Apple-Obsessed Author Fella

Year: 2013 (page 39 of 66)

Flash Fiction Challenge: Must Contain Psychic Powers

Last week’s challenge: “The Random Fantasy Character.

Right now I’m neck-deep in the next Miriam Black book, which of course features the aforementioned Miriam: a psychic girl who can see how and when someone is going to die just by touching that person. She’s angry and vulgar and dangerously proactive and — well, she’s a lot of fun to write.

Psychic powers are a hoot, really.

Hers is pretty subtle — lots of psychological horror.

It’s not like she’s setting people on fire with her mind.

But maybe you want to write about that.

So, here’s how this works. I’m going to list 20 psychic powers at the bottom of this post. Feel free to roll a d20 to pick a random one or just grab the one you think it most awesome (though let’s be honest: random is more fun). If you need to know what it is: well, Google is your best friend. And your prom date.

Your story must include one — and only one — of the psychic powers mentioned.

You have  one week, as always. Due by May 31st, noon EST.

Write ~1000 words.

Post on your online space.

Link back here.

Ta-da.

And now, the list of psychic powers:

  1. Clairvoyance
  2. Pyromancy
  3. Cryomancy
  4. Telepathy
  5. Psychometry
  6. Faith or Psychic Healing
  7. Precognition
  8. Telekinesis
  9. Mediumship
  10. Levitation
  11. Astral Projection
  12. Bilocation
  13. Teleportation
  14. Aura Reading
  15. Divination
  16. Retrocognition
  17. Past-Life Regression
  18. Mind Control
  19. Dream Control
  20. Psychic Empathy (aka an Empath)

Ten Questions About Dangerous Games, By Matt Forbeck

Matt Forbeck is one of the hardest working and utterly tireless sonosabitches in games and fiction. I think he’s attached to one out of every seven Kickstarter projects. Last I checked, he’s starting his 365 Novels In One Year project, where he writes 365 novels in a year. Or something like that. Regardless, the latest fruits of his Kickstarter labors is a novel set at the gaming convention known as Gen Con, and here he answers the dreaded ten questions:

TELL US ABOUT YOURSELF: WHO THE HELL ARE YOU?

Matt Forbeck: award winning author and game designer. I’ve been creating games for something over twenty years and writing novels for something less than ten. I’m probably best known for my three novels with Angry Robot: Amortals, Vegas Knights, and Carpathia, but I’ve also written tie-in novels for D&D, Blood Bowl, Guild Wars, and Leverage.

On top of all that, I write for video games (Marvel Heroes, Ghost Recon Online, etc.), toys (Star Trek Mission Utility Belt), and comics (Magic: The Gathering). Plus, I run Kickstarters to help me self-publish other novels. Last year, I tried to write a dozen of them for my 12 for ’12 challenge. I fell short and only wrote ten novels, nine comic scripts, and an assortment of shorter work. So, at least I fail well.

In my home life, I’m the happily married father of five kids. That includes a 14-year-old boy and a set of 10-year-old quadruplets. (Given what I do for a living, it’s funny that the craziest thing about my life is really my kids.)

GIVE US THE 140-CHARACTER STORY PITCH:

Dangerous Games is a trilogy of thrillers set at Gen Con, the largest tabletop gaming convention in America. It starts with How to Play.

WHERE DOES THIS STORY COME FROM?

Literally? Kickstarter. I ran Dangerous Games as the third of the four trilogies I Kickstarted last year.

More figuratively, it comes from the fact that I’ve been going to Gen Con since I was a kid. This summer will be my 32nd year in a row and my 11th as a guest of honor at the show. As with most writers, once you spend enough time in a place, you start to imagine how it could all go horribly wrong. That’s how I came up with Dangerous Games.

I actually had this trilogy itching around in the back of my skull for years, but I had planned to run a different story as my third 12 for ’12 drive. I’d chatted with Jim Frenkel of Tor about it a while before, though, and he’d liked it, so I made sure to clear it with him before I started, just in case. He told me he wanted it, so I put that one aside for a while and picked up Dangerous Games instead.

That original notion, by the way, is called Loot Drop — a modern thriller with MMO elements — and it should be out from Tor in early 2015.

HOW IS THIS A STORY ONLY YOU COULD’VE WRITTEN?

Gen Con is my favorite event of the year, and I know it better than just about anyone who’s not actually worked in-house for it. I’ve run booths at the show, created scores of events for it, and I’m even on the panel of folks who help select the industry guests of honor these days. The people who run the con — Peter Adkison, Adrian Swartout, Owen Seyler, and the rest of their team — are great friends of mine, people I love, and I think that glows throughout the book.

More to the point, Dangerous Games isn’t just about Gen Con but about the hero, Liam Parker, achieving his dreams of getting his tabletop game published. That’s something I’ve been through and have been helping other people with for decades. As my pal Robin Laws likes to say, the number of full-time freelance game designers in this world is less than the number of astronauts. When you narrow that to full-time tabletop RPG designers (which I once was), there are more Chinese astronauts.

It’s a rare but fascinating profession — as you well know, having done it for years yourself.

WHAT WAS THE HARDEST THING ABOUT WRITING DANGEROUS GAMES?

I had to decide whether or not to put myself into the book as a character. It seems like an egotistical thing to do, so my first instinct was to avoid it. The trouble is that everything I know about the convention comes straight from my experiences with it, and that’s one of the book’s selling points. Stripping me out of it didn’t make much sense and would have involved a lot of strenuous dancing around the subject to avoid it.

So I put myself in the book. I’m not there a lot, but enough to have fun with it. My wife and kids show up for a bit in the later books too. My pal Ken Hite agreed to serve as the part-time mentor for my hero, so I got to write dialog in Ken’s voice instead, which was worlds of fun.

WHAT DID YOU LEARN WRITING DANGEROUS GAMES?

This is the first piece of original fiction I’ve written that had absolutely zero fantastic elements in it. No magic, no monsters, and no tech more advanced than what most of us see every day. It forced me to find intriguing material more in the characters and their motivations than in the world building, which is something fantastic stories tend to feature, and I found that refreshing and fun.

I also had to deal with writing about lots of people I know well, most of whom I count as good friends. It’s interesting to write about them with compassion and empathy but still leaving their flaws and eccentricities on full display. I can only hope they recognize themselves and think that I treated them well.

WHAT DO YOU LOVE ABOUT DANGEROUS GAMES?

I worked hard to capture the fact that Gen Con is a magical time for me. I really do love it more than a kid at Christmas. It’s a gathering of the gaming-geek tribe that transcends all of us, and it always inspires me and recharges my battery for another year of creating fun things to share with my friends. With Dangerous Games, I tried to put that front and center. It’s a dark story in some ways, but it’s painted against the background of the Best Four Days in Gaming.

I also loved putting so many of my friends in the book. I became more adventurous with the cameos as I went, and in the final book I wound up throwing in a slew of fantastic authors as part of the Writer’s Symposium at Gen Con — which I take part in too. Folks like John Scalzi, Brandon Sanderson, and Pat Rothfuss show up, and even Wil Wheaton pokes his head in for a bit.

WHAT WOULD YOU DO DIFFERENTLY NEXT TIME?

If and when I ever go back to writing thrillers at Gen Con, I’d take a whole different tack. I’d go with an ensemble cast of characters and a cunning mastermind running a secret game throughout the con, by which he hopes to take his revenge on them all. I considered doing that this time around, but I threw it out because I wanted to introduce readers to Gen Con first, and I needed a fresh-faced hero to accomplish that.

GIVE US YOUR FAVORITE PARAGRAPH FROM THE STORY:

I have a lot of favorites, but I’m going to go ahead and spoil everything with the last paragraph in the entire book. It’s actually not as much a spoiler as it’s a wink and nod to the readers, as everything’s been wrapped up well before that point. Anyhow, it reads:

“Well,” Matt said with a cunning glint in his eye. “Have you heard about this new thing called Kickstarter?”

WHAT’S NEXT FOR YOU AS A STORYTELLER?

After Dangerous Games: How to Play — which is out now — I’m releasing two sequels: How to Cheat and How to Win. Those should all be out this summer. They each take place at Gen Con in consecutive years, and we get to see Liam grow as a designer and a hero through those three years. The first is a mystery novel, the second is a crime novel, and the third is over-the-top action. I call it Die Hard meets Gen Con.

Meanwhile, I’m finishing up my YA series of Monster Academy novels from my fourth Kickstarter. Those will be out later in the year. After that, I move on to Loot Drop for Tor. It’s a busy year.

Matt Forbeck: Website / @MForbeck

Dangerous Games: Amazon / B&N / Forbeck.com

Ten Questions About Vaporware, By Rich Dansky

One of my favorite things is looking around and seeing the success of the people I’ve “come up with,” for lack of a better term. Folks I wrote with in various gaming industries: folks like Mur Lafferty or, drum roll please, Rich Dansky. Rich is a guy responsible for a lot of games you probably love, and he’s also a helluva fiction writer. Here he is emerging from the ones and zeros to tell you about Vaporware:

TELL US ABOUT YOURSELF: WHO THE HELL ARE YOU?

I’m the one who knocks, and then, if you don’t answer, leaves a note saying I was there and will be back another time, and if you want me to bring pick anything up for you, let me know and I’ll see what I can do.

Beyond that, I’m a 14 year veteran of the video game industry with Red Storm/Ubisoft, working mainly on the Tom Clancy’sseries and games like Ghost Recon and Splinter Cell. Before that I spent four years in-house at White Wolf as a line developer on games like Wraith and Mind’s Eye Theatre. I’ve published six novels and a short story collection, I’ve got a scotch collection that is the envy of beast and man, and I spend far more time watching Finding Bigfoot than any rational human being really should.

Also, I live in North Carolina, I’m married to the brilliant and lovely statistician Dr. Melinda Thielbar, and I once shoved my hands into a vat of liquid nitrogen. That about covers it.

GIVE US THE 140-CHARACTER STORY PITCH:

What happens when a video game refuses to be cancelled? Blue Lightning is back, and it wants something only its creator can give it.

WHERE DOES THIS STORY COME FROM?

It comes from a lot of late nights and long hours. It comes from a lot of “no shit, there we were” war stories swapped with friends at other studios on other projects. It comes from a gamedev I know telling me “Don’t tell my wife, but if it was a choice between my family and doing something cool, I’d risk my family.” It comes from thinking to yourself, “good, my wife is going out of town so I can work later”, and from getting the call two days after you get married that you need to get back on the road again. And it comes from looking around at a roomful of coworkers late at night when no one wants to be the first one to go home.

At the same time, it comes from the passion of working in games – of banding together with a dozen or a hundred or a thousand other people to make something that is expressly designed to help people have fun. It comes from watching something go from a squiggle on a whiteboard through prototyping and development to the point where you see it in-game and it’s suddenly real. And it comes from seeing that creative vision manifested and real.

There are a lot of things I love about working in video game development – the projects I’ve worked on, the collaborations I’ve gotten to be a part of, the places I’ve gotten to go – but at the same time it asks an awful lot of you, and unless you draw and guard your boundaries, it’s going to keep asking for you to give more. I’ve lived that more than once, and I’ve had friends go through it at a dozen different studios, and it takes a toll on both the gamedevs and the people in their lives.

And yet we keep coming back for more. And that, I suppose, is where the story really came from.

HOW IS THIS A STORY ONLY YOU COULD’VE WRITTEN?

Two days after I got married, I got a phone call from work saying they needed me at a third party studio out of the country. And I went. I know the perils of work-life imbalance in the game industry pretty well, and I’m painfully aware how much of that can be self-authored. Between what I’ve seen and done, and the stories I’ve been told by friends and professional peers, I think I was perfectly situated at the intersection of skill and experience when Vaporware decided it needed to be written.

WHAT WAS THE HARDEST THING ABOUT WRITING VAPORWARE?

The hardest thing was, I think, being so attached to the material. So much of it felt fraught with significance. In a lot of ways, it felt like I was putting this out there for the gamedev community as a whole, and if I’d gotten it wrong it would have been like I was letting them down.   That’s not to say that I’m claiming to speak for all gamedevs with this, but there’s a lot of misunderstanding about what we do. So this was a chance to show that, yeah, we do work hard and we do take what we do seriously as professionals. Maybe too seriously sometimes.

WHAT DID YOU LEARN WRITING VAPORWARE?

I learned to trust the material. The book went through a lot of versions, and I think for a long time I was over-cautious with it. Maybe I didn’t want to risk getting it wrong, maybe I wanted to show off too many of the nuts and bolts, but I did a lot of over-steering on the manuscript through about the first five or six drafts. Eventually I had to just trust myself that I knew the story I was trying to tell, step away from any externally imposed direction, and let myself write what I already knew I was going to. The story was always going to end this way. It just took a long time to come to grips with that, versus where I might have foolishly wished it to go instead.

As my wife says, the horror of my fiction is that people don’t change.

WHAT DO YOU LOVE ABOUT VAPORWARE?

Vaporware is such a personal project – they say “write what you know”, not necessarily “write what you’ve been immersed in completely for a decade and a half ‘cause you may not have the best perspective on the thing when you’re done” – that in a lot of ways it was difficult for me to look at without attaching real-world associations to whatever I was looking at. I mean, it was definitely a labor of love, but so was Van Gogh hacking off his ear. It wasn’t until I put it in the hands of other game developers I knew for feedback and they told me that it felt it rang true that I was really able to relax around it and start enjoying it.

WHAT WOULD YOU DO DIFFERENTLY NEXT TIME?

I broke one of my cardinal rules writing Vaporware, which is to say I started editing before I’d finished the full manuscript. And of course those edits changed other things, which changed other things, which necessitated more edits, and it was /this/ close to just sort of spiraling out of control into the land of “someday I’m gonna finish”.

GIVE US YOUR FAVORITE PARAGRAPH FROM THE STORY:

“Here’s what we’re going to do,” she said briskly, stepping toward the door. She stopped and looked at me over her shoulder. “You’re going to pretend that you didn’t tell me what you told me. I’m going to pretend that you were just working late, like you always do. We both can pretend that I’ve already nagged you about spending too much time at the office, and that will be the end of it. Because, honestly, a little more suspicion and resentment is going to do this relationship a lot less harm than you asking me to believe you saw one of your friends screwing a ghost.” She blew me a kiss. “Don’t forget to pay the Time Warner bill, OK?”

WHAT’S NEXT FOR YOU AS A STORYTELLER?

Well, J.C. Hay and I have wrapped up our sasquatch noir detective novel, and Splinter Cell: Blacklist is coming out in August. Beyond that, I’m working on a vampire novel and a raft of short stories, and trying to catch up with all the book reviews I owe PW and Sleeping Hedgehog and everyone else. Honestly, when it comes to writing projects, I’m like a cat with a laser pointer. Lots of pouncing, lots of slamming into walls and telling everyone I meant to do that.

Which, of course, I totally did.

Rich Dansky: Website / @RDansky

Vaporware: Amazon / B&N

All Your Fanfiction Belong To Us: What The Fuck Is Kindle Worlds?

Amazon is now monetizing fan-fiction.

I mean, I guess?

The press release (with scads more detail) is right here.

I am of two minds on this. Maybe three minds. MAYBE A ZILLION MINDS.

I’m generally pro-fanfic. Like, I know some authors get their browneyes puckered over other people splashing around in their kiddie pools, and I understand that gut-level reaction — but me, I think if you have an audience willing to write fan-fiction about your work, you’re pretty fucking lucky. And it’s always half understood that fan-fiction is fan-fiction. Non-canonical. Utterly apocryphal. Yeah, whatever, sure, Spike and Angel can fly the Serenity through the Stargate and they can fight Darkseid and 69 each other on a bed of glittery vampire dust.

Woo! No problem. High-five.

And this appears to be a way to sanction fan-fiction — it’s not like, Amazon deciding to just allow people to sell it wantonly. It appears to have author (or at least publisher) approval behind it. And authors get paid! I like when authors get paid. Because mouths! To feed!

So, my concern here isn’t actually financial — like, this isn’t theoretically that different from someone licensing your work and your world to, say, the comic book space. Or to an RPG or video game. Or even to film or TV. (Though the percentage here seems likely far less.)

The weird thing is what happens to that comfortable space that separated canonical from non-canonical. Like, one assumes that the fan-fic remains officially non-canonical — and yet, people are paying for it. And getting paid in return. Which lends a kind of intellectual and emotional legitimacy to it. And allows for a very weird thing to happen: it lets the licensed fan-fiction to become, in theory, bigger than the material that spawned it.

And even if it doesn’t become bigger it still grants it a kind of territory in the canonical space. Someone might read Book 3 of the Miriam Black series, The Cormorant, and say, “But this doesn’t refer to that time when she time-traveled back to the Old West in that novella, Booby Nuthatch.” And you’re like, “That wasn’t real, though, someone else wrote that.” But then they say: “I PAID FOR IT SO IT FELT REAL TO ME” and then they sob into your shoulder and you wonder suddenly how they got that close and should you call the police? Probably.

That’s a pretty serious shift in authorship and authenticity.

Which is breaking my brain right now.

How much say does an author get?

How much veto power does Amazon or the publisher get?

Does this place too much power in Amazon’s hands (HAHA TOO LATE)?

Or does this put more power back in the original author’s hands?

Does this further remove legitimacy from unpaid fan-fic?

Do these pantaloons make my thighs look fat?

WUZZA WOOZA FUZZY BUZZY.

Like, if I had to make a judgment, I’m 51% this being a good thing, 49% this being a THING I CANNOT WRAP MY HEAD AROUND FUCK IT I DON’T KNOW

*detonates the Internet with the push of a comical red button*

Anyway. Interesting. Say what you want about Amazon, but they’re some crafty-ass trilobites.

What are your thoughts, Oh Goggle-Eyed Readership?

The Blue Blazes: Eyeless Gods Of The Sunless Realm

Blue Blazes: The Five Occulted Pigments

“I WILL WALK THIS SUNLESS REALM. I WILL START HERE IN THE UPPER PORTIONS, IN THE PLACE WE CALL THE SHALLOWS. THEN, INTO THE LABYRINTH CALLED THE FATHOMLESS TANGLE. THEN ONE DAY I SHALL FIND MY WAY TO THE RAVENOUS EXPANSE, WHERE THE EYELESS GODS OF THIS PLACE MOAN AND GNASH TEETH THE SIZE OF SKYSCRAPERS.”

The Blue Blazes

Coming May 28th, 2013.

Pre-order:

Amazon

B&N

Indiebound

(text by Chuck Wendig)