I got some hard news this week. The editor who was looking at Sea of Souls decided to pass. I still have a lot of good things going on, but this one just . . .
So that was a hard day. But to my surprise, it was only a day. Maybe it's because I still have other things on the horizon or because I've been focusing on being thankful and redefining success, but this loss didn't kill me like it would have years ago—maybe even a year ago.
When I lost the Nexon gig last summer, I scrambled to find work, e-mailing everyone I knew and following every thread. And one thing I learned is that like 80% of those threads—even the ones that came with promising words at the start—also fall through, but it doesn't matter so long as one or two of them sticks.
Heck, even my surfeit of work is not a sure thing until I have projects in hand. But that's okay; the whole reason I take on so much is so I don't have to freak out when some of it disintegrates.
So yeah, I'm thinking maybe I don't (yet) have what the Big 5 publishers are looking for (yet), but I have what Broken Eye Books, Scribendi, [redacted game company], and a few other clients are looking for—and I have an amazing family with enough money to feed them for a while yet. So things ain't so bad. I even briefly imagined life without any writing at all, and you know what? It was still a pretty good life.
(Don't worry. I'm still going to write.)
A part of me (a very, very small part) is even glad Sea of Souls dropped, because now I have more time for other projects people do want. And, man, if there's one thing I need, it's more time.
If those fall through, too? Well, I'll figure that out later. Until then, I'll keep enjoying what's in front of me.
When Things Fall Through
—
January 08, 2018
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A Look at 2017 and the Alleged 2018
—
January 01, 2018
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2017 was . . . an interesting year. Aside from the dumpster fire, I went from four years of reliable, steady work to juggling chainsaws.
Don't misunderstand me. Before Torment, I had no work at all, and our enormous family was slowly hemorrhaging money. Torment was literally (in the literal definition of literally) a Godsend, and although freelancing has been bumpy as hell this year, the connections I've made in the last five years are the only thing that has made any of it possible.
So! Looking back at 2017:
1) Torment was released. Not unlike the first one, sales have been unimpressive (so I hear; it's not like I see any financial reports), but the critics love it as do most of the people who have played it.
If history is any indicator, we can expect its successor to be the next crowd-funded success in another fifteen years.
2) I worked for Nexon . . . and now I don't. I realize now I didn't talk about this much on the blog, but yeah, I was doing game writing (and a little design) for a prototype for Nexon which the high-ups ultimately passed on. They not only passed on the prototype, but also the whole team, which unfortunately included me. But hey, I got paid for several months and had time to write on the side, so I ain't complaining.
3) I became a professional editor. I have begun editing for both private clients as well as the online editing firm Scribendi. The combination of these has made for steady work (private clients aren't always there, but they pay great and are super fun; Scribendi is always there).
When I started, I was somewhat hesitant about my editing abilities. I knew I had great attention to detail and a lot of experience with plotting and world-building, but I felt like there was a lot I didn't know about the editing world. Now, thanks in part to Scribendi's training courses, I super know what I'm doing. I edit. I'm an editor. And I love it.
4) I started streaming. Thanks to the magic of the internet, I've been able to play games I've been meaning to play, hang out with my family, and meet other gamers all at the same time. Streaming is a lot of fun, and I expect to keep doing it for a while. (I wish I could do it more, but making money on streaming is a lot more work than advertised.) If you'd like to join us, I stream most Sundays here or you can catch up on previous streams here.
As wacky as this year has been, I'm pretty happy with the state of my life. Torment was fun and amazing and I regret almost none of it, but I also essentially ignored my family for four years with a single credit to show for it. As a result, I learned important things about freelancing that have resulted in me making more money (or "enough" money, which really is better) with less time.
With that, here's a quick look at what 2018 might look like:
It starts with a lot of work. Like too much. But it's all awesome work, and some of it might lead to more work, and most importantly it means I don't have to worry about money for a while, which is always nice.
Cunning Folk. I've been talking with publishing folks about a book that long-time readers will recognize. I recently read my first draft and . . . yeah, I definitely wrote it a long time ago. There's a lot of dust to blow off it, and a lot of pieces that need a writer more experienced than past-Adam was, but there's also a definite possibility to publish some version of this book. I'm looking forward to that.
Blogging. Perceptive readers will notice that I've posted regularly for six weeks in a row now. Will this return to the glory days continue? Stay tuned to find out!
Streaming with my parents. My parents come to visit us a few weeks every year. This year, I'm going to see about introducing them (and myself) to a little game called Portal, and you can watch the fun.
Sea of Souls? The outline's on the editor's desk. We'll see.
Post-Apoc Ninjas? Also on editors' desks, but keep in mind it's been there for a while.
Gamebook? There are some unknowns here, so I can't say much about it. More news when there is news. (But, man, is it fun to write!)
So how are you all? Highlights from 2017? What are you looking forward to in 2018?
Don't misunderstand me. Before Torment, I had no work at all, and our enormous family was slowly hemorrhaging money. Torment was literally (in the literal definition of literally) a Godsend, and although freelancing has been bumpy as hell this year, the connections I've made in the last five years are the only thing that has made any of it possible.
So! Looking back at 2017:
1) Torment was released. Not unlike the first one, sales have been unimpressive (so I hear; it's not like I see any financial reports), but the critics love it as do most of the people who have played it.
If history is any indicator, we can expect its successor to be the next crowd-funded success in another fifteen years.
2) I worked for Nexon . . . and now I don't. I realize now I didn't talk about this much on the blog, but yeah, I was doing game writing (and a little design) for a prototype for Nexon which the high-ups ultimately passed on. They not only passed on the prototype, but also the whole team, which unfortunately included me. But hey, I got paid for several months and had time to write on the side, so I ain't complaining.
3) I became a professional editor. I have begun editing for both private clients as well as the online editing firm Scribendi. The combination of these has made for steady work (private clients aren't always there, but they pay great and are super fun; Scribendi is always there).
When I started, I was somewhat hesitant about my editing abilities. I knew I had great attention to detail and a lot of experience with plotting and world-building, but I felt like there was a lot I didn't know about the editing world. Now, thanks in part to Scribendi's training courses, I super know what I'm doing. I edit. I'm an editor. And I love it.
4) I started streaming. Thanks to the magic of the internet, I've been able to play games I've been meaning to play, hang out with my family, and meet other gamers all at the same time. Streaming is a lot of fun, and I expect to keep doing it for a while. (I wish I could do it more, but making money on streaming is a lot more work than advertised.) If you'd like to join us, I stream most Sundays here or you can catch up on previous streams here.
As wacky as this year has been, I'm pretty happy with the state of my life. Torment was fun and amazing and I regret almost none of it, but I also essentially ignored my family for four years with a single credit to show for it. As a result, I learned important things about freelancing that have resulted in me making more money (or "enough" money, which really is better) with less time.
With that, here's a quick look at what 2018 might look like:
It starts with a lot of work. Like too much. But it's all awesome work, and some of it might lead to more work, and most importantly it means I don't have to worry about money for a while, which is always nice.
Cunning Folk. I've been talking with publishing folks about a book that long-time readers will recognize. I recently read my first draft and . . . yeah, I definitely wrote it a long time ago. There's a lot of dust to blow off it, and a lot of pieces that need a writer more experienced than past-Adam was, but there's also a definite possibility to publish some version of this book. I'm looking forward to that.
Blogging. Perceptive readers will notice that I've posted regularly for six weeks in a row now. Will this return to the glory days continue? Stay tuned to find out!
Streaming with my parents. My parents come to visit us a few weeks every year. This year, I'm going to see about introducing them (and myself) to a little game called Portal, and you can watch the fun.
Sea of Souls? The outline's on the editor's desk. We'll see.
Post-Apoc Ninjas? Also on editors' desks, but keep in mind it's been there for a while.
Gamebook? There are some unknowns here, so I can't say much about it. More news when there is news. (But, man, is it fun to write!)
So how are you all? Highlights from 2017? What are you looking forward to in 2018?
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Freelancing (and Mini Work Update)
—
December 25, 2017
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Based on a true story. (And my apologies to Alex Norris whose schtick I have borrowed.)
If all goes according to plan, I will have a novel, two novellas, and a large RPG rulebook to edit, plus I may have a new part-time game design gig. I realize this is a good problem to have, but I'm looking at where I'm going to fit everything in the next 2–3 months.
I can fit everything. It's just a question of how much my unpaid projects suffer—I suspect quite a lot.
Also, this is exactly the time of year my parents are coming to visit.
Oh no.
I'm grateful though, for real. Among other things, I feel less guilty about taking a week off for the holidays. It's been a long time since I've taken a guilt-free vacation. I'd almost forgotten that was a thing people did.
So! How are your holidays going?
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