Showing posts with label Writing. Show all posts
Showing posts with label Writing. Show all posts

Tuesday, 5 July 2016

Closing Down the Blog

It's with much consideration and no small feeling of regret that I'm typing out the last post I'll publish on this blog. This thing started out as an idea to write a travel blog back in 2012 as I was preparing for a trip that never transpired, a year abroad studying illustration in Edinburgh. It leapt to life with the calamity of the Aurora Theatre shooting, and built some traction as a place for my thoughts on comics and cultural matters, as well as periodic art school updates. And it's fallen into disuse and disrepair in the past few years as other projects and undertaking have absorbed my time and energy. It's time to retire this writing space.

I thank all of you who have been regular or irregular readers over the years. Your visits to this site have registered as numbers in my analytics feed and have encouraged me in my writing with the knowledge that a few people out there care enough to check and see what I think about...stuff. It's been a great platform for a few serious rants. It's been an excellent place to pen replies to other posts I read and to engage friends of mine in discourse in a sort of internet-age analog to the Letters to the Editor pages that are disappearing with the newspaper industry. It's challenged me to research and build arguments and not fly off the cuff about things I could easily be reactionary about. I've had people let me know that things I've written here have challenged them, gotten them and people around them thinking and talking in directions they might not otherwise have taken. I think it's made me a better writer, but so far I'm the only one who's told me that.

By no means am I going to stop writing; I'm merely pulling the plug on this particular platform. Any new blog posts and artwork I produce will be published first and foremost on my professional site at www.ajkomics.ca. Selections of what's written there will make their way over to my Medium profile at www.medium.com/@ajkomics; I haven't done anything with that platform in years, and it's worth trying out again. This website will remain here, dormant, as a lingering archive of what I've written. I'll dust off a few pieces from this archive and re-post them to both the AJKomics.ca blog and to Medium as a way of introducing a ready body of content to these new platforms and hopefully sparking some interest in what I have, and have had, to say.

And that's that. I'm turning out the lights here. I bid you all a very fond farewell; I'll see ya out in the Grid.

Cheers!
Asher

Sunday, 1 November 2015

A Few Good Eggs: Crowdfunding 'The American Bystander'

I had one of those mornings today that felt like it had great narrative cohesion. You know the sort. In this instance, the feeling was brought about by an email I received from Mimi Pond at the precise moment that my order of coffee, hashbrowns, and eggs arrived.



Mimi was dropping me a line to alert me to the existence of a crowdfunding campaign for a new humour magazine, The American Bystander, being run on Kickstarter by Mike Gerber (The New Yorker, The New York Times, SNL). Quite frankly, it looks great. It helps that the project is being put together by a handful of old-guard humour writers who have seen print humour rise and fall over the years and taken a good long look at what works and what doesn't. They've put together a solid-looking editorial model: no advertising impinging on their editorial freedom, a diverse crowd of established and emerging writers, and fair compensation for their contributors (none of that "We'll pay you in Exposure!" bullshit). Mimi happens to be one of those contributors, and from what she tells me and what I'm reading this magazine will collect folks who have lent their voices to SNL, The Simpsons, Monty Python, National Lampoon, and some other chuckle-worthy corners of our culture. The campaign has 11 days left in it, and I'd love to see it hit a couple more stretch goals before it runs its course (particularly because that would include the chance to submit a cover illustration for the thing). I've pitched in a bit so that people can be funny in print; head on over there and do the same!

Thursday, 15 October 2015

Why Make Prints?

Last week my printmaking instructor, the inimitable Briar Craig, assigned us a thinking project: namely, to come with an answer to why exactly are you doing this thing? As printmaking students, something we get from our friends a lot is, "So, what's the point of this...why don't you just print your art out digitally?"...which is a pretty good question. And I figured, since I'd left the blog dormant for so long (though many of you have continued to come back and read old pieces, which is really cool to see), that this was the perfect place to work out my thoughts on this and give you something new to chew on.
As artists each of us will be drawn towards specific imagery, ideas, and media for personal and specific reasons. Whether you intend to be a printmaker or not each of you have chosen to study printmaking at an advanced course level and perhaps it is time to start asking yourself why you make prints. Why not make paintings, sculptures, drawings, photographs, digital based works or use performance? What do the media of  printmaking offer you and your creative urges that the others may not? How do the media of printmaking supplement or add to whatyou may be working on in other media? How do the media of printmaking support the ideas that you have for imagery?
Bear with me while I think "aloud" here for a bit. My medium of choice is and has always been drawing. In the past few years, the drive to draw has solidified somewhat, found direction as an invested interest in the comics form, in its theory and history, and in my own production of comics as an art object. So when it comes to printmaking, I find it reasonably easy to identify what draws me to it. A significant part of what attracts me to comics is the material nature of the form. I have a deep and abiding love for printed material. It's the reason I have shoeboxes full of minis and zines and postcards, ephemera collected from
conventions and festivals. It's why I spend unreasonable amounts of money on limited edition print portfolios. It's what sends shivers down my spine when I finally hold my work in print, even if it's just a mini run off the printers in the school library.

I didn't really know where that love stemmed from until I dove into my research at Durham this past year, and realized that what draws me to print is the democratization of art and literature. There's an undeniable beauty in old manuscript illuminations, to be sure, and in print I am definitely drawn to the aesthetic of multiplicity that emerges as an edition of something is produced. But there's a restrained sort of power in producing an image or a body of text en masse, even on the cheapest pulp paper, and releasing it into the world in a form that a multitude of people can obtain and share, knowledge and thoughts in material form that will change hands and work its way into the strangest little corners of the world and stick there until someone else finds it, dislodges it, and sets it in motion once more.

There is, decidedly, a point where these ideas come up against the primary motivations of a Fine Arts education, a gallery artist's education. Most of us are shooting for a career in the White Cube, the sanctum sanctorum  of the art world. We're creating big, bold, well-crafted, generally expensive pieces of original art...except that I want to make small, sometimes bold, well-crafted, cheap pieces of original art. Not everyone out there can afford original work, and I think that's where the democratization aspect of printmaking has taken on new life in the digital age: where these processes used to be the only way to print, they now hold arcane status as Art. These are hand-operated processes, sometimes with mechanical elements, which produce some variation in the final product. Typeface wears over time. Ink transfers to textured paper a little differently every time. The colours we mix change a bit between editions. We don't produce copies; we produce multiple originals.

So when I pull a screenprint, and later this year when I start learning lithography, letterpress, and bookbinding processes, this is what drives me. I want to make small, affordable pieces of pleasing original art that people can pick up on a whim, read, lend to a friend, put in a library, art that can go out and
have a life of its own. It's the evolution of a drawing student into a cartoonist who wants people to read what he makes, and wants his touch visible in the object that the reader holds in their hands.

Or maybe I'm just a guy who's been reading too much Walter Benjamin.

Monday, 6 April 2015

Crowdfunding News - Dr. Comics and The Super Villain Handbook

It's been a while since I wrote one of these posts, but this announcement last week was just the thing to pull me out of retirement: my good friend Jason "Dr. Comics" Tondro is Kickstarting The Super Villain Handbook!!

Every table deserves a better class of criminal

Now to be fair, this isn't just the Handbook itself, but a juiced-up, deluxe edition of an already extant resource, enhanced by the power of crowdfunding and a ladder of stretch goals that promises to match your enthusiasm for devastating parties of tabletop superheroes with an arsenal of meticulously crafted villainous archetypes equal to the task.

Now, if you're a Munchkin and you're reading this, I apologize; The Super Villain Handbook might not be your kind of book. Min-maxers of the world, this will do nothing for you. As a far more informed review blog has already stated, this is not a book that will give you villains to use in your games, but rather one that will teach you how to use villains in the stories those games are telling. It's not a monster manual. Jason isn't offering a book full of plug-and-play villains that operate on an XP or party level/challenge rating system; what he's created is a book that challenges you as the GM to come to a better understanding of the story you're writing, the character development you want to prompt in your players' PCs, and then offers you insight as to what sort of antagonist might best help you achieve those goals. Rather than approach villains they way most of us Supers gamers are wont to do, by their power set, Jason has compiled this book based on the narrative role a villain plays: the crime boss trying to rule a city, the proverbial wolf in sheep's clothing that the party doesn't see coming until it's too late, the power-hungry twisted genius...character roles that you'll actually find feeding your story, rather than leaving you scraping the bottom of the barrel for ideas that fit a power you thought was kinda cool.

There are few folk better suited than Dr. Comics to the task of compiling such a volume. He brings to the table what few others can: an intimate and scholarly understanding of the nature of the comic book villain coupled with the passion of an inveterate tabletop gamer. With that experience comes a dedication to the kind of storytelling which is possible only while seated around a dimly-lit table with one's friends, wielding handfuls of dice against the forces of evil.


Possibly the coolest and most buyer-friendly aspect of this campaign is that the book already exists. As soon as I backed the project I received a downloadable PDF of the basic illustrated book (which looks fantastic, by the way). The campaign offers a wealth of incoming new material as stretch goals are reached. Given enough support, Jason will be adding 40 new villain archetypes which will double the size of the book (an impressive undertaking, considering how comprehensive the current volume is) and working up an edition that works with the Supers! RPG; the current edition uses the ICONS system, and I like to think that with enough support for this project we might see Dr. Comics writing similar volumes for Savage Worlds and Mutants & Masterminds in the future. At any rate, I highly encourage you to back this! The campaign is very nearly funded with a little over three weeks left, plenty of time for us to hit those stretch goals. At the very least, pitch a minimum of one dollar toward the thing, get the un-illustrated PDF of the book, and see if this is something you as a GM could make good use of. Remember, your table deserves a better class of criminal.

UPDATE: The campaign has received a swell of support in the last day thanks to you folks, and as a result they've updated their stretch goals ladder!
To celebrate, when we reach our basic funding goal of 3,000, we will fund BOTH the ICONS Assembled and the SUPERS! Revised editions of the basic book. Keeping this in mind, we have restructured the goal chart to include a new 3,200 goal. The Super Villain Handbook will have FATE Core support from Ross Payton, the author of the Base Raiders Rpg! Ross will handle the conversion of the basic book to FATE and should we reach our goal of 5,000, the book will Include the Deluxe Version.
Ladies and gentlemen, the FATE system is coming to the SVH!! I couldn't be more excited.

Sunday, 6 April 2014

Captain America: The Winter Soldier - The Game is Changing

Those of you who read my last blog post may have caught this update from me just after I got myself caught up on Agents of S.H.I.E.L.D.:

UPDATE: Marvel wins
I was over the moon when Agents actively tied its events into the opening events of the Winter Soldier movie, but those of you who have seen the film know that it's a gamechanger for S.H.I.E.L.D.. And it should be, as the first fully S.H.I.E.L.D.-focused movie in the Marvel repertoire. I suppose it could be argued that The Avengers fits that criteria, but that film had a very different agenda. Joss Whedon's writing for The Avengers was an exercise in team-building, creating meeting point for an ensemble of headlining characters that had to feature them all equally. And it was beautiful. But The Winter Soldier is a movie very much about one guy dealing with a new life, a new worldview, loyalties, secrets, and red tape; it's a conspiracy movie, not a slugfest. The writers get that, and they nailed it. Not to mention that Kevin Feige straight-up told us it was going to be a "political thriller".

According to the clip below, we only have to wait til Tuesday to see the blowback from the film hit Coulson's team of operatives. I'll be waiting with bated breath.

Monday, 24 March 2014

Doctor Comics on Tolkien, Women, and The Fall of Arthur

This isn't so much a post as me plugging a friend in what has been a wonderful discussion to witness. My friend and fellow scholar Dr. Jason Tondro (who I blame for almost everything I've done in the last two years) wrote a blog post today about women in the fictional works of J.R.R. Tolkien. You can, and absolutely should, read it HERE. A lively, friendly, and wickedly smart discussion arose around this post on Facebook, between Jason and UC Riverside's Kody Lightfoot. If the HTML does what I want, hopefully you can read the comments below. Cheers!

Wednesday, 19 March 2014

Funnymen: My Reconciliation with Comedy

I've been listening to a lot of podcasts in the studio lately. Headphones in, I am insulated from the distractions of the outside word, focused on the details of my work, in the proverbial zone. Inkstuds is my go-to show, a brilliant series of interviews with cartoonists by the cheerfully sardonic Robin McConnell out of Vancouver, BC. I started going through the Inkstuds archives starting from the first episode in November 2005, and over the last couple weeks I've learned a metric crap-ton of stuff about comics from Robin and his guests. I also backed his recent Kickstarter campaign, a roadtrip that I am sure will yield a wealth of knowledge and inappropriate humour. There's still a week left. Get on it.

More recently, though, I've been listening to Marc Maron's comedy podcast WTF, which I stumbled across on YouTube entirely by accident while feeding my Dylan Moran addiction. I love his humour, and have for years. I had recently watched the incredibly dry and darkly funny A Film With Me In It, which I was delighted to discover because I was getting a little tired of watching Black Books on repeat. I found this interview with Moran and started listening to it, realizing more and more just how quintessentially little I really knew about this man's life. That realization led me on a brief search for more interviews with the man, culminating quickly in my discovery of WTF. 

I was hooked immediately. It was the comics that did it. I clicked play on this interview with my favourite comedian, and the first thing mentioned was comic books. It turns out Maron is a fairly avid comics reader, asking Dylan Moran what, if any, experiences he had had with comics as a child growing up in Ireland, and it segued perfectly into a discussion of Irish life, isolation, and Catholic religion and their influences on Moran's comedic career. And I realized, this man has had a hell of a life. He's been through a sort of emotional genocide, in a country that existed under oppressive theocracy in all but name, and he's managed to come out the other side with enough will and humour left in his command to say something about it. I began to see some common ground. Not with me, understand. I have lived an exceedingly safe and sheltered life without alcoholism, divorce, abuse, or religious oppression. I'm incredibly grateful for this, but at times I can't help but feel a little...boring. I'm talking about the comic greats. On a whim two days ago, I started reading this book, Comix: The Underground Revolution by Dez Skinn. I didn't know much before this week about the first comix artists, or even how to properly define "comix". I had no idea of the messy, hallucinogenic, violent, sexual, socially prophetic stew these books were birthed from.
Dez Skinn's cover
Reading cartoonist R. Crumb's self-appraisal gave me pause: "[I was] a painfully shy out-of-it nerd...a lonely maladjusted weirdo with heavy Catholic guilt.". I thought, Damn, but that's a lot of weight for a guy to carry. No wonder these guys  turned their baggage into humourous catharsis. I've read many interviews with Spiegelman. I know how much he loathes the survivor's guilt he inherited from his parents, the leftover weight from a human extermination experiment that occurred outside of his lifetime, yet influences every moment of it. He hates it so very, very much, and it drives a significant part of his work. I listened to Louis C.K. talk about the depression and shame that he builds on in his self-deprecating routines. Stewart Lee mentions the questions he has to ask himself about where to apply critical pressure as someone sitting in a privileged position at essentially the center of society. the motivations are varied, often tragic, and wholly fascinating to me. It's a world I simply didn't give enough credit.
Spiegelman, the Holocaust inheritance
I've had...issues with stand-up comedy the past couple years. I think it had something to do with not being able to stand being around the people I knew who were doing it. I just didn't like them, at all. I have a better idea of why that was now. I have no idea if they were good comics. I've been to live stand-up a handful of times, usually standing in the back drinking and chatting with someone else who happened to be as disinterested as I. Dylan Moran was the only stand-up comic I had any interest in watching. I never paid attention to the craft of it. Listening to these podcasts by Maron and McConnell, I think I get it at least a little. I hear them talk about things like comedic timing, in both a visual and a performative sense, and realize that these two traditions are more closely related than I ever gave them credit for. The people who are great comics and cartoonists are craftsmen of this thing called "humour" that maybe I've never really understood, and avoided in my writing because it weirded me out a bit. I don't want to generalize. I'm not prepared to say that you can only be properly funny as a career if you're a legitimately fucked up human being, but I see common ground in the guilt, shame, and loathing of great comic figures, and I have to wonder if I could ever pull that attitude off in my work. I don't think I want to, because I don't want to fake it. I'm not a Comix artist, and can't be, because I'm not experimenting with drugs and my sexuality in the late '60s. I'm in the wrong context.
My own recent work, doodling in the pub
So, this becomes a question for me to wrestle with in my own work: do I want to pursue humour in my comics, and if so, where is it going to come from? I've never even felt the White guilt that weighs down some of my friends. I've got no Russian Mennonite shame fuelling my art. It has to come from somewhere else. Maybe the solution is whimsy, or nostalgia. Maybe it's academia, a world in which I find myself more and more immersed. Maybe it's the world of comic fandom itself, self-referential mockery, but that feels a little overdone. Geek culture has already been making fun of itself for years (Penny Arcade, anybody?). I dunno. It's a fun question to have on my plate.

I drew the page posted above after a frustrated night in the studio were I threw down my pen and went to the pub. I ended up sitting at the bar, doodling about some guy struggling in a vaccuum with his tenuous, dysfunctionally intimate relationsip with the voice inside his head. It isn't self-referential, in case you were worried. But, maybe it is. Maybe it was me fretting about my block, that evening's lack of inspiration. The "voice" in my head had deserted me and I was feeling a little lost. And it sucked. I rather like this little comic, and while it's not funny, per-se, it's something. It's a hint of that place where good art has its roots, quite simply...self. I'm going to look at it as a starting point to answering my question about humour. When I'm studying in England next year I'm going to track down some comedy clubs and give stand-up a second chance. And for now, I'm going to keep listening to and learning from Marc Maron and his guests, because I like laughing in the studio, even if it makes it really bloody hard to draw a straight line.

Saturday, 25 January 2014

A Little Sword & Sorcery

There's a peculiar joy in creating a fictional character from scratch, coming to terms with their personality, their quirks and foibles, the things in their past that define who and why they have evolved. More than that, there is a joy in becoming that character, discovering how this person you've crafted holds up within a plot. And that is the magic of Dungeons & Dragons. Organic storytelling, role-playing, an immersive and interactive narrative that brings with a camaraderie unique to gamers. And if you're lucky, the gamers bring with them beer and pizza.

I've never used this blog as a platform for creative writing before, but why not? I use it for everything else, and You People keep reading it. Allow me to introduce you to Damian Jakobi of The Aundairian Dragoons, a soldier, a scholar, and a lover of good, dark Stout (like myself).
(Unashamed references have been made to Indiana Jones, Daniel Jackson, and Captain Diego Alatriste y Tenorio.)


It was a long war.

Granted, Damian Jakobi only had to fight through the last few bloody years of it, but it was enough. They were the frontliners, scouts, paving the way to war for The Knights Arcane. Never had there been a more thrilling time to be young and dangerous, trained in secret arts of alchemy and steeped in a nationalism born of war. Light and fast, mounted on the best horses House Vadalis had to offer the war effort, a group of young men hand-picked from The Academy for wits as quick as their blades.

They were fearless, to a man. At the head of their column rode Hardan D’Tharashk, a stoic young noble schooled in scout-craft by the best of his House. Not all of them were noble-born. Jakobi’s father had been a tailor before Fairhaven was set ablaze. Diego the Miller’s Son was the fastest rapier Damian ever knew. They dubbed Damian “Jack”, on account of his name and his reputation as a Jack-of-all-Trades. If one could be taught to be canny, then Jack was a masterclass in it. He had quick fingers from a childhood perched on a stool in his father’s shop; hadn’t dropped a stitch since he was six. Jack’s mother was housekeep to a librarian at the University; she used to bring him back books discarded from the collections, tattered pamphlets full of obscure legal history, or maps with legends in languages none of them could recognize. Jack drank it all in. He loved secrets, knowing things that others would be envious of if they knew he knew, but they never would, and that made it all the sweeter.

But his love of secrets landed Jack on the frontlines of a war he wished he’d never known, and when it was over he did his best to leave it all behind him. He returned to Fairhaven where he dove back into his studies with a voracious thirst to understand the world he’d seen torn apart. The Last War had been cataclysmic, but it was not the End. History, he felt, would have the last word yet, and when it did it those who held The Past would hold The Future.

The post-war years drifted by. Jack found himself Head of Archaeological Endeavours at The Univerity of Wynarn, making frequent trips to study giant ruins in Xen’Drik or to the edges of the Mournland, riding the edges of the fog-bound plains in search of…answers. But the larger part of his life was teaching, standing in oak-paneled rooms to pontificate on the mysteries of the past. Hardan would show up at the end of the day with some newly formulated quip about how academic life was making Jack go soft, and then they’d go in search of beer. Hardan would bitch about the Fairhaven Watch salary, and Jack would explain some new development in Warforged psychology, each talking while the other had his mug to his face. To an outsider they made a strange pair, the Watchman and the Scholar, until the lamps started burning low and the seventh round was toasted with a quiet clink to the glory days, and they started telling stories. And then it all made sense.

And so, when Hardan came around one day with nothing to say about the rust building up on Jack’s rapier hilt, and when after two rounds Hardan pulled out a roll of parchment stamped with the seal of The Wayfinder Foundation and tossed it across the table, Jack didn’t really think twice. This was the Orb of Merrix, Merrix D’Cannith, and it was about time for a sabbatical…wasn’t it? “You could surely use the brains.”, Jack said. So it was settled.

Xen’Drik.



This character was created to fit the Eberron setting for D&D; if you're at all interested I encourage you dig further into the history and cultures of Eberron. It's a glorious Sword & Sorcery stew of wars, dragons, gods, and heroes ranging from Epic Romance to Fantasy Noir.
http://eberron.wikia.com/wiki/Eberron