#indie publishing schedule
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Not a fast writer? You can still build a successful publishing strategy - guest spot at @IndieAuthorAlli
The classic advice for authors, particularly indie authors, is to pump out a lot of books fast to build a big backlist and keep your readers interested. But that pace of writing and production doesnât suit everybody. Exhibit A, the introduction to my newsletter. For a long time, slow-burn authors in the indie world werenât getting seen or acknowledged. Most of the guidance was geared to fastâŚ
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#advice on self-publishing#Alliance of Independent Authors#attitudes to self-publishing#beginner&039;s guide to self-publishing#how do literary authors build a brand#indie publishing schedule#literary fiction#self-publishing#slow writers#writing slowly
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Post 1) Overall idea - turn based pirate rpg/ttrpg system
TLDR: I am working on a ttrpg system as a basis for a turn based rpg that is magic, piracy, and exploration. A focus on wealth and growth plus a vast world (hopefully). I am inspired by alot of things, mainly horror and pirate media, so the intent is a more darker setting
Ok onto the post :)
I figured if I actually want to get this bloody game in production I might as well start with a long post detailing some initial thoughts with some hope of any amount of actual engagement (doubtful that is). This thing has lived in my brain for weeks now and it has officially kept me up at night now. Figured I should post something out into the world. Now I guess I should have some form of organizing
Why a turn based rpg
Honestly, it's what I love. I grew up playing RPGs and I love table top RPGs. I figured it was this or action rpg and I don't want an action rpg. Granted it might fit the genre more but also I'm the one making it the thing so I get to call the shots (until someone else hops in if I ever get someone else)
I also Game Master several table top games currently so I have an understanding of combat flow and narrative, I am just used to others adding to the story rather than it being all me (since ttrpgs are inherently collaborative works)
I have some ideas for the system, something I want to go into detail when I am less sleep deprived, but in short I want it to be classless but still guiding the player to general play styles, like mage or tank. I know pirates and magic, but the whole magical dungeon diving fits exploring ancient ruins for money (plus casting a big old fireball at a ship sounds cool as hell).
So a custom rpg system?
Yes. Like I want it to work on its own as a standalone ttrpg system. Since I should be able to make it translate well into a video game. I mean that's the hope. I won't be the first person to do this (look at all the d&d games from the 1980s on dos to BG3, it works)
The idea as said above is classless with point buying perks (kinda like fallout). Unsure if I want it to be a d20 system but I am absolutely going for high roll is better since low roll systems hurt my head (looking at 2e dnd, had to learn it for some dos d&d games and it took a bit of getting used to). But it's all subjected to change since it's literally this post and my brain
Pirates?
You bet. Look, the only good pirate games are Assassin Creed: Black Flag and Sea of Thieves and both are subjective. Of course the big problem here comes from the question of how much time do we put into ship combat to make it fluid. Especially with turn based rpg combat. And I know that will be the challenge. I will not back down from this point. I want ship combat. Even if it's just boarding other vessels. I want fireballs to light gunpowder holds and deal massive damage. I want artificers repairing the ship and manning guns. I want the player to feel at full control and be able to react while making choices that fit into the system. Without it being full on simulation.
As for the player exploration off the boat, that should be easy, like any other RPGs. Of course I have done ttrpg games not video games so I know it will be a pain nonetheless but that's learning and art.
So about that world for exploring
I want that to be it's own post once I nail down the system's mechanics but in short, kinda an Isekai (well not literally, the player isn't from another world, not yet anyway) but all the "Species" (no idea what I want to use for the word) are not native to the world, and so they have been invited over time to explore a long dead universe that they brought in their own beliefs. Does that mean human Christianity mixing with let's say elven nature faith? It's been in my mind as a neat idea but also *yikes* as well. I want to be sure that I consider everything, including cultures who were exploited during the age of sail so I don't propagate more harm. So that will require a lot of research and help from those communities. I also don't want to plop in fantasy races "just because" since they probably won't belong. We tend to see them because Western fantasy is typically "eurocentric", and this game will not be. Pirates were European sure but that ignores so many other groups (Barbary Pirate, Malagasy, South East Asian. Again I need to do more research)
I have tied in my own Mexican culture into my ttrpg games before but that's my own culture and in a small group. This is far larger and I need to give the world the respect it deserves.
What kind of art style?
I am not a very good artist so this one will be in the air until I settle, but I need to grow or get help. I would like something near realism (Honestly like how the Paradox Strategy games tend to do art, EU4 especially since it's the right period of time but again that's eurocentric so who knows)
I can't settle on a style when I haven't even made custom stat blocks for creatures or even know what creatures will be in the game yet. I will say, I love pixel art but I'm aware of exactly how much work it takes to make it wonderful. I have exactly zero skill in most art/drawing and what I do have need work, so best get to doodling to get better
The story?
On my main blog I usually write (though I am bad at posting, let's not make that a habit shall we?) but that doesn't mean I'm good at writing. Writing like drawing is an art, so I need to work on this and get help from others as it warms up. I don't want to disregard writing, it's an rpg, it lives by the narrative.
Other than exploring the world for money, I like the idea of it being focused on either one country or one city. A pirate republic. You could leave on expeditions and come back and those would be arcs. Do everything around town, hang out with companions, romance, and then to move the narrative along we build up to an expedition that changes the republic. Kinda like Dragon Age 2 and Kirkwall (not going into it here since spoilers for the game) but I really like this idea. You can see growth and change and get an impact on the narrative. Obviously this isn't anything new. But it's always a good time
My Inspirations?
That is a hell of a question. I have alot, ranging from Dark Fantasy/Gothic Horror with Ravenloft, Dragon Age, From Software's Library, Lovecraft's work (he isn't gothic horror I know, Eldritch is different but also water monsters in a ocean setting hits good) to pirate media with One Piece, the "Pirates of the Caribbean" movies and the actual historical pirates I know.
And Obviously with any game, Lord of the Rings and System Shock 2 despite how far apart both are and possibly irrelevant they are.
I don't have any current "required reading" minus The Hobbit and Lord of the Rings (and maybe The Dunwitch Horror?)
I guess my inspirations lead me to a darker world, which fits real pirates well
#game dev blog#game development#video games#game design#rpg#I really dont have any other good tags just hoping that this blog can keep me active#should I open asks? It could be useful if I gain any amount of traction#indie ttrpg#I feel weird using that tag but i intend to publish out the ttrpg book so you could run games in universe#I would appreciate any engagement as I literally just made this account#also vampires are absolutely in the setting#I feel silly scheduling the post for 8 am but i wrote this at 6 am and I am about to fall asleep and maybe get 2 hours of sleep#pirates#pirate video game#pirate rpg#ttrpg#pirate ttrpg#rpg in development#I can't believe I almost forgot all my pirate related tags
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In this installment, @blu-art (Akira B.) talks about how to maximize your posting efficiency while minimizing your stress. Mental health should always be your first priority!
đ www.wildstarpress.com/curiosityscorner/method-to-scheduling-posts
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genuinely i would kill to be a line artist yall have no idea
#i could happily line other peoples pencils forever#i would do it all day everyday lmao#like again the pay is bad line artists don't make much money#and the deadlines can be absolutely horrible#but like idk my brain turns off when i do line art and a lot of pencilers do have pretty clear sketches (at least until they know the line#artist in question and you get like a working relationship and everything) so it's really just#such a smooth brain off activity like to work in my house#doing line art on art that is not mine for several hours at (mostly) my own pace would be divine#fab talks#fabtalks#too bad line art as it's own independent job is dying#i was talking about this with one of my gfs professors and im like so mad about it im so mad about it#like honestly i think a lot of publishers like after this round of line artists die off are just going to have the pencilers do#pencils and lines nad if they can get away with it color#like colorists i think have more job security in this situation then line artists i see them kept on more in indie circles and stuff#though really they've been crushing all comic jobs together which i think is bad like to put all that work on one or two people in that tur#around time without an increase in pay sucks so bad like pay has not gone up for comic artists at all but so many of them are doing at leas#two jobs if not the entire art side of the comic by themselves on the salary of one guy#i can't rehiterate enough for people who don't know shit about comics back in the day EVERYTHING was it's own job#the colors the lines the pencils the lettering those were 4 separate jobs it was weird when it was not 4 separate jobs#to have your artist doing even two of those jobs is like A LOT to put on them in the turn around required for print especially without a#pay increase#anyway i'd kill to be a line artist i really would lmao for a lot of publishers it was an entry level job like one of my professors was a#marvel line artist briefly but like idk i'd kill to just do that forever asdfghjkl#i think about this a lot#anyway this is why indie comic people doing webcomics can't fucking make them as fast as marvel or dc it's one person doing everything#while trying to make ends meet its REALLY HARD TO DO#this is why alice's publishing schedule is at best ONE ISSUE A YEAR
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WIP Highlight: THE NAME, WITCH
Current word count: 31,575
Place in series: 1 of 3
MC: Uthyr KriâAsphodel
Supporting characters: Crucius, Sister Alma, Bran YotâAster
Overview: Uthyr lives a simple life in the forests of Uslaria where his largest headache is his enigmatic and taciturn neighbor, Crucius. As a witch, Uthyr walks the world in the graces of his godly ancestor, using his magic to heal minor ailments and tend the garden that is his pride and joy. When one day, a wind not of the sky shakes the forest with terror, Uthyr journeys to find support in the high witches of Uslaria only to be met with derision and mockery. With stubbornness and indignation, Uthyr sets out to get proof of the dangers looming on the horizon. But more rides on the wind than he could imagine, and as the realms unseen begin to leak into his, he must use the magic of his goddess to stop an ancient devouring force from sinking its teeth into the realmsâ seams. That is, if he can put together pieces of a prophecy held hostage by the Trickster God before the same prophecy can come for him.
#in my own words#wip: the name. witch#writeblr#writers on tumblr#fantasy author#queer fantasy author#indie books#self published#wip highlight#03.04.2024#fighting for my life typing this up#i want to have more of a presence on this blog#so im trying to post more consistently#by like. scheduling posts and interacting more etc etc#i have a planner. i might even hold to it#standby
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How can I make money writing fiction?
I'm gonna be straight with you. There is no guarantee that you'll make enough as an independent writer to make it worth your time. You very well might -- I make a liveable wage as an independent writer -- but many don't. Most writers I know also have a job. And luck plays a big part in it.
If you're interested in going forward in spite of this, you have two main options for monetisation open to you, and you are going to have to pick one. I call them the sales model and the sponsorship model, and you are going to have to pick one.
The sales model involves writing stories and selling them to readers. You can put books up on Amazon or Smashwords, sell them direct from your own website, enlist the help of a traditional publisher to handle that for you and let them decide where to sell, whatever -- the point is that your money is made from the sale of books to readers. If you go with a traditional publisher, you're using this model (though they will give you some of the money ahead of time in the form of an advance). Most indie authors also use this model, publishing through draft2digital, Ingram Spark, direct through Amazon, whatever. I've never relied on the sales model and can't give you any advice on how to do this, but Tumblr is full of indie authors who probably can.
The sponsorship model involves soliciting small amounts of money from various readers over time. This is ideal for web serials, and it's what I use. I use Patreon, which is designed specifically for this purpose, but you can use other sites such as ko-fi. This model involves providing regular content for free, with bonuses for those who support you.
"Can't I do both? Sell books and have a Patreon?" You absolutely can! I know several indie authors with a Patreon. I sell my completed books as ebooks and will eventually sell them as paperbacks. But your time and attention is limited, and so is your audience's, and you're going to have to half-arse one of these in order to have enough arse to whole-arse the other. You're going to make a lo of decisions that benefit either the sponsorship model or the sales model, not both. So pick your primary income source early and commit.
I can only advise on writing web serials and using the sponsorship model, so I'll go ahead with that assumption. If you want to make a liveable wage doing this, not only will you need luck, you'll also need patience. This is not a fast way to build a career. at the end of my first year of doing this, I had one single patron, and they were a real-life friend of mine. When I reached an income of $100/month, I threw a little party for myself, I was so happy. It had taken such a long time and was so much work. I reached enough to cover rent/mortgage after I'd been doing this for more than four years. It's a long term sort of career.
Here are some general tips for succeeding in this industry, given by me, someone with no formal training in any of this who only vaguely knows what they're talking about:
Have a consistent update schedule and STICK TO IT
The #1 indicator for stable success in this industry (aside from luck, which we're discounting because you can't do much about that) is having a consistent update schedule. Your readers need to know when the next chapter is coming out, and it should be coming out regularly. Ideally, you should have no breaks or hiatuses -- if you're in a bus crash or something, that might be unavoidable, and your readers will understand if you tell them, but if you're stopping and starting a lot for trivial reasons, they WILL abandon you. You can't get away with that shit if you're not Andrew Hussie, and I'm pretty sure Andrew Hussie doesn't message me for career advice on Tumblr. If you find you need a lot of hiatuses to write fast enough then you're updating too often; change your schedule. A regular schedule is more important than a fast one (ideally it should be both, but if you have to pick between the two, pick regular).
2. Pay attention to your readership, listen to what they want from you
Your income is based on a pretty complicated support structure when you're using the sponsorship model. this model relies on people finding your story, liking your story, and continuing to find it valuable enough to keep paying you month after month. This means that your rewards for your sponsors should be things that they value and will continue to pay for ('knowing I'm supporting an artist whose work I enjoy' counts as a thing that they value, to my great surprise; there's a lot of people giving me money just for the sake of giving me money, so I can pay my mortgage and keep writing for them without needing a second job), but it also means supporting the entire network that attracts readers and keeps them having the best time they can with your story -- being part of a rewarding community. Because this is advice on making money, I'm going to roughly divide your readership into groups based on how they affect your bottom line:
sponsors. People giving you money directly. The importance of keeping this group happy should be obvious.
administration and community helpers -- discord moderators, IT people, guys who set up fan wikis, whoever's handling your mailing list if you have a mailing list. You can do this stuff yourself, or you can hire someone to do it, but if you're incredibly lucky and people enjoy being a part of your reader community, people will sometimes volunteer to do the work for free. If you are lucky enough to get such people, respect them. They are doing you a massive favour, and they're not doing it for you, but to maintain a place that they value, and you have to respect both of those things. My discord has just shy of 1,300 members and is moderated by volunteers. I'd peel my own face off if I had to moderate a community that large. If you've got people stepping up to do work for you, you need to respect them and you need to make sure that they continue to find that rewarding by doing what you can to make sure that the community they're maintaining is rewarding. Sometimes this means taking actions and sometimes this means staying the fuck out of the way. Depending on the circumstances.
fan artists. Once you have people drawing your characters, writing fanfic of your stories, whatever, treat these like fucking gold. Give them a space to do this, and more importantly, give them a space to do this without you in it. Fanworks are a symptom of engagement with your work, which is massively important. They are also a component of a healthy community, an avenue for readers to talk to each other and express themselves creatively to each other. Third, fanworks act as a bridge for new readers. When readers share their art on, say, Tumblr, it can intrigue new people and get them into the story. Your job in all of this is to give them the space to work, encourage them as required or invited (I reblog most TTOU fanart that I'm tagged in on Tumblr, for instance), and other than that, stay the fuck out of their way. These people are vital to the liveblood of your community, the continued engagement of your audience, and the interest of your sponsors. Some of the fan artists will be sponsors themselves; some won't be. Those who aren't sponsors are still massively valuable for their art.
speculators, conversers, theorists, livebloggers, and That Guy Who's Just Really Jazzed For The Next Chapter. Some people don't make art but just like to chat about your story. These people are a bedrock of the community that's supporting your sponsors and increasing your readership, and therefore are critical to your income stream. Give them a place to talk. Be nice to them when they talk to you. Sometimes, they'll ask you questions about the story, which you can choose to answer or not, however you feel is appropriate. They'll also want to chat about non-story-related stuff with each other, so make sure they have a place to do that, too.
that guy who never talks to you or comments on anything but linked your story to ten guys in his office who all read it now. Some of your supporters are completely invisible to you. You can't do anything for these people except continue to release the story and have a forum they can silently lurk on if they want to. But, y'know, they exist.
If you want to focus on income then these are, roughly, the groups of people that you will need to listen to and accommodate for. You can generally just make sure they have space to do their thing, and if they want anything else, they'll tell you (yes, guys, paperbacks will be coming eventually). Many people will fit into multiple groups -- I have some sponsors that are in every single one of these groups except the last. Some will only be in one group. A healthy income rests on a healthy community which rests on accommodating these needs.
3. If you can manage it, try to make your story good.
It's also helpful for your story to be good. Economically, this is far less important than you'd think -- there are some people out there writing utter garbage and making a living doing it. Garbage by what standards? By whatever your standards are. Just think of the absolute laziest, emptiest, hackiest waste-of-bandwidth story you can imagine -- some guy is half-arsing that exact story and making three times what you'll ever make on Patreon doing it. And honestly? Good for him. If he's making that much then his readers are enjoying it, and that's what matters. Still, one critical component of making money as a writer is writing something that people actually want to read. And you can't trick them with web serials, because they don't pay in advance -- if they're bored, they'll just stop. So you have to make it worth their time, money and attention, and the simplest way to do that is to write a good story.
This hardly seems mentioning, since you were presumably planning to do that anyway. It's basic respect for your audience to give them something worth their time. Besides, if we're not interested in improving our craft and striving for our best, what are we even writing for? I'm sure I don't need to tell you to try to write a good story. The reason I list this is in fact the opposite -- don't let "I'm not a good enough writer" paralyse you. The world is full of someday-writers who endlessly fuss over and revise a single story because it's not good enough, it's not perfect, they're not Terry Pratchett yet. Neither was Terry Pratchett when his first books were published. If you're waiting to be good enough, you won't start. I didn't think Curse Words was good enough when I started releasing it -- I still don't. I started putting it out because I knew it was the only way I'd get myself to actually finish something. I don't think it's all that great, but you know what? An awful lot of people read it and really enjoyed it. And if I hadn't released it, I'd have been doing those people a disservice.
Also, it taught me a lot, and based on what I learned, Time to Orbit: Unknown is much better. If I'd never released Curse Words, if I hadn't seen how people read it and reacted to it and seen what worked and what didn't, then Time to Orbit: Unknown wouldn't be very good. And it certainly wouldn't be making me a living wage, because it was the years writing Curse Words that started building the momentum I have today.
And Time to Orbit: Unknown as it is today has some serious problems. Problems that I'm learning from. And the next book will be a lot better.
So that's basically my advice for making money in this industry. Be patient, be lucky, be consistent. Value your community; it's your lifeline, even the parts of it that don't directly pay you. And try to make your story as good as you can, but make that an activity you do, not a barrier to prevent you from starting.
Good luck.
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David Gaider: "It occurs to me, after reading posts getting it spectacularly wrong, that there are a lot of misconceptions over how game studios organize and, in particular, who makes the actual decisions about what ends up in your game. Much of it is by folks who don't *try* to get it... but not all, surely. I'll explain it a bit, but a big caveat: I'm going to talk in generalities and roles. Actual titles vary (a lot) from studio and studio, and the bigger a studio is the more segmented their departments (and thus management) is going to be. Even so, most studios, big and small, kind of work the same. To start, you're going to break your devs up into at least three groups: design (what is the game? how does it work?), art (what will it look like?), and engineering (making it go). There can be a lot of cross-over and some departments that don't fit into a project structure (QA, Marketing, etc.)"
![Tumblr media](https://64.media.tumblr.com/95df8007538396f543c3ccd939495fc6/2178f885c7d56a32-e8/s540x810/c31f39f8c3602791b2c37134d3a36159a8e5dfa9.jpg)
Rest of post under cut due to length.
"There's going to be someone in charge of these groups - these are usually called "leads" or "senior leads". The actual title varies. The Design Lead could be a Lead Designer, for instance, or it could be a Creative Director and a Lead Designer is what they call someone further down the chain."
![Tumblr media](https://64.media.tumblr.com/515b61b9c3f73872a6cf0fe769e56d29/2178f885c7d56a32-22/s540x810/cb7a1e1ea8b93e5b8a2c0ec213778f96c2905aa8.jpg)
"These leads all report to a Project Director, someone who's job it is to manage the project as a whole. Now, this part gets a little dicey. Depending on the studio, this role can be anything from more production-oriented (they control the schedule) to an outright auteur who micro-manages everything."
![Tumblr media](https://64.media.tumblr.com/990886a63aa1c6f0b3fca7ad4fd68a8d/2178f885c7d56a32-15/s540x810/a7e4b42e2e413a10ccb77399ecb5ce7a89f06022.jpg)
"More importantly, it's the PD who hands down the project goals to the Leads: the strategic goals, the needed features, the shape of it all, etc. The Leads then figure out how their department is going to tackle those, and work with each other. If the Leads conflict, it's the PD's role to solve it. How much autonomy or ownership those Leads have is, like I said, really up to the individual PD and that studio's culture. Even in the case of a PD who has a lot of authority over the project, however, they still report to the studio leadership (unless it's the same person, like in a small studio)."
![Tumblr media](https://64.media.tumblr.com/570c1095608813480753d2e1c99146f8/2178f885c7d56a32-0b/s540x810/71f233080d95431942e1703cbd1acfc69662e3fe.jpg)
"The studio leadership is going to be giving the PD their marching orders, often in the form of those strategic goals. If there's a publisher involved, that's where the studio leadership is likely getting those goals. The PD, then, ends up being the person who has to negotiate with everyone above."
![Tumblr media](https://64.media.tumblr.com/b1f74cb0d75f7582f1442cd43005bc9b/2178f885c7d56a32-b6/s540x810/09eb8a8ffc72b6d956938267ee3526592fae5968.jpg)
"What does this mean? If the studio or publisher has concerns about the project, they're calling in the PD to explain. If the project needs more time or resources, it's on the PD to explain to them why and how and when. If there are a lot of layers above the PD... yes, it's a looot of meetings. So while the PD is managing up, the Leads are managing down. With big projects, that means managing the "sub-leads"... those in charge of the individual sections of their department. It'd be unmanageable otherwise, and the bigger the project the more of these there are going to be."
![Tumblr media](https://64.media.tumblr.com/a32a796201fc6c847b1f9ef43197bee0/2178f885c7d56a32-2d/s540x810/c57b97b19f1a4b88e5cc7ce776ff078cb3ab52d6.jpg)
"What does this mean? Well, let's look at the way BioWare broke up Design (as of 8 years ago, anyhow). Design consisted of Narrative Design, Level Design, Systems Design, Gameplay Design, and Cinematic Design (who worked in tandem with Cinematic Animation, which actually fell under the Art Lead)."
![Tumblr media](https://64.media.tumblr.com/eeab66adff464776a0b1d70c568598d0/2178f885c7d56a32-79/s540x810/8e3476da4e18c3920f9d2f29c9e1bcac6cd275da.jpg)
"The sub-leads are handed their goals by the lead, and work out how they're going to produce their particular corner of the game and also, more importantly, how they're going to work with each other. Conflicts between sub-leads are handled by the lead, as are ANY conflicts with other departments. What conflicts could there be, you ask? Dependencies, for one. "I can't do X until Y is done, but Y is someone else's job". Or scope. "We need 20 doodads but the sub-lead said they only have time to make 10, what now?". Even outright differences in vision. Big projects means room for a LOT of egos. If you think this is easier with a smaller (or indie) project, the answer is "yes, but not really". The roles are still necessary but often get combined into one person. Or outsourced, and someone still needs to manage the outsourcing. Things fall off over-full plates. It's a different kind of hard. Anyhow, the point of all this is: the further you go down the chain, the smaller the box you can play in is. The less you have actual say over, and even then that say is subject to being overridden by ANYONE above... and must still play nicely with the needs and goals of the other departments. You also need to keep in mind that projects are constantly in flux. Problems that were thought solved need re-solving. The team falls behind schedule and scope needs to change. You are constantly in a dance, within your tiny box, trying to figure out sub-optimal solutions that cause the least pain. And there will be pain. Shit rolls downhill, as they say, and when the project encounters big issues that means those high up have the sad job of figuring out how to spread it out and who can afford to take the hardest hit. If you're that one, you take it on the chin and you deal. This is the job. Lastly, I'll re-iterate: not every studio works this way, exactly. The roles exist, sure, but are not divided up so neatly or as easily identifiable. Even so, this should give you an idea what "lead" and "sub-lead" mean... and perhaps help you imagine what it's like existing further down the chain."
[source thread]
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Monsterotica: Now Recruiting Author Applicants!
Exciting news, everyone! Duck Prints Press is now accepting applications from authors interested in contributing to our next erotica anthology. Monsterotica: Tales of Unusual Courtship and Coupling will feature 15 stories, each up to 7,500 words, focused on how monsters court and bed their bedmates! We want your beasts, your creatures, your cryptids, your part-humans; we want them to have genitalia unusual and exotic; and we want to see how they pursue a liaison, in the streets and in the sheets.
Who are we? Weâre Duck Prints Press, the indie micro press founded by fancreators for fancreators! We focus on working with fanauthors and fanartists to publish their original work â the more LGBTQIA+ the better! To join one of our projects as an author, you must be 18 or over and have posted at least 3 separate works (minimum 10,000 words) of fanfiction on a publicly accessible site such as Archive of Our Own. If that describes you, and you saw âmonsterf*ckerâ and your eyes lit up, you should consider applying! Learn more!
Rules and Guidelines
FAQ
Schedule
âŚand more!
Applications close January 20th, 2025.
This may be the only time we open author applications in 2025, so if youâre interested, seize this moment. Our schedule for the second half of the year isnât finalized yet, so we may open them again in the fall or early winter, but no promises. We expect to recruit artists next sometime in the spring.
Authors new to Duck Prints Press can apply using this form!
Written with us before and want to do so again? Use this form instead!
Questions? Drop us an ask on Tumblr or e-mail us at [email protected].
Not interested in applying but love what we do? Support us on Patreon! Our backers chose this anthology theme.
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Hey Derin, can I ask you a question or two about publishing? (If no, close your eyes for the next bit and click near where you remember the delete button was.)
I'm writing something with the dream of publishing it one day and I'm considering all avenues at this stage. What led you to publishing serially online? What are the pros of your experience doing that?
Asking you because I was looking over your site earlier today and thinking about how comfortable a place the internet feels - less of a big step than traditional publishing, or even putting out a whole story at once for self-publishing.
I've never pursued trad publishing and have no plans to ever do so, it was immediately obvious that it wasn't for me, so I can't give you like, comparisons. I only even got into indie publishing because my readers were demanding ebooks and paperbacks so I just shrugged and got them made. Sometimes I get asked trad vs. indie publishing questions that I do not have the experience to answer.
This question, though, I can answer. I didn't sit down and go "how should I publish these? Online, or through a trad publisher, or what?" I approached web serial writing directly as a career without considering publishing my writing as books at all; that was never on the radar until the readers wanted them. And the reason I started writing a web serial was simple -- it was a hobby that suited my lifestyle.
I'd written serial fiction before; fanfiction, some r/hfy stuff, just whatever I felt like, and I had a serious problem experienced by many casual writers -- I tended not to finish stuff. The stuff that had never made it to the web was even worse; I had so many novels in progress on my hard drive that I'd gotten to the end of the first act of, before moving onto a new idea. I needed something to do with my time (I'd moved back to my hometown to spend time with my dying grandfather and was unemployed) and posting a web serial with a strict schedule and a patreon seemed like the best way to force myself to actually finish my stories. If a handful of people were giving me a couple of buck a month, I wouldn't be able to just drift off to something else; I'd have to finish the story.
And it worked. I got a new job and wrote Curse Words on my off weeks, then that job ended and my Patreon was paying my new mortgage and suddenly this was just kind of my job now. And then enough people were asking for ebooks and paperbacks that I had to figure out how to make those happen. And this is kind of my life now I guess.
In terms of pros I would say:
Low barrier to entry/small steps of progression: You can just start publishing on a website for free whenever you want. You can make your own website for free and publish on that (I did). It takes five minutes or less to learn how to do and you don't need to buy anything. Your time commitment is mostly Writing The Story, which is presumably what you want to be spending your time on anyway. If you do it for 2 months and decide you hate it? You can stop. No harm, no foul.
No boss: You're beholden to your patrons and nobody else. You can write whatever the fuck you want, wherever the fuck you want, however often you want. The only deadline is the schedule that you yourself set, and you can set it to suit your lifestyle.
Payment model: The patreon/ko-fi sponsorship model is vastly superior, in my opinion, to making money via book sales. There's too many factors involved to really say if you make more or less money on Patreon, but what it has is predictability. Patrons come and go, but slowly. I can predict my monthly income from my supporters to within a hundred dollars or so. This is a massive advantage when you have bills to pay. Book sales surge unpredictably, and while you can bank on things like advances if you go the trad publishing route, these are few and far between.
Time: There are minimal delays in web serial publishing. No waiting months or years at a time for your book to chew through the machinery of a publisher, no long delays as your agent works or contracts are negotiated. Indie publishing is faster but still has far more delays than web serial publishing; most notably, you have to write the entire book first, often with little idea of how well it's going to perform. I don't do well with waiting periods or having to coordinate timing with others, so web serial publishing works best for me.
Marketability: Web serials have a far smaller audience than books, but they're also easier to market to that audience. For one thing, they're usually free, and it's a lot easier to convince someone to try a free story instead of buying one. For another, their one-chapter-at-a-time nature feels like less of a commitment and less intimidating to some people, even though they are traditionally much longer than books tend to be. Also, their chapter-by-chapter nature allows speculation and jokes and fanart and stuff to be spread while the story is still going, which is great marketing, especially when readers end up talking about it far longer than they would talk about a book (because they're reading it chapter-by-chapter for far longer).
But the biggest advantage in marketability is what I call 'rolling weight enthusiasm'.
When you're pushing a cart or something, it takes a lot of effort to get started, but once you're cruising at a consistent speed, you can rely on momentum to do half the work for you. You can build more and more speed with the same effort, because a rolling weight is maintaining that momentum. Writing a web serial is a lot like that; the consistent release schedule means that if you can get people invested, it's much easier to keep them invested, because they're waiting a very short period of time (a few days to a week, depending on your release schedule) to get more of the story. If you're releasing books, there might be more than a year between releases; you can keep a dedicated audience interested for that long, but it's much harder to hold onto the casual readers. There are so, so many book series that I've only read half of because at some point a new book was released and I didn't notice. If you write and publish books, you have to do a big part of the marketing all over again to let people know that the next one is out. Web serials don't have this problem. When's the next chapter out? soon enough that the previous chapter is still fresh in your mind. soon enough that you probably don't have time to finish the fanart this one made you think of.
Immediate feedback: Another great thing about web serials is that you can watch the audience reaction in real time. Not only that but, unlike with a book that people read all at once, you get very detailed feedback specific to each chapter. I don't mean people telling you about the story; reader suggestions and 'constructive criticism' is almost universally useless and can generally be thrown out. If you trust somebody's writing and editing skills enough to take feedback from them, you should ask that person directly; random readers are unlikely to be experts and unlikely to have accurate advice.
Instead, watch them discuss it amongst themselves. What did they get right away, and what are they confused about? what did they react most strongly to; is the dominant emotional reaction to the various characters vaguely in line with what you intended? Check the theories; how well are they predicting future events? (If everyone is guessing the Big Twist, then you need to put more effort into selling it so that it's not a let down; the less surprising a twist is, the better the writing has to be to pull it off. But if nobody is guessing the Big Twist, then you have insufficiently foreshadowed it. You're looking for a very high population of readers being accurate about the information they're expected to have gleaned, and a small population being accurate about twists and stuff, and you want that small population to grow as they get closer to the twist.) Checking these reactions can give you a better idea of what you need to emphasise, clarify, or foreshadow in the text.
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How much executive meddling occurs in the game industry and development cycles?
There's practically never executive meddling in indie games because there are practically no executives involved. In AAA games, the vast majority of executive meddling comes in only one situation - when the development process for a game goes off the rails and is in danger of going far over budget, missing their ship date, and/or missing their minimum shippable quality bar. This wasn't always the case back in the PS2 era, where publishers were much more hands-on about wanting and demanding certain things, but the high profile failures in large part due to executive meddling have significantly changed things over the past twenty years. Nowadays, studios are given "enough rope to hang themselves" - a free hand to do exactly as they like until they cause their own imminent demise.
I've worked for a lot of publisher-owned studios in my career. I've worked at studios owned by Sony, Microsoft, Activision, and Electronic Arts. I was there in the early executive meddling era and I've been here for the post-meddling era. Since 2006, every studio I've worked at has been given enough rope to hang itself. The ones who don't hang themselves are the ones who are disciplined about the scope and the feature set of the game they are building. They have a schedule, they have a feature set, and they stick to it. You may have guessed the kind of games these tend to be - the franchise games with regular release schedules and the live service games with regular content updates all hope to stay in this lane.
Every game that I worked on that was not good had key problems that could be traced to the team's leadership being unwilling to commit to major choices. This results in a negative feedback loop - developers aren't willing to put in their best work only to see it tossed out, which leads to half-assed prototypes, which leads to the leadership changing their minds. This process typically repeats until the publishers get nervous at the lack of progress and the impending ship date, which leads to pressure to commit, which leads to a brutal crunch to ship something at the end.
When executive meddling happens, it's typically to replace the waffling leadership with somebody whose goal isn't to build the game that was promised, but to get the ailing project to ship at all. The publisher may also call in [rescue operators] to try to save the project if they need experts in key fields. Executive meddling happens when the project absolutely needs to ship and doesn't have the option of [delaying the release].
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Chapter XII: DEUCE
Masterlist
Pairing: Art Donaldson x F!Reader.
Warnings: Fluff, brief description of smut.
Author's Note: AHHHHH I can't believe this is the last chapter of A Languor Spell!!!!!!! Truly insane!!! Thank you to everyone who have stuck with the series to the very end, who have been so patient throughout my inconsistent schedule, all of the mental gymnastic I made you go through, and all the angst. I'm grateful for those who have liked, reblogged, commented and given me your thoughts on the series! You are amazing and you keep me going. You're the reason why I work through my sickness.
With all of that said, I'm feeling bittersweet as this series comes to an end. This is probably one of my favourite works, and a completed series at that. I've learned a lot from working on this, and I feel like it has given me a better sense of my voice as a fanfic writer. Still, I'm excited to move on with ALS completed, and I'm happy to say that I have another idea for Art at work atm!! (more details on that later)
I hope you will enjoy the last instalment of A Languor Spell đŤś
GIF Source
2021. San Francisco.
In a room full of people, amongst the comfortable quiet and the rain's patterned knocks on the window panes, your voice gave sound to the words you wrote. The rain was fitting for a reading of your newest novel, considering how it was inspired by what had transpired after that fateful day fifteen years ago. You still remembered how it felt, walking away from Art in the aftermath of the storm, feeling intrigued by the possibility of your future, none the wiser about the way things would turn out.
The indie bookstore was small, but it made it easier for you to look at your supporters when you took occasional breaks from the pages. Everyone's eyes were on you, but instead of discomfort, you felt at ease. Reading these words to the readers who had supported your works still felt unreal after four releases and all these years since you first became a published author. Your heart swelled in your chest as your eyes swept over all the people who gathered here for you. They looked up to you, they found solace and comfort in your books. That made you realize you weren't alone in your feelings, despite the perpetual solitude that you chose for yourself after Isaac.
Your reading ended, followed by answering questions, and signing. You got to meet wonderful people who expressed their love for your books and talked about your newest release. No one knew the idea was drawn loosely from your own experience. It was the truth that you held close to your heart. The idea of being capable of loving more than one person in literature wasnât new. And like most, it usually tailspinned out of one's control. You knew it well, and you put it into your own words. In the end, your protagonist walked away from everything, freeing herself of the entanglement. It stemmed from your understanding of your own role in the circumstances. Loving Art and tolerating everything that was attached to him was an inescapable loop once your connections had intertwined so deeply that neither of you could unravel. You accepted that you and Art were nothing more than a missed opportunity, and maybe, in another lifetime, you would find each other again. But in this one, you chose to move on.
Avery helped you wrap up the signing, and when you were about to walk away from the table, a familiar voice caressed your ears.
âDo you have time for another autograph?â
You could recognize him from the first consonant he uttered. You turned your head and were greeted by his warm and familiar gaze. There wasn't a need to run, to hide like you did two years ago. You felt nothing but a quick skip in your heart before returning to its normal pace. From this distance, you could see the subtle fall and rise of his chest that made him look slightly out of breath. The white tee he was wearing was speckled with raindrops, making it cling to the definition of his torso better. He had let his hair grow out since you last met, the damp curls held tension at the nape of his neck. His eyes held yours, and you were taken aback by its intensity and familiarity. The colour was a muted blue under the artificial light of the bookstore, and the speckle of light brown remained.
Avery spoke up before you could.
âSorry, but signing hour is over.â
You touched her shoulder.
âItâs okay. I can do it. Iâll be done in a minute.â
Avery gauged your face, looking for a sign of uncertainty or discomfort. You nodded and assured her you'd be alright, only then, she left you alone with Art. You lowered your voice, not wanting other people to hear.
âSure, I can sign your book.â
Art blinked as if he didn't expect you to actually indulge him. He retrieved the books from the bag on his side and placed them on the table.
âI wasnât sure which one I wanted to get signed, so I brought a few that I have.â
Four copies of your books, from the debut to your newest, spread out before you. You took your time flipping over each of them, your eyes tracing over the faint underlines on the sentences you wrote. You imagined Art's own hand turning the pages, carefully underlining what he liked, what resonated with him. The books looked like they were read over and over with frayed edges, worn pages, and slight curls on the corners. You quieted the voices in your head, questions echoing in the chamber of your mind and picked up a pen. You opened your new release and looked at him expectantly.
âWhat do you want me to write?â
âAnything you want.â
âWhen you say that, do you mean the literal sentence âanything you wantâ or âŚâ
You trailed off, watching a smile slowly make its way to his lips, mirroring yours.
âAnything your heart desires.â
âAlright. âAnything your heart desiresâ it is then.â
You placed your pen on the page and made a move to write it, but he stopped you by touching his fingers on the splayed book.
âHow about âyes, I would like to go out for dinner with youâ?â
You considered him. The playful smile was still on his lips, but from where you were standing, he seemed pretty serious.
âIs that a real invitation?â
He nodded.
âI mean it.â
You straightened up and looked at him fully for the first time since he made his presence known.
âI came to San Francisco just to see you.â
âWhy?â
âBecause I canât seem to get over you.â
His unexpected honesty was so brutal that it almost took your breath away. You parted your lips in bated breath, not daring to say another word that could ruin the trance he seemed to cast over you.
âYou're always on my mind. I havenât stopped thinking about you ever since you left.â
âArt âŚâ
You swallowed the lump of emotions that had gathered in your throat, unsure of how to respond to his admission. Art looked at you with an understanding, telling you that he didn't expect you to say anything back. The boy you fell in love with years ago, now standing in front of you, had stripped his soul bare and laid it out in front of you. The downpour of your emotions swirled together, seizing your heart in a tight grip. It made your skin bloom in heat. You saw Art's mouth move before you could process the words themselves.
âI will be here for another week. Please, I would like to see you before I leave.â
He extended a piece of paper towards you, and a sense of deja vu hit you. History had the tendency to repeat itself, and here you were, with the man who once was your everything. He looked at you like his sole purpose was to please you, to do whatever you wanted him to.
âAre you here because Iâm the second best thing you can get?â
You asked in a self-deprecating tone.
âNo, Iâm here because I want to. And youâve always been the best thing that has ever happened to me.â
You blinked at the sheer honesty in the way he said it. No hesitation in his voice, and no humour in his eyes. But words could only mean so much. Actions eclipsed everything else.
âWhat about Tashi?â
âWeâre not together anymore.â
You nodded, feeling that there was more to it, but it was neither the time nor the place. You took the folded piece of paper from him, and before he let you have it, Art said.
âAnytime. Anywhere. We can meet up and just talk.â
You stayed silent. Art continued.
âAnd if you donât want me, I will leave in a week and never come back or contact you again.â
You nodded, showing your understanding. You crouched slightly to sign his book, and when you gave it back to him, your hands touched, and it sent a touch of thrill down your spine. You left the table and not once looked back at Art. He didnât know it then, but you still had his number saved on your phone. After your encounter two years ago, you couldnât bring yourself to delete it.
/
The next two days were spent with you thinking about Artâs offer and pondering the outcome of your choices. What would your decision say about you as a person? Going back to the man who had hurt you wasnât something you wanted for your character, that was why you ended your book the way you did. But you also knew the matter of the heart was more complicated than that. Not everything could be sorted as black or white. The definitive decision to choose one over another, because it was viewed as the right thing to do, was a conformity of normality and a complete rejection of nuances and consideration for perspectives that didnât align with what was deemed morally right. What you ultimately decided would be the culmination of your experience alone, of the connection you had with Art, Tashi, and Patrick, and not a reflection of your morality. What applied to others might not apply to you, and vice versa. Each person in a collective could have wildly different experiences, none were the same. And you didnât have to justify yourself to anyone.
You opened your contact and scrolled until you reached Artâs number. After a deep breath and another moment of waiting for the rational part of you to scream profanities at your decision, you clicked on his contact and pressed call. You waited patiently, listening to the calming beat of your heart. Anxiety perched at the corner of your mind, ready to jump in at the idea of Art not picking up his phone, and him showing up at your book signing event was his way to toy with you. But Art shut out all of the background noises when he picked up at the fourth ring.
âHi.â
âHi.â
He sounded out of breath, and in your head, you imagined how he must have run to his phone and hoped it was you who called. You bit the inside of your cheek at the image and realized that he was waiting for an answer from the other side of the line.
âWhere are you staying?â
âThe Ritz.â
"Between Pine and California?"
Art confirmed with a quiet 'yes'. You wanted to tell yourself no, that this was a bad idea, but these thoughts wavered the more you wanted to look upon them further, to dissect them into bits and pieces. The absence of the self-loathing that you were so used to was noticeable. After a moment of contemplation, you breathed out and said.
âIâll be there in an hour.â
"I can pick you up."
You shook your head before realizing he couldn't see you.
"There's no need."
âIâll wait for you in the lobby.â
You went through the motions, getting dressed, and getting into the car and backed out of your apartment's complex's parking lot. Your fingers drummed on the wheel restlessly as you imagined what might happen, what you would say to him, what you would ask. Should you feel shame? Guilt? In the empty vastness of space between you and Art, you tried and tried to fill it up with excuses. Anything that would make you turn around. Yet, the car still moved forward, and it didn't stop until you reached the Ritz-Carlton hotel.
/
You found Art waiting in the lobby, just like he said. You went to the bar of the hotel together and ordered yourselves drinks. You sat in the plush chair across from each other, the distance between you comfortable and not at all suffocating. You took your time, taking notes of something new about him that you hadn't noticed before. And Art seemed to have the same idea. Finally, you broke the silence first.
âDid you actually read all of my books?â
âOf course. It was the only way I could be close to you.â
You remembered what Tashi told you, and tried to tame the bashful smile that tugged at the corner of your lips. At that, an amused expression touched Ar's face.
"What?"
"About two years ago, the night before your match against Patrick, Tashi told me that you read my books, even annotating them. I didn't believe her at first. Then, I realized that she must have told the truth because even though she didn't gain anything from telling me, she did it anyway."
Art nodded, his eyes looked away as if to contemplate the thought.
"Did it make a difference for you?"
"A little bit. But it didn't matter. You were still with Tashi."
You admitted in a casual tone and took a sip of your drink. Art looked down at his, turning it in his hand.
âHow did you know I was at the bookstore?â
Art looked at you through his long lashes.
âYour website. It said you'd be there for a reading and signing event.â
You inclined your head. Art, in his own way, was guileful and at times manipulative, but this time, you couldn't blame him. Your participation at those events was public information, and Art used that to his advantage.
"Why now?"
"I had things that I needed to sort out first before I could be good enough to reach out to you."
You thought about what Art said at the bookstore.
âWhen you said you and Tashi were no longer together âŚâ
âWe're divorced. Been that way for almost two years.â
âWas it mutually agreed upon?â
âNot at first. I ⌠initiated it.â
You took a moment to absorb that information. Finally, you said.
âIâm surprised.â
âWhy?â
âYou loved her a lot. And yet, you were the one to ask for a divorce. You stood up to her.â
Art shifted in his seat and leaned on the table, touching the outside of your hand on the stem of your drink.
âYou made me realize that I was always second to her. Tennis has always been her first love.â
You allowed him to take your hand fully in his. The warmth of his palm spread to yours, and it made your heart pound. Art picked up where he left off.
âI believe that at one point, she truly loved me. But it turned into something else, with all of the buildup of resentment and time she couldn't take back and mistakes she couldn't undo. And you were right. Her shortcomings weren't mine to bear."
Art told you about what happened during the match in 2019. Patrick's signal, serving like Art, was a way for Patrick to rub it in Art's face that he slept with Tashi the night before. Your heart broke for him, having to find out about it that way. You reached out with the other hand, rubbing back and forth along the length of the arm that was holding you slowly. You stayed like that for a while, until the weight of the moment had dissipated into the air, only lingering on the outside like a distant memory. Art's voice was rough when he spoke up.
âIn the end, your protagonist âŚâ
âWhat about her?â
âShe walked away from everything. And ⌠here you are, with me.â
âI am.â
âWhat does that say about us?â
You took a deep breath and mulled over his question. The answer surprised you, even though you were the one who made it real.
âThat our story doesnât end there, two years ago, when it should.â
The two of you had shifted closer to each other, and from this distance, you could see the beautiful swirl of colours in his eyes. He closed them when he pressed a kiss into the palm of your hand as if to savour the sensation. You caressed the smooth skin on his cheekbone as he whispered.
âI meant what I said at the bookstore. I have never stopped thinking about you ever since the day I met you. You're constantly on my mind.â
You felt your body go weak at his words. You murmured, afraid of the quiver in your own voice.
âIt's been a very long time.â
"I know. Even though I was with Tashi, if you called, I would've dropped everything to come to you. I will always be at your disposal."
âEven now?â
âEspecially now.â
/
The ride up to his suite was quiet, and it stayed like that until you were tangled in a passionate embrace like there was an invisible force that drew your bodies together. Art took his time in exploring you, reacquainting himself with your body, and you with his. You needed each other's touches and heat as if everything could end right then and there. His lips trailed all over your body, paying extra care to your sensitive spots and laving up your scent, leaving faint love marks on your skin. You glowed in the attention he bestowed upon you. Your nails scratched up his back, complimenting the loving bites you left on his pale skin. You gave into the throes of euphoria, neither of you holding back. When he slid home inside you, you felt a relief like never before.
Your blissful moans and unabashed grunts of pleasure last for hours into the night. Later on, you lay in Art's arms with your head on his chest, listening to the gentle beat of his heart and the muted sound of the world from the other side of the window. A sense of tranquillity washed over you, and in your mind, there was no doubt or regret. But you had to make sure that he felt the same.
"Are you regretting this, yet?"
You asked with a small touch of humour, trying to mask your worries. Art tilted your face up to look at him, and you could only find earnestness in his eyes.
"Never. I've never felt happier. Do you ⌠regret this?"
You placed a kiss on his chest, your hand squeezed at his side.
"No, I don't. I can't think of a time when I felt like this with someone else."
And you didn't hate yourself for admitting that out loud. The look he gave you was pure adoration. After everything with Isaac, being here with Art felt like everything had finally clicked into place. Art sighed, trailing his hand along the side of your arm.
"Me neither. I mistook competition for love and worthiness, and accepted the constant stress and worries that I'm not enough as something that just came with it. It should've been like this."
You cradled his face in your hand, your eyes locked and intertwined in the pool of emotions.
"You've always been enough for me."
Art moved his head to kiss you deeply, and you relaxed into it. After everything, you had become different people who found their way back to each other. When you were together, there was no expectation. You didn't have to be someone else for him, and he didn't have to fulfill the role others had expected of him.
You lost yourself again and again in Art's arms. Just like your protagonist, you were free in the end, albeit in a different way. But that was the beauty of it. Your happy ending didn't have to be like hers. It was yours to mould and shape. And you chose to have it with Art, the only man you had truly loved, who had always known you in the way nobody else had.
Your future with Art was an unknown territory, but you thrust yourself into it. You knew you would be okay, with him being truly yours at last.
Likes, reblogs, and comments are greatly appreciated! I'd love to read your thoughts on the story!
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After I finished reading The Epic of Gilgamesh today, I entered a fugue state where I sat down and read the entirety of Alanna: The First Adventure by Tamora Pierce.
On the record, I have had a lifelong love and adoration for Pierce's Tortall books. I first read the Song of the Lioness quartet when I was 11, and they rewrote my brain. I love them so much. I reread them and the other Tortall books on a semi-frequent schedule.
It's been a while since I reread any of the Alanna books, if only because my sister took our shared copies when she moved out. I've been meaning to buy my own set for a long while now but haven't been able to justify the purchase. The other week, I just so happened to find the first two volumes at my local indie bookstore. I bought them immediately, as well as ordered the third and fourth book. (And discovered that the store owner knows me by name-- when I went to pick up my order, she saw me and said, Hi Frankie! I got your books over here.) (I may be spending too much money there.)
So I have been in a bit of an emotional rut these past few weeks. Work sucks. Life stinks. The temptation to run off to Tortall and curl up in the fantasy story that captivated me as a kid has never been stronger.
Ergo, I ran off to read the first book as soon as I could.
If you're looking for any critique of this book, series, or Tortall in general, I will never give it. Sure, it's problematic and dated, and in many ways imperfect, but someone else can list out all of its issues. They're all perfect to me.
Anyway, the book. I should say something about this book in particular.
One thing I appreciate about Pierce's writing is how she handles school settings in fantasy. Learning and training is so mundane. All of her heroines have to work hard and put in extra hours of study in order to improve, much less keep up with their peers. It's so normal that it circles around to being weirdly refreshing.
Also, there is still no other fantasy author who handles period talk and birth control the way Pierce does. We make fun of the trope of fantasy birth control nowadays, but I rarely see it presented as it is here: as a part of normal puberty lessons and given long before sex is in the girl's radar. And even today with the glut of YA fantasy stories out there, I still have yet to see menstruation be portrayed as frequently or as bluntly as Pierce writes it.
There was a period of time publishers really tried to push the Tortall books as straight YA, which doesn't work for that reason alone. You gotta market them to middle schoolers. They're the ones just starting puberty talks, and getting scenes like this is so good for their brains.
Moving on: I fucking love these characters. Alanna was an icon of brash, temperamental heroines that have shaped my taste to this day. I love how even in the first book, Jon is kinda shitty. I adore George Cooper. Talk about a taste maker the way this man sets a standard.
I just can't be coherent when it comes to any Tortall books. I have no thoughts. Head empty. I am going to binge the rest of this series as quickly as I can before my library book comes in. Then normal book content will resume.
Before I go, I need to talk about the book covers.
Growing up, my sister and I had these covers:
![Tumblr media](https://64.media.tumblr.com/d0b0c5ebe11764f5ccb4687ba3e259f6/487b462db8b875cb-4d/s540x810/da63e04a4719ee42e108c1b957f0a6004a8c6c50.jpg)
Which, god. I love them. The black is striking. The art is incredible. Alanna looks so good. They were the perfect pocket-size too. I was going to buy the same edition for my copies, but instead I got the 40th anniversary reprints:
![Tumblr media](https://64.media.tumblr.com/2b4ff4a3f37866bc88ea46da1ae1db0b/487b462db8b875cb-27/s540x810/357fc2841041d12964546a90abdeb58f6d87155d.jpg)
Not bad at all! These books have had some seriously bad covers, and these look great! Very anime, which will appeal to the 11 year olds who need to have their socks rocked by this series.
But, man. I really miss those black covers. One day I will splurge and buy a second set of them just so that I can stare at the art.
#having a not normal time on tumblr dot come right now#alanna my beloved#if you were a deity i would worship you#me rambling#me reading#bookish#books and reading#books#bookblr#Alanna: the first adventure#the song of the lioness#tortall#tamora pierce
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Make a webcomic? Want to join our lineup? SpiderForest is open for membership applications through June 30! Visit our Apply page when you're ready to send yours in, or read on for some highlights about what we offer, things to keep in mind, and how our application process works!
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Don't despair if you don't get in on the first try. We've got members who didn't get in till application 2, 3 or even more.
Everyone's journey is different. The ability to take and apply constructive critique and to demonstrate improvement over time is also something we've all experienced - and admire.
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Whether or not you get in, we're always here to provide actionable critique and feedback to help you improve. We have public spaces where we share and learn together!
Remember, we're a collective of your peers, not some kind of ultimate comics judge. If you don't agree with our feedback, if you don't get into our collective, it's not the end of the world. Sometimes it just means it's not a fit with what SpiderForest members are looking for. There's a whole world out there for all kinds of comics! The most important thing is that you keep doing what you care about.
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Royal Pain Part 26
Hello, and we have got to the end of the massive arc that culminated the last four chapters.
I also wrote this part before 24 and 25 because I couldn't figure out how to write Eddie having a hard time on tour, but the aftermath flowed from my fingers.
Also as a reminder this story is finished, I'm just posting on a regular schedule. This story is the longest fanfic I've ever written. Topping out at 58165 it's definitely longer than 50K fic I wrote for NaNoWriMo last year (Sandman, never finished or published.)
Pt 1 Pt 2 Pt 3 Pt 4 Pt 5 Pt 6 Pt 7 Pt 8 Pt 9 Pt 10 Pt 11 Pt 12 Pt 13 Pt 14 Pt 15 Pt 16 Pt 17 Pt 18 Pt 19 Pt 20 Pt 21 Meta Pt 22 Pt 23 Pt 24Â Pt 25
****
âYouâve been sitting on that sofa for an entire week,â Wayne growled. âSteve has called three times, your bandmates at least a dozen times each. Hell, boy Miranda has been calling concerned. So want to tell me whatâs fucking got you so twisted?â
âI was given a choice out there on the road,â Eddie said, twisting his rings around his fingers. âStay in Indy and play small time gigs for the rest of my adult life or go to LA and get an album and the chance at super stardom.â
Wayne sat down next him. âSounds like a big decision to make.â
Eddie leapt to his feet. âThatâs the problem. Thatâs what makes me so angry how fucking easy the choice is.â
Wayne cocked his head to the side. âSounds like youâve got a lot on your plate again, boy. Start talking.â
Eddie started pacing back and forth. âAs much as I loved playing for so many people, I didnât like that I could only connect with a handful of them and not even the good kind.â He rubbed his chin angrily. âI didnât like how tired we all were. It was set up, sound check, play, break down and move on to the next fucking town. And that wasnât including all the parties, interviews, and all that other shit.â
âThat does sound exhausting, Ed.â
âI didnât like how easy it was for them to tell me to drop Gareth as drummer just because he had trouble adjusting to the increased volume. The price of fame they said. Like it was so simple to throw away almost two decades of friendship for the sake of adoring crowds and hearing our music on the radio.â
âOh, darlinâ,â Wayne said softly. âThey didnât...â
âOh they absolutely did,â Eddie raged. âI didnât like how they thought that because me and Steveâs relationship was new that I would be able to find someone better. Someone who liked metal, someone who would be down for the ride.â
Wayne furrowed his brow. âThat doesnât sound like good advice.â
Eddie grabbed his hair pulled at it frustration. âThe last straw was when they offered to let their tattooist to finish my back tattoo, because while my artist was good, theirs was better.â
He stopped abruptly and turned to face Wayne. âI picked Steve to do my tattoo on my back because he was the only one I trusted to make it meaningful. To understand the symbolism of making something of yourself when everyone is rooting against you. I made the decision before I fell in love with him and now that weâre a coupleâ and for them to just dismiss him like that? It made me so angry.â
âSo whatâs the problem? Whatâs got you so twisted around the bend?â
Eddie took a deep breath and let it out slow. âIâm fucking furious because I always thought that when fame and fortune came knocking I would throw open that door and march right through it. But now? Given the choice? Iâm slamming the door in its face and walking away.â
Hot tears ran down his face. âAnd I donât know why.â
He dropped to his knees and began to sob.
Wayne stood up and put his arms around his nephewâs shoulders, gently pulling him to his chest.
âDid that band you were traveling with say that?â he whispered into Eddieâs curls. âBecause if they did, I swear to god I will burn every record and CD you have of theirs. Donât think I wonât. Iâll delete them off your phone too.â
Eddie chuckled weakly. âNo, no. They were kind. It was everyone else we met. Agents, managers, roadies, groupies, the people around Metallica every day.â
Wayne nodded.
âI was just constantly bombarded with hateful messages and the constant running at one hundred percent...â he whimpered. âI donât want to do it.â
âHave you told your band that?â Wayne asked.
Eddie shook his head. âI donât dare to. I was the one that was gung ho about the touring and everything. How do I tell them I donât want to leave the comfort of Indianapolis and home?â
âKinda like that,â Jeff said from the doorway. His arms were crossed and he was leaning against the frame. Peaking around him was Miranda with a concerned look on her face.
Eddie scrambled to his feet and wrapped his arms around his waist. âIâm sorry Iâve been a brat.â
Jeff took three giant steps forward and hugged him fiercely. âYouâre not being a brat. Youâre scared and trying to figure it all out on your own, but you donât have to, okay? Weâve all been worried sick about you. But Steve especially. Iâll call all the boys down for a chat and you call Steve, okay?â
Eddie nodded.
He dialed the number he knew by heart.
âBaby?â he asked, unsure of the reaction he was going to get. He deserved to be yelled at. Cursed at. Broken up with. Heâd hurt Steve the most with this little temper tantrum heâd been having.
âEds?â Steve breathed. âSunshine, are you okay? Wayne said you hadnât been eating well or sleeping much. Say the word and Iâll be there in a heartbeat.â
Eddieâs lip began to quiver and tears spilled out of his eyes. âI need you. More than anything.â
âIâm on my way,â Steve said fiercely.
Eddie looked over at Jeff.
âTell Steve Brian will swing by and pick him up.â
Eddie nodded and relayed the message back to Steve.
âIâll be at my apartment,â Steve said. âIâll have Robin arrange my schedule, donât you worry about thing, baby.â
âMmâk.â
âI love you, Eds.â
Eddie closed his eyes and breathed in the warmth of that simple phrase. âLove you, too, pretty boy. Come quick.â
âI promise.â
*
Steve piled into Brianâs car. It was the newest, having bought it right before they got picked up by Metallica. He had finally saved up enough money to replace his beater.
Gareth and Gethin in the backseat. Gethin had come up to Indy to watch his twinâs apartment while he was gone and just ended up staying. He was currently looking for a job so that he could move in with Gareth full time.
At least that what they said on the trip down. The twins and Brian were intent on filling the air with talk and Steve let them. He let them fill him in on the tour and everything that had been going on since theyâd left.
Steve couldnât be for certain, but it sounded like that touring hadnât been fun for anyone. Even after a week of rest, he could still make out the circles under their eyes and how hunched over they were with just sheer exhaustion.
A feeling Steve felt all too well.
Gethin was pressed against his twinâs side and was rubbing his neck soothingly.
Steve looked at Brian.
His face was set, hard and unflinching. He was going to make the drive to Hawkins as fast as he could and still avoid the cops.
Steve was grateful Brian was driving because he didnât think he would have made the distinction to avoid breaking the law. He would have gunned it and flipped off any cop that tried to catch him.
After awhile, Steve was getting the oddest feeling that Brian was used to speeding down this stretch of highway because there were points where he would slow down for a few miles and then speed right back up.
Soon enough they were pulling up to Wayneâs trailer and piling out the car.
*
Eddie sat on the sofa with Jeff and Miranda on either side of him, just hugging him.
Wayne was busying himself in the kitchen, getting ready to feed the hoard that was about to descend on his home.
The door opened up and Brian, Gareth, and Gethin all stumbled through the entryway. Eddie was on his feet in an instant, Jeff and Miranda not far behind.
And then the trio at the door parted and there stood Steve. Looking just as tired and worn as Eddie felt.
âStevie?â Eddie asked, taking a step toward him uncertainly.
Steve threw open his arms and Eddie ran straight into them. They wrapped their arms around each other and just sobbed.
âIâm here, Eds,â Steve murmured into Eddieâs neck. âIâm here. I love you so much.â
Eddie lifted his head and kissed him hard. âI love you, too. I regret leaving you behind, sweetheart. It nearly killed me. Every song I wrote was about you. About missing you. I donât even want to leave you ever again, I canât.â
The silence that followed that statement was deafening.
Steve led Eddie back over to couch and sat them both down. âTell us everything, babe.â
And so Eddie did. He told them everything. Everything he had told Wayne, everything that had been weighing on his mind since they started touring. It all just came out in a flood.
They all listened patiently.
âWhy didnât you tell us you felt like that while we were on the road?â Gareth asked. âI knew what they were saying about me, but I also knew you guys wouldnât drop me. If you had me about that I would have been able to reassure you that Iâm not going anywhere, okay?â
Eddie flushed with embarrassment. âI didnât know how to bring it up, it was so vile, man.â
Jeff gave his hand a squeeze. âWell, I think that you did a bang up job telling us now and thatâs what really matters.â
âSomeone offered to ship me out to LA and record an album,â Eddie finally admitted. âNot the band, just me. I told him that I wouldnât go without you guys and he laughed in my face. Told me to cut the dead weight and be a star.â He dragged his hands over his face.
âBut there were other offers. Good ones. Ones that included the band, well most of it, anyway. Always under the proviso that Gareth be replaced either on tour or all together. They didnât want to make any accommodations for him even though there is a drummer with one god damn arm!â
âSo the options are,â Brian said, âstay in Indy doing what weâve been doing, only better because of the money we got for doing this tour. Go to LA without Gareth. Go to LA with Gareth but only as a studio musician and take some person we donât know on tour with us. Does that sound about right?â
Just then Garethâs phone went off. He looked at it with a frown. It wasnât a number recognized so he let it go to voicemail. He pulled it up after the notification popped up.
He listened to message with wide eyes. âHey guys, I think we have another option.â And he played the message so everyone could hear.
âHey, Mr Hughes,â the tinny voice said through the speaker. âThis is Murray Bauman, Iâm music producer, we spoke in Las Vegas. I think I have the perfect deal for you boys. You were telling me that touring was really hard on you and that if there was an option you wouldnât do that. I know you werenât speaking for all your band, but I could tell that they would do anything for you, all four of you being such good friends.
âSo the reason for this call is that I own a small music company in Bloomington and boy do I have a deal for you all. You would make a record through us, we would sell and distribute the record, keeping a portion of the sales, of course. But you wouldnât have to tour. You have a steady gig as I understand it. If your fans want to see you play, theyâll know where to find you.
âBut give me a call, weâll hash out the details. My phone number is 555-555-2080...â and then message beeped, signaling the end of the voicemail.
Eddie looked down at the phone and then back up at Gareth. âOh.â
Gareth grinned. âWe donât even have to take his offer, but I vote we listen to it. Brian can bring Cecil.â
Brian nodded. âHeâs only got a semester left of law school, but Iâll have him brush up on his contract law to be on the safe side.â
Jeff raised his hand. âAll in favor of hearing Mr Bauman out raise your hand?â
Eddie, Brian, and Garethâs hands shot up.
âSounds good,â Jeff said. âYou call him back and set it up and if it doesnât work out we can vote again.â
Brian shook his head. âNah. I think if it doesnât work, we stick to Nightmare Holes. We took a swing at it and if itâs a miss then we tried. I thought I wanted the touring and everything that came with stardom, but like Eddie I learned I wanted the romanticized version of it. Iâll be happy playing in front of our friends for the rest of our lives.â
The rest of the band nodded.
Soon everyone getting up to go back to Indy, but Steve stayed behind, he would go back up with Eddie in the morning. They had things to discuss that went deeper then the band.
****
Part 27 Part 28 Epilogue
I told you I would fix it.
Also a little BTS, the reason in my head for why things went wrong on tour but immediately righted itself when Eddie and Steve met up again? Steve still has Eddie's lucky pick. ;)
Tag List: @spectrum-spectre @estrellami-1 @zerokrox-blog @artiststarme @swimmingbirdrunningrock @gregre369 @pyrohonk â@bookworm0690 @chaosgremlinmunson @goodolefashionedloverboi @chaoticlovingdreamer @maya-custodios-dionach @messrs-weasley @val-from-lawrence @plyerice27 @thedragonsaunt @sapphirecobalt-1 @a-little-unsteddie @i-must-potato @danili666 @carlyv @rozzieroos @wonderland-girl143-blog @itsall-taken @justforthedead89 @emly03 @aizawa-emma @yikes-a-bee @redfreckledwolf @thesuninyaface @bookbinderbitch @archermightbegay @littlewildflowerkitten @scheodingers-muppet @hallucinatedjosten @ellietheasexylibrarian @anne-bennett-cosplayer @cinnamon-mushroomabomination @bestwifehaver @xxfiction-is-my-realityxx @oldwitcheshat @nightmareglitter @tinyplanet95 @novelnovella @jonesn4coffee @slowandsteddie @awkwardgravity1 @steaddie-on
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âDragon daughter raising rogueliteâ game DRAPLINE announced for PC - Gematsu
Publisher and developer Vaka Game Magazine, and Noel the Mortal Fate developer Kanawo have announced DRAPLINE, a âdragon daughter raising rogueliteâ game for PC. It will launch in Early Access via Steam in spring 2025, with English, Japanese, and Simplified Chinese language support.
Get the details below.
â The Authorâs Comments Have Arrived for the First Non-Adventure Game in a While! We Are Working Hard to Get It Ready for Early Access Next Spring!
DRAPLINE, the game recently published on the Steam store, is the latest non-adventure-style game from indie game developer Kanawo. Kanawo is known for developing highly talked- about adventure games such as Noel the Mortal Fate, which has been ported to Nintendo Switch and PlayStation 4, and the game version of Sanrio Company, Ltd.âs buzzworthy MaiMai Maigoen. This new title marks Kanawoâs return to non-adventure style games after a long period. The game falls into the roguelite genre with strong nurturing game elements. Despite a short playtime of about one hour to reach the final boss, it offers a wide variety of strategies and developments based on each playerâs nurturing approach. It aims to be a game that can be easily and repeatedly played multiple times. Note: âAdventure,â in the context of Japanese gaming, typically refers to visual novel-style games
Moreover, this game is being developed with the goal of releasing it as a work in progress, allowing early access players to participate in its development. The aim is to start Early Access early next year (planned for spring). Furthermore, at the time of the full release scheduled for next year, the game is planned to support Japanese, English, and Simplified Chinese languages. The following is a comment from the game developer, Kanawo: âItâs been over 10 years since I first released a game I made myself. In recent years, Iâve focused on creating adventure games like Noel the Mortal Fate that immerse players in a single story. However, this new game aims to be something Iâd want to buy on Steam right nowâa game that can be played repeatedly in short sessions, where you can enjoy building your own strategies and builds, and that has various endings. Iâm developing this game with a fresh feeling, as if returning to my roots from 10 years ago, and Iâm incredibly excited about it every day! âCurrently, Iâm working on about the first third of the game while verifying core functions and parameters. Iâm also releasing development versions exclusively to supporters on pixivFANBOX. The feedback from those who have played the current version in advance has been excellent, and I personally feel very positive about it. Above all, Iâm having an incredible amount of fun developing it. âEventually, Iâd like to release a demo version more widely and conduct an Early Access on Steam to receive feedback from more users, actively adjusting balance and adding features. After the Early Access begins next spring, I plan to frequently update Steam news with each update, so please add it to your Steam wishlist and stay tuned!â
Game Description
A calamity threatening the world is imminent⌠Raise the starving baby dragon you happened to find into your very own strongest dragon daughter! Each game, lasting about 1 hour, is filled with random elements and choices. Experience a new sensation roguelite where you can enjoy different daily adventures each time you play. DRAPLINE is a roguelite game where you raise a starving baby dragon you found one day into the strongest dragon daughter. Your nurturing approach determines how the dragon daughterâs abilities diversify. Early Access is scheduled to begin in spring 2025, and the game is currently in active development.
â Feed the Dragon Daughter You Found by Chance, Even if You Have to Go Into Debt! A Story of Raising a Dragon Girl to Save the World From âDestructionâ
The title DRAPLINE is a coined word by game developer Kanawo, combining the meanings of âdragonâ and âdiscipline,â referring to training a dragonâs daughter. The plot is as straightforward as the name suggests: properly raise a dragon daughter you happened to find to save the world from âdestruction.â âMeal Selection Screen: Players raise Coo, a dragon daughter, in a village with exotic scenery. By repeating daily meals and battles to strengthen her, they prepare to fight the final boss that appears at the end.
âIntriguing Battle Opponents: Unique mid-bosses appear regularly for forced battles. If you slack off on raising Coo, you might face a game over midway.
However, the key here is Cooâs âeating.â To raise Coo, the voracious divine dragon, you need to feed her lots of food every dayâotherwise, she wonât get stronger! The type of ingredients you feed Coo changes her attributes, so you need to choose ingredients carefully. However, just buying affordable ingredients wonât always allow you to raise her as you wish. âClean and Happy Financial Company âHappy Cait Sith Loanâ: Youâll often find yourself borrowing money from the financial company to buy unusual, expensive food, and having to repay with interest while feeding Coo.
Moreover, the variety of things you can feed her is surprisingly wide. Itâs possible to feed her items from the village, houses, and even villagers (!), but⌠such dark actions come with consequences. They will likely negatively affect the dragon daughterâs growth and the villageâs public safety, reflecting in the scenario and the battle attributes she acquires. Indeed, this game tests the playerâs own âdisciplineâ in raising the dragon daughter.
â  Aiming for a High âDegree of Freedomâ in Gameplay! Preparing Elements for Diverse Play Styles!
In this game, within a short playtime of about one hour, the protagonist Cooâs parameters and attributes change significantly based on the playerâs choices. âPersonality changes.
âIf you make her do too many wicked thingsâŚ
âDiscipline is possible, but it affects attributes, so plan your raising strategy carefully.
âYou can customize her name, spells, and even greetings (!) to your liking.
Not only do Cooâs attributes change significantly based on the instructions and meals you give her, but her name and conversation style also evolve according to the playerâs choices. We aim to create a game with a âfree atmosphereâ that allows players to arrange their own way of showcasing, especially for those who play games while live streaming for friends and followers, which has been increasing in recent years.
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
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Big Announcements in Today's Post!
If you want to support my writing and publishing process, or you appreciate my blog and the work I do to support indie authors, becoming a member is an easy and consistent way to contribute! Plus, there's cool rewards for all the tiers - more details in the blog itself or on my Kofi. If you can't become a member at this moment, the shop is still up!
I also have an affiliate bookshop.org link now! I chose to partner with them over Amazon because we all hate Amazon and their stranglehold monopoly over the publishing industry, but they also contribute their profits to local and independent bookstores. If you buy a book through my affiliate link, I also get a portion of the sales. If you see one of my reviews or interviews and the book looks interesting, consider buying it through this link!
If youâre still reading this far, thank you đ I know the self-promotion and shilling of wares is super annoying in this day and age of constant advertisement with so many people and brands vying for your attention. Even if you have nothing to contribute financially, I appreciate each and every person who visits this blog. No matter how insane my life is about to become in the next year, I intend to keep putting out consistent, quality, free posts that build up the indie author community and connect with fellow bibliophiles. These are just ways to let me keep doing what I love doing, hopefully with a little less stress about my publishing budget/schedule.
I also want to give a special thank you to my wonderful fiance, Eric, who encourages me to keep doing this. We're getting married in June and weddings are also very expensive, but he's the one who told me to go ahead with my publishing plans, even when I considered pushing it off another year. Because of him, Runaways will be coming to you all in October 2025, and so many exciting things beyond that. I have a ton of other projects in the works as well and I canât wait to make them a reality.
#etta rambles#writeblr#writeblr community#artist on kofi#ko fi support#buy me a kofi#kofi commission#kofi membership
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