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Maybe it comes from my art and programming backgrounds, but I am constantly trying to find some kind of formula or exercise that will make the construction of a storyline an easier process. Now that may feel like a kind of clinical and antiseptic way of approaching what is very much an art form. But to be perfectly honest, that’s how I approach my artwork. Now granted, that isn’t how I always thought of art, but in college I learned that a well drawn character begins with a solid construction from basic shapes, so why should writing be any different?
I tend to start my writing sessions by recapping what is happening to the characters, what they might be feeling, thinking, what they want to do… just something to get the writing juices flowing. A little like a warmup sketch.
The next step is for me to write out a series of Plot Points I want to hit. I don’t try to fill up every slot in a month of comics or anything, adding in more points between them to achieve a proper pace for the story can come later. I just throw in anything I can think of that I’d like to have included in the storyline. These Plot Points can be as detailed as fully fleshed out comic scripts or as vague as a single sentence that gives a loose idea of what will eventually become a script.
At this point I look over what I’ve got and I just kinda guess at where I need to add another strip or two between the existing plot points to correct the pacing. This is one part of the process that I don’t fully understand myself. Pacing is just one of those things that I can just tell is off by looking at it. I know it’s not particularly helpful, but it’s true. Sometimes I can just tell that I need to add a strip before a change in location or subject matter, like it needs a transition… I dunno, it’s hard to explain.
This is the point when I’ll often have a hard time coming up with ideas for those filler strips. Luckily I recently discovered a writing trick that helps me come up with some new ideas. It’s a variation of brainstorming I think of it as “the what if game.” I just make a big old list of what ifs that relate to whats currently happening in the strip.
What if the car breaks down on the way to the hospital?
What if Brody discovers he’s allergic to the gel in disposable diapers?
What if Abbey goes into false labor?
What if Max breaks his arm and they all end up in the hospital together?
You get the idea…
So this list will generally generate enough options that SOMETHING in there will spark my imagination that will eventually become a joke. You know it’s been said that ideas are cheap, that the execution of those ideas are what matter. This is true for writing comic strips. I have learned that ANY situation can become a joke, you just need to find the right angle to approach it from. Humor comes from the unexpected. Present a problem or situation and then resolve it in a way your audience wont expect and you illicit a humor response.
The last thing I do when writing a strip is simplify it. Again with the writing as a formula…. This is the point where I take the joke I have and I optimize the script. I try to take the most basic essence of the comic and I try to reduce it down to as few words as possible. Editing down your scripts is important, but there is such a thing as doing it to aggressively. You still need to maintain the tension in the strip. By tension I mean you need to build up the tension in your first two or three panels and then release it on the final panel. That tension can be lost if you edit the script down too far. But that’s what I mean by optimizing…
Anyway, that’s my writing process… Hope you guys find it interesting.
I’d love to hear from you guys regarding your own writing tricks and tendencies.
Rawb
Sorry about the lack of updates lately guys… I picked up a neat little contract to work on in my spare time and it has completely dominated my time over the last couple of weeks and will continue to do so for a little while longer. I’m not sure how much I can share about the project at the moment, I’ll have to defer to my collaborators on divulging information on it. But I will say that it is very much the kind of thing you all might be interested in.
I’ll be back with some more information as soon as I can.
Rawb
Hey guys! Been working a little bit on a map for my next D&D session… thought I’d post some in progress pics.


Hey guys… I did this sketch at lunch today and thought I’d share!

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January 29th, 2010 at 12:17 am
Customizing terrain? Sounds cool. Every create anything else for you D&D games? Are you actually DM or just a player? I recently started DMing a game and have been looking for interesting stuff for my players to do. Have you or perhaps your DM done anything super out of the ordinary that was fun?
January 29th, 2010 at 8:09 am
Yeah I DM my game. I guess I haven’t gone above and beyond what many DMs do… the terrain is a lot of work. But I used to play Warhammer 40K and the hand made terrain always made the game stand out, so since we play with miniatures already and the store bought terrain is so gods damned expensive so….
I actually just introduced the “Resolve Token” idea that Mike Krahulic posted at penny arcade http://www.penny-arcade.com/2010/1/6/ and that seemed to go down pretty well. The players seemed to enjoy the freedom a little more… (I was still steering them a bit) “The last Orc flees into the forest! Do you follow him?”
One thing I DID do that’s a little different from what Mike did is make the rule that if the players sleep in an inn or other such “comfortable” lodgings they get their full 10 resolve tokens back, but if they sleep in the wilderness they only get 8. I also made sure that the main towns are at least 2 days travel between each other. I placed “Roadside Inns” smack dab in the middle between the towns that they can stay at (forcing them to spend all that damned gold they horde) and provide them with optional skill challenge quests… ie: the inn keeper needs some venison for tonight’s meal service. Go around the map surrounding the inn Hex by hex and make a Nature check in each one. (moving into each hex still costs the standard amount they are likely using up a day to accomplish this) A moderate success means you shoot and kill a deer… a second check is rolled for “harvesting” the meat. a success means you get one good shank, a very good success 20+ means you get two. The inn keeper needs 5 shanks. Reward them with XP a choice of 1 of 3 magical items as well as 2 bonus resolve tokens for the following day!
That’s just an example of the things I’m adding to the game play. The other thing I suggest is putting together strings of skill challenges every so often between the combat that work like flow charts… ie they are arrested by the city guard -> bluff check to talk their way out of it -> success means they get taken to the city magistrate instead of the cells… from there they can make an escape en route or try to talk their way out of it… or if they end up in the cells they can try to trick the guard into letting them out or stealing the key. It takes a little time to come up with the skills they should use but it makes for a fun encounter. Always award XP for completing a skill challenge though.
Anyway half the fun is coming up with new game mechanics… let me know what you come up with!
January 29th, 2010 at 4:38 pm
I ROFL’d at this one….
Reminds me of that Parry Gripp video… “Girl at the game store” or something like that.
Makes you wonder who you would hire if you owned your own game store…..