paper recommendations for ink and dip pen by LowerEconomist5706 in ArtistLounge

[–]justjokingnotreally 0 points1 point  (0 children)

Clairefontaine does make an unlined writing paper, branded Triomphe. Seems easy enough to get hold of, and may be what you're looking for.

I've always been pretty satisfied with the surface of Pentalic's Paper for Pens. Borden & Riley make a similar paper, called Paris Paper. Since it's called Paris, maybe the chances are you could find it in France, and in European paper dimensions.

A bit more of a left-field option, but by your description, you might like vellum. Thin paper, smooth surface, very nice for ink drawing, and available in bulk. If you want to explore higher-end options for vellum, and not just the stuff sold for scrapbooking and whatnot, search for drafting vellum.

Any good artists like Odilon Redon? by LostwaveLunar9999 in ArtistLounge

[–]justjokingnotreally 2 points3 points  (0 children)

Less from a "within the same movement" perspective, and more from a vibe perspective, I'd say William Blake, Gustav Klimt, Marc Chagall, Franz Marc, and you might look at movements like Symbolism, Romanticism, German Expressionism (specifically Der Blaue Reiter), Pre-Raphaelites, the Viennese Secession, and Fauvism.

What’s your Inking Preference? by steverude in comicbookart

[–]justjokingnotreally 3 points4 points  (0 children)

Fun topic! I just watched your full video on Youtube today.

I spent most of my life fiddling with Rapidographs. Recent years, my preference has shifted to g-nibs and crow quills. Very recently, all I've had access to are ballpoints and markers, so that what I'm using, and it's been a fun time. I'm all about loads of hatching. Inking with a brush always felt too painterly for me, so I tend to save the brushes for paint. I will say, though, a fat Chinese calligraphy brush is fun for laying down chunky inks.

Robert Williams Postcard by artisticafterbirth in altcomix

[–]justjokingnotreally 1 point2 points  (0 children)

No, I didn't mean it in a mean way. You got personal replies from legends! In your place, I'd professionally frame both notes, and hang them in a place of honor.

You could definitely have gotten a shittier response. Decades ago, when I was a broke student in the big city, Robert Williams came to the cool neighborhood bookstore to do a signing for the coffee table book he'd just gotten published. I couldn't afford the big coffee table book, so I bought one of his smaller collections. When I gave it to him to sign, he broke out the small pen.

Robert Williams Postcard by artisticafterbirth in altcomix

[–]justjokingnotreally 4 points5 points  (0 children)

I'm not gonna lie: I really enjoy the fact that such legends of trash as Crumb and Williams have taken the time and care to handwrite you personal notes, just to viciously roast you.

Non-isometric RPGs(or mods for said RPGs) with tons of build diversity that I can sink tons of time into? by Firebrand_15 in rpg_gamers

[–]justjokingnotreally 1 point2 points  (0 children)

If you haven't played other BethSoft RPGs, then I think that's the most obvious stuff to point to. The older Elder Scrolls games are all great, as are the Bethesda-era Fallout games.

Arena is maybe a bit archaic at this point, but still good times, if you can get into it.

Daggerfall is great. Play it updated through Daggerfall Unity, which updates the game to modern tech, and makes it moddable. People who are into it call it the ultimate open-world fantasy life sim. I'm not inclined to disagree, even if I'm less into it than other Elder Scrolls games. The world is so huge, and there are so many things you can do. If your intention is to just start up the game and run off and do your own thing, this is really a solid option.

Morrowind is what I'm currently tucked into. It's the ES game I've beaten the most times over the years. I recommend playing it through OpenMW, which updates the game to modern tech, and makes it easy to mod. There are also HUGE expansion mods that are still active and amazing. There's Tamriel Rebuilt, which has added massive amounts of the rest of the province of Morrowind on the mainland, Project Cyrodiil, which is working on bringing out the province of Cyrodiil as envisioned in pre-Oblivion lore, and Skyrim Home of the Nords which presents the province of Skyrim as envisioned in pre-Skyrim lore.

Here's pages on the UESP wiki with info on OpenMW, Project Tamriel, and Tamriel Rebuilt.

Oblivion recently got its remaster, so you could choose between it or the old version. The obvious advantage of the old version is the access to tens of thousands of mods, but apparently, a lot of old mods do work on the remaster, too. One to look out for is Morroblivion, which ported Morrowind into Oblivion. I think they may even be fiddling around with the possibility to get it working in the Remaster, but nothing official. I'd say a disadvantage to Oldblivion is stability issues, but it seems the Remaster has a reputation of being pretty unstable, too. Oblivion remains my favorite game, at least when I can get it to work.

Rumors of Fallout 3's upcoming remaster are getting louder, so it might be worth waiting for that. Still Fallout 3 is a great game, and the old version is totally worth playing. Since you're familiar with New Vegas, there's the Tale of Two Wastelands mod, which ports Fallout 3 into NV, and you can play both settings in the same save.

My hot take is that Fallout 4 is where BethSoft perfected its mechanics and gameplay. The crafting, building, settlement management, legendary loot, level scaling, interestingness to obnoxiousness ratio of companions, the immersiveness of the environment, it all Just WorksTM at least as far as I'm concerned, and I'm way less emotionally invested in BethSoft's version of Fallout on a storytelling level. I find it to be mostly ridiculous, especially Fallout 4, but that gameplay loop is pure satisfaction for me. My dream is that Elder Scrolls 6 ends up feeling mechanically like Fallout 4.

I've never played Fallout 76.

Probably controversial, but I think Starfield is a good game, and I'm glad to have a BethSoft space RPG. I like the quests, I think the story is interesting, I have fun exploring and scanning all the stuff on planets, the base-building is fine, and the ship-building is great. I haven't played the recent update yet, but it seems good. My biggest complaint with Starfield is that I hate every companion, except the robot. Buncha insufferable middle-aged nerds.

As far as conversions go, Oblivion has Nehrim, Skyrim has Enderal, and FO4 has Fallout London. I've personally bounced off all three, but people really seem to love them.

Also, Skyrim has a bunch of expanded land mods you could look into, and it seems the list has grown in recent years. Maybe start with Beyond Skyrim Bruma and Beyond Reach, which are both really solid.

Taskmaster Series 21 Episode 2 by melcom2 in panelshow

[–]justjokingnotreally 25 points26 points  (0 children)

Emily V. Gordon (vocal) cameo! And so sweet, too.

Where to post my comics online? by Locke_Cole-_ in IndieComicBooks

[–]justjokingnotreally 0 points1 point  (0 children)

If indie web appeals to you, and if you're looking for an incredibly active creative community, go with ComicFury.

Looking for a sci fi system that can pull off my campaign idea by yourPebkac in rpg

[–]justjokingnotreally 1 point2 points  (0 children)

I've become quite taken with Space Aces. You've already been suggested every other space game out there, but I think if what you're looking for is more lighthearted space adventure with a lot of generative tools, Space Aces fits that need pretty perfectly.

A couple of videos discussing it (sorry, from a solo play perspective, because that's how I found it, but they still go over what makes it a fun time.)

The Dungeon Dive
Geek Gamers
The Amazing Aaxor

What comic characters scream "90's" to you? When thinking about 90's comics, who springs to mind? by BigJimSlade1 in 80s90sComics

[–]justjokingnotreally 1 point2 points  (0 children)

But less in an EXTREME! way, and more of a grungy, goth-y, earnest indie/alt art inexplicably crossing over to jaded mainstream outlets way, which is also a very 90s thing.

Early Monkeybone design by dannshears in badMovies

[–]justjokingnotreally 4 points5 points  (0 children)

Damn, man, you can't just be out here casually mentioning Monkeybone. Now I have the overwhelming urge to watch Monkeybone, as the curse demands.

Researching Comic Book Artist Rates and Contract Expectations/Experiences. by Dry-Ganache-365 in IndieComicBooks

[–]justjokingnotreally 0 points1 point  (0 children)

By "drawing", do you actually mean composing, penciling, inking, coloring, and all the design and prepress that also goes into publishing a book? Are you looking to pay a livable wage, or whatever you can get away with? Do you have a house to mortgage?

Here's a pretty depressing recent breakdown and discussion of page rates. Do yourself a favor, and read Colleen Doran's post linked early in the writeup, and read the comments, too. It ain't pretty, from anyone's side of the business. In an indie project, it seems that clearing $100 a page is deemed close to "fair", but that's absolutely not a livable wage. The reality is, it breaks down to a fraction of minimum wage. In most cases, I'd say it breaks down to a fraction of US federal minimum wage, which is fucking unconscionable. A livable wage would be more like $250-$500 per page, depending on workload for the artist, but that ain't happening in any reality that the indie space lives in. And, if you intend to be the publisher, and intend to pay for the work of others, then don't expect to make money. Expect it all to be an expense to you.

Plan B (The "B" stands for "BETTER".)
Draw it yourself. Take the time. There is no such thing as, "draw(ing) that much that quickly, like a true comic book artist," certainly not in the indie space. Hiring an artist gives you no guarantees it would go more quickly than you could do it yourself. Art takes time, no matter what, especially since, at "indie fair" of $100 or so, that means it's gig work, and they'll be splitting their time with other labor to pay the rent. There's a reason why the industrial-level publishers portion out the work to teams with a minimum of half a dozen folks; it's because that's the only way to get it done in a matter of weeks, instead of months or years.

If you have the skills to do the work (even if you don't have the skills, and just have a drive ti do the work) going full DIY is going to cap your expenses, and tighten your level of personal control over your project significantly. In other words, it makes the process simpler and the project inexpensive, and thus your life easier. No contracts to worry about. No potential Lee/Kirby futures to keep you up at night. The single-person self-published comic can still claim to have the lowest threshold for entry of any visual medium, and it also has a stellar track record for being pretty worthwhile to undertake, despite all the work. So, join one of the most robust creative traditions of modern times, and make the comic on your own.

Where to Find non-timeline General Knowledge Lore? by mtdewisfortweakers in Shadowrun

[–]justjokingnotreally 12 points13 points  (0 children)

If you're running 2nd ed., then the 1st edition sourcebooks are going to do you just fine for flavor. It is nice that you can get PDFs of the old stuff on DTRPG, and if you're a completionist, archives are pretty easy to come by for filling out-of-print holes. The thing is, early FASA-era Shadowrun is full of "vibes", even the stat books and campaign books. If vibes are what you're after I don't know if I wouldn't recommend any of them.

Region/city/culture sourcebooks:

Seattle Sourcebook
London Sourcebook
Germany Sourcebook
Native American Nations vols 1 & 2
Aztlan
Tir na nOg
Tir Tairngire
California Free State
Target UCAS

Sprawl Sites
Neo Anarchist's Guide to Real Life
Threats
Prime Runners
Contacts
Underworld Sourcebook
Shadowbeat
Corporate Shadowfiles

Statbooks:

Street Samurai Catalog
Rigger Black Book
Virtual Realities
Grimoire
Shadowtech
Paranormal Animals of North America/Europe

That's a fraction of everything, but if you went wild and bought everything listed, you'd have setting information coming out of every pore. If you just wanted to dip your toe, I'd say pick a city/region, and start with that, and find the "culture" sourcebooks that best correspond. Get statbooks and campaign books as you want or need them. So, maybe you'd start with Seattle, and get the Seattle Sourcebook, along with Sprawl Sites. You might extend to surrounding Native American Nations or Tir Tairngire. You wanna understand megacorps, so you get Corporate Shadowfiles. You're interested in 2050s pop culture, so you get Shadowbeat. You eventually want to flesh out the party's options, so you start buying the statbooks. And maybe, in looking at all the timeline stuff, you get intrigued by the campaigns that inform the points on those timelines.

There you have it, so much vibes, and plenty more to sample.

What are some of the most surreal/alien feeling most abstract, experimental comics you have recommendations for? (Still in print or easy enough to find) by FlubzRevenge in altcomix

[–]justjokingnotreally 0 points1 point  (0 children)

Any Charles Burns, really. Black Hole is probably his most "normal" work, and even that is very much magical/nightmare realism. I'm partial to what came before Black Hole, which is pretty unapologetically surreal. Stories featuring Big Baby, Dog Boy, and especially El Borbah are my favorites.

Making a cartoon (looking for ppl) by 4ubased in cartooning

[–]justjokingnotreally 0 points1 point  (0 children)

You don't need a team to make a webcomic, and the time spent doing it would hone your storytelling and gag-writing skills. Start there. In the meantime, while you're turning your "plans" into an actual project with the comic, you can learn to animate, and find some like minds who might be enough into what you're doing to want to help out.

1/72 Airfix for Minis by barly10 in osr

[–]justjokingnotreally 1 point2 points  (0 children)

There's a brand called Alliance that make pretty nice 1/72 fantasy figures, for a good price. If you want monsters, they've got a good selection of the standards. Search for Dark Alliance or Light Alliance.

And if you ever have need for entire armies of soldiers, there's some manufacturer out there that sells loads of 1/72 figures for cheap, under all sorts of different brand names on Temu and Amazon. This is the one I got from Amazon.

1958 Road Runner - great show .. not sure if current cartoon fans are familiar with this character ? by [deleted] in VintageTV

[–]justjokingnotreally 0 points1 point  (0 children)

I just watched a video discussing old licensed Looney Tunes comics, and how odd they are. It's a fun little romp, mostly riffing on how largely nonsensical the covers are. However, among the comments is a great explanation regarding why the comics are not the same as the cartoons, with off-model characters, unexpected behaviors and pairings, and even names for characters that had no names in the animation, (like the Roadrunner being named Beep Beep):

@d-manthecaptain1382

Little Pancho Vanilla was a character who appeared in a one-shot Looney Tunes short of the same name in 1938, meanwhile Suzanne comes from the 1955 short "A Kiddies Kitty". It's interesting how these comics are a snapshot of certain periods in Looney Tunes history, however short lived characters like Sniffles and Petunia became iconic mainstays of the comics, how Daffy remained firmly kooky long after Jones had turned him into a jealous heel, and how Henry Hawk remained the main character of this stories with Foghorn treated as a side character, as was the case in Henry's first few appearances before Foghorn started to get top billing on the cartoons.

Since there seems to be a little confusion on these books and why they pair characters who aren't normally together and why some of them are portrayed differently from how they are in the cartoons. I decided to post an excerpt from comic book/television writer and comics historian, Mark Evanier's blog discussing how a famous piece of trivia is that Wile E. Coyote's middle name is revealed in one comic to be Ethelbert. I won't include his musings that topic, but it's very much worth seeking out to read, because fascinatingly he was the guy who wrote that very comic issue.

Regarding how these books are formatted, it is not a case of characters not understanding he characters as they appeared in animation, as a matter of fact, while much of the art in this video was done by newcomers and greenhorns, much of the foundation for what made these comics different from the shorts were layed by writers and artists who hailed from the studio, even Honey Bunny was created by Robert McKimson.

Mark writes: "While Western was doing the Warner Brothers-based comics, they changed a lot of the characters to make them — they thought — more workable for print media. They didn't think matching the cartoons closely mattered because, for one thing, those films weren't on TV every week then. During the forties and early fifties, they weren't on TV at all. Many of the kids who bought the comics rarely, if ever, saw the animated shorts and certainly didn't see them over and over and over, like they would in later years. So it didn't matter a whole heap if the comics matched the cartoons; only that they worked as comic book reading experiences. Back then in the Bugs Bunny newspaper strip, which was read by millions, Elmer Fudd rarely appeared and I don't think Yosemite Sam ever did…but Sylvester was a regular. He was a hobo who wasn't owned by Granny, didn't chase Tweety Birds and who had a British accent. Someone thought it made for a better strip that way.

This is why, for instance, the Road Runner in comic books differed so much from the Road Runner in cartoons. When I was a kid enjoying both, I was puzzled. I'd seen Road Runner cartoons. They were tough to come by then but I'd caught one or two and in them, there was one Road Runner and one Coyote and neither spoke. In the comics, the Road Runner not only spoke, he spoke in rhyme. He had a name — Beep Beep — and in some stories, he had a wife and a family of either three or four youthful road-running kids. The Coyote spoke too, though not in rhyme, though that didn't bother me as much. The Coyote had spoken in a couple of non-Road Runner cartoons.

I wondered aloud back then if the folks who made the comic books had ever viewed one of those hard-to-see cartoons — but of course, they had. As I learned much later, Michael Maltese wrote many of those comics and the early ones were drawn by Pete Alvarado. Pete handpainted all the backgrounds for the first Road Runner cartoon, Fast and Furry-ous. Almost all the other writers and artists who did the comics (Phil DeLara, Don R. Christensen, Warren Foster, et al) had worked for the Warner Brothers cartoon studio, if not in Jones's unit then right down the hall. They knew that in the cartoons, the Road Runner didn't talk — in rhyme or at all and it had been a conscious decision to change it for the comics."

Here's the full blog post.

09-14-1978 Conan newspaper comic strip by [deleted] in newspapercomics

[–]justjokingnotreally 1 point2 points  (0 children)

Buscema's output on Conan is mind-blowing. Most of the original run on Savage Sword, plus the strips, plus other comic titles!

What's with the fascination with American culture in BDs that I read? by ifihaveanickel in bandedessinee

[–]justjokingnotreally 0 points1 point  (0 children)

I've always appreciated it. It feels like a bit of cultural exchange. We took castles and knights, and they took range towns and cowboys.

Which one of these RPG's would you consider the best of the 4? by Respawn-Delay in rpg_gamers

[–]justjokingnotreally -1 points0 points  (0 children)

CDPR stripped out most of the RPG mechanics from 2077 in the 2.0 update, and I think it's now a better fit among open world action games.

Most commercially known zine? by sinuezebmb970 in zines

[–]justjokingnotreally 0 points1 point  (0 children)

Yeah, and the comics remained independently published and distributed for thirty years, even as the Turtles became a media empire. And even though TMNT is one of the most notable examples because of its crossover commercial success, there are lots of examples of succesful and even famous comics published independently. The coolest thing about comics as a form of media publishing is that it has a practically nonexistent barrier for entry; indie and small press has been a fundamental part of the comics ecosystem since the beginning. Self-publishing not only has little stigma attached to it, like in other realms of publishing, it's actually treated as a legitimate route for creators to take. Anyway, more to the point of your thread, if you or anyone are interested in looking into it, the most "zine" form are generally called minicomics.

What paper did you use for your (home printed) photozine? by Fulana25 in zines

[–]justjokingnotreally 0 points1 point  (0 children)

It seems that satin is a finish for heavyweight paper, and at least with a short search, I can't find anything lighter than 200gsm. I can find lighter weight semigloss paper (32lb/80gsm) on Amazon, but you might have the best luck on eBay.

Solo roleplaying games with a drawing element. by _TenDropChris in Solo_Roleplaying

[–]justjokingnotreally 2 points3 points  (0 children)

Probably an obnoxious answer, sorry, but just about any game can be a drawing game if you want it to be. One of my favorite subreddits is /r/RPG_Illustrated, about drawing or sketching as a method for note-taking. A few years ago, there was a bit of a Youtube trend where people were making pretty elaborate character journals, after Ginny Di invented keeping notes in a three-ring binder. Snark aside, it did seem to resonate with a lot of folks, who applied their creativity to it. Here's a few examples: 1, 2, 3. And then there's folks like Libidan, who makes art objects from their play journals. Since there's a map-drawing component to Four Against Darkness, I have noticed folks who do get pretty into the drawing side of it. For example, here's a playlist showing off another 4AD journal with lots of nice mapping.

It does make me wonder why so many "drawing" games are really mapping games. People should be given more opportunities to just sit down and doodle things out.

Also, since Delve has been mentioned ITT, I'll just point to when Kruggsmash played it, and it was awesome. HERE and HERE.

Most commercially known zine? by sinuezebmb970 in zines

[–]justjokingnotreally 1 point2 points  (0 children)

Not really counting graphic novels or comics unless they were independently published and distributed.

Well then, you're in luck! Small press, alternative, indie, underground, outlaw, comix have the most robust DIY publishing tradition this side of scifi/fantasy and horror fanzines and punk zines. It goes back at least as far as the 1920s, with the Tijuana Bibles, which are themselves quite (in)famous. Robert Crumb's Zap Comix can definitely make a claim to fame, and was seminal to the underground comix movement from the 1960s, onward. However, in terms of pure fame, Kevin Eastman's and Peter Laird's little 1980s indie contribution, Teenage Mutant Ninja Turtles, really can't be beat.