Success You Can Control

When we start writing, a lot of us do it, at least in part, to be "successful" (maybe just me, but I'll assume a lot of us because it makes me feel better). By successful, I mean like famous, best-selling, award-winning, rich, amazing whatever. And we know, we KNOW we can't control it, but it so feels like we can. Shoot, I've been writing professionally for almost a decade and have been rejected more times than the 45th US president has lied on record, and I still feel like I can control it.

(Sad that this had to get political? Me too, man. *heavy sigh* Me too.)

It's not just writing either. This is true in basically every creative industry and probably a fair number of non-creative ones as well. But what do you do when success doesn't come? Like, for years and years and years and . . . nothing?

There are lots of ways to deal with it, but I think they all boil down to these two: either give up or redefine success.

Now, when I say "redefine success," I don't mean give up on your big goal-dream of making it big; that's just giving up. I mean redefine your goals to be something in your control so that you're not just pulling yourself out of bed each morning, but rather you're jumping out of bed because you have another successful day ahead of you.

This is what I've been doing lately. I've still got big dreams, and I'm working hard toward them: I have a novel outline in the hands of a Big 5 editor. I have a mobile gamebook in the works. I hope to carve time to write some more novellas. But my happiness isn't resting on those things. They're way too far out, and too much of it is out of my hands. Saying my book has to sell or my game has to hit it big is just begging for depression.

So where is my happiness? Partially, I'm still trying to make myself truly believe these things, but here's where I want it to lie:

  • In making enough money each day to feed my family well and maybe take them to a movie every once in a while.
  • In spending time with my family.
  • In having time and purpose to create something that I love.
  • In having time to play a game or watch Netflix every so often.
I have so many freaking projects that if I put my happiness in any one of them -- or all of them all at once -- I'd end up working 28-hour days only to have the project flop while simultaneously missing out on what makes these projects worth doing at all.

So I'm trying to take things slow, one day at a time and enjoying my family at each step. How about you? What does success look like for you?




The Importance of Being Mercenary

A thread I posted on Twitter that is important enough (and I think about this stuff often enough) to post it here.














Got Me a Jorb

Last month, as you'll recall, I lost my game design gig. For the past several weeks, I've followed every lead I have and pulled together pieces of several jobs. Unfortunately, none of them are big enough (or steady and consistent enough) to serve as a Family-Providing Job.

But that's the past! I am now officially a remote editor on the roster for an online editing and proofreading firm.

Okay, that sounds super boring, but let me tell you why it's exciting IN LIST FORM!
  1. It's a steady job! Game design is super awesome, but it's hard to consistently find contracts for a remote designer/writer/whatever I am.
  2. It's ridiculously flexible! I can stay on the roster as long as I edit a minimum 10,000 words a month, which is like a day of work for me. That means that I can still do game design contracts, freelance editing, and writing gigs as they come up, and this editing firm will still be there when I'm done.
  3. It'll make me a better editor! I get tons of practice, advice from professionals, and even free training, so every job I take for these guys improves my skills for my private clients as well as my skills as a writer.
  4. I set my own hours! Do I need to make extra money one month? I can work crazy hard and do that. Do I need to take a week off suddenly without asking for permission? I can do that too. Nobody cares, so long as I meet my minimum (and feed my family, which my family cares about, I guess).
  5. I work to a task rather than to an arbitrary number of hours! On Torment, I was paid monthly no matter how much I worked -- and I worked a lot. I don't regret the time I put into that game (the opposite, actually; I wish I could have put more time into it), but it wasn't really sustainable. On the other hand, most projects pay me only for the hours I do, which is more fair but gets tricky when they don't have enough for me to do or when there's too much for me to do in the hours they've budgeted for me. I much prefer to get paid for a task and then be left to work at my own speed. I don't have to stress about working too slow (within reason), and if I work fast then I get bonus freetime.
  6. As I said on Twitter a few weeks ago, I freaking love editing! I get to help people! And clean things! And make money doing it!
Reasons #2-6, by the way, apply to freelance editing as well. And freelancing pays better. AND I get to work on awesome projects like novels and RPG rulebooks. But yeah, that Reason #1 is kind of important. Editing resumes and college essays and dissertations might not be a manic dream job, but it's exactly the glue I need to hold all these other job pieces together while still keeping my family alive and junk. (And I do get to edit novels sometimes).

Other theoretically more exciting updates, in no particular order:
  • My Sea of Souls outline is still in the hands of the person who will decide its fate. That's publishing, man.
  • I'm working on a gamebook for a mobile game company. It's no steady job (and no contract has been signed, so I can't say anything concrete), but it's pretty exciting. Gamebooks are basically my prestige class.
  • I'm doing some proofreading and editing for Monte Cook Games and enjoying every minute of it (and not just because I get to read all this awesome stuff before anybody else). I love all my clients, but MCG might be my favorite.
  • On Sunday nights (US time), I'm currently streaming Ori and the Blind Forest, which is one of the prettiest most explory-fun games I've played.
  • I might MIGHT be able to breathe new life into ye olde Cunning Folk (which could be exciting for the two of you who've been reading this blog since forever).
As always, more on these if/when I have it.

In the meantime, how are you doing? What are you playing? Or watching? Or whatever you do for fun?