If all of that sounds like a lot of work, then just roll a barbarian. This ain’t no Writers’ Workshop.
Here where we get to the stuff that really clicked for me. I love the reality-switching. This is what made the comic fun to write.
Super-pretentious art wanking: The in-game reality we see is an odd sort of meta-reality that only exists for the audience. When we see a fantasy shot, we see Ramgar as pictured by Chuck, Josh’s character as pictured by Josh, and so on. We’re seeing this blend of what everyone is picturing. That’s a fun idea.
Yay! The gnome paladin! Love that guy.
Artist Rambling #4, may be of interest to no one but me:
I’m surprised at how much I like the really sketchy look for Ramgar and co. As the comic went on, I moved to a much less sketchy, more iconic art style. I think were I to go back in time and do the comic again, I’d keep the in game scenes looking like Ramgar here does, and make the tabletop scenes look flatter and less detailed. More scribbles on the Player Characters, less on the Players.
If we were to do it today, I’d suggest using Comic Sans for Josh. The font has a reputation for being the typographical equivalent of a trollface, so it would suit him. And despite its reputation, Comic Sans is very readable.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
Bad and Wrong Music Lessons
A music lesson for people who know nothing about music, from someone who barely knows anything about music.
The Best of 2016
My picks for what was important, awesome, or worth talking about in 2016.
Trusting the System
How do you know the rules of the game are what the game claims? More importantly, how do the DEVELOPERS know?