A Stray Thought on Digital Comics Hardware

This article was originally published on webcomics.com in 2008.

When reviewing reader applications for online comics, I was struck by just how much effort Marvel put into solving the problem of presenting vertically oriented comics on a horizontal screen. With multiple layout options, including full page, double page, various zooms, and their elaborate Smart Panels solution, Marvel’s designers might be a bit overly concerned with this problem; after all, most readers don’t get up in arms over vertical scrolls these days. But I do have to admit, it really would be nicer to be able to see a full page of art at a readable size, rather than having to choose between full pages with illegibly small text, or readable text on incomplete pages.

Still, after reviewing five different comics readers, all of which attempt to address this issue to one extent or another, none entirely satisfactorily, I can’t help thinking that the final answer to this issue won’t be new software, but rather new hardware.

The first time I saw a commercial for the iPhone, the feature that caught my attention more than any other wasn’t the touch screen, or the convergence of technologies, or the convenience of real portable internet access. It was the simple fact that when you turn the device upright, the screen automatically reorients itself, switching smoothly between wide-screen and tall-screen layouts. It’s probably not a particularly vital feature to a handheld internet telephone, but if my desktop monitor could do that, then print formatted comics could look just as good on screen as any web-native strip. You could even utilize the beautiful high res full screens such as in CBZ files or DC’s Zuda, and really make the most of both the page and your screen.

If comics were the only use for such technology, then it wouldn’t likely happen. But it seems there is already a demand for such a device in a number of markets, such as gamers, designers, and even avid users of PDF documents. As a result, rotating monitors, though not yet common, are available: For example, Asus makes a 19” LCD flat screen with 90 degree rotation. Meanwhile, the company Portrait Displays is producing a software package called Pivot that handles the screen reorientation. Such monitors may still be a little pricey for most folks—at $349 (on Amazon), the Asus model I mentioned above is the least expensive I’ve seen. Of course, if you really want the tech now, without dropping the cash, there are plenty of DIY tutorials out there.

So far as I can find, none of the currently available rotating monitors automatically reorient the way the iPhone does, but I have no doubt that the technology will come to our desktops soon enough. And after that, maybe Marvel will feel free to go a little simpler when they design the amazing new reader application for their next online comics initiative.

A Survey of Digital Comics Readers

This article was originally published on webcomics.com in 2008.

Every few years, a traditional comics publisher makes a renewed plunge into the webcomics market. And each time they do, they feel the need to introduce some “revolutionary” new piece of comics presentation software, as if this is what some purely hypothetical online comics industry has been waiting for. “Finally,” we are meant to exclaim, “we can actually read comics online!”

Given how the vast majority of webcomics do just fine as a succession of image files on web pages, it is a curious phenomenon.

There are a few reasons why they do this, such as concerns over Digital Rights Management, as well as efforts at branding the comics reading experience. Neither of these purposes benefit readers, of course, but it’s also increasingly clear that at least some of the comics software developers are making a good effort to improve the comics reading experience. For publishers re-purposing print comics to the screen, the goal is to balance text legibility against the appeal of displaying full pages of artwork all at once. Also, most reader applications attempt to do away with the manual scrolling that some readers complain inhibits their reading enjoyment. Of course, many supposed features of these applications actually make the reading experience more irritating rather than smoother.

With a new batch of such readers having just arrived in the past year, it seems worthwhile to survey the current contenders and see which ones have finally started to pick up on legitimate reader concerns, which have developed worthwhile innovations of their own, and which still think blink text is the hip new thing on the internets.

The first two readers up in this survey are the two that made the biggest headlines last year, coming as they do from major print publishers who have, in the past, shown pretty poor understanding of how to approach web-based comics. These are, of course, Marvel’s Digital Comics Unlimited (DCU) and DC’s Zuda Comics.  The other reader applications covered in this article had smaller budgets to work with, but really seem to have been designed with reader or artist concerns in mind. None of these is as high profile as Zuda or Digital Comics Unlimited, but each has its own advantages—and two even have the advantage of being available for use by any comics creator.

Marvel’s Digital Comics Unlimited

Digital Rights Management (DRM), of course, plays a big role in Marvel’s decision to use a reader application (not to mention its decision to only include older comics). Right-clicking has been high-jacked, with all controls removed from the pop up menu. The ethics of DRM can certainly be debated; what can’t is the effectiveness. Since any on-screen DRM can be easily defeated by a simple click on print-screen, readers are pretty useless for this purpose. Also, rumor has it that the reader itself automatically caches copies of the comics pages on the reader’s hard drive, making DCU’s DRM even less effective.

The first bit of good news about Marvel’s digital reader is that you don’t have to keep the default settings. This is very good news indeed, given how awful the default settings are: page transitions use those goofy animated page turns that were cool for about three and a half seconds ten years ago, and the text is much too small to read comfortably unless you use the kludgy magnifying glass tool to blow up individual text panels.

The controls for changing both the transition mode and the page display are easy to find in the top right-hand corner of the reader. Go for “plain” on the page transitions (you can skip right past the “cube” option, unless you really enjoy motion sickness.) As for page display, the single-page display is a big improvement over double-page as far as text goes, though it then requires scrolling, and loses the view of full-page art. The better option is the “Smart Panels” view, which introduces each new page by displaying the full-page art before zooming in to smaller sets of panels with large, readable text. The rectangular outlines that briefly highlight panels as you pass through can be a little distracting at first, but are ignorable. You also have a choice between “smooth” transitions or “jump” transitions. Both are okay; “smooth” introduces a little bit of a lag in text display, but retains a better sense of page flow. “Jump” is a little abrupt, but allows for a more natural reading speed.

The Smart Panels mode also provides the best navigation to be found in this particular reader. All three modes allow you to turn pages with the left and right arrow keys, which is much preferable to hunting the little arrows in the page corners. In Smart Panels mode, you have the added feature of being able to zip back and forth between the panel you’re currently reading and the full-page art—nice if you like stepping back to see how particular panels fit into the larger flow of a page.

One additional navigational option is the “autoforward,” which turns the page automatically after a set interval of time. This one is excellent for readers who enjoy the challenge of having to read very fast, so that they can finish each page before they run out of time. It’s kind of like a speed-reading video game!

None of the modes allows you the basic “click anywhere on the page to advance” navigational methods that most webcomics readers have come to expect as standard.

All told, the reader is bloated, but it really isn’t bad—it has some strangely useless features that you can easily ignore, and some terrible pre-sets that you can easily change, but once you adjust the settings, it offers a reasonably comfortable reading experience. Not an excellent experience, by any means, but much better than seems likely at first. Of course, navigating a confusing set of useless options to get the thing to work properly may be more of a hurdle than many potential subscribers are willing to deal with.

The Good

  • Multiple display options
  • Multiple navigation options
  • Easy toggling between panel view and full-page view

The Bad

  • Bloat
  • Invasive DRM
  • Truly wretched default settings
  • Multiple ridiculously useless, nausea inducing transition modes

The So-So

  • Smart Panels mode offers good readability and art display, but introduces odd panel outlines and possible lag time.
  • The reader seems as though it could support page layouts beyond re-purposed print comics, but that potential is unlikely to ever be tested

DC’s Zuda Comics

While DC also uses the reader to remove the option of saving images from the right-click menu, it at least still makes use of the menu, including a variety of navigation commands. DC does take a slightly looser approach to copy protection than Marvel, though, choosing as they do to include the option of printing out comics pages. Of course, given that DC’s online comics are free, one wonders why they’re concerned about DRM in the first place. There isn’t really a whole lot of incentive to digitally pirate online comics that are already free. Or, at least there wouldn’t be, if not for the fact that some people just don’t like reading comics in reader applications, preferring pure image files. So, essentially, DC’s attempt to prevent piracy introduces incentive to piracy where there previously wasn’t any. So I guess that balances out.

Just like Marvel’s viewer, DC’s Zuda starts the reader off with a bad set of defaults. The reader window is quite small, and the page art is clumsily reduced—not only is the text too small to read comfortably, but the artwork itself is badly aliased. It’s not quite so bad as to be completely unreadable, but it sure makes one wonder whether DC really wants you to read it or not.

Fortunately, Zuda also offers alternative settings; it doesn’t offer as many options as Marvel’s DCU, but that’s largely a good thing, since most of what it leaves out are the useless features. No page flips, cube turns, or autoforwards here. Instead, you just get one lovely alternative: Full Screen mode. And that’s really all you need, because once you go into full screen mode, the artwork pops into beautiful, full-size, high-res images with big readable text. And since Zuda’s content is all web-original, DC mandate has all comics formatted to fit screen dimensions, eliminating any need for scrolling (while also eliminating the flexibility normally associated with online publishing). As useful as Marvel’s Smart Panels are in the Marvel viewer, nothing like that is necessary in Zuda.

Unfortunately, as nice as the full screen display mode is, navigation still leaves something to be desired. Like Marvel, DC has neglected to include “click to advance” navigation. What’s more, the on-screen page turn buttons are even smaller than Marvels, and require the use of an auto-hiding toolbar. Zuda does include keyboard commands as well, but they’re not very intuitive; why on Earth would they assign page turns to the chevron keys instead of the arrow keys? And what’s worse, keyboard navigation gets locked out once you go to full screen mode. (This could be a glitch on my own system, but I tried it in both Firefox and Explorer, and had the same result in both.) This is particularly frustrating, since the full screen mode has the potential to offer a highly immersive reading experience, if only the reader didn’t need to stay aware of the toolbar in order to turn pages. (Alternatively, you could use the navigation commands in the right-click menu, but this isn’t really an improvement.)

Those little navigational glitches are really the only thing holding this reader back. If they just re-enable keyboard commands in full screen mode, and add in click navigation (neither of which should be difficult to do), DC will have a very nice reader on its hands—it’s nicely streamlined, without any unnecessary clutter, and really presents the art in an enjoyable way. It could even pull off the trick of improving the online comics reading experience. So long as you’re in full screen mode, anyway; if you’re actually using Zuda, it’s best to pretend that the small screen mode just doesn’t exist.

The Good

  • Gorgeous full screen display mode
  • Printable pages
  • Perfect screen-fit pages; no scrolling

The Bad

  • Terrible, unreadable small screen default mode
  • Glitchy navigation in full screen mode
  • Rigid page formats
  • Unintuitive keyboard commands

The So-So

  • DRM is present, but half-hearted

ComicMix

To say that ComicMix’s reader prioritizes reader concerns isn’t to say they leave publisher concerns out entirely; ComicMix still includes branding, for instance. But the branding never overshadows the usability of the software or the readability of the comics, as it often does any time a publisher becomes overly concerned with creating a unique reading experience. (Marvel has been particularly susceptible to this pitfall.)

ComicMix’s reader is a simple affair—nothing revolutionary, but nothing pointlessly flashy either. Pages appear as JPG files in the main window (and there’s no DRM here—you can treat these pages like any other JPG file, including saving or copying the images), with a toolbar at the top of the screen for navigating them. The usual options are present: single page view, double page, or thumbnails. The best reading is to be had by zooming in on a single page, but since the pages are print-formatted, this means seeing only half a page at a time. Unfortunately, there is no way to quickly toggle between zoom levels without losing your place on the page.

Navigation is similarly simple. Like Marvel and DC, ComicMix has left out the click-to-advance navigation, but they’ve done the next best thing—one-button scrolling/page turns with the space bar. There are a handful of other keyboard commands available, but with the occasional exception of the zoom controls, you don’t really need any of it; everything essential is achieved with a tap of the space bar. Simple, quick, and easy to find on your keyboard.

All told, using this reader doesn’t feel that much different from reading image files on a standard HTML page, with the addition of zooming controls. That’s a good thing; new readers to ComicMix’s site won’t have to waste any time learning odd controls or hunting for hidden settings. They can just get straight to reading comics.

The Good

  • Simple, intuitive controls
  • No DRM
  • Very easy to jump right into reading comics without needing to learn the software

The Bad

  • No quick toggle for zoom levels

The So-So

  • Adequate display. Readable on par with most traditional webcomics, but no option of high-resolution display.

The Tarquin Engine

The first of the creator-centric readers we’ll be looking at is the Tarquin Engine, a Flash-based reader developed by Daniel Merlin Goodbrey, and available, for a fee, to anyone who wants to use it. This reader serves a very different function from the other readers discussed so far, however—it is not designed to ease the reading of print-formatted comics, offers no DRM, and is devoid of any branding efforts. Rather, it is specifically a tool for creators looking to explore more experimental layouts, including infinite canvas works, horizontal-scrollers, and branching narratives, while keeping reader navigation relatively simple and free of manual scrolling.

Navigation in this reader is unlike in any other reader—since it’s intended to handle branching storylines, one-click advancement is impossible, since readers need to be allowed to choose between multiple paths. Instead, navigation is mouse-based, with the mouse pointer turning into navigation arrows that indicate each possible path along the comic. It can be a little confusing at first, but is fairly easy once you’ve spent a few minutes playing with it.

The most impressive examples of The Tarquin Engine at work can be seen in Goodbrey’s own comics, such as Externality or Don’t Shoot the Chronopath. Note that zooming out from an individual panel to view the full page layout, before zooming back in to where you left off is also easy—just click the space around the panels to zoom out, then click on the panel you want to zoom back to.  Other creators have used the reader effectively for much simpler purposes, though, such as the story Birdseed, by Austin Kleon.

Image display is a little trickier. Since the reader is flash based, and integrates a fair amount of dynamic image resizing, it really works best with vector artwork. Scanned artwork often doesn’t look it’s best in this reader, scanned text especially tending to look a bit ragged. (See S.J. Roberts’ Hot Lunch: The Psychadelic Transubstantiation or Nicholas Ivan Ladendorf’s Puppet in Chief: The Media Trix for example.) This may simply be a matter of needing different levels of resolution for different panels, but still, most of the creators using the Tarquin Engine to translate print comics to the web haven’t quite succeeded at keeping the image quality as high as it could be.

Also, unlike the more mainstream readers, The Tarquin Engine is not well suited to very long comics, due to a lack of clear pagination. In other comics readers, even where there is no bookmarking function, it’s a simple matter to note the page you’ve left off on in your reading and get back there later. This functionality could be effectively mimicked; since the software supports external hyperlinks, chapters could be separated into multiple instances of the reader, on unique web pages. The result would be very similar to Brendan Cahill’s presentation of his Flash-based comic, Outside the Box, except with integrated navigation for reaching the next chapter, rather than requiring the “next” button. And this would work just fine, so long as chapters were consistently relatively short. But this method adds yet another step to the process of preparing comics for presentation with the software. Not to mention that that this approach loses the appeal of capturing a large quantity of material with a self-contained application the way more traditional readers do.

In short, the Tarquin Engine offers some very interesting possibilities for formal experimentation; indeed it effectively handles navigational scenarios impossible in any other reader. And while I do hope that the existence of the tool might inspire more creators to explore multi-linear narratives, where traditional comics are concerned, this reader doesn’t achieve anything that can’t be done more easily, for both creators and readers, using other tools. For this reason, it will likely remain a fringe application, brought out almost exclusively for those projects that truly require it.

The Good

  • Enables branching or non-linear narratives
  • No fixed page dimensions
  • Highly customizable to the requirements of individual stories
  • Available to comics creators in the general public

The Bad

  • Not well suited to long batches of content
  • Scanned images often appear distorted (possibly due to user error)

The So-So

  • Navigation is effective, but not immediately intuitive
  • Excellent tool for formalist experimentation, but would be a little overcomplicated for more traditional comics

Infinite Canvas

Like the Tarquin Engine, Markus Mueller’s Flash-based Infinite Canvas application is designed specifically to empower creators interested in exploring dynamic layouts and infinite canvases. It seems to be capable of handling branching narratives, but is primarily suited to sprawling infinite canvases. Indeed, for handling infinite canvases or side scrolling comics, it is the most elegant option of all the readers examined for this article. (As a caveat, I should mention that one of my own comics was created and is displayed using this application.)

Navigation is simple and intuitive—in addition to basic forward and back arrows, Infinite Canvas is the only reader surveyed that allows readers to advance simply by clicking anywhere on the comic. Tym Godek’s Two Confessions shows the effectiveness of this navigation at its simplest in a brief side-scrolling comic. But, as demonstrated by Derek Badman’s Maroon Part 43, no matter how a comic’s layout twists and turns around the infinite canvas (even allowing diagonals, rotations, and fades), the reader never needs to adjust their approach to navigation—a single click will always take them to the next panel.

This reader could effectively be used for displaying print-formatted comics as well, easily mimicking the panel-to-panel transition mode of Marvel’s Smart Panels. There’s no obvious option for zooming out to view full page art, however, making it somewhat less suited to the purpose than those readers designed with more traditional comics in mind. Also, like the Tarquin Engine, Infinite Canvas would require multiple linked instances of the application in order to present longer comics that would require multiple sittings to read. Ultimately, this is another reader designed to address fairly specific needs; it does what it’s designed to do beautifully, but is not the ideal solution for most comics.

The Good

  • No fixed page dimensions
  • Enables easy reading of large, infinite canvas comics
  • Simple click-to-advance navigation
  • Customizable to the requirements of individual stories

The Bad

  • Not well suited to long batches of content

The So-So

  • Available to comics creators in the general public, but only for Mac OS. (Finished comics will operate on any operating system.)
  • Enables branching narratives, but branch points are not always clear
  • Excellent tool for formalist experimentation, but would be a little overcomplicated for more traditional comics

The Final Tally

Marvel brings up the rear, due primarily to excessive bloat. The Tarquin Engine and Infinite Canvas offer inspired solutions for specific concerns, but can’t adequately handle stories of any real length.

Zuda offers the best display options, but is hobbled by glitchy navigation. In the long run, though, Zuda’s may actually hold the most promise. It is still labeled as a Beta run—if they really do put in the work of fixing the navigational glitches, and make an effort to push full screen as the primary viewing mode, they may just produce an excellent comics reader application, one that pairs usable functionality with superior image display and readability. But potential is not the same as achievement, which leaves…

ComicMix’s application may not be the most inspired entry into the comics reader marketplace, but it is simple and intuitive, and offers a very comfortable reading experience, making it the winner for the day.

A Writer’s Best Friend: The Editor’s Role in Webcomics

First published in Comixpedia, June 2004

A Defense

As everyone knows, chief among the benefits of producing an independent webcomic is the freedom from any sort of editorial input or criticism. In the absence of the editor’s stifling presence, a comics creator can maintain a pure artistic vision, and is thereby free to reach his or her full potential.

That seems to be the prevailing opinion, anyway. That editors might actually have useful skills and services to offer is a little-considered possibility.

For instance, a good editor might:

  • Proofread
  • Spot continuity errors or inconsistent characterizations
  • Point out plot holes
  • Provide special expertise, helping to keep facts accurate
  • Act as a sounding board for developing ideas
  • Mediate disagreements between the writer and artist
  • Offer a reader reaction, to help the writer gauge whether the story is achieving the desired effect
  • Provide encouragement and moral support.

Ultimately, the involvement of a skilled editor will help the writer to produce tighter, more polished work. Work that’s not only more enjoyable for readers, but that is also more satisfying for the writer. Unfortunately, most webcomickers will never reap the benefits offered by an editor, as the very word “editor” has become practically synonymous with “adversary.” Internet gossip offers no shortage of stories about oppressive editors who view their job as controlling projects rather than facilitating them, regardless of the ill effects on the stories being told. What gets forgotten is that these people don’t simply represent “editors being editors.” They represent “editors being bad editors.”

Within webcomics, the result of this misunderstanding has been a widespread disdain for editing, even among editors. Most take a completely hands-off approach, in the interest of promoting creative freedom. Even editors who believe strongly in the value of editorial feedback are gun-shy about offering their services, unless it’s particularly called for. GraphicSmash.com‘s editor, T Campbell, for instance, comments: “Generally, I just proofread, unless the creator asks for help or I really, really feel the creator needs help to go from ‘really high potential’ to ‘really fulfilled potential.'”

Helping creators to get from “really high potential” to “really fulfilled potential” is exactly what the editor is there to do—something Campbell learned first hand as a writer, through his experiences with his own editor, Greg Eatroff. Eatroff has worked with Campbell since the outset of Campbell’s comic, Fans!. Far from being an adversary, Eatroff is a valued member of the creative team: “Greg…sees every Fans! script before the artists do and makes comments on about every other page…. He probably deserves more credit than he gets for co-plotting some of the stories.”

What’s more, as Campbell demonstrates, webcomics creators have the unique freedom to choose their personal editors. Eatroff’s presence is no accident—Campbell wanted him specifically because Eatroff was particularly knowledgeable about fandom (the chief theme of Fans!), and was therefore able to provide an important perspective that Campbell lacked. The choice was a good one, and over time, Eatroff became as much a part of the collaborative process as the writer and artist.

Of course, not every writer wants his or her editor to be quite so intimately involved in the creative process. But the beauty of choosing your own editor is that the editor works for you, and not the other way around. This means the writer sets the boundaries, and decides just which editorial services to utilize, and how much input to accept. If the relationship doesn’t work out, if the editor doesn’t perform as well as hoped, or if the editor tries to exert too much control, the writer is free to move on.

The only real obstacle is simply choosing the right person in the first place. What qualities do you look for? This person should be intelligent and literate, of course. It should be someone interested in the genre you’re working in, and ideally who is even knowledgeable about your subject matter. It should be someone whose opinion you respect—otherwise the editor’s feedback will be useless. It should be someone who will be honest with you about your work’s weaknesses, but who won’t get offended if you don’t follow every suggestion. But most importantly, this person should be someone who wants you to be the best, most successful writer, you can be. It should be someone who believes in the artistic goal you’re trying to achieve.

If the bad editor is an enemy, then the good editor will be the exact opposite—the good editor is a friend. In the end, the chief benefit of being an independent creator is not that you can work without an editor—it’s that you can ensure that your editor will be an ally, working to help you reach your full potential.

Rethinking the Editor

Editing comics is a tricky business, very different from other forms of editing. For starters, the editor needs to have a solid understanding of both good textual writing and good design, and how they balance and support each other within the comics medium. And when something goes wrong in that balance, the editor needs to be able to tell whether it’s a problem in the writing or in the design. Or whether the problem is somewhere else entirely.

When asked: “Which do you consider to be your primary talent as a comics creator—writing or illustration,” John Barber, creator of Vicious Souvenirs and an assistant editor for Marvel Comics, answered: “Probably that weird part in the middle that sometimes falls to the writer and sometimes to the artist…the part where the story is translated into physical relationships between words and images.”

If it is true that making the translation from story to comics is a unique skill in itself—independent of both the writing and the illustrating—then this is an essential skill for anyone looking to edit comics.

Consider this: A prose editor usually has a good idea of what a novel manuscript is going to look like. A comics editor has no such a luxury. Did the writer create thumbnails? A full script? A Marvel-style script (a plot breakdown, with dialogue to be added later)? As Barber points out, each of these methods divides the “translation” responsibility between the writer and artist differently:

“If you were writing a comic…Marvel-style, then the artist is handling this part completely. The writer may be supplying some part of the general pacing, but the artist’s doing most of the work in this middle area. If you’re doing thumbnails for the artist to follow (and he does follow them), then it’s all you doing this stuff. A full script favors the writer, but the artist still likely has a lot to add to it.”

The editor needs to be flexible enough to adapt his or her editing to any of these creative methods, and to understand how and by whom the bulk of the translation work is being done. Without a solid understanding of the translation process, a comics editor won’t even know which member of the creative team to talk to about problems in the work.

In many ways, the comics editor is less like a traditional editor, and more like a little-known position within professional theatre—the dramaturg. The dramaturg performs a wide array of responsibilities, among them the development of new plays for production. The dramaturg is neither director nor playwright, but works very closely with both. If the writer’s job is to create a work of dramatic literature, and the director’s job is to create a dramatic performance, it is the dramaturg’s job to ensure that the end result is an effective synthesis of the two. This includes helping the director to keep the look and staging in accordance with the spirit of the script. This also includes helping the playwright to identify and rework areas of the script that aren’t working as well as they could.

In other words, it is the dramaturg’s role to facilitate the translation of the script into an aural and visual work that actually expresses the script rather than simply using it as a vehicle—to make sure that the production is not just a good show, but a good show that the writer will be happy with. And when something isn’t “playing,” it’s the dramaturg who needs to be able to tell whether it’s a problem in the script or in the direction.

The comics editor-as-dramaturg makes considerable sense. This person would approach the project as neither writer nor artist, but as someone who can work closely with both, to help each understand the other’s needs. The comics dramaturg would work to ensure that the completed comic is not just fun to look at, but also expresses the spirit of the script to the writer’s satisfaction. This would be a person interested in, and skilled at, the process of translating from words to comics.

In fact, the entire undertaking of editing comics seems much less tricky when viewed in terms of the dramaturg. Both roles operate in the middle of the creative process, shepherding the work from a textual presentation to a visual presentation. And like the ideal editor, dramaturgs are never “in charge” of the production. Rather, they facilitate the creative process when they can, then stand aside to let the creators work.

Putting it in Practice

Once you have chosen an editor and established the degree of input you expect, the next challenge is actually integrating the editor into the machinery of the creative process. This can vary with the number of creators involved in the project, the writing method, and the updating schedule.

The place of the editor within a writer/artists collaborative team is fairly straightforward. For starters, a collaborative team is generally more likely than an individual creator to work with full scripts for complete story arcs. This means the editor will have both a complete view of the work being edited and enough lead-time to do the editing.

Whenever a full script or thumbnail draft is available, it makes sense for the work to be edited before it’s sent to the artists. The more polished the writer’s work is, the less need there will be for changes to the completed illustrations later. What’s more, if there are weaknesses in the overall narrative, it’s far better to identify and fix them before the artist has illustrated the troubled pages. That way, you avoid finding yourself in the position where you need to choose between redoing large sections of artwork or settling for a less than perfect execution.

Once the script is finalized, the editor may serve as a resource for the artists, helping to locate reference material where necessary, serving as a sounding board for design ideas, or simply weighing in on disagreements between the writer and artist. Alternatively, the editor may not come in again until a draft of the artwork is completed, at which point the editor would read the final product with an eye toward clarity, flow, and faithfulness to the writer’s story. Additional dialogue tweaks may also be suggested. It’s worth stressing again, that in all these tasks, the editor is working in an advisory role. The creators may use or reject the editor’s advice—the goal is simply to have a trusted third opinion.

For individual writer/artists who create full script or thumbnail drafts before illustration, the process wouldn’t be substantially different. Again, the most extensive editing would be done at the script stage, with the art edit focusing primarily on locating instances where an idea that’s clear in the artist’s head is not so clear on the page.

The greater challenge is for the creator who begins directly with full artwork, since any major revisions would require major alterations to, or even new versions of, illustrated pages. In this case, it’s a good idea for the creator to share notes and outlines with the editor before beginning work on the art. Through these notes, and discussion of the story, the editor can help spot larger issues, such as logical problems or inconsistencies in the plot, early on. Then, the editor can focus on more detail-oriented editing for the full pages.

Regardless of the method of production, maintaining generous lead-time is vital to making the most of your editor. After all, it’s useless to have substantial, solid feedback if there isn’t time to complete revisions prior to publication. This can be particularly problematic for creators who tend to create new episodes the same day they’re due to update. Unless your editor happens to be someone always available, such as a spouse or roommate, it is essential to maintain a buffer of at least a few days, if not weeks. But that can be yet another benefit of having an editor—by creating an artificial deadline, they can help you to prevent late or missed updates.

Of course, all of these methods are subjective; how you choose to work with your editor should be tailored to fit your own creative process. The goal of working with an editor is to produce stronger, more polished work. Obviously, that can’t happen if you have to change your methods so much that your creativity becomes inhibited. Finding the best way to work with your editor may take time and careful thought, but it’s worth the effort.

The fact is the rise of webcomics does offer creators a new world of creative freedom. But how we use that freedom is up to us. Just because we are unencumbered by corporate stricture doesn’t necessarily mean we have to abandon editorial guidance. Rather, it simply means that now is the opportunity to get the editors working for us rather than for corporate interests—and that means that editors can do more for creators now than they’ve ever been able to before. It’s just a matter of seizing the opportunity while it lasts.

A Practical Guide to Collaboration

First published in Comixpedia, May 2004

One of the most liberating facets of online comics is that it has made it easier than ever for creators interested in working collaboratively to find each other. No longer must writers troll local comics shops and art schools in the hope of finding like-minded artists. Instead, they can go straight to a large community of comics creators, where geography is no barrier. They can get to know the people they hope to work with, and everyone can see samples of each others’ work on their websites before committing to any sort of collaboration. All in all, the internet has allowed for more people to experience more productive and rewarding collaborative experiences.

Rewarding though collaboration can be, however, it does offer a number of obstacles and challenges that must be addressed if the overall experience is going to be a positive one. Fortunately, none of these challenges, from choosing a collaborator to calling it quits, is insurmountable, with a little forethought and some basic courtesy.

Choosing a Collaborative Partner

There’s a theory in directing that the most important task a director performs is simply casting the actors. Choose the right people to work with, and they’ll instinctively know what you need from them, and will quickly respond to changes in your direction. Choose the wrong people, and you’ll waste hours of time trying to shape them into the people you should have cast in the first place or looking for ways to compensate for the things they just can’t give you.

Choosing a collaborative partner for creating comics isn’t much different. Choose the right partner, and collaboration can be a fun and rewarding experience that results in great comics. Choose poorly, and the results will be disappointing at best. Writers who choose the wrong artist will be constantly frustrated that the story they want to tell isn’t coming through on the page. Artists who choose the wrong writer will face projects that simply don’t hold their interest, or that they find too confusing or abstract to visualize.

That you should find a partner whose work you enjoy is obvious; it’s important to remember, however, that just because someone is highly talented doesn’t mean they’re right for a particular project. Sometimes a mismatch is obvious—an artist whose preferred medium is black and white line art generally shouldn’t be paired with a writer who wants to make vibrantly colored kids’ comics. Other times, there are subtler issues; when illustrating a particularly somber piece of writing, for instance, there can be a fine line between melancholy and morbid. Two artists may have very similar styles, and yet one will be right for the project, while the other is entirely wrong. Either way, every project makes specific demands of its creators, some of which simply can’t be worked around. If your partner can’t meet those demands, no matter how good they are at everything else, the results simply won’t be satisfying. It’s essential that you lay out exactly what the deal-breakers are for your project before choosing your partner.

It may be something simple–John Troutman, for instance, has one very straightforward need: “I write comics about lovely young women, so it’s pretty much a prereq that [potential artists] can draw attractive ladies.” Meaghan Quinn fits the bill; after a year and a half of working together on their co-creation, Vigilante Ho!, Quinn has recently taken over art duties on Troutman’s Felicity as well.

Other times, a project’s demands can be a bit more ephemeral. Dale Beran looks for a quality of “hyper-rationality, or uninhibited irrationality that comes out in an emotionally fragile sort of way.” Absurdly over-precise? Perhaps. And yet, one look at A Lesson is Learned but the Damage is Irreversible reveals that he found exactly what he was looking for in artist David Hellman. Beran knew what he needed and held out for it; the difference this made is plain to see in the work.

Of course, there’s more to collaborative creativity than just technical skills. A collaborator is someone you’re going to be in frequent, if not near constant, contact with. Unless you’re just working on a short one-shot, this is someone you’re going to be talking to for a long time to come. Finding a collaborative partner who is someone you can at least tolerate, if not outright like is at least as important as finding someone whose work you respect. Sometimes it’s best to begin close to home: many successful collaborations grow out of existing friendships. Working with a friend can make the entire process more fun, since it becomes an opportunity to spend more time with a person you already enjoy being around. It can make the successes feel even more rewarding, and can even make it easier to be honest when the project hits rough spots. As John Troutman points out: “…it’s a lot easier yell at your friends and prod them into working since they already kinda like you anyway. As opposed to a stranger, who might say ‘Who does this jackass think he is, ordering me around? I QUIT!'”

What’s more, collaborators who are friends first may find that they are already in synch creatively. For instance, Dale Beran and David Hellman were friends before they were collaborators, which goes a long way toward explaining how they’re able to compliment each others’ unique styles so well.

Either way, whether working with an old friend or a new acquaintance, it’s often best to test the waters of a new partnership. As Gisèle Lagacé, who has collaborated with T Campbell on Cool Cat Studio and Penny and Aggie, advises: “If there’s a fight along the way, well, that might put a halt to things. I guess all I could say is choose your collaborating partner wisely. Don’t commit to a long story at first. Start small and see how it works.”

Short one-shots are ideal venues for testing a new partnership. They let you try out the working relationship in a way that leaves an easy opportunity to bow out if it doesn’t live up to expectations. And if a partnership isn’t going to work at all, it’s much better to find that out in the middle of a minor six page story, rather than partway through a massive multi-year epic.

Communication and Courtesy

Once you have found a partner and planned out a project, the key to keeping the partnership strong and productive is good communication. This begins with simply making sure both partners know what their responsibilities within the partnership will be; you don’t want to find yourself in a situation where an important task doesn’t get done simply because each person thought it was the other’s responsibility. If there’s any doubt—ask. Make every effort to clarify uncertainties before they become problems.

On a more day-to-day basis, there are two arenas of communication where partners need to develop positive habits: the administrative and the creative.

In the administrative arena, the goal is to keep your partner up to date on project status. Are you going to be late finishing the next script? Let your illustrator know. Those last few panels are taking longer to color than expected? Tell the writer to expect a delay. Whenever you finish a major task, let your partner know. Whenever you’re going to be late, give ample warning. If it’s at all possible, try to give your partner an accurate idea of when you’ll be finishing up the next phase of your work. And whenever any established plans are forced to change, make sure everyone is aware of the changes.

This is all just simple courtesy. It’s a safe bet that your partner will have more on his or her plate than just this one project—nobody is sitting around with nothing to do, ready to jump in whenever you’re ready for them. Everyone has schedules to work around, and that means the more advance knowledge you have of when work will need to be done, the more efficiently you can plan for it. As Bob Stevenson (More Fun, with Shaenon Garrity) says, the best approach is to “treat it like business from the start. Don’t miss deadlines and respond to each other quickly.”

In the creative arena, good communication means establishing clear expectations and honest response to each others’ work. This means that both partners need to have an ability to take as well as give criticism. If either side is afraid to speak their mind for fear of causing offense, the result will be a cold and uncomfortable partnership that never lives up to its full potential.

Does the script call for an unrealistic level of detail in a particular panel? Rather than just trying to muddle through, let the writer know that you can’t do what the script is asking of you. Talk to the writer about the best solution. Perhaps less important details can be trimmed. Or perhaps the panel should be split into multiple panels. Similarly, the artist should be comfortable pointing out when bits of plot aren’t clear, or characters are behaving inconsistently, or even if there’s just a more interesting way to stage a particular event than how the script details it.

On the other side, the writer needs to be able to request changes from the artist when necessary. For example, if the action in a panel isn’t clear, or when a panel is focusing on secondary details rather than the main idea, or if the tone just isn’t right. However, it should be stressed that the best way to avoid the need for too many such revisions is for the writer to be clear about what they want in the first place.

Of course, in order for writers to communicate what the want, they must first know what they want. Don’t tell your artist “do whatever you want here” unless you really mean it. Too often, “do whatever you want here” is writer code for “I don’t actually know what I want here, so I’m going to make you do it over and over until you magically figure it out for me.” This is a surefire method to aggravate even the most patient artist. When you find yourself stuck or unsure about a sequence, be honest with yourself and be honest with your artist. If you admit to the block, then you have an opportunity to work through the tough spot as a team. If you try to fake it with insincere offers of creative freedom, you’ll just be wasting your partner’s time.

A final point worth stressing is that for some people, ease of communication is a foremost factor in choosing a collaborative partner in the first place. As Dale Beran explains, “If what you’re saying just doesn’t compute (which happens to me often) then it’s a wreck. It’s sort of how I started playing guitar. A friend of mine wanted to teach me because he needed a guitar player for his band. Never mind I could barely play, and you couldn’t spit without hitting a guitar player at college. But he just figured we shared a sensibility, so he thought it would be easier to teach me from scratch rather than finding some asshole who would do his own thing. The relationship really comes first, then the art and the skill and all that.”

Rights, Contracts, and Division of Labor

In the informal world of webcomics, contracts between collaborative partners are still relatively rare. Of the eight people surveyed for this article, only John Waltrip (Rip & Teri, with T Campbell), has a contract with his partner. Especially since so many partnerships are formed out of existing friendships, asking for a contract can seem superfluous or even impolite. Still, where matters of money are concerned, a formal contract is never really a bad idea. However, whether signing a contract or not, the details of ownership and division of earnings should always be agreed upon before any work begins.

The most common financial arrangement is a 50/50 split, but there are certainly no rules on the matter. Work-for-hire arrangements do exist on the web, as well as a number of other very individualized agreements. For instance, since John Troutman and Meaghan Quinn collaborate on two comics, rather than splitting the income from each comic in half, they each keep all the income from one comic–unless one or the other should take off in a big way, in which case they plan to renegotiate. As Troutman points out, “as long as details like this are to the satisfaction of both people, it doesn’t really matter how ludicrous those details are.”

More complicated than the money issue is the ownership issue. So long as the collaboration is ongoing, an assumed 50/50 share seems logical. But if the partnership is dissolved, several important questions arise: Which partner has the right to continue the work? Is the continuing partner obligated to consult the departed partner on business decisions pertaining to the portion of the work he or she contributed to? Does the departed partner own a share of new material derived from creations he or she contributed to? These are complicated questions that are best answered long before such difficulties actually arise.

The third major detail that’s commonly arranged by contract or in pre-collaboration discussion is the division of labor. Fortunately, this tends to be a much easier matter. The major determining factors in assigning a particular task to one partner or the other are: A: Who’s better at it? and B: Who has the time to do it? When the answers to both questions match, then it’s a no-brainer. When they differ, then it usually comes down to how immediately pressing the task is.

The most obvious division is: The writer writes, while the artist illustrates. Coloring and lettering usually fall to the artist, though there are exceptions. Plotting may be done by the writer alone or as a joint effort—there’s no rule here, just the question of what works best for your particular partnership. Administrative tasks, such as maintaining the web site and publicizing the comic often fall to the writer, on the grounds that the writing tends to be less time-consuming than the artwork. (Though it should be stressed that “less time-consuming” implies neither “less important” nor “less difficult.”) But here again, “often” should not be taken for “always;” division of labor ought to be handled in the most practical manner, while making sure that neither partner is left with an unfair share of the work.

Crisis and Calamity

A student director who was recently working on a production of David Auburn’s play, Proof, at Emerson College ran into problems when she was trying to set up the first rehearsal. Despite several phone calls and e-mails, she was unable to get a hold of the actor who had agreed to play Hal. After a week, she finally managed to reach him, at which point he confessed that he really couldn’t do the play, but hadn’t called her back because he didn’t know how to tell her. So she cast a new actor, only to suffer a repeat of the previous situation: another week of no communication followed by an “I don’t have time, but didn’t know how to tell you” phone conversation. So she was two weeks into what should have been her rehearsal period (and she only had two months to start with), still with no Hal. She could have lost only two days instead of two weeks, if only the actors had simply told her as soon as they knew that they couldn’t do the part.

Nearly every writer surveyed (and even one of the artists) had the same primary concern about entering collaborations–that the artist will bail on the project. This is no idle fear; few writers have avoided the experience of investing themselves in a project only to have the artist drop out at the last minute–or worse, after the project is already several pages underway. And it’s not at all uncommon for artists to simply disappear without a word, instead of saying outright that they can’t do the project.

This is not to say that artists are immune from the problem of writers dropping out. It does happen. But it’s far less common, due to the longstanding perception that writers need artists, but artists don’t need writers. When artists over commit themselves, they’ll usually favor their solo work over collaborations. Writers don’t usually have that option, since all their work is collaborative.

Sometimes it’s unavoidable that you have to back out of a partnership; you’ve committed to too many things, you have a new day job, you’ve had an offer of paying work, you’re having a baby–life gets in the way. Regardless, when this happens, there are right ways and wrong ways to go about it backing out. Topping the list of “wrong ways” is simply going incommunicado. So long as your partners believes you’re still working together, their hands are tied–they can’t bring in a replacement until they’re certain you aren’t coming back, and until that happens, the project is dead in the water. Your partner needs to know when it’s time to move on or they can’t continue to work. So if you are leaving a partnership, always make sure to tell your partner; there’s no more basic a courtesy than that. “I didn’t know how to tell you” is never an excuse. Just be honest and direct. Your partner will be much happier for it.

Better yet, try to give your partner as much advance warning as possible. First of all, this will allow your partner to line up a replacement early, hopefully avoiding the need for a hiatus between artists (or writers, depending on the circumstance). And second, advance warning will let you and your partner plan a smooth and satisfying exit. This is especially important if your partner won’t be continuing the project without you, raising the question of whether a major story will be left unfinished, such as when Gisèle Lagacé left Cool Cat Studio: “T had this nice story all written out for Cool Cat Studio and in the middle of it, I just pulled out. I feel terrible about it; for him and for my readers. But what’s done is done. So, to anyone planning a collaboration effort, stick to it and even if things start to get rough, try to pull out gracefully and do a nice finish–you’ll feel better in the long run.”

Of course, this is largely assuming that the partnership is ending peaceably, due to lack of time or some similar issues. If the problem is a matter of personality clash or artistic differences, that can be more difficult. Even in less pleasant circumstances, though, it pays to keep your interactions as civil as possible. Avoid making decisions out of pettiness or spite, or you risk the whole disagreement escalating to a point where everyone ends up miserable. What’s more, do your best to keep such disagreements private, especially if you hope to find new collaborators in the future. Nobody wants to work with someone who has a reputation for hotheadedness.

In addition to the question of how to break off an unhappy partnership, there’s also the question of when to break it off. If the project is something of limited duration, it may be worthwhile to just do your best to compromise and get the project done; at least then you’ll have some finished work to show for it. For a long or ongoing project, it’s probably best to start planning your exit as soon as it becomes clear that your differences are irreconcilable; which is to say, before the situation devolves into one of unbridled hostility. This is especially true if you’re working with a friend. Sometimes good friends just aren’t suited to working together, and it just isn’t worth sacrificing a good friendship to maintain a poor collaboration. Still, so long as the situation hasn’t become unbearably dire, it’s still best to give ample notice rather than quitting in a huff.

Finally, always keep in mind that every team works differently. What works well for you with one partner may not work at all with another. Staying flexible in your approach to working with new people is key. And not every partnership will work; that doesn’t necessarily mean collaboration isn’t for you–it may be that you’re just working with the wrong person. Find the right person, though–someone who inspires you as much as you inspire them–and collaboration can be as fun as it is productive, leading you down artistic paths you might never have discovered on your own.

Expressive Dialogue, Part Two: Stammers, Accents, and Affectations

First published in Comixpedia, March 2006

Last month, I talked about some of the basics of keeping character dialogue distinct, such as by maintaining an awareness of the different sorts of words that different characters would be apt to use.  This month, I’m continuing the discussion with a look at some of the more stylistic choices you can make in crafting dialogue.

It’s very rare that anyone writes truly naturalistic dialogue.  Hardly anyone attempts to capture all the false starts, stammers, run-on sentences, “ums,” and “ahs” that typify actual real-life conversation.  In real life, most of these non-verbal utterances are meaningless space fillers; in writing dialogue, the goal is to convey ideas and personalities, not to make a study of contemporary vernacular linguistics.

Used thoughtfully, though, with an eye toward expressing a character’s emotional state (rather than simply out of the habit of trying to capture “realistic” speech), these tics can be used to add further nuance to dialogue.  A simple “um” can mean a lot of things; it can express confusion, forgetfulness, disdain, shock, or any of countless other causes for being at a loss for words.  What’s important to remember, though, is that different people find themselves at a loss for words for very different reasons and to different degrees.  Some characters are unflappable, always knowing precisely what they want to say in any given situation, rarely leaning on non-verbal crutches.  Others are naturally nervous, frequently losing the thread of speech, falling instead to “um”s and “ah”s in a vain attempt to communicate.  Some intentionally use non-verbal utterances a form of avoidance; for instance, in Spike’s Templar, Arizona, when talking to his abrasive editor, Benjamin uses them to acknowledge the editor without having to actually talk to him.

Just as there’s no reason to capture every little stutter, there’s also no reason to commit every variation in pronunciation to paper (or pixels, as the case may be).  This tells you nothing about who the character is.  Yes, it can signal the reader as to where the character’s from, but that’s a background detail, not a personality trait.  And if the character’s ethnic or geographic origin plays a significant role in who they are, then that will be expressed through their personal values and behaviors, not through the funny way they say “hello.”  In most instances, trying to capture an accent in dialogue is just going to make the dialogue difficult to read, as readers are forced to translate your phonetic spellings into understandable words.  Not to mention the risk you take of alienating readers if your representation is stereotypical rather than accurate.

Of course, none of this applies if you’re talking about an affected accent.  If a character is knowingly speaking in an unnatural voice, there is usually a definable, character-driven reason for it, and so this needs to be made clear to readers.  Take, for instance, Jackie in T Campbell’s Fans, who often speaks with a heavy English accent, despite not being English.  Within Jackie’s long pattern of insecurity and attention-seeking behavior, her false accent is a clear expression of her desire to be a more compelling person than her natural self.  And if the textual representation of her accent seems exaggerated and annoying, that’s because her accent is exaggerated and annoying.  It’s one of the reasons why several of the other characters in the comic don’t like her.

Of course, false accents aren’t the only sort of speech affectation a character can display.  Other commonly seen affectations include characters who routinely misuse large words or characters who never use contractions.  (That last is particularly common for robots—contractions apparently being a more difficult concept for robots to grasp than metaphor or idiom, for some strange reason.)  Often, these affectations are used simply to give characters visible distinctions from one another.  As with false accents, though, if an affectation is to provide a character with something more than arbitrary novelty, an understanding of why he or she adopted that affectation is necessary.

Dialects are a bit trickier, since they combine pronunciation with issues of vocabulary and word choice.  But again, the pronunciation isn’t really relevant to the character.  Authenticity, however, may demand some adjustments in word choice.  If your character is from Brooklyn, for instance, that doesn’t mean you have to spell the number between two and four as “tree” every time he says it.  But if that character walks into a pizza shop and orders “a meatball grinder and a can of pop,” you’re going to strain credibility.  At the same time, this doesn’t mean you have to throw in every bit of regional jargon you can think of.  An overabundance of these superficial trappings can grow tiresome very quickly, especially if they rely on inaccurate stereotypes.  Not every southern woman calls people “sugar.”  Not every valley kid abuses the word “dude.”  Your character might—but that’s a choice to make with some consideration.

Of course, there are exceptions to all of this.  If your story actually is a cultural study, for instance, steeped in the nuances of a particular region, then a closer approximation of that regions dialect is probably called for.  But it better be a dialect you’re intimately familiar with if you hope to create something both believable and respectful of the people you’re writing about.

And then there’s the dialect of one—the stylized speech that comes from the heart of the character, with only incidental origins in a particular region.  For example, I wouldn’t necessarily know where any of the characters in Spike’s Templar, Arizona live if it wasn’t in the title of the comic.  But when Reagan delivers a line like, “G’wan upstairs.  I’m comin’ for th’ both-a you in ten minutes.  She’s gettin’ walked t’class whether she’s ready or not,” it’s not because she’s from Templar, Arizona.  It’s because she’s got a big, brash, indomitable personality, and nobody’s going to make her put a third letter in the word “the” if she doesn’t want it there.  Her dialogue is brimming with personality, and the dialect stems from who Reagan is, not where she’s from.

Expressive Dialogue, Part One: Mannerisms and Word Choice

First published in Comixpedia, February 2006

This past September, I had the pleasure of meeting Ryan Estrada at SPX. During one of our conversations, he let drop an interesting bit of trivia about himself: he has only said the “F” word once. At the time, I didn’t press him on why he leaves that particular word out of use, or about what motivated him to make that single exception, but those questions stayed with me. Given that this is an increasingly common and, many would argue, particularly useful word, the conscious decision not to use it necessarily raises interesting questions about Ryan as a person: Does he take a moralistic view of obscene language? Or does he take the view that cursing is a crutch for those with small vocabularies? Or is this just another of the odd personal challenges he tends to assign himself?

All of which is to say that the small details of the words people use and how they choose to express themselves reveal quite a lot about who they are and what they value. While there’s certainly more to writing comics than just the text, there’s no denying that the writer’s most visible contribution to comics is in the words themselves, especially dialogue. It’s easy to make the mistake of writing characters who speak the same way you do — it’s certainly what’s going to come most naturally. And it can work for certain types of comics: journal comics, political comics, or other comics that are designed to give the author a direct mouthpiece. But it doesn’t do much for developing a story with a cast of multiple distinct characters.

Different people speak differently; they use different words and different syntax. Understanding the individual speech mannerisms of your characters will go a long way toward helping you distinguish them from each other, as well as from yourself. Does a particular character speak in short clipped sentences? Long, rambling monologues? Are they plainspoken, or do they like to use colorful metaphors? Do they use a lot of complex technical jargon?

And perhaps most importantly: Why? Speech mannerisms shouldn’t be arbitrary, unless you’re just playing it for laughs — they should be expressions of the character, revealing more about who they are and how they think than the content of their speech alone would do. For that same reason, when answering the question of why characters speak the way they do, it’s important to go beyond simple stereotype. It’s easy to decide that a character uses lots of technical jargon “because she’s a scientist.” But “scientist” isn’t a character; it’s a background detail. There’s no reason why a scientist must necessarily use constant technical jargon at all. Some scientists also like to read poetry. Or go to church. Or drink beer while watching football. And all of these things will affect the way they speak just as much as their technical background. Possibly even more so in casual conversation. Sure, the technical jargon is likely to fly freely in the lab, but in a restaurant, or a bar, or at a friend’s party, other impulses take over. Our careers do influence how we communicate, but that’s just one of a multitude of factors.

An excellent example of clearly distinguished, expressive dialogue can be found in Spike’s Templar, Arizona. Right from the opening sequence, we see sharp contrasts in speech mannerisms. Mr. Pierce, the cantankerous newspaper editor, speaks in long rambling sentences, punctuated with violent imagery. He employs genuinely sophisticated vocabulary and tough-talking vulgarity in equal measure, and uses both to assert his superiority over Benjamin, the story’s protagonist. (Admittedly, the angry newspaper editor is a stereotype, but Pierce appears to be a minor character, so it’s not as big of an issue.) Benjamin, by contrast, is quiet and non-confrontational. He uses only the most perfectly neutral language, saying as little as possible, frequently not even going so far as to articulate actual words.

Taking the idea of expressive dialogue a step further, not only do people take their speech cues from myriad sources, but they also tend to modify their manner of speaking in different contexts. Most people don’t talk the same way at work as they do at home. They don’t talk the same way with their parents as they do with their friends. We use different words, different syntax, different modes of communication as befits the context and the audience of what we’re saying.

This is perhaps nowhere clearer than in the case of vulgarity, an entire classification of words that are considered acceptable in some contexts but not others — though those contexts can vary from person to person. Most people will refrain in a religious institution, out of politeness, if not faith. On the other hand, some people are perfectly at ease swearing in front of their parents, while others would never think of it. And, of course, there are some people who consciously choose not to use these words at all. Or who only curse when they’re very upset. Or only during sex. Or who curse vocally, but never in writing (or vise versa). Some people will curse freely among members of their own sex, but rein it in among members of the opposite sex. Some people use expletives in a calculated way, placing them for greatest effect. Others pepper every statement with expletives, like they’re just another kind of comma.

The important thing to remember is that the particular usage should demonstrate not the author’s attitude toward coarse language, but each particular character’s attitude toward it. Too often, writers treat expletives as a binary, with either no expletives at all, or constant expletives, completely neglecting the fact that everyone has their own personal style of swearing. Knowing when a character is and isn’t willing to use coarse language can reveal a great deal about their comfort level in different situations and around different people. It can reveal the settings they consider sacrosanct, or the people to whom they are deferential or respectful. Even minor fluctuations in a character’s use of expletives can reveal insecurity, or pride, or reverence.

Looking again at Templar, Arizona, there’s Benjamin’s neighbor, Reagan, a powerful presence who takes over any conversation with casual confidence. Like Pierce, she provides a clear contrast to Benjamin’s reticence, but without the hostility. She curses just as freely, but where Pierce used vulgarity as a weapon, Reagan’s cursing is casual and unaffected — it belies an honesty that puts you at ease about her intentions, even when she’s making you do things you don’t want to do (such as forcing Benjamin to go out and see the city, despite his hermitic tendencies).

And against the backdrop of both Pierce and Reagan, foul-mouthed pair that they are, Benjamin’s own failure to utter even a single curse word thus far is glaring. It comes off not as a moral choice, or a matter of respect, but simply another symptom of his insecurity around people. He doesn’t curse because words like “fuck” are stronger than he is. He’s just not ready to handle that kind of language — not in the face of other people, anyway.

Expressive Dialogue, Part Two: Stammers, Accents, and Affectations

The Writer’s Lament

First published in Comixpedia, January 2006

I’ve often heard comics creators lament that so many comics readers will completely ignore incompetent writing for the sake of pretty art. It seems that all too often, smooth lines, slick colors, and dynamic design end up overshadowing the facile dialogue, tired jokes, and predictable or even incoherent storylines that accompany them. Of course, I’ve heard the opposite complaint as well – that too many readers will ignore incompetent art, so long as the story is compelling. Not surprisingly, I’ve mostly heard the first lament from creators who consider themselves writers first, while the second comes from those who count themselves as artists.

And, of course, there is truth in both complaints. Comics are a dual medium, simultaneously a visual art and a literary art, but rarely does a comic exhibit art and writing of exactly equal quality. As readers, each of us has our own preferences for the standard of art we’re willing to tolerate for the sake of good writing, or for the standard of writing we’re willing to tolerate for the sake of good visuals. Naturally, the best works are those where the art and writing are of equally excellent quality, but where that doesn’t happen, we all weigh one over the other, even if only slightly.

Me: I’m a writer. As such, I’m wholly sympathetic to The Writer’s Lament. I came to comics from a background in small press literary publishing. I spent the early part of my life writing, reading, and publishing fiction and poetry. More recently, I spent three years studying playwriting. When I’m reading comics or writing them, that’s the background I bring with me. What I don’t bring is a background in fine art, or illustration, or even much by way of design. (I’ve done a little bit of magazine and web design, but nothing anyone would call professional quality.) As a result, I approach comics as a literary art first and a graphic art second.

Now, I’m not saying that’s how anyone else should view it, and I’m not trying to convince anyone. And I know full well that you can’t master either without having an understanding of the other. But I wanted to make clear where I stand, because when I talk about making better comics – whether in the context of improving the state of the industry, or just my own work – I’m almost always talking about raising the level of the writing. More sophisticated humor, more interesting plotting, more elegant dialogue, greater depth of subtext: these are the things I want from print comics and webcomics alike.

All of which is to say, I want better stories. Comedies that delight rather than just amuse. Adventures that thrill rather than just distract. Tragedies that hurt rather than just sadden. Now I’m certainly not implying that the art plays no role in this – of course it does. But it begins in the writing, because it begins with having a story to tell.

I should clarify here, that I’m not just talking about pure scriptwriters like myself – whether you’re strictly a wordsmith or you’re a solo creator, or even just an artist who occasionally dabbles in the plotting, it’s a rare comics creator indeed who doesn’t have a hand in the writing somewhere along the way. Whether you think of yourself as a writer or not, odds are you’re still writing, and we can all bring something more to the process.

Bryant Paul Johnson, Teaching Baby Paranoia

First published in The Webcomics Examiner, March 2005

Bryant Paul Johnson’s Teaching Baby Paranoia has been on the web for over five years, first at Tragi-comix.com, then to ModernTales.com, where it has reliably updated every Friday for the past three years.

The series, which Johnson describes as “faux intellectualism,” presents quasi-historical short stories that seamlessly blend fact and fiction into a smart satire of history and society. Sometimes the stories are clearly more fiction than fact; other times, you only hope that’s the case. Through much of its run, each episode has been a standalone story, much like Carol Lay’s Story Minute. More recently Johnson has begun to experiment with larger, more sophisticated story structures.

A classic information junkie, Johnson is constantly reading, constantly researching, taking in history, politics, literature, and even cutting edge science in equal measure. He then pours it all back into his comics, to tell some of the smartest, most entertaining lies on the web.

First off, to confirm what I already know: Teaching Baby Paranoia updates every Friday on Modern Tales. You’ve also recently had stories appear in the True Porn anthology and SPX 2003. Any other publications I should know about?

Over the years, I’ve had various other comics in small anthologies. My work was in three or four issues of “Newbies Eclectica” a McGill University student publication, edited by Jordan Raphael (the co-author of Stan Lee and the Rise and Fall of the American Comic Book). In 1998, I had a two page comic in Chris Shadoian’s anthology called “Skin Eater Comics.” Between 1998 and 1999, I published three issues of a minicomic called “Mumbletypeg.” I wouldn’t call any of them indispensable. For the most part, the Teaching Baby Paranoia, as it appears on ModernTales is the only body of work with which I’m marginally satisfied.

TBP has changed considerably since it first began. Early strips had a more conventional gag structure, much more overt political themes, and a self-aware authorial proxy, all of which have more or less fallen by the wayside. It wasn’t until “Coriander Leaves” that you seemed to really grab hold of the idea of doing quasi-historical narratives. Was this a conscious shift in focus?

When I first set out to create a weekly comic, I didn’t want to tell one particular type of story; I didn’t want a strip that was dictated by a cast of recurring characters. My attention span is pretty short. I knew that I’d grow tired of the characters, and thus the strip.

I think the beginning of the strip was my gestation as a cartoonist. I clung to the themes of my college days: overt politicizing and overt cultural commentary. As I’ve matured as a cartoonist, I’ve focused on the things that interest me most (which, consistently, has been the intersection of history and folklore). Though I’m still interested in political and social commentary, I try to be more subtle about it.

I don’t think this change was so much a conscious effort to refocus the tone of the strip, so much as an evolving process of self-evaluation.

Where does the title “Teaching Baby Paranoia” come from?

The title, “teaching baby paranoia,” was the punchline to an unpublished, single-panel comic I wrote back in college (it had something to do with overzealous parents and a baby monitor). During my final year at McGill, I was the staff cartoonist for the weekly paper. After four or five weeks on the job, the editor told me I needed a name for my strip (titles have never been that important to me). I was flipping through old sketchbooks looking for a title and found the words: “teaching baby paranoia.” I liked that it had a completely non-descriptive quality; taken from the context of the image, it meant absolutely nothing.

Six or seven years ago, I began doing comic strips again, this time for a monthly magazine called VMag. For the first year, the editor was obliged to title my strips in the indicia, because, again, I never gave them titles. Once again, I dragged out the name “Teaching Baby Paranoia” (presumably, to cash in on the gigantic Canadian readership I had built up!).

The title really means nothing, it just has some sort of intangible quality that I like!

I’m intrigued that you say titles aren’t all that important to you, since you’ve actually titled every individual strip in TBP since some time in 2001. Why make that effort?

Two reasons, really. The first is rather mundane. I was never sure what the publishing schedule of the strip would be, having switched it several times over the course of its online history. Other than titling each strip, I didn’t have a convenient way of identifying an individual episode.

Talking about “that one strip where the guy goes crazy and builds a giant concrete fist, visible from space” became too awkward!

The other, and more important, reason is the illusion, or sometimes, the disillusion of continuity. By giving each strip its own title, I’m telling readers that this is a complete story unto itself. This, of course, works both ways; in the case of “Cell Division,” I gave each a unique title, leading people to discover the connections between episodes themselves.

In the case of my last “big” storyline, “Calabiyau” each episode has a unique title, but one that reflects its antecedents within the looping storyline.

“Calabiyau,” “Cell Division,” and “The Clockwork Marvel” were interesting departures in a number of ways. You’ve done multi-part stories before, but sporadically. Why the recent interest in longer work?

To be honest, it’s pretty much because, in each case, I came up with an idea that required a bit more room to work.

Generally, I like working in short form. I like leaving the reader with the impression that they’re getting just a glimpse of a larger history (in addition, I find that the most mundane of events becomes comically absurd when viewed through a tiny frame. Take for example, this past election: when you look at the big picture, it’s a pretty depressing affair [at least from the side staring down the barrel of this particular rifle]. But, zoom in on any particular moment, stripped of its place within the tapestry of American politics, and it’s pretty much two rich guys bickering over details of no concern to 99% of the population.)

In each of the longer stories, I had an idea for a concept that I wanted to try, beyond just a momentary look at the absurd.

For the first (Cell Division), I wanted to build a “secret” narrative that tied a number of seemingly unrelated stories together. I wanted to look at the number of historical coincidences that it took to create a present-day disaster. By keeping all of these plot elements relatively hidden, I hoped people would suddenly realize how the isolated things we do, tie together into a larger picture (which plays into my aside above, where I talk about the absurdity of zooming in on a particular event. Cell Division was my attempt to give a “macro” view of the types of stories I usually do).

The second (Calabiyau) was a narrative that I wanted to mirror a mathematic theory (string theory) that I thought applicable to history. String theory postulates the existence of numerous realities in parallel (a Calabi Yau manifold being an eleven dimensional geometric object). The story was dictated by some comically pretentious need to write an eleven part story to match each of the eleven dimensions! And to make it revolve around a textile manufacturer.

The third story (The Clockwork Marvel), was my attempt to do a relatively straight-forward story. Which didn’t exactly happen. As I worked on it, certain themes — that I thought important — led me to twist the narrative around and make it, by far, the most convoluted story I’ve ever done.

“Coriander Leaves,” “Calabiyau,” “Cell Division,” “The Clockwork Marvel.” Is there any significance to the fact that the titles of all your longer stories begin with the letter “C?”

Wow… that’s a really bizarre coincidence! Until you mentioned it, I had never noticed the connection! Maybe it’s my version of the “comedy ‘k’!”

How much advance planning goes into a story with complex narrative structures like these?

It really depends.

To motivate myself into doing a longer story, I usually come up with the metastructure first; something that makes me think in an exciting way. It’ll be something that I mull over in my head or in my sketchbooks for a few weeks, as I do my regular strips. Eventually, when I’ve either hammered out how I want the narrative to work, or get too impatient to keep “thinking” about it, I start with the actual plotting.

I try to plan out as much of the story, as possible, before I begin. I make notes to myself, and assemble the narrative as a series of index cards, or as a flow chart. From there, I actually start the writing and the drawing of the individual episodes. Because I tend to work pretty tight to the deadline, my overall story plan tends to be plot heavy, but detail light (Luc De Lyon travels to Marseilles. He catches a boat bound for Jerusalem. Boat sinks…). I flesh out the details as I write each episode and as I do the research.

Usually, I wander off topic a bit, as I chase down some theme that has become apparent in the details.

And sometimes, I drop certain elements of my metastructure, when I realize they’ve become too unwieldy, or drag the story away from where it is headed (If you look at the first dozen of strips from The Clockwork Marvel, there are allegorical attachments to the titles [all of the strips are named after celestial bodies, and thus characters from Greek and Roman legend]).

Come to think of it, I pretty much let the flow of the story dictate the end result.

Is planned “winging it” an answer?

For most cartoonists, “experimenting” usually means a drastic shift in art style. For you, it seems to mean a drastic shift in narrative structure, while the artwork remains fairly constant. What is it about these fractured narratives that sparks your interest?

I think fractured narratives more accurately depict reality.

Rather than thinking of stories as a sequence of points on a timeline, I tend to think of narratives as rays emanating from an event. You have an almost infinite number of moments that trigger the story on the page and, essentially, an infinite number of possible scenarios following.

In each of the longer stories I’ve done, I was trying to look at the causes and effects of certain actions. In those cases, the fractured narratives work pretty well; the reader can see the cause and effect without having to suffer through some arbitrary chronological progression (or in the case of psychological trauma, without a narrator explicitly identifying the root of a particular behavior).

That reminds me of another comment you made shortly after the conclusion of Calibiyau. You said: “It seemed to me that the mathematics of theoretical physics and the mathematics of history share a number of similarities.” Care to elaborate on that idea?

In the early part of the twentieth century, Einstein created the theories of General Relativity. They were a refined set of rules that showed how the universe fit together.

Einstein’s theories were based upon the observational physics of Isaac Newton. They largely dealt with the universe as seen through a telescope, or seen with the naked eye. Einstein’s theories started to bend some of the assumptions that we held dear (time as a constant, nothing moves faster than light) but didn’t break them. The universe made sense.

Once we developed sophisticated means of observation, physics turned its attention to the subatomic world. Though largely governed by the same forces of Newton’s and Einstein’s theories, there were things that physics could no longer explain: objects seeming to appear in two places at once; objects behaving as particles and waves; objects with a seemingly disproportionate amount (or a lack) of mass.

There was a discrepancy between the physics of the macroscopic (planets, black holes, apples) and the physics of the microscopic (electrons, photons, quarks).

In the late twentieth century, mathematicians and physicists working on refined versions of Einstein’s General Relativity came up with a theoretical model of the universe that unified the physics of the very large and the very small, called string theory (and later, superstring, bosonic superstring, symmetrical superstring, and now m-theory).

In this current model of thinking, the universe is an eleven (or ten, or twenty-six) dimensional object made up of harmonic “strings.” Our universe is four dimensions projected onto a two dimensional membrane floating in “‘branespace.” These membranes run in parallel, yet exert some degree of influence upon those around it.

Though this model is mathematically very sound, we can see no tangible proof of it. Yet. We need to sharpen our senses, and train ourselves to look in a new way.

So what does this multidimensional model have to do with history?

When we think of history, we tend to think of it as a tightly focused, and unbending sequence. History moves in only one direction, and irrevocably.

If we look at a regional history (say for example, the history of the city of Boston), we can see a timeline of events: 1620, Plymouth Plantation. 1641, Massachusetts Bay Company. 1776, War of Independence. 2004 Red Sox win World Series.

With a bit of due diligence, we can create a fairly accurate portrait of Boston. A history that makes sense.

But, to fully understand the true history of Boston, we need to look at a bigger picture. We need to look at a number of sequences, moving in parallel. We need to look at religious history (the conflict between Catholicism, the Church of England, and Puritanical Protestantism, and how that interacted with aboriginal religion); we need to look at economic history (the economic impetus for creating the Massachusetts Bay Company, tax laws in England); we need to look at military history (the military histories of England and France), cultural history (the ideas of manifest destiny, and pioneering) and so on.

Hundreds of events running in parallel –whole fields of study in their own membrane– exerting influences on the whole.

We can’t look at things in a strictly linear fashion. Events don’t always segue from one to the next. Things fester in the background, only to flare up decades later, and play a critical role in shaping history.

Plans are made looking into the future: England looked into its future, saw what damage a protracted guerilla war in the American Colonies could do to their balance of power with the French, and acquiesced to the Colonies’ demand for autonomy. Strictly speaking, the events of the past were influenced by events from their immediate (though hypothetical) future.

We have multiple dimensions of theoretical time affecting one dimension of perceived time.

It’s a matter of training ourselves to look in a new way.

When I started reading about m-theory, I saw a parallel (there’s that word again!) between how physicists were trying to reconcile microscopic and macroscopic observations and how I had been trying to reconcile microscopic and macroscopic history in my head.

And, of course, this isn’t new thinking. I know Joey Manley will be delighted to hear me talk about Jorge Luis Borges. Fifty years before the mathematical foundation of superstring theory was made, Borges wrote about a garden of forking paths; realities branching out from each choice we make in life.

M-theory is just a beautiful metaphor for a particular way of looking at our collective history!

Okay, let me see if I’m understanding this correctly—in the context of Calibiyau, the company meets the same end regardless of the decisions of Day and the board because of the confluence of seemingly unrelated external factors. The company wasn’t doomed by bad management, but by the wider web of events around it.

Correct.

External factors (events that predated the point at which the three stories diverged [the death of August Day,] or were beyond the direct influence of the players involved) caused the death of the Calabiyau manufacturing plant.

Each of the three story-lines are drawn to similar (though not identical) conclusions by the gravity well of one particular entity (the never explicitly named W——). Through the footnotes, I tried to make it clear that W—— was in its position of power through a number of events that seem unrelated, out of context (environmental regulations, free-trade agreements, tax incentives…).

Again, I was trying to describe a more metaphysical look at history.

To be honest, I’m not terribly happy with how this story came out. I feel that by using such a loaded subject, the plot (the Moore Twine Company vs. W——) became more important than the story (the consequences of short term economic thinking).

I think I like the idea behind the story more than I like the story itself!

This theory would apply to Cell Division as well, correct? Where a series of interesting but seemingly unrelated and largely minor events culminate in a massive tragedy?

Again, correct.

Over the course of a couple hundred years, we trace physical and psychological trauma through a couple of families to an eventual boiling-point. And without any one clear cause of the disaster (the three potential triggers).

I think that by keeping the plot-at-large a secret, the emphasis is really on the theme.

Though this predated my interest in theoretical physics by a couple of months, this story is a more nuanced example of the history I was thinking about when I wrote Calabiyau.

Let’s turn to “The Clockwork Marvel,” the most recent, and I’d say most ambitious of your stories. In this piece, about a 13th century Christian heretic and Arabic astronomer, you bring the early development of the Heliocentric model of the solar system together with a surprisingly chatty Holy Prepuce [Note: that’s the foreskin of Jesus]. And then bridge the whole thing to an 18th century French Theologian obsessed with obscure history. With so many layers in this one, I have to ask: What was the seed that started you off?

It was really the culmination of a couple of things, the first of which was, obviously, an interest in world politics. In the process of trying to learn a bit more about the history of our conflicts in the Middle East, I read a few books on Arab history and the Crusades.

The second was the realization that this civilization that we westerners sometimes think of as “barbaric” was really the savior of most classical scholarship.

With the dissolution of the Roman Empire, and the rise of the Catholic Church, many of the seminal works of classical thought (Aristotle, Ptolemy, Pythagoras) were considered heretical by the church. They were either hidden away in boxes, never to be seen again (or at least until the Renaissance), or destroyed.

The Arabic speaking people (which included the non Arab Persians) had an immense interest in Greek and Roman scientific philosophy. It was really only through their direct intervention that so much of our knowledge of Greek learning survives.

So, I started reading a bit about the history of Arab science…

One of the strips in The Clockwork Marvel was a “secret” episode that depicts a conversation between me and a hermeneutist named Baran Juteland. That conversation pretty much sums up my reasons for doing this story (though, in the strip I imply that it is non-fiction, when in fact, it is almost completely fictional)!

Ah, so you admit that it’s fiction! Not that this comes as a surprise, of course, but in your forums, you tend to maintain the illusion that your stories are true, even when they clearly aren’t, going so far as to debate the details and motives of imaginary events and entities. This is further enhanced by the footnotes that accompany each strip, which even include an “editor” who sometimes corrects and pokes fun at the author. It seems like you intentionally avoid drawing the line between fiction and non-fiction.

Once you have the talking foreskin of Christ as a major character, I think it’s safe to admit that you’re writing fiction!

One of the reasons I like playing around with the line between fiction and non-fiction is that it changes the role of the reader.

When you read a work of fiction, you play a more passive role in the flow of the narrative. You let the author build and establish the rules of the world (that’s not to say that all fiction needs to establish new ground rules; the vast majority of fiction operates within a logic consistent with “the real world”), and how their narrative functions therein.

When you read non-fiction, the reader is charged with placing the story within the context of history, as they understand it. The reader is asked to make connections between what they see on the page, and their culture.

In my shorter comics, this works to my advantage. I don’t have the space on the page to establish exactly how the world works, and how the characters will play off of it. By using the framework of non-fiction, I can assume that the reader will understand enough of the history and culture referenced, for the strip to function.

For longer works, I’m willing to push the boundary between fiction and non-fiction a bit more. I have more room to establish an internal logic that facilitates more of the fantastic, while still using the resonating frequencies of history and culture.

By constantly straddling that line, ventures into the purely fictional have more emotional resonance. If the reader comes to expect a certain logic (religious artifacts don’t talk, for example), breaking this logic makes the reader question the validity of this trespass, and the role it plays in the narrative.

At least, hopefully…

It was interesting to see your authorial proxy make an appearance after such a long absence — and in the middle of a major story no less. What brought you back to this device?

While writing The Clockwork Marvel, I did a bit of reading about “hermeneutics:” the study of meaning behind words (a recurring theme in The Clockwork Marvel). Generally, it was applied to the study of the bible, though in the case of Janus Joseph, the study of Lucius Francus’ astronomical texts.

When I was scripting “Titania,” the strip paired with the “secret” episode, I was trying to figure out why the story had veered drastically from my original plan. In my original outline, Luc De Lyon was the focus of the story; Janus Joseph was merely a framing device. Somewhere along the way, I changed the story without really knowing why.

The “secret” strip was a hermeneutic look at my own work. I have largely abandoned using my proxy in Teaching Baby Paranoia because the focus of the strip has changed. Here it seemed appropriate (and divorced from the narrative).

In The Clockwork Marvel, you overtly raise a number of issues about our understanding of history. You point out that much of what we know of ancient history comes from records that were made centuries after the events documented (highlighting the questionable veracity of your own tale in the process). And, of course, there are simply many areas of history where nothing is recorded at all. Much of your work, this story being no exception, seems aimed at filling those holes in history. Where does this interest come from?

I was a Classics major in college. My forté in Classics was history, not surprisingly.

The history of the ancient world is spotty at best. Every piece of knowledge gained is the product of near-endless debate, generally between the historians, and the archaeologists.

A couple of years before I started at McGill, a major rift developed between the historians in the department, and the archaeologists (over research on the Greek province of Boiotia, for those keeping score). By the time I entered the program, the two most senior professors no longer spoke to each other, and wouldn’t even conduct classes in the same building (the department dissolved by the time I left).

From the beginning of my education in Classics, the divide between the literary (history) and the scientific (archaeology) was both philosophical and literal.

On some level, this fundamental split in the study of history has stuck with me. I have a hard time reading history without looking for some sort of corroborating evidence, from either a literary or scientific perspective.

Every historical narrative will have holes; short of omniscience, there’s no way to fully understand every event, and every angle. What makes the study of history so appealing is to work through these holes, and to try to find solutions that work from different perspectives.

(And of course, if you’re creating your own “historical” narrative, it’s also quite entertaining to challenge the assumptions that historians and archaeologists hold as canon!)

Since the end of The Clockwork Marvel, you’ve returned to doing short form pieces again. Do you find it challenging to go straight from something as expansive as The Clockwork Marvel right back into doing single page micro-fictions?

In some ways, it’s a bit of a relief. As you may have gathered, I have a million different interests. When I’m working on a longer story, all of these little interests haunt me in my sleep, begging to be made into a comic. When I do shorter stories, I can let my mind roam free, without fear of ruining six months’ worth of work!

Plus it gives me a convenient forum for future research!

Your last attempt to set aside long form work and return to short pieces (right after Calibiyau) turned out to be pretty short lived, before you got caught up in The Clockwork Marvel. Should readers expect to see another long form story in the near future?

I’m working on one now! My plan for this next story is to alleviate some of the pain of serializing, by releasing it in chapters. I plan on doing short stories for a while, as I work on a longer piece in the background. Eventually, when I’ve completed a chapter’s worth of material, I’ll release it all at once, and repeat the process.

Though it means doubling the amount of work I do on a weekly basis, I think it’ll smooth out some of the limitations of serializing.

Generally, serialized works suffer from one of two things: an arbitrary break between each installment that makes the individual episodes a fragment (one that relies upon the reader to keep re-reading the material, or to remember the important details), or a choppy narrative that pulls the reader along with an obvious mechanical trick (by devoting part of every comic to recapping the previous material).

We’ll see how that works out, I suppose…

Amber “Glych” Greenlee, No Stereotypes

First published in The Webcomics Examiner, November 2004

Amber “Glych” Greenlee is a busy, busy woman. After spending four formative years developing her flagship title “No Stereotypes” on Keenspace, she relaunched the title as part of Modern Tales, followed not long after by a the launch of NonPersons on Graphic Smash, as well as the eclectic Glych’s Experiment as part of the Drunk Duck collective. Her most recent addition is Red Dahlia, a collaboration with John Daiker that was featured in the latest Drunk Duck print anthology, Drunk Duck: Drunk and Disorderly. With three ongoing webcomics, and an anthologized print series, it’s a wonder she was able to find time for this interview.

My understanding is that the current versions of both No Stereotypes and NonPersons are complete restarts of stories you were previously running on Keenspace. Is this accurate?

Greenlee: Kind of… I consider the two original versions of No Stereotypes to be the “beta” versions. I actually had a false start prior to the one on Keenspace hosted at homestead (a free site) but it didn’t…click. I consider something a false start if it doesn’t exceed five pages, and the original v1.0 only had three comics. I then started up No Stereotypes on Keenspace with the beta v2.0 of which exceeded over 250 individual comics. NonPersons has had two false starts on Keenspace, v1.0 with only four comics and a chapter heading, and v2.0 had only two pages with a chapter heading. But the v2.0 pages of NonPersons will actually be used in the current version of the strip as soon as I get to that part of the story. I restarted the story from another point due to decisions made by T. Campbell and myself in a conversation at SDCC ’03 where I was telling him the basic plot and he was shopping for strips for Graphic Smash. We both agreed that starting at the “beginning” of a series of events sometimes isn’t the best place.

250 pages is a long way to go to then decide to turn around and go back to the beginning! Are these “beta versions” a normal part of your creative process? What motivates you to go back to the beginning of something you’ve already been working on for so long?

Greenlee: Yes it’s true, 250 comics is a lot to finish, but it’s also true that for every good drawing an artist does he had to go through about 1000 bad ones. So I kind of consider that all that work I did was getting as many bad drawings out of me as possible at that time.

I don’t think there are any concrete reasons why I’ve done betas of my comics aside from lack of experience and immaturity. When I originally started No Stereotypes (v1.0) I was only 15. When I started the beta (v2.0) I was 16. I didn’t start the current version until I was 20. I admit 20 is still young, but not as young as 16. In the four years between 16 and 20 my writing has matured a lot. It’s grown and changed. It’s stronger and more rounded…More structured without being stiff and more spontaneous without losing focus.

I decided to restart NS because originally I realized that if I wanted to make comic books I should practice my drawing everyday. I decided to set a daily deadline for myself to accomplish this goal. I went to the SDCC ’01 and stopped by the Plan Nine Publishing booth for a long time talking with Pete Abrams (stole practically his whole Sunday) who handed me a Keenspot flyer saying “well if you want to do comics, you can start here.

I joined Keenspace because it was a free place to upload my comic and they had an auto updating system that Darren “Gav” Bleuel created. My coding was pretty weak so I needed all the help I could get. It was okay back then when there were only about 1000 of us on the Keen server, not counting the ‘Spotters. It was pretty small.

I didn’t really have any ideas for a comic beyond designs for these quirky little characters, so I decided to use them and see what came out. I didn’t write anything for my comic for about the first year. It was purely out of my head. Even though I knew the direction I was going into I didn’t have a map…so I drifted a lot on Tangents…Which only weakened this pretty interesting story that was emerging under the strained amateurish art style. I mean, looking back at this old stuff, I find the occasional diamond in the rough, but the majority of it — if I saw it on the ‘net now — I wouldn’t bat an eye at. When my writing grew so much in such a small period of time and these quirky little characters I had invented to help me with my anatomy started to mean something to me emotionally, I felt like it was an injustice to their creation to have this badly drawn history.

I guess I got the idea to repackage the strip from Steve Troop (www.melonpool.com) who has restarted his comic multiple times since he was five. I guess I thought: “Well, if he can do it, so can I.”

How did your readers respond to the announcement that instead of going forward with the story you would be going back to start the “official” version?

The only kind of [reaction] I’ve gotten from it was disappointment. A lot of people miss the old archives which I didn’t remove from the ‘net to get rid of evidence of the old strip or anything, but instead because I was picked up by Modern Tales and I didn’t want to be in breach of contract to have a pre-existing version of the comic available for free on another server (Keen). I know, it’s not exactly as exciting as if I had burned my originals in a heat of rage or anything, but it’s the truth. My evil villainish plot after the story is over with is to release the previous versions on a disk available with a printed book of the MT No Stereotypes. As it stands, I’m working on the coding now for the crossover comics for The Great Framed Escape and my exclusive crossover with Framed!!!  for free up on my site. I just haven’t gotten around to finishing said code yet.

Do you ever worry about falling into the trap of endlessly revising the same work? Or, more to the point – how do you know when it’s time to stop revising and let the work stand?

Greenlee: When I was younger I would have quickly fallen into the trap you mention, but since then I’ve learned that there comes a point when you just have to let it go. This time around the story will finish because I no longer cringe at the archives. And because I no longer rush the comics so there’s no reason for me to cringe. I’ve learned that a half-assed job takes twice as long. So rather than quickly try to get a half-thought idea out into the world I’ve learned to back off and finish it first before pencil is ever put to paper for the first strip. To give you an idea, I’ve been working on an idea called Cronoshift for over two years now, which very little is known about outside of my own head. I’ve been doing intense research on the project including reading into possible time travel according to chaos math and physics.

Why? Because I want to get the science as correct as possible. I’m doing all of this research prior to ever fleshing out the story (of which a vague one is floating around my head). I’ve been writing the story ideas, the research notes, and the snippets of conversation down into a collection of “idea books” I’ve compiled on this particular story. An “idea book” is one of those journals you can buy at any bookstore just filled to the brim with sketches and handwritten notes on whatever subject comes to mind. I usually have about three running at a time, not counting the sketchbook which I tend to keep filled with anatomical and perspective studies. I rarely write in my sketchbook outside of the date. For the first run of No Stereotypes I had only about six pages in one of my idea books. For the second, I’ve so far filled about three idea books. For NonPersons I’m ready to finish up my fifth, and for Cronoshift I’m pushing seven full idea books. I won’t even begin to toy with the idea of starting it until well after No Stereotypes is finished because I want this one done right.

I recall there was a pretty major revelation about Atom’s distant past not long before No Stereotypes got picked up by Modern Tales. I imagine a lot of your longtime readers are eager to get back to that point. So—will we get back to that point, or is the story taking you in a different direction this time around?

The original story I had in mind, the one I tangented from throughout the majority of the beta’s run, I was starting to get back to prior to ending it. We’ll get back there eventually. I hope by the end of the year. I actually have the story completely written out this time (and let me tell you, it’s better and easier to fight through writer’s block and antagonize over your notes over the course of about 2-3 weeks of writing the story than it is to fight through random intervals of writer’s block over the course of months-years of doing each individual comic. You never know where you’re going. It’s like vaguely knowing which way is north, but without a map to guide you there. I highly recommend to anyone and everyone to write out your story first.) which makes things easier. I am taking slightly different directions in things, but not out of any need to change my original idea, but because while reading through the old archives of the beta, (while I was rewriting it for the current version) I realized I had false justifications for some of the character’s actions and a Swiss cheese amount of plot holes.

So the whole chapter of Jody possessed by Raven is to justify why Kat feels threatened by her and to introduce plot elements sooner than they were in the beta version. The whole three chapters I just finished with (with Spons talking to Kat and Jody discovering Atom’s immortality and dealing with it) justifies both Atom’s affinity for Jody and introduces a menacing part of Spons’ character that never had the chance to blossom in the ol’ beta version. I also decided to drop the character Alice from this current version (a character I never liked in the first place. Also a character which made the female/male ratio lopsided in the strip.) and introduce Raven instead as the middle-man between the two major sides of the conflict at the heart of the strip; Atom and Spontaneous.

Before Alice waffled with herself on the issue of what to do about Atom. If it was alright to throw him to the dogs if he wasn’t really hurting anyone. She also had a crush on him, which he provoked. I didn’t like this at the time or now because it split this guy between 3 women in the strip (Kat, Jody, and then Alice) romantically, which always kind of bothered me. If Atom were waiting to see his wife again, why would he be laying down with these other women? Now Raven is a more objective go-between, there’s stronger justification for Atom and the go-between himself; Raven. Now, Raven and Atom both get something out of their arrangement whereas before, Alice only acted out of her crush on Atom (a weak explanation) and Atom only out of his want to mess with people (also a weak explanation). This time around, though the order is a bit different, the story is closer to the heart of what I wanted originally.

Something I’ve enjoyed about your artwork is how you give each of your major projects a very different look—loose and cartoony for No Stereotypes, noir-ish realism for Red Dahlia, and a sort of hybrid sketchy-noir for NonPersons. How do you choose the particular look a story should have?

Greenlee: I think the writing dictates what the art should look like. I think that’s true for comics in general, print or web. A dark story needs a dark art style, a comical one seems funnier to me when it’s in more of a simplistic form. I could go heavily into detail on the effects of line on the psyche…Scott McCloud does a much better job of overviewing it in Understanding Comics than I ever could… (Chapter Five: “Living in Line,” page 118).

I try to suit the artwork to the story already written. I always write the story first before I start any project. Which is good, because then I can see what I planned on doing with the story, story-wise, drama-wise, setting, and characters. If I have a dark, compelling, suspenseful story set in a lot of midnight locations, like the docks in fog and lonely subway stations, I’m not going to have dancing trees and sunshine like Toon Town at the end of Who Framed Roger Rabbit — it just…wouldn’t fit. But I also don’t want to copy someone else. I can emulate almost any style I set my mind to, so rather than emulate- I manipulate. I study all artwork to see what’s working and what’s not. I try to train my self-why on both accounts. These comics are long drawn out and precious experiments to me of my training to myself. They’re my art school.

No Stereotypes is an experiment in character, pacing, timing, and subtlety. It’s not important to the story to see every eyelash and have a harsh realism with the story; that’s not what the story is about. I chose a simplistic “cute” style because I wanted these guys to be likable and layered. I wanted them to be identifiable. If I did something like shrink their eyes, then they would appear distant to the reader. That’s why Atom has these dinky little beady eyes — you’re not supposed to know what he’s thinking. Where as Jody lives with her heart firmly worn on her sleeve.

NonPersons is an experiment about character interaction, foreshadowing, and visual shorthand. For the character interaction I realized with NS that though the characters were unique and quickly identifiable, I never really had them communicating through body language…they were always islands unto themselves as characters, individually posed because I was still learning while drawing them. Now I’m expanding my interaction of base lines in my drawings (the flow lines referred to in a million anatomy books.)

Think of it this way — If someone is leaning over a counter pulling on a guy’s sleeve, the first person’s body weight will pull on the guy’s shirt making the shirt pull harder on guy’s neck changing his position and lines of force or flow lines. Also, the person over the counter will be pulled up slightly, changing theirs too. People interact with people daily and I’m trying to train myself how to make it look “right.” I’m also trying to train myself how to make it move right.

Foreshadowing allows someone to expect the next scene. With NS I never really did that. In fact, I hear from a lot of people that they never know quite where I’m going with it…so I decided to try going the other way and try and clue people into what might happen next. If I lay out multiple “mights,” hopefully it’ll make it suspenseful. It’s still an experiment…

As for visual shorthand — my plan for NP is to have each NonPersons tell their story. Each person has different lives and experiences. Each see things differently. I want to show this through different styles for each story. I want to carry these styles into the story by having each character drawn in their own style. I plan on creating a kind of “visual shorthand” so that if I choose to have 12 NonPersons in a crowd of thousands the reader should be able to pick them out at a glance. I didn’t want to do this through bright colors or costumes or glowing powers…I wanted a powerful person to be able to wear street clothes yet still be unique from the world around them without elaboration.

The Experiment’s goal changes daily.

I’ve heard some artists argue the merit of developing a “signature style” as a way of branding their work. You seem to have gone in the opposite direction, even though you could easily develop a signature of your own. (The No Stereotypes style is particularly identifiable as uniquely yours.) Was this an intentional decision?

Greenlee: Intentional is another word for planned.

Yes, it was. I don’t want to copy or become a clone of another person. I’d rather go in my own directions. I study others’ work all the time though. I take hours looking at comics, paintings, sculpture, and architecture. I try to learn from the world around me. I sketch all the time and a sketchbook’s always with me. I’ve drifted into many different styles over time, in my sketchbooks in particular. Sometimes I like what comes out other times I’ll never go there again. But how do I know where I’m going if I don’t know where I’ve been? The way I look at it, I’m not to the “signature style” phase yet. When I get “there” I want to be able to look out from that plateau at the great valley of my journey there and know that I had trekked as much as I could. Every artist finds their style and every writer finds their voice. The funny thing about a comic book artist is that both of those (the style and the voice) are competing for attention. I think it delays our development as both an artist or a writer. But I also think it might be worth it in the end once I’ve found that “signature style” I like and feel comfortable with.

You’ve mentioned plans put NonPersons on hiatus, with the intent of finding an artist to collaborate with. Why the decision to bring in a separate artist?

I put NP on hiatus because it was the straw that was breaking the camel’s back as it were… I was being pulled into too many directions and something had to give, so that something was NP. I love the story, it’s something that needs to be told…so the decision to put it on hiatus was a painful one, but one that had to be made. I have it written all the way up to Chapter Eight (though only the first chapter is completed and three pages of the second) so it’s not like I don’t have a story to be written. When I decided that it might be best to go the Sheanon Garrity route (i.e. draw only one strip and write many) and get another artist to get the story out. What makes it difficult is I want to keep the art “consistent” throughout the story for each character. I.e. each character is drawn in a different style as a kind of visual shorthand. So they don’t have to wear bright colors or tights to be immediately spotted as “special” like in super-hero books. I want to have an artist who understands this particular vision of mine and who can do many styles…which makes finding one difficult…

Have you worked collaboratively before?

Greenlee: I have, but not much. John Daiker and I worked together on Red Dahlia for the second Drunk Duck books. How that worked was he and I had already both agreed to work on the book separately. I was terribly unprepared. I had about the first seven pages plotted out on thumbnails and a character sketch. For someone who works diligently on their stories prior to putting pencil to paper, this was practically a death sentence to me creatively. I hit a brick writers’ block hard. So John and I, talking back and forth after meeting on the Drunk Duck message boards, started talking about my story. He first started helping me with my writer’s block until it blossomed and bloomed into the character that she is today. Over the month of writing, there was no clear distinction of where my writing ended and his began for the story, and no distinction for her origins or back-story. She became ours together hence why he’s the co-creator of good ol’ Red. We’re currently working on a comedy installment of “Chibi Red Dahlia” for the third Drunk Duck Anthology (title’s still pending on the book but it might be called Drunk With Laughter).

<strong)When you say you always write the whole story first – I suspect you’re in a small minority, at least among individual writer/artists. Do you write full scripts?

Kind of…I write out all of the dialogue with vague descriptions of what’s going on physically. As in, I’ll write out a conversation, but leave the linking panels up to the artist, who’s me. That way it cuts down on my brainstorming time so I can get to the heart of the writing when I’m writing, without having to worry about the looks on the characters faces or what their body language looks like. The words tell me all of that when I pick up the script to draw it. THEN I figure out what kind of mood the characters are in and what’s going on around them. I work from page to page to page, one at a time, but always referring to my finished pages to keep consistency.

I have written out full pages for other artists, where I’ve gone into intricate detail of background and the like and have gotten something back completely different than what I envisioned. It’s not really a bad thing, in that even though the art may not be what I expected it usually takes the story to a different level that can only be achieved by another artist but myself. Writing only goes so far in comics. I’ve learned to cut back a lot on my description to free up the actual craft. And working both as a writer and an artist at two different points in the development of a story I have to learn to keep those two poles of creativity happy by giving both room to grow and work. The writer in me tries not to stifle the artist in me whereas the artist in me tries to remain true to the writer. It’s an interesting back and forth which I feel humbled to be in the middle of.

Do you think it shows when a creator has done the writing first, as opposed to working more holistically?

Greenlee: Sometimes a writer is very, very talented without ever “writing a word” prior to creating a comic. Sometimes they aren’t. I’ve read some amazing spontaneous and funny stuff that was improved off the cuff and other times I’ve been moved by a 24 hour comic or a panel-jam. Sometimes these “unwritten” forms of comics have a unique and precious spirit to them which you can’t write out, you can’t plan- a caught moment of an idea which would have easily been missed if someone hadn’t put it down at that moment. I don’t know, maybe it’s the muses at work. (shrugs)

What I do know, though, is that these moments are few and far between. If someone wants to continue capturing those moments, carry a sketchbook with you and jot them down quickly before they’re gone. You may not use any of them, you may use all of them — but it’s true for any kind of creative expression; You have to go through a thousand bad drawings/photos/words/ceramic bowls/etc. before you make a good one. I think it does show in someone’s work over time whether they do their homework or not. Anyone can be a one hit wonder, but it’s consistency and steady creation that makes a true artist or writer. I think it’s the difference between determination and a fling.

Glych’s Experiment seems to be part journal comic, part sketchbook, and part confessional. How does this fit into your larger artistic process?

Greenlee: Um…okay! We’ll go with that. The Experiment is what it is — a random collection of whatever comes out that day. Sometimes I put intricate work into it (like the “Search for Inspiration” storyline) sometimes it’s right out of my sketchbook (like the pirate glych). It’s part of my artistic growth because I can fail openly and completely in the Experiment, and it’s okay — I won’t get ostracized for doing so. But I can also succeed. I can stretch out to the stars of the comic medium and reach them — surpass them sometimes…I can let it go and see what comes out. Sometimes it’s inspiring, sometimes scary, but mostly it’s from me somewhere. It allows me to explore parts of my creative self without the limitations of a set story or characters.

What makes this something you want to share with your readers?

Greenlee: I think the reason why I like sharing these little insanities with the world is that it’s something I would read if I found it online. And if I like it, there’s got to be at least one other person in the world who likes it…so I guess I’m putting it on the web for them, wherever they are in the world.

One of your recent Glych’s Experiment strips addressed, among other things, the fact that you suffer from severe tendinitis. Has this affected your approach to your artwork?

Greenlee: It has affected my artwork. I’ve always written very tightly and drawn very tightly. I can do incredibly detailed work when I want to, but I’ve learned to loosen up in my styles. To let it flow out without trying to keep pushing it towards what I see in my head. I’ve since realized through letting my work loosen that what’s on paper is never going to be quite what I see in my head. But it can be close. I’ve cut down substantially on my backgrounds, which I miss sometimes, but I’ve since realized that — though missed — they aren’t absolutely fundamental to the understanding and flow of the story, which far outweighs the backgrounds in importance. I’ve learned and taught myself to draw more with my arm and less with my hand (a skill I picked up by practicing life drawing and painting). I also have been working a lot with my Wacom Tablet, working digitally, which allows me to get tight again while still remaining lose with my hands. All of Red Dahlia was done digitally.

And, unlike some artists, I realize that programs like Illustrator and Photoshop and technology like Wacom Tablets and Smart Boards are only better tools and not means within themselves.

I take it you find some artists’ preference for new technology overzealous?

Not at all! A tool’s a tool’s a tool, no matter what form it’s in. Just because Van Gogh decided to paint with a palette knife doesn’t mean that the brush was obsolete, it just depends on what the artist prefers to do.

What I do dislike though is when an artist who prefers to work in traditional media immediately discounts work done in a digital one as “not true art” simply because it’s digital- I find this rather elitist and closed minded. The same applies to people who work in digital media and close off themselves from working in traditional because they feel it’s old fashioned, dumb, or not worth their time. Coming from a colorist, yes- it’s a LOT easier to create dynamic, realistic color using layers and channels in Photoshop than it is to paint on canvas and retain the same effect simply because Photoshop reacts in the same way natural light does if you choose to multiply or screen on top of your base color- but it’s in the understanding of WHY Photoshop works that way that creates a true masterpiece in color. Understanding that can only be achieved through traditional observation of the real world and, I believe, through traditional methods.

People think they’re seeing one color in nature when they’re really seeing another. It works off of a visual shorthand of the world around us. We know that a tree has green leaves and a brown truck, but it’s in the degrees of the greens and browns which create realism, added with the effects of light and reflected light on those browns and greens. If I’m painting the tree at sunrise, then the shimmer on the tops leaves is created by soft light pink highlights and the shadows by a deep rich brown with a thick red base. This is because the air is stiller than at sunset, and there’s less filtering through “stuff” in the air like dust, water particles, smog, and clouds. The color is more pure because the light from the sun itself is more pure. This purity is seen as the shadows, which remain brown on the truck, and slightly brownish-green on the leaves, due to reflected light on the underside of the leaves. However the light shining through the leaves will be a brilliant green due to the fact that the matter of the leave itself filters all colors out of that light but green.

All of this changes if I were to paint the same tree at sunset. There’s more “stuff” in the air which created a redder, more muted tonality in the colors. The shadows on the truck and the bottoms of the leaves will be more purple due to reflected light on the tree from sources behind it. The shimmer is less of a pink and more of a yellow-orange, and the light shining through the leaves themselves aren’t a brilliant green, but instead a yellow-green due to the air’s thickness with “stuff” filtering the light, making the light itself less pure…and much more dirty.

I realize I went on a bit of a tangent there, but I feel it’s important to note that there’s more to art than what you see. Now Photoshop makes coloring comic books really easy because I can start out a picture with a flat base of colors and then add any color I want on top of it with a layer of either screen or multiple (depending on if I want shadows or highlights) and the colors mix for me. I don’t have to mix them. As long as I keep my shadow and highlight colors consistent with the light and backlight, it looks “right.” However, one learns how to tweak these colors towards a much stronger end product through practice, and practice alone in, I believe, traditional media. Because painting in acrylic or watercolor or working in pastels IS much harder with no “undo”s, one must learn HOW color behaves and works in order to be able to create great art. One has to think harder…realize how colors affect each other and interact. How they change each other. What other factors are involved besides directionality and strength of the light, because there are always multiple variables when it comes to art…Digital art is so fast and easy to make that I feel there’s a rush of people who think they can just take a shortcut through it to become great artists. I’m sorry, but there are no shortcuts to becoming something great — I was always taught that a half-assed job takes twice as long. If someone automatically discounts something old or something new in art simply because they don’t understand it they limit themselves to a narrow mindset, and limit the work they create. It’s like trying to bake a cake based off of its taste. There’s more to it than the end product.

Do you ever second-guess your chosen career path, in light of the personal physical cost?

Greenlee: All the time. I think that if you don’t question yourself and your decisions, you become stagnant in opinions, thoughts, and ideas. I think doubt is part of being an artist. Always curious, always questioning…It allows you to look at the world differently if you question it. I say, question authority, question math, question life in general and yourself. By wondering if the right choice was made or not it forces a person to try to see their decisions from multiple angles and poke for holes in one’s reasoning. None of us are infallible… Sure, I wonder if comics are the right path for me, but I think we all wonder that at some point or another. Keeps us on our toes.

Ted Slapyak, Creator of Jazz Age Chronicles

First published in Comixpedia, November 2003

Ted Slampyak broke into the comics scene in 1989 with “The Case of the Beguiling Baroness,” published by Caliber Press.  This story turned out to be only the first in his stylish adventure series, Jazz Age Chronicles, which followed the blueblood adventurer, Clifton Jennings, and the blue-collar private eye, Ace Mifflin, as they pursued supernatural criminals in 1920s Boston.  Soon after, he went on to work on projects like Quantum Leap and Neil Gaiman’s “Mr. Hero,” as well as providing illustration and storyboarding services.

In 2002, he returned to his roots, with “The Power of Silas Rourke,” a new Jazz Age story, and one of the original strips to run on the Modern Tales sister site, AdventureStrips.com.  After the unfortunate demise of AdventureStrips, Ted remained with Modern Tales, repurposing his JazzAgeComics.com site as a single creator subscription site, and the official home for Jazz Age on the web.  The current story, “No Escape” [author’s note: Working title.  Officially launches Dec 29th—will confirm] updates weekly (the current strip is always free), with pages from his original “Beguiling Baroness” story and other extras added to the member section throughout the week.

What motivated you to choose Boston, 1926 as the setting for your stories?

The series was inspired by a role-playing game that a couple of friends, Marc Gacy and Dan Neff, and I used to play in high school. The game was based (loosely, the way we played it) on the writings of H. P. Lovecraft, and like his stories, took place in New England in the 1920s.  I wanted to start a comic-book series, but I was growing tired of super-heroes, and I wanted to try a different genre. I decided to adapt the characters and some of the storylines we’d come up with in the game—with my friends’ permission, of course.

I did consider picking a different city for the setting, but Boston was just a perfect locale. First, it is in New England, where lots of superstitions abound. I always think of New England—Legend of Sleepy Hollow, etc. —when I think of Halloween. Even though I wouldn’t classify my stories as “horror,” there’s still a strong supernatural element. Second, Boston has the bluest of the bluebloods in its Beacon Hill Social Register and along the halls of hallowed Harvard, and I wanted Jennings and Carlisle to be firmly in that world. But Boston also has a large working-class community, mostly Irish Catholic, but also of other ethnicities, and I wanted Mifflin to be representative of that sphere. Boston is the perfect setting for the clash of those two Americas.

Also, Boston is small enough and isolated enough to feel like a small town, but big enough to be urban enough for the sophisticated Roaring Twenties. And I also wanted to avoid clichés, and 1920s stories in towns like Chicago and New York have been done to death.

“Clash of two Americas” certainly sums up the relationship between Mifflin and Jennings.  Do you think their relationship is peculiar to the time period as well as the location?

I don’t think so. America has always had a class system. And of course, the friction between Jennings and Mifflin isn’t just about class. Flynt is wealthier than Jennings, and he and Mifflin seem to get along okay.

At heart, it’s a personality clash. The difference in class and background just serve to heighten the friction.

Characters representing the middle class seem largely absent.  Does the middle class play a role in this clash?

Jeez, that’s a good question. Wow. I hadn’t even thought about that.

I suppose, when I think of the “middle class,” I first think of the migration to the suburbs after World War II. Of course, that migration started well before that, with the advent of commuter trains and then the automobile from the turn of the Century into the ’20s. Sure, the middle class was there. But I guess, when I think of the 20s, and think of Jazz Age, I immediately think of an urban environment, and the distinctions thereof.

Which is all just a lot of hooey that masks the fact that I’d just never thought about having a character or a story that involved the middle class. Oops!

The setting is very authentic, right down to the phonebook ads. How involved is your research process?

Initially, it was incredibly involved—perhaps too involved. You’re right—the phone book ads were researched, as were the acts appearing at the local movie theaters and vaudeville houses on the dates in question. I think in those early stories, the research was a little too evident—a little too distracting—to the story as a whole. I made too much effort to find places to stick what I learned into the strip.

The upside to all that research back then is that I don’t have to do so much now. I’ve got a very comprehensive foundation for the settings of the series, which made it very easy to bring the series back. I have a file cabinet full of research from the days of the comic book, and that helped a lot with getting the series back up to speed.

Do you think it’s possible to actually over-research, or is it just a matter of learning to manage your information?

Well, yeah, it’s a matter of managing it. But I think that’s a result of over-researching—if you’ve spent so much time amassing so much information, it’s so very tempting to find a place to use it. And sometimes that becomes as high a priority as telling the best possible story.

On the panel you spoke on at SPX, you mentioned using an almanac for the year to even get each day’s weather accurate.  That amazed me.

Yeah, that’s what I mean.

Actually, that’s not so bad—if the weather is treated as just a background issue, or a topic of small talk for characters. There are times when some background detail is needed for the pace of the story—to slow things down, or to show how a character is, or isn’t, noticing his surroundings, or something. Then it’s great. It’s when it becomes the focus at a time when it shouldn’t that you can tell the writer is trying too hard to shoehorn his research findings into the story.

The weather was an important element in Silas Rourke—the clouds and rain come on just as Rourke is revived, and the extent of his reborn power was equaled by the severity of the storm. Weather was as much a fictional element as the characters in that story, so it doesn’t really matter what the weather “really” was that day.

However, in the story you’ll also see that it’s fall, and the leaves are falling from the trees. In that respect, I need to be accurate with the weather—were the leaves falling off the trees in Boston in mid-October? Had they fallen yet? Or would they fall later in the season? On something like that, getting the weather right is crucial.

Aside from small details like the weather, have you ever needed to make any deliberate omissions or alterations to historical fact?

Well, other than the fact that I know Mifflin didn’t reside in his actual office building, or that there wasn’t really an archaeology professor named Jennings—no. Or the fact that the top of the Hotel Vendome didn’t really blow off in 1926—though it was destroyed by fire in the 1970s, I believe.

Like I said before, I’ll gladly include actual events that contribute to the story—but I’ll have to make up some stuff. Sorry, guys, I just do!

But I guess you mean the big things, like who was president or things like that. So far I haven’t had any need to do that. I will be including some historical figures in future Jazz Age storylines, but in ways that could have happened. You know, those times between historical events, where you might’ve shaken hands with Calvin Coolidge or Charles

Lindburg, and who’d know if you did or didn’t? Of course, if I did a story where Mifflin kills Coolidge—that’d be trouble.

Before your re-launch with Modern Tales, how long had it been since you last worked with these characters?

I think the last time I did anything with the characters was an eight-page story I drew, that Marc wrote, called “The Big Case.” That was in 1993. It was published in Caliber’s Negative Burn anthology book.

So, almost ten years.

Was it difficult to get reacquainted with your characters after such a long absence?

Not really, no. Even though I hadn’t worked on the series in all that time, I had been giving the series a lot of thought. I’d wanted to revive the series from the moment I stopped working on it, and I kept ideas about it circulating in my mind.

And while I’d been away from the series, I’d worked a lot on freelance stuff, like storyboards for ad agencies, that helped me refine my color sense. So when I made the shift from black-and-white to color, it worked.

Jazz Age carries a tremendous sense of nostalgia, both in the setting and in the tone of the storytelling.  Do you feel there’s a dissonance created by blending this kind of story with forward-looking technology?  Or, to put it more succinctly: Why does Jazz Age belong on the Internet?

Because everything belongs on the Internet. The Internet is just the vehicle, the medium; it’s totally independent on the content. That’s like saying old Jazz recordings don’t belong on CD, or old black-and-white movies shouldn’t be put on DVD.

But that does bring to mind something. Some people commend me for using an old-fashioned art style when drawing Jazz Age. They say it looks like a comic strip from the early part of the 20th Century. I have no idea what they mean. I mean, I know my style itself is somewhat “old school,” but I’m not trying to look nostalgic with Jazz Age. The story takes place in the ’20s, but I’m trying to draw it with all I know about comics today. I’m not going for a retro art style; just a retro subject. But hey—if people think I’m doing old-style artwork on purpose, and they like it, why should I argue?

We’re in agreement on Internet as vehicle, although I can’t help wondering if there are exceptions.  Seth comes to mind, particularly his Clyde Fans story.  It just feels like publishing a piece like that online would betray its themes.  But maybe I’m just being over-indulgent of Seth’s eccentricities.

Well, the medium may pose challenges, but I think you can use almost any medium to convey almost any kind of story.

If Jazz Age were solely in print, for example, it would have a different format. The reason it’s in landscape format—wider and flatter—rather than traditional comic-book format, is so it’ll show up all at once on the screen. But those differences in format are minor, I think. It’s like filming for TV or for movies. The different aspect ratio may change how you present some things, but the story itself can be told either way.

Retro storytelling was a very clear theme in the strips that Chris Mills selected for the AdventureStrips anthology.  Did you have any concerns that being part of a retro anthology might skew the way readers interpreted your own style?

No, not at all. Of course, when I first heard about AdventureStrips, it wasn’t described as a retro-themed site. In fact, I wasn’t specifically asked to do Jazz Age—I could’ve done anything for it, though Chris did say later he was hoping I’d bring back Jazz Age.

The problem, I think, with AdventureStrips was that it wasn’t specifically marketed as a retro site. Some of the strips were old-styled, and some weren’t. If it were exclusively old-style pulp, then maybe it would’ve found a target audience easier. I don’t know.

But it was pushed as adventure stories, and pushed on a web-savvy, webcomics-reading audience, who, for the most part, are very forward-looking. For them, adventure is Matrix and very futuristic stuff like that, and here they log on and see, basically, their parents’ comic strips. And their parents, while they do have access to the Internet, normally wouldn’t think to find entertainment like webcomics there. It’s a real challenge, targeting a webcomic strip to people who aren’t already looking for webcomics. There’s a hurdle there that must be jumped first.

After AdventureStrips shut down, what motivated you to stay with Modern Tales?  Did you have any reservations?

No reservations. I’ve got a great deal with them, so I’m happy there.

Have you seen any significant change in your audience since you moved Jazz Age to a dedicated Web site?  How is Jazz Age doing now, as compared to when you were still on AdventureStrips?

The only difference I’ve seen in my audience since the end of AdventureStrips and the beginning of Jazz Age‘s own site, is that it’s smaller. With AdventureStrips you had people going to fourteen different strips, and so there was a large cluster of readers.  If someone was reading Red Kelso, or Sorcerer of Fortune, they might wander over to my strip as well.  Now, the only people going to JazzAgeComics are people specifically out to read Jazz Age. It’s mostly the same core readers as on AdventureStrips, but with fewer casual readers.

Any other major points of interest I should be aware of?

The strip hasn’t missed a week, even when there wasn’t a host for it and I had to put each one on my own site each week. I have a small, loyal following that has stayed with me every week since the beginning, for which I’m grateful.