What I’ve Been Doing

I’ve been pretty silent on here. Initially, I was busy putting the final touches on Among the Missing for Little Fears Nightmare Edition and then jumping right into the tenth anniversary edition of the original Little Fears (which will be out soon). On top of all that, I had an absolutely fantastic opportunity come my way that has me really excited and reunites me with a great team on an amazing project (and I’m not just spouting hyperbole).

I’m very happy to announce I’ve rejoined Human Head Studios as the Writing Production Coordinator for the upcoming open-world first-person shooter PREY 2. I’m in charge of wrangling the narrative and working with the team to deliver a consistent, engaging experience. I worked at Human Head previously, and I was there for the last eighteen months of their developing the first PREY. Already knowing the studio and fiction, as well as being part of the revision team on the first title’s script, made sliding into this role very smooth.

The job is an absolute blast. I can’t wait for you all to see what this game has in store.

You can check out the PREY 2 portion of the Human Head Studios website here. I posted some official images and the launch trailer below (language and violence warning on the video).

(Linked from GiantBomb.com.)

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Roleplayers Chronicle: Designer’s Diary

Aaron T. Huss, from Mystical Throne Entertainment, contacted me recently about doing a Designer’s Diary for his Roleplayers Chronicle website and I quickly agreed. The piece went live over the weekend and touches briefly on the work that went into my Little Fears Nightmare Edition project as well as some of the history behind the game.

You can check it out here.

Big thanks to Aaron for the opportunity!

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Among the Missing – Out today!

The second book in the Little Fears Nightmare Edition line came out today in PDF. This book was a long time coming but I had a lot of fun writing it and I think I came up with some pretty terrifying stuff. Here’s the cover and blurb:

You were a normal kid once with a normal life and a normal family. Then things changed. There was a moment when your life took a sudden turn and you stopped being a normal kid. You became a headline, a statistic, a picture on the grocery store window. A warning for other children.

Maybe you were taken, stolen by a monster, or maybe you simply disappeared.

Whatever happened, at that moment, you became one of the missing.

Book 2: Among the Missing is an expansion to the Little Fears Nightmare Edition game. In it, we talk about what missing children mean in the world of Little Fears, how kids become missing, what happens to them next, how they can help in the fight against monsters, and how they can be saved. Includes expanded GMC rules, new monsters, information about the World In-Between, and a full-length episode titled “The Long Way Home.”

If that sounds like it’s up your darkened alley, check out the official Little Fears website for details on getting your own hardcopy when it comes out or you can grab the PDF right now for just $10 from the good folks at DriveThruRPG and RPGNow.

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Free Comic Script Day: The Long Count

As you may know, Free Comic Book Today is tomorrow. If you have a favorite local joint (mine happens to be the excellent Westfield Comics), head over to grab some exclusive issues and previews of upcoming titles from a variety of publishers.

But today, at least over here, it’s Free Comic Script Day.

Back in 2007, I had signed a deal with Archaia Studios Press, publishers of Artesia, Mouse Guard, and many other great titles, to write a twelve-issue series called The Long Count. The story centered on famed sports star Carmen Sandoval, her history with the serpent-god Quetzacoatl, and how her personal destiny meshed with the fate of the world and the coming change foretold in the titular calendar. The comic took place in an alternate America known as Colombiana, one where the “Southern Tribes” of the Mayans and Aztecs conquered their northern brethren prior to Europe’s western expansion. So, when the Europeans showed up on the shores of the “New World”, war broke out with the Spanish, Dutch, and English on one side and the Mayan/Aztec alliance on the other. The Tribes pushed back, slaughtering the Dutch and the English, eventually making peace with the Spanish, allowing them access to their land in exchange for weapons, medicine, and other technology. History, primarily told through flashbacks intertwined with Carmen’s story, went on from there.

The story took place primarily in Colombiana’s capitol city, Nueva Cempoala, and incorporated a heavy dose of Mayan and Aztec mythology, history, and culture.

I was proud of the story Leanne, the illustrator, and I cooked up, and the folks at Archaia were pretty jazzed as well. Unfortunately, due to circumstances beyond the publisher’s or my control, the project fell apart, and only one issue ever saw publication. Which is a shame, because I think I did some good writing on the project and I was excited to see it continue. Joe Illidge, my editor on the project, gave great feedback and guidance while the comic fans I let read the scripts really enjoyed the characters, the world, and seeing the plot unfold.

Of the twelve scripts, I finished four of them (and did a fair bit on the fifth) before the project went south. I’ve sat on them for years but, in fit of nostalgia, dug them up recently and have decided to put them online for anyone who’s interested.

Here are links to the PDF versions of the scripts (language warning):

The Long Count #1: The Silence Inside Her Heart, Part One

The Long Count #2: The Silence Insider Her Heart, Part Two

The Long Count #3: The Old Blood

The Long Count #4: The Permanence of Stains, Part One

If you get a chance to read them, I’d love to hear what you think. And if you know anyone hiring a comic writer, feel free to pass them (or this link) along. I enjoy writing comics a lot, and I would love some more work in the field. Perhaps the future holds some.

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Operation: Awesome – The 1000-Word Plan

One thousand words. It’s not a lot. But neither is a single grain of sand.

Earlier this year, I hit a hard realization: Writing wasn’t working for me anymore. I was writing in spurts. Some days I’d hit 3000 words but most days I wasn’t writing anything. Operation: Awesome was stalling, and I needed to jumpstart the engine if it was going to survive.

Part of Operation: Awesome was collecting the tools I should’ve gathered a decade ago: the study, the concept of form and genre (Step One), the dedication to a path (Step Two), and reading regularly (Step Three). I was doing well at those. I obsessed over structure and story, knew the type of career I want to have, and have been reading stacks of books in my audience and genre. Operation: Awesome had fixed a lot of my flaws as a writer, or helped me work on fixing them anyway, but I was struggling with one very important thing. I lacked the discipline to write (Step Four) and with every day I became less motivated to work on that discipline.

I don’t have a lot of time to dedicate to writing. Most of my time is spent raising my kids (and my dogs and cat and, well, the chinchilla pretty much takes care of himself). My wife and I don’t have the cash to put my son into daycare so, even though my daughter is at school, my attention is elsewhere throughout the day. When my wife gets home, I want to spend time with her and the kids. By the time bedtime rolls around, I’m out of juice. Sometimes she doesn’t get home until after 8 o’clock at night which leaves me even more exhausted (and is she too). After 13+ hours of always-on fathering, I just don’t have the word count in me. I sit and read or catch up on television or play games. Or, maybe, on rare occasion, hang out with friends.

In recent months, that routine had worn me to a nub. I was stressed to my limit, and I started to resent writing. I felt too much pressure to cram all my week’s writing into two days. Any other time I wasn’t writing, when I was spending time with family or catching up on books/games/shows, I felt like I was wasting time I should be writing. I was stymied.

My work and my life were too muddled and I wasn’t dedicating the time and attention I should to either. I had hit a wall, and I had to make a choice: Write or find something else to do.

In order to make sense of this, I did what my pretentious teenaged self should have done, I turned to the professionals for advice. I read somewhere that Cory Doctorow (of BoingBoing and Little Brother fame) has (or maybe had) a writing goal of 250 words a day. Stephen King, one of the most popular American novelists of all time, writes 2000 words a day.

That blew my mind. These guys weren’t nose-first in their work from dawn to dusk as I imagined. A lot of aspiring authors I know huddle in front of their screens day-in and day-out and, hey, if I could, I would probably do the exact same thing. But I can’t. I have other, bigger responsibilities, but I knew I could find a sweet spot between Doctorow and King, something that worked for me.

I looked at my schedule and contracts and realized to hit my deliverables, I only needed to write 1000 words a day. That’s it. About an hour’s worth of work. While I can’t park my son in front of the television for six hours every day, I can set him in front of Sesame Street or a couple episodes of Dora (or, his favorite, Dino Dan) and crank out 1000 words.

I decided that was my plan. I would write 1000 words a day, every day. But, I added some rules to make that more meaningful:

A Thousand Words of Fiction or Other Paid Work. Not blog posts, Twitter, emails, LittleFears.com updates, or even the work I do for AdventureGamers.com. The thousand words had to be on projects I was selling (or hoping to sell) or paid gigs. All that other stuff had to be done outside the goal, at night or during the extra work hours my wife’s days off allowed me.

No Making Up Missed Days. I couldn’t push one day’s work onto another. Meaning: I couldn’t skip Tuesday but promise myself I’d write 2000 Wednesday. If I didn’t hit my goal on a day, I had to accept that as failure even if I did write 2000 words the next day. (I take this from something attributed to Jerry Seinfeld: When you hit your day’s writing goal, mark it on a calendar. As the chain of marked days grows, you become more motivated not to break the chain.)

I Couldn’t Write Ahead. Same idea as above. I couldn’t buy a half-day Tuesday by writing 1500 words on Monday. Each day’s goal was separate.

I Could Go Over. If I felt inspired, I could do 1500 or 2000 or more. But I didn’t have to. 1000 was the goal.

That was a couple months ago. Overall, I’ve done well. I’ve missed days but not enough to beat myself up. On the positive side, I’ve noticed some big changes beyond the increase in productivity:

I’m Happier. Writing is working for me again. I get my 1000 done and the writing stress is gone. I’m not up late berating myself for watching Supernatural or playing games instead of writing.

I Have Gained Control of My Schedule. Since I know my output, I can better gauge my workload. This means I know at a glance if I can take on other work or if I have to turn something down. This is new to me (and is a big reason I was not good at freelancing for so long). But now I know my schedule and I don’t overload it.

I Jump Into Writing More Easily. Another great piece of writing advice, attributed to multiple sources, is to stop writing in mid-idea so you know where to pick up the next day. Writing only 1000 words puts me mid-idea almost every time so I come back to a project knowing where to start. The words flow from there.

I Have More Writing Energy. Because I’m not squeezing 5000 words out of my day’s imagination reservoir, I come into the daily goal refreshed, with a full day’s creative rest between rather small bursts of output.

So, after a long time struggling with my goals as a writer, I have found a system that is working for me. I’ve already handed in a bunch of contract work and am almost done with a new book for Little Fears Nightmare Edition.

A side effect of the new plan saw my last bit of contract work line up with May 31st, meaning I was free to start new projects on June 1st. After some noodling, I put down designs for the Big Summer Project, which I’ve codenamed Operation: Last Chance. This is something that terrifies and excites me in almost equal measure. See, there’s more to this new phase than I have said, more at stake than simply hitting a daily goal, but I can’t talk about it just now. I’ll leave the details of that for another time.

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Conduit 2: Out Today!

As you may remember, I spent a good portion of my summer last year working with the fine folks at High Voltage Software on their upcoming Wii-exclusive shooter Conduit 2. After seeing a few delays (very common in the video game biz), I am happy to tell you that Conduit 2 hits store shelves today. If you have a GameStop local to you, you can pick up the Limited Edition of the game (which includes a 44-page art booklet as well as an exclusive suit of multiplayer armor and a fancy version of the game’s All-Seeing Eye) for the same price as the regular edition other stores have.

I can’t wait to tear open a copy and get playing. I really enjoyed the game while it was in pre-alpha development and can only imagine how good it must be now.

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Interview with Geekcentricity

A couple weeks ago, author and gamer Jonathan Reynolds interviewed me for Geekcentricity. Topics ranged from my geek cred (I have little) to the inspiration behind Little Fears, to my video game work, to what items I consider indispensable when it comes to exploring dungeons.

You can read the interview right here. Thanks to Jonathan and the folks at Geekcentricity for the chat!

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I’m Writing for AdventureGamers.com

I’ve been a fan of point-and-click adventure games since I was a teen. Like a lot of my hobbies, I came to it through my brother who introduced me to games like Prisoner of Ice, Bad Mojo, and Gabriel Knight: Sins of the Father. Once I had my own PC, my first game purchase was Sanitarium and I soon moved on to Grim Fandango and Blade Runner, two classics of the genre. I took a break from gaming in the early 2000s but I came back big time in 2005. Quickly upon my return, I rediscovered my love of point-and-click adventure titles. I fell hard for Syberia I & II, Still Life, Puzzle Agent, Trace Memory, Hotel Dusk, and many others. Right now, my computer’s desktop is littered with shortcuts to adventure titles from the new games on retail shelves and Steam to the not-so-new from my personal archive or Good Old Games.

My love of the genre is well-documented, as many online and face-to-face conversations attest. And that love is about to be even more documented as I have recently joined the world’s most popular site dedicated to my favorite genre, AdventureGamers.com, as a Staff Writer. My first article, a preview of the hotly-anticipated A New Beginning is up already, and I’ll be contributing as much as the site’s editor-in-chief Jack Allin and my schedule will allow.

If you dig adventure games, you should already be checking out AdventureGamers.com. My presence there, on the main page and in the forums, is just a bonus, right?

Right?

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ICONS: Danger in Dunsmouth

Danger in Dunsmouth, a scenario I wrote for Adamant Entertainment’s excellent ICONS Superpowered Roleplaying game, hit the virtual shelves today. Here’s the intro:

A trio of witch-sisters has put the New England town of Dunsmouth under their spell. The three wicked siblings are using the ensorcelled citizens to summon an ancient evil from the Atlantic’s murky depths to destroy mankind and set themselves upon thrones as queens of the world!

As humanity’s only hope, the heroes must infiltrate the coastal cult, find out where the charming ladies are hiding, and put an end to this arcane insanity before it’s too late!

Can the heroes stop the denizens of Dunsmouth from summoning a subaquatic cephalopod or will mankind fall victim to a terror older than time?

Find out in… “THE DANGER IN DUNSMOUTH!”

If you’re familiar with Steve Kenson’s rules-light take on four-color superheroes already, you know ICONS delivers a fast-paced and fun time at the gaming table. If you’re not, but are a fan of RPGs such as the Marvel (FASERIP) Game from the 80s, you have to give ICONS a spin. It’s a blast to play.

Check out my take on eldritch horror in the comic book universe with Danger in Dunsmouth, now available at DriveThruRPG and RPGNow.

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Check This Out: Gemini Rue


I’ve been following the development of Joshua Nuernberger’s Gemini Rue for a while. I first heard about the game a couple months ago and, as a fan of point-and-click adventure games of days past, I was pulled in by the retro graphics and the promise of a compelling noir-soaked narrative. Previews and early reports dropped names like Beneath a Steel Sky* and Westwood Studios’ Blade Runner when talking about it. So when Dave Gilbert posted on the Wadjet Eye GamesTwitter account he was looking for a fistful of beta testers for the demo, I couldn’t throw my hat into the ring quick enough.

I downloaded the demo and got playing immediately. Over the course of a half-hour, I was pulled into a noir-cyberpunk world of addiction, oppression, interstellar travel, imprisonment, brain wipes, and lots and lots of rain—all centered on Azriel Odin, a cop with a shadowy past, and Delta-Six, the subject of clandestine experiments only hinted at in the demo.

As someone who has played hundreds of games over the past twenty-five years, it takes something special to suck me in. Gemini Rue had me within a few clicks and the demo stopped on a great hook. I knew the end was near but was hoping I’d get to play just a little bit more. When the game comes out on Thursday, I will.

If you’re a fan of old school adventure games—or just like great games—give the Gemini Rue demo a try when it comes out. If you like it, pick up the game when it launches on February 24th. (If you want it on disc, that’s only available through pre-order so hop to it. You’ll get the download copy as well so you won’t have to wait unless you want to. I’ve already ordered my copy.)

As you’re checking out the Wadjet Eye Games website, put your eyes on Erin Robinson‘s Puzzle Bots and Dave Gilbert’s own Emerald City Confidential as well.

If you try out any of those games, I’d love to hear what you think. For more about Gemini Rue, check out the official trailer below.

*Click that Beneath a Steel Sky link. Seriously. You can grab a legal copy for free from the folks at Good Old Games and it’s worth a whole lot more than that. Sadly, Blade Runner is over a decade out of print but if you have a chance to snag a copy, I highly recommend it.

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