My 2017 Publications

Hello everyone,

It’s that time of year! Today, I take a look back at what I’ve published in 2017. This year, I’ve had a busy but rewarding schedule. Let’s see how this year shook out for stories, games, and comics!

This year, my summer travel was pretty intense. Thanks to the fine and upstanding individuals at RopeCon in Helsinki, Finland, I was able to travel overseas to talk about my work and chat with fans. Plus, I was at CONvergence, GenCon, and Geek*Kon as well. I’ve already put together a tentative 2018 schedule that wraps around a few conventions I’ve never been to before, but the shows will be further apart for sure.

As luck would have it, my 2017 list of publications wound up with a stronger emphasis on gaming publications than fiction or non-fiction. That said, there’s a lot happening behind-the-scenes. My agent, Jennie Goloboy, recently announced she’s switched from Red Sofa Literary to the Donald Maass Literary Agency, and I have recently signed a new contract. I’m excited despite (what I feel) has been a lower productivity year for multiple reasons, and it’s something I am holding on to as I move forward.

Games Released in 2017

This year, role-playing game material was the bulk of my publications. Here’s a list of what was released in 2017 thus far–with the caveat that I may be missing a few short adventures.

  • LEGACY OF LIES, Vampire: The Masquerade Dark Ages 20th Anniversary Edition, 2017, Onyx Path Publishing/White Wolf Entertainment AB (Developer)
  • OVER THE EDGE, Dungeons & Dragons 5th Edition, 2017, Wizards of the Coast
  • RUSTED VEINS, Vampire: The Masquerade 5th Edition Playtest, White Wolf Entertainment AB (Consultant)
  • DAGGER OF SPIRAGOS, a Scarred Lands adventure for D&D 5E and Pathfinder, 2017, Nocturnal Media/Onyx Path Publishing (Developer)
  • DARK ERAS COMPANION, Geist: Sin Eaters “Forboding Lands”, 2017, Onyx Path Publishing/White Wolf Entertainment AB
  • UNKNOWN ARMIES 3rd Edition Books 1, 2, & 3, 2017, Atlas Games

Of Note

Though my releases were sparse in other forms, I did move forward on fiction and non-fiction, both behind-the-scenes and in unique ways. For fiction, I kept busy promoting Upside Down: Inverted Tropes in Storytelling which launched late 2016. I also managed to kick off a serial work called Diary of an Aspiring Alchemist, which is available for free on WattPad.

In non-fiction, I self-published eBook called Make Art Not War Challenge: Rules, Essays, and 31 Creative Prompts. The latter is a continuation of this year’s blog initiative and posts linked to my Make Art Not War Challenge.

I also sold two original short stories which will debut next year, a cool bit I’m doing for a card game, and an essay to an upcoming anthology. I do have more news to announce, but for the time being I’m holding off until long after the ink is dry. There’s more to come!

If I’ve learned anything this year, it’s that I’m human after all. (That realization incurs two eyebrow raises and a sip of tea!) Many thanks to friends and family for being so supportive during an interesting and turbulent year.

I’ve left comments open on this post if you’d like to share your news. Hope you’ve fared well, and your future is everything you hope it could be.

New Podcast Episode! Originality No 12: Writing is Time Travel

Originality Podcast

Hello! I am pleased to announce that I’m on a podcast called Originality, hosted by K. Tempest Bradford and Aleen Simms. What is Originality?

“The most common question creative people get asked is, “Where do you get your ideas?” That’s what Originality is all about: exploring the wheres, hows, and whys of creative genius with K Tempest Bradford, Aleen Simms, and a diverse assortment of guests from a variety of fields.”

I guest star on Episode 12: Writing is Time Travel, and talk about RPGs–and so much more! Join us, and check out this nifty little podcast!

There’s a Storm Coming…

There’s a storm coming, and I’ll be a part of it! The Torg RPG, which is a cult classic roleplaying game, will launch on Kickstarter on May 31st. I’ve been asked to write a short adventure for it, along with several other amazing game designers. Watch for the launch at the end of this month!

[New Release] Unknown Armies Books 1-3

Unknown Armies is an occult game about broken people conspiring to fix the world. I worked on all three books, and they are now available for you to download in PDF format. This game is utterly dark, weird, gut-wrenching, and very cool! If you don’t want to get all three, I’d start with the first one or check out the Unknown Armies Kickstarter page for more information.

Unknown Armies presents magick as it might exist in a world informed by crime fiction and secret histories, as twisting wrinkles in reality created by greater and greater risk, sacrifice, and obsession. As a player, you are confronted by the consequences of your character’s actions, and challenged by the implicit threat of a world shaped by the will of those who want something more than you do.

Unknown Armies Book One: Play is the book for players. It details:

  • Obsession and identity.
  • All of the rules for resolving actions.
  • The central shock gauge mechanic.
  • How to avoid fights, and how to deal with them when you’re dragged into them anyway.
  • The magick of adepts and avatars.
  • Gorgeous full-color art and layout.

Unknown Armies Book Two: Run is the book for gamemasters. It tells you how to:

  • Present the characters with obstacles to their fevered dreams of changing the world.
  • Oversee character creation and setting collaboration in the first session of play.
  • Draw on the rich and disturbingly familiar world of the occult underground.
  • Create new creatures and antagonists.
  • Resolve conflicts as a fan of the characters.
  • Prepare situations to disturb and entertain.

Unknown Armies Book Three: Reveal is the book of the weird for everyone. It contains:

  • Gamemaster characters, locations, creatures, and events.
  • Heresy and hearsay, alphabetized like a devil’s dictionary.
  • Ideas, hooks, tidbits, scraps, lies, truths, and horrors.
  • Lists, stats, and ephemera.
  • Even more weirdness.
  • Even more magick.

Created by Greg Stolze and John Tynes, Unknown Armies presents an entirely original yet disturbingly familiar approach to mystery, horror, and action in roleplaying games. If this is your jam, check it out!

Why You Should Take My Writing the Other Class

There is still time to register for Writing Inclusive Games: Creating RPGs Sans Fail.

Tempest and I have a great syllabus planned! If you’re interested in working on RPGs, here’s a few things I want to point out for your consideration:

    1. I’ve worked as a developer, writer, editor, creative consultant, worldbuilding consultant, and in marketing for over ten years on dozens of games with multiple companies. My knowledge, combined with K. Tempest Bradford’s, is enough to fill a set of encyclopedias. Take advantage of this!

    2. The hobby games industry doesn’t train writers. You have to go to the companies you want to work for and apply. Like any other industry, there’s cultural aspects and processes in place that already exist. If you’re new and representation is important to you, then you might feel intimidated. We’re here to help.

    3. People who design/produce games for the first time often make the same mistakes. The same is true when addressing representation. Knowing is half the battle, especially in an industry where costs are concerned. If you want to make your own game, there are many, many pitfalls to avoid that will save you time and money in the long run. We can point those out.

    4. The exercises are designed to be flexible. I’ll review them with a developer’s eye in a safe space. Some companies don’t have the time for hands on feedback with freelance writers or designers. This class offers you the chance to write and get invaluable comments, which will prepare you for future assignments or show you how to critique your own work.

    5. The class also addresses troubleshooting and methods to handle difficult situations. Creating RPGs is a complicated process with a lot of moving parts, and there may be problems that arise from time to time. Thanks to our combined experiences, Tempest and I can give you tips to assuage your fears and help you be more confident going forward.

For all these reasons and more, that’s why there’s a financial component attached to the class and why we can’t offer this for free. Writing Inclusive Games: Creating RPGs Sans Fail isn’t just about representation, it will also include a lot of information about the creation and marketing of RPGs as well to help you achieve your goals, too. Why? My philosophy is that if you’re paying for my time, whether that’s a RPG, a book, or a class, I want to make sure it’ll be well worth the effort.

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