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Below are the 20 most recent journal entries recorded in Mytholder's LiveJournal:

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    Thursday, May 19th, 2011
    11:40 am
    Artistic Challenge Entry: A Harnessed Death

    Originally published at Figures of Text. Please leave any comments there.

    Friends of mine run a monthly Artistic Challenge Throwdown on facebook. While it’s primarily visual artist and craft, I sometimes get a short story in for it. This month’s submission is below the cut.

    Read the rest of this entry »

    Tuesday, May 10th, 2011
    12:21 am

    Originally published at Figures of Text. Please leave any comments there.

    I think it’s been around a month since we stared at an ultrasound screen and didn’t see a heartbeat. I’m not sure. Time’s been pretty irrelevantly lately, with days blurring into each other, and sleep coming like a black wave because you don’t want to feel any more.

    He was less than eight weeks old, but we’re doing this through IVF (keep the laptop off your testicles, guys, I mean it), so we’d been fighting and hoping for a year, and we had a few weeks of joy before it was snuffed out. deli blogged about it weeks ago, but this is the first time I’ve felt the impetus to do so.

    The world feels colder now. There are more things with sharp edges. More sights that make me wince. Other people’s happiness is ringed with knives, especially if it’s connected to kids. I want to scream at them, demand that they acknowledge how lucky they are, how absurdly random their good fortune is, demand that they explain why. There are no words.

    I won’t say that I’d made any changes in my life because of the pregnancy, but I’d gotten myself into a mental space where I was ready to make those changes. No-one’s ever ready to be a father, I think – not that I have the slightest clue what “father” means – but I was willing to jump in and do my best. I wanted it.

    We’ll try again. We’ve got four more frozen embryos. If they don’t work, then we’re still young enough that another round of IVF would still have moderately good chances, as these things go. It still could happen naturally. And if it doesn’t, we’ll adjust to that too.

    Even if it does happen again, we won’t forget what we had, for a brief few weeks in March this year.

    Thursday, February 24th, 2011
    3:02 am
    Democratic Due Diligence

    Originally published at Figures of Text. Please leave any comments there.

    There’s a general election on Friday. It’s going to be an earth-shaking, transformative election, unprecedented in the history of the Irish state. This time, we’re going to vote for the other lot, not the usual lot. In fact, the usual lot are pretty screwed, because they broke the country. That’s not broke as in out of money (they did that to us too), but broke as in ‘does not work any more, is kaput, reinstall constitution from CD.’ In effect, the election determines who gets to rubber-stamp the economic policies dictated to us by Europe. There was this whole bank guarantee thing that went like this.

    BANKERS: Round of wholly uncontroversial golf? Not that we’re having sneaky meetings behind anyone’s backs or anything.

    GOVERNMENT: Sure! Shall we take your jet, or will I follow you in the government jet? Because we’re rich and nothing can ever go wrong again.

    Read the rest of this entry »

    Wednesday, January 5th, 2011
    11:22 am
    20/10 Hindsight

    Originally published at Figures of Text. Please leave any comments there.

    A year ago, more or less, I got an out-of-the-blue phone call from Mongoose, informing me that my contract was being terminated. I was Mongoose’s longest-serving staff writer by far, having started way back in May of 2003. That equates to roughly five million words, by the way, the vast majority of which were delivered on deadline.

    The termination came with a month’s notice and a thank-you, nothing more. Such is the lot of the freelancer.

    2010 was a chaotic year. I’m still dealing with the aftermath of my mother’s death. I got married. I ran a marathon. I tried to have a kid, found out I’m very close to infertile, started on a course of IVF. Meanwhile, of course, the world decides to go into meltdown, and I watched as the government pushes the country to the brink of bankruptcy and oblivion. 2010 was almost entirely interesting times.

    So, what have I learned? The emphasis here, of course, is on the ‘I’; these lessons are painfully obvious to everyone, but they’re what I need to internalise and take from the past year.

    Quality, not Quantity: I was successful at Mongoose primarily because I was able to produce lots of moderate-quality material on command on almost any topic. While that’s useful, I need to aim higher. I must break myself of the mindset that the first draft has to be the final draft. When you’re producing a book a month from scratch, there’s no time for planning, editing, rewriting or anything other than getting words out as quickly as possible, but other companies don’t work like that. Not everyone is Mongoose.

    Constraint is Focus: I need to relearn the skill of juggling overlapping projects instead of working on them in series, and to do it all without the pressure of monthly deadlines. I’ve taken to using pomodoro for time management, with good results on days when I can get a good run-up at work. Other days, I’m so squeezed for time that I’m forced to focus. I need to make sure that every day is one or the other, and stop wasting time on the internet.

    Fail Better: Remember those five million words? I own none of them. They’re all work for hire, and most of them are written for licensed games so they’re doubly not-mine. For someone who’s allegedly prolific, I’ve written only a tiny amount for myself, and an even smaller amount for public consumption. I’m afraid of failure and obscurity, so I don’t even try. To hell with that. Write, fail, write better.

    The World is Strange: It was a year when ‘low orbit ion cannons’ were in newspaper headlines, when the roleplaying industry slouched and mutated, when people talked about twitter being an essential service even as the water pipes froze and burst. The older I get, the stranger the world seems, and that is terrifying and inspiring. The lesson to draw from it is that there may be people interested in my stranger ideas, and to break out of my comfort zone. Stop retreading what worked in 2005… or, more accurately, 1982.

    Learn Until It Becomes Habit: I have said and blogged these things before. Every year is next year in Jerusalem, the year I finally write that novel, write that game, change the world. So be it – if I have to repeat these assertions and plans until they are become real, then I will. What I tell you three times is true, and what I tell myself a dozen times will eventually become true.

    Love is Enough: And I stood on a beach in Kerry in impossible sunshine and I married her, and that is enough. Everything else builds on that.

    Tuesday, October 26th, 2010
    6:20 pm
    Gaelcon 2010

    Originally published at Figures of Text. Please leave any comments there.

    It could be argued that going to Gaelcon in my current mental state was unwise – it’s hard to relax at a con when your embryos are being defrosted and transferred the next day. I also learned that I actively need to GM at least one game early in a con. Apparently, if I can’t get my godhead on early, I’m too nervous to be social. Instead of GMing, I made the mistake of larping for the whole of the first day. Eamon’s Yes, Grand Duke was fun, and amusingly paralleled a lot of the design of PARANOIA: High Programmers, but then I went straight into a six-hour JumpTech game.

    Nick’s JumpTech series is more than two years old now. It’s an ongoing sci-fi epic. It’s primarily intrigue and trade, but there’ve been costumed aliens, nerf gun shootouts, space battles, props and all sorts of other ambitious elements. The six-hour Gaelcon game included a life pod prob that turned out to contain an NPC, a change of set half-way through, an awful lot of heavily armed nerf warriors, and free alien food. In the first half, I continued my ongoing efforts to bring the various factions together, encourage peace and stability, and supported the establishment of an interstellar police force.

    In the second half, the fascist Sol Unity showed up. Suddenly, all the factions I’d been trying to unite found a common goal – going to war with Sol. As the ranking human diplomat, I had to choose between joining this alliance (and dragging the human colony into war) or opening up our own negotiations with the Sol Unity. I picked the dark side. It was an immensely frustrating decision, and not one I was in the right headspace to enjoy. Six hours of larping meant I was far too invested in the character and his failure.

    I took the next morning off, then played a moderately entertaining Vampire session and a lot of boardgames, which was just what I needed. (Prosperity for Dominion is the craziest set ever).

    Monday morning, I was unexpectedly dragooned into running Necessary Evils for Savage Worlds, as the GMs they’d lined up couldn’t make it to the con because of the Dublin city marathon. The game was ok; the characters were relatively rules-heavy, but one of the players knew the system and we bumbled through to an acceptable finale. The afternoon slot was a test drive for my own Rakehell setting, using a simple take on FATE as the engine. It went unexpectedly well; more on that once I get the scenario rewritten and up for download.

    The d4 hotel continues to be an excellent venue. My only critiques of the con organisation are minor ones, and the event ran very smoothly. The con’s improved markedly over the last year or two – and having finally gotten to GM and throw off my funk, roll on next year.

    Thursday, October 14th, 2010
    12:07 am
    An RPG in the Lonesome October

    Originally published at Figures of Text. Please leave any comments there.

    From the Twitterz:
    Edel Ryder-Hanrahanemopod Been reading a chapter of this every day:http://en.wikipedia.org/wiki/A_Night_in_the_Lonesome_October Thoroughly enjoying it.
    Myles Corcoran MylesC @emopod That’s a marvelous book. I prod my wife every October to run a RPG based on it after she admitted the urge to some years ago.
    Edel Ryder-Hanrahanemopod@MylesC Ooh, month long rpg?
    Myles CorcoranMylesC @emopod It would be lovely to play out each day in October a day at a time. Can’t see ever getting it together logistically though.
    That’s a design challenge. One aspect of gaming that rpgs often handle poorly is the issue of attendance – what happens when a player misses a game? I’ll handle that in another blog post, but it’s obvious that getting together every night would be infeasible for the vas majority of groups. We could have done it back in college, when everyone was living in gamer-houses and playing four or five nights a week was not considered at all excessive, but we were young then, and foolish, and highly caffeinated.
    Getting together once a week, though, is doable. A putative rpg version of A Night In The Lonesome October would have to be a mix of play-by-email and tabletop. Each player sends one email to the GM per night, describing their actions for the day. Then, once a week, the players meet up and play through a night as a group. The nebulous rules of the Game played in the book could support this – assume that extended meetings between players are forbidden except on certain nights.
    During character creation, each player would secretly choose to be an Opener or a Closer. You’d also pick your companion animal (or play the companion animal, and pick your mysterious master) and your other talents. During play, the challenge would be to assemble the list of ingredients you need for your ritual while investigating the actions of the other players. Each player would have their own list of things they needed, but some items would appear on multiple lists.
    The final session would be on the last night of October. The ultimate decision of Opening or Closing would depend on how far each player got in their ritual, and which side they stood on at the end.
    System? Right now, I’d be tempted to try the new Smallville rules on it. It’s set up for player-vs-player conflict, and the complex relationship maps it produces do look just like ley lines…
    Sunday, October 10th, 2010
    4:54 pm
    Beatdown, Part 2 – Skin, Setting and Future Development

    Originally published at Figures of Text. Please leave any comments there.

    Continuing on from the last post about my abortive Game Chef entry, the one major thematic element I didn’t manage to handle properly was Skin. When a character loses a scene, he may suffer an Injury – a negative trait that breaks the character’s Skin.

    If your Skin’s broken, the Desert gets inside you. The scenes in the final two acts of the game should be based around the character’s injuries. If you lose your girlfriend in Act II, and that’s marked down as an Injury, then she’s bound to come back as a ghost or hallucination in Act IV. If you get bitten by a rattlesnake in one scene, then in the Desert you run out of anti-venom.

    Setting: As the parameters of the game are defined in the opening scenes, the setting has to remain nebulous. The Desert’s assumed to be somewhere in the American southwest, but not quite in our reality. Lots of low-key surrealism; a Moorcock heist movie.

    (If I go with Ye Traditional Atomic Wasteland for the Desert, then the meaning of Skin may change. In this variant, character start with some form of protection against the hazards of the desert, but can lose this protection over the course of play.)

    Future Development: The first thing that needs to be done is number-crunching and playtesting. The game lives and dies by the Edge economy, so the cost of winning has to be correctly balanced. The players should have to think seriously about whether or not they want to win the scene, but they should win enough that the game doesn’t become a completely oppressive beatdown.

    Saturday, October 2nd, 2010
    4:02 pm
    Beatdown

    Originally published at Figures of Text. Please leave any comments there.

    I never managed to finish my Hamlet’s Hit Points inspired entry in time for Game Chef this year, but late’s better than never. Hamlet's Hit Points

    Beats

    This game is inspired by Robin Laws’ Hamlet’s Hit Points. If you haven’t read it, you should – it’s about beat analysis with special reference to roleplaying games. The book traces the development of the plot and the associated emotional arc in three famous works – Hamlet, Casablanca and Dr No, and discusses how to identify and use beats in roleplaying games.

    This is an attempt to explicitly use beats to create story.

    Beats can be upbeats or downbeats. An upbeat is one where the characters win and the players feel good – they win a fight, accomplish a goal, convince someone to help them, learn something important, have a laugh, have sex, get cool stuff. Downbeats are defeats or threats; the characters lose a fight, get hurt, fail to do something, get into arguments, lose stuff and other bad things.

    In this game, by default, almost all the beat are downbeats. The world hates your character and wants him to lose.

    Read the rest of this entry »

    Thursday, September 16th, 2010
    11:24 am
    Gamechef & The Flavour of the Month

    Originally published at Figures of Text. Please leave any comments there.

    The annual GameChef contest has rolled around again. This year, the ingredients are CITY, EDGE, DESERT and SKIN. Normally, I’d leap at CITY, so I’m deliberately staying away from that – creativity through constraints and all that. I’m still fuzzy on what I’ll do with DESERT and SKIN (I’m considering a Moorcock-inspired surrealist fantasy involving a tear in the skin of reality in a desert, with lots of sitting around in tin shacks and truck stops on an infinite highway), but I want to make EDGE the core mechanic.

    Enter Hamlet’s Hit Points, by Robin Laws. A while back, Robin did a beat analysis of Hamlet on his blog, tracing the emotional and procedural upbeats and downbeats of the story with special emphasis on its relevance to roleplaying games. The book discusses this technique and adds beat analyses of Casablanca and Dr. No. (It’s worth reading if you’ve an interest in narrative construction and writing. I got my money’s worth ten minutes in, at an observation about maintaining suspense in literary fiction which helped me crack an problem in a decidedly not-literary outline.)

    Hamlet’s Hit Points has a whole list of beats – Commentary, Anticipation, Gratification, Pipe, Question, and most importantly Emotional and Procedural upbeats and downbeats. My initial idea for Gamechef is to create a system that uses beats. The basic idea – in a conflict, one side or the other has Edge. If you have Edge, you’re going to win. If you don’t have it, you’re going to lose.

    The game’s called Beatdown. Getting it into a workable state in time for the GameChef deadline is unlikely (blame Halo: Reach), but I’ll kick it into shape regardless.

    However, if you lose a conflict because of Edge, you get Edge in the next fight. The gimmick is that the PCs will have to suffer several defeats in a row to accumulate enough Edge to beat the big bad guy. Conflicts don’t have to be physical – you suffer a nasty emotional blow, and you get to kick ass next scene. If the mechanics properly balanced, you should get a nice emotional arc to the game.

    Monday, September 13th, 2010
    9:16 pm
    Dispatches from the Word Mines

    Originally published at Figures of Text. Please leave any comments there.

    When last we left our hero, he’d run a marathon. Other highlights since then:

    • The wedding (HUGE SUCCESS)
    • Honeymoon in Iceland (also fun; considerably less ice than expected though)
    • Intracytoplasmic sperm injection, as we found out we were extremely unlikely to have kids using conventional methods. Now, when a man and a woman love each other very much, they go and talk to a nice Chinese laboratory technician who claims his name is Sean… (current status: there are eight viable embryos in a freezer)

    In between those, and the dog walking/house renovation/rolling family nonsense/ongoing rpg campaigns/xbox360 quotidien existence, I’ve been cramming in as much freelancing as I can manage. The Laundry just came out in pdf (print should be out in the middle of next month), and the first two supplements (Black Bag Jobs, an adventure anthology, and a player’s guide) are close behind it in the production queue. My first adventure for D&D, the Goblin Hole, came out in July; I’ve got another four Pathfinder articles coming out from Paizo in the next few months. I’ve also got two ongoing gigs – I’m updating Secrets of the Ancients for Mongoose, and I’ll be doing a series of short supplements for Pelgrane’s lines over the year.

    Any gaps in my schedule, I’m planning to fill with my own material, like the poor neglected Milkyfish projects, but as my freelancing is our major source of income right now, I’m concentrating on work-for-hire that pays off moderately quickly.

    The last six months were all about treading water while we survived the wedding; now, we’re finally moving forward.

    Tuesday, June 8th, 2010
    9:52 am
    Things I think about when I’m running and everything hurts

    Originally published at Figures of Text. Please leave any comments there.

    ‘It must be a great feeling’ said my aunt afterwards.

    ‘Not really,’ I said.

    ‘Everything hurts. I feel like I’m recovering from major surgery.’

    ‘Ow,’ I added. ‘Ow.’

    Read the rest of this entry »

    Friday, May 14th, 2010
    6:05 pm
    Not so much “up periscope” as “blow ballast tanks”

    Originally published at Figures of Text. Please leave any comments there.

    Certain people on twitter have taken to using ‘up periscope’ or ‘down periscope’ to denote going on or off the internet in order to get some work done. For the last few weeks, I’m not sure if I’ve been stuck at the bottom of the ocean or ashore on a sandbar; either way, blogging has been minimal. I look forward to July – after marathon, after wedding, after current deadlines – as a promised land of milk, honey and minimal to-do lists.

    Currently, my main project is an adventure anthology for the Laundry, entitled Black Bag Jobs.  I’m also working on an adventure path for Traveller based on the old Secret of the Ancients adventure, and this weekend I’ll be rewriting and editing the special bonus actually-set-in-Arkham Trail of Cthulhu adventure to go along with the not-actually-set-in-Arkham-at-all-stupid-working-title Arkham Detective Tales. After that, I’ve got some more Cubicle 7 and Pelgrane Press work lined up (yet more adventures!), and many other projects (such as Milkyfish, finally).

    We’re still on track for the marathon on the 7th of June. There’s still time to sponsor us, if you’re feeling generous. The last few weeks of training have been disrupted by stag/hen nights and illness, so we probably won’t have as good a time as we hoped, but we shall finish the damn thing or explode our tendons trying.

    (I must also publicly applaud my best man, Aidan Rafferty. It takes a special kind of courage to let this interview get published on a weekend when, traditionally, the groom is supposed to be one who is mocked and humiliated.)

    Back to work. Gotta keep the wolf from the door. (Actually, the wolf is pretty far from the door, but the deadlines are rolling closer….)

    Tuesday, April 27th, 2010
    9:45 am
    Ephemerals, Who Strut Upon The Stage

    Originally published at Figures of Text. Please leave any comments there.

    As a spin-off from last week’s thoughts – one element that works well with antagonistic PCs is the concept of ‘temporary’ characters. If you kill off my 12th level D&D elf wizard who I’ve levelled up from 1st, that’s a big thing. If you kill off the elf wizard I came up with ten minutes ago, using something like Over the Edge where his stats are ‘Elf Wizard 5d6′, it’s not as big a blow to me. I don’t have as much time and effort invested in that character.

    Future project: A semi-adversarial game where all the players have a high-level main PC, and scads of temporary ones. Your main PC is sacrosanct, but the temporary ones are fair game. (I’ve a Traveller variant based on this idea, where you’re all playing interstellar empires, and game turns are decades apart, but anyway…)

    Temporary characters also solve the spotlight time problem. If PC#1 is going to be away from the rest of the group for a long time, then any time the GM spends with him is time spent ignoring the rest of the group. If, however, the GM can give the other players temporary PCs to go along with PC#1, then everyone’s still involved. It skirts the edges of collaborative play without actually growing its hair out and going full hippy. One potential problem: In my experience, temporary characters tend to be played for laughs more than long-running PCs. If I’m only going to be playing Bob the Redshirt for a scene or two, then I’m instinctively going to give Bob some absurd personality quirk or accent to give me something to hang on to.

    To drag this tangent in the direction of Grognardia, have I just partially recreated the whole concept of Hirelings? How often did players roleplay their hirelings back in the day?

    Friday, April 23rd, 2010
    11:37 am
    The Party Dynamic, Continued

    Originally published at Figures of Text. Please leave any comments there.

    I asked if there were any games where the PCs are not working together, and a few examples were suggested. Cold City is a great example of how a strong group structure can be used in a game. All the characters are part of a secret police force set up to deal with left-over Nazi occult weapons in post-war Berlin. You’ve got plot hooks and a reason to work together right there. Each PC is from a different country (a great roleplaying hook) and has a secret agenda (conflict! betrayal! plot complications!). There’s a Trust mechanic to bind it all together and bring it to the fore in every game session.

    Read the rest of this entry »

    Thursday, April 22nd, 2010
    3:38 pm
    The Party Dynamic

    Originally published at Figures of Text. Please leave any comments there.

    Writing adventures (and I’ve been doing a lot of that lately), I was struck by the odd gap between the player’s side and the GM’s material. What’s the first or second chapter in most RPGs? Character creation – how to make your player character. Your singular, lonely, self-contained player character. Then, on the GM’s side, individual characters are hardly mentioned. It’s always plural: “the party”, “the adventurers”, “the investigators”, “the PCs” and so on. The assumption in most rpgs is that the player characters are working together as a group, an ensemble cast, and that the GM should treat this group as the primary focus of the game.

    Yet, if an rpg addresses group character creation at all, it’s usually as an afterthought.

    Read the rest of this entry »

    Wednesday, April 21st, 2010
    10:53 am
    Room 101

    Originally published at Figures of Text. Please leave any comments there.

    I’ve always thought that the desktop metaphor for computer interfaces was incomplete.

    Read the rest of this entry »

    Wednesday, April 14th, 2010
    11:41 am
    In Memoriam

    Originally published at Figures of Text. Please leave any comments there.

    The Cork City marathon takes place on the 7th of June.

    I’m running it.

    In much the same manner that an oil tanker pirouettes, or a mountain gently bounces, I’m running it.

    I have never been the most athletic individual, even for a gamer, and I still darkly mutter that the best way of moving forty kilometres is to put thousands of years of science to good use and use something with a wheel, preferably four of them and an internal combustion engine. Or, since the marathon starts and finishes in the same place, I could stay right there. Nonetheless, deli & I are going to run the damn thing.

    We’ve another reason for doing this, beyond fitness and hatred of one’s own knee cartilage. My mother Helen Hanrahan passed away in September of last year. She suffered from a lung condition called sarcoidosis; it progressively reduced her lung capacity. In her last few months, just walking across the room would completely exhaust her, and she needed the support of oxygen machine almost 24 hours a day. The disease forced her to retire early, and then restricted her more and more until she was virtually bedridden.

    Through it all, she remained herself – endlessly generous, scathingly intelligent, and thoroughly wonderful.

    We’re running the marathon in her memory, and we’re asking for sponsorship. Any money we raise will be donated to the Irish Lung Fibrosis Association. The sponsorship page is here. Any donations or supportive messages will be immensely appreciated.

    http://www.mycharity.ie/event/garanddelirun/

    Thursday, March 11th, 2010
    9:33 pm
    Scheduling, Projects, Axe Cop (with lemon)

    Originally published at Figures of Text. Please leave any comments there.

    When I was working full-time for Mongoose, scheduling time was comparatively easy. The month went like this:

    1) Get assigned new project #1

    2) Do a bit of research, outline it, get enthused about it.

    3) Get told that new project #1 has actually been changed to new project #2.

    4) Curse the gods, curse the editors, realise I’m now technically a week behind, start writing as though my fingertips were tiny, tiny badgers trying to escape across the bridge of letters from the end of Indiana Jones and the Last Crusade.

    5) Finish the book and mail it in. Take a day off, GOTO 1. (Considered harmful.)

    My preferred writing time was a morning block from 11ish until 1ish, and then 2ish until 5.30ish, ideally spent in coffee shops aggressively not-playing-world-of-warcraft. Assuming, of course, that I didn’t get interrupted, or procrastinate by texting people until they interrupted me. (How to work from home, lesson 1: alienate your friends to save time.)

    Now, things are different. My work day is no longer entirely mine, as I’m sharing the house with a) a deli and b) a puppy. The puppy needs to be fed, watered, walked and restrained on a regular basis, and has developed the habit of leaping onto my keyboard if I don’t throw her ball for her regularly. The deli takes her of her own food and water (as well as my own), but does demand that I give her a modicum of attention and tea. Plus, we’re in training for the marathon, so we’re running for at least an hour every day.

    To complicate matters further, I’ve got from working on one or two projects simultaneously to working on:

    1. The Laundry (which requires an awful lot of research, and is taking up 90% of my time at the moment)
    2. Milkyfish (just gearing up, but taking up a lot of brainspace)
    3. Traveller material for two companies (very different adventures for both of them, and while I’ve outlined both sets, I need to start in on them)
    4. A Pathfinder gig (just a few monsters, but it’s a foot in the door)
    5. A 4e gig (waiting for them to get back to me with approvals)
    6. I owe another outline to another company at some point, assuming they’re still interested in the Ahnernabe and the punching thereof.
    7. [REDACTED DUE TO IRELAND'S BLASPHEMY LAWS]
    8. Sundry other minor projects (fish for fish, two campaigns, my mother’s deathbed request that I write a novel, of which more anon).

    Oh, yeah. And organising a wedding, and trying to stay on top of the disaster area that is an overfull house with a chaotic puppy, and a surprising amount of organising of flights to the far side of the world (not for us – various family members on both sides are jetting around the world). I’ve been trying to schedule myself using remember the milk. (Which I keep thinking of as ‘remember the guilt’.)

    Things will calm down. The wedding will happen, the marathon will be run (or kill me; either way, it can be marked off the schedule), the puppy will tire out, and I’ll get into a new rhythm.

    Or I will go mad.

    * * *

    Axe Cop.

    I am aware that I am about six weeks before the rest of the internet on AXE COP, but as I tried to explain, things are rather busy right now.

    8:18 pm
    Making a City

    Originally published at Figures of Text. Please leave any comments there.

    I started a new D&D4e campaign with my sunday group. It’s the third time I’ve tried running a fourth edition campaign for that group. I’m having trouble hitting the right tone – the first game’s setting was too restrictive, the second was my attempt to run Old School play with a ruleset that’s not suited for it. 4e needs a looser, more varied setting than I’m used to running.

    So, the new campaign pitch:

    Read the rest of this entry »

    Wednesday, March 10th, 2010
    3:07 pm
    Cubicle 7 Entertainment to publish roleplaying game based on Charles Stross’ Laundry Files novels

    Originally published at Figures of Text. Please leave any comments there.


    Cubicle 7 Entertainment is producing a roleplaying game based on the award-winning Laundry series (The Atrocity ArchivesThe Jennifer Morgue, and the forthcoming The Fuller Memorandum) by the even-more-award-winning Charles Stross, and uses the also-award-winning Basic Roleplaying System (Call Of Cthulhu) by Chaosium Inc.

    “We love the Laundry Files novels, so we’re really excited about this game,” said Dominic McDowall-Thomas, Cubicle 7 Director. “The world of the Laundry is a perfect mix of espionage, conspiracy and tentacled menace from beyond the stars.”

    “The books are Lovecraftian spy thrillers. The best elements from both genres are thrown together with a sprinkling of long lost Nazis, terrorist cultists, other foreign governments wanting a piece of the action, as well as Her Majesty’s Civil Service.” added Cubicle 7’s Angus Abranson.

    The Laundry is a branch of the British secret service, tasked to prevent hideous alien gods from wiping out all life on Earth. Players take the part of Laundry agents, cleaning up the mess after things go wrong or, sometimes, even managing to prevent the manifestation of ultimate evil. Agents have access to the best equipment they can get their superiors to approve, from Basilisk Guns to portable containment grids to a PDA loaded up with Category A countermeasure invocations.

    The game has been designed and written by industry veterans Gareth Hanrahan, Jason Durall and John Snead.

    “I’m really excited to be working with Cubicle 7 to bring the sinister world of the Laundry to a wider audience,” says Charles Stross, Hugo award-winning author of “The Atrocity Archives” and “The Jennifer Morgue”.

    The Laundry RPG is a self-contained rulebook and will be supported by a number of sourcebooks and adventure campaigns. The game is due to be released in July 2010.

    For more information on The Laundry RPG, please contact info@cubicle7.co.uk

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