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Originally published at Eddy Webb. You can comment here or there.

Friends forever!

A while ago, I read an interesting blog post by Monica Valentinelli. It was primarily interesting because it’s something I’ve known instinctually for a while, but I never actually thought about it in specific terms.

In case you’re like-adverse, the basic gist of her post is that Matt Forbeck told her the best way to “build a network” in this industry (or, really, any industry) isn’t to think of it as a business network at all, but a collection of friends. And I think that’s really true. While I certainly have a large number of acquaintances and people that I could theoretically pick out of a lineup as part of my social network, the people that I tend to think of when I do business are those that I could probably sit down with and not talk about business at all. I have been blessed to make a number of friends in the fields of fiction, video game development, and RPG design (and there’s a lot of overlap between the three of them).

However, this isn’t quite the same thing as “hire your friends.” Without going into details for a variety of professional and personal reasons, I have had distinctly mixed success with hiring people who were my friends before they were professional peers. It can be hard to keep a professional distance from your friends, especially when deadlines are tight and your friend is feeling the stress. Most of the time, either the friendship or the professional relationship gives way, and in particularly bad situations, it can be both. That being said, it can be done, as my work with such talented friends as Ric Connelly (on Wolfsheim) and Genevieve Podleski (on approximately one trillion projects) has shown.

Becoming friends with other professionals in your industry is different. They’ve been there, and they know what’s expected. You can explain your frustrations and anxieties, and they understand that it’s all under “personal NDA.”1 Usually they find it easier to switch between the “friend” hat or the “professional” hat. I have certainly had frustrating business relationships with friends without changing my personal opinions of them.2

Back to Matt and Monica’s original point, though, there’s a certain “stickiness” to having a friend as a professional contact that no amount of hits on LinkedIn or Facebook can really replicate. Even if it’s someone you share a beer with every year at a con or trade the occasional email with, getting to know the person is the best business investment you can make. And it’s not something you can fake, either — geeks (even professional ones) can sense a faker a mile away. The frustrating part, I suppose, is that there isn’t an easy soundbite or tip to pull from this. It’s not as simple as “make friends with important people.” A lot of it just happens. But certainly things like being a genuine and nice person and thinking about people instead of business opportunities help.

What’s the best way to work with a friend who is also a professional? I’ve found that, like all human relationships, communication is key. If it’s not clear, spell it out. “Speaking as a friend” or “Let me put my business hat on” can save a lot of confusion and frustration later. Little bits like having two email addresses and specifically using one for business and one for personal work (and communicating that to people) can also help. Most of all, though, understand that people can’t 100% separate the two, and that all of the work of keeping each identity distinct is to help people understand how to slant their perceptions, but it doesn’t work in isolation. If my friend, say, takes some redlines badly and gets snarky, I’m going to be mad. I might have to walk away for a few hours and cool off, and trying to be my friend isn’t going to help. But knowing up front that you’re upset professionally and not personally helps me to cool down.

It’s not an exact science. Nothing involving people is. But I do think that being a good person can make you a better professional, and in time your peers might be some of the best friends you’ll ever have.

  1. Or, as Joseph Carriker calls it, “FriendDA.”
  2. Theoretically the reverse is true, but I find the stress of trying to stay professional with someone whose friendship has soured can make even an easy-going project a chore.

Faster Gun

Cover art for my novelette "Faster Gun,"  (Working title: "John Henry Holliday is Sick of the These Time-Traveling Assholes") forthcoming on Tor.com this summer.

The artist is Richard Anderson.

+4 Amulet of Mighty Fists

Once upon a time in Elysombra, toward the 2/3rds mark of Jonathan Tweet’s epic 3e campaign, I switched from playing Sigurd, the dwarf fighter who’d taken a level of cleric to better understand Primus’ will, to playing a half-dragon gnome psychic warrior named Dzhay who maintained an illusion of looking like a jailbait Pippi Longstockings until she tore someone’s throat out with her camouflaged silver-dragon teeth.
    Dzhay plundered the Psionic Handbook and came out loaded for war. For this, and for abandoning Sigurd, and for somehow talking the notoriously stingy DM into gifting me with a full load of good magic items, I achieved campaign infamy.
    Which did not lessen the second time our party got gacked trying to destroy a particular naga-infested Temple of Evil.  We’d been hit by overwhelming barrages of empowered fireballs and lightning bolts, some cast by nagas and some cast by our own frickin’wizard, who’d had  the courtesy to ask whether Dzhay could take a hit from a fireball but did not entirely listen to the answer. The answer had been no, not so much, and especially not with a disintegrate spell on the way from the nagas.
    So Dzhay was toasted and Jonathan gleefully turned to determining the fate of the magic items she had been carrying. Old school baby! First I rolled saves for the stuff she used, then I turned to rolling for the items that she kept in her backpack. When I mentioned that it looked my +4 amulet of mighty fists had been destroyed, Mark Jessup, playing the party’s abused but beloved monk, Ta-Wei Shek, nearly spit out his teeth. “You have a +4 amulet of mighty fists? And you keep it in your backpack?”
    “Yeah, the enchantment I get from [one-or-the-other-of-the-cheezy-and-near-permanent-psychic-warrior-tricks-I-was-using] is better…Uh-oh.”
    “Augh! Augh! +4 amulet of mighty fists! Do you know what Ta-Wei is using? A +2. Augh! Augh!”
    Guilty. Guilty and oblivious. And in no position to correct the error.
    This, and other slights and fiascoes, eventually led Mark to utter the despondent war cry we forever associate with his flamboyant yet strangely ineffective characters: “I’m 76 hit points you don’t have to lose.”
    Although to be fair, in the final act of our heroes’ mortal existence, Ta Wei-Shek climbed the head of the world’s greatest red dragon, Vaerm, and punched her in the brain, no +4 amulet required. 

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Ever since I switched to blogspot as my main blogging headquarters last summer, I’ve been manually mirroring posts here to LJ. In an effort to pare annoying tasks from my morning routine, I’ll no longer be doing this. If you still want to read me on LJ (as opposed to the main site, or by following me on Twitter, Facebook, or Google+), I have set up an LJ feed of the blogspot content, which you can subscribe to here.

If you want me to notice your comments, please make them on any of the above platforms.

To make sure everyone who needs to see this announcement catches it, I’ll be repeating it over the next week or so. Apologies in advance for the redundancy.

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Doom!

When Lee Moyer and Keith Baker started their Kickstarter for the excellent Doom that Came to Atlantic City boardgame, I felt there was something missing. A few things, actually. Despair. Desperation. The mounting pressure of inevitable torment.
But now that the game is meeting and exceeding its stretch goals one-after-another, now the torment arrives. As I seek to work with Lee on the art for 13th Age, he is called upon again and again to reach deep within his withered septum to scrape another pewter benefit out onto the Kickstarter ladle. Let it be so.
I love this game. In a previous incarnation I no longer clearly recall, I contributed ideas to the game that its creators deemed worthwhile. Don’t let that put you off. It is more fun than capitalism and less destructive to your friendship circles than the OC (Original Cults). Although it appears to be a luck-based move-around-the-board adventure, there’s quite a bit of skill involved in actually winning, as the wins-to-losses ratio of the verdammt Keith Baker has proven in games I have been privileged to lose. 

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i just know that i'm harder to console

I'm working on "The Deeps of the Sky" tonight, and generating a regular festival of Words Word Don't Know:

luminesced, tropopause, sheeny, thicks, unnavigable, dartlike,

Meanwhile, I had a little argument with myself on twitter as to whether I should use some modestly bogus science to create a cool special effect. I went with it. ;-) Now I'm stopping because I have to figure out how the protagonist intervenes to stop the Bad Thing from happening, or how he mops up afterward...

Oh, I might have just done so. Woot!

Reminder: Infinity MoSTF 5/24

8pm E/Infinity

We're just meeting on the boat in Indy Port, so I need to know who's coming. One definite spot available and a possible second.

Requirements: level 50, properly slotted, familiarity with the STF, the ability to follow directions and most importantly, to stick together. Being +1 can make a big difference in survivability as will any other incarnate goodies you can bring along. Team inspirations are also a great boon. For MoSTF you can be Hero/Vigilante or Rogue.

More info and sign up!
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History Badges IRL

Yep. As is often the case with my books from Pyr, False Covenant appears to have become available earlier than anticipated. I don’t know if it’s actually on shelves, but it’s now available as an order (as opposed to pre-order) from sites like Amazon. :-D

I’m really happy with how this one came out, and I hope you guys like it half as much as I think you will.

It’s not up yet in e-book format, but I can assure you that it will be in the near future. More on that as soon as I know something.

Originally published at Mouseferatu: Rodent of the Dark. You can comment here or there.

Origins Comes Early This Year

It does, it does! Origins, as an aghast look at my desk calendar reminds me, is just eight days away! Here, as far as the event grid on the website can tell me anyhow, is my seminar schedule for the show:

Thursday, May 31

11:00 a.m.: History (Invented, Alternate, Dramatic, and Real) in Game Settings:

When it comes to game worlds, the best-mapped with the thickest sourcebooks is good old Earth. From ancient astronauts to Nazi Mars colonies, starting with history lays foundations for even the wildest fantasy worlds. Kenneth Hite lays out some principles for using history in game settings, whether starting from scratch with fantasy or SF worlds, or pure historical gaming in the Wild West or WWII. What can you change for variety? What should you change for drama? Where should time travelers go to get a good deal on cinematic violence? (C212)

1:00 p.m.: Game Design Panel

Discussion with James Ernest, Kenneth Hite, and Mike Selinker (C212)

4:00 p.m.: Fundamentals of Setting Design

The setting -- be it a whole galaxy or a single palace -- helps define your game, your story, whether you're a game designer, a writer, or a GM. Designing a good setting helps you shape the experience you want; it can make the difference between a great game and a bunch of twisty passages all alike. This seminar takes setting design down to its fundamentals, and builds up from there. (C212)

Saturday, June 2

11:00 a.m.: Game Design Panel

Discussion with James Ernest, Mike Selinker, Kennith Hite, Peter Lee, and Chris Dupuis. (C212)

3:00 p.m.: Genre Emulation in Game Design

How do you make a game feel like pulp, or like a martial-arts movie, or like a spaghetti Western? Recreating a genre experience in a game begins before the dice come out. This seminar examines ways to design genre feel into a game -- whether a whole RPG or just your campaign -- from the jump. (C212)

When I'm not in C212, I'll be rambling around the Dealer's Room or maybe playing wargames with Doug Sun. I'm not sure where I'll make my base camp at just yet, so if you need a booth cat, leave me a chair!

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