The Analytical Engine

The official blog of Erik Mona. Editor. Author. Diet Dr. Pepper Addict.

Name:Erik Mona
Location:Ballard, Washington, United States

Friday, September 30, 2005

Erik Does an Interview

Last week I received an email from a reader in high school. A class assignment asked him to interview someone he admired, and for reasons I can't fully explain he chose me. My answers to his questions ended up giving a pretty solid snapshot of my approach and feelings about my job and my life (or are those different things after all?), so I thought I'd share them here for the edification of all.

Thank you very much for your fast response, and thanks especially for agreeing to answer my questions! I know you have a busy schedule, so I really appreciate you taking the time to help me out. Please send me a response to these questions whenever you get a chance!

No problem. As you can probably tell by how long it's taken me to get back to you, the most important element of the magazine production business is that it works at a furious pace, and there's not often a lot of time for answering personal emails and the like. The deadline is like a constantly ravenous beast, and it must be fed regularly to the exclusion of almost anything else. I hope this reaches you in time for your assignment.

What first interested you in game design?

I was in second grade when my cousin introduced me to an unusual game played with unusual dice. He and his friends (all of them about five years older than me) sat around a table for hours laughing, rolling dice, and exploring a fantastic world that really existed only in their imagination. I was already completely obsessed with my Star Wars action figures at the time, and I think the idea of codified rules for imagination appealed to me, as did the fact that multiple kids were engaged in the same fantasy for a long period of time, and no one seemed bored.

The adventure they were playing that day remains one of my favorites even decades later--the infamous "Village of Hommlet." The cover image of a group of worried adventurers being attacked by a pack of ghouls in a dark room filled with pillars still stays with me. The evocative cover and interior art of those early Dungeons & Dragons books are probably responsible for my life-long interest in book production and graphic design, as well.

How did you get into the game design business?

In 1995, I attended my first roleplaying convention, Twin Con, in Minneapolis, Minnesota (where I grew up). Honestly, it was a mixed bag, since many of the D&D tournaments I played there seemed to have been created in a haphazard fashion with little attention to what makes a fun RPG experience. I remember leaving the convention in a cloud of frustration, and I even scribbled some not-so-nice comments about one of the adventures in the scoring paperwork required by the convention organizer. I hadn't intended to ever attend a convention again after that experience, but I soon received a call from the event organizer telling me that I'd won a special raffle for a free dagger designed by a local artisan. In addition to the real weapon, my character was to receive a special certificate for a magic item I could use in future convention tournaments. To make matters worse, the event organizer who had arranged the special raffle and set up the D&D part of the convention actually wrote the adventure I'd savaged in my review, which made things extra embarrassing.

To smooth over my social faux pas and because I wanted a chance to use this special item, I decided to go to another convention, where I had a great time and met a number of folks who would go on to become close friends. Eventually, I decided to write a few tournaments of my own, and from there I applied for a job to edit Polyhedron, the official magazine of the RPGA (Role-Playing Game Association), in the summer of 1999. I got the job and flew out to Seattle, where I still live.

Was editing a magazine your first choice of career?

Yes. I've edited magazines continuously since 11th grade and went to college specifically to study the magazine business, so yeah, I'd say magazine editing was my first career choice. It seems to have worked out well so far.

What would your ideal job be?

The one I have now with fewer financial restraints, more staff, and a better salary. A personal masseuse would be much appreciated. Actually, the truth of the matter is that the monthly grind of the magazine business can be invigorating, but eventually something's got to give. You know how presidents seem to age 5 years for every 1 year they spend in the Oval Office? The magazine business is kind of like that, but instead of gray hair you just gain a couple of pant sizes and high blood pressure. While I really love what I'm doing right this minute, it will get old eventually. I'm very interested in moving into full-time writing eventually, either as a novelist or a graphic novelist.

How did you go from playing D&D as a hobby to becoming editor-in-chief of two magazines at Paizo? What was the progression from game design to editing, and how did you achieve it?

I had the Polyhedron job for about two years before Wizards of the Coast sold itself to Hasbro and business life changed from endless joy about how cool your job was to endless horror about who was going to get laid off next or when the company was going to get moved to a different state. With the hindsight of a few years a lot of those fears were unfounded (Wizards is still in the same building where I worked in 1999), but the constant layoffs really drained the fun out of that place for a couple of solid years. During that time, the RPGA's budget was gutted, the long-standing Polyhedron subscription member benefit was stripped so that they could offer RPGA memberships for free (and so there would be less expectation on behalf of the members, who up until then had paid $20 for membership and rightfully expected good service in return), and Polyhedron was eventually kicked upstairs to Wizards of the Coast's periodicals department, which was at the time busy with Dragon and Dungeon magazines, the official mass market magazines of the D&D hobby. Polyhedron became a section of Dungeon, and shortly thereafter Wizards of the Coast decided it didn't want to be in the magazine business, and spun off the periodicals group into its own publishing concern, Paizo Publishing, LLC.

About a year after that, the editor-in-chief of Dungeon left the company to pursue other opportunities, and I assumed the helm. About a year after that, I took over Dragon as well, and I'm now running both magazines with a staff of five editors and three graphic designers.

What's the best way to break into the industry?

Write articles for Dragon and Dungeon. Three or four times a year, the design managers over at Wizards of the Coast call me up and say "who's working out? Who seems right for a Wizards product?" They don't always go with my suggestions, but it's no surprise that most of the freelancers working at Wizards (and a lot of the full-timers over there, for that matter) got their start in Dragon or Dungeon.

Also, and this should go without saying, you've got to play the game regularly to really know what you're talking about. Understand the rules, but also understand what makes a compelling story within the context of D&D (whether it be a character option, a plot point, or whatever) and think about how to translate those concepts to rules that will work well with the existing body of material already written for the game.

Lastly, there's almost no money to be made in this tiny and increasingly shrinking industry, so get used to the taste of ramen and generic soda. Especially for the first few years of your game industry "career," these things will be your dietary staples.

What kind of education do you have? What kind of education would you suggest for someone going into freelance writing or game design? What about for working in publishing?

I have a BFA in Writing, Literature, and Publishing from Emerson College, in Boston. I strongly suggest an education that focuses on the English language and literature. The school you choose should offer classes on publishing and editing as well as the standard literature courses (which are also important). Look for a school that will help you become a better writer, but don't neglect the other liberal arts or even scientific courses. You'd be surprised what a wide body of knowledge can contribute to a game or magazine article, and people who only study how to write often have nothing interesting to say. Don't be one of those people.

What experience is needed for a job like yours?

Several years of editorial experience with a professional publication plus at least a couple of years in the trenches on these magazines specifically would be helpful. College is a must unless you're a brilliant self-taught prodigy, which I suppose is possible. Published credits in our magazines or similar venues would be a huge plus. Obviously, fluency with the Dungeons & Dragons rules and a deep, almost obsessive command of the English language are necessities.

Exactly what do you do at Paizo right now? What is a typical day like in your job?

Today I made sure that all of the finished files for Dungeon #129 went to our prepress manager so that she can package them and send them to the printer on Monday. I then had a lunch meeting with a prominent game designer to discuss an upcoming project that will adapt the novels and a furiously popular modern fantasy novelist to the D&D game. I'm aiming for a 20,000-word feature to be published some time late next year, so a lot of planning is going into it. I then came back to the office, and a business team meeting where we discussed circulation trends and general Paizo business, and I spent the rest of the day reading emails and line editing printouts of articles for the next issue of Dragon.

What would you say are the pros and cons of your job?

There's not enough time in the day to make things perfect. That's the con, and is basically the worst thing about the magazine business. No matter how many times you edit something, it could always be better with one more editorial pass. But there just isn't always time, which can be very frustrating.

The best part of the job is that two times a month I receive a nice, shiny 100-page bit of proof that I existed. Whenever I wonder what it is I've been doing with myself over the last couple years, I can glance at my bookshelf and say "oh, yeah. That's what I was doing."

How do you decide what content makes it into the magazines and what must be left out?

We're looking for new ideas presented in a compelling manner. It sounds easy, but you'd be surprised. The "new" element is probably the most important, because it's the easiest for us to spot. If we've just run an article on pole arms, we're not in the market for another one. A lot of authors have no idea what articles we've accepted but not yet printed, so we get a surprising number of "double" submissions from authors positioned all over the world.

We've posted extensive submission guidelines on our website (paizo.com), so anyone seriously considering writing for the magazine would do well to read them, learn them, and very possibly love them.

In your time working in this industry, and especially as editor, what qualities do you see in those authors that not only make it into the magazines, but also move on to working in the gaming business?

The ability to write to a specific word count and the ability to hit deadlines is critical, but the authors who end up moving on into the professional game industry are often the ones who are willing to give up the hope of a good, lucrative career for the opportunity to play with numbers and goblins and stuff. It also helps if you have a wife or a husband with a good job. I only wish I were kidding.

There's a huge variety of articles in both Dungeon and Dragon. What's the most interesting article you've ever featured?

I love all my children equally. Honestly, I'm very proud of the twelve-installment "Age of Worms Adventure Path," which we're currently running in Dungeon magazine. I contributed the first adventure, as well as the 10,000-word outline we provided to all of the authors currently working on the series. It's been a tremendous amount of work, but thus far reader response has been very encouraging.

What inspires your work?

I read nonfiction voraciously, and I love to riff off of real world "weird history," like ancient mysteries and unusual crimes. The world is full of inspiration, from the people you pass on the street to obscure facts and names tucked into forgotten history books to the latest cutting-edge fiction. Soak it all in, mix it up in your head, and spit it out on paper.

What kinds of things do you do in your free time? What kinds of books do you read?

I don't honestly have a lot of free time, but when I do get some time away from work or freelance writing I like to explore the beautiful city of Seattle, go to concerts, drink myself silly, and all the other things boys do.

As for reading, I have a wide interest in history, politics, art, the occult, and circus freaks. I've read extensively on those subjects, and I tend to buy books like a lot of women buy shoes. I don't read as much fiction as I should, but my favorite authors right now are China Mieville and Grant Morrison.

Authors are always saying to just keep on submitting articles and stories if you want to become a professional writer. Do you have any other advice for aspiring writers?

Be very familiar with the magazines you're pitching. Know what sorts of articles the editor seems to be looking for, and most importantly know what regular features (or "departments") appear every issue. These items are often the easiest door to getting into the magazine.

Write every day. Keep your mind open to good ideas, and keep a notebook nearby at all times. Keep it close to your bed, so that when you have a great idea in the middle of the night or just before you go to sleep you can capture it before sleep overtakes you.

Listen. Take notes. Be remembered.

From Brownie to Turd Blossom

Here's a fun list of George W. Bush's pet nicknames for members of his staff and the Washington press corps.

Thursday, September 29, 2005

Help Me Locate a Phrase

About a dozen people have said a singular phrase in my presence in the last month or so, and it's starting to drive me crazy, because I can't place it.

Here is the phrase:

"I think I threw up in my mouth a little."

This has got to be from a movie. It apparently was in "Dodgeball," but I'm guessing the phrase's popularity comes from something else.

Can anyone help? This is killing me.

Sunday, September 25, 2005

Everyone Should Read Sean's Blog

You've probably noticed that I don't post to my blog as often as I should to keep it consistently interesting. Mea culpa. Just because my sloth-ridden overworked ass can't keep it up doesn't mean you have to be without a regular dose of Super Unicorn goodness, however. I urge you all to go visit the blog of my friend, colleague, and Super Unicorn studio mate Sean Glenn, who updates more regularly than I do and who often finds cooler stuff to link to and talk about than I do.

Drop by and post some comments on his blog if you have some free time. I'm worried that he might be getting lonely over there.

Still no blog for Kyle, but you can see some of his sweet art here.

Wednesday, September 21, 2005

Erik Discovers Emo


A couple of weeks ago I went to Bumbershoot with some friends to see Dave Eggers and Sarah Vowell perform some spoken word to benefit a great local charity that will help underprivileged kids learn about writing. I knew Eggers only by reputation, and I'm basically in love with Sarah Vowell's brain, so I was pretty excited to get to see them both in one show. Lucky for me, there was an ultra-special surprise on the docket that night in the form of "Death Cab for Cutie," a local emo band who have garnered an enormous amount of press in the last year, and just released their first major label CD. I had never heard Death Cab for Cutie's music, but I figured that since I had heard of them and since they were local, they were probably pretty good.

Holy shit, emo music is boring as hell. Death Cab for Cutie is terrible. At the end of the (otherwise excellent) program they did a cover of Duran Duran's "Hungry Like the Wolf" that achieved what I had imagined was impossible. They actually made "Hungry Like the Wolf" boring. I really don't know anything about emo, but from what I learned at the concert, I'm ready to say that as a rule it's the easiest musical genre to fall asleep to.

But I'm not ready to write emo off, yet. A friend we'll call "Dimsdale" sent me the following link, and I must say you all owe it to yourselves to listen to the song "Weis & Hickman."

Don't say I never gave you anything.

Tuesday, September 13, 2005

When in the Course of Human Events...


Can there be any doubt that the Bush Administration is the most incompetent and corrupt administration in the history of the country?

Can we finally stop calling him a "popular" leader?

Save me a seat at the Tennis Court.

And grease the wheels of the tumbril, please. It's time to get these criminals to the scaffolds.




I'm sitting with les tricoteuses.


Monday, September 12, 2005

Mister Freedom

A while back I made a promise to myself. No more all-nighters, no more taking on more freelance than I can handle, no more letting the job take over the person. And really, I've been doing remarkably well at it.

Until tonight. I'm stuck at work at 10:48 PM and I ain't going home until I churn out another 800 words for this Dragon article. Damn its eyes! The truth, of course, is if I had bothered to write this on a Saturday afternoon or something, I wouldn't be in this pickle, but damn it all, I want my Saturdays too.

I'm a greedy bastard.

And since I am trapped here thinking of freedom, I will share with all of you a picture of my idol, Mr. Freedom!


Thursday, September 08, 2005

Current Obsessions

Yeah, so I've been kind of neglecting my blog. Work has been really crazy in the last few weeks since our biggest convention of the year, and I've been dog tired or socializing (you know, with actual humans) at night. My computer is also choking along and I can't upload images from home, which makes things a huge pain in the ass.

I've also been busy. Here's a brief list of my current projects.

1. The Dragon Article
Not sure how I got myself into writing this month's "Wormfood" article for Dragon, but it's not done yet and it should be. The lateness is at about a two-alarm level.

2. The Article for MIT Press
I'm writing a scholarly article about the history of D&D for a book that will be published by MIT press. I'm not nearly as far along as I should be. Another two alarm.

3. The Wizards of the Coast Hardcover I Was Born to Write
I won't say what it is, but I will say it's a collaboration with James Jacobs and Ed Stark. It's going to be the bestest, and will probably be my last non-magazine professional game credit in a while. I'm itching to move into other mediums and genres, and plan to take a little extra-curricular gaming sabbatical for a while after this one, which will encompass about 50,000 words of text. Status: On schedule.

4. The New Girl
Heh.

I've actually got a lot of blog posts building up and half-written in my head, and they should arrive shortly. I also promised a reader to revisit the idea of Hugo Chavez, and whether he deserves to be killed, lauded, or something in between.

You tell me.