Fashion plate for the 1990s: Harry Potter glasses, thrift-store corduroy jacket, home bleach job.
Staff & Faculty Spotlight: Jason Lutes
This oneâs all about me. So I asked former student and forever-friend Donna Almendrala to write it, and looked the other way.
TOP 10 THINGS IâVE LEARNED FROM JASON
#10: Do your homework before going to cons.
The first time I met Jason Lutes was at Comic-Con 2009. I was very excited as I was recently getting back into comics as an adult, and Berlin and Jar of Fools were two of my favorites. I walked up to Jasonâs table, told him how much I liked his work, and picked up both Berlin volumes.
As he was signing the books, I casually commented, âSo, your style has changed a lot across your work.â
He looked at me, puzzled. âIt has?â
âWhen did you stop drawing animal people?â
âWhat?â
I looked around awkwardly for backup, but everyone around looked confused too. Finally I said, âYou didnât draw the stories with, like, birds and dogs walking around in clothes and talking like people?â
He laughed really hard, and said, âNo, totally different Jason.â
Itâs not like there arenât ANY similarities.
#9: Make comics for people who donât read comics.
Jar of Fools first appeared as a weekly strip in The Stranger back in 1993. Jason wrote it week to week, improvising as he went, each page revealing a new discovery. One of his goals was to create a comic that would be accessible to anyone who picked up the paper, whether or not they were a comics fan. Each page had to distill and communicate the beat of the moment clearly and deliberately, teaching the language of comics by example.
At the first Jar of Fools book signing, Jason met two women in their fifties who had come to share how much they loved reading the story each week and how much the characters meant to them, despite the fact that neither had any prior interest in comics. Jason was grateful to meet these new fans because they gave him a glimpse of the wider audience he was trying to reach. Jasonâs success as a cartoonist is not measured by his sales figures or exemplary teaching, but by his dedication to welcoming outsiders into the fold.
#8: Game purchases are tax write-offs.
Jason has been playing tabletop RPGs since he first encountered Dungeons & Dragons in 1977, and to this day hosts weekly game nights at CCS. His most recent gaming obsession took off a few years ago, when he discovered the indie RPG Dungeon World. He scoured the Google+ Dungeon World community, posting questions, asking for advice, and also collecting ideas for play with his group.
Jason has since launched two successful Kickstarters to fund his own Dungeon World supplements. Heâs written hundreds of pages of guidelines for game-mastering, world-building, character creation and adapted many of his favorite older games for DW-style play. He has become a prominent figure in the community, often answering questions and recruiting more collaborators.
But I was most impressed when I learned that Jason writes off the money that he spends on games because he has turned his love for RPGs into a profession. Not only does Jason give back to the community he loves, but he gets a tax deduction for it. Now, thatâs just smart.
The wraparound cover to one of Jasonâs side projects, by Keny Widjaja (CCS 2010).
#7: Make women part of the story.
Jason was the Editor-in-Chief for the Classic Comic Project I worked on with fellow students in 2011. Our group was brainstorming ideas for a high-seas adventure comic, and Jason chimed in immediately: âWe should make our protagonist a woman.â
âOkay, but why?â we asked.
âAdventure stories default to a male perspective. By choosing to make our protagonist a woman, the story becomes automatically more interesting. We wonât be recycling the same boring trope.â
Jasonâs commitment to making women part of the story is evident in his work in comics and games. But what resonates with me the most is how he purposefully uses female pronouns in his game writing to subvert patriarchal traditions and include us in the story.
A page from Avast!, by Donna Almendrala, Bill Bedard, Sean Knickerbocker, Amelia Onorato, Andy Warner, and Nate Wootters (all CCS 2012).
#6: Know the difference between a wizard and a magician.
I was working on my thesis in 2012, and I asked Jason to go over a rough draft of my story. When we met up, he flipped to page four and pointed at a panel of a character saying, âHe doesnât look like a magician to me.â Another character replies, âHeâs the cleric. Iâm the magician!â
Jason looked at me, dead serious, and said, âHeâs a wizard, Donna, not a magician.â
âHe is?â I asked.
âThis is a fantasy adventure right? Magicians do parlor tricks, gimmicks. Wizards possess magical power. They cast spells. It should say âwizard.ââ
He was right. Know the difference.
#5: Donât stop playing games.
As you may have gathered by now, one of Jasonâs passions in life is games: playing them, making them, reading and writing about them. Over the course of the countless game nights I attended while at CCS, Jason showed me that board games and RPGs were not just a fun distractions from work, but an essential part of life. Telling stories is a uniquely human ability. The making of comics springs from this drive, and so does gaming. Â When you get into improvisational role-playing games with others, it puts you in the same mindset of âpretend-playâ thatâs so useful for making comics.
A session of Battlestar Galactica from LutesCon 2011. Left to right: Kevin McGuire, David Yoder (CCS 2012), Denis St. John (CCS 2008), Dean OâDonnell, Donna Almendrala, and Rob Palmer.
#4: Make comics a conversation.
Jason can attest to the reality that comics take a long time to make. But many of us pursue this arduous endeavor because we want to share something with other people. Similarly, the narrative of a collaborative storytelling game emerges from the conversation among its players.
Many moons ago, Jason was inspired by a game called Fiasco (created by another Jason). He organized a group of CCS alumni (myself included) to play it over three hours, recorded the results, and spent the next several months supervising us players as we turned the conversation into a graphic novel. Each character in the story was role-played by an individual collaborator with their own motivations and unique voice, and the resulting tensions culminated in disaster (as the game intends).
The beauty of this shared experience was taking something spontaneous and ephemeral, and turning it into something none of us could have created alone. Making the comic was like transcribing our conversation so others could enjoy it.
A page spread from Bingo Baby, by Donna Almendrala, Bill Bedard, Joseph Lambert (CCS 2008), Amelia Onorato, and Denis St. John.
#3: Ask, say, or roll.
âAsk, say or rollâ is one of Jasonâs guiding principles to the practice of game mastering for Dungeon World. Even if you donât play DW as regularly as Jason does, I think you can apply the principle liberally to all aspects of life. When you reach a crossroads and arenât quite sure which path to take, it can be helpful to âask, say, or rollâ.
Ask your closest companions, your comrades who journey alongside you, to share their wisdom and expertise to help you collect all the facts and as you make a decision.
Sometimes the only person who can make the call is you, so it becomes your responsibility to say what happens next based on your own experience and understanding of the big picture.
And for the times when there are simply no obvious options left, maybe itâs best to roll the dice and leave the decision to fate. Perhaps that means pulling out a map and randomly pointing to the next place you will call home, as Jason did when he left Seattle and moved sight-unseen to Asheville, North Carolina in 2003.
#2: Be your own captain.
Perhaps the most famous of Jasonâs lessons if youâre a CCS student happens at the end of the very first Cartooning Studio class. He makes everyone stand and swear an oath to be the captain of their comics, to take responsibility for them and for their own lives. Jason empowers each student in that room, both new and experienced cartoonists, with a charge to create comics for themselves first and under their own authority; a lesson for us to remember for the rest of our careers.
#1: Never stop teaching and learning.
Even though itâs been almost four years since I graduated, Jason still has a sense of duty to teach me things whenever the opportunity arises. I went on a hike with him, Becka and the kids, and he started explaining what stinging nettles were since I am mostly ignorant of all things nature. My immediate reaction was, âLook, dude...I didnât want to learn anything on this hike. I just wanted to hang out with your amazing family and hug your adorable children.â
But then I realized this was his calling. Jason is never going to stop teaching for as long as he lives. Iâd be foolish not to keep learning from him.
An unidentified RenFaire escapee crashes Donna and Chrisâ wedding in the summer of 2015.