Showing posts with label Update. Show all posts
Showing posts with label Update. Show all posts

Saturday, August 26, 2017

One Small Step for a Man...

One Giant (Hopeful) Leap into the Future!

Hi everyone!  Another quick update!  I recently created a Facebook page specifically for my content!  I've been thinking about doing so for a while but it always seemed daunting and for people who actually were succeeding financially with their content.  Well, no more!  The page is up and I even dropped a little cash to promote my new page across Facebook.  I'm very excited to be moving forward with my 'career' as a content creator.  Thanks for reading!

Click here to check out the Facebook page!  Give it a like and follow me to get updates when I post links back here and from my Youtube Channel.

Monday, August 21, 2017

Quick Update! - What I've been doing lately!

Lots of Summer Fun!

Howdy folks!  It's been a while since I did a proper post.  That's because I've been focusing on making YouTube videos of myself playing some fun games I've gotten over the summer.  So I wanted to update people on what I have planned for future content on my blog AND my YouTube Channel (which you can find HERE!) All plans subject to change.  "The best-laid plans of mice and men oft go awry." - Robert Burns, 'To a Mouse'

So my plans moving forward are:
  • A return to a weekly blog post.  
    • I have plenty of things going on so I should be able to write about most of them
    • One of them is a 'survivor's log' that will go along with a game I'm playing.
    • Game reviews?  All kinds, not just video games.  Send suggestions of things I should play!
  • Weekly/Bi-Weekly Livestream on my YouTube Channel.
    • I have two survival-type games I really like streaming right now, 'Subnuatica' and 'FortNite.'  Subnautica my wife enjoys, so I want to do Wednesday evening 'Wive Streams' where I play and my wife comments.  FortNite is a more arcade style 3rd person shooter with zombie-survival elements that is just fun.  FortNite Fridays may become a thing.
  • At least 1 recorded video a week.
    • I have Diablo III, FortNite, a Subnautica 'Survivor's Log', and even a Kerbal video series I want to continue, so I hope to post at least one of these videos a week.
    • Also game reviews.  I keep buying Early Access to games I intend to review.  I should review them!
  • Write more book!
    • I'm Draconic Author for a reason, right?  Write?  WRITE!
  • Catch up on the backlog of blog posts I wanted to right, started, but never finished.
    • Of mice and men, folks...  Am I right?
Also, serious question for readers I'd love you to answer in comments:
What else should I write about/video blog about?  Never done a video blog, but that would be fun.  It would be super awkward at first since I don't have a good camera, and since I've never done video blogging before.  But I'd love feedback/suggestions.  

So I hope I'm back!  Need to keep this creative inertia!  Thanks for reading!

**Edit: Forgot to add some of my plans to the list

Saturday, April 29, 2017

Unity RPG Q&A with Project Director Anson!

Q&A with the man behind the Unity Tabletop RPG


As you might know, last October I backed a Kickstarter to fund the development of a new tabletop role-playing game system called Unity being created by Zensara Studios.  As a writer and lover of high fantasy worlds, I asked the head of the project, Anson Tran, if he would like to answer some questions.  The following is the Q&A that follow, which was conducted via email.

Unity:  Four Factions.  One Destiny

Draconic Author:  So tell me about yourself. Who is Anson and what inspired you to create your own tabletop role-playing game?
Anson Tran: These questions are always hard. I’m a working professional in the IT industry who’s always had a love for stories and games. I was introduced to tabletop gaming a little over 13 years ago and I fell head over heels in love with it as a hobby because it combined my two favorite things when it comes to entertainment. Before tabletop gaming, I had been an avid fan of video games since I was a child. I was blown away by the freedom and openness that tabletop roleplaying afforded me while still giving me the same feelings I get as I sink my teeth into a good video game. Growing up, I always had this burning desire to create my own game but it was very daunting when the only medium I was familiar with were video games. I would ruminate a lot on game design ideas and it was a nice escape for me from the real world. This was done with the caution and understanding that I’ll probably never get to design a video game. Stepping into the tabletop gaming world blew the doors wide open on what was possible and made design and creation a very real thing – I feel the very act of GMing games acts like an educational institution for design.  Certain unfortunate life events (that might have been a blessing in disguise) coupled with my burning desire to create something and fulfill a dream I’ve had since I was a kid pushed me over that edge of “this would be a cool idea” to “oh my god I’m doing it!” I was afforded a small reprieve from work and I started creating Unity and testing it with my local groups of players. The feedback was positive and it spurred me to continue down the path that I am currently on.

DA:  That's a great feeling to have, and anytime I share my own work with people it encourages me work on it even more.  Now. I’ve been a fan of Dungeons & Dragons (D&D) and role-playing games (RPGs) since I first got Baldur’s Gate on the computer almost 16 years ago. Things have changed a lot since then, especially how people play. What was important for you to make part of your game that you enjoyed over years of gaming?
AT: Baldur’s Gate! Many, many a good hours were lost over that game and its sequel for me.  I think for me, gaming and how we game may have evolved significantly over the years but the feelings remain the same. It was important for me to understand those feelings and really drill down to get to the heart of them and what were the triggers that made them possible. I believe it’s subjective so I can only speak from my own experiences, but some of the best gaming moments I’ve had were shared with friends. There are some amazing single player experiences out there and I’m a huge fan of the single player experience, but for me, working together with a buddy or two to accomplish goals and sharing in the adventure as we reach those goals was paramount and the reason that I kept playing. When designing Unity, I focused a lot on teamwork, synergy, and gently prodding players into a dialogue with each other and rewarding them for it. Those were the most fulfilling moments for me when playing games over the years, video or tabletop. Something that ties in with this was also remembering the frustrating moments in my gaming career where there were barriers or obstacles that made it difficult to achieve those fulfilling moments I previously mentioned. It helps to keep me cognizant of designing rules that might impede the central concept of Unity.

DA: You mention in your Kickstarter Project video that your professional career makes you a good candidate to trust with completing your goals for Unity. What exactly do you do and how does it make your project one that Backers can take comfort knowing their money will be used as they intend: to complete the project and provide them with a product?
AT:  As mentioned earlier, I work within the IT industry and have held roles as a project manager and analyst. The stakes are higher in my industry as it’s focused on healthcare IT but the general challenges are the same when it comes to the majority of project work. Doing the Kickstarter and entering a new industry (tabletop gaming) has been an incredible learning experience and part of that has been translating the skills and knowledge from previous IT projects and finding a way to fit them to some of the more specific/unique challenges that have cropped up with designing a tabletop RPG.
Planning is so critical to project work and even more so when you are dealing with systems that save lives. Being immersed in the industry for 5+ years really drills this into your head and I’ve done my best to let this rigor spill over into everything I do for Unity. As it’s a new industry for me with its own unique challenges, I tried to install as many safety nets as possible to provide my backers with confidence that completion and delivery are inevitable conclusions. One of these would be the fact that I invested a large portion of the money, time, and effort upfront to have something substantial to show the world that I was dead serious about delivering a quality product. Another would be having contingencies – backup printers, backup artists, back up fulfillment etc.

DA:  If you could have included something into Unity that didn’t make the cut and wasn’t revealed as a stretch goal, what might it be?
AT:  I would have loved to include an additional bestiary, a separate supplement just filled with monsters and foes to fight.

DA:  You released your Kickstarter under Zensara Studios. Where does the name come from and who makes up the studio besides yourself?
AT:  I’ve always been a pretty spiritual person and that’s reflected in the name. Zensara came from Zen and the “sara” is from Samsara (which alludes to the infinite cycle of life and death). Zensara Studios is largely myself with my contractors for artwork and things that will take me far too long to learn (like animating videos). I have a business partner who is hands-off creatively but helped me get the company going initially. As the Core Rulebook nears completion, we’ll be looking to expand the company a bit by bringing in additional writers to help with the stretch goals.

DA:  How far do you see this project going? Dreams of a phone call from Hasbro/Wizards of the Coast? Paizo Publishing? How high is the ceiling for Zensara Studios?
AT:  Honestly Shane, if people are enjoying Unity and want more then I’d love to deliver more. One thing I’ve learned from this whole experience is that it can be a balancing act to make sure you don’t burn out on the thing that you love and you don’t slowly turn the thing that you love into a chore. Because I own all the creative aspects of my game, I’ve found the balancing act achievable and it sometimes makes me wonder if I could maintain this level of passion if I was making someone else’s game. Because of this, I haven’t really been spending my daydreaming hours thinking about a call from the big dogs.  Thought it would be better spent trying to see how I could fit more lizardmen into Unity because I know that makes certain people giddy.

Giddy is an understatement.  Have you seen my page banner?  


DA:  Just from your Kickstarter page, any veteran D&D player would recognize the page style used in your samples, but your book looks to be much more colorful than the standard D&D handbook. What considerations did you put into your design style? Do you think the benefit of having a full-color book outweighs the added costs of production?
AT:  Unity has been a passion project since the beginning. I knew I would probably lose money but I’ve been enamoured with the idea of a little guy like myself releasing a high quality product, not just content wise but production values as well. When you ask if I think the benefit of a full-colour book outweighs the added costs of production, the answer would be that it depends on the creator’s goals. My goal as mentioned just now, is just to have the kind of game book that I would be salivating for myself, that I would feel really good to hold in my hands and flip through, that I would be super excited to bring and show my friends and try to rope them into trying the game with me. In that sense, yeah it’s worth it.

DA:  I’m a huge fan of what Wizards/Hasbro did with the Fourth Edition of Dungeons & Dragons, especially coming from 3.5. Before 4th, melee characters were limited in most combat situations to just swinging their weapon, even with the horde of supplementary content, both official and home-brewed, while the casters had a plethora of effects and options. 4th gave everyone a ‘spell book’ of sorts to choose from, each with effects that could help allies and hinder enemies while adding flavor and appeal to combat.What was it about the Power Card system that you liked so much, and in what ways do you think you improved it?
AT:  The Power Card system gave me that video game feel and as an avid gamer all my life, it was incredibly comforting tucking into that when 4th first came out. It also spoke to video gamer sensibilities about ‘balance’ in that you didn’t have caster types having all the fun, and martial types had variety and depth beyond “I swing my sword.” as well. I’ve always been a huge proponent of every type of class having depth and variety. I felt pigeonholed into playing a caster in earlier editions of D&D and some other tabletop RPGs because they actually had a bunch of different things they could do (fun!) even though sometimes I really wanted to play a warrior type.
One thing that became apparent as we played 4th more that didn’t jive too well with my groups was that there were a lot of fiddly bits and coupled with an individual turn/initiative system for all units on the battlefield, combat began to feel incredibly long and tedious. I understand a lot of folks don’t mind this and embrace the long combats inherent to 4th but it wasn’t our cup of tea even though we loved the variety of powers and the tactical nuance that was afforded by them. I’m always loathe to say “we tried to make X better by…” because tabletop gaming is so largely subjective to individual tastes but for us streamlining the powers on top of a system that supported simultaneous turns made combat feel smoother and faster while still remaining a fulfilling and thrilling experience that rewarded smart and creative thinking.

DA:  We had our problems with combat taking forever too.  Fourth Edition also made role-playing feel secondary to combat. With so many combat choices, role-playing (in my experience playing) could feel stunted by confusing skill categories and ‘Skill Challenges’ which made the game more about ‘roll playing’ than role playing. That said, a good Game Master/Dungeon Master (GM/DM) can make any system better with effort. Did you have similar experiences? Was and is making role playing a key foundation in Unity as important as making players feel powerful?
AT:  Absolutely. Unity is this abomination child (said with all the love a father can muster) that has both parts roleplaying and gaming tweaked to the tastes of myself and the groups I play with. You have the combat and the powers that are rigidly defined with rules and conditions, and then you have something like Core Paths which are open, free-flowing, and a bit nebulous. I tried to make the game in a way where I could have my cake and eat it too. Roleplaying is hugely important to me and speaks to that side that loves hearing and telling stories. I like being taken on a rollercoaster of emotions and I’m always trying to find ways for players to buy tickets to that very ride. Things like Core Paths, Spark Points, and Failing Forward are my way of saying this isn’t just a game but also a story that you’re all writing together.

DA:  While reading through the Early Access Packet I saw an interesting side-bar titled “Shades of Grey” describing Unity as a game of heroes and cooperation. The most important aspect of an RPG is the role playing. While I always play some form of Good Sword-Wielder, I know people who love to play the villain who is out for himself and more than willing to leave the ‘meat shields’ behind. What made you point this out in your game? Why did you feel it necessary to tell players that the game isn’t meant to be played as an evil character? Could you have worded that differently?
AT:  I pointed it out specifically because I wanted to inform the reader in a nice way that I did not put a single thought into making the game support evil campaigns. In fact the name of the game itself is about cooperation and working together. I actually am unsure how Unity would play if someone decided to make an evil character. Could be a fun experiment. I also might have something tucked away in the corner of my mind about another game where you are encouraged to make evil characters.



DA:  Okay, last question for now.  The idea of Synergistic Combat Solutions (to paraphrase my favorite nonsensical Cards Against Humanity card) is one of the reasons I Backed this project. The scene in The Avengers when Captain America deflects Iron Man’s repulsor blasts around a corner is visually appealing, and to be able to create combos between players is a first in my tabletop experience. Sure, casting Magic Weapon on an ally's weapon is a neat buff, but throwing the barbarian over a wall so his ground slam attack inflicts more damage is usually something done at the DM’s discretion, not built into the rules. What gave you this idea, and what sort of crazy combos did you build into the game? Do you expect players to find new ways to synergize powers that may be ‘broken’ or overpowered? What (if any) is one that you didn’t add that sounded like a good idea in theory but didn’t work out when the rules were applied?
AT:  What you describe about throwing the barbarian over the wall so he can land with grand aplomb and send his foes scattering through the air while possibly caving in some ogre’s skull with his hammer from the force of his landing is pretty much what gave me the idea for this “Synergistic Combat Solutions” :P We found over the years, we were doing a lot of these GM discretion moments when we gamed and almost every time, it would be AWESOME. It made us look voraciously around for a game that had this built into the rules and supported it but we came up pretty short of what we envisioned.
There are a lot of combos that come to mind and many more still to be discovered. One thing that surprised me in a session was watching my players utilize a 3 person combo to land some significant damage on a monster. The Primalist class has an ability called Aspect of the Rhino that encourages the Primalist to move before they attack as every range band they cover adds a chunk of damage on top of their normal attack damage. The 3 players tried to create and cover as much distance as possible between the monster and the Primalist. The Dreadnought in the group used a power to swat the monster back a range band further and the Sentinel crouched down low with her shield braced to launch the Primalist another 2 extra range bands, who was charging across the battlefield with Aspect of the Rhino up. The resulting hit was massive and instantly killed the monster. Having players discover these combos is an incredible feeling.
I absolutely expect folks to discover some broken combos out there. The nature of this type of system creates many different possibilities. As you add more powers or more classes etc, things begin to multiply. But now that the Early Access Packet (EAP) is out and folks are playing, we’re getting a lot of good feedback and will hopefully catch some of these overpowered combos. With regards to your question about something that I wanted to add but didn’t, to be honest, I didn’t have this struggle BUT you might notice the Overdrive power Prismatic Shard for the Primalist in the Early Access Packet. It’s an idea that I’m fond of but I’m unsure if its execution and rule set are easily understood by the player/GM. I deliberately left it in there to see how folks with fresh eyes will utilize it (if they can) and I’m watching the feedback on that power closely. I’m hoping it makes sense and people see what I’m trying to do there but it could very well end up removed/replaced and that would be my answer to your question.

Thank you, Anson, for your time and for answering these questions for me.  I look forward to more meaty updates to test and possibly another -more punctually delivered- round of questions with you.  For those who want to learn more about the Unity RPG, please visit the links below.

Monday, February 20, 2017

New YouTube Channel & Other Updates

Making Videos for Fun!

Hello again!  It's been a while since I posted last and before you ask, yes, I know I have a half a dozen other posts to finish.  My attention is so scattered I'm proud of myself just for finishing this one.  That said, I've got all kinds of news!

First off, I've finally started making YouTube videos.  I got my computer to cooperate and have posted around 6 videos where I play either Fractured Space, a space MOBA with big ships and lots of explosions, or Crypt of the NecroDancer, a fun and addictive Rhythm/Rogue-Like where you move to the beat to slay monsters and advance the simple but compelling story, rescuing people!  Check out one of my runs below, using the character of Bard who doesn't have to move to the music.

Seriously, what?  Not like there are monsters down h-

Secondly, yes, I'm still finishing the "Story in Parts."  That was largely derailed by January being hectic and then my 'taking a break' through most of February.  It has not been forgotten or stopped, simply delayed.  That said, many other delayed and pending pages are still being worked on.  Motivation and focus have been premiums and I spent them on YouTube most of this month because I wanted to incorporate video into my blog.  Now that the ground work for that has been laid, I will try to share my creative impulses between both mediums.

Thirdly, this weekend is NerdCon: Nerdfighteria!  I will be attending and plan to record as much as I can, take pictures, and post blogs day of from my hotel room.  Wish me luck!  If you happen to be going to please comment!  Would love to say hi!

Lastly, what I plan to do in the near future,  A Review of a recently opened Early Access (Alpha) game Conan Exiles will be coming soon.  Exiles is a survival game similar to Ark in a lot of ways (though I haven't played it) minus dinosaurs.  It's based on Robert E. Howard's many short stories about Conan, a barbarian adventurer he wrote about in the late 1920's and early '30s which have subsequently made into three movies (two of which star Arnold Schwarzenegger and the third Jason Momoa) and a few earlier video games.  More on that in the full review.  I'm also planning to review the LEGO Batman movie, and if I can, John Wick: Chapter 2.

Until all this stuff happens: Best Wishes and Don't Forget To Be Awesome!

Tuesday, December 13, 2016

Movie Review: Doctor Strange & Fantastic Beasts; Blog Update

In case you needed one...



Cause, you know, movie reviews.

Doctor Strange Review


  • Benedict Cumberbatch is perfect as the cocky, self-important master surgeon turned world saving sorcerer.  But he's perfect as anything so that's no surprise.
  • Mads Mikkelsen has been busy lately.  As the disillusioned former apprentice of the Sorcerer Supreme, Kaecilius, he gives a good performance considering the minor role the character played in the comics.
  • Tilda Swinton works as the Ancient One!  In the comics, the Sorcerer Supreme is your generic, cliche Chinese/Asian Mystic with the fu-manchu mustache.  While one might consider it a white-wash using an English woman to play the role of a mystic in Tibet/Nepal, the fact they address her origin in the movie placates me.  Besides, her performance is great.  You will leave the theatre wanting more.
  • The movie's central theme of Time is so well done it did not become obvious to me until after I thought about it for a while (and watched this Youtube video).  Honestly, it was so obvious in retrospect that I was embarrassed it took me that long to figure out.  Especially considering what the Eye of Agamotto does and contains.
  • Baron Mordo in the house!  The adaptation of one of Strange's chief villains into an ally is great considering we saw his turn coming.  But how and why works so well that you are ready for Strange to square off with him in the inevitable sequels, especially once Strange becomes Sorcerer Supreme.
  • The movie surprised me with its climax.  I expected some magical slugfest with Kaecilius (which you get) but instead its a test of sheer will between a mortal and a cosmic deity trapped in a time loop.  All I have to say is, "How does Strange remember what happens after the loop resets each time?"  Props to the Doctor for diagnosing Dormammu's ills.
  • By the way, the movie has a strong 'time heals all wounds' theme beside the much stronger theme of time itself.  Pay attention to Strange's watch.  If you don't get it by the end, watch that video I linked.
  • Overall a good movie, clearly linked to the others.  Thor makes a guest appearance to set up Thor: Ragnarok during the credits.  Also, the Infinity Stone name drop at the end connects it squarely to the Avengers: Infinity War movie(s) as well.  Expect to see Cumberbatch slinging spells alongside Chris Evans slinging shield at some point.  

Fantastic Beasts & Where to Find Them Review



  • More Harry Potter related movies?  Shut up and take my money!  (Wish I had the Eye of Agamotto so I could watch it a few times...)
  • Before I looked up their names, I enjoyed all the performances despite not knowing any of the cast besides Colin Farrell (I didn't realize Ezra Miller was in the movie until the credits).  Johnny Depp, too, though he's part of the plot twist at the end.
  • Eddie Redmayne is adorable as Newt Scamander.  I loved the conservationist trying desperately to preserve creatures that early 20th Century wizards disregarded and wanted to destroy.  
  • The backdrop of pre-Depression era US alongside the spectre of Grindelwald spreading terror in Europe is the real meat of the movie.  While the beasts stole the show for the second act, the third act connected Newt's story to the larger conflict presented by Grindelwald which will undoubtedly be the focus of the series, since Fantastic Beasts is reportedly getting five sequels.  How and if Newt will remain a part of the story is up in the air, but this all excites me.  Though I can't help but feel like Rowling is stretching out a prequel for Harry Potter much like Peter Jackson/Warner Brothers stretched out The Hobbit movies.  We shall see if Rowling and Co. are better at pacing and storytelling than whoever thought turning one short novel into three epic movies was the way to go.  
  • Speaking of the Depression, I wonder if we'll see a Wizard World War II?  I mean it's coming.  They're both coming!  While we never saw 9/11 get woven into the books (having taken place in England and having the only US reference be during the Quidditch World Cup at the beginning of Goblet of Fire), if Fantastic Beasts remains historically grounded in our timeline, these two events/eras could provide interesting flavor to the Wizard World.  Guess I'll be waiting on a lot from this series.
  • I think Rowling may have bent her own world's rules somewhere in this movie.  Not sure if it has to do with the Obscurial/Obscurus business of killing young wizards or how almost none of the adult wizards need to utter 'the magic words' for most of their spells but, hey, who am I to judge?  I never got my letter to.... uh... What's the American Magic Academy called?
  • Great movie.  Welcome addition to the Wizard World on the silver screen.  Novels would be stellar but I'd rather Rowling enjoy making the movies instead of having to fast track novelizations.  Would see again.

Blog Update

Hey, everyone!  I'm still alive, still trying to blog, and mostly failing!  My list of unpublished drafts grows as I get new ideas I have no time to do anything with!  But not this time.  Got a spark of 'get stuff done' and not wasting it!

A lot is going on for me right now.  I am getting married on the 17th of this month and my fiance and I recently had a co-bachelor/bachelorette party with our wedding party playing D&D, but apart from that, my two jobs have me pinned to a cycle of work-eat-sleep-eat-work-sleep every day.  Barely have an hour to myself or to get anything done, which makes blogging impossible when you have other more pressing matters to attend to.  That won't stop me, though, as you can see.  

That said, NaNoWriMo was a failure last month.  I believe I eked out less that 100 words all month, though I wrote novels on my Facebook page about the American Presidential Election.  Won't drag that here, though, so don't worry.  But since it wasn't novel related, all those word counts went to waste.  That said, this recent spark has me adding to my book, even if only in drips.  I shall not be deterred!  I will be a novelist!  Someday (TM).

My plans for the new year of blogging is going to be posting at least once a month, and try to work a decent amount into that one post.  I'll prefer to keep posts about related topics, instead of a bunch of disparate ones.  For December, I'm anticipating posts about football and Star Wars: Rogue One.  January will probably be more football if the Dallas Cowboys have a playoff run.  And maybe someday I'll actually finish the backlogged posts I have lurking around.

Keep an eye out for a story I am going to post, based on the D&D adventure we played as our bachelor/ette party.  Til then, take care and best wishes!

Tuesday, October 25, 2016

It's been a Year!

Happy (Belated) Anniversary!



So a little over a year ago, I started writing in this blog.  It began as a flood of content and quickly became a slow drip, but it's here and I'm glad I started this.

Lately, my two jobs have left me unmotivated to write much, as it has turned into a chore.  I have stared at my screen wanting to review movies and felt very uninspired.  I've tried to work on my novel and just felt unable to think of anything I'd want to read.  I know that drafts aren't meant to be readable but I can't even get myself to write out a scene that I literally blocked out in bullet points.  

That said, I haven't been completely unproductive, you guys just haven't been able to see any of it.  I'm trying to get myself set up to record myself playing video games (the one activity I am motivated to do these days) so I can review them or show off fun things and so on.  I have this idea to play XCOM 2 with all my soldiers being made in the likeness of friends, or by recreating notable SPARTANs from the Halo universe as XCOM soldiers, because fighting a superior force of aliens is what they do (and because mods make anything possible).  The problem with this is that my desktop does not have the power supply to run the game and render the video at the same time, and so the PC just crashes less than a minute into the recording.  So for the moment this project is on the shelf until I can shell out the dough for the parts I need.  I'm also going to get another hard drive to store the videos on and at the same time get some parts to repair my laptop (it needs a new hard drive as well).  Once that is settled, I'll be recording and posting here and on Youtube.

So ta-ta for now.  NaNoWriMo is coming up and I do want to get some writing done.  It got me going last year so hopefully I can write more this time around.  I may not be writing a brand new book in a month, but it's a great time to find motivation to write.  See ya next time.

Monday, August 15, 2016

The Truth Comes Out (A micro post)

I need deadlines!

Short story:  I don't write without deadlines.  And on top of that, I need a damn list of goals for myself.  I just skimmed my blog and realized I said I would do reviews of movies that aren't even in theaters anymore, of games that may have had sequels announced already, and have not continued either of the 'series' of posts I wanted to do regularly: Questions Authors Ask and World Building...

On top of that, the only 'writing' I've done lately is rewriting, and before you say, "But Shane, all writing is rewriting," this had been the worst slate of rewriting I've had to do.  I'm frustrated with a scene I feel I need but hate how I've written it and I can't bring myself to move on.  So I'm basically erasing the last two chapters I wrote (more like saved and put in an archive folder) and trying to change things to get me beyond it.  And of course now I'm just not motivated so it's taking a long time.

So blegh.  Any ideas?  Suggestions?  This really hurts to admit but I have to get it off my shoulders and chest and brain...