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.
Could Have Been Great
Here are four games that could have been much better with just a little more work.
Quakecon 2011 Keynote Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Silver Sable Sucks
This version of Silver Sable is poorly designed, horribly written, and placed in the game for all the wrong reasons.
Even allegedly smart people can make life-changing blunders that seem very, very obvious in retrospect.
The Biggest Game Ever
Just how big IS No Man's Sky? What if you made a map of all of its landmass? How big would it be?