Jun 18 2013

Calimbo p. 15

For the last several years, I’ve taken scores of pictures of men working on construction sites, trying to figure out how best to arrange this image. After all that, I basically wound up drawing a composition that made sense to me—without any real reference. Sigh.

Here’s the thumbnail.

Here’s the sketch. (This  is actually a pre-sketch sketch. I worked out the image on some scrap paper before committing it to the bristol board.)

Here’s the inked/non-erased stage (now on the bristol). This one is a challenge, because there are several planes (close, middle, and long range), and there is a lot of black on black overlap of those planes. So the trick is to make sure that the three planes are clear. Luckily, your brain understands that people who look significantly smaller are typically further away (rather than being tiny), but there’s still the struggle of making sure that overlapping lines don’t undermine the illusion of depth. There are lots of lines on this one, but I think it mostly clear what’s going on because of the varying line weights and details. (hopefully?)

And the final page.

Jun 16 2013

Studio Time 7-16-2013

I was able to finish up a Calimbo page (although I still need to letter it!).

I got started on another page, as well. This is the pre-sketch sketch. Here I’m trying to figure out how things will work in real-size. Depending on how I feel, I may do some tracing when I put this image on the actual page (sometimes I can freehand it again). I’m not sure I’ve figured it all out. Drawing mouths up close may not work well for me in ink. Also, I originally planned to have the mouth bigger and Montressor smaller, but I think this is about right, while still giving the illusion that Calimbo is devouring his opponent.

Finally, I took a quick look at Facebook and found this great image. So I drew it in charcoal. I think it looks okay, although it’s not quite accurate to the original.

 

Jun 16 2013

Berest Dance Center: The June Showcase (2013)

Happy Father’s Day! Yesterday I saw, as I try to do every year, some of my nieces’ dance performances. The audience is filled with proud parents and grandparents, siblings with various interest levels, but very few uncles, which allows me to be slightly more honest than most viewers. My nieces are quite dedicated to dance and it is impressive to see how much they’ve developed over the year, especially considering how poor I am at merely walking. Still, I always have issues with the event itself. Backstage it is very hot, but I’m freezing in the audience and this year’s show was unusually long, making it a tad painful as I loose fingers to frostbite while waiting interminably to see three minutes of one of my relatives. This is not to say that other performers weren’t enjoyable (although by the time the event was over, I could have sat just about anywhere in an originally packed event), but you are at the mercy of how many people signed up for the different types of instruction: some exhibits had but three performers while others crowed the stage. I also have a tendency to love to see the wee kids dance, as it is very cute to see awkward little dancers trying so hard with big smiles on their faces. Unfortunately, I tend to view the older ones as professionals (despite that they may be beginners) and judge every mistake unnecessarily  harshly. Still it was an enjoyable way to spend the day and I’m very happy for my little dancing queens.

Jun 14 2013

X-Men: First Class vol 1-2 – Jeff Parker

I’m glad Marvel has returned to the original mutant school kids line up, and it is fun to see them interact with each other and a few guest stars of the Marvel universe. The pros are the same as the cons of this comic. Fun, lighthearted stories with cute art, at the cost of deep plots or characterization.

Jun 11 2013

Studio Time 6-9-13

And this is why missing a week (or two!) is bad. You get out of rhythm, and get further behind. I basically got the sketching done for the next page, but that’s a long way from completing a page in a day.

Jun 10 2013

The return of W

Just when you thought it was safe to plan for Father’s Day, Cej disappoints dads everywhere with the return of the shocking and all too true (if parodied) comic about America’s greatest president. 

Jun 07 2013

New X-Men vol 1-3 – Grant Morrison

Just about all mutants are killed and Professor X and his team reopen his academy to train and help their fellow mutants, but oh no! Once again, the greatest threat ever to mutant kind is trying to destroy the X-Men. Yawn, yet another over the top story from Morrison. A pity it didn’t have character development, interesting dialogue, or an interesting plot. PS really, a robot defeats 16 million super-powered beings including the guy who has control over metal, seriously?!

Jun 01 2013

X-Men Legacy: Divided He Stands – Mike Carey

The story starts of slow with the great mutant leader Professor X getting killed which involves a bunch of characters I don’t know and don’t want to know, but the story become more interesting as it gets grounded as the professor has to reestablish his own history and uncover some hither to unknown truths about his own and his friends’ lives. That is where I get caught up in the tale and shortly thereafter the comic ends. I have to look for a sequel.

Jun 01 2013

Introducing the AR mini promo!

The ArmzRace mini promo is here! It’s what all the cool kids want!

May 28 2013

Calimbo p. 18

This is one of those layouts that seemed a lot neater in my brain.

Thumbnail:

sketch:

Inks:

 

Final:

 

Still not sure whether the “clop clop clop” is a good idea. I decided to leave off the individual panels (gutters) as I thought the idea was clear without (or at least not any more clear with them…)

It’s not quite what I intended, but it’s done.

May 27 2013

Studio time 5/27/2013

After a two week hiatus, I finally got back to this page. It’s not quite how I envisioned it, and I still can’t decide on how best to handle the ceiling, but except for a few touch ups in photoshop, I’m calling it done.

May 27 2013

John Constantine, Hellblazzer: India & Bloody Carnations – Peter Milligan

It’s been a long time since I’ve read any Hellblazzer comics and was glad to see that I can still pick up a collection and get into it fairly easily. In India, the British bastard wizard has gone to the sub-continent in order to resurrect his late girlfriend (just another in the long line of people close to him that he got killed). In India John has to deal with a rather lustful, murdering demon. I feel Milligan did a really nice job capturing the setting and the character of John himself. There is also a clever shorter story that deals with English politics and punks which was also good. “I think I’ll keep reading,” is what I thought, and went to the next collection (thanks to Kym for the loan).

And here is where I got disappointed. The story, Bloody Carnations, is rushed which isn’t good when you are radically shifting a personality trait of the title character. Constantine is going to settle down as he is in love (with someone half his age and, quite frankly, only seems to like him due to daddy issues (something’s Milligan does somewhat acknowledge)). Milligan, unfortunately, decides to use this time to bring up his canceled character/title, Shade, for no real reason and misses tons of opportunities to delve into the characters (e.g. What’s it like to be in an asylum? Cutting off your thumb? Being kidnapped by a lunatic? Deal with a major life change? Going back in time? Etc). And just to nitpick, if a building gets attacked by knife welding zombies, don’t ignore that fact. If you have an internal organ sitting in your frig, don’t say it is a severed head. I could go on, but why should I do the work the editor was paid to do? “I think I’ll stop reading,” is what I thought next.

May 20 2013

The Savage Tide—A Dungeons and Dragons’ campaign

“Lavinia, I’ve come home.” With those final words from my Sea Witch, Maelzerfrun “Maelstrom” Vanderboren, the four-year epic campaign of the Dungeon and Dragon adventure, The Savage Tide (inspired by the original Isle of Dread game), came to a close just before dawn on May 19th. This was the longest D&D game I’ve ever been involved in and also the best, and that’s not merely because it was also the only complete one. Kym did a great job handling an amazing workload to take Vanessa, Sonam, Cory, and I through a multi-setting journey from the alleys of cities, across the waves of storm tossed seas, the jungles of lost island civilizations, and dark pits of the Abyss, and I honestly learned a lot about being a player in and running games from him.

Not that there weren’t frustrations and problems: the stress of keeping everything on track sometimes caused Kim to lash out, players constantly argued with each other, and there were times that events moved too fast, causing us (or maybe just me) to feel that there was so much that we wanted to do but missed out on. Ironically (remember, this is a fantasy game), this caused the adventure to be more realistic—how often do people caught up in world shattering events get to fully explore the various options of life?

The game itself was very impressive. It was my first real encounter with D&D since the introduction of second edition, which I never played (and this one is 3.5 and 4 is in the process of being updated), so there was quite the learning curve. Stemming from an old module that was honestly little more that a cute romp on an island like King Kong’s, the adventure takes beginning characters to epic level, and the challenges and importance of them scales well. When I think of my first level character, an isolated, disagreeable, wannabe wizard, angered over getting sucked into a family dynamic, sitting in a jail cell because of the plotting of an uppity Thief’s guild, and how he developed into an antisocial, formidable spell caster who simply wanted to explore the secrets of the mysterious realm across an ocean with a small group of companions, to eventually maturing into the self-sacrificing, diplomatic strategist with earth shattering powers working tirelessly with a host of others to undermine the machinations of those that would challenge the gods themselves, in order to save the blissfully ignorant lives of hapless millions, I can’t help but smile. And I think my fellow players feel the same about their parallel journeys.

So I tip my hat to all those involved: players, creators, and storyteller, for the wonderful time and memories. Not for the faint of heart or limited in time, but The Savage Tide was an incredibly well designed and fascinating campaign filled with clever twists, terrors, and excitement and if you have a group of intelligent, creative friends interested in a tough but invigorating D&D game, I can’t encourage you enough to give this one a try. You won’t regret it…if you have what it takes to be a hero.

 

Notes for actual D&D players:

In writing this post I found a cool site called Obsidian Portal that allows gamers to track and record their adventure, and it has a Savage Tide one. It is interesting to see so many familiar recollections, but so differently played out along with so many unfamiliar scenes (I’ll have to ask Kym about that, if we missed them or he (or other game masters) modified the adventure, etc). It is also hilarious when the site describes a particular event and I think, “we did the same exact thing!!” or “good lord, why did you/didn’t we do that?!”

As a player I feel I learned some interesting tricks for the game: for example, I spent most of the game as the prestige class of Sea Witch, a design better and obviously made for specialized adversaries for adventurers, but turned it into an incredibly successful template for a wizard specializing in summoning (and spending a great deal of time on or near the ocean). I also disabused myself of the notion that wizards have the short end of the stick. What I mean is that they tend to be very much support: they can’t dish out or take the damage that others can and if they don’t have the right spells on hand (or simply run out) they instantly become useless. You spend a lot of time carefully going over spell lists and potential encounters only to actually play the least in every game session. There were more than a few encounters where I did next to nothing due to not having the proper spell, or worrying about not having it later. For example, I was almost completely uninvolved in the final, climatic encounter of the campaign, something more than a little disappointing, as my character did not have the armor class or hit points to survive an attack from the enemy and had to buff himself up before getting into the fray that everyone else was already in. My only attack went like this: cast one of very few remaining spells that I so carefully chose that only might potentially be effective, role to hit with spell, succeeding in that then role to overcome spell resistance, succeeding with that then role to see if target saves against spell, and only then role to see if the effect actually is enough to influence encounter (I failed on step three).

That being so, wizards are often great for screwing over adversaries. Nothing pisses off the villains like when the wizard has just the right spell to completely disrupt the planed ambush, etc. However, this has the same effect on storytellers—as I will explain. By summoning monsters, spells I once dismissed as pointless since they always were too weak to do much, I quickly learned what many who followed that path do (especially those that collect feats associated with the spell type), that a wizard can suddenly become an entire adventuring party just on his own! Expanded summon monster and planar ally lists allow a wise player to have a trick for every occasion without every really risking himself. Oh? your planar ally demands tribute and leaches experience points from the character? You make it up in spades! The reason why I like to play spell casters (despite just complaining about them) is that they are more than a one trick pony such as fighters and rogues and allows me to be creative—which is why I play these games to begin with, even if I feel they often get cheated out of skill points (ALWAYS take Jack of All Trades and Able Learner!) and face time within the adventure (“cast your spells and get out of the way so us actual heroes can do the real fighting”). Summoners have the amazing ability to fill in any party gap. Aaaand this is why other players and storytellers hate them. All of a sudden the other players are out of the limelight and are often unneeded and the dungeon master has to both contend with the addition of (however temporary) new “characters” that are going to give him much more work and totally wreak his plans. While I understand these complaints, I completely disagree with them. 1] Deal with it Mr. Knight who gets to spend most of the time front and center in every situation and 2] deal with it Dungeon Master as the whole point is for the players to overcome obstacles and 3] the wizard player is never bored again because he suddenly has a new character to play every encounter/adventure. The simple way to solve this “problem” is to have ready various character sheets for, at least, the most reused summoned/called creatures, and distribute them to the various players to share in running. Now pressure is completely off the storyteller and all players can exercise their imagination with new types of characters, and get to stay fully active in every encounter. Problems solved and the game suddenly has become even more exciting, different, and creative.

Anyway, I hope this has been informative and do advise you to check out The Savage Tide and consider my solution to the (really fun!) summoner character class problem because without it you will have troubles. Thanks again to my gaming group for a truly epic time!

 

Various Savage Tide handouts

May 20 2013

Spider-Man: Black Cat – Jen Van Meter

The story focuses on Spider-Man’s sort of girlfriend and definitely thief, the Black Cat, and introduces her crime team, as they get themselves involved in stealing from and for Spider-Man’s enemy, Kraven. The tale is ok, as it attempts to give depth to both the character and background of Felicia Hardy. I can’t say that it thrilled me enough to recommend it.

May 16 2013

Welcome New Readers…er, Reader

This goes out to all my prior students (all one of you over the years) that discovered I post to this blog! Hmm, having an old student reading my random rants on even more random topics, is that a good thing or a bad thing? Well, its a thing. Hope you like comics!

May 14 2013

Happy Shavuot!

It’s a Passover comic, but it will have to do: Happy Shavuot!

May 14 2013

Spider-Man, Peter Parker: Back in Black

This collection of tales involve the wall crawling vigilante during his time either wearing the black costume that was really an alien, or fighting against it when it found a new host and called itself Venom. I was pretty impressed with most of the stories and their various artists. I will point out that there never, ever, needs to be a story of a superhero meeting god, ever! It might also irk some people that this hardcover collection is something like a quarter filler, consisting of character notes, that I mainly skipped.

May 07 2013

The Amazing Spider-Man: Animal Magnetism

A couple of fun little stories about the wall crawling vigilante in alternate worlds such as where Spider-Man is Spider-Ham! Don’t take it seriously and you’ll probably enjoy it.

May 05 2013

Studio Time 5/5/13

I’ve been avoiding this particular Calimbo page. The forced perspective and overlapping blacks have been kind of terrifying. But I’m running out of reasons not to work on it, so I dove in.

You can see that I did a full-size-figure-it-out pencil sketch first. I used to do this kind of thing more often, but I’ve gotten a bit brazen (or just lazy) recently and have skipped this stage. I figured there would be just too many mistakes/too much erasing if I went straight to the page. And the indentations that the pencil/eraser makes put difficult wear on the paper.

Anyway, it’s not quite looking correct, and I’m still figuring things out, but I should be able to finish this one up in the next session.

May 02 2013

Spider-Man and the Fantastic Four

This is a short collection of adventures teaming up the wall crawler and the super-powered family as they deal (mainly) with the master of technology and sorcery: Dr. Doom (or is it?). Not bad, although it is really annoying that a third of the collecting is just old repeats.

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