Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

Monday, December 28, 2020

Book of Destiny (Season 1) Reflection


Season 1 of the Book of Destiny is at its conclusion. 

In this episode of the Books of the Universe podcast, I look back on the journey that was the creation of The Book of Destiny, a journey I've been on for most of my life.

This is NOT a story episode, so if reflections/commentary doesn't interest you, then you may want to wait and come back in season 2.

I also talk some about some of my thoughts on specific characters and events from the first season of the Books of the Universe, and I give a preview of what listeners can expect from next season.


Thursday, October 1, 2020

Now Available: Ruins & Robots 2: Saved Images

Ruins & Robots 2: Saved Images
is NOW AVAILABLE!

Check out the next chapter of the epic space-faring science fiction saga with cyberpunk themes and gamelit elements.

Join with MAI and the rest of her robot crew as they explore the ruins of a grand temple and an underground city-sized bunker. Here they will face new threats and find new revelations about what humanity left behind.

Human ghosts, a machine god, and more await the crew in their mission. All the while, a ship of the cannibalistic machines known as the Enhanced Autonomous is approaching the planet. Can the crew find what they're looking for and get out before disaster arrives?

Get your copy of R&R 2 here: https://www.amazon.com/dp/B08JM41FWF


Other Ruins & Robots books:

0: Tutorial:

If you're new to the R&R series, check out the FREE prequel short story here: https://www.smashwords.com/books/view/949655

In this short story, MAI receives her first mission and training, but might be in over her head. The planet that she visits proves to have greater threats than she or the Thaum corporation anticipated. With only her tutorial program and an eccentric projection of a human identity as her guides, MAI will have to survive the monsters and other dangers of the world, get an item of interest, and get back without running out of battery.

1: Audio 
Virtualization:

Get the first full book of the R&R series, Audio Virtualization, here: https://www.amazon.com/dp/B07W71VT7K. Available for FREE on Kindle Unlimited, and cheap otherwise.

In Audio Virtualization, the team finds themselves in an abandoned former human vacation city. Here they will face many perils including security robots, environmental hazards, flooding, overload, and more.

Wednesday, September 23, 2020

Ruins & Robots 2: Saved Images Available for Preorder

The second book of the Ruins & Robots series, Saved Images, was originally scheduled to be released on September 20, 2019. Unfortunately, my mental health made me unable to work on editing book 2, thus holding up the rest of the series.

However, I did finish editing and formatting Saved Images on September 20, 2020, exactly 1 year after when it was scheduled to come out (this was a major coincidence, not a plan). Now, you can preorder the book here: https://www.amazon.com/dp/B08JM41FWF

It will be released next week on Thursday, October 1st.

Saved Images Description

Ruins & Robots is a post-apocalyptic space traveling sci fi series with cyberpunk themes and gamelit elements.

Humanity is no more. Or is it?

Sunday, June 28, 2020

Electric Bastionland: Quest for the Nine Piece Suit Part 4: The Trousers

Cover Image property of Bastionland Press LTD
My regular group has been playing Electric Bastionland. For more information about Bastionland and our current campaign, check out the other posts in this series:
    Or check out the blog of Bastionland's creator, here.

    My Player Characters:

    1. Zastra, a failed practising chemist. He has a long knife, a flask of Never-Melting Crushed ice, and a test tube of liquid that can make an object look gold. 
    2. Rades, a failed corpse collector. He has an axe,

    Friday, May 29, 2020

    Electric Bastionland: Quest for the Nine Piece Suit Part 3: The Sash

    Cover Image property of Bastionland Press LTD
    My regular group has been playing Electric Bastionland. For more information about Bastionland and our current campaign, check out the other posts in this series:
    Or check out the blog of Bastionland's creator, here.

    Based on the response to the last post of this series, I've decided to keep this one strictly to the adventure my players went through, rather that putting out all my planning. If you're interested in a post with my planning for this part, let me know in the comments below.

    I will, however, give a map of part of the adventure later on when that becomes relevant.

    My Player Characters:

    1. Zastra, a failed practising chemist. He has

    Friday, May 15, 2020

    Electric Bastionland: Quest for the Nine Piece Suit Part 2: The Collar

    Last weekend (May 9th, 2020), my regular group met (online, cause COVID) to play the second session of our Electric Bastionland campaign, “The Quest for the Nine Piece Suit.” This campaign is inspired by the framework provided in the Electric Bastionland corebook on page 321, or in a blog post by the creator of the game which can be found here: http://www.bastionland.com/2019/11/dedicated-followers-of-fashion.html

    Other adventures in this series: 

    My Player Characters

    • Zastra, a failed practising chemist.

    Friday, May 1, 2020

    Electric Bastionland: Quest for the Nine Piece Suit Part 1: The Shirt

    Cover Image property of Bastionland Press LTD
    This past weekend (April 25th, 2020), I began running a game of Electric Bastionland. Of course, given the current Covid-19 situation, we played over Discord rather than in person, but I think it worked out pretty well.

    In this post, I will go over a little bit about what Electric Bastionland is, for those who aren't familiar with it; the outline I had of the first adventure of our campaign (the Quest for the Nine Piece Suit); and what actually happened in running the adventure.

    Other adventures in this series: 

    What is Electric Bastionland?

    "Bastion/The electric hub of mankind/everything is here."

    Electric Bastionland is a Tabletop Roleplaying game, in which the players take on characters in the story who must seek out treasure in order to

    Saturday, March 21, 2020

    Here we go Again: The Book of Destiny Relaunch?

    So, it occurred to me recently that with everyone currently trapped inside, this might be a time to return to the Book of Destiny podcast that I had been working on once upon a time. I think that it will provide a nice opportunity for people to have a little something to do, and it's motivating me to work on this project that I believe is what I'm "supposed" to be working on.

    Hopefully, if I can get the podcast going, it will spurn me on towards working more on writing in the second Book of the Universe as well. But...let's not get too ahead of ourselves.

    I'm considering cross posting the content on both the podcast site that I had before and youtube (without video), but we'll see what happens.

    I think something that deterred me before was all the work that it took to edit the podcast. In an effort to get it out so that people can hear it while still trapped inside, I'm currently planning on doing minimal editing. Sure, I'll still edit out long silences and I'll try to cut out places where I stumble over words. But I'm not going to go through and alter different character voices or add in sound effects as I was trying to before. Doing so a) takes too long for me to get it to people while the project is relevant and b) acts as an emotional and mental detriment to me working on or finishing the project.

    And in the end, I believe it would be better to have a less-flashy product that exists, rather than one with all the bells and whistles that just stays in idea land.

    Anyway, more to follow as I make progress on the idea. I hope you all will join me in the future of the books of the universe.

    Wednesday, January 8, 2020

    On NaNoWriMo, Failing, Identity, and Moving Forward

    November is National Novel Writing Month, or NaNoWriMo. Every November, thousands of writers around the globe each individually attempt to write novels (or at least 50,000 words thereof.) This was my fifteenth year participating in NaNo.

    It is a strange thing, realizing that I have done NaNo for almost half the years that I've been alive. In college, NaNo ended up linking me to some chaos that really disrupted my life, but also to someone who would eventually become one of my best friends. Post college, NaNo helped to connect me to a group of writers and friends that I wouldn't have met otherwise.

    Nano also played a huge role in shaping me as a writer. Admittedly, a lot of what I wrote for it didn't end up going anywhere. But some of my better ideas (some of which I've written out, some of which I intend to someday) have come from NaNo. It's gotten me to write at times when I otherwise wouldn't, and that is always helpful in forming writing skill. I know that my writing style has grown over the years in large part because of NaNoWriMo. So, I know that it has critics and that it's not perfect and that it's certainly not the right path for all writers, but it has helped me specifically to grow and learn as a writer. 10,000 pounds of clay and what not.

    This year, my fifteenth year, is the first year I failed to reach 50,000 words. And it was/is really hard on me. I don't think I've fully unpacked its emotional significance to me at this point.

    This past year was hard, and this November had its share of obstacles. It's entirely understandable, from a life perspective, that I failed NaNo this year. But it's also a part of a bigger struggle I have been facing.

    Even well before November last year, I was having trouble wrestling with my identity as a writer. Writing has gotten hard. I mean, it was always challenging for me, but it still came more easily. The challenge was one of thought, not of effort. But now it's just difficult to muster the energy to work on things. The more beneficial/significant the writing project, the more difficult it is to work on.

    I know that the Books of the Universe are important, but I have trouble making myself sit down to work on them.

    I have the first four books of Ruins & Robots written, but I cannot bring myself to work on finishing the edits for book 2.

    And when I can work on these (or other authorish things), the experience is much slower than it's been in the past and much less fulfilling. It's always been the case with writing that I know that most of the fulfillment comes later when I can share it with someone, but I don't have much opportunity for that now anyway (something between not being able to get people to read things I've written and not having the opportunity to talk much about said things with people.)

    I think partly because of the insufficient fulfillment, and partly because of the lesser emphasis on a finalized/polished product, I've focused more of the creative energy that I have on Gamemaster/RPG stuff. This is far more fulfilling and revitalizing in the present, but I'm also able to do less with this than I was before. Mostly, this is based on my own life/family/schedule/time/etc. Partly, it's based on the schedules/availability of my players. But, even scheduling stuff as frequently as I can, what I'm actually capable of running is more limited by my creative energy/capacities than I once was. That dramatically impacts which systems and the adventures that I can run.

    But I am working on things, so that's good. There are two main reasons that I haven't posted about this yet, despite that it was more relevant closer to the end of November. The first is that I wrote out a different version of this note in early December and it came out way more pessimistic/down feeling than I wanted. But the second reason, which is better, is that I've been very focused on another project and haven't wanted to use my limited creative work time on typing up a note.

    My campaign in The Veil is still going, but I've started working on what I want to do when it's done. What I'm working on is an ambitious project that includes building a setting and world map from scratch, homebrewing up a game system that mechanically matches what I'm looking for, learning enough programming to put together a character building program, and other madness. It will be really cool if I can end up finishing it, but I'm starting to get past the "easy" part of the work, so we'll see how my focus/energy/ability to work on it goes once I'm there. Hopefully I can get it all put together, and hopefully once I do, I'll be able to share some piece of it with you people out here beyond my player group.

    But more on that later. All I'll say is that right now I'm calling the campaign "For Great Magic."

    Sunday, July 28, 2019

    Never Tell Me the Odds Oneshot Review

    Character images created with HeroMachine
    A couple weeks ago, I had the opportunity to run David Somerville's Never Tell Me The Odds as a one shot adventure. Never Tell Me the Odds is a game of space scoundrels risking it all in the same vein as Firefly or the adventures of Han Solo. Here are some of my thoughts:

    The System

    In Never Tell me the Odds, characters have six factors or values that represent things important to their character. These could be relationships with NPCs, items like blasters or spaceships, beliefs, or a wide variety of other things. Each factor is ranked High, Medium, or Low. 

    When players want to accomplish things where there might be a chance of failure, they have to risk one of their factors and roll the dice. On an even roll, the player usually gets what they want. On an odd roll, they don't and they might endanger or even lose their factor. (These results might be a bit better or worse depending on the level of the value in comparison to the level of the risk.)

    Science Fiction, Space Ship, Rocket, Space RocketSome Initial Thoughts

    • The fact that all actions tie back to things important to the character makes roleplay a lot more inherent than in systems where actions are tied to numbers
    • I like that the tension increases as the game goes on and players factors become endangered/lost
    • I feel like it was a strange decision to call the game Never Tell Me the Odds when the odds are literally always 50/50

    Some Thoughts on the One shot

    I planned an adventure around the characters that I was going to have in play. I had 6 players (which might be a bit more than is ideal for the system): a beast alien cat burglar, a hacker, a hyperviking barbarian, a politician, a pilot, and a sharpshooter.

    The adventure involved trying to trick a dirty politician into bidding a lot in an art auction while stealing the item that he was using for collateral/credit in the event.

    The one shot went really well! I enjoyed it a lot, and I think that other people did too. I feel like a lot of times when I run a one shot, I feel disappointed after it's over that it didn't go how I imagined or that things just didn't run smooth or something. I didn't feel that at all at the end of this one. So that was cool.

    I learned that players will always try to use high factors. This wasn't necessarily something I anticipated, but it makes a lot of sense. In the game, if you are using a factor that is higher rated than the rating of the risk, you automatically succeed. You still risk endangering or losing the factor, but you successfully do what you were trying. So, this of course led to players trying to use their higher rated factors all the time. This also makes the players more likely to lose these factors and then not have them to rely on later in the game.

    Players will also try to stretch their specialties. In the game, players have specialties that are like professions that make characters better at one thing-reducing the risk of rolls associated with that thing. Players will absolutely try to claim things fall into their specialties that might not. The "Hacker" specialty defines itself as "better at bypassing security." While I think the intention of this is electronic security systems, the player argued that, based on those words, it should include things like locks or security guards. And on a literal interpretation, they're right.

    Probability is a cruel mistress. The players were doing awesome at the start of the game. I couldn't believe how we went roll after roll without any odd results...right up until the climax of the adventure. That's when all their bad rolls came out, making for some thrilling heroics and high tension at the end.

    Space Station, Universe, Travel, Spaceship, Interior Campaign Play?

    Never Tell Me the Odds is clearly designed around one shot play, but I tend to always think about campaigns regardless. There are rules in the book for playing a campaign, involving adding new factors to a character and advancing over the course of several adventures. I don't dislike these, but they didn't focus on what I saw as the larger difficulties of playing multiple sessions.

    First, each session would have to be a complete adventure/heist. Or have an adventure spread multiple heists but have no recovery/advancement happen in between each. My thought would be to have it such that if the characters are unable to complete their job before the end of the session, that it's considered them failing for any future ramifications.

    Each adventure, characters are going to lose some of their factors. It would be unfair/incredibly difficult for characters to start a new adventure without being full up on factors, so players need to get new ones to replace the ones they lost. HOWEVER, first, the factors that a character has all shift up to fill in any spaces from lost factors of higher values. It makes sense that the things characters were able to hold on to would be more important to them than whatever they are getting to replace those things. This also might make a player think more about if they want to risk their high-ranked blaster, knowing that if it goes away the best they'll be able to replace it with is a low-value one.

    Palace, Starry Sky, Clouds, Candles, ColumnarHorror/Suspense

    My very first thought after wrapping my head around the rules is that this system would be AWESOME for a horror or suspense type game. A lot of times, in these types of games, the thing that helps to keep the feel suspenseful is having to make tough choices about risking things that are important. That's literally every action with Never Tell Me the Odds. Losing more and more factors as the game goes on would help to ratchet up the tension and possibly the fear as the game goes on. Players would litter ally see everything their character calls about fall away over the course of the adventure. With frequent enough and high enough risks, the system has a strong potential to be incredibly fatal to characters, but even without being fatal, losing things creates a certain panic in players.

    Speaking of things in space...

    In case you missed it, the first story of my Ruins & Robots series is now available and is completely free.


    You'll want to check it out before book 1 comes out on 16 August!

    Friday, July 19, 2019

    Ruins and Robots 0: Tutorial (Available now for FREE!)

    Check out the first story of the Ruins & Robots series available now from Smashwords for FREE:

    https://www.smashwords.com/books/view/949655

    It is available in all popular ebook and digital formats, so it will be easy to read on your phone, tablet, computer, or other digital device.


    Humanity is no more. In its ruins, robotkind has risen up. 

    MAI195-H, or May, a Humanizer model robot, sets out on her first journey, following a Tutorial program. Her Tutorial will take her through the streets of an abandoned human city searching for relics that might be useful to the development of robotkind. Her success will mean getting placed with an excavation team and earning Perplexity Game points that she can spend on upgrades to her chassis. Her failure will mean being decommissioned.

    Can she survive the streets of Vlake City alone?

    Ruins & Robots is a post-apocalyptic space exploration story with cyberpunk themes and gamelit elements.

    Friday, June 22, 2018

    Value of Fiction: Hope



    Artist Matthew Inman of The Oatmeal

    An important role that fiction sometimes plays is to give people hope. I know many people who have particular books that they turn to when things feel down or overwhelming in their own lives. In many cases, it's the Harry Potter series.

    Everyone has moments that seem dark to them individually-the death of a loved one, financial ruin, the loss of a friendship, medical depression, etc. For all these things, there are stories, fictional or not, that have people overcoming the same challenges-or symbolically similar ones. When executed well and with consideration paid to those suffering, this can be reassuring to an individual that is going through suffering, even if the story is wholly fictional.

    Thursday, December 7, 2017

    The Wrong Wolf

    Image Copyright Disney 2015
    I recently re-watched the movie Tomorrowland. Released in 2015, Disney's Tomorrowland is a very thematic movie that has a good message and, like most science fiction movies that aren't already a part of a major franchise, it was not a financial success.


    I don't blame this entirely on the movie being science fiction. I liked it a lot, but I also accept that it's not a great movie. And while I like the theme and the message it's trying to send, I think it raises a very valid problem while its solution is somewhere in between too general and too implausible to be useful.


    But that's only sort of tangential to the point. In the movie, the characters reference a "story" about two wolves. In real life, it's actually an old Cherokee Legend.


    Thursday, June 29, 2017

    Announcement: Sufficiently Advanced Dragons

    This will not be the real final cover.

    Sufficiently Advanced Dragons

    In talking to people, I decided that the idea I liked the most of the ones I'd proposed in my last update was the "Sufficiently Advanced Magic" one. So, I'm starting work on the book which I am tentatively titling "Sufficiently Advanced Dragons."

    I'll be attempting to jumpstart a lot of it through Camp NaNoWriMo. You can follow the effort here: http://campnanowrimo.org/campers/goal-entertainment/projects/sufficiently-advanced-dragons

    That said, I've never been very successful at Camp NaNoWriMo, and I am not sure how much time I'll be able to focus on novel writing.


    Friday, June 16, 2017

    Dragons...in SPACE!?

    Credit to Lori Howe
    I've been talking lately with fellow writer and publishing partner (I'm not really sure if that's the proper term.), Kit Bradley, about preawareness and some thoughts on what I'd like to write next. (Don't worry, I'm not abandoning Heroism and Other Lies, although there will be at least a gap after the end of season 1.)

    Preawareness

    Property of 20th Century Fox
    If you check out Kit's blog, preawareness is a topic that comes up there a fair bit. The simple idea is that people are more likely to buy a product if there is something about it that they are familiar with-particularly if that thing is a prominent element of the thing that people are buying.

    Thursday, June 1, 2017

    Episode 109: The Champions Eight


    The Toybox crew come out of the shadowpaths and explore a mysterious facility. In doing so, they find an extremely powerful entity built by the ancients. Is it a force for good, or a threat?

    What follows is an account of the events during a session of my Toybox Campaign. This summary is written out in a prose format which may, for the sake of telling a story to a wider audience, take liberties with the events.

    Wednesday, May 17, 2017

    Episode 108: "We really should have asked more about this before we went in here."

    TM and © 2017 Monte Cook Games, LLC.


    The crew of the Toybox take mysterious shadow paths and experience interesting scenes. Are they memories of the crews' past? Are they dreams? Are they something else altogether?

    What follows is an account of the events during a session of my Toybox Campaign. This summary is written out in a prose format which may, for the sake of telling a story to a wider audience, take liberties with the events.

    Tuesday, May 9, 2017

    The Hero's Journey and the Far Realm and/or Review: Kubo and the Two Strings

    I've been having a lot of thoughts lately, but I've been having trouble figuring out how to put them down in blog-format. I'm going to try with this one, but forgive me if it comes out in a jumbled mess.

    The thing I want to talk about is the Hero's Journey and the Far Realm. In doing this, I'm going to mention the movie Kubo and the Two Strings, the book The Magician King, possibly a bible story, and possibly other things I haven't thought of yet.

    I want to talk about/review Kubo and the Two Strings beyond talking about the subject topic, so, rather than starting by talking about the subject topic and then sidetracking to talk about Kubo and the Two Strings, I figure I'll start by reviewing Kubo and then get to talking about the Hero's Journey, etc.

    Or I'll just have really wordy intros explaining what I'm doing.

    Review: Kubo and the Two Strings

    I had missed Kubo and the Two Strings when it went into theaters. I didn't know much about it, but I'd heard that it was really good from people whose opinions I generally trust. A few weeks ago, I found that it had been added to Netflix and was excited to watch it. I was not disappointed.

    Friday, April 28, 2017

    Episode 107: "Welcome Home"

    Image by Scott Purdy http://scottpurdy.deviantart.com/
    The team of the Toybox discover more about Alal's past and take a visit to the Cave of Shadows.

    What follows is an account of the events during a session of my Toybox Campaign. This summary is written out in a prose format which may, for the sake of telling a story to a wider audience, take liberties with the events.

    Thursday, April 20, 2017

    Value of Fiction: Imagination

    I was reminded recently that I haven't posted again in my "Value of Fiction" series. I haven't forgotten about the series, I've just had other stuff to post when I've been posting.


    But I figured now was a good time to get back to it.


    In case you missed the first post, you can check it out here: Value of Fiction: Entertainment


    To talk about the series, it started based on the idea that I often feel like my creative pursuits don't have value. Because of this, I decided to think about different ways in which they are valuable.


    Today, I'll be looking at the value of Imagination.

    When you experience a story, be it through reading or through playing a tabletop game,