The City Is Mostly Bones

This was written over on Ficly, last year. I still like the title quite a bit. I’m just posting it here so it’ll go into storage within reach. Don’t mind me:

He’s hacking through the jungle with something that he thinks was used, once, to cut paper. He’s stepping over the kind of flat, black-soil patch amidst the cracked asphalt that makes him think of mass graves.

The vines reach out from lampposts and the artificial vines of old cables still strung across the street. Stiff-stalked weeds jut up between tectonic plates of pavement, maybe growing out of piles of skulls in piles of dirt. The jungle is full of bones. He can make out Big Ben through the leaves, looking like a toy beyond the heather-buried roofs. He stops for a second, thinks of that bloke who got electrocuted in Islington, when he chopped a live conduit.

That sound again—drumming, like someone under headphones and oblivious—so he presses on. Two steps, two hacks, and he’s tumbling down an unseen flight of steps, into the Underground, onto copper pipes, snapped and sharpened into pikes. One hits his hip, glancing, and now he’s hanging from it, sideways, on a loop of flesh. The jungle’s full of bones.

LOST: Dr. Linus

Welcome to this week’s Lost meditation. Not a lot to say for such a tight episode — it answered more questions than it raised and, frankly, was just a well-woven trio of little stories: that of Jack the Believer, Ben the Killer, and Dr. Linus the Good Man. I’m eager to hear what you have to say, though. Did you like this episode as much as I did?

As always, be sure to check out the Lostpedia entry for this week’s episode, too.

Spoilers are what killed her friends, back at the Statue.

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What Razed Blogs May Be

I waffled for a while about this. I wasn’t sure that I wanted to blog much about Razed while it was still in development, because I didn’t want to promise things that might get dropped or altered during development, and because I didn’t want too much of your apocalypse getting into mine. (More about that later.)

What changed my mind? My in-house playtest campaign. In the past few weeks, the game has begun to take on an identity of its own — or at least this particular campaign has — and that makes me think it’s now ready to stand up to some scrutiny. Not too much, not yet. To write, I need batteries, and if I’m not careful I’ll drain those batteries here instead of in the actual manuscript. I don’t want to spoil the game for you, or for your players. Razed is, after all, a game with a built-in mystery, which I call the meta-mystery, and while it’d be difficult for me to spoil it outright, I remain wary. (More about that later.)

Anyway, the means by which I can avoid draining my batteries here is by not showing you things that are still “soft,” developmentally speaking. A lot of Razed fits the traditional GUMSHOE rules pretty tightly, because I so often believe in that famous principle: If It Ain’t Broke. Things like the Civility Meter, on the other hand, are still in active development. The mechanics for settlements and safe havens, too.

Instead, what I’ll be blogging about is the thought process that goes into my design — the inspirations, the fears and the caution, the hopes and the aims. I’ll write a bit about the Razed campaign I’m running, and the difference between individual instances of play and the game as a whole. For example, I think my campaign is going pretty well, with its social tensions and human drama starting to simmer as they are, but systematizing play can be tricky. Even lousy games can be run well, right? I’m after a good game that runs great, at the least.

While I’m still revving up Razed over here, have a look as Bill White blogs about New World, the RPG about colonization and clashing worlds that he’s also developing for Pelgrane Press. He’s cooking something fantastic over there, it looks like. Where he’s wrestling against the entrenched ludological notion of top-down play that comes when we think of the word civilization, I’m struggling with expectations of the apocalyptic sub-genre, which also relate to that word: civilization. Don’t get me wrong, Razed is about battling aliens and scrounging treasures from the ruins of the previous civilization, but it is also a game about the ways that humans work together (or die alone), the ways they organize and control themselves and each other, and the choices and sacrifices necessary to save or rebuild — wait for it — civilization.

But more about that later.

What Do I Want To Be Asked?

That Chuck Wendig, he of Terrible Minds fame, he is so meta. I put forward a call on Twitter, asking people to submit questions to me via the Tumblr Ask Me Anything feature, in the hopes that it would generate blog fodder, and here’s what Chuck asked:

ask-3

What do you want people to ask you?

This reminds me of a seminal bit from Stephen King’s On Writing. King asked Amy Tan if there was one question that never got asked at her authorial Q&As — a question she never gets the chance to answer. Tan said, “Nobody ever asks about the language.” In a way, King wrote On Writing to answer those questions about the language.

Of course, On Writing isn’t just a book about writing; it’s a memoir. Questions about the language aren’t just about the language at all. They’re questions about the work and the worker. They’re evidence that the questioner sees the work as work, and not just a mystical bolt of luck that makes finished works fall from a writer’s mouth. They’re curious about the writer as a craftsperson, and as a person.

I love that question of King’s. I steal it for interviews all the time: What question is missing? What don’t people ask about? What is it that you want to get asked, but don’t?

Maybe it’s no surprise, then, that I don’t have an answer to the question myself. I don’t have a standout, singular question that I’m dying to be asked. Instead, what I want is to be provoked into writing something unexpected. Or, I’ll admit, I want to be consulted. I want to be asked a question that implies my experience or my opinion has value to someone. (Who doesn’t want that?) It’s selfish and, typed out in front of me like that, a little pathetic, but so what? That’s the way that goes.

I thought I’d write out a list of questions I wanted to be asked — about my history, work, future, tastes — as the ultimate literal response to Chuck’s question, but this is what happened instead.

The truth is, I tend to put forward that request for questions when I’m feeling trapped in my house, pining for human contact. I want to be asked the sort of questions that start conversations. I want to converse. I want some indication that you can see me, sitting here, even though you can’t. Not really.

But also, I want to be asked about the language.

Caprica and the Trickster God

Saturday is my day to catch up with Caprica (on Hulu), but I haven’t been writing about it here. This isn’t to say I’m not into the show anymore — I am.

The U-87 Cylon rips off its own arm, by Daniel Graystone's command.

The U-87 Cylon rips off its own arm, by Daniel Graystone's command, in "There Is Another Sky."

Rather, I’m not usually sure that I have much to say to you beyond recommending composer Bear McCreary’s weekly reports. His entry on the episode, “Gravedancing,” is especially great, blending source music and score as it does (with a free song, “Was Love,” there for the downloading), but be sure to check out the two newer entries, as well: “There Is Another Sky” and “Know Thy Enemy.” Always fascinating to get a look behind the scenes with Bear — and I hardly know anything about music. What I do know is characterization and world-building, and McCreary’s music is all about both.

Beyond that, I’ve simply been savoring the show, hoping that it’s slow burn turns into more of a boil. I’ve been sipping it across my palate, trying to appreciate it for both its bitterness and its burgeoning sweetness, and hoping or a second bottle.

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