Friday, May 01, 2009

Guitar Friday: The Fender Blues Jr.




by M A N


Hands down, this is my favorite amp. Which, of course, begs the question: why is a guy like me who cut his teeth with 80s shred in love with a little 15 watt peanut butter sandwich of an amp? Because. It. Sounds. Amazing.

The Blues Jr. has a single 12" speaker, 3 12AX7 tubes in the pre-amp, 2 EL84 tubes in the output section and is rated at 15 watts. 15 watts? That's it? Yep. Don't let the little size fool you. Those 15 watts pack a punch. I've annoyed more than a few neighbors when I used to have one. Naturally, this isn't going to be the amp you'd use on a large stage without any PA system, but it's perfect for studios and smaller stages.

As for the tone, you won't find anything that sounds better in its price range. It has that rich, warm tube sound that most players crave. It's great for getting SRV's tone without dropping 3 grand on a vintage Bassman amp or a tweaked out Twin. And this is where the 15 watts comes in handy. Unlike 100 watt Marshalls or Mesa Boogies , you can push the tubes into their "sweet spot" without having to turn it up so loud that it disrupts the migratory patterns of the local bird population. The Blues Jr. has a both a Volume and a Master control. The Volume controls the pre-amp and the saturation of the 3 12AX& tubes, allowing you to dial in everything from a smooth, crisp, clean sound to a fat and dirty cruch. The Master controls the overall volume of the amp, letting you crank the saturation while still keeping the neighbors happy.

Another great thing about this amp is that it is easily modified. There are several enclaves of people devoted to the tweaking and modding of these little titans, from switching out the speaker for a 12" Celestian Greenback to tweaking the bias and hotrodding the pre-amp section, turning the amp into a full-on Boogie clone.

Although the amp is versatile, it's more geared toward blues, classic rock, and country players. You can throw a Metal Zone in front of it and get all the thrash goodness you want, but the amp really shines when it's left to its own devices (though I like to throw a dyncomp and a blues driver in front). As for price, they're more expensive now than they were ten years ago, but still worth every penny. If you're looking for a stage amp that doubles as a monitor, you'll want something bigger. But if you're looking for an amp that just drips buttery tone, the Blues Jr. is for you.

Thursday, April 30, 2009

Dino-Pirates of Ninja Island

Hardcore Geeking Alert.

I've mentioned dabbling in game design, courtesy of the Open Gaming License movement of D&D 3.0. I find it ridiculously gratifying that they're doing a full-on character write-up for an antagonist I created in Manual of the Planes.

Although I dig D&D 4.0, my favorite systems are True20 and Mutants & Masterminds. I'd like to point out a True20 variant published on the web by Scratch Factory. Dino-Pirates of Ninja Island is an elegant distillation of the True20 rules.

Also: DINO-PIRATES! AND NINJAS!

Love to see Corey convert it to a full on generalist pulp game. One of these days, Corey, I'll finish those damn vehicle combat rules ...

(NOTE: It would be remiss not to mention that Feng Sui was the greatest RPG and gameworld ever created. If there was an online CCG of Shadowfist I'd never get another lick of work done until I died of malnutrition nesting in my own filth in my Aero chair)

Killing the Buddha

How I wound up over there is way too long a story, but I just spent lunch zipping through the archives at Killing the Buddha, a great site discussing faith -- or as they call themselves, "a religious magazine for those made anxious by churches."

I particularly liked this article on the link between Protestant tradition, American exceptionalism, and their co-evolution into modern conservatism. It's an elegantr explanation of some hinks in national character I've spent years trying to explain to Canadian and European friends.

Wednesday, April 29, 2009

Waid Wednesdays #19: Covers, A Basic Primer



“Artist, please draw more attention to the severed head.”

Probably my favorite part of the editorial job--not co-plotting with writers, not copyediting scripts, not having the interns Google me all day--is working out covers. Part of that is because I’m a particularly visually minded editor, but mostly it’s because I still believe the cover is a key sales tool and sets the readers’ expectations for what’s actually inside the book in a way that nothing else can.

There was a time when the cover’s job was more important than it is today--back when all comics were basically an inexpensive impulse purchase from newsstands and from spinner racks, before fans began pre-ordering their comic books months in advance. Yes, most shops have new comics shelved so you can see the entire cover at once, which is a step up from newsstand displays that, at best, showed only the top third, but that doesn’t make cover art three times as important as it was--in the 21st century, most buyers have already committed to buying the newest issue of AVENGERS (or whatever) before they even walk into the store, regardless of what’s on the cover.

(And if you’ve ever wondered why so many modern covers are pin-up shots of characters rather than story-oriented illustrations, the answer’s generally twofold: pin-ups can be stockpiled in advance, and they can be repurposed for t-shirts and other merchandise at far less a cost than original material.)

That said--and feel free to call me Mr. Old-School--I still believe the cover’s primary job is to catch and hold the reader’s eye on the off-chance someone might actually be on the fence about picking it up. The cover’s not there to be a showcase for the artist, not to be lush or ornate just to show off, but to catch and hold attention amidst a sea of Wolverine comics.

The cover’s secondary job is to, with its frozen-moment single illustration, convey an idea. Extra points if the image makes me laugh out loud (like Nate Watson’s, shown above, even before I asked him to make the severed head bigger to help underscore the balance of comedy and horror of SCREAM QUEEN, about a serial killer who stalks a high school while dressed as its mascot).

When I commission a cover, I first ask for a couple of sketches--not because I feel the need to suggest a million “improvements,” but because I don’t want an artist to waste his time on anything that’s too close to a piece we’ve already done or that’s already in the works. Clever ideas outrank pin-ups, at least for me. A composition that tells me that the artist has a sense of design and isn’t just doodling kewl art onto the paper is critical. And (again, pointing to Nate Watson’s sketch here) the cover has to capture the feel of the series for new readers. Once the sketch has been approved, the artist turns it into a finished piece, remembering at all times (because I am a tyrant about them) my essential rules:

1. I REALLY, REALLY, REALLY HATE ILLUSTRATIONS THAT OBSCURE THE LOGO (a.k.a. the title of the magazine). You can get away with that more easily if, like Superman’s or Playboy’s, your logo is already instantly recognizable to a mass audience. “Cthulhu Tales” is not that logo. (A great logo is in and of itself a thing of beauty. And like most works of art, I can’t produce one myself but I know a good one when I see it. One of the all-time best logo designers is the multiple-award-winning letterer Todd Klein (Sandman, Swamp Thing), who regularly runs in-depth studies on what makes logo designs work or not work. I implore you to go visit his site to read the analysis of someone exponentially more qualified than I am to explain the do’s and don’ts.

2. LOGOS SHOULD BE IN ONE SINGLE COLOR THAT’S COMPLEMENTARY TO THE COLOR OF THE MAIN ILLUSTRATION. Sub-rule: Any drop-shadow behind the logo, conversely, should be in a contrasting color. That would seem to be common sense, but you’d be aghast at how often it’s ignored.

3. LEAVE ROOM NOT ONLY FOR THE LOGO BUT FOR THE "TRADE DRESS," a.k.a. the company insignia, the issue number and month, and (God help us all) that dreaded barcode that began destroying American magazine covers before you were born and that I dream every day to someday see banished--but which, for now, remains a necessary, stinking, zebra-striped evil and I’m off-topic, aren’t I? Sorry. It’s just that, to this day, I still remember the very first comic I ever bought that had a barcode on it--Daredevil 130--and I’m still traumatized to this day. I thought it was gaudy and distracting back then, and my opinion hasn’t changed in the intervening 33 (!) years. I’d love to see barcodes banished, but in an understandable but still vomitous victory of commerce over art, most comics distributors insist that they be on the front cover or else they won’t handle your book. The advantage it gives them in computer inventory-management overrules the fact that it’s a nauseating blight. If you’re a big enough publisher, you can sneak a back-cover UPC every great once in a while, but since no advertiser is keen on having it interfere with back cover ads they’ve paid for, it’s generally not an option. Onward....

4. FLOP IT. Even if you think a cover sketch is a home run, and especially if you don’t, always turn it over and hold it up to the light so you can see what it looks like in mirror-image. A surprising number of times, it makes the mediocre good and the good better.

5. GIVE ME SOMETHING I CAN SEE FROM ACROSS THE ROOM. Bold colors. And/or white space. And/or stark illustrations. Simple is always, always better.

In the comments, if you please: your favorite comic or magazine covers.

Tuesday, April 28, 2009

Fuck You, Aliens

Yeah. Nice warp drive. Sweet AI. But can you make this?


Playing For Change | Song Around The World "Stand By Me" from Concord Music Group on Vimeo.

Didn't think so. Yeah, that's right. Get back on the ship.

(h/t Gizmodo)

Interview with Waid

Why, he's positively CHATTY over at AICN. The comics guys at AICN are really great, by the way, knowledgeable, with great taste -- it's genuinely one of my favorite, regular reads for reviews and interviews.