I'm particularly excited about this
weekend at JohnCon because the students there will be the very first
to try the newest changes to the core Solar Echoes rules. If the
players this weekend are willing, I plan to put each of their names
into the credits as beta-testers in the Solar Echoes Players Guide
update. The updated rulebook will be released online sometime near the
end of April or at the beginning of May. At JohnCon, I will be using
the new dice system I discussed last month, which involves a few
twists to make die rolls more dynamic with greater risks and rewards.
I'll also showcase the new rules for the dialogue system, which
allows NPC's to "fight back" with their words during a
dialogue encounter. Plus, all the alien characters now have a
particular biological weakness, which should increase interest in the
various weapons available. Gamers at JohnCon will be the first to
play with these new systems and have their names immortalized as
beta-testers in the credits of the updated Solar Echoes Player's
Guide!

As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, April 11, 2017
Monday, April 10, 2017
Solar Echoes Landing at JohnCon! (part 1)
A large variety of conventions are run
throughout the year, and I've found a number of them where convention
goers enjoy playing tabletop role-playing games like Solar Echoes.
This coming weekend, from April 14-16, Johns Hopkins University is
hosting their annual gamer convention, JohnCon. I get excited for
JohnCon every year, for several reasons. One reason is that the
Hopkins Homewood campus brings back fond memories from when I took
some classes there during college, such as Creative Writing
(training which I've definitely used to make Solar Echoes!) Another
reason is that I love hanging out with the college crowd, and playing
Solar Echoes exclusively with college students is always tons of fun.
It's a dynamic quite different from other conventions, and though it
isn't a sprawling, crowded event like Balticon, the students that put
JohnCon together do a great job, bringing in vendors, putting on
comedy shows, providing interesting panel discussions, and running
anime, movies and games all night. There's lots of food available
and, if you have the stamina of a college student, you can enjoy the
convention 24 hours a day--it never closes until the convention ends
on Sunday!
Friday, April 7, 2017
Artwork in RPG's (part 5)
It's difficult putting together an RPG
product and publishing it. Long hours are spent editing and
formatting so the text is concise, readable, and presented logically.
Graphical design options are limited, but recently I have begun to
put in boxes that highlight certain areas, such as stat blocks for
enemies and vehicles that characters will encounter. I've also been
trying to work a lot of color into recent products—originally, when
Solar Echoes began, I was pursuing a physical printing model for my
business. I intended to print up lots of books and sell them in game
stores and book stores. My first print run was very small, and I knew
that printing with color was significantly more expensive than black
and white, so I kept most pages down to only a couple colors.
However, now that I've shifted my business model more towards digital
sales (though I may swing back to physical if I decide to pursue a
Kickstarter campaign to that end), I can potentially fill every page
with color. As a result, I've been going back to a lot of the artwork
I originally commissioned as black and white and have been taking it into
Photoshop to touch up and colorize. It's a very long process, but
the results are much more appealing. Every time I raise the level of
a product, it sets a new standard for future products, so I'm very
excited to continue making more products for everyone! Hopefully,
you'll spread the word about Solar Echoes so sales will help make
this possible. Thanks everyone!
Thursday, April 6, 2017
Artwork in RPG's (part 4)
Artists have areas of specialty and
preference. As an analogy, I play classical guitar, but if someone
asks me to play rock, jazz, or blues, it just isn't my thing. I might
be capable of it, but it's not my specialty; I don't enjoy it, and
I'd sooner recommend someone else do it than try it myself. I've
quickly learned this with artists—one person might be incredible
with alien character design (John Fell, for example) while another
might be more interested and skilled with logos, vehicles, or weapon
design. Due to this variety of specialties, I had to hire several
different artists to put together the Solar Echoes Player's Guide. It
was difficult getting them all to come together to the same style and
vision, but it was necessary because the art in the book needed to
feel like it was from the same game universe. I worked with several
artists independently at once, but shared their art so that they
could get a better feeling for the style. Timing was important,
too—the character artists weren't comfortable designing weapons, so
I delayed the completion of some artwork so that my weapons artist
(Jon Aguillon) could finish his work, which I could then share with
the character artists. The character artists would reference and
integrate Jon's designs into their own. One style description I often
give to artists is that Solar Echoes should look sort of like “anime
blended with realism.” I don't want heavy, dark realism, but I also
don't want things to be too cartoon-like. It's a difficult blend to
achieve, but now that I have enough artwork, I can share it with
other artists and simply say, “do something similar to this.”
Wednesday, April 5, 2017
Artwork in RPG's (part 3)
As I mentioned yesterday, I've been
working on putting together fresh artwork by combining the works of
other artists. I'd like to highlight today a recent work that I've
“Frankensteined,” using the work of Sarah Carter (Reln and Omul
alien characters), Jay Darnell (Reln head), John Fell (Chiraktis
character), and Jacob Sumrow (vehicle.) I've included an image below
so you can see what the original artwork looked like from each, and
then see how I colorized the black and white pieces and combined
everything into a new piece of art. Originally, I had thought about
using Sarah Carter's fun “road gang” artwork—it has a lot of
character and I've used it before in other products. However, I
wanted something newer, so I decided to use Jacob Sumrow's sleek
gang-skimcar image. I'd intended to simply cut and paste Sarah's
aliens into the car, but once I got started, I kept adding bits and
pieces from other artists. I hope you enjoy the final result! This
can be found in the car chase section of the upcoming demo-kit (which
will have a different name...wait for it ;)
Tuesday, April 4, 2017
Artwork in RPG's (part 2)
Artwork is so expensive because it
requires a lot of time to produce. I'm a decent artist myself,
capable of making sketches that can suitably convey my ideas to
others. But my artwork does not have that professional polish or
look, even if I spend days on it. Thankfully, though, I have enough
artistic ability that I can communicate really well with the artists
I commission. When artists I'm working with send me their latest
iteration, I can go into an art program like Photoshop and make
adjustments, write in details, and send it back for them to polish
and adapt the changes I made. It's a very collaborative process, and
I especially appreciate artists that are receptive to my ideas and
understand my vision. (See example of the process with the artist,
John Fell, and how I guided the changes in his art for the final
version of the Chiraktis) This art production process takes time,
though, often weeks to months, so I decided last year to purchase
Photoshop. Now I am able to get in on the process a bit more by
myself, producing simple pieces of art or making derivative works of
previous art I've commissioned. By being more involved in the art
process, I can help speed up overall production speed and get
finished products to you more quickly. One thing I've been doing more
of recently is combining the art of various artists...
Monday, April 3, 2017
Artwork in RPG's (part 1)
The thing about artwork is that it is
expensive. Very expensive. Corefun Studios is a very tiny company
with an equally tiny budget—a budget that is funded exclusively by
gamers. When you buy a Solar Echoes product, your money is going
directly towards keeping the company running and towards the
production of future projects like new missions, game supplements,
and even 3D-printed miniatures for the game. The difficulty is that
there are other very big gaming companies out there that I compete
with (note that I'm competing with them—they're not competing with
me...at least, not yet! ;) Companies like Wizards of the Coast
(Dungeons and Dragons) and Paizo (Pathfinder) are extremely
successful and have a huge following. This enables them to invest
tons of money in their games. If you've ever looked inside one of
their rulebooks, you'll find high-quality, full-color, professional
artwork on almost every single page. These companies pump $50,000+
into the artwork for their books—they understand that gamers look
at the rulebooks as artbooks, not just gamebooks. I'm trying my best
to provide Solar Echoes fans with as much artwork as possible in
every product, but I understand very well why art is so expensive.
Check out an image of two pages from the upcoming demo-kit I've been
putting together—I'm trying to keep it colorful and full of
artwork.
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