Friday, August 11, 2023

Walking, LEGOs, Zen, and the Art of Cupcake Scouts


It's been an adventurous few days! One of our old cars got terminal news, so Mary and I decided to trade in two cars that had 150k+ miles each for one car with under 10k. Since Mary has to drive Grace all over creation for diving, and because I work a mile from home, Mary got a new car, and I have embraced a walking lifestyle. I also received my LEGO 3-in-1 Creator Castle set (it was 20% off!) and spent a good chunk of yesterday putting that together. I have been cleaning the basement, rearranging my LEGO room/Gaming Room/ Man Cave, and walked over six miles today (since the girls are away for the weekend, I'm footing it everywhere).
It's been fantastic. I have forced myself to slow down. I'm finding that I am more centered and present and just kind of in the moment. I'm in no hurry to do anything. I worked on the castle set on and off all day yesterday, and today started noodling with a Cupcake Scouts page. Any time in the past when I've worked on a comic strip or webcomic, I have a little clock in my head - I'm always trying to get the page done, so I can get the next page done, so I can... you get the idea.

With this, I just started drawing. And just kept drawing until it looked right or I was tired of drawing and went on to something else. And I ended up with an image I really like of the girls on their first quest (this will be part of page seven of the webcomic). 

School is coming up, and with it a drama club production, followed by a musical, with teaching and class advising and being a team leader all part of the equation. I'm going to be busy. A lot will be going on.

But if I can stay in this headspace, I'll be very happy indeed.

Monday, August 7, 2023

Webcomic Keeps Plugging Along

Mary has been really great about supporting this project, and started an Instagram to help promote it. I know very little about Instagram, and have even less interest in building community there, but Mary seems like she understands it and keeps getting traffic, so go Mary!

On my end, I keep making Cupcake Scouts pages. I added page six to the Webcomic (which you should subscribe to, by the way. Just saying). While I'm at it, I should also mention you can get a copy of the game. Because that's fun.

Anyway, here's a work in progess of page six - I did a little more 'layout' for this one, thinking about the whole composition as I started - and I broke my three tiers rule from last post, instead going with a variation of four tiers. 

I made some edits to the layout of word balloons in the final edit to create a less cluttered look in the upper left.




Thursday, August 3, 2023

Anatomy of a Cupcake Scouts Comic Page


It's sort of remarkable to me. I have spent SO much time thinking about and planning webcomics. I've spent so much time trying to figure out the best fonts, and line weights, and image sizes, and pacing. I've spent so much time thinking about how I would frame a page, and how I might sequence action, and how I could maximize the tools at my disposal to create a manageable workflow that allows me to produce high-quality pages relatively quickly, so that I can get and keep some momentum.

And then, when I finally sat down to DO it, I just started drawing and it all just came together. I decided very quickly to go with 2000 x 3000 pixel master images for the comic, which then gets reduced to 45% (so it's 900 pixels wide and 1350 tall when published online). It ends up looking great on my phone, even though I didn't plan it that way (although I probably did years ago, and just somehow remembered that I had). Early in my development as a cartoonist, I was heavily influenced by things I read about Carl Barks and his workflow. Thirty years later, I still tend to conceptualize a page as either two (as he did) or three tiers. The page above is three. He also created a lot of 8-page comics where the pacing is very quick - that has stuck with me, too.

I no longer have a step-by-step method in place. I don't do full pencils and then inks and then colors. I adjust the layout and re-arrange elements of the page as I'm going. I don't do a lot of pulling back and looking at the whole page as I'm working (even though I probably should get in the habit of doing that more). At this point, I think I do a decent job of intuitively 'feeling' where I am on the page, and have a general awareness of how what element I'm working on right now will flow with what's around it. 

I've also got a few key things I'm doing...

1. Focus on the story. That's the only thing that matters. Everything is secondary to the story. And the story is about the characters, more than anything. The plot and setting and symbolism and irony and dialogue are all there in service to the characters and the story they are on. On the page above, I move the story along nicely at a pace I like.

2. Once I have drawn something, I can use it again. You will see that I cut and paste and repeat images a bit. Sometimes, I'll make minor changes to things - other times I'll use the foundation and move pieces around. I drew it, so if I want to use it again. I drew two drawings above that I re-used a few times. I don't need to create dramatic angles of every talking head. If they are having a conversation, I can go back and forth with the same 'camera shot', maybe changing eyes or mouths as they go. Work smarter, not harder.

3. Each page should have one 'quality' drawing. I don't particularly like drawing scenery or backgrounds... I like characters and action. However, I want each page to have one image that I spend some time on the design or background or lighting or something. On the page above, I spent more time creating the bookshelves in the first panel than I did on the rest of the page. I also put background images with a dark gray outline rather than the black linework of characters and foreground, so that the characters pop against it. I also used much more muted colors in backgrounds, again to set the characters apart.

4. End each page with some kind of hook. I want each page to stand alone as a chunk of story, but each to logically lead into the next page. Because of the way this is being released, it has to feel like you've moved through a part of the story each page, because it might be a week or two (or more at some point - musical season, I'm looking at you!), so I want there to be some sense of completion to each page. 

Wednesday, August 2, 2023

Cupcake Scouts Comics!

As promised, I've been working on a webcomic series for the Cupcake Scouts. Here are the first two pages of the Cupcake Scouts comic series... You can follow it on Comic Fury. I plan to be posting a LOT (but we'll see)...




Tuesday, August 1, 2023

Going Forward - With Cupcakes!


I've got drafts going of the first three newsletters for Cupcake Scouts. I'm thinking it's a one-page monthly newsletter that includes a short 5-room dungeon style adventure, a few hooks of things happening about town, a monster or two, a little bit of magic, and maybe a relic here and there. For the first issue, I'm thinking that the girls end up in a corn maze fighting against the Corn King, John Barleycorn. He collects the spirits of little children and keeps them in his satchel. He's got some mechanical things that would make an encounter with him different - like you have to summon him after destroying so many living stands of corn, you have to say his name three times, he remains for only one minute, and you have to disarm him and cut his head off with his own scythe. So, lots of hoops to jump through to beat him. Then you have to figure out how to restore the souls to the poor kids who got harvested while in his maze at the county fair. 

It's a whole thing.

But, I'm also thinking that the three Cupcake Scouts I want to do my webcomic for (they appear on the cover of the rules, by the way - Alara, Harper, and Briar) will be fighting him in one of their early adventures. I'm sure I'll share more about that as I wade deeper into it...


Why the Cupcake Scouts Should Be BIG



Yesterday, as I'm putting pieces in place to have a successful launch today - uploading the game to Drivethru, setting up the merch shop, getting the banner ready to go, and deciding on some 'marketing' ideas (insofar as I do marketing - not my jam), Mary and I got into a bit of a debate. We have a fundamental disagreement about how I should be going about things. I came to this creative life of mine through two big influences weighing on my thinking - first, my favorite creators were independent guys; they forged their own pathway. They wrote articles and gave interviews and composed editorials about creator's rights, maintaining your copyrights, controlling your own destiny. Second, I read horror story after horror story of someone who had their ideas consumed by corporations and received a pittance. About people who were the creative workhorses, and nobody knows them, and they died with nothing. I became convinced at about 20 years old that the industry doesn't care about me, will never care about me, and will only ever try to manipulate me and (as Hamlet suggests), will use me as a sponge, wringing me dry and then throwing me away. 

Every MCU movie convinces me I was right; nobody cares that Roy Thomas created this character or composed that foundational storyline that became an entire phase of the MCU. Nobody is concerned that Jack Kirby set the visual motif that is now being wrung dry. John Byrne is not collecing royalty checks for creating the entire aesthetic of the She Hulk series. I didn't see his name in the credits (now, I didn't look very hard - but I shouldn't HAVE to look very hard. He came up with the whole idea).

But Mary walks into Barnes and Noble or sees the newest release from PIXAR, and says, 'that should be YOU'. And she's not wrong. I produce objectively good content. I write excellent games - they are very playable, engaging, well-designed and sometimes quite clever. I write excellent stories - character driven, with well-developed worlds and consistent narratives. They are sometimes quite clever. 

But there are a lot of people producing a lot of content. Much of it sucks. But a significant portion is well crafted. It's objectively good. Some of it is quite excellent. They even have clever ideas, too. They also sit at their keyboard and wonder why a blog they've been working on for over a decade averages a handful of readers each post.

[Insert shrug emoji here.]

Mary wants me to 'swing for the fences' and try to get with a traditional publisher so that I can reach a bigger audience. She sees self-publishing as a one-way road to insignificance. I don't know how to tell her that my soul would likely be lost in the exchange.

This becomes (to my mind) the fundamental reason that the comics industry keeps folding in on itself. It's the reason that actors and writers are on strike in Hollywood. It's because there are FAR more creative people making quality content than there are legitimate pathways to reach an audience. The audience is only so big, but we have more and more people creating every day. Mary asks me 'well, how did JK Rowling do it, then?' and my answer is that I have no f-ing idea, but I don't think it can happen again. Once in a generation convergence of luck and audience and idea and execution that we might never see again. It's like, who's the next Tom Brady? There is no next Tom Brady - because we have ten guys all playing at Brady level now, and they are going to knock each other out every year.

All of that said, Cupcake Scouts represents, to this point in my creative career, my best chance at breaking through. Here's why I say that:

It's GOOD. It's a fun game, designed well, executed well; it is fast to learn, fast to play, something you can do as a one-off and have a lot of fun, or something that will lend itself quite easily to extended campaign play if that's your thing. You can drop in and drop out as much as you want, and the game holds up. The art and writing are top notch. Some of the pieces (the cover in particular) look professional. It looks like I paid someone to create parts of this. This is the LEAST important reason (because great stuff gets ignored all the time).

It's DIFFERENT. It's just different enough from other things to stand out. It doesn't look or feel like anything else in the market right now. It has a unique worldview, an unusual perspective, and a feeling of being pretty fresh compared to what's around it. It is not a re-tread of anything. My fantasy games try to stand out among thousands of fantasy games; my superhero games try to stand out among dozens (if not hundreds) of superhero games; this game is in a market of one. It's not really competing for a specific audience with anything. It can find the edges of a bunch of different audiences and Venn Diagram them together.

It's SIMILAR. But, it evokes enough stuff you already know. It's got Supernatural, and Buffy the Vampire Slayer, and Scooby Doo, and Stranger Things vibes. Those are things people know.

It's TRENDY. All of the similar stuff above helps. But it's also very pink, and pink is suddenly very in. My style has, despite my best efforts, started to take on Anime/Manga vibes, even though I am not influenced by Anime or Manga at all. My style just kind of moved in that direction. That's trendy (or at least has been - who knows what tomorrow brings?) - and so it's ended up being 'in'. My wife and daughter react more positively to my art for this than for anything else I've done. They say that other pieces I've done are 'good', but they actually 'like' some of these. 'Good' implies no emotional connection; 'like' means you feel something when you see it. People need to feel something in order to connect to this.

It's a POINT OF ENTRY. This is weird, but it might be the most important reason of all. Gamers can use this game to get their wives and daughters and friends and cousins and students to understand RPG gaming. It's a very simple concept to understand (cupcake scouts go on missions to kill monsters - got it); it is easy to learn mechanics (I roll 2d6, add a number to it, and try to get a 10 - got it); it is very easy to make and personalize a character (I have a dagger, and a few special abilities - got it). You can be playing in ten minutes, and done playing in an hour. Or, you can spend weeks, months, or (theoretically) years playing. However, for new people to the hobby, this is MUCH less intimidating than D+D, and it introduces the idea that all games don't have to be fantasy adventures set in the world of Lord of the Rings.  

All this is to say that if my dreams come true, I can one day be walking down the street and see a stranger wearing a Cupcake Scouts t-shirt, and I'll stop them and say, "Hey, I'm the guy that made that!" And then he can say, "NO. Teepublic made it. Who the Hell are YOU?"

Then my life will be complete.

Ermahgerd, It's the CUPCAKE SCOUTS


Cupcake Scouts is now available in pdf. Get your 2d6 ready, make some cupcakes, and call your friends. 

Cupcake Scouts is a roleplaying game for two or more players, using 2d6. One player takes on the role of the Scoutmaster, the kindly spirit who sends the scouts to slay foul creatures and makes sure that they tuck in their shirts. Other players will take on the roles of Cupcake Scouts, tween-age girls who have joined a patrol to make friends, learn how to bake, and drive the dark blight of chaos from this world.

      To play the game, you need this book, a few standard 6-sided dice, pencils, some index cards or paper, and an activate imagination. The Splintered Realm blog also has some printable sheets. You should probably have some cupcakes or brownies, too, because those make everything better.