However, I am moving in the next two weeks, and it's looking A LOT more expensive than I thought it would be. So if you could help pitch in, that'd be great.
I'm offering prints of my Dinosaur Tarot pieces, The Hermit, for $20, if you can wait until I've settled in to get it to you. Signed prints, too, and something extra for your troubles.
Otherwise, I'm offering commissions. Or, hell, just accepting donations. I'd like to offer sketch commissions for $20, and simple color for $50. Ponies, Pokémon, your character, whatever. No backgrounds.
Let me know if you can help me out. I've basically been waiting out the clock for a disability hearing, and my lawyer bailed on me because he said it was unwinnable. Where I'm currently living is also kinda bad, so I want to get out of here as soon as I can. I'm close to my funding but not quite there, so if you could help me out I would really, really appreciate it, guys.
- Mood: Worried
All right, folks. It's time to get down and dirty. Big time.
This is , who doesn't really draw, but just appears to just crib from other people. I am not the only person, I'm sure, that she's, uh, "referenced".
I give you my theropod tutorial:
And her theropod tutorial:
I give you my sauropod tutorial:
And her sauropod tutorial:
I give you my raptor tutorial:
And her raptor tutorial!:
Notice anything reeeeeeeally similar? I particularly like the "disembowely hug" line that appears in both our tutorials! What a coincidence!
And last but not least, my ankylosaurus tutorial:
And lookee here what shows up one the back cover of her book, How to Draw Dinosaurs: sta.sh/0lrcdc5yvpe
So I contacted her quietly, cause real, actual art theft is really rare, I didn't really regard it as that big a deal (she's probably made pittance off her book), and because I really didn't need the drama. And she said "I didn't steal from you! It's just a total coincidence because we both love dinosaurs and use the same reference, don't you know?"
I don't like being told how to feel about someone shitting in my mouth, so I said "No, you stole, I can prove it, and if you don't pay me an illustrators fee of $500 I'm letting the Internet know, your work know, and Createspace know that you plaigerized my work."
I was very patient. I gave her a few weeks to think it over. And she lawyered up.
Let me quote the lawyer's juiciest bits here:
Ms. Rockeman is a long time author and deeply respects the intellectual property rights of others. Why, clearly sir!
First, any similarity between Ms. Rockeman’s work and the work you claim to be yours on deviantart.com involves non-copyrightable material. I guess because the copyright symbol right below my work doesn't count. Also, are you a real lawyer? I don't think you're a real lawyer.
In particular, any similarity between the works is based on the anatomy of the underlying creatures or other factual elements that are not subject to copyright protection. For example, the overlap, if any, of the written description of the dinosaurs in the two works is factual. Facts cannot be protected under copyright law. Anatomy can't be copywritten, you guys, so no drawings can ever be stolen! Didn't you know?
Second, your claim that Ms. Rockeman “stole” your “disembowely hug” line is unsupportable. This phrase is not a copyrightable element, nor do you own the exclusive right to use such a term. I'm not looking for exclusive rights, but it sure makes her look like a plagiarist since I used the term 8 years before she did. Also, I think words are a copyrightable element, but what do I know? I'm not some big fancypants lawyer.
There is ample evidence that this phrase, and similar phrases, have been used by many others to describe the raptor’s attack strategy. By all means, man, let me know where professional paleontologists have used it.
Third, your claim that “one of my scribble-sketch Polacanthids ended up on the back cover of your book” is demonstrably false. Ms. Rockeman maintains incontrovertible evidence that the drawings appearing in her book were created by her. Yes, by tracing mine. Tracing is a form of creation, no argument there.
I suggest you retain legal counsel should you wish to pursue this matter further. I'll see if I can start a GoFundMe!
So here's the thing. I'm going to war over this. And I sure would like you to help me out. If you can, please avoid reporting her to the mods. While I have screenshots and such, her gallery as it is might help in a legal case. Aside from that, I think she's stolen from other people. She has another book, How to Draw Horses, and knowing the number of equine DA artists I think they might recognize their work just as easily as I recognized mine. So, here's a Google doc, and if you find any art theft, please feel free to post everything in the doc.
Meanwhile, Sketcherjak is Jessica Rockeman (which appears to be a maiden name; she also appears as Jessica Jack Magnus. She's released her books through CreateSpace, whom I intend to contact with proof of plagiarism. I also intend to contact her work, because Jessica is a blogger for a museum of paleontology and they need to know that if she posts something stolen on their blog, they will be liable.
That's what I intend to do. What I'd like for you guys to do is spread the word! Got a Facebook or Twitter or Tumblr? By all means! Wanna let Jessica know what you think of her theft? Here's her blog! Here is her website info. Know someone who she's stolen from? Link them to this journal! Anyone feel like this is worthy of a crowdsourcing thing so I can get a lawyer? Send me a note. Got a great place like a forum or a Reddit or a person that you think should know about this? Put it in the comments so I can post a link.
I don't mind art theft; I've let it go when I see it's 11 year olds just trying to learn. But this girl put my stuff in a book and started selling it. That crosses a line.
I'm going to war. Are you with me?
EDIT: A handy dandy side-by-side comparison for all your proof needs!
- Mood: Pissed Off
I also have a hint there for a brand-new dinosaur themed project. Check out my rewards and support my art!
- Mood: Relief
- Watching: Tiny Toon Adventures
So the first 31 comments I get, I will draw that dinosaur for the day. I'm kind of hoping to find some new species that are new and funky and cool. Dinosaurs have gotten so much more diverse and awe-inspiring since I fell in love with them way back in the 80s, and the science is so amazing that awesome stuff is being discovered every day.
That's not to say I'd say no to a T. rex or anything, but I am hoping to get some comments outside the dino box. Links to articles and pictures welcome, of course.
EDIT: All right, looks like I got my dinos. And after a good scolding from a friend, I will be doing mosasaurs and pliosaurs and such! Thanks for the suggestions, everyone!
- Mood: Relief
- Watching: Tiny Toon Adventures
These pitches were either starred (requested by agents), or retweeted by myself and my friend because we liked them.
And I will say, with the utmost smugness, that out of 45,000 tweets tagged #PitchMad, I got 7 agent requests and 1 publisher request, while my friend got 7 agent requests. Not bad out of 45,000 tweets!
1. Years ago, they called this beach town Murderville. 5th-yr senior Jackson, looking into a friend's death, is about to learn why. This one was the one all the agents were clamoring for. While I personally could take it or leave it, it has all the elements of a good pitch: stakes, protagonist, and plot. There's no accounting for taste, and agents have their preferences. While I would not be particularly interested in this book, I can objectively state that it's still got a great pitch.
2. The Sky King uses his brother's circus to maintain power over the flying cities, but one girl in the menagerie could ruin it all. This is more my style. This one doesn't have to spell out for you that it's fantasy. The unique elements of the story set up stakes and protagonist. I would personally like to read this book, and that colors whatever flaws it might have to be certain, but it still has objectively good elements.
3. After a backwoods car accident, 17yo Tate wakes up to find his sister has vanished...and it's nightfall. DELIVERANCE w/ ghosts. X meets Y is a very popular shorthand for pitches. (Incidentally, yes, this was a YA pitch, references to Deliverance and all.) Don't feel like you're cheating or anything using this technique; comparison to already published books helps agents figure out where your book fits in the market.
4. A thief, 3 leg dog, neurotic robot, cynical robot & a girl (16) without a past: They're keys to save steampunk Ambrosia. While this one is a little vague, and the argument can certainly be made that it's a bad pitch because of it, I feel like there are enough specifics listed to give you the jist. Most plots in genre books are the same; you can pretty much figure out where this one is going. Sometimes plot can be left to the genre to do the heaving lifting.
5. In PUCK'S CHOICE, 16yo Puck, a fox-shifter, must learn to be human in HS again even as she defies the Council. I like shapeshifters, but again, objectively this pitch lets you know everything this story will be about. In a sea of vagueness, even the basics of specifics are all you need.
6. Haunted by her best friend's ghost, Marisol joins a cult to learn to speak to the dead. This one's just a straight shooter. Plain language is not as simple as it sounds (ask Hemingway.) It's easy to get bogged down when pitching fantasy especially, so sometimes it's just about the bare bones. This one doesn't even take up the full 140 characters and STILL manages to hit hard.
7. In BLADE OF THE OUTLAW, a half-breed outcast teams up w/ a hawk-toting cowgirl to tame the Wild West. Robin Hood retelling. I would probably BUY this book based on this pitch, not just grab it at a library. Wild West Robin Hood that you KNOW has horses ALSO has a hawk? I am so there. Aside from my own personal preferences, this is clear enough that the stakes and story are able to be grasped. I will say that I don't feel like including your title is a good idea; it just eats up Twitter characters. But some people feel their title is a pitch in itself, I guess.
9. Football capt Bray Carson stops a rape at a party forcing him to face truth about his teammates and his own family secrets. People pitching fantasy can learn a lesson from this one: sometimes all you need are emotional stakes. I personally am a sucker for straight-up, coming of age YA stories because they teach you so much about making emotional stakes the only stakes in the story. Something to think about for an angle, anyway.
10. ELEANOR & PARK + HOLD STILL Daphne & Oliver team up to mend their broken families by fulfilling their dead siblings’ To-Do List. This one was everywhere in retweets. No idea how many agents grabbed it, but I'm thinking a lot.
11. If Beatrix Potter wrote Game of Thrones. Shapeshifters, resourceful squirrels, and a battle for the Fisher Cat King's throne. Everyone wants to know how you pitch a book like Game of Thrones. Pretty much by comparing it to Game of Thrones.
12. How can an 18yo girl replace a 400yo old samurai in a war against gods, dragons, and monsters in modern Tokyo? Ghibli/Toho mash. Too much urban fantasy uses European culture; a Japanese take sounds pretty fresh to me. While this one asks a question, a kind of no-no in pitches and queries, there's enough detail here to pull it out of a nosedive.
13. ORPHAN BLACK + DIVERGENT: Lethal cat & mouse game between deserted assassin and the fascist organization that brainwashed him. Another X meets Y, as you can see. The setup between an underdog and a giant is one seriously old story, and it still works.
14. Self Proclaimed black nerd girl builds a robo unicorn that saves her artist friend from a cult that worships Cthulhu. It sounds just crazy enough to work. Two agents asked for this one. There's something to be said for just going all-out on wacky (while making sure you still make some sense.)
15. In SHAMPOO MOHAWK, a queer teen blogs his way through his fight with a bully, mourning a friend, and finding love. A lot of YA agents push "voice", that they want the writing to sound like a teenager. Aside from stakes, this pitch promises good voice, which can be the only selling point you might need.
16. Vengeance Jones has two charts on her door: Reasons to Kill Her Mother and Reasons Not To. Whichever one fills up first wins. The reversal on this is very nice. Pulling off a good reversal depends on good build-up. If you win, you probably got an agent request. If you lose, you're a fool. Reversals are tricky to write, but they have better payoff.
- Mood: Distressed
- Watching: Tiny Toon Adventures
A logline is a one sentence pitch of your story. It can be used on Twitter, but it's also used in person as an elevator pitch. It's the distilled essence of stakes, story, and character. Some people find it frustrating and intimidating, but I find it easier to do a logline than a query.
I got a few bites from agents, so I was quite pleased. I gained a lot of sympathy for them around 3 in the afternoon, though. Every pitch starts looking the same, and the really, really stupid ones start standing out. Some suffer from bad metaphors, bland stakes, or simple incomprehensibility. I've got 16 examples right here for you, so if any of your loglines look like these, you may want to consider a rewrite. (Incidentally, don't post your own loglines for my perusal. I'm not going to sit here and tell a bunch of people they suck.)
1. X "craves sanity like other girls crave chocolate." Wow, way to trivialize your stakes and mental illness, there. 'She wants to be sane in a I-have-75 cents-for-the-vending-machine sort of way...' Bad metaphor is no one's friend.
2. The girl he loves has to die or he'll lose everything he's fought for. Hell demands obedience. His heart demands her. Pretty bland. But just the style of this makes me think Gary Stu.
3. What if following your heart means breaking it? Field Guide to a Girl. The power of nature and the nature of the heart. Some people seem to try to sell based on their title alone. Good title. But what's the story?
4. Through the mirror, keep to the light, save the worlds, but above all, never trust a Traveller, especially if you are one. Cryptic and unhelpful.
5. Princess X has to stop an uprising, but first she must control her insatiable urge to kill. Now there's a sympathetic protagonist.
6. A halfbreed vampire, a werewolf, a faery traitor, uncivilized dwarfs and a human witch and druid. What could they be up to? I don't know and I don't care.
7. A chosen destiny. A powerful gift. The only thing Cassie doesn't have is a clue. Maybe there's an app for that. I think I hate Cassie.
8. Ink-hued scales lick across her best friend's skin like spreading flames. Jenny must save her before possession is permanent. Wut?
9. Good witch must put together team of friends to take on dark magic school. Problem: they're all enrolled at the school. Wat?
10. Never-been-kissed Marion falls for the aquatic enemy. She'll have to ditch him in order to cure her BF... except he IS the cure. WAT!?
11. OUT AND IN - Amateur cellist framed for murdering opera maestro fights for freedom and hunts down $$$ her late QB husband stole. WAAAAAT!?
12. Just another telekinetic investigator kidnaps a new found psychic... for her own good... after a warlock attacks... story. WHAT THE HELL ARE YOU TALKING ABOUT I DON'T EVEN
13. Murder, betrayal, imprisonment, and a prince who won't leave her alone. Who knew a name change could be so difficult? Whatever the first has to do with the second ... your guess is as good as mine.
14. X has a dream to be a witch. When her dream comes true, its more of a nightmare than a dream. Gee, could you vague that up for me a little more? I need more white noise words like "orphan", "magic", "queen", "boyfriend", "revenge", and "lose everything."
15. X will learn that Purgatory is not a punishment, that he can make things out of thin air and that he'll soon be able to leave. Oh, well, problem solved, then.
16. If you're not turned on by shape-shifting dolphins, then you have no business in paradise. Yeah, I don't think I want to go to that paradise. It sounds pretty gross.
- Mood: Optimism
- Watching: Tiny Toon Adventures
2. Say yes. This was something Stephen Colbert said about the first rule of improv comedy: say yes, no matter how absurd the suggestions. From an individual point of view, it results in a great skit. In the sense of Colbert's career, it allowed him to do amazing things, just because he never said "No, having a machine on NASA named after me is just ridiculous! Sponsoring a speed skating team is too odd!" Roleplay is a type of improv. And if you think you have to say "no", because it's humiliating, humbling, or not "in character", yes, you've achieved the impossible: you're roleplaying wrong. Way back in the day, I played with a Dungeons and Dragons group, and inevitably someone would play the lone wolf ninja badass, who played by his own rules and was gritty and anti-social. (Barf.) What ended up happening was that the rest of us, as a group, would wait around for hours while the DM ended up running an entirely separate game for Mister Ninja. Eventually, as group, we got tired of that crap. And Mister Ninja waited around for hours while we played our game. And when he complained, the DM said, "Don't like it? Then don't play that kind of character." This gets back to being The Load: it is NOT EVERYONE ELSE'S JOB TO CARRY YOUR CHARACTER THROUGH THE ROLEPLAY. Nope. I don't care. I don't care if your character hates everyone, is blind and mute, and would never, ever in a million years go to a bar to get a drink with folks. Because maybe this time he would, and he needs to, because saying yes is how you will get an interaction. Saying no will get you nothing. "It's my character!" is the rallying cry of the asshole who doesn't want to be considerate of other players. If you don't want to play with other characters, don't roleplay. Go play a video game. The computer won't mind, I promise. Say yes. Does it humiliate your beloved character? Say yes. Does it make the character do something strange or a little odd? Say yes. This rule doesn't mean you have to say yes to extreme things like dying, or something your character rejects with all of his heart and soul, but a drink? Conversation? Something within the realm of a reasonable, sane person? Say yes.
3. Variety is the spice of life. Humans are complex beings, but man, too many of them have a habit of creating one-note character. Like, say, you have an angry character. Kinda fun to interact with, because anger is so volatile. But it doesn't matter what happens, anger is all this guy will ever react with. Insult? Anger. Offer to help? Anger. Adorable puppy? Anger. Who cares after a while? You're writing a one trick pony with one dimension (who probably also lacks in growth, see Rule #4.) Thinking about how your character reacts in different situations is key to making a good character. I recall an old roleplaying buddy of mine who thought that "strong female characters" killed with violent precision on the battlefield and then cried and felt guilty about it later. Which, as a girl myself, made me want to punch him in the face after his umpteenth female character cried about how bad a person she must be for decapitating that ogre. Even just in basic social cues, children bring out different responses than adults. An adult being a jerk is held responsible for their actions; a child being a jerk is either blamed on bad parenting or an off day. Similarly, if you see a kid being called names by a parent bent on shaming and humiliating them, you respond entirely differently than you would to two adults doing the same thing. Maybe you do have an angry character. Are they going to get angry at a disabled person? A mute? A child or someone very old? Different nuances in different situations should bring out nuanced reactions. And sometimes, yes, this means your character steps outside their comfort zone for the sake of interaction. I might play a quiet, thoughtful introvert, but if the rest of the gang is going somewhere, I'm probably going, too. Roleplay lends itself to wonderful variety, because there's such a variety of players, and it's a lot of fun to see your character respond to the unexpected. A recent personal favorite moment in roleplay was when a friend of mine was playing a kind of obnoxious guy on a ferry, while my quiet introvert was a passenger who could see the ferryman and other passengers were really bothered by obnoxious guy. So when the obnoxious guy put his feet up, my introvert tipped him overboard. (My friend had to leave, so it was a perfect way to excuse her from the RP after I asked if I could.) It's become a great moment, because my introvert earned the friendship of the ferryman and the passengers, and that in turn led to further interactions. There's no limit to what can happen if everyone is on board with asking questions and saying yes.
4. Keep growth in mind. I happen to think roleplay, especially text based roleplay, is a wonderful training ground for writers. Mostly because what makes good roleplay makes for good writing. Roleplay with tension and high emotional stakes and a great plot is just as enjoyable as a book with the same elements. But a common problem I see with RP characters is very similar to a lot of protagonists: all their growth happened in their past. Moving forward, they have nothing to gain because they're already who they will be until they die. Which makes for some pretty damn boring interactions. They're never going to change their mind, have sympathy for another point of view, and they are certainly not going to change. The easy answer for this is "trauma." "Yeah, man, my character had really bad, traumatic things happen to her." Well, for the most part, (barring something like wartime PTSD) trauma actually has been proven to lead to self improvement in a vast majority of cases. Seeing or experiencing suffering creates compassion. If you see a bunch of people living without water, you suddenly get a lot more aware that water should maybe be a human right. If you see dogs dying of neglect, you might get more protective of a stray or be motivated to work at an animal shelter. If you suffer from depression or anxiety, you have more sympathy for depressed or anxious people. It's actually if you are super protected in a bubble all your life and never had any difficulties at all that you are more likely to be lacking in empathy for others. Even if growth is small, or even if just one character brings out something different in yours, growth is still important and rewarding. And a necessary part of writing a good character arc for a book. Characters need to be changed by events in a book, so you should have them change in reaction to roleplaying events. An introvert becomes a little more sociable. A loudmouth learns to shut up and listen a little more. Big, sweeping changes? Even better! Go for it. But don't stagnate your character just because "It's my character!" Especially when you're using it as an excuse not to interact with other players.
5. Don't be a Drama Queen, The Load, or a Damsel-in-Distress. Everyone loves drama, especially teens. But if you are any of these things, you are, essentially, placing the burden of action on others while expecting the plot to remain centric to your character. You tailor your actions to limit the actions of others into doing something you want them to do. Everyone centers around your characters desire's, and if they don't, you're not playing at all, or playing so badly you may as well be punishing the other players. For the last time, roleplay teaches you how to structure story and character, and this is about as close as you can get to being a Mary Sue. Everyone else is actually doing stuff, but you're reaping the benefits. For example, your character is crazy. Certifiably so nuts that no sane person would ever get near you, as you smash things, attack guards, and do other wacky hijinks that have nothing to do with the plot. You're the Drama Queen, especially if you whine when others don't want to play with your idiot loser of a character. If you never react to anything, never act out your own ideas for the situation, or give anything for the other players to react to, congratulations, you're The Load. The rest of the characters will tolerate you and haul you around, because let's face it, you're dead weight, but the next time they go hunting for someone to play they're not going to extend the invite to you. And if you get to sit and do nothing while your companions fight and struggle, for a cause that means nothing to them but everything to you: you're the Damsel-in-Distress. Emo characters who constantly have to be stopped from self harm or overdosing or killing themselves are very popular for this. They have to be "rescued" from who they are, and even if a nuclear missile is five seconds from launching, they're about to shoot up that heroin so save them! And don't think these are mutually exclusive terms, either. One of my absolute favorite stories about how NOT TO ROLEPLAY was experienced by a friend of mine on an animal forum years ago. She was a jaguar, and started a thread where she was hit by a tranquilizer dart from a poacher. THREE OTHER PEOPLE came in with their own characters and made the exact same thing happen! The thread died six posts in because all it was was a bunch of unconscious jaguars at the base of a tree, an idea so fabulous in its terribleness I get tears in my eyes laughing about it every time I think about it. How magnificently stupid can you get? It's a brilliant and awful combination of Loads and Damsels-in-Distress ("Hey, sweet! I don't have to contribute my own ideas! I'll just copy the OP and then MY character will get carried around by someone else's plot!") too scared to come up with anything original.
- Mood: Cheerful
- Watching: Muppets Tonight
1. Work on something else. I know, I know. You've been working on that story of yours for twelve whole years, and it's your baby. Sure, it may have been inspired by that Dungeons and Dragons session you had when you were thirteen, but you're going to make your fortune with it! It's the next Harry Potter! When my pals and I have gone to writing conferences, we've made note of an interesting phenomenon: when someone has written a first novel in the fantasy genre, it is invariably a sword-and-sorcery novel or a portal fantasy. I will bet money on it: show me a first novel and I will show you a sword-and-sorcery or portal fantasy. There's nothing wrong with sword-and-sorcery as a genre, don't get me wrong. It's just that in writing Lord of the Rings, Tolkien provided a simple, easy-to-follow template for amateurs. C. S. Lewis wrote one of the greatest portal fantasies in existence with The Lion, The Witch, and the Wardrobe. (Incidentally, Lewis was best pals with Tolkien, and when he decided to foray into fantasy for the first time guess what he wrote? Portal fantasy. Coincidence? I think not!) Portal fantasy provides a comfortable setting to start in: your own world. Not quite so many balls to juggle right out of the gate. The thing is, your writing reflects your level of skill in a first novel. It takes ages and ages to make a first novel work. That's why authors take the easier route and write something else. I write many, many stripes of fantasy: xenofiction, steampunk, and urban fantasy. And I may just be about to, gulp, write straight YA. I am not immune to this rule: guess what my first novel was? Sword-and-sorcery! The thing is, even a different story in the same genre can teach you things you didn't know. To paraphrase Disney's Pocahontas, "You'll find out things you never knew you never knew." When I meet someone who has held their baby novel to their chest for twelve years, refusing to change anything about it and reacting aggressively to critique: that's someone going nowhere fast. Only slightly less pathetic than the person who roleplayed once and has had this great idea for a novel for years but hasn't written jack squat. By working on something else, you free yourself from stagnation. You start fresh, and can try again. One of the things I've recognized about my own improvement is that I've begun to world-build based on my plot, so the neat fantasy details I come up with serve an actual purpose to the story. That took me years to figure out, ages! And I've gone back to older work and been like "What the hell is this? What was I thinking?" Working on something else gives you more than one basket to put your eggs in, which makes you more likely to be critical of your own work. The writing is the easy part, my friends. Making your writing publishable is a whole new ball game, and only something like 2 percent of the population ever gets to see their work in published print. Enjoy those odds, crappy writers!
2. Learn to incubate. The ability to leave your writing alone is a valuable one. First, you have to come back to manuscript with a reader's eye, and not the bleeding heart of an author who loves their flawless work. In traditional publishing, edits and rewrites can take up to 18 months before the book comes out in real form. And during that time, you better believe you're expected to write something else. Even before that, there is the special, fresh hell known as querying, which requires you to wait ages and ages for an agent to get back to you on whether or not they like your story. Waiting on that reply is wasting time. Start on another story. Let the first one sit for a while, and age like good wine. Don't get caught in the trap of rewriting endlessly (something I found myself in danger of doing recently so I panicked and decided hell or high water I was going to collect some rejections.) It is very easy, especially for people in violation of Rule #1, to fiddle endlessly with the same thing. It is entirely possible to overwork a manuscript. I've done it at least several times, and come back to it hating what my brain fizzle managed to crap out on the page. Me personally, I have a built-in boredom paradigm that kicks in after about 6 weeks. I've got 6 weeks to actively write on something before smoke starts coming out my ears and I start to hate it. I can world-build and play with ideas all the live long day, but it takes a lot of fuel to write a novel and I run out. After that I need copious doses of movies and video games to feel even remotely inspired again. Incubation is a natural "season" of the writer, assuming you have honed the necessary self-discipline to finish a project in the first place. When I was a teenager, I didn't have that requisite skill yes, and enjoyed leaping from one project to another project willy-nilly. Whatever. I cared enough about what I was doing and wanted to do that I matured, and you probably will, too.
3. Value rewrites. One of the most appalling novels I have ever had the displeasure of reading was when I attended a week-long writer's conference and had to read about 12 of the first 50 pages each from my fellow classmates. One of them was a sword-and-sorcery fairy tale retelling, but the grammar was so terrible it was damn near indecipherable. I'm talking like something I read out loud to my writing buddies while we howled over breakfast each day and wiped away tears of mirth. This manuscript has become a running joke among two of my pals and I. I think I managed to get through about ten pages of it before I flipped to the last page and wrote "This will never get published in its current incarnation. You need to study grammar, because no agent is going to read past the first page." Later, this fellow posted indignantly on Facebook that he got "rude critique." Well, I thought his manuscript was rude. It was definitely an offense to anyone with eyes and a functioning brain. And seriously, grammar? If you don't have proper grammar and spelling down, I am under no obligation whatsoever to suffer through your crap. I used to get really indignant about the idea that agents only need 5 pages of your novel to decide whether they'd go with your project or not. "Tyranny!" I'd say. "How unfair!" But before this conference started, I put the manuscripts to a simple test to decide which order I'd read them in: reading the first sentence. And I'll be damned, the manuscripts that had good first sentences were good, meh first sentences were meh, and bad first sentences were bad. An agent can tell if you suck just by your first sentence! I can tell if you suck by your first sentence! So pay attention to what you're doing in rewrites. Don't just slap a first draft on paper and expect it to fly. It beggars belief that Mister Grammatically Incorrect thought his stuff was good when he was literally changing tenses midsentence. Who does that!? I believe it was Ursula K. Le Guin who said "Rewrites are where the magic happens." And it's true. It's where you find your first sentences and make stronger character arcs and better plot twists. Don't delude yourself into thinking that just because you wrote it down means it gold.
4. Read outside your genre. I recently came across a self-published book about dragons and elves whose main character was named Paolini. Gee, I wonder where they got their inspiration from!? (Incidentally, their first sentence was pretty hilarious in its badness, and it violated Rule 1 by being something the person had worked on for 12 years straight.) You don't make things easier for yourself by making your story a funny sword-and-sorcery idea for adults and kids that deals with serious subjects like rape and slavery. An agent ain't touching that. Sword-and-sorcery is an accessible genre, but man, too many people never go beyond that. Read historical fiction to find out how plate mail and arrows worked. Read straight YA coming-of-age to learn how to make the emotions of the character the only stakes in the story. Read nonfiction to research the impact of technology and environment on science and history. And for god's sake, read more than one kind of fantasy! There's like a million different stripes out there: magical realism, urban fantasy, steampunk, xenofiction, grimdark, allegorical, dying Earth, paranormal, mundane, apocalyptic, post-apocalyptic, on and on. And you think you're clever because you gave your character a baby dragon and a staff instead of a sword? Spare me. One of the biggest beefs I have with Stephanie Meyer (and believe me, I got plenty) is that she never read any vampire stuff. And if she had, it probably wouldn't have just been the sparkling vampires that got fixed. Your ideas are not as unique as you think they are, and the more you read the more you will realize this. You're supposed to be reading anyway, because you're a writer. I'm constantly dismayed by a lot fantasy being published today, because it's same old stuff so often. Maybe the agents are to blame for that. But the people who write in the first place sure are, too.
5. Accept that ideas adapt or die. I have two dead worlds in my gallery: The Dragon Rose and The Bronze Key. These are books that will never be published and that I no longer work on, because their ideas no longer appeal to me. (They also have sequels which I could never, ever write.) However, my urban fantasy, Daemonfire, is still going strong after 16 some-odd years. The fundamentals of the characters is still the same, and the very idea that I came up with a set of dynamics that actually worked at the age of 16 is nothing short of a cosmic roulette win. However, the story itself has changed shape many, many times. It started out as a sword-and-sorcery (Told you.), jumped to portal fantasy (WHAT DID I TELL YOU?) and then finally made the leap to urban fantasy. And even then, the manuscript still needed about 6 more iterations before it reached its current incarnation. Those manuscripts will never see the light of day, and those who read those manuscripts have been both sworn to secrecy and promised hush money if I ever make it big. The original execution of the idea was nothing short of total shit. It was ludicrous. But somehow, the idea kept appealing to me, and I kept trying again. The thing is, I was writing other stuff in the mean time. New ideas and new lessons about structure and arcs and characterizations came to me. At a fundamental, animus kind of level, I suppose the idea is still the same. But its methods of execution are worlds apart. I didn't keep trying to make the same darling of my 16 year old self work at 20, or 25. Ideas adapt or they die, and if they don't die, you're probably writing crap. Over and over and over again. Things that were life and death at 16 change when you turn 21, to say the least. Don't cling to things because of nostalgia or in memory of better times. Cut what doesn't matter to the story. In some cases, it means scrapping the entire story idea altogether. I don't lament the years and years I spent in a story world now dead. They taught me very valuable lessons. But just like an artist doesn't show off preschool finger paintings, you don't need to keep working on something just because it's earlier work you have feelings for. Yeah, yeah, growing up sucks and all that, but being brave enough to say "This isn't working, I'm going to try something else" will take you to knew places just as enjoyable as the old.
- Mood: Content
- Watching: Gravity Falls
Querying is one of the most annoying, hateful things a writer can do. The only thing worse is a synopsis. You have to boil down all your complexities into something just bland enough to be borderline boring, but with enough unique aspects to set yourself apart, but not too far apart because no one likes an audience-alienating premise that won't sell because it's too bizarre for words. And don't forget connective causation, because you can't mention random crap in a query that comes out of nowhere. And you have to try and come up with something people will care about while your shoulder demon is yelling "NO ONE CARES ABOUT THIS! IT'S GOING TO GET REJECTED!"
I don't have a problem with writing. But when the time comes to actually put yourself out there, with little to none of your best foot forward, it sucks. I've spent 8 years working on this book. I've fiddled around with my query for about 3 months. And which one will the agent see first?
No one likes querying. As Mark Twain said "I wanted to write you a short letter but I didn't have the time so I wrote you a long one instead." I am not expecting anything to happen from this little endeavor. Anything that does will be a pleasant surprise. I give kudos to my friends who will hear me bitch and moan continuously for the next month. I don't exactly have a contingency plan for rejection yet. "You could ebook it!" Yes. Or I could fiddle with things some more and try querying again in 6 months.
God, I hate querying.
- Mood: Frustrated
1. Write a freaking script! Don't get me wrong, I adore and The Blackblood Alliance. But Kay herself has admitted how much trouble she got herself into by starting the comic and not having a script. And when one of the top artists on DA admits to the pitfall, you had best sit up and take notice. It's called a graphic NOVEL, folks. And just because it has cute pictures doesn't mean you get to half-ass it. Considering how much work goes into making a graphic novel looks good, I am continually gobsmacked by the number of people who plunge into it without bothering with a contingency plan. You know exactly what the end result looks like. About ... oh, ten, twenty pages, maybe 30 if you're lucky. And then it ends, and you won't see updates for months and years. If ever. It's not often that I invoke prior planning prevents piss poor performance, but come, people. Why would you do that to yourselves? Why would you labor for hours over a single page without knowing what the hell is going to happen in the next ten? It's one thing about a webcomic (the incredible Gunnerkrigg Court has been running for years and while I doubt every inch of it has been scripted out, there's some truly spectacular scripting going on because there are too many call forwards for it not to be so), but I see a lot of graphic novels like Off-White, where it's pretty obvious somebody farted around for a long time before they figured out where the story was going and what the ending was going to be. When the plot starts on page 150, I'm wondering how the hell someone had the impetus to draw that much without a game plan in mind. Write a script. It will make your graphic novel a million times better for someone to read.
2. Decide on a font. Seriously. I know this is kind of dumb thing to invoke, but man, people on average know nothing about formatting or typesetting. Despite the fact that we, you know, depend on it for the whole reading thing. The people that design and websites and how your texts appear on your phone have been paid very, very good money to make it readable without you thinking twice. But in graphic novels, text is just this thing that gets slung all over the place. It's crowded out by the art or done in font that can't be read. Or the dreaded Comic Sans comes into play. Again, why put this much work into something without a little research? Other people have invented the lightbulb; you don't have to go out and do it yourself. For God's sake, make your text readable. There are plenty of crisp fonts out there that are simple and can even provide a little style. Choose it and stick to it. Don't Times New Roman me on one page and Arial me on the next. And please, PLEASE don't forget that text is a compositional element in your layout. If I can't read your comic, I don't want to read your comic.
3. Storyboard. Seriously. I wonder how many people do this. More experienced artists don't really have to so much, but I thumbnail my artwork all the time. Most decent artists do, and masters like James Gurney thumbnail up to fifty times before deciding on one to take to the final render. For the newbies: storyboard. Mostly for the sake of getting your speech bubbles to the point that they don't block art or confuse the hell out of your reader. Storyboarding is about establishing flow: how the eye will naturally move from frame to frame and down the page. It's not rocket science, but it sure is science. (It's called gestalt; Google is your friend.) I see so many graphic novels where you can just tell the artist painfully struggled with a pose, or how to render trees and rocks, or just didn't care about what order the dialogue was supposed to go in. I get that comic art can help with teaching somebody to draw consistently, and if that's what you want, go nuts. (Again, Gunnerkrigg Court has a totally different style now then it did when it started, and it actually really helps with the story as the characters grow up.) But just like a script helps you with one pass on the story, a storyboard helps you with one pass on the art. Even if it's crappy stick figures, you'll be amazed at what a difference it makes.
4. SPELLCHECK. I don't know what it is about pretty art that makes people think they can get away with spelling like a third grader, but holy cow. Your and you're. There and their. Where and were and we're. Lose and loose. If these are inscrutable and confusing mysteries to you, you need to brush up on your grammar right now. And please, for the love of God, do so. Incorrect spelling makes you come across as brain damaged, and that's honestly probably a real insult to the genuinely brain damaged struggling to spell correctly. You wouldn't read a typo written prose novel, so why do you expect people to read a graphic novel riddled with them? If you've written a script like you're supposed to, spellcheck comes with any and all basic word programs. This is the Information Age. You have no excuse whatsoever to misspell. And grammatical errors? So help you God if I find grammatical errors for a native English speaker. It should go without saying that I will not continue to read anything that has grammar issues, nor should anyone. Any graphic novel that has them is bad and should feel bad. That's right, I said it!
5. Don't depend on the comments section to tell your story. I love to pontificate about my artistic process just as much as the next person, but I don't try to compensate for my art's crappiness by bolstering it with words. I see way too many graphic novels that, since they can't tell you what's going on with the actual art piece, they'll spell it out for you in the description. "Now they've found so-and-so's tracks! Now they're talking to the bad guy!" Spare me. If a movie or a book needs someone whispering to you what's happening for the sheer sake of you being able to grasp what's going on as the audience, it has failed as a story. And the person behind it has failed as a storyteller. A graphic novel in physical form as an actual book does not have the benefit of an artist's comment section. You can embellish, share thoughts, even philosophize, but if the story can't stand by itself you're wasting your time and mine. (I'd also like to point out that prose novels suffer from this, too; any number of authors can get indignant that no amount of writing can seem to convey to the reader that the character is in a dungeon with magic and a dragon. But it's not their problem, it's yours because you just don't "get it.") Graphic novels are about communication; they just communicate differently than the exclusive written word. Don't get lazy. Graphic novels are not for the faint of heart. Just by planning just a little, you will save yourself some headaches in the future.
- Mood: Neglect
- Listening to: Rainbow Brite Remix
- Watching: Wildfire (What a shitty series, ABC. Seriously.)
It's similar to Kickstarter, but instead of one project, you're supporting ongoing efforts for a creator to just create and experiment, and you get all the Behind-The-Scenes work and personal connection with the creators.
For a dollar a month you can see me critique other people. For 3 bucks a month you can get me to critique YOUR stuff. Three bucks! It’s anonymous, and there’ll be other things available as this thing gets moving. Things like Q&As, livestreams, and art demos.
Right now I NEED SUBMISSIONS! There’s a brand spanking new 5 Tips Journal over there, AND some dinosaur art for my Mark of the Conifer series that I won’t be posting here for a little bit. So head on over, check me out, and see if you’d like be my patron!
- Mood: Tired
I have a book on writing! www.amazon.com/The-Sarcastic-G… Go buy it.
I’ve been doing rewrites a lot lately, and for each chapter I do, I sit down and write these seven questions on the back of the last chapter page. Every. Chapter. (And I just did all 52 some-odd chapters of Mark of the Conifer last night.) If you can answer these questions with one sentence or so, you are in good shape to do a good rewrite. If you are rambling, writing paragraphs, you are losing focus and probably have too much going on in the chapter. You probably need to break things up, remove or cut elements, or move them to more appropriate places. These questions are supposed to help you declare a goal for each chapter, nail down what you’re going for, and help you keep in mind while you rewrite.
1. What is the tension in this scene? “Tension on every page” is pretty important. If you have a chapter where the character idyllically eats breakfast, it’s probably boring and needs tension. Tension can come from all sorts of sources: characterization, exposition, plot, foreshadowing, pacing, and so on. The important thing is that you have it. Please don’t think you have to have the same amount of tension on page one as you do when the climax is happening. You don’t. You can have low and high levels of tension throughout; keeping the tension nonstop becomes exhausting for your reader. But you need to have some tension, some drive, to keep things interesting. If you can’t identify the tension in your scene, it needs work. Most tension is as simple as putting Character A and B together and watching the sparks fly. Other scenes are more challenging.
2. Push and pull? This should help you in identifying tension. Push and pull are the two forces defying each other in the scene. Character A wants A, and Character B is in the way of A. One pulls against the push, and the other pushes against the pull, like wrestling. It might take a few chapters to determine who wins or not, but in the meantime you have tension. Most chapters have two forces, whether it’s Harry dealing with Snape or Tyrion slapping Joffrey around. It is possible to have more than two, but if you are pulling it off without diluting your tension you’re a better author than I am. If you have too many pushes and pulls, cut them or move them to other places. Focus is the key! I can’t pay attention to four lions with Machiavellian plots talking to each other in the same scene. I’ll lose the thread. But if you give me two, and then the next two in the next chapter, I’m much better off. This doesn’t mean nothing else can be mentioned; that’s what exposition and foreshadowing are for. But you give your push and pull the foreground, and other things can happen in the background that keeps the thread of the story going.
3. What am I trying to say in this chapter? “What is the point of this chapter?” is also an equally valid question. This is where you have to come up with a reason to justify this chapter’s existence. “Hero has a huge emotional moment”, “the villain is revealed”: these are valid reasons to keep a chapter around. “My hero’s likes and dislikes are known” is not. Neither is “I tell everyone how my world works in this one chapter.” Every chapter serves a story movement, and if your chapter isn’t serving the story movement, get rid of it. Or redistribute it so it does. It’s very important that you are answering this question in particular with one sentence. If you’re writing stuff like “Well, I introduce the hero’s sidekick, and the reader knows what the hero’s hair color is now, and that he likes grey horses” – uh-uh. Cut it. Tighten it. Go back to the drawing board on story structure and either figure out what movement your chapter is or get rid of it. Even if someone catches you flat-footed with this question (say, in a critique session), you should still be able to say what the point of it is.
4. How is my reader supposed to feel? Rewrites are for readers, like it or not. And you have to take into consideration how your reader feels, because emotion is the greatest window of connection your reader has to your story. It is their starting point. Other things like loving your details and admiring your diction will come later, but to begin with your reader must feel something about your writing. If you are writing a scene with funny dialogue and bright, shiny description, your reader is not going to feel morose and depressed. And if your goal is to make the reader feel morose and depressed, you need a rewrite something fierce. Everything from a single word choice to entire set-pieces affect how your reader feels. Be mindful of it. And again, you’re not writing paragraphs to answer this question. “Well, the reader should feel sorry for my hero, but also cheering him on, and bad about his dead horse, but also think the hero’s witty line of dialogue was hilarious …” That’s exhausting! The story element of mood is what’s being discussed here. Focus! “The reader is supposed to be horrified at the reveal of the killer.” Bam. That’s fantastic. “The reader is supposed to like the hero.” Great! Now go back and look at your writing. Are you writing in a way that invokes horror? Can you make it more horrifying? Is your hero doing things that are likable? Or is he kind of a jerk and you don’t care if the reader likes him or not?
5. Where did I succeed? Rewriting is not about reinventing the wheel, per se. (That’s not to say that yes, it is entirely possible to write entire manuscripts with no redeeming qualities whatsoever. I’ve done it at least eight times. At least.) An artist has an eraser, not to wipe out entire drawings, but lines here and there that don’t work. The lines that work they build upon. Writers have lines that work, too. Keep them. Acknowledge them. Yes, these are probably your darlings, but they’re probably also moments where you “feel” the pop of the character, or mood, or world. These will be small and miniscule things, but they are diamonds. And yes, this is the place where no matter how much you hate yourself and your story, you’re supposed to find something positive about it. Even when I’m at a loss, I usually like my dialogue, so I can scribble down “Dialogue was good.” And yes, it’s entirely possible for something you loved last rewrite to be incredibly stupid next rewrite. Whatever. Acknowledge what works and be quick about it.
6. Where did I miss? The author of the book I got this question from was particular to not say “fail.” You MISSED. In that you can fix things, so it’s not a failure. (For you low self-esteemy types.) Whatever the answer to this question is (and it can be multiple things) is to be the focus of your next rewrite. “My pacing was off.” Okay, work on pacing next time, and when you get to this chapter you’re not scratching your head saying “What was wrong with this again?” Try to stay focused. Yes, it is possible that your pacing is bad, your characterization sucks, your exposition is clunky, and your characters aren’t likable. Odds are, those are problems throughout the entire book, and not just this one chapter. I do “pacing rewrites” all the time, where I rewrite specifically for pacing. And I know I have a manuscript coming up that I will have to do a “magic system rewrite” on. If you really want to learn about characterization, make that your focus of this rewrite. Sure, try for the others things, too, but keep characterization as your focus. Rewrites are like sanding. You graduate to finer and finer grades, more minute details, with each pass. A rough draft’s rewrite is broad strokes. Next rewrite more specific areas. Next one is fine details like diction. I have a manuscript that has been rewritten about ten times in its entirety (because it was terrible from the ground-up), and when I finally got a working draft of it, I rewrote it ten times. I just finished round eleven of rewrites, and it STILL needs tweaking on the ending and magic system. Writing is rewriting. Deal with it.
- Mood: Tired
Do you organize your artwork and your time for other activities? If you do what kind of framework do you use?
In a literal sense, as of late I have become much more organized. I purchased a couple of plastic marker bins and each little slot has its own marker, and they are organized from new to dying. I have boxes labeled with sticker-letters that are for my artwork, which I keep stored in a closet completely away from the sun. (The sun can really damage your artwork over time.) I also have a giant three-ring binder and folders on my computer for inspiration and reference: animal photography, artwork from people I admire, and so on. Yes, it's incredibly anal, but man, it helps me feel ready to work. I'm normally an organized chaos type of person, but I read some articles on how being organized can help creativity. In Japan, they talk about the cleaning that comes at the end of a project, which is kind of how to prep your enthusiasm for the new one. Try organizing or cleaning up. Just five minutes. I think you'll be surprised.
My framework for work is usually in the evening. It's just a natural work period for me. Some people are morning glories; I'm a night owl. Don't get caught up in what you "should" be doing; if you like to work at a certain time, that's your time and it's as much "you" as your art is. I think two hours is about what I spend on my art with enthusiasm, maybe another two is drudge work. The most important thing to cultivate as an artist is the ability to work with focus and to work even when you don't feel like it. There is actually a term for the reluctance an artist feels: the Zeigarnik effect. It's basically when you don't want to work on something, but then when you sit down and actually do you feel satisfied and happy. Google it. It's pretty neat.
I work in the evenings, so when I'm not doing art I'm hanging out with my dog and cat, reading, sculpting, mold-making, bronze casting, or taking art classes. I personally feel that consistency will get more art done, rather than a marathon of frenzied work. I have developed some physical problems lately, so a giant marathon for art is not an option for me. When work IS drudgery: I'm watching Robot Chicken and Game of Thrones or playing Cards Against Humanity with pals on Skype. Sometimes art is drudgery: there are flats that need to be laid out, or tweaks that need to be made, and they need to be done but they don't need concentration and it's BORING. Do something to reduce the boredom. And then when you're really ready to concentrate and paint details, remove your distractions. Focus is the most important thing you will ever cultivate as an artist. It's the ability to Get Shit Done, and that is more important than anything else. Everything else will follow if you Get Shit Done: technical skill, improvement, satisfaction, and portfolio level work.
What sources do you find your inspiration from?
My big guilty pleasure is Art Of books. The Art of Kung Fu Panda, the Art of Okami, etc. These are coffee table books that are expensive as hell but they contain the art of brilliant artists, and art that's never seen in the movie or video game. It's all concept work and such. I love them.
I also go for artists like James Gurney, and video games. I draw a LOT of inspiration from video games, art and writing-wise. I don't draw from life as often as I should, but seriously, take a life drawing class. Draw naked people and animals and trees. It will humble and motivate you.
I also like looking at galleries on DA. There are a lot of great people on here and I like finding out how they think.
Is there anything you do specifically to keep your creativity in top notch and flowing or do you just wing it?
I think there's a myth about creativity, that everyone else but you is having their nirvana moment all the time. They're just slam-bang riding the wave of the cosmos because they've figured out some secret that you never will and they're happy and creative ALL THE TIME.
Creativity moves in waves. Long, slow, crappy waves sometimes. You have your crests, which is usually at the beginning of a project and the potential of the idea is exciting and when you're most likely to feel the high. Then there are the troughs, which are the drudgery, the lack of motivation, and the boredom. And the project still has to get done. A lot of people abandon the project at this point. They want the high again. But those people have a lot of unfinished projects and probably portfolios that have gaps in them. Or they have "that project" they've been talking about finishing for the last five years.
I am on the tail end of a nine month project right now. Nine. Months. I feel like I will never lift a pencil again and never have another idea. I am exhausted and totally lacking in any energy. Purged of all creativity. And I still have a little work to do before it's really, REALLY done. But I'm almost there so I can torture myself a little more.
When I am done done, I will go to the movies. I will hunt down new music. I will go out and see new things. I will talk to my art friends and play video games. And I will go on vacation (which is really, really important and I wish I could do it more often.) I do these things all the time during a project to keep myself going. No matter how much your inner critic bitches, you can't do art all the time. You have to go out and be inspired.
Creativity does not keep my project going. If I depended entirely on creativity I'd never get anything done. Inspiration and creativity get me started. Focus and grit get me through the rest. And sometimes it sucks and it's a deathmarch and you hate yourself and every line you're putting down. But at the end of it, you have art.
I also have an art friend that I do "Accountability Projects" with. It grew out of a series of conversations we had about lamenting our lack of discipline. So we decided we would do a six-week run, and at the end of it, we would get a gift. The gift would be bought by the other person as a reward. We didn't know what the reward would be, but we attached a monetary value to it. (And we know each other well enough that we weren't going to get each other crappy gifts.) And we started a Google doc list of the art pieces we wanted to by week, and would check them off. And amazingly, between our moaning conversations full of complaints and misery, we started to get things done. We took a break, then decided we should spring for a six month stretch. The monetary value of our reward went up. And now I'm nine months into a project, exhausted, finished, and ready for my reward. (She got half of a graphic novel done, for her part, so there will be a Part 2 to all this.) The way the "Accountability Project" works is that if you don't hit your marks, you don't get your reward. And you have to face your friend who IS getting shit done and still get them their reward. It's surprising how motivating that is when everything else isn't.
- Mood: Tired
First person to get me a premium membership gets a bitchin' digital painting of whatever they want.
EDIT: Whoa, that was fast. Thanks, guys!
- Mood: Tired
If there's any advice I wish I could give to my younger self, it's this: People will hate what you have to say artistically. No matter what, somewhere, someone is going to hate what you do. You will meet people who will sneer at you, tell you you're crazy and stupid and untalented and wasting your time. You'll be ridiculed for trying, made fun of when you schedule time for your projects instead of hanging with friends or watching reality TV, and condemned when you actually finish something. People will claim offense, that worst of things, especially if anything you have to say involves race, gender, sexuality, politics, economics, religion, spirituality, culture, history, or a commentary on any of the above.
You'll be told that the worst thing you can do is offend someone. That you shouldn't speak up or make a bold statement because you might offend someone. And it's a mistake. Because society is comfortable, comfortable with the ugly parts of itself, and it's the job of the artist to say "Wake up! Do better than this!" And very often, when people say things like "Be happy" or "don't offend anyone" what they really mean is "Be more convenient to my existence. Don't make me think. Don't make me feel stupid. Don't make me change. And above all, don't offend me."
We've been born into a time where art is increasingly corporatist, where professional artists have become nomads, and the value of the artist is nearly nothing. I speak to too many parents who say "Oh, I wish I could have learned to draw!" but turn around and tell their children that art and writing is silly, they need to be more involved in sports and school. I've spoken to too many people who have no idea why I want to get home so I can start my real work, my real passion.
In this new year, don't fear the plebs. Don't fear the trouble you might get into if you decide to speak up. Don't fear controversy, which is far too often just disguised sensationalism. And above all, don't fear the fool who says "Why are you wasting your time doing this?" because what they're really saying is "I wish I was brave and dedicated enough to do this, but I'm not, so I don't want you to, either."
Post the awesome music you've found this year. Or awesome anything. I need the passions to others to get me motivated. Let's share and bring in the new year on an awesome note.
- Mood: Triumph
I have published Risen, the sequel to Highsong.
It's been forever, almost two years (!!!), so for that I apologize. The third book is in the works and I certainly hope it won't take so long for it to get out.
Like it. Review it. Don't have the money or a Kindle? Do a Listmania or Wish List. Tweet it. Facebook it.
As you love me, DA. As you love me.
- Mood: Triumph
- Listening to: Pompeii - Bastille
- Reading: The Book of Werewolves by Sabine Baring-Gould
- Watching: Korra
My friend code is 0834 1857 9803. I don't know what my Safari type is, but feel free to let me know. I'll add everyone who replies. And talk amongst yourselves to add each other.
I'd also like an Amaura!
Hit me up with a note if you can help me out.