Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Wednesday, March 10, 2021

New Release: THEY KILL FOR GOLD

So, my first new book is out, a fantasy novella that plays heavily into the 80's style, tabletop fantasy role-playing games media tie-in novel fiction vibe. I'll cut-and-paste in here the Author's Note I wrote for the end of the book: 

I discovered tabletop role-playing games in 1993, when two of my friends acquired the “Big Black Box” edition of a certain “Basic” fantasy RPG which will remain nameless. My enthusiasm for tabletop gaming quickly outgrew theirs, and since I lived in a very rural part of Maine and didn’t have many friends who lived close by, I turned my interest in writing - which was very strong in me even as a teenager - towards an interest in gaming, specifically the world-building and character-creating aspects of it. I didn’t have much of an opportunity for playing adventures, so I filled my time by creating adventure stories.

Fast-forward a quarter of a century. I still play that certain role-playing game in its current edition, although now in the winter of 2021 my friends and I play it over video chat, because the COVID-19 pandemic is keeping us from hanging out together as we always did, laughing and teasing and bringing meals and having drinks. I’m a big nerd and most of my friends are big nerds as well, and this is one of the pastimes that keeps us together, some of us since the late-’90s. We’ve gotten older, some of us a little rounder, all of us a little greyer up top, but when the books and the dice and the character sheets come out, we’re all still kinda kids again.

This past year has been terrible on a global scale. The pandemic is far from over, all our lives have been on hold in one way or another for a year. We still try to get together online a couple of times a month to fight bad guys and go exploring, discover hidden places and earn fame and fortune in imaginary lands. It’s an old-fashioned style of play, and I try as the Game-Master to make sure the more problematic aspects are left out of the adventures. Still, we’re traditionalists in many ways. 

And so, this is what THEY KILL FOR GOLD is about. It’s a story of old-school fantasy adventure, hearkening back to those memories of a more “Basic” kind of game and gameplay. The plot isn’t fancy, the world isn’t unique or exceptional, the character motivations aren’t all that complicated. And yet, I enjoyed writing the story and bringing these characters to life. Hopefully, you enjoyed reading it. Maybe it’ll inspire you to go dig around in a drawer, find your dice, dust off your old rulebook and some graph paper, and go on an adventure.

So far, I've seen a slow but steady trickle of sales, and more interestingly, Kindle Unlimited "borrows" and reads. Very encouraging, as I haven't released anything in two years and this has gone out with very little fanfare. I already have an outline for the second book, and I am developing the story for the third. All in all, I think the idea of simple, fast-paced novellas that draw really heavily on old-school fantasy gaming tropes, but with a modern touch, may in fact find an audience with readers. I've gotten some really positive feedback from a couple of readers already, folks who know the genre I'm trying to fit into and whose opinions I definitely respect, and so that is extremely encouraging.

That's it for now, If you think this sounds interesting, you can click here to find the ebook on Amazon. A paperback edition should be along in a few weeks.

Sunday, March 7, 2021

It's Been 84 Years

Well, okay, not exactly that long. But it's been a while. 14 months since our last blog post. If you haven't been living under a rock for the last year, you know that the COVID-19 pandemic turned the planet upside down, and especially for those of us in the US, where things, shall we say, have been a little tumultuous.

Back in Mid-March of 2020, my work went remote until August. I worked from home for 5 months, with only very rare, clandestine operation-style trips into work in order to pick up something or drop something off in another person's office. Since then, I've been on a 3 days a week schedule since September. Overall, it has been okay. My commute, which is via public transit, isn't so bad, mostly because there are very few people on the train going in either direction. At work, I interact with almost no one. There are days where over the course of 8 hours, the person I interact with most is the nice person handing me my Starbucks through a pickup window. I have become the Maytag repairman, sitting and waiting for a problem to happen, and it rarely occurs.

Well, most of you must be waving your arms around and saying, "Wait, that should be perfect for a novelist, right? You should be able to get all sorts of things done, right? Why haven't you written three or four novels by now?" Well, nah, not exactly. I'm sure it was great for some folks, but it was hard for me. Constant mental distraction between the pandemic news and worry, trouble with family (especially elder care stuff), troubles with friends and loved ones, national political crisis, and the stress of working-but-not-really working, in an environment that's both dull and stressful at the same time, it all became conditions that aren't great for the flow state necessary to write and complete long-form storytelling.

On the other hand, I wasn't idle. I did work on a number of projects, although some only made small amounts of progress. All in all, I think I wrote about 60,000 words over the course of 2020, which for me, isn't terrible. And the good news in all of that, is I did write a novella - 32,000 words - called THEY KILL FOR GOLD. I'll drop another post about it tomorrow, but in short, it is a fantasy novella that asks the question: Everyone wants to be the hero, but what if you're just the hireling? It's a story idea I've had for years, but never got around to writing it because there was always some greater, higher-stakes project that took precedence. Well, this year, I was just too stressed to work on the high-stakes stuff, so I finally settled down and wrote this novella, which will, I hope, be the first of many quick-read adventures.

Beyond that? I picked away at a few other ideas, but nothing I want to talk about here just yet. And I do owe you all my 2020 writing in review, which is usually a breakdown of sales and writing progress. It'll take a little more time this year, as my move to publish six of my novels through Wolfpack Publishing means I've got to consult two sets of spreadsheets, rather than one, but I do want to get you some numbers eventually. In short, it was...an okay decision. KILLER INSTINCTS and SAN FRANCISCO SLAUGHTER sold better in 2020 than they ever did before, but my Commando titles actually lost money with the move, and overall I think I either broke even or made less this past year than I did in 2019. Granted, given the situation over the past year, making a good estimate as to what my sales should have been is a little pointless, but I think the long and the short of it is, I should have held onto my Commando titles, and only given Wolfpack the other two novels. Live and learn.

That's going to be it for now - just a quick update. Now that THEY KILL FOR GOLD is out (link for those who are interested) I'm going to focus this spring on finally writing the second Hangman novel, BATTLE FOR THE BLACKTOP. I've had this idea half-formed in my mind for years, and I think now's the time to get it finished. On that note, I'll catch you all later, and thank you for dropping by.



Wednesday, October 2, 2019

Wargaming Wednesday: The Beards and Battleaxes RPG?

Cover art from one of the GW army books
Hello everyone, sorry for a lack of posts Friday and Monday, things were a little troubled on the home front. But here we are again, talking about gaming. After venting my frustration last week, I began thinking of a gaming project I could undertake, something simple, specific, and entertaining to me personally, while at the same time, viable as a product that can be shared to folks out there in the world at large.

So I settled on a game about dwarves.

I like dwarves. I've played them in various RPGs. The Dwarfs (not Dwarves, but Dwarfs) were my first Warhammer Fantasy Battle army. They're short, stout, and bearded, just like me, and although beer isn't my go-to form of alcohol these days, I can certainly appreciate a well-brewed pint of ale or stout. Dwarves are also usually portrayed as gruff, curmudgeonly little assholes who don't like taking shit from anyone and hold grudges far longer than rationally reasonable, and yes, guilty as charged on all counts.

A single player-race game might seem limiting, but it is also focused. It lessens the number of decisions during character creation and reduces the rules and word count, keeping the game tighter. Also, I would probably stick with tradition and limit any form of Dwarven magic to a kind of rune-crafting, coupled with perhaps some kind of holy boons or blessings from Dwarven gods. Again, it limits player choice, but also alleviates the need for a player-side spell catalogue (which in many games can be equivalent to all the other rules put together).

From a GW Dwarf infantry minis box
As for adventures, I think a lot of the major bases can be covered. Dungeon and underground exploration is an obvious go-to, but you can also have dwarves patrolling the areas around their strongholds, overland expeditions, trips to human (or non-human) lands and cities, long-distance explorations, diplomatic trips, monster hunts...with a little thought, almost any adventure type is possible.

As for the rules, I think I have a good foundation I want to build upon. Originally I thought of going with the core rules I developed for my stalled-out Tankards & Broadswords RPG, but I think for the moment I am going to set those aside and try something a little more basic, and if that doesn't seem to fit my needs, we'll reconsider. I think the rules should be simple, avoid a lot of math, and most difficult of all, not be just a generic system but an expression of the concept of the game. How we get there, we'll have to find out.

So, I'm going to leave this be for now. Next week I hope to have a few more details on this, and as time goes on, we'll build bit by bit. In the end, this is likely just going to be a downloadable PDF that anyone can enjoy, so we're keeping it as simple and straightforward as possible.

Friday, September 20, 2019

Fiction Friday: The Stonehaven League LitRPG Series

The "LitRPG" genre of fiction is...a weird one. It's not actually that new, however. The premise is that these stories revolve around characters who exist within a "game world", i.e., a world that is artificial and created as part of a game. The degree of artificiality in LitRPG stories can be very obvious, or the world can feel completely real, but still exist only as a result of some kind of game.

The first novel that I know of which seems to fall into this kind of genre, although it wasn't called LitRPG at the time, was Andre Norton's 1978 novel Quag Keep, a story about a bunch of adventurers in a medieval-type world who are actually people from Earth who were playing a role-playing game. Given that Dungeons and Dragons was roughly four years old at the time Quag Keep was published, Norton got on the bandwagon fairly early. Many others have followed over the years, one of the most notable being Joel Rosenberg's Guardians of the Flame series, which started in 1983 with The Sleeping Dragon. Beyond the written word, one would consider the '80s Dungeons and Dragons cartoon series to be a form of this kind of genre, as would, I feel, the movie TRON.

But the modern form of the LitRPG novel is more commonly based around computer games, and more specifically, not people transported to worlds, but rather, immersed in them through play. As virtual reality is more common these days in gaming (and is growing bigger every day), the idea of putting on VR gear and submerging yourself as your character in a game world is very real. In fact, Ready Player One  is a perfect example of this.

Enough background, though. Author and former (?) game developer Carrie Summers has written an engaging series of LitRPG / GameLit novels, which in the "real world" are set a few decades in the future, where virtual reality gaming has extended all the way to cybernetic implants that dump the virtual reality of the game right into our brain's perception of reality. In her first book, Temple of Sorrows, a young woman named Devon leaves her crappy job to work as a kind of "super-tester" for a gaming company, Relic Online, in order to push the game and it's artificial intelligence to the limits of what a capable, creative player can do.

Devon logs into the game, stunned at how the direct neural connection to the game world seems so incredibly real - she can feel the wind and the sun, the grass under her feet and the cloth of her clothing. Yet, the world still acts as a Computer Role-Playing Game. She has skills and abilities and she gains experience and levels up. When she kills a monster, the touch of a blade turns the monster's body into "loot" that can be used for other things. Anyone who has played a computer RPG in the last...twenty years or so will be familiar with the tropes of the world and its setting.

I don't want to give the plot away, but suffice to say, there is plenty going on in both the real world and the in-game world. This leads to dangers on both sides for Devon, something that I found interesting as it kept the story from being completely about her adventures in-game, and raised the stakes a little. And while this book is probably perfectly fine for a YA audience, there is a good deal of violence going on, so those who want action will get that, while those who like the puzzle-solving and "game-ness" of a game world will also have something to look forward to.

Overall, this is an enjoyable series. If I remember right, I've read the first three books, and I am just starting the fourth. with six books currently in the series. These books are all available in Kindle (for purchase or Kindle Unlimited) and paperback, and the first four are currently available as audiobooks. If this seems in any way interesting to you, I definitely recommend checking them out.

Wednesday, September 18, 2019

Wargaming Wednesday: eBay Miniature Rescues

Today I just wanted to spotlight a great YouTube channel, eBay Miniature Rescues. Casey is a talented painter and a very nice hobbyist (I've exchanged emails with him before and he was polite and very helpful), who specializes on - you guessed it - finding used and often ill-treated miniatures on eBay, buying them, and then doing a paint-stripping and repainting project with them. His channel appears relatively new, with only a couple dozen videos, but the quality has progressed enormously over time, and the production value of his video work is now absolutely fantastic.

Here's a recent video where Casey strips and repaints an older Warhammer Fantasy Battles model.


As you can see, pretty darn cool. Although he tends towards the fantasy side of the miniature spectrum, Casey will also do Warhammer 40,000 rescues, such as this squad of Chaos Marines:


Although Casey's painting talents far exceed my own, he's given me some of the confidence I needed to begin my own eBay rescue projects. If you are interested in going out onto eBay and finding your own miniatures, as I talked about in a previous blog post, Casey even has a video on some good searching techniques:


So, if you have any interest in the second-hand miniatures market, you absolutely should check out eBay Miniature Rescues.

Monday, September 16, 2019

Media Monday: Enjoy Entertainment For What It Is

Another short but hopefully thought-provoking post today.

First, I know this has the potential to draw in issues of social justice and other real-world problems that we are all struggling with in one way or another, and I get that. Entertainment is there, first and foremost, to entertain us, and that usually means some element of escapism. That kind of escapism is different for everyone, and while there are certainly some issues that should always be addressed, there are a lot of people for whom escapism means being able to step away from those issues. I am not going to say this is a good or a bad thing, just that it is a sentiment often expressed, and for those people, that sentiment is real. I guess that is my wishy-washy way of saying that I am trying to not directly address social issues here, but instead a more all-encompassing philosophy of entertainment.

For me, that philosophy breaks down to "Enjoy entertaining things for what they are, don't hate them for what they are not". No body of entertainment is perfect, nor can any one body of entertainment media address perfectly all aspects of itself that all consumers may find entertaining. If your go-to for entertainment is gross-out comedy movies, clearly that is not going to appeal to people whose go-to entertainment excludes gross-out humor. I see no point in anyone who dislikes gross-out humor watching such films and then complaining about them. This holds true for almost any form of entertainment, and while we might all be forgiven decades ago for going to movies or watching television shows that we were ignorant of, now that we have the Internet, that is a lack of due diligence on the part of the viewer.

OH NO!
I first started (recently) thinking about this when I saw the fan-rage over the teaser trailer to the latest Star Wars movie, Episode IX, The Rise of Skywalker. There's a moment with a folding lightsaber - yes, that moment, I can see you folks in the back already twitching in your seats - and within hours, never mind days of that trailer going live, the internet was flooded with people screaming and foaming at the mouth over how stupid a gimmick this was and so on. One particular YouTube channel had a 23-minute long video complaining about the lightsaber. Do you know how long it takes to produce a reasonably professional 23-minute long YouTube video? With props and everything? This person likely invested days worth of work to make it, all to complain about something in five seconds of a trailer for a move about laser swords and space magic.

And you know why? Because the video got tens of thousands of monetized views. But that's a whole other article for another day.

People like to get outraged about things. Yes, there are issues worth getting outraged about, but the shape of a science fiction laser sword isn't one of them. This obsessive, fandom-ish need to explain and legitimize and pick apart and deconstruct every single aspect of our entertainment media is not only exhaustive, it's honestly annoying. It becomes this battleground where people spend more time arguing over their entertainment than actually enjoying anything. This is one of the reasons I don't visit Facebook groups around WW2 films or books - everyone in there is a rivet-counting asshole, and if they aren't, they get shouted down by the rivet-counting assholes. Every single movie you bring up in such a group, there's going to be someone who hates it because some aspect of it was displeasing to them.

THE PAINT JOB ARRRRGGGHHH!
I remember someone complaining about the end of Saving Private Ryan because when the Tiger tank is destroyed by the airplane, the plane didn't have empty bomb or rocket racks attached to its lower fuselage. I also remember someone complaining about the movie Fury, and how "laughably stupid" it was that the Tiger in that movie - in real life the only operational Tiger 1 in the entire world, acquired from the Bovington Tank Museum for use in the film - was in its 1943 Tunisian camouflage paint pattern, and not what one would see on a Tiger in mid-1945. Yeah I am sure the staff at Bovington are just going to paint over and then painstakingly strip and re-paint the only operational Tiger tank in the world just for some asshole in a movie theater. I mean, yeah, this is a bit silly.

I guess my overall point here is, be honest about what you want from entertainment, seek that out, and don't complain about what was never intended to be there. Don't watch Wizards in Space for realistic engineering and physics demonstrations. Don't watch war movies if you'll have an aneurysm over the smallest historical inaccuracy. Don't watch horror movies if you're not prepared to see stupid horror movie tropes in action. Don't watch stupid raunchy sex comedies if you're not prepared to see cringe-worthy sex and gender stereotyping. For a large percentage of the population - for good or for ill - humor is about that which causes discomfort. The Office was all about "cringe humor". America's Funniest Home Videos was all about dads getting whacked in the crotch by whiffle bats. There is no getting away from this - it is at the heart of what is entertaining for some people.

Now, to circle back to my opening statement, you can be justified in being upset at something when it tries to do that thing, but actively fails to do so. If your entertainment is about female empowerment, but you fall back on cringy, decades-old stereotypes, or if your message is that female empowerment is in some way bad and you're trying to be edgy by subverting this...than people should call you out for what you are, because you are trying to do that thing and doing it badly. This also doesn't mean you can be left off the hook for obvious racism, sexism, homophobia, and so on just by saying "well this movie was never intended to address that". We live in too-aware a society for that to be a legitimate excuse anymore. I sort of look at it like the old doctor's premise, "First, do no harm". As long as you can avoid being actively racist, sexist, and so forth, I feel you are not required to actively address those and other social issues if that is not the nature and theme of your entertainment.

At the end of the day, as I mentioned in a recent post about modern reading habits and sources of entertainment, we only have so many hours in the day in which to consume entertainment, so why would we purposefully seek out entertainment that doesn't fit with our entertainment comfort zone? Life is too short and blood pressure too high already for us to do that to ourselves.

Friday, September 13, 2019

Fiction Friday: THE LAST WISH: Introducing the Witcher

If you follow video gaming at all, you've likely heard of The Witcher series of open-world RPG video games. They feature the monster-hunting Witcher, Geralt of Rivia, wandering the world and killing that which goes bump in the night. The world of the Witcher is based around Slavic folklore, a flavor of Western monster mythology that is a little removed from what most of us are used to unless you are really into the subject of bestiary folklore.

But fewer people realize that the Witcher and his world started out as a series of short stories and novels by Polish author Andrzej Sapkowski. Most of the stories were written in the 1990s, but it wasn't until the mid-oughts and later that they were given English translations. Coming at the end of this year, Netflix is releasing a television series based around the stories, and of course both fans of the books and the video games are howling over how the details shown in the trailer don't do the series justice.

Curious about both such a popular video game character and what might drive Netflix to pick up the IP, I grabbed the first (chronologically) anthology of short stories, THE LAST WISH. I was immediately hooked. For a book translated from a different language, the prose is evocative and pulls you right into the world, a very dark, late medieval-era feeling fantasy realm, very similar to the Ravenloft setting of Dungeons & Dragons. If you aren't familiar with Slavic folklore, some of the creatures might seem unusual to you, but that slightly alien nature just adds to the creepiness of the setting - this isn't some adventurer going after your usual orcs and goblins, this is a true monster hunter, for whom a blend of swords, sorcery, and dark knowledge is needed to take on the evils lurking in the deep forests and crumbling towers.

So if you like dark fairy-tale fantasy with an Eastern European bent to it, do yourself a favor and check out Sapkowski's fiction. I'll definitely find time this fall to work my way through more of Geralt's adventures.

Wednesday, September 11, 2019

Wargaming Wednesday: Don't Feel Guilt Buying on eBay

Maybe this is a more controversial topic than I believe it is, but I find weird the pressure people feel against buying second-hand or portioned out miniatures on eBay. To be clear, I am not talking about buying re-casted (aka, illegally copied) miniatures - that's a no-no and should never happen. I'm talking about buying out-of-production miniatures, or second-hand miniatures owned previously by someone else, even if that person just bought a large boxed set (like Games Workshop's Dark Imperium boxed set) and is selling the individual miniatures a few at a time.

These out-of-production models were purchased like this on eBay

There can be a lot of reasons why you'd want to do this. For the out-of-production miniatures, you might just like a particular sculpt of a miniature, but it isn't made anymore. For me, I want to eventually buy and paint one of every GW Space Marine Chaplain, but there are only a handful still being made, while plenty of models with perfectly viable equipment loadouts are still usable in the current version of the game. Another reason might be that you're building, for example, a small display army using older, "retro" models. A lot of people these days are making small Rogue Trader-era forces more for the fun of rediscovering the models than anything else.

Some of the above, now stripped of paint and ready for rebirth!

Another aspect to buying online might be to find a model you want that's not available on its own. For Primaris Space Marines, for example, you cannot buy a Primaris Ancient (aka, Standard Bearer) as its own model anywhere except eBay, since it only comes in the Dark Imperium boxed set. The same goes for the Gravis Captain. In the past, this was likewise the case with other armies. The first official generic Ork Warboss to come with a power klaw didn't arrive until the Assault on Black Reach boxed set for 40K's 5th edition, along with Ork Deffkoptas mounted with rokkits (and the old Deffkopta model is absolutely hideous and ancient).

Tactical marines from the 1993 (!!!) 2nd Edition 40K boxed set.
And of course, another reason might be that you want that ONE particular bit for a model you're making. Maybe you like the look of a certain helmet or sword or gun. Maybe it fits with a theme, maybe the normal kit the part comes in only has 1 per box, and you need five. Sure, you're going to pay more money for it, but this is a leisure hobby, and eBay bits sellers are working from a sellers' market. I've bought plenty of little bits over time in order to build units of a certain theme, and while you're paying a premium for having that degree of choice, I never once felt cheated by the prices.

This Chaplain model has long been OOP. His gun is also an eBay bit purchase.
The biggest criticism or worry I've seen from people who don't want to buy on eBay is that you're not giving money to your Friendly Local Game Store (FLGS). Sure, that's true, but the same reasons you'd be buying on eBay are the same reasons you're not buying at your FLGS - the models and bits are either out of production, or they come in a larger boxed set and aren't sold individually. No one should feel guilty you're not buying a $160 boxed set from your FLGS when all you want is a handful of miniatures you can get on eBay for a fraction of that cost. And as for the idea that Games Workshop isn't getting your money - well, that's bullshit. They got their money for that particular model when that model was first purchased. It doesn't matter if the miniature is 30 years old - at some point, someone gave the company money for that object, and that's that. I hear this as an argument against used book stores pretty frequently - that it keeps the money from the hands of the author - but that's just a guilt trip. A paperback novel is an object, and there's no reason to not sell or give away an object when you are done with it. Conversely, there's no reason you should feel guilt buying it second-hand.

So, with that in mind, if you're looking to build a miniatures army, and you're willing to give older miniatures a little TLC, go onto eBay and do a little investigating. You might be surprised at what you find!

For the Emperor!

Friday, September 6, 2019

Fiction Friday: The Original Dragonlance Chronicles Trilogy

Just a quick post today as I wrap up a busy work week. I cribbed this off of my Facebook feed in response to a Tor Books post about the original "Chronicles" Dragonlance tie-in novels, and how formative those novels were to a generation of role-playing gamers and fantasy enthusiasts. For many folks (myself included) we read these books before Conan or Lord of the Rings.

You can read the Tor.com article here.

No joke, I think the author stole the memories of my early teenage years and used them to write this piece. Until maybe my sophomore year of high school, I'd always eschewed fantasy and science fiction in favor of shoot 'em up men's adventure and espionage thrillers, until one day a classmate of mine loaned me these three books. This was at least a year before I first played Dungeons & Dragons, and long before I tried reading The Hobbit or Lord of the Rings. I still have my original three paperbacks, bought after reading this for the first time almost 30 years ago.

After getting into D&D, I did buy the second edition "Tales of the Lance" boxed set, although I never did play it. Frankly, I feel like it isn't really superior to the Dragonlance Adventures hardcover for 1E that came out in the '80s. I remember seeing this advertised in the back of comic books, before I got into D&D or really understood what it was or how it played. I remember staring at this all the time, thinking it seemed like the most badass thing I could imagine. When I got into D&D later on, I did buy the 2nd edition Tales of the Lance boxed set, but just didn't appreciate it as much as the 1E Dragonlance Adventures hardcover, which I acquired in a used book store my freshman year of college.

It has been years since I re-read the original trilogy. I started re-reading Kindle editions, and while it didn't disappoint, I had read them so many times, knowing what was about to happen meant I eventually started reading something else and didn't get back to it, but yeah, I do want to give 'em another go, although I am a little nervous as to whether they'll hold up or not. It is simply a matter of remembering that they represent fantasy and RPGs at a certain particular point in time, and appreciate them for what they are, instead of criticizing them for what they are not.
 

Wednesday, September 4, 2019

Wargaming Wednesday: Not Just Dungeons and Dragons

Dungeons and Dragons was the first pen-and-paper tabletop role-playing game I ever encountered. I started playing in the summer of '93, when two of my friends had the "Big Black Box" edition of the DnD Basic Rules set. For those of you who know what the BBB version is...well I don't need to tell you anything. For all you newbies out there, this was a really big intro boxed set that had a ton of "rules cards", a big map adventure, tiny cardboard monsters and PCs...basically everything you'd need to play the first few levels of your characters - which is not unusual for the D&D boxed sets - but in a larger format, with full-color maps and cardboard counters.

Up until this point, I really hadn't been into "Fantasy", but I had read the first three Dragonlance books (that's a post for another day), and so I had some idea of what I was getting into. Needless to say, I was immediately hooked - in fact, far more than the two other people I was gaming with. I quickly bought the 2nd Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual, and the over the next few years, I bought EVERYTHING that TSR produced - settings, Class handbooks, DM's guides...the works. The biggest problem, unfortunately, was lack of players, since I was living in a fairly rural small town in Maine, and my high school peers, for the most part, weren't interested in gaming.

When I moved off to college in 1995, I brought most of my gaming materials with me, certain that I'd be able to find a DnD group at a large urban university. But of course, as soon as I found some nerdy brethren and asked who played D&D, I received mocking laughter. "We don't play that game, you dork. We play White Wolf games. Those are real role-playing games".

I got sucked into a Werewolf: the Apocalypse game, and really enjoyed it, and I played a little Vampire and a little Mage as well. My RPG tastes began to grow, and I started buying other games, surprised that there were dozens of games put out by a wide variety of publishers in any genre you could think of. And of course, this was the late '90s, when the Internet gave us the ability to communicate around the world and share documents online with each other, enabling the explosion of what is commonly known as the "indie gaming" revolution. New voices emerged in the industry, edgy people with games that strayed far from the staid boundaries of D&D, GURPS, Rifts, World of Darkness, and other, more established platforms.

Fast-forward twenty years, and the more things change, the more they stay the same. Dungeons and Dragons is now well into its fifth - and most popular - edition, and most of the old guard are still around in one form or another. But smaller, indie presses and self-published games continue to arrive on the scene almost daily. In addition, the disdain most D&D folks had for the 4th edition rules, coupled with the death of D&D co-creator Gary Gygax back in 2008 sparked the "Old School Renaissance", where many gamers went back to the old editions of the game, breathing life back into them and using the bones of their rules sets to create a huge variety of different games.

Over the decades, I've collected a lot of role-playing games. Far more than I ever have, or ever could, play. I don't know what the current number is, but it is probably creeping up towards a hundred different RPGs and/or editions. And yet, that barely scratches the surface of what's out there, even from larger game companies, never mind "indie" developers. It's interesting that Dungeons and Dragons is more popular and more mainstream than it has ever been, and yet, most people have no idea of the immense variety of games out there - settings, play styles, rules types - whatever your interests might be, there is likely a game for you. And, just to give a minuscule taste, here's a YouTube video I watched last night, which dips a toe into the fathomless pool of games out there:


Yes, the video is a bit long, but if you have any curiosity about role-playing games, it is definitely worth your time to watch, and certainly better than me trying to pitch a bunch of different games. Oh, and it is worth noting that of the ten games they mention, I only own one of these - Call of Cthulhu - and it's an old edition. So if I own nearly a hundred RPGs, and only 1 of them is on this list, that gives you some idea of the variety out there.

Thursday, February 8, 2018

20 Random Thoughts While Binging TRUE BLOOD

When it first aired, I watched all but the final season of HBO's series TRUE BLOOD, based on the Southern Vampire Mysteries series written by Charlaine Harris. The television series took extensive liberties with the characters and plot of the books, but I'm guessing since Harris is likely sunbathing on a mountain of gold doubloons thanks to all that HBO money, she didn't really mind.

Now, over the last few months, I binge-watched the series in its entirety, because while vampire-related things aren't really my bag, the show did have some hilariously over-the-top moments, and I wanted to finally see the last season and close out the series. Being able to watch it a second time and muse over other aspects of the show, I had many random thoughts while watching. So, in no particular order:

  1. By the end of the series, I felt the same way about Sookie Stackhouse as I did about Jack Bauer - I was so damn tired of people saying her name, that the sound of it made me cringe every time. Especially when Bill said it. "Sookie!" Ugh.
  2. Speaking of Bill, he's just such a dick. Despite being one of the main characters throughout the series, I just hate his guts the entire time.
  3. Eric, on the other hand, is AMAZING. He is everything awesome which Bill is not.
  4. Sam really is that handsome, middle-aged guy who manages to charm the pants off of every single (and not so single) woman in a hundred mile radius. When he gets called "silver fox" by his girlfriend's mom, I just lost it. Howls of laughter.
  5. Werewolves really get the shaft in this series. Clearly, Harris/HBO aren't using World of Darkness rules as reference material.
  6. At some point in this, we definitely needed a werewolf to go full Crinos and tear a truck in half, then beat a couple of vampires to death with the scrap metal.
  7. Why don't these damn vampires use swords? If you move faster than the eye can see, and you're strong as hell, a sword would just be an amazing force-multiplier. Especially since many of these vampires were around before the gunpowder age.
  8. Seriously, how can you have a thousand-year old vampire viking who never uses a sword?
  9. Okay, he takes a couple of wakizashi from some Yakuza guy and double-stabs him, but that doesn't really count.
  10. If I was a vampire, I'd also be rocking some body armor with a ballistic hard plate over my heart front and back. Try getting that broken-off broom handle through a half-inch plate of hardened steel, buddy.
  11. I love how vampires, with their preternatural senses, almost never use guns firing wooden bullets to kill each other (which would be the easiest way to close the age power level gap), but some redneck hillbilly dipshit who has no idea how to shoot a handgun can make an offhand shot at a centuries-old vampire and hit the vampire's fist-sized heart without aiming, killing them.
  12. I'm not sure if vampires turn into a blood ragout in the Harris novels when they die, but it is hilariously disgusting in the TV show. Especially when the death is dramatic and emotional and someone is embracing said vampire. Gross.
  13. The behavior and intelligence of the average Bon Temps resident can be confirmed as realistic by spending five minutes in any political group on Facebook.
  14. I don't care if it has magical healing properties, drinking blood is disgusting.
  15. The single coolest kill in the show is a shifter turning into a fly, then getting swallowed by a vampire, and shifting back to human inside the vampire, causing the vampire to explode like a blood grenade.
  16. Given that vampires aren't really alive, and I'm guessing their hearts don't actually serve a functional purpose, why doesn't someone open up a business implanting vampires with titanium heart-armor inside their body cavities? You could totally make some kind of armored housing that just snaps together around the vampire's heart without severing the arteries.
  17. It's really kind of sad how the Harris novels were meant to use vampires as an analogy towards viewing discrimination and society in the South, but HBO just largely turned it into a show about sex and violence...like they do just about everything else.
  18. Jason Stackhouse is a moronic dipshit, but man, he's pretty much what every guy wants to have as their pickup-driving, beer-drinking, horsing around best friend. Although he really is the personification of that "you versus the guy she tells you not to worry about" meme.
  19. Not killing Lafayette at the end of season 1 was the smartest decision HBO ever made, aside from writing that big goddamn check to George R. R. Martin.
  20. And, finally:

Wednesday, December 31, 2014

My 2014 Writing in Review

Two years ago, I wrote a piece called "In 2013, Always be Closing". The year after that, I laid down a 2014 Short Story Challenge. This year, I want to take a look at the past twelve months, where it has brought me, and where I'm going from here.

In 2014, I sold a little over 7,600 copies of my various works, roughly half of everything I've ever sold in the past 3 1/2 years, and 800 more than in 2013. That figure averages out to a little under 21 sales a day over the course of the year. Granted, in the third quarter of the year my daily averages dropped to significantly less than that, but I had a strong opening to the year with the release of Operation Cannibal around Thanksgiving of 2013, as well as a couple of really strong Kindle Countdown Sales during the first quarter. In addition, I'm finishing off the year with a very strong past six weeks, thanks to the release of Operation Dervish, which has sold over 460 copies so far.

I lay out all of the above so that people can decide for themselves how successful I am, and do some comparative analysis with their own and others' sales figures. I was glad to see overall sales increase substantially, and royalties increase as well (I made about a thousand dollars more this year than last year), but it certainly wasn't a bowl-me-over sales year. Let's break it down...

The COMMANDO series made up about 81 percent of my total sales this year, utterly dominating all my other titles. With four novels and a short story, that's certainly understandable, but it is important to point out how much my sales figures depend on this series. Without it, I wouldn't be breaking a hundred sales a month on average. In addition, while I used to sell at least twice as many copies in the UK as in the US every month, the ratio is now mostly even, and with my new title in the series so far, I'm selling far more US copies. There are probably a variety of factors at play here, from the much larger Amazon customer base in the US, to what might be a more saturated genre market in the UK (there are several UK-based WW2 series that aren't available as ebooks in the US), the dominance of the UK sales region is now firmly over.

RENEGADE'S REVENGE was a surprise hit for me this year. I sold a little over 700 copies of this title in eight months, accounting for roughly nine percent of my total sales this year. Since a significant number of these were Kindle Unlimited borrows, I actually made pretty good money off of this title, especially given that it was originally written as a project that failed to launch. For many years, publishers and critics considered the Western genre one of the worst-selling, but there seems to be a resurgence in the last few years, both in re-releasing old titles as ebooks, as well as original content. I fully intend to write a sequel to RR at some point in the next year, and maybe a few other standalone Westerns as time goes on - it is certainly a fun genre to write in, with a great blend of action, adventure, and history.

SPIDERS & FLIES was released at the beginning of the year, and has gone nowhere since. It sold 28 copies in 12 months, 18 of those in the first month of its release. The few reviews it received were positive, and people seemed to like the cover art, but the title simply doesn't sell, even when I have tried free giveaways. Considering its poor performance, and that of NANOK, while I'm glad I finally got around to finishing and publishing this piece, I think even if I can write decent fantasy stories, it isn't worth my time or energy. I doubt I'd even write a sequel to this title, but while I do have several NANOK stories in mind, that's where they're going to stay for the foreseeable future, until I have enough "legroom" to take a chance on writing them.


HANGMAN #1: SAN FRANCISCO SLAUGHTER was also well received by both beta readers and those who've written reviews. However, it did not take off like I'd hoped it would. I sold about 130 copies in the six months it's been out, better than S&F but terrible even compared to RR. I have a number of sequels in mind for this series, and perhaps with an additional couple of titles it'll have more appeal, but so far, I'm not that hopeful. Still, I really enjoyed writing the book, especially since it allowed me to ramp up the "mature content" compared to the COMMANDO titles. SFS contains a lot of swearing, a little sex, and some very cruel violence. It is definitely a darker work, and getting out of my morally-cleaner mindspace was definitely interesting.

KILLER INSTINCTS continues to perform terribly. More than a few people still feel my first novel is the best thing I've written, and I certainly believe it is a good, solid story. I did a cover change for the ebook mid-year, and a couple of promotions helped bring in more sales, but of the roughly 350 copies sold in 2014 (~4.5% of my total sales), at least half were during promotions, meaning I made nowhere near the money I could have with those numbers. Next year I would like to get the title into a BookBub promotion, which would be amazing, but I don't have high hopes. In a market choked with thrillers of all stripes, KI goes largely unnoticed. I would still love to write a sequel to this book, but at this point in time, I feel it would fail to thrive just as KI did, a pointless gesture.

In conclusion, I face some tough choices. It is clear that my niche genre titles (WW2 and Westerns) sell much more than my more mainstream genre works (thrillers, crime, fantasy). COMMANDO titles and RENEGADE'S REVENGE make up ninety percent of my sales this year. Clearly, this is where my focus should lie, but on the other hand, I don't want to limit myself in terms of what to write. Writing is not my full-time job, nor will it be for the foreseeable future, meaning I am not as much a slave to the market as I could be were it my only income. And, in addition, I might stumble upon another genre with a title that's more popular than I'd imagined. Certainly, when I wrote both the first COMMANDO title, as well as RR, I never anticipated their degree of success.

In a few days, I hope to follow this column with one discussing my hopes for 2015. Until then, Happy New Year!

Wednesday, August 20, 2014

Dungeons and Dragons 5th Edition Player's Handbook - First Impressions

After all the waiting and anticipation of a new Dungeons and Dragons edition coming out, I'd completely forgotten that yesterday was the official release date. I'd intended to pick it up via Amazon for 40% off the cover price next month, but found myself near the local hobby store, and made the impulse decision to pick up the book at full price.

I'd only intended to give the book a cursory look last night, but I sat down with it about 6:30 or so, and didn't put it down until after 11:00.

I'm pretty impressed with the production values overall. I like the color of the paper, finding it a lot easier to read than the stark white of 4E, and not as dark (although I have to check) as 3E. The font is nice and readable even for me, and I like the use of Serif and Sans Serif fonts in certain places. A lot of thought was put into the overall typography and layout of the book, and it shows.

It took a bit, but I'm now completely sold on the artwork. I was never a fan of the 3E/4E art direction, finding it way too cartoonish and/or comic-bookish. There's nothing wrong with that on its own, but for a game that's supposed to be highly universal in the tones and settings it is applied towards, I think the overall look was too specific. The new art, on the other hand, does a good job of looking ahistorical, while at the same time, grounded in a "fantastical reality" - people actually look like people, creatures like actual creatures, and so forth. Art is terribly subjective and many will disagree with me, but I think it fits a perfect balance of the fantastical and the realistic, reminding me of some of the better 1E and 2E color art from back in the day (which, nostalgia aside, varied WIDELY in quality). Also, it was really great to see a lack of cheesecake art - no chain-mail bikinis or exaggerated "boob-plate" armor. All depictions of the female form were tasteful and again, grounded in a balance of fantasy and reality. This was a big win for me, as I feel it gives a very positive view of female PCs as something other than Black Widow-esque sexy femme fatales or nearly nude magical pixie maidens.

After a single skim through the whole rulebook, I spent most of my time reading the character creation material. I like the balance of the races and classes, some minor quibbles aside. Halflings are now much disengaged from their Hobbit origins, which is I suppose smart, but may alienate some purists. The Dragonborn and Tiefling races don't interest me at all, but since they are carry-overs from more recent editions, and I suppose were middilingly popular, I have no strong feelings either way. I suppose after 40 years, there's room for some original races! I also like that there's a lot of callbacks to how different D&D settings handled differences in the races, as well as discussions on how each race sees itself and other races interacting within the generic campaign setting framework.

As for classes, it was interesting to see how many and to how much of a degree characters have access to spells. Three different "arcane" classes, as well as Bards, Paladins, and Rangers getting much beefier spellcasting abilities (at least, as compared to what I remember). I might go so far as to say the pendulum has swung too far in giving too much access to spellcasting, but as so many multiclass combinations had to do with adding magic to a class, I suppose it makes sense.

I do feel as if the career paths start a little early at 3rd level, but in earlier editions by that point players already had a pretty firm grasp of what they wanted for their character. For the most part, I feel the paths are most reminiscent of 2E class kits, and while some of those back in the day were a little lame, others were really colorful and added a lot to the build. I've seen people complain that the paths are too binding, i.e., "Why can't I play just a plain old vanilla Fighter?", and I'm going to go out on a limb and guess the answers for this question - and many more - are to be found in the DMG.

There's a bunch more to comment on, but overall I'm definitely liking what I see. I felt 3E was too crunchy and bean-county for "Dungeons & Dragons", although I liked the move to a unified mechanic and a more modern (for the time) RPG design approach. I had little love for 4E, finding its attempt to make a tabletop RPG into a weird board game / video game just unappealing to my own personal sensibilities. 5E actually feels a lot like a blend of Castles & Crusades and Pathfinder, two games that were very well received, and I think overall that was a smart design choice. This game FEELS like "Dungeons & Dragons" should feel to me, after 40 years of game evolution.

Wednesday, June 18, 2014

BOOK REVIEW: THE GRAND MASQUERADE by Dan Eldredge

http://www.amazon.com/gp/product/B00L1V2ID4/ref=as_li_tl?ie=UTF8&camp=1789&creative=390957&creativeASIN=B00L1V2ID4&linkCode=as2&tag=arcaprim-20&linkId=PBKGGY33D3HYBUPY
Click the Cover to Visit on Amazon
The first book in this series of hard fantasy novels (no magic, elves, dragons, etc.), The Pirates of Alnari, was an excellent debut effort on the part author Dan Eldredge. A long-time fan of fantasy fiction as well as the maritime novels of Patrick O'Brien, Eldredge's first book was a blend of swashbuckling, seafaring adventure with the kind of cutthroat political intrigue that fans of George R. R. Martin's Song of Ice and Fire series have come to enjoy. There was also a buffet-sized portion of grim, brutal violence, displaying the author's keen understanding of medieval hand-to-hand combat.

Now, Eldredge has just released the second book in the series, The Grand Masquerade, and while there are a few seafaring chapters, the bulk of the story takes place on land. This story is, if anything, even more reminiscent of GRRM's storytelling, but in all the ways in which GRRM's books make for great, highly engaging reads. An assassination during a masquerade ball, coupled with the fallout from the events of the first book, results in nobles and generals maneuvering against each other for the fate of four nations. Knights charge home with lances couched and blades held high, as warships hurl deadly incendiaries and flights of arrows at each other in massive fleet actions ending the lives of thousands. War on a grand scale is always difficult to get right, but in this book, Eldredge has done an excellent job of making the narrative thrilling and fast-paced, but at the same time, delivered with great attention to detail.

Of course, trapped between the crushing jaws of nation-states locked in mortal combat, protagonists Martyn, Arycke, and Starissa try to stay alive and one step ahead of their foes, no mean feat in a world where no good deed goes unpunished, and death can come at any time, in any form, and from any direction. A number of major and minor characters get ground into mince-meat by the wheels of war and politics during this novel, and I found myself turning the pages as quickly as I could during the most intense moments, hoping that characters I enjoyed would make it through a particularly perilous scene. More often than not...my hopes were dashed to bits, like a skull shattered by a warhammer.

If you like grim, hard-hitting fantasy fiction that doesn't need to rely on elves, dragons, and fireballs to get the job done, I think you'll really enjoy The Grand Masquerade. Although it can be read on its own, you're better off reading The Pirates of Alnari first, as the events of the first book lead directly into the second, and if you're not up to speed, it might be a little overwhelming.

Monday, January 27, 2014

A Writer's Sandbox: Dungeons and Dragons Turns 40 and Keeps on Rolling

Where it all started
Twenty years ago, I began playing Dungeons and Dragons. For the longest time, I had almost no interest in Fantasy as a genre, preferring Tom Clancy or Able Team or some dog-eared Vietnam memoir. But my friend Joey loaned me the first three Dragonlance novels, and I was weirdly hooked.

That of course is a real signifier as to the fact that I'm not an "old school" D&D gamer. many of them consider the mid-80's advent of the Dragonlance media tie-in fantasy novels, and the game setting they're based on, to be the game's true death-knell. To many, taking the game away from the small, grubby stories of treasure hunters and scoundrelous tomb-robbers and featuring epic, save-the-world style quests with Good and Evil standing against each other was anathema to what the game was all about.


Unfortunately for these grumbly grognards, this newer kind of gameplay not only became popular, it became, in a way, the de facto sort of game played by D&D groups. A ragtag band of heroes - a fellowship, if you will - comes together to take on a quest to defeat some ancient evil that threatens the land. As the characters grow in experience and become more badass, the threats they encounter likewise become more terrible, almost as if some higher power were making sure they were challenged, but not too challenged, in their adventures...

But that's a whole other article for another day.

Let's be honest. This is badass.
The summer of 1993, Joey and our friend Josh both brought over the "Big Black Box" version of the Basic D&D game, and my life changed forever. Although looking back on it we didn't actually game that much, I was immediately captivated by this thing, this systematic framework around which you could create characters and worlds and adventures. My interest in D&D quickly outstripped theirs, and within two years I'd bought almost every rule book and supplement published for what was then the second edition of Advanced Dungeons & Dragons (D&D would drop the "Advanced" after this edition, as by this time there was no real Basic vs. Advanced rules breakdown). I also bought a ridiculous amount of D&D media tie-in novels, most of which I've not cracked again in almost two decades (mostly because, frankly, a lot of them weren't that great).

For years before this, I'd been an amateur writer, penning or typing stories, usually (okay, always) of a violent nature. It was a perfectly healthy reflection of all the violent crap I read at the time, and when I started getting into D&D, I started writing fantasy stories as well. A lot of people take potshots at gaming fiction, painting those who play the game and build adventures as frustrated writers who can't actually commit to writing their own original material. While there is no doubt some merit to this, I actually think that gaming and writing can go hand in hand and be mutually supportive.

This is some epic-level shit going down.

I realize now, engaging in the world-building of creating a campaign setting, the D&D player is learning the same tools that writers need in order to flesh out the "worlds" they write, even if those worlds are historical or contemporary to the writer. You learn how to build characters, give them motivations, connect story lines and look back at the origin of a conflict, as well as forward to the inevitable resolution. You think of infrastructures and consequences, creating mood and drama, finding themes and setting tone.  You learn how to challenge your protagonists, and to make sure that the scale of the challenges they face falls within the sweet spot of tough enough to make things exciting and worthwhile, but not so hard that everyone gets slaughtered, or some deus ex machina is needed to pull everyone's bacon out of the fire. You learn that when a character dies, all the player (aka, reader) asks is that they die well, with a bloody sword in hand and a pile of foes all around. And when the bad guy gets his comeuppance, it's satisfying and worth all the trials and tribulations that came before.

So here's to you, Dungeons and Dragons. Forty years and still going strong, the grandfather of all role-playing games - including most modern video games - and the sandbox where so many writers created their first stories.

Tuesday, January 7, 2014

SPIDERS AND FLIES Sword and Sorcery Fantasy Novella On Sale Now


http://amzn.com/B00HNY0H9U
Click the Cover to See on Amazon

Every writer has their “desk-drawer novel” written once upon a time but never brought out to see the light of day or the eyes of other readers. Spiders and Flies is my desk-drawer novel, or novella, rather, written in the spring and summer of 2001 as a means of establishing in my mind a world that would eventually become a role-playing game campaign setting. That campaign, which I named Year of the Blood Wolf, was one of my favorites as a game-master.

At the time, I wrote Spiders and Flies as an homage of sorts to the classic pulp tales of writers such as Robert E. Howard, Lin Carter, Karl Edward Wagner, and Gardner F. Fox. I wanted to create an exotic world of danger and adventure, swordplay and sorcery, hidden terrors and long-forgotten treasures. I wanted characters who lived somewhere in the grey area between hero and scoundrel, daring rogues who’d risk their lives for the thrill of adventure. 

Looking back on this story twelve years later, I’d like to think I’ve succeeded at that goal, although I leave it to the reader to decide on whether or not I was successful. Either way, I’m glad to be able to take this story out of the desk drawer, so to speak, and publish it at last.

Here's the product description for Spiders and Flies:
In a shady border-town tavern, the swordsman Rovan conspires with his old comrade Arvik Red-Hand to carry out a daring plan to pay off a blood-debt: ride deep into the desert and loot the abandoned temple of a long-dead spider god.

When old enemies come to collect Arvik's head, he and Rovan are rescued by Marquia, a mysterious sorceress, and Souvri, a cunning thief. Believing the two could prove valuable, Arvik and Rovan share the plan with their rescuers, who agree to join the adventure - for a healthy share of the spoils.

The four treasure-hunters face danger on every step of their journey, and finally they discover the spider god's temple might not be abandoned after all...

SPIDERS AND FLIES is a 20,000 word novella, written as an homage to classic Sword & Sorcery pulp fantasy stories filled with magic and monsters, thievery and swordplay, hidden horrors and forgotten treasures.
I'm working on the paperback version of S&F, which should be out in the next week or so. When it is, I'll let folks now.