Weekly Pulls, December 18th

Holy $#!+, this is a big week for me. I’ve got 7 books showing up in my pull-box this week, and I’m picking up another hardcover collection for my bookshelf.

East of West has been phenomenal since the start, and one of my favorite works by Jonathan Hickman. Hit is a lot of fun and I’d wholeheartedly suggest grabbing it in a collected edition after it ends if you haven’t been getting the singles. Zero has been consistently good, and an interesting experiment in graphic storytelling, with every issue taking place in a different time and drawn by a different artist. Revival seems to have found a rudder again after a few haphazard issues, which I’m glad for. And speaking of being off-course…

Over the first 8 to 10 issues, I was a huge fan of Brian Wood’s The Massive. The post-apocalyptic world that Wood had built was unlike any other I was used to seeing, and the story of the bedraggled crew of the Kapital searching a devastated world for the titular sister-ship felt a lot like Firefly on a boat. Over the last several issues, The Massive feels like it’s lost focus, ambling around off-course and struggling to find the spark that made those first few story arcs so riveting. I’m planning to stick with the book, at least for a while, but it definitely needs to get back on track.

Luckily, being such a big week for me, there are several books I just can’t wait to get into my grubby little paws, starting with…

black_science_2_coverBlack Science #2. Wow. Just… wow. Remender’s newest love-letter to classic science fiction kicked off with a bang last month, and set the stage for what looks to be an epic mixture of Lost In Space and Sliders. And boy, is this book gorgeous. Dean White’s painted art over top of Matteo Scalera’s layouts is a spectacular combination, eliciting feelings of some of the best classic Heavy Metal stories. I can’t say enough good things about this book, and I suggest you get on board while the gettin’s good.

pretty_deadly_3_coverPretty Deadly #3. I’m going to sound like a broken record over the months if Kelly Sue DeConnick and Emma Rios keep up the level of quality they’ve crammed into the first two issues of this book. It’s a story that’s hard to describe, told in a way that’s… hard to describe. It’s just different, and it’s that difference that makes it great. My best suggestion for figuring out what this book is like is for you to go pick it up and read it.

secret_4_coverSecret #4. It’s been almost four months since the last issue of Secret came out. I’ve never been able to find a good explanation for the delay, other than perhaps Hickman had overloaded himself with work at Marvel and his creator-owned work. Whatever the reason, I’m glad the book is back, and the Image website lists further issues on track into 2014. I had thought that a huge delay would’ve hampered my interest, but when I saw issue 4 in the lists for this month, all that excitement ramped right back up.

peter_panzerfaust_hc_coverPeter Panzerfaust Deluxe Hardcover. This is a book that wasn’t even on my radar when it came out. It wasn’t until preparing for an interview with Kurtis Weibe at Emerald City Comicon in 2012 that I took notice. At the time the book’s sales were struggling a bit, but shortly after took off and solidified Weibe’s World War II Peter Pan tale as a solid entry in the Image lineup. After reading the first two issues, I’m hooked (no pun intended), and will definitely be picking this one up in hardcover trades.

And on that note, I’m going to introduce the new Honorable Mentions section of this article. If you listen to the Trade Secrets Podcast, you know that I collect a lot of books in hardcover form. For several of them, I don’t get individual issues, making me one of the dastardly “trade waiters” you hear so much vitriol about. So, each week I’ll list some books that I think are great, but that I don’t get in singles.

This week’s Honorable Mentions: Kelly Sue DeConnick’s reboot of a classic Dark Horse hero finally hit’s the stands this month in the form of Ghost #1, Joe Hill’s absolutely amazing Locke & Key comes to its inevitable end with Locke & Key Alpha #2, and Brian K. Vaughn’s award-winning science-fiction fantasy tale continues in Saga #17.

Luke’s Picks for December 18th, 2013: Black Science #2, East of West #8, Hit #4, The Massive #18, Pretty Deadly #3, Revival #16, Secret #4, Zero #4, Peter Panzerfaust Deluxe Hardcover.

Weekly Pulls, December 11th

Okay, so I completely failed to get a weekly pulls article out last week, so I’m going to include some info on what I picked up on December 4th. Trillium is just over halfway through its run and is some of Jeff Lemire’s best work to date. Suicide Risk isn’t Mike Carey’s best writing (Lucifer still holds that title, for me), but it’s a fun take on superhero stories and it’s gone in a direction I never would’ve seen coming from the early issues.

six_gun_gorilla_6_coverSix Gun Gorilla ended last week, and what a great original story it’s been. Si Spurrier and Jeff Stokely have created a unique sci-fi world in which they’ve set a story that simultaneously comments on consumerism, the evolving nature of entertainment, the detriment of “reality” TV, understanding how we view the world around us, and the cultural importance of stories. It’s a spectacular story wrapped in a weird and sometimes goofy setting that has an odd way of just working, sometimes in spite of itself. If you can’t get ahold of the individual issues, pick this one up as soon as it comes out in trade form. And then there’s…

velvet_2_coverVelvet. I don’t know how better to describe this book than “WOW”. Ed Brubaker takes his considerable skill at crafting noir stories and applies that energy toward the superspy genre, telling the story of a spy-turned-secretary-who’s-still-a-spy in a classic double-cross storyline. His extensive experience working with Steve Epting works perfectly for this book, and the first issue was one of the best edge-of-your-seat openings to a spy thriller as I’ve encountered in a long time. This is a great mix of James Bond, The Fugitive, and The Bourne Identity, with one of the best female leads in comics right now. Go find the first issue, and then pick up #2 and subscribe.

THIS WEEK I’m picking up a few more books, including one brand new title. Three is an interesting historical tale by Keiron Gillen, set during the decline of Sparta well after the battle of Thermopylae. Uncanny is a fun sort of modern noir tale with a super-powered twist, and one of Dynamite’s best books right now. This week also sees the release of issue 36 of what remains my #1 favorite comic book, Cullen Bunn and Brian Hurtt’s The Sixth Gun.

lazarus_5_coverLazarus, for my money, is one of the best comics on the shelf right now. Greg Rucka does what he does best in creating yet another awesome female lead in Forever Carlyle, a genetically engineered enforcer for a powerful family whose lands form a futuristic fiefdom in a beautifully realized post-apocalyptic tale. Michael Lark’s artwork is the perfect compliment to Rucka’s sci-fi epic, and I find myself anxious for every new issue upon finishing the last. What a great book, and one that everyone should be reading right now.

dead_body_road_1_coverDead Body Road is my new venture this week, a brand new title from Luther Strode writer Justin Jordan. The Legend of Luther Strode was one of my favorite mini-series from last year, and when I heard that Jordan was teaming up with Black Science‘s Matteo Scalera to craft an old school revenge tale, I couldn’t have been happier. Sign me up.

Here’s the Diamond Previews list of this week’s NEW RELEASES. Get you to your local shop on Wednesday and pick up some comics!

Luke’s Picks for December 4th, 2013: Trillium #5, Velvet #2, Six Gun Gorilla #6, Suicide Risk #8

Luke’s Picks for December 11th, 2013: Dead Body Road #1, Lazarus #5, The Sixth Gun #36, Three #3, Uncanny #5.

Weekly Pulls, November 27th

As you guys are likely well aware, virtually every comic I read regularly is a creator-owned book. I no longer collect anything from the Big 2 (not counting Vertigo or Icon). In my not-so-humble opinion, the creator-owned space is where all the real innovation in the industry happens and where all the best stories are being told. While Marvel and DC are busy trying to figure out what new world-shattering event they can put together to tie in with their other media properties, the best creators in the industry are shaping extraordinary books like Sheltered and Fatale and Sex Criminals.

I don’t fault anyone who’s into the capes books from the Juggernauts. If you’re one of them, though, I suggest two things: a) Take my list of weekly picks with a grain of salt. I’m not saying there aren’t good Marvel and DC books coming out this week, I’m just saying I don’t read them, and b) take a leap on some of the creator-owned work that you may not normally read. I think you’ll be pleasantly surprised. And, for more well-rounded discussions and opinions, give the Trade Secrets Podcast a try. I’m our creator-owned guy, Eddie is clearly our DC fan, Anne promotes the hell out of little-known indie works, Joel is our Marvel guy, and Andy… well, Andy will read damned near anything.

This is a middlin’ week for me as far as volume is concerned, with five books coming in. Revival is consistently good. Rat Queens is one of my favorite new books, especially for anyone who’s played D&D since they were a kid like I have, and Letter 44 is a really interesting concept that has me hooked enough to pay attention for a while. There are two books I’d like to focus on this week, though:

pretty_deadly_cover_smallPretty Deadly rocked the creator-owned comics world last month by selling out in two days, of a print run that was wildly larger than even the creators expected. And the brainchild of Kelly Sue DeConnick and Emma Rios did not disappoint. Haunting visuals and a lyrical writing style make Pretty Deadly one of the most unique offerings on the market right now, and well worth your three bucks. I’m looking forward to issue two almost as much as I’m looking forward to…

black_science_cover_smallBlack Science. There are few comics that have ever held as much hype for me as Rick Remender and Mateo Scalera’s new offering. Touted as a spiritual successor to Remender’s magnum opus Fear Agent, the early reviews for Black Science are glowing. There is no better way to advertise one of Remender’s works than to attach it to Fear Agent, which is one of my all-time favorite comics. Black Science looks astounding, and knowing Remender’s deep-seeded love for pulpy science-fiction, this first issue can’t get here fast enough.

In addition to my normal subscriptions, there are two must-buy hardcover collections coming this week: 100 Bullets Deluxe Edition Vol. 5 – the book that completes the entire run of 100 Bullets now in hardcover – and The Sixth Gun Deluxe HC Vol. 1. The Sixth Gun is, without question, my favorite comic book, and this will be the fourth different version of the first eleven issues I own. And I’m not sorry for that.

Here’s the Diamond Previews list of this week’s NEW RELEASES. Get you to your local shop on Wednesday and pick up some comics!

Luke’s Picks for November 27th, 2013: Black Science #1, Pretty Deadly #2, Rat Queens #3, Revival #15, Letter 44 #2, 100 Bullets Deluxe Edition Vol. 5, The Sixth Gun Deluxe HC Vol. 1

The End of a Small Era

Today marks the end of a small era in my life: the publication of the final episode of the After The Fact podcast.

2009 was a really rough year for me. Amongst a terrible work/life balance, personal issues with people at my job, and general life stresses, we had taken in my terminally ill father to live with us so we could care for him. For part of that time we were also letting my brother – whom I do not generally get along with – stay with us. The last few months of that year were the most stressful of my life. My job sucked and my creative life was nonexistent. My brother and I had a terrible falling out. All of this was putting strain on my marriage. And then my father passed away on Christmas Day.

I was not in the best mental space of my life. The next few weeks were just a haze of trying to figure out how to put one foot in front of the other. I was desperate to find something to concentrate on to take my mind off of all the bullshit.

That same year I’d had an idea to do a podcast about classic video games, a subject I was (and still am) fairly passionate about. I have some pretty pointed opinions about older games – especially about the effect of nostalgia on coloring our opinions of a game’s actual quality – and I wanted to talk about that very topic. It had only been a passing notion until the beginning of 2010, when I decided to do whatever I needed to do to make it a reality.

At the beginning, it was a distraction; something to keep my mind occupied so that I wouldn’t just fall into despair. It was a proof of concept for cheap, homemade podcasting that could compete in quality with the high-end shows from 1up and IGN and Destructoid. It was really hard. And, for something that I was doing as a hobby, surprisingly rewarding.

The show never had a hell of a lot of fans. There were a few dedicated followers that loved the show as much as we loved to make it, but I don’t think our real human downloads ever broke 600 for any episode. But it didn’t matter, because we were more interested in the discussions than whether or not we had a huge fanbase. We just loved doing the show. I, especially, took solace in my time preparing, producing, hosting, and publishing After The Fact. It not only allowed me time to heal from quite possibly the worst year of my life, but rekindled a creative spark within me that had been dormant for a long time.

Over time, the show became more and more difficult to maintain. Gaming podcasts by gaming journalists are easier, because it’s those journalists day-job to learn, know, write, and talk about games. The podcasts they do are practically just recordings of their day-to-day work conversations. Our prep for After The Fact was more difficult only because it was layering another time-consuming hobby into lives that were already basically full.

While I never got “burned out” on the show, in the traditional sense, the burden of its production had become taxing after a while. When it all started it was a distraction, but we had pushed so hard for it to become quality entertainment that I very quickly grew to love the show and every minute I was on it. But as I switched to a more intense job and my wife’s work ramped up, and then we expanded into more podcasts on Geekerific.com, it became harder and harder to maintain the quality bar we’d set for ourselves. So we decided to end the show on in high note.

And I think we’ve succeeded. In the middle of 2012 we had a meeting about what the final 10 episodes of the show would look like. Our list of games we wanted to cover expanded to 15 – ending the show at episode 80 rather than the initially-planned 75 – and those last 15 shows turned out to be some of the most solid in our run. And some of the most interesting, for me, because they contained some of the most fun games in the show’s four-year run.

And now, it’s over. I just posted the finished, final episode to the web, and that small-but-important era of my life comes to a close. I’m extremely happy with the quality of the show we produced over the last four years, and I’m glad we decided to end the show before it fell apart on its own. But as I posted the final episode I couldn’t help but look back at the terrible time in my life that stood as the impetus for its creation, and everything the show has grown to mean for me over its span.

The show helped me through a difficult time, re-sparked my creative fire, solidified some of my best friendships, introduced me to some new experiences, taught me a ton of new skills, and was some of the most fun I’ve ever had. I’d be lying if I said I wasn’t very sad to see it go, but now it’s time to move on to new things. I’ve already started the “next phase” of my life, and I’m looking forward to seeing where it takes me.

Review: Sex Criminals #1

I’m pretty lucky when it comes to spoilers. I’ve somehow managed to cultivate a group of online friends who are very spoiler-sensitive, so rarely does anyone randomly ruin my favorite comic or TV show. I still haven’t seen the finale to Breaking Bad, and I still don’t know anything about it.

Sex_Criminals_1_coverThis is important when it comes to Matt Fraction and Chip Zdarsky’s new comic Sex Criminals. Going into this one blind is, without question, the best way to experience it. If you know nothing but the title and the creative team – which is how I walked into it – the experience of having each little bit of the bulky opening issue’s story revealed without any foreknowledge is astounding. Which makes this review somewhat hard to write if I am to keep it spoiler-free (which I will). So, I’ll tread gingerly around story elements in the book and just stick to my opinions and my experience with it.

I love Matt Fraction’s work, for the most part. I love Casanova, his run on The Mighty Thor is stellar, Hawkeye is amazing, and Five Fists of Science is a must-read (but only if you like good comic books). Which is why I was disappointed when I read the first two issues of his other new Image book, Satellite Sam, and found it unapproachable and (for me) kind of boring.

So, after being stung, I was pretty wary going into Sex Criminals. Fraction is normally a writer whose work I’ll try out sight unseen (which is why I read Satellite Sam), but that experience gave me pause. Not enough to not try out his new book, mind you, but enough to make me reign in my expectations some.

This, combined with my complete lack of knowledge of the premise, made for one of the best comic book reading experiences I’ve had in a very long time. The premise of Sex Criminals – which I won’t reveal here in the hopes you can walk in un-spoiled – is simple and fun, and very adult. The combination of Fraction’s elegant and poignant writing and Zdarsky’s colorful and nearly-cartoony art-style make for a book that’s as funny as it is intriguing.

My only warning is that – as the name implies – it contains quite a bit of explicit content. So, if you’re not comfortable with the sexytimes, you might not enjoy this one.

I had a blast with the first issue of Sex Criminals. The hook is perfectly paced, the cliffhanger hangs at just the right point, and I am fully invested in Suzanne. Go check it out as soon as you can, try to walk into it with as little information as possible, and I think you’ll be as pleasantly surprised by it as I was.

Review: Rat Queens #1

I’m just going to get this out of the way right off the bat: I already love this book. See, I’ve been a gamer for most of my natural life. I was ten the first time I played a game of Dungeons & Dragons. It’s been a while since I’ve played it regularly, but even at 35 I’m still a huge fan and some of my fondest memories of gatherings with friends come from long D&D sessions.

rat_queens_1_coverMy history burdens me with a natural predilection toward fantasy stories. And although I love very traditional high fantasy fare, I can’t help but be tickled by anachronistic stories like The Princess Bride and Hansel & Gretel: Witch Hunters. In the comics world, it’s why I love Skullkickers so much, and now Rat Queens fits right into that canon for me.

Kurtis J Weibe, author of the critically acclaimed Peter Panzerfaust, hits all the right notes in this opening issue. The story centers around a group of mercenary ne’er-do-wells who, in order to avoid a dungeon sentence for destructive activity in Palisade’s town square, take on a simple sweep-and-clear of goblin caverns outside the city. What should’ve been a simple job turns complicated quickly, and that little twist is where we’re left hanging at the end.

Weibe doesn’t bother with stilted language or the typical medieval trappings of the fantasy genre, instead peppering the pages with modern language and hilarious epithets. At one point, Hannah uses a magical communication device that operates like a cell phone, receiving a poorly-timed call from her parents.

And it all works. Rat Queens knows what it is right from the start and doesn’t try to be anything else. There’s never a point where the story feels stilted or traditional, so you’re never really worried about the language or the modernized bits, because you just expect them to be there. The story revels in what it is without claiming to be something it’s not, and that makes it a wonderfully fun read.

rat_queens_1_inline_1Roc Upchurch, whose previous work includes the Image title Vescell, is a perfect fit for the style of Rat Queens. While I could go on for a while about the dynamism of his action scenes or his beautiful and unique renderings of each of the Queens, I’m going to focus for a moment on what I think is the most important aspect of his work: facial expressions.

There is so much sarcastic comedy in this book that would completely fall apart if the artist weren’t capable of rendering the appropriate expressions, and Upchurch just nails them all. From Betty’s dreamy-eyed remembrance to Violet’s mild annoyance to Hannah’s well-practiced bitchface, everything is right on key without being over the top. Rat Queens is littered with these little subtleties, and Upchurch’s renderings knock Weibe’s comedy out of the park.

Issue #1, and I’m hooked.

F**k the Kindle Battery Life Chart

I didn’t think I’d ever write a full post about this, but it really irks me and I have to get this out.

I love my Kindle Paperwhite. It’s the best reading device I’ve ever held. The light is amazing, the text is nice and crisp, and now they’re coming out with a refined version that solves some of the minor problems with the current-gen version that might actually get me to upgrade.

But there’s one thing that really fucking pisses me off about the way Amazon advertises the Kindles: their portrayal of the battery life. Here’s the chart they show on the Kindle Paperwhite product page (which can be found HERE):
kindle_battery
There are a great many things wrong with this chart. They’re comparing one unit of measurement (weeks) to a completely different unit of measurement (hours), which is a violation of Bar Graphs 101. They’re also applying a different set of criteria to the bar for the Kindle than they are applying to the other devices, which makes this bar graph so misleading as to be useless.

Their criteria for the laptop, tablet, and smart phone is straight up battery life: turn on the device and wait ‘till it dies from use. There is no “per day” qualifier applied like there is to the Kindle. If they applied the same qualifier to the other devices – 30 minutes of usage per day at mid-level settings – here’s roughly what the chart would look like:
kindle_battery_weeks
The chart looks much the same if you take away the “30 minutes of reading per day” criteria and simply list the Kindle’s battery life by the hour:
kindle_battery_hours
Look at the charts above. They still look phenomenal compared to other devices. 28 hours of battery life is spectacular for a handheld device.

Avid readers – those who would be most concerned with the battery life of their e-reader – read far more than just “30 minutes per day”. Using myself as an example, I generally use my Kindle between 1-2 hours on an average day, and as much as 6 or 7 on days when I’m really in the mood to just curl up and read.

Furthermore, many Kindle Paperwhite users report much higher battery life figures than what Amazon lists at their settings, with some with some users reporting as much as 47 fucking hours at Amazon’s settings, and 13+ with every single thing turned on at full blast.

And those figures tend to jive fairly well with my experience. I rarely remember to turn wireless off, and I always have the light set to 24 (the highest setting) and I can usually go about a week or so before having to charge. And that’s with about 2 hours of reading per day.

What aggravates me the most about this whole thing is not only that it’s misleading – it’s that it’s pointlessly misleading. Isn’t twice the battery life of any other device enough? Why make us jump through hoops to figure that out? And once someone actually does the math and figures it out, we (read: I) end up almost feeling disappointed that it’s actually “only” 28 hours – even though that mentality is preposterous.

But it’s bred of the original misleading chart. I’m sure they constantly wow people with that “8-weeks” figure, but it’s fucking frustrating to a guy like me that actually pays attention. I immediately see “weeks” compared to “hours” and the qualifier at the bottom and think “Hm… I wonder how many hours that translates into.” And then I do the math. And then I get pissed off at the misleading nature of the chart. And then I write a ranty blog post about it.

For fuck’s sake, Amazon, stop using this bullshit apples-to-oranges comparison. Ugh, that’s not even the right metaphor. Stop using this crates-of-apples-to-individual-apples comparison… oh, for fuck’s sake just stop being needlessly sleazy about it, okay?

I’m The Bad Guy

Yeah, that’s me. All of Geekerific’s podcast production delays rest squarely on my shoulders at this point. First off, I apologize. As you listeners know, I wrote a book. I’m busting ass, now, working on the process of trying to get in published. That’s been taking up almost all of my time, which has left a little too little for the podcasts. But, since all of that is meaningless if you fans don’t have podcasts in your ear-holes, here’s what I’m doing about it:

Episodes 76 and 77 of After The Fact will be edited and posted this week, prior to PAX Prime. I’m going to try to get episode 50 of Trade Secrets out this week as well, but I make no guarantees about that one. What I will guarantee is that it will be posted no later than early next week, after PAX.

Also, we’ll be doing a PAX episode again this year, as always. However, we’re only doing a single show instead of one every day of the con, because we like sanity.

What this means for you guys is that, if you listed to all of our shows, you’ll have four distinct podcasts to listen to in the span of two weeks. I know that doesn’t fully make up for the rampant delays lately, but hopefully it helps.

On Leaving Things Behind

On Thursday of last week, I finished the second draft of my first novel. This weekend I sent it off to a proofreader, and once the proofread pass is finished I’ll send it off to beta readers. I’m unbelievably stoked and absolutely fucking terrified.

I find myself, this Monday morning, reflecting on all of the things going on in my life now that I’m looking forward to beginning my second novel. If you’ve read my blog you know that my obligations and hobbies are pretty much split between writing, podcasting, video games, comic books, and poker. There was once a time where the biggest output of effort (aside from my marriage, of course) was a live-action roleplaying game called Amtgard.

I attended my first LARP in my sophomore year of high school in 1992. It was the Yakima, WA chapter of a national game called New England Roleplaying Organization, or NERO for short. For people who don’t LARP, the hobby is vilified as quite possibly the nerdiest endeavor one could partake in. It is seen as being populated by closeted dorks with no social skills who are outcasts even amongst their own hobbies.

For me this couldn’t have been further from the truth. When I began playing NERO I was about as introverted and awkward as a nerd could get. Playing that LARP – and several others since – was truly what drove me out of that shell, out of my comfort zone. LARPing forced me to get out of my house and interact with other, like-minded people, and I credit it with being the catalyst that completely changed my personality.

cal_1Once I moved away from home to go to college, I wasn’t able to attend NERO anymore, and I missed it. For almost two years I wasn’t part of any live-action games at all. When I met my ex-girlfriend, she had been part of Amtgard, a LARP that started in El Paso, Texas in 1983, for several years already. It wasn’t the same as NERO – being much less roleplay oriented and more geared toward live combat games – but it was something.

I began playing Amtgard in 1996. I played consistently for eleven years until “retiring” from the game in 2007. Over the course of that time I founded a chapter that is still running strong to this day, founded one of the longest-running recurring campout events in the Pacific Northwest, and was a fixture of the game in this area the entire time I was part of it. It is a humongous part of my history, and a formative piece of my life.

Toward the end of my time in the game, my mood began to sour. As with any major hobby, there are people who take it too seriously, and whose lives become so wrapped up in it that they know no other form of personal gratification. For them, the game is no longer a hobby – it becomes their entire self-worth. It was those people – while few, very loud – who began leaching the fun out of the game for me. I was there to gather with friends, play a game that I enjoyed, and have a good time. They were there to advance their reputations by any and all means necessary.

In 2006, I ran my last major event in Amtgard before retiring from the game. 90% of the event was extremely successful, in the face of some bad apples striving to ruin it. In the closing minutes of the event, that group decided to vandalize a state park structure as a parting shot toward me on their way out of the event. With my mood already soured toward the game as a whole, dealing with the fallout from this action was the straw that broke the camel’s back. I lasted less than a year in the game before finally calling it quits.

Amtgard was a huge part of my life. It was my dominant hobby and the foundation of my entire social circle. I knew that leaving it behind was necessary, but it crushed me at the time. It was like leaving my family behind. It hurt. A lot.

cal_2Over the next several years, my attentions were diverted from the game I’d left behind. My parents both passed away about 2½ years apart right after leaving the game, I was hired into a job I’d been striving to get for quite some time, I began writing more regularly, and I started a podcast. I filled the void with a lot of things I realized I’d been missing over the years, pouring my efforts into creative pursuits that I’d been setting aside in favor of the game.

Looking back, I realize that I may have actually hamstrung my real life in the late ‘90’s by being too active in my hobby. I loved Amtgard for what it gave me – hell, I can directly attribute it to meeting my wife – but, in retrospect, I allowed my career pursuits and even my last few quarters at college suffer in favor of putting my time and energy into the game. And I only realized that fully once I found out what my life was like without it.

There have been several times over the last 5 years that I’ve thought seriously about going back and becoming a regular again. I can never seem to find the time now, though; those extra minutes and hours now being filled with the things that are fulfilling me domestically and creatively. But I still have those urges… To hang out with the old crew, to get drunk around a campfire telling stories, to hit people with foam-padded sticks, to continue my journey toward awards and honors within the game – namely the Knighthood I never attained.

Never has that pull been stronger than in the last few weeks. I was reminiscing with a few friends who were also long-time Amtgarders, while also trying to explain the game to some people who were not familiar with it. It was like a flashback to the innumerable times I recruited a new player into the group that I was running at the time, or explained the game to onlookers while we were playing out in the park. The nostalgia ran high, and I felt the undeniable pull to go play again.

And I had a ton of fun doing so. I went out to the park and reminded myself how old and slow I’d become, how sedentary my lifestyle is without it. It’s an extremely physical game and I wasn’t up to it, but I pushed myself anyway and had a blast. I capped off the night by hanging out with a whole group of other long-time Amtgarders, some of whom I hadn’t seen since my exit in 2007.

I was hyped again. All the long-dormant neurons were firing, pulling me back toward the game that I’d once loved and lost. I thought about fighting more, making new garb, and going to campouts. I thought of all the fun I used to have… and all of these thoughts immediately led into all the anger at everything wrong with the game as a whole.

See, Amtgard isn’t just a fighting sport, it’s also got a huge element of in-game and interpersonal politics. The interpersonal politics are inherent in any large group activity. Friendships bloom and die, rivalries grow and fester, relationships burn bright and flame out. The in-game politics – each group is run by elected officials – are more prevalent, and tend to bleed into and poison the interpersonal ones. Again, this isn’t a new thing for any group (just look at the recent trials and tribulations of the SFWA). I found, during my time in the game, that the game’s politics hold an unreasonable sway in many players’ lives and that they dictated the course of too many friendships and rivalries.

Over the last two weeks, I’ve realized that none of that has changed. The game is still the same game it was when I started playing 17 years ago. The politics still dominate and the drama still runs high. Many of the older players are still playing, and new players are entering the fold all the time, but the game never seems to advance or recover from the things that spoiled my enjoyment of it.

Every time I return I’ve been greeted by varying numbers of older players who politely grill me about whether I’m coming back full time and what they can do to draw me back in. Every time this has happened I’ve wondered why they’re pushing so hard. I mean, I won’t deny that I may have had some influence on the game in my time, but no one cared when I left. I didn’t burn out… I faded away.

And then it hit me: it’s desperation. The old guard in the game are – just like in real life – longing for times past, when things were “better”, and desperate to commiserate with people who know of the glory days. I saw the same thing amongst the “old timers” when I first joined the game, and now I see it from their point of view – only I’m on the outside looking in. I see a game that is struggling with the exact same problems it had when I was a noob, just under a different regime. I realize that Amtgard has never changed – but I have.

So now, although I’m not facing the same decision that I had to make in 2007, I’m facing the next tier of that same process. I don’t believe I have even the time to devote to being just an Amtgard player. When I left it, so many years ago, I replaced it. There is no longer an Amtgard-shaped hole in my life. Although nostalgia will pull at that wound, it’s been stitched up, healed, and well scarred over.

I now sit, scratching at that scar, wondering if I ever completely left the game like I wanted to. Like I needed to. Amtgard was a part of me all through my twenties. But I’m not in my twenties anymore, and with a five-year separation from the game, I can’t say it has a place in my thirties. I think, maybe, it’s time for me not just to leave the game, but to leave it behind.

Finally Knocked This Motherf&$#er OUT.

I finally finished the second draft of my novel. It only took a month or three longer than I expected. Final wordcount sits at roughly 132k, 682 manuscript pages. There are a billion different conversion rates for figuring out how big a book that makes, but I’m just not going to bother figuring it out. Besides, in the world of e-readers, page count is pretty pointless.

I’m mostly happy with my second draft. I’m wondering if it’ll be possible to be completely happy with any draft, and from what I’ve read of other authors’ blogs and advice… probably not. But, I’ll take “mostly happy” for now, until I get feedback from beta readers and that turns into “suicidally depressed”. I send the manuscript off to a friend who offered to do a proofread pass on it for free – an offer I absolutely won’t pass up – in the next couple of days, and will likely have it in readers’ hands in a couple of weeks. And then I wait. And brood.

And begin outlining the sequel. As I’m sure is a huge mistake, this is the first of a planned 4-5 novel series, and I really want to get on with the second book as soon as possible. I’ve got ideas for how it will start and end, and now I just need to flesh out the middle, just like this one. I’m hoping that the second won’t take nearly as long as the first. Actually, I’m going to do my damndest to set and stick to a schedule with deadlines, and crank out book two as fast as I can.

Anyway, it’s done. It’s as done as I can get it before putting it into someone’s hands to read. I could, conceivably, spend another year revising and refining. While I may not be interested in pumping out two novels per year, I also don’t want to be George RR Martin and endlessly pore over a manuscript until it drives me insane. Let’s see what people think.