do it, but it might make more sense to write a novel set in the demon wars, which was highlighted several times across the board already, primarily whenever anyone mentions Semia’Laz, the Fallen Angel.


Instead, when I was given an interesting opportunity, I took it.


A lot of you are already familiar with DLeoBlack’s work.  He’s done several covers for me, and we’re getting ready to present the fourth one soon.  Several days ago, maybe a couple weeks back (my kidney stone episode has removed all concept of time from my mind), he expressed an interest in illustrating a weekly serial comic book, and wanted to know if I wanted to craft the story.


I think I might actually still be in shock.  In between my prescription-drug-filled haze and copious amounts of napping, I set my nose to the grindstone and got to work on building a setting and a vague summary.


Demons, man.  Demons.


We knew we wanted to focus on a character who had a dark side, possibly a demonic presence.  But at the start, that was all we knew. That was when Leo told me to get to work.


On the outside of the comic, I knew that Leo was planning on bringing the complete issue to a French editor when it was ready.  French editor, huh?  That gave me the where.  Popular opinion at the moment, including an upcoming Assassin’s Creed game gave me the when.


Inner Demons is set in France just before their revolution.  That’s not to say that we won’t grow into that point in time.  In fact, a lot of what happens in Inner Demons may be a retelling of what we think we know of history.  And the best part is that I’m not exactly restricted to moving forward.  Through the course of researching, I went back and forth trying to figure out when and where things made the most sense, and found a lot of cool points and places that would be more than worth looking into.


I really hope that this is another interesting thing I can share with everyone.  I’ve seen Leo’s finished panels for several of the pages, and he’s done a remarkable job.  I’ve often dreamed about an opportunity like this, and now that I’m a part of it, I still can barely believe its real. Stay tuned for more updates on Inner Demons.

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Published on June 25, 2014 04:23

June 17, 2014

Life’s Little Detours

Hello there wonderful visitors, friends and fans!


One of the things that I would love to do is make sure my interviews are moving forward at a decent pace.  I’ve had a couple of great authors lined up for a while now, but life seems to be getting in the way a little lately.


Last Friday, my grandfather, Arthur passed away at 98 years old.  You obviously expect the end to be near at that point, but it still came as a big surprise to us.  I’ve also been dealing with health problems of my own.  Mine aren’t too serious – just the kind of nuisances that can sap your creativity and productivity.  Since the weekend following Easter, I’ve been having stomach issues that have been unexplained, and I’ve been going from doctor’s appointment to doctor’s appointment, from lab work to CAT scan, and it’s all just been very taxing.  To round out everything, yesterday I was admitted to the hospital for a new emergency (again, nothing life threatening).  I’m the proud new owner of a kidney stone.  So on top of everything else over the next few days, I’m also going to be heavily medicated.


I’d like to apologize first to the people I was supposed to be interviewing.  It was in my mind that I was going to be able to hammer these out week after week, and I’m being shown firsthand that sometimes its impossible to stick to schedule.  So with that in mind, I’d also like to apologize to the readers who come to this site expecting scheduled content that sometimes goes awry.


That’s not to say that I’m going to leave you empty-handed.  Even though the interview schedules took a detour, some other things are right on schedule.


Here’s another sneak peek at Heart of the Forest:


baseMap


As you can see, we’ve got the map of our game there.  It’s got a gorgeous hand drawn feel to it, and it very ably puts our story into full effect.


And of course, we can’t have that map without an avatar for Steel Tip.


s1x4


Keep checking back for more updates on the game, as well as the return of those interviews, starting with one featuring J.S. Morin next week!


Cheers!


-Mike


 

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Published on June 17, 2014 21:01

May 28, 2014

The World is in Your Hands

One of the best things that Tellest stands for is its inclusiveness.  The motto, The World is in Your Hands, didn’t show up out of thin air.  It was something that took a commitment to arrive at.  I don’t want this written universe to be in its own little bubble.  It will thrive on the community its been building.


Long term, I imagine taking on other writers, and publishing them through Tellest, or perhaps Otherworld if the scope is too distinct or foreign for Tellest to accommodate.  I envision MMOs where the gamers’ decisions ultimately shape each variant of the world you’re playing in.  Consider a scenario where you’re in the city of Versali-Virai, and there is a huge bay separating the western and eastern sides of the urban sprawl.  What if the players proposed different ways to traverse that distance?  One realm (or server, shard, whatever you call it) employs a ferry to carry you from one side to the other.  Another realm builds a massive bridge that lifts high above the water to allow ships beneath it, while serving as an overpass for those walking or on horseback.  These ideas aren’t ones that are floated by the developers.  They’re proposed (and funded with in game money) by the players.


I digress.  Rather than talk about things that are in the distant future, I should talk about what is possible in the months to come.  Last week I talked about how we are now on Patreon (and we already have our first patron!).  One of the cool things about Patreon is that you can set these milestone goals – kind of like stretch goals on Kickstarter – but because Patreon works on a monthly or per item basis, you’re actually able to be a little more tactful in your rewards and goals.  It’s difficult to be a creator and work a full-time job.  Ideally, you’d make enough money through your party to not have to involve yourself in the rat race, but how many people not named Martin, King or Rowling do you know who can get away with that?


Patreon’s set up has led to some cool ideas here at Tellest, and I’d like to highlight one of those now.  These past few months, the serialized form of fiction that we’ve been running on the site has been fairly rewarding.  It’s a constant stream of content that’s available for anyone, and it almost has that comic book feeling that makes sense for a world of medieval superheroes.  It’s getting people involved a little more because they’re coming back week after week.


But what if you could take it a step further?  What if you could really involve your readers?


The $200 a month milestone on Patreon is for something that I’m calling an Interactive Fiction Serial.  Consider the idea of letting your readers determine how a story unfolds?  It’s the ultimate fan service. You’re literally crafting a story with your readers, rather than for them.  You can still surprise your audience – not everything needs to be determined by the council.  But logical stopping points where choices need to be considered can lead you down paths that you wouldn’t expect – creating an even more organic experience for the author too.  I’ve always thought that my stories were at their best when I wasn’t even sure where I was heading.  I don’t outline very often these days unless I’m trying to keep track of storylines that have already been mapped by my brain.  But there are those oft-less traveled roads that are surprising even to me.  In a way, an Interactive Fiction Serial is almost like a Choose-Your-Own adventure on steroids.  It never has to end, and it always leads you to new places.


And the best part is that Tellest is the kind of place that can really express this style in a very cognizant way.  I don’t want to commit to anything or go into any real details about what our story could be about, but if you’ve ever played Dark Souls, you could think about that in terms of communication.


As of now, this is just a dream.  $200 per month on Patreon is a long way off, especially for a creator who doesn’t really do too much on YouTube, which is where 50% of Patreon’s fans are finding their campaigns.  But Tellest was founded on dreams.  If we’re not going to pursue them, what’s the point of having them at all?


Just something to think about.


Cheers!

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Published on May 28, 2014 04:39

May 21, 2014

Tellest is on Patreon

Hello everyone!


One of the things that Tellest is always looking into is finding new ways to connect to people.  A few weeks ago, during our interview with Christian Madera and Zach Glass, we spoke briefly about Patreon.  I was familiar with it to some extent, largely in part because I made an account a few months back.


Though we don’t have a video in place yet, I figured now was as good a time as any to announce that Tellest is on Patreon.  We’re starting with very low ambitions, but if it looks like people are interested in what we’re bringing to the table, we will add some more stretch goals, better rewards, and overall more content.


Think of Patreon as an internet tip jar.  You’re helping us keep a steady stream of entertainment releases in sight, and we’d love to see you there!

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Published on May 21, 2014 05:10

May 6, 2014

Interview Schedules? Pah!

One of the toughest things to do with the scheduling on this site is make sure that everyone else’s schedule matches up.  You plan on doing one thing, and either someone has an emergency, or their life gets too big.


This past week or two, that kind of fell on me, too.  I’ve been in and out of doctor’s offices, trying to figure out what has been screwing up my stomach.  About two weeks ago, I started experiencing some nausea that wouldn’t go away, and it developed into what felt like persistent heartburn and cramps/bloating.  As best we can tell, I am not getting my period.


The Doctor at first suspected ulcers, which I still think are the culprit. But now I’m going in for more scans and lab work and its all just very exhausting.


Needless to say, it’s kind of kept me out of the loop as far as the interview processes go.  It’s not a total loss though, because the subject of the latest review wasn’t ready either.  So we’ll move on and try to figure out the next route.


Because of this, I’m going to make sure I don’t rely on a set schedule for interviews.  It’s too unpredictable, and I don’t want people to be let down when the inevitable does happen, and we have a delay one week or the other.


Instead, what I’m going to try to do is turn Wednesdays into kind of a catch-all day.  While Mondays are typically my blog days, when I have something interesting to talk about for Tellest, the middle of the week usually sees some awesome happenings in all of fantasy.  I can talk about the latest X-Men Easter Egg from the Amazing Spiderman 2.  We can chat Game of Thrones.  There’s a lot to dive into.


Today, we have a special treat.  I’ve mentioned before that I’ve been working on trying to develop the first Tellest game, and we’ve come further than ever with production.  It’s still, as I’ve said multiple times, in what I’d call the pipe-dream phase, but seeing it come this far has been quite liberating.


Here, for the first time ever to the public, is the first mockup image to Heart of the Forest:


HeartoftheForestMock8

Art by Chris Crawford.


 


As you can see, what we’re trying to do is make a bubble shooter with some beautiful graphics, fun mechanics, and, what I can best bring to the table, an awesome storyline.  I’m always very careful to talk about what’s going on, but we’re obviously looking at an iOS release as one of our platforms.


Over the next few weeks and months, I’ll be bringing you more information on Heart of the Forest.  It’ll be kind of like a development diary.  As of right now, it’s being worked on by me, and an awesome jack of all trades, Chris Crawford.  We’ve been poking around, looking for programmers and musicians to add to the team, but we’ll save that for another post.


Hope that little taste has you interested for more.  I know it only made me more anxious to see one of my other brain babies take shape!

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Published on May 06, 2014 21:01

April 29, 2014

Interview with Christian Madera and Zach Glass

Alrighty folks.  Today marks our glorious return to Otherworld, and boy do we have a doozy of an interview for you this week!  After something a little dark and dreary, it’s time we move on to something lighthearted.


Our latest stop is in Iorden, a realm created by Christian Madera and Zach Glass.  The guys, together with a hugely talented cast and crew, bring us The Once and Future Nerd, an audio series that pokes fun at the fantasy genre while simultaneously embracing it.  Their team is amazing, and it really is worth checking out.  In the meantime, read on to witness an incredible interview.


 


Tellest: This is a huge undertaking!  I spend a few days preparing for each interview, and I barely scratched the surface of The Once and Future Nerd.  How long did it take you to get everything lined up for this stunning project?


Christian Madera: Haha, a while. The short answer is: more than 18 months from first discussing the idea to putting something out in the world. The earliest thing from this project that I have saved on my computer is dated February 2012. Most of that first year was spent really fine-tuning that first script (what became the first 6 episodes of the podcast), and figuring out what exactly we wanted the project to be. But once we decided on the format and started reaching out to people to gauge interest, everything kind of fell together remarkably quickly. We had our awesome cast and crew assembled in a couple of months. Then we went into production in March of 2013 and put out our first three episodes in September of 2013.


ChristianMadera

Co-creator, Christian Madera.


T: When I was going through the story you’ve already established, it had this remarkably robust feel to it.  Even though it’s been just over a year, it almost seems as though you’ve been at it for much longer.  It clearly has a beginning – the kids from Pennsylvania are completely out of their element at first – but you did an excellent job establishing Iorden.  How much of the world do you know of beyond the contents of the audio play?  Are there far off lands that we might not ever hear about but you know implicitly?


CM: Zach is great at all the world-building stuff. That’s a big part of why I went to him with this idea. We knew from the beginning that we wanted to make a comedy, but we also knew that the jokes we wanted to do would only work if the Fantasy world felt full and fleshed-out and lived-in. So we tried to make a world that “works,” so to speak, where it can function and have things going on when our characters aren’t there.


We pretty much have our whole map planned out, we’re gonna get around to publishing it at some point once we decide on an art style. And if you’ll permit me to tease some plot developments, Iorden also has a significant amount of landmass that’s been excluded from the maps…


Zach Glass: World-building Iorden was a lot of fun!  In addition to the geography, we also know a little bit about the history of Iorden too. We haven’t had the patience to do anything nearly like the Silmarillion (every couple of weeks I feel guilty that I haven’t yet), but we have a fair idea about ancient history and mythology –which may work its way into either the story itself or some bonus material. The rest of history is a bit patchy, but we do know about some of the more momentous events that shaped the political landscape. Even if those are never explicitly mentioned in the story, we do actively consider them when we are planning the political machinations going on in the present time. 


If I could bore you with an example, the whole relationship between the human nobility and the elven high council, the way that every human ruler gets an elven Kalth’yr advisor, that whole situation was set up in a peace treaty to resolve an ancient war (the treaty is called the White Forest Concordat). The details were designed to address the specific issues going on in Iorden at that time. We reference the Concordat in almost every “politics” scene, and of course Yllowyyn’s role as Kalth’yr is prominent to the story, but the details of that war will probably never come out.


Co-creator, Zach Glass.

Co-creator, Zach Glass.


T: You present the story in an episodic audio format, but it looks like you’ve got it all laid down in book format.  How far ahead do you have it all planned out?


CM: Actually, it’s written like a television show first. The original plan was for this to be a TV show, and by the time we realized that it was far too expensive for two guys without any writing credits to have a prayer of getting it made, we were already too emotionally invested in the idea to stop. 


Each of our “chapters” corresponds to what would be one episode of an hour-long TV show; each of our episodes corresponds roughly to one act of a TV show. Calling them “chapters” was kind of an aesthetic choice to give us an explicitly literary feel.


To finally answer your question, as of this interview, we have six chapters written, and are drafting the seventh. We have detailed outlines for the next three chapters after that, which will bring us to the end of the first “Book.” We’ve known how Book 1 was going to end for a very long time. There’s at least one subtle hint of the big reveal back in Chapter 1. Book 1 will equal about one season of an HBO-style show, or a medium-length novel.  After that, we have vague outlines for how the rest of the series will go.


T: When TOaFN really takes off, can we expect you to resurrect the idea of making it a television show, or are you committed to the audio play in its entirety at this point?


CM: Let me make this abundantly clear: If anyone out there reading this has a few million dollars they would like to throw at two guys with no professional writing credits so that they can tell fart jokes about dragons, PLEASE GET IN TOUCH WITH US.


Haha, which is to say, I love what we’re doing now, but motion pictures have always been a dream of mine. So if we ever somehow developed enough clout that that could possibly be in the cards, we’d be all for it. Provided, of course, our hypothetical producers would let us retain the heart of the story and somehow compensate the hardworking people who carried us this far.


Logo

Credit: John Flanigan


 


T: Because the story seems so well thought out and planned, it begs the question; why not present it as a novel?  Was there a particular reason that you decided to perform it as an audio play?  With all the roles being portrayed, do you find releasing content challenging in any way?


CM: I think I prefer working with actors instead of just by ourselves. One of my favorite parts of the writing process is sitting down with actors and discovering things about the characters with them. You find that, if you’ve got a healthy dialogue going with your cast, they’ll understand the characters really well – at least as well as you and sometimes better. And that can be invaluable when you’re in a tough writing spot.


I remember recently, there were these two scenes that I was really stuck on. In order for them to make sense and work dramatically, there were these really nuanced character motivations that needed to be exactly right. And I couldn’t quite get at them. I brought them to rehearsal, and the actors just figured it out after talking for a few minutes. They knew exactly what those scenes needed, and now they’re some of the best scenes we’ve written. Plus, it’s a great little ego boost when smart, talented people are engaging with your material that deeply.


Doing it as an audioplay definitely adds a lot more moving parts, so to speak. Coordinating the efforts of all the people involved feels like a full-time job in itself sometimes. But it’s so completely worth it.


ZG: The idea to go for an internet-based audio play came from a few different directions. Christian’s experience is entirely in film and television. The show was first planned as a TV series, but once we decided the odds of making an independent TVshow were pretty much non-existent, audio play seemed like a pretty natural alternative. Adapting a TV script to a radio script is a lot smoother than adapting it to novel format. Beyond that, I am a big fan of a number of different webcomics, and a regular follower of a bunch of podcasts too.  Aside from enjoying the format, I came to appreciate the strengths of the internet serial distribution model.  People spend a LOT of time on the internet, and this type of internet serial lets people wander in at any point in the story, and catch a single bite-sized episode or binge on a whole chapter or two, however they prefer. That format may be slightly better for webcomic than for podcast, but I think it still works. Finally, I think we were inspired by large-scale self-produced internet serial stories such as “There Will Be Brawl” (which is a hilarious live-action crime drama surrounding the Nintendo characters from Super Smash Brothers : Brawl).


T: As you begin to pick up speed and develop a repertoire with your audience, you’re going to be able to continue growing in some pretty awesome ways.  Have you thought about dream cameos you’d love to include?


CM: Oh man. If I’m really allowed to dream, there are so many other artists I admire and would love to collaborate with. To spare you reading a novel just on this subject, I think I’m going to limit my answer here to just people currently doing work related to ours:


Emily Carmichael is a filmmaker who does these wonderful little 8-bit animations with really funny, well-written scripts. If you haven’t seen her short film “RPGOKC,” seriously go YouTube it right now. Her writing tone is similar to ours in many ways and I’d love to see what she could create in our world or what we could create in hers. Then there’s Dom Moschitti and Josh Henderson, who have a hilarious podcast called “Fantasy Fiction.” They do kind of what we do, except their stories are smaller and more self-contained and tend more towards farce whereas ours are more dark comedy. Would love to be on their show at some point and try my hand at what they do. Mack Leighty, who writes for Cracked as John Cheese, is allegedly working on some D&D novelization parodies. He’s a really smart writer with a black belt in penis jokes, so he’s someone I’d love to connect with. And then there’s The Sword, who are a great metal band out of Austin, TX. Their first hit was this awesome Sabbath-style track called “Freya,” which should tell you everything you need to know about the thematic threads of their songwriting and why they appeal to me. Oh, and Frank Waln. He’s a Sicangu Lakota rapper who talks a lot about the lingering effects of colonialism, and also he’s really good at Twitter and really into Game of Thrones. So there’s a lot I’d like to talk about with him.


ZG: Lastly–and this is WAY out in the future, as in the “we are as mainstream as Game of Thrones” future–We went through some unreasonable amount of effort to build in a really obscure reference to Bruce Springsteen that probably nobody will catch.  If we could get The Boss to cameo in the role that pays homage to him, that would pretty much be the best thing that would ever happen in either of our lives. That may be asking a lot but, well…poor man wanna be rich, rich man wanna be king :-)


CM: I’m not sure the people reading out there understand how much of a Springsteen fan I am. You know how Tolkien was a Catholicism “fan”? I’m that kind of Springsteen fan.


Hayes Dunlap (Yllowyyn), Rhiannon Angell (Nia), Anya Gibian (Arlene, Regan), Me, Julie Reed (Jen), and Ian Harkins (Narrator). This photo was taken by Paul Notice (Nelson).

Hayes Dunlap (Yllowyyn), Rhiannon Angell (Nia), Anya Gibian (Arlene, Regan), Me, Julie Reed (Jen), and Ian Harkins (Narrator). This photo was taken by Paul Notice (Nelson).


T: The Once and Future Nerd is fantasy, but it’s also comedy.  From the moment the narrator speaks in your very first episode, readers are privy to that sense of almost gallows humor.  How do you balance the two different genres effectively?


ZG: The fun part about these genres is that they are not at all mutually exclusive. A lot of fantasy stories tend to take themselves too seriously.  One of our biggest aims is to poke fun at some of the tropes that are externally ridiculous, but within the fantasy world are treated as Serious Business.  That actually makes it really easy to find the right balance–by poking fun at ourselves whenever we fall into that trap.  We just try to write a solid fantasy story, and those ridiculous stereotypical moments come up naturally.  When they do, we make fun of them! True, we may sometimes nudge our characters a bit in the direction of a ridiculous situation … but always in a way that is consistent within the Fantasy genre. If the situation was TOO abnormal everyone would notice it as forced.


The trick is to know when to rein in the humor and allow the serious parts of the story to shine through. We do hope to tell a legit story, and discuss some serious social topics, so humor is not always appropriate.  In this, having two writers has been incredibly helpful. When one of us missteps in either direction (too serious or too lighthearted), the other catches it.


The Narrator was almost a happy accident. The original TV script was not narrated. When we decided to switch to an audioplay format, it became clear that a narrator was necessary to move along the action scenes. Once he was included, it was only natural to have him slightly snarky, and from there things serendipitously fell into place, and he now really sets the tone of each episode. He keeps us serious when we need to be serious, and funny when that’s what’s called for.


CM: The first seed of this idea that I remember came to me while I was playing Skyrim. There’s this side quest where some guy is going to pay you a lot of money to bring him a weapon from the deity who almost destroyed the world in Oblivion. And when you bring him the weapon, he tells you to come to a shrine with him so you can summon that deity. And one of the dialogue options you get is “That sounds like a terrible idea.” That line was so funny to me. Probably because it felt so real, so human, in the middle of this huge, epic story. That is what any human in her right mind would say in that situation, Dragonborn or not!


I think that’s one of the places where I try to find humor – someone acting in a very mundane, even petty, way in face of incomprehensible stakes. Fantasy is great at unrelenting evil, at cruelty, at moral ambiguity, at selfishness…but I haven’t seen enough pettiness. We have that one scene early on where the party needs Ba’a lo-Ky’yr’s help but don’t want to pay him, so this great wizard makes his TA do it, and that’s how Nia joins the party. That’s still very funny to me. John Dies At The End by David Wong is another work that does this very well – that book has been a big influence on me.


editing_avid_media_composer

Assembling the dialogue (Zach Glass).


 


T: In a way, you’re almost humanizing the characters more than traditional fantasy does.  Do you find that having Billy, Nelson and Jenny as kind of guides in our interpretation makes that distinction any easier?


CM: Well I’d like to think that all the best fantasy humanizes its characters (except when it’s explicitly trying to make them superhuman, like with Aragorn or someone like that). I don’t know how else a human audience would understand characters except as other humans. Writing is all about character for me. So we try to have something human and relatable about even our most fantastical characters.


That said, I know what you mean. The daily, lived experiences of Billy, Jen, and Nelson are going to be more immediately relatable to our audience than, say Regan or Brennen. At least I hope they are! Haha I love Regan so much as a character but I absolutely do not want to meet anyone who can immediately relate to her day-to-day life. Parts of it, sure, but hopefully not the murder parts.


And having what’s typically called an “audience surrogate” is really helpful in any kind of fiction that requires a lot of world-building. You have characters who need the world of the story explained to them so that’s a good excuse to explain it to the audience. This technique has its pitfalls too, of course. You need to resist the temptation to do too much info-dumping; just because one character might plausibly say something to another doesn’t mean it’s the most interesting use of your audience’s time. You also have make sure that if the story goes on long enough, you shift or remove the audience surrogate, so that your characters don’t just seem dense. John Mulaney, who’s a former SNL writer, has this great standup comedy bit about how Detective Fin has been on Law & Order: SVU for many years now but still apparently needs to be walked through what a pedophile is every week. You don’t want to do that either.


ZG: Between the kids and the Narrator, we manage to always have an “outside” perspective.  This is a pretty useful thing for us, both in allowing us to dictate some interpretation like you said, but also in providing some comedy. Some of my favorite jokes in the whole series are the ones where an outsider is pointing out how ridiculous something is.  Things like the Narrator’s jabs at “a warlock by the name of Jobs [who] had long since mastered the art of convincing humanity to purchase devices without purpose” to snark at the iPad culture, I find those hilarious. And to give away a bit of a spoiler, in an upcoming episode, the party is asked to visit a location known as the “Cairn of Evil Untold” and the kids are like “no thanks, that sounds terrible, we’ll pass”.


To answer your question though, I think this outsiders voice definitely does help to humanize the story. In a lot of fantasy stories, all the characters are so in-grained in their own world and obsessed with their own tasks, that it never occurs to anyone (in-story) to ask some basic questions, and the author can’t spare the time to delve into everyday humanity. Billy, Jen, and Nelson are here to ask these questions. They have absolutely no desensitization to the realities of everyday life in Iorden, which gives us authors the perfect excuse to explore those realities.  In the same way, Brennen, Regan, Nia, and the rest of the gang have no experience with our world, so we can use their eyes to explore our culture.


T: There are a lot of parts of the greater fantasy genre that you poke fun at, including MMOs and cosplay.  What else is on the table that could be playfully mocked at?


Group-w-logo

Credit: John Flanigan


ZG: Well I think everything is on the table…I don’t want to give away too many spoilers, but we have some small one-line digs coming up at some particular movies, a larger more general poke at all the detective-style TV shows (the whole CSI-like genre), and the usual smattering of video game references.  You may have already noticed that we like to have fun with “fantasy story names” (such as all elves having vaguely genitalia-related names).  That trend will definitely continue.  Beyond that…we’re basically only limited by things we personally know well enough to effectively mock.


If you want a small taste of some of the mockery we have planned, check out the bonus content on our website.  Christian wrote a short story for a writing competition poking fun at the romantically spurned self-professed “nice guy” (who of course is not really so nice at all). This ties back to what Christian was saying before, about poking fun at some mundane, petty things that must go on in a fantasy setting just as much as they do in the real world. The story is up on our website here,  and the character was so fun that he’s going to get his own episode in the main podcast storyline.


CM: I think you can divide “typical” fantasy tropes into two groups. The first group is just kind of played out or maybe a little silly. I put vermin of unusual size, hedge maze levels in Zelda games, strict character classes, and things like that, in this group. They’re worth mocking because hopefully we’ll inspire people to be a little more imaginative. We usually devote one gag or a one-liner or two to these and then move on.


Then there’s ones like some “race” being Always Chaotic Evil, or the now-infamous female armor problem. Ones that tie into some sort of social attitude that may be harmful in the real world. We try to devote a little more incisive criticism to these.


When we were first thinking about the show, I was a little nervous about whether the idea would work or whether audiences would get it. Then I saw Cabin In The Woods, which floored me, and I thought, “That. That’s how you do that.” That screenplay (by Joss Whedon and Drew Goddard) is brilliant. It does this great thing where it not only points out the tropes in a humorous way, but goes a step further to do some social criticism about why those tropes keep showing up, and then it succeeds at being an enjoyable horror movie on top of all that. That’s always the goal for me, I think.


So…as soon as we become as good at writing as Joss Whedon, we’ll be golden. We’re gonna get right on that.


T: This project really relies on a collection of other folks.  How did you manage to get everyone on board to make something so special?


CM: Magic, I guess? That’s still wondrous to me to this day. That such amazing, talented people like the project enough to volunteer their time is maybe the most awesome compliment I’ve ever received.


I just reached out to people and they responded well. Zach and I met at Cornell, which has a really healthy alumni network. Some of the cast I had either worked with before at Cornell, or else they were recommended to me by Cornell friends who had worked with them. The rest of the cast I found just through an open casting call on Mandy, and it just managed to attract people who were great for the project.


T: One of the wonderful qualities of The Once and Future Nerd is its audio engineering.  You actually feel like you’re part of the world, thanks to some ambient noise and secondary sounds.  How much labor goes into all those subtle tweaks?


CM: Thank you, that’s very kind of you to say. The answer is: so much. And I can say that without bragging because I don’t do most of it. Sandra – our sound designer/mixer, who works out of Mexico City – is a minor saint. I send her the vocal tracks I want to use, assembled, in order and for timing (I’m a film editor by trade), and some notes about important plot points, and she sends back the lush, immersive soundscapes that you hear. Usually that first thing she sends me is what goes live on the feed. Occasionally there’s a little tweak needed here or there to really sell a plot point, but she really does a tremendous job.


I’m going to let Sandra chime in here and talk a bit about what goes into the show.


Sandra Ramirez: There’s a lot of work behind the audio design for The Once And Future Nerd, many environments that are constantly changing throughout the episode, many effects on the dialogue so that the audience can really feel like they’re in the story. Sometimes it takes up to 8 simultaneous sounds to create a movement, or to make an environment texture sound real. With each new episode come new sounds, new environments, spaces, reverb designs, etc … but you always have to try to sound like the previous episodes too, to not break that line of time and space that the writers created.


editing_avid_pro_tools

Designing the sound of The Once and Future Nerd (Sandra Ramirez).


T: Your project has the capability to be a little more interactive than most thanks to an ongoing campaign over at Patreon.  Your audience can reach out to you on a more personal level, they can read the story in advance, and they can even receive production credits.  Would you like to take the opportunity here to explain how that works?


CM: Sure! Thanks for asking. I think most of your readers will be familiar with the process of crowdfunding in general, but we like Patreon because it’s a subscription model. Instead of your backers pledging one large amount at the start of the project, they pledge to contribute a small amount for each new episode (they can of course cancel easily at any time and set a monthly ceiling in case we’re strangely prolific one month). For an episodic show like ours, where the costs are ongoing, that makes a lot more sense than the Kickstarter model, for instance. Money people give us will go toward paying for our basic operating costs, like web hosting and recording studio time, and then toward compensating the people who work so hard to make the show what it is.


As you alluded to, anyone who supports us gets really cool rewards for each episode to which they contribute. You can find out more at our Patreon page .


Helmet-color

Credit: John Flanigan


T: In a perfect world, how do you see TOaFN expanding?  Bigger studio?  More shows?  Live presentations?


CM: Haha I don’t know about a “perfect” world. There’d certainly be a lot fewer social problems for the show to examine.


As for a world where I get everything I want for myself…right now I get to spend several hours a week working with my best friend and a dozen of the most talented people I know to make something I love. If the show expanded to where that could actually by my whole career, I don’t really know what else I could want out of life.


In the short term (and the realm of the more realistic), I’d love to see us be able to put out content more frequently, and maybe commission some more music or artwork.


ZG: To be honest, I’d really like more fan interaction (and I think Christian would agree with me). Aside from some validation that we aren’t shouting into a proverbial empty room, it would be awesome to have some sort of dialogue going. Beyond the elves-with-phallic-names jokes, we do try to present some situations which are worth discussing in the real world. Some situations with moral ambiguity, or with moral clarity but practical uncertainty, or so-forth. We also try to take a hard look at things like racism, sexism, and social hierarchies, and those are always topics that are worth discussing publicly.


Beyond all that serious stuff, we are setting up some yet-unanswered mysteries–what’s the deal with the dreams, who’s the prophesized hero, who’s the demon, how are the kids getting home, etc.  Things like Game of Thrones and Harry Potter and the like all have established communities for discussing fan theories.  It would be beyond awesome if we could have something like that too.  We do get to have some cool conversations within our own cast (covering both the Serious Issues and the plot theories), but I’d love to be able to extend the conversation to the outside world. I’m not sure whether that would ideally be through Twitter, our own website comments section, a dedicated forum, or something like a reddit environment–or likely some combination of all of the above, as long as it is some sort of public interaction / dialogue.  [As an aside, this interview has given us an awesome amount of this type of interaction, so thank you for that!  I really am enjoying this!]


CM: Yeah, agreed. Thanks so much, Mike. This has been a lot of fun.


 


I want to thank Christian, Zach and all the rest of their stellar cast and crew for being a part of this interview.  It was a wonderful experience, and I really hope you check out The Once and Future Nerd.


If you’re the creator of fantasy worlds and you would like to be interviewed for your work, contact us via the link in the menu bar.


 

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Published on April 29, 2014 21:01

April 23, 2014

One more short delay on interviews

Hello everyone.  I just wanted to alert you to another short delay on the interviews.  We’ll be back for certain next week, and this one will have a lot of polish, thanks to the guys at The Once and Future Nerd.


Just so you know we haven’t been sitting around twiddling our thumbs, here’s a short little snippet of the interview:


Tellest: This is a huge undertaking!  I spend a few days preparing for each interview, and I barely scratched the surface of The Once and Future Nerd.  How long did it take you to get everything lined up for this stunning project?


Christian Madera: Haha, a while. The short answer is: more than 18 months from first discussing the idea to putting something out in the world. The earliest thing from this project that I have saved on my computer is dated February 2012. Most of that first year was spent really fine-tuning that first script (what became the first 6 episodes of the podcast), and figuring out what exactly we wanted the project to be. But once we decided on the format and started reaching out to people to gauge interest, everything kind of fell together remarkably quickly. We had our awesome cast and crew assembled in a couple of months. Then we went into production in March of 2013 and put out our first three episodes in September of 2013.


Can’t wait to bring this one to you.  And we’ve got more on the way after that!

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Published on April 23, 2014 04:11

April 21, 2014

Shaking Some Things Loose and Other Things up a Bit

Hello everyone!


It’s been a short while since a real blog post, but I wanted to share a glimpse of what’s going to be going on for Tellest for the foreseeable future.


In May, the second of the five Tales of Tellest novellas are going to be available in eBook format on Amazon.  Son of the Storm will follow Mageborn to virtual shelves, and will begin making way for The Tinker’s Tale.  Meanwhile, I’m hard at work trying to make sure that there’s no delay between that story and Awake, the fourth Tale to release (likely in July/August).  What’s been happening is with every sequential story I release, the narratives keep getting longer.  I could tell Adelia’s first story in eight chapters, but Bolt’s was nine, and Maximus’ was ten.  I’m at eight now for Venathryn, but I have a feeling I’m going to split the conflict of this chapter into two smaller morsels before sliding into the resolution.  I wouldn’t be surprised if it hit eleven chapters.  And because The Fall, the final novella of 2014, is so crucial an event in the history of Tellest, I can say almost definitively that it’s going to go long as well.


The good thing about that, at least from my point of view, is that my mind is getting anxious to write long form stories again.  I love the novellas, and the pacing of them.  I even have ideas in place for a Tales of Tellest volume two for a few years down the road.  But my heart is always set on the horizon, and these novellas are typically about a time long past.


Let’s talk about the future again.  Here at Tellest, I wanted to try and offer other storytellers a chance to express themselves and grow – both in readership and in talent.  The interviews, I think, are a good example of us succeeding in that mission.  On the other hand, we’ve been trying our hand at the writing prompts for a while, and they have never really picked up in momentum the way we wanted them to.  We’ve had a couple of entrants, but as no one is competing, it’s not really driving anyone to be the best they can be at their craft. Don’t get me wrong, the stories we’ve had submitted have been top-notch.


For now, what we’re going to do is put the writing prompts on hold.  I still stand by the idea that it’s a good move, but it might just be the wrong time.  I fully anticipate that we’ll bring it back when Tellest starts to see some more traffic.


To that point, we’re hoping to see more traffic in the next few weeks.  Leo has been working on the new cover for The Bindings of Fate and we anticipate we’ll reach our intended timeline for a grand rerelease by May 27th, the three year anniversary of the book’s publication date.  Back then, we were still considering The Child of the Stars trilogy straight up fantasy, and not “young adult” as it is now.  With the new cover and more accurate genre tags, when we make our first big push, I’m hoping to see a bit more attention than what we’re used to.


For now, we hope you’re continuing to enjoy the content we’re releasing every week.  We appreciate every one of our fans, and wouldn’t be here without you!

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Published on April 21, 2014 06:00

April 14, 2014

March-April Writing Prompt Submission Thread

Greetings, storytellers!


This month, we challenged aspiring writers to craft a tale that featured a physical metamorphosis.  This could be dramatic or slight, grotesque or miraculous, but it had to stem from something physical.


Those that are submitting can include a link to their story in the comments below, or on the comments section on the Tellest subreddit link.  Our winner this month will receive $10 via PayPal.


Follow the link to the original prompt for official rules.

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Published on April 14, 2014 06:47

March 31, 2014

Artwork

One of the greatest things we had going for us after the Kickstarter succeeded was a collection of wonderful partnerships with various artists.  Whether you’re talking about our stylized character artist, Joman, our concept artist, Paul, or our cover artist, Leo, we have the most awesome talent.  Tellest has got a phenomenally impressive portfolio online, and it’s expanding every week.


Since it’s a new weekly feature, you’ll be able to select it from the menu bar up top.  Alternatively, you can click here.  We know you’ll enjoy what our hard-working artists are cooking up for us!

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Published on March 31, 2014 14:07