December Words

Normally I set aside Sundays for releases of Thar adventures. As anticipated, however, I haven’t been able to get one ready the week before Christmas but I’m still committed to my “post a day for a year” thing, so instead we’re going to talk about my word count in December.

To catch up anyone who isn’t a regular reader of the blog (this category includes all people), my current goal in writing is to reach one million words, and to that end I’m trying to write at least 25,000 words a month every month. As of my successful NaNoWriMo this year I had 825,000 lifetime words, so at that rate I’ll hit one million on June 30th of next year.

I’m currently at 14,270 out of 16,935, though in my defense I’m also writing this early in the morning, so the real number to compare to is December 20th’s goal of 16,129. Those of you who are good at math will have noticed that this number is still bigger than 14,270, though, which means I still have a problem. I had this kind of problem multiple times in NaNoWriMo, though, and I was consistently able to overcome it just as soon as I had an outline sorted. Most of December’s writing has been discovery writing random plot bunnies as they occur to me, usually for 2k-5k at a stretch before tying up the story (often only one or two scenes long) and moving on to something else. I’ve also been building an outline in the back of my head, but I’ve been consistently dissatisfied with that outline, which is why it took me three weeks to settle on one that I liked. I’m now about 70% confident that I’ll follow my current outline through to the end of December and be able to finish on time using it, and hopefully continue relying on it into January.

Either way, my immediate plan is for sure to follow that outline to the tune of 2k words per day until I catch up, and maybe even build a bit of a buffer. That approach worked out for me pretty well in November, and that’s when my word quota per day was 1,667 rather than 806.

I’m beginning to fear I may have bitten off more than I can chew for my Imbolc goals (like I do), but I’m nothing if not stubborn. You’ll read this a few days from now, but for me, it’s Yule. The deepest night of the year. As per tradition, it is here, in the iciest grip of winter, that I defy the darkness.

Brief Update On Ace Combat: Zero

So, playing Ace Combat, particularly Ace Combat Zero, has become part of my daily writing routine, in that I’ll hammer out usually two missions of it before I get started. I’ve written before about how I dislike the game’s final boss quite a bit. I stand by that, but I’ve also discovered something: Pixy’s third phase is easier to defeat the further away from Hard difficulty you get. Now, Hard is the highest difficulty level available at first, but you can unlock two more: Expert and Ace. On Expert and Ace level, Pixy is easier because he is more aggressive, which makes him easier to line up a shot on during the third phase. On Hard difficulty, enemies seem to prioritize self-preservation a lot more than on Expert or Ace, where they’ll gladly suicide rush you if they think they have decent odds of taking you down with them (indeed, probably about two-thirds of my Expert or Ace deaths were caused by enemies who died immediately before or after their missile connected and downed me).

This means that during that third phase, the one where you have to joust with Pixy by flying at him head on, firing missiles, and breaking away before his own missiles could hit you, is much, much harder, because Pixy is most averse to coming at you head on while on Hard difficulty. On Normal (and, I presume, Easy) his reflexes kinda suck and it’ll take him several seconds to realize you’ve locked a missile onto him and he should move – more than long enough to get the lock, fire, and break away. On Expert and Ace, he’s as gung-ho about murdering you as you are him, and will gladly face towards you long enough to get a missile lock and fire at you, which means the joust works as intended: It’s dangerous and can kill you a lot, but it’s not tedious.

The jousting thing also works really well in regular missions on Expert difficulty, provided you can dodge the missiles the enemies fire at you. If you’ve got an enemy on your tail, you can use afterburners to get a bit of distance, turn yourself around, fly back at him, fire missiles straight into his cockpit, and break away before he returns the favor.

Codex Alera: A Lame Answer To A Dumb Bet

So there’s this story that goes around about the origins of Codex Alera, a fantasy series by Jim Butcher. The story goes that someone was arguing that some ideas were just bad, and couldn’t have good novels wrung out of them. Jim Butcher said he could write a good novel out of any idea, because what mattered was storytelling and craft, not big ideas. So the other guy challenged him to write a book about the lost Roman legion and Pokemon, the two worst ideas he could come up with, and Jim Butcher did, and it was Codex Alera.

I hate how popular this story is, because even though I agree with the ultimate point, this is a really weak way of defending it, and being so weak implies that it’s the best defense the idea has. The fact is, Jim Butcher half-assed the inclusion of both the lost Roman legion and Pokemon in the actual end result of Codex Alera, and neither of those two things were particularly lame ideas in the first place.

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Yule Update: SMART vs VAPID goals

Setting and achieving good goals has been a general theme for me in 2017, and now that we’re just about done with it, I thought I’d talk about one of the ways in which I’ve done so. Firstly, most of the advice I have to give is ultimately distilled from listening to Cortex for approximately 90 hours over the course of two years. Provided you don’t have ninety hours available this evening but still want to learn about good goal-setting, let’s talk about seasonal reviews and SMART goals.

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Forums Are The Best

I’ll admit the title is not-fully-accurate clickbait, but in my defense it was out of laziness rather than malice. I’m not sure how to cram the thesis statement, which is that webforums have a significant but oft-overlooked advantage over modern social media (Twitter, Facebook, Reddit, Pinterest, etc.) in that aspiring creators of any kind of media can discreetly advertise their work in such a way that it will still actually reach board members. Specifically, a creator can put a one-line pitch for their work in their signature, turn that one line into a hyperlink, and an unobtrusive ad for their stuff will appear in every post they ever make. At that point, they can advertise their work by being an active and constructive member of the community. Every post they make is advertising for their work, and every good post they make is advertising that other forum-goers might actually like or care about. People who don’t want to be advertised to barely even have to notice.

This is about the only thing that worries me about how gaming communities are beginning to congregate more and more around Discord. Discord is generally speaking a very good communication platform that doesn’t suffer the serious problems that sites like, for my most loathed example, Reddit are plagued by, but there is no means of unobtrusive advertising like this. Your only two options are 1) maintain a small enough community that someone can be all “hey guys, I wrote a book” and people will check it out purely on basis of knowing that guy and being curious what he’s up to – although that’s still way less effective than the way a forum user reminds people of their work every time they post, because someone who doesn’t care enough to check it out the first time might get curious eventually, or else 2) you can have a dedicated advertising channel and let people post their stuff there on a weekly basis or however often they update, but generally speaking these channels are used exclusively by other creators, which is a tiny market compared to the community as a whole. Very few people intentionally go to advertising channels to see what the community members are up to.

Unlike Reddit’s flaws, which I consider debilitating (and most other social media have similar if not worse “features” that hold attention but produce terrible communities), I don’t think Discord is particularly negatively impacted by this, but it does make me worry about the future of indie creation, real bottom rung “slapped together in my garage for $50 or less” style indie creation, when its creators can’t rely on being sincere and productive members of a community to advertise their stuff, and instead have to resort to either spending lots of money for proper ad campaigns or annoying sales tactics like finding any excuse to reference their work while dropping a shameless plug.

What Is The Chargen Process For?

So every now and again you get an indie-type game whose character creation process is basically just writing down three traits completely freeform and then maybe you have a number. These have not taken off to dominate the market and mindshare of roleplaying games. Seeing as how a good character creation system is often a selling point for video games, it shouldn’t come as a surprise to anyone that abdicating the chargen system to the players didn’t really go too well. People like shopping for bits and bobs to customize their character with using a limited pool of resources.

That “shopping spree” sort of rush isn’t the only reason character creation is good for RPGs, though. It also helps to avoid Mary Sue and her overcompensating counterpart Anti Sue. The heart of the Mary Sue issue is that one character is loaded down with so many more special traits than other characters in the principle cast that it becomes jarring and usually comes off as the author showering their favorite character with power and attention like an old couple spoiling their grandkids. By having each special trait tied to some kind of cost based on how special it makes the character and how often that specialness comes up, you strongly curb the ability to make Mary Sue characters.

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Seawave Ruins

The first adventure in what will probably be a five-adventure series is now up on the DM’s Guild. This is the more scaled back version of the original Thar hexcrawl I’ve mentioned earlier. It plucks out the handful of hex ideas that seem most interesting and converts them into adventures that can be run by themselves or as a series. I’m hoping to upload them one every Sunday and be done with the whole project before Imbolc on February 2nd. There’s four left to go and six Sundays left before Imbolc, not to mention a seventh right after Imbolc, and I’d consider myself on deadline if I finish the actual work before Imbolc but then my schedule demands that the content technically go live slightly after – I’m wrapping up the Thar project mainly for personal reasons, not because I anticipate anyone actually cares that much and wants a firm deadline for release. In any case, the point of this to say that I can lose a couple of Sundays and still be on schedule, and one of those Sundays will probably be next Sunday, because it’s Christmas Eve, yo, I got celebrating to do.

The Tzeentch Ring

Summary: A cultist in town plans to take over using a ring he’s crafted that will give him the power to summon and command Tzeentchian horrors. Once there’s enough of them around, a herald of Tzeentch turns up to swipe them and walk away. Because obviously. Upon seizing control of the town, the Tzeentch herald will offer an alliance against Nurgle.

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