You just never know how something is going to be received. How something may or may not connect with someone else. Or even whether or not the right people will see the thing that you’ve created.
The first part of it is in the creation… the idea. Then you have to do the work and get it out there. And then you have to try and spread the word as best (or better) you can.
And then, when it is all said and done, you just don’t know what’s going to happen.
So I am a part of a new Kickstarter:
Love’s Labour’s Liberated.
We launched this past Friday and through the weekend were a quarter of the way to our goal.
Launching a Kickstarter means that I get to relive that month of periodically checking to see if anyone else had pledged anything in the last five minutes since the last time I checked the page. 🙂
This project is apart of Kickstarter’s ZineQuest that they are promoting. Basically, they are harkening back to a time where you ordered newsletters from the backs of magazines in an effort to connect with other people, get news that no one else would know, or maybe even new games that someone had created in their basement. You were in a little community.
Of course, in today’s internet world, pretty much any information you’d ever want is right at your fingertips. Do you want to know how to cook a particular dish? No going to the cookbook, just go to Youtube and watch someone walk you through it. Need to know who else was with the Spartans when they held the Hot Gates against Xerses? Just a click away.
This Kickstarter is much more do it yourself. It’s black and white. Approximately 36 pages. And it will be focused on something Egg Embry, Leland Beauchamp, and myself are all interested in: roleplaying the things that happen in between you blowing up things with your fireball spells.
Throughout the various roleplaying games that I’ve taken part of, the moments that stick out the most are when the characters really come to life. Normally that isn’t because they killed a bunch of goblins. No, it was because they connected to something within the story. They connected to the characters the Game Master had created in order to try to ground the players to the world. At the core of it all is this connection to Love.
It could be as simple as saving your lost love from the clutches of the evil wizard. Or seeing the loss of a character and wanting to make things better. It’s not about saving the world but instead becomes saving someone’s heart.
And then there is Chivalry. I like the idea of someone who stands for something bigger than themselves. They have an honor they hold up to show others. It isn’t easy in the games either. A good Game Master is going to put you to the test to see whether you break some truth you claim to have.
The knights of the story books. The ones who go on quests for king and country. Who do their best to make the world around them a little bit better by defending those who can’t defend themselves.
Leland had a character in one of our campaigns in college that was maddening in how he played her. Aurora was an Enchantress who almost never cast any spells. She never needed to. He’d have them prepared, just in case, but time and time again situations would come up and he’d find a way around using his powers. After a while I think it became a little mini-game of his to see if he could get through a session without casting magic.
That’s the type of wizard I want to play, someone who is looking at all the angles and making sure they have exhausted every other option before falling back on their abilities.
That’s the type of wizard we want to introduce in the Zine.
You never know who is going to potentially read your work. But you hope that someone might read through our Zine and get a little idea here or there to introduce into their own games. Maybe they see a potential angle they never really explored before.
John McGuire is the creator/author of the steampunk comic The Gilded Age. The Trade paperback collecting the first 4 issues is finally back from the printers! If you would like to purchase a copy, go here!
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He can also be found at www.johnrmcguire.com