When Words Collide Pre-Convention Signing August 13

Lord of Runes.
Cover by Alberto Dal Lago

When I ran into my old comrade Erik Mona at World Fantasy in Calgary in 2008, I dragged him away from the convention to see a local game store. This sort of side trip can be irritating for those who visited for business, but I knew Erik would forgive me. You see, this wasn’t just any gaming store. This was The Sentry Box.

In my time at TSR, Wizards of the Coast, and Paizo, I visited a bajillion game shops. They ranged from the noisome cat-piss store to Hemingway’s ideal of the “clean, well-lighted place.” The Sentry Box starts with the latter paradigm and dials it up to 11.

The place is vast, with its own book store and large areas devoted to miniatures, board games, RPGs, card games, and even game-adjacent stuff like videos, manga, and the inevitable nerd-focused tchotchkes that infiltrate such establishments. But that’s only the downstairs. Upstairs there’s a large space for gaming. And beyond that is the military games annex.

An annex.

I’m going to stop right there. The web page doesn’t do the location justice, and neither can I. You must visit the next time you visit Calgary to understand the full scope of gaming awesome.

Anyway, since I first met Gordon Johansen, the proprietor of The Sentry Box, he’s been a terrific supporter of Pathfinder Tales, making sure there are always copies available at his table at Western Canada’s great literary festival, When Words Collide. This year Gordon’s going at step further and hosting a signing for Lord of Runes and the rest of my Pathfinder Tales novels at his store on the eve of the convention.

Better yet, Calgarian filker extraordinaire Vanessa Cardui will join us to sing a few songs and sign copies of her excellent CDs.

Come hang out with us after 6:00 p.m at The Sentry Box (map). Even if I’ll see you at the convention, I hope you—and all your local friends who dig sword & sorcery and hilarious filk songs—will join us at this pre-con event.

Creative Colleagues: Jason Kapalka

Every now and then, I pester my creative colleagues with a few questions about their work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years

In the summer of 2015, I noticed an intriguing Kickstarter campaign for an “experience” from The Mysterious Package Company. My perfect wife made me a gift of it, and I became an instant fan of the MPC. Even before the final “reveal” of my first experience, I’d become so enraptured that I subscribed to the company’s Curios & Conundrums, a periodical full of puzzles, stories, toys, and other sundries.

Much as I loved the subscription, the MPC’s experiences are the showstoppers. They range in complexity (and price), delivering a number of letters and parcels either to you or to an unwitting friend.

The creator listed for the Century Beast Kickstarter was Jason Kapalka, famous as the co-founder of PopCap games, through which he’d already stolen hours of my life with the games Plants vs. Zombies and Bejeweled. Oh, he claimed he was merely fronting the effort for the enigmatic Curator, but I had my suspicions. After all, it would take a mind as brilliant as the Curator’s to envision the Storm Crow Tavern, a nerd bar in Vancouver and later in Toronto. In addition to the MPC and Storm Crow, Jason is also currently creating “a series of comically violent horror puzzle games via Blue Wizard Digital.”

As Jason—or the Curator—has launched another Kickstarter, this one with the ominous name HASTUR. I thought it a propitious time to ask him a few questions about my favorite of his creations.

Curating The Mysterious Package Company must be like editing a magazine. What disparate talents must you gather to make that incredible thing work?

Jason Kapalka.
Jason Kapalka

The Mysterious Package Company is a surprisingly large enterprise, with around two dozen full-time employees in a large, suitably ominous post-industrial warehouse in a bohemian district of Toronto. The employees, as you might imagine, are a varied lot, ranging from assembly-line packers of crates full of evil artifacts to artisans casting fake antiquities in-house to forgers of aged diaries and documents to assorted writers, graphic designers, e-commerce and website engineers, and—the really scary types—the odd accountant and procurement manager.

Most MPC experiences are collaborative and multi-disciplinary projects that involve a lot of odd specialties, from calligraphy to cryptography. They may start with a creative brief from me but usually end up as a joint project.

There’s a strong Mythos undercurrent to the MPC. What’s your history with the Mythos, especially in gaming?

I’ve been a fan of the Mythos from my teen years and was a rabid fan of the original Call of Cthulhu RPG. As a Keeper, my most memorable experience was a disastrous one-shot that ended with the entire party being ritually sacrificed by Deep Ones; as a player, I was the sole survivor of the Masks of Nyarlathotep campaign, who, half-mad, lame, and hideously scarred, gave his life at the climax to save the world, at least temporarily.

Most recently I was very proud of the Crate of Cthulhu that we offered at the MPC, which is a faithful “physicalization” of the Call of Cthulhu novella, including most of the newspaper articles and statues/bas-reliefs mentioned by Lovecraft, brought together in a reasonably plausible crate meant to have been abandoned in a basement of the Natural History Museum in London for decades.

MPC used to offer a subscription to Curios & Conundrums. What special challenges did that complex wonder pose?

C&C was a very strange project that evolved from a simple newsletter in the early days of the MPC to an elaborately themed quarterly box. In its latter incarnation it was envisioned as a kind of more demented, literate, eerie answer to the various Loot and Nerd Crates full of name-brand merch. Instead, we offered things like papercraft toys of burning Victorian insane asylums and pewter statues of unspeakable Egyptian gods of madness.

It was certainly a challenge creating an entirely new set of artifacts and storylines every couple of months, but I’m proud of the final results.

When you envision the ideal customer of MPC, what sorts of films, books, and games do you suppose are already favorites?

With the exception of our McElroy Brothers Adventure Zone collaboration on Taako, which has a pretty obvious media tie-in, our audience tends to favor horror and mystery material, as you might have guessed. A more divisive line is between the fans of narrative and collectibles and those who are more interested in puzzle-solving. The puzzlers really want intense, challenging riddles and secrets in their experiences to decipher, while the more narrative-inclined fans can be stymied or frustrated by codes and cryptograms. Trying to satisfy both types of customer in that regard can be challenging!

And of course, Lovecraft and related writers are favorites of many of our customers.

How did the first Storm Crow Tavern come about, and how has it expanded? What can visitors to expect to find inside?

The first Storm Crow Tavern was spawned in Vancouver in 2011 from an idea that me and my partners had: if sports fans have sports bars, why can’t “nerds” have a “nerd bar” that appeals to their own interests, from sci-fi memorabilia to board and card games?

The first Storm Crow was relatively modest in size and ambition, but each successive restaurant has expanded in size and, er, grandeur, with the most recently opened location, the Storm Crow Manor in Toronto, being housed in a grand 100-year-old Victorian manor with a seating capacity of over 400, including the patio. The Manor is basically a series of themed genre rooms, from a postapocalyptic cyberpunk lounge with faulty holograms and mysterious steam-blasting pipes, to an eerie asylum bar with haunted portraits and electric-chair seating, to a futuristic Warhammer 40k-inspired space dungeon sub-basement.

The Curator of MPC embodies the sort of courteous, formal correspondence one associates with a bygone age. What made you enlist such a personage in the age of email and video games?

Part of my interest in projects such as the MPC and Storm Crow post-PopCap was due to their real-world, analog nature. I love video games, but I think that many people miss the tactile experience when you get too tied up in digital realms. So the common thread of the Storm Crow and the MPC is that they are both real, physical things, whether that’s a bar or a nailed-shut wooden crate in your post box.

Given that throwback nature, it was natural for “The Curator” to affect a somewhat courtly and antiquarian prose style. That said, the MPC is still largely a denizen of the electronic world, with all of its sales being driven through a web site, so we are looking at ways to “modernize” the eeriness without losing that quality.

You’ve already presented an experience involving the Yellow King. Why have you returned with Hastur? Aren’t you afraid too many unwitting fools will say the name three times?

In fact, we have referenced the King in at least two experiences so far, including the original King in Yellow and then the later Carcosa. So HASTUR is in fact the concluding segment of a “trilogy” of sorts. While it’s perfectly suitable for new customers, longtime MPC fans may find some interesting linkages.

Creative Colleagues: Jane Lindskold

Every now and then, I pester my creative colleagues with five questions about their work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

Jane Lindskold.

Jane Lindskold and I first met at Gen Con about 20 years ago. The previous year, she had published her wonderful debut novel, Brother to Dragons, Companion to Owls, coincidentally the same year as I’d made my first short fiction sale. We also discovered we’re both tabletop roleplayers, and my one regret of that convention is that we never got a chance to play together.

Jane and I exchanged letters and D&D books for a little while but eventually lost touch except for a brief greeting at a convention five or six years later. Since then, we’ve reverted, as so many have, to following each other on Twitter.

This past spring, a remark by someone at Tor prompted me to ask whether they’d send Jane a copy of my latest Radovan & the Count novel. Soon after, we resumed our correspondence and she asked me a few questions for her delightful blog. Our exchange was so much fun that I had to ask to turn the tables and continue the conversation here.

1. As a pragmatist, I’m of the opinion that writers aren’t born but made (or self-made). They come to the craft from many different vectors, including formal education, writers’ groups, the guidance of a mentor, and a thousand other angles. What was your trajectory?

“Trajectory” is a neat way to look at the process of becoming a writer. Let’s see…

For me, the launch pad to becoming a writer was telling stories—often based on my dreams—to my younger sister, with whom I shared a room until I was twelve. I also had a vivid daydream life, in which I would construct elaborate stories. And I’d play “pretend” with my youngest sister.

I’m not really sure when I started letting the stories out of my head and onto paper. By college, definitely, but my sister says she’d find fragments back when we were younger. I certainly never finished these, nor did I take them very seriously. At this point, I had no ambition at all to be a writer.

Freshman year in college I discovered RPGs. This was the year the AD&D hardcover guides came out, I believe. Gaming very much fueled my desire to actually write down stories. Often I’d construct an elaborate backstory for my character. These rarely were used, but I found myself stimulated by the process. Later, I’d write down portions of games—more or less unconnected fragments—but the attempt to put down on paper words that would convey to a reader something of the vivid sense of the characters and events from the game was there.

I even tried an epic poem in rhymed couplets.

At the same time, I was majoring in English, so I was reading a lot of wonderful material—or sometimes not so wonderful. Thinking about what stirred me and what didn’t helped shape me as writer as well, as did making friends who read SF/F and talking about books with them.

Basically, those four years when I was earning my undergrad degree in English, I was also, all unknowing, doing a second “self-directed” degree in fiction writing.

I did take one class, an elective, in short story writing. Honestly, the class didn’t teach me much that I hadn’t already figured out for myself, but it did force me to finish what I was working on. That—as I’m sure you know—is a huge step.

I went directly from undergrad to grad school, but even though I was intensely focused on my studies, I didn’t give up either gaming or fiction writing. When I finished my dissertation, I decided to slot fiction writing into the space where the dissertation had lived.

Above you mentioned “mentors.” If I had one, it was Roger Zelazny, who I met as I was finishing up my degree work. Roger read some of my early stuff and decided that I was already writing at a professional level. So, although we talked about writing a lot, he went out of his way to avoid making me, as he put it “into a cut-rate Roger Zelazny.” He never edited my stories or made more than the most indirect suggestions. Instead, he taught me about markets and various business aspects. Of course, I couldn’t have been as close to him as I was without learning a lot—I have a file drawer filled with his letters to me—but he never was in the least directive.

After grad school, I started teaching college English and writing fiction (and non-fiction) on the side. Eventually, I sold a short story or two… And even later, a novel (Brother to Dragons, Companion to Owls). Twenty-four or so novels and seventy some short stories down the pike, I’m still at it.

2. I think you’ve both collaborated on fiction and finished someone else’s work, one of the things we have in common. How do those experiences compare with each other and with writing alone?

I’ve done collaborations with a couple of writers—two novels with David Weber (Fire Season and Treecat Wars) and a short story (“Servant of Death”) with Fred Saberhagen.

And Roger asked me to finish the two novels he was working on if he didn’t “make it” (as he didn’t). These were Donnerjack and Lord Demon.

I’ve also written stories set in other people’s “universes,” which—if you’re respectful of the source material—is a sort of indirect collaboration.

Each of the experiences was very different. “Servant of Death” was set in Fred’s “Berserker” universe, so he contributed the foundation. We talked over the story and I wrote the first draft. Fred then made some suggestions that he felt would draw the story closer to the “feel” of the universe.

Working with David Weber was very different. Since the novels were prequels to the Honor Harrington stories—set hundreds of years earlier—there was a lot of new material to come up with. Weber and I are good buddies, and he gave me a lot of room to play, as long as we didn’t violate anything he’d already established. One area he hadn’t done a lot with was treecat culture, since most of the treecats in the Honor Harrington novels are not exactly stay-at-homes. I came up with a long list of questions. If he didn’t have an answer, he gave me leave to come up with my own solutions.

Finishing Roger’s novels was completely different, since he wasn’t there to talk with. However, we had talked a lot about what he intended for both. He didn’t outline, so I had to go with what we’d talked about and what he’d already written. Earlier, I said he didn’t try to teach me how to write, but I feel that rising to the challenge of finishing novels by one of the greatest SF/F prose stylists of all time taught me an amazing amount.

3. More and more writers are open about being gamers, but you’ve never been shy about talking gaming. Is there still a danger of being “tainted” by association? And are there hidden or surprising benefits to gaming as a writer?

The other day, I realized that by my next birthday, I will have been gaming for two-thirds of my life… And it hasn’t been a casual hobby either. Except for a few breaks when moving between locations (and thus between groups) I’ve gamed the whole time. Right now I have a group that meets almost weekly, and I really look forward to Sunday evenings for that reason.

My first non-academic publications were gaming-related: two gaming scenarios for Call of Cthulu, published in Challenge Magazine. The second of these was badly messed-up in production, so I fear that any who tried to play it would have failed their Sanity roll at the outset.

I think that the danger of being negatively stigmatized for being a gamer is greatly reduced these days. I mean, when people realize that Hugo and Nebula award-winners like George R.R. Martin and Walter Jon Williams are gamers, it becomes really tough to justify equating gaming and poor writing.

Projects like the long-running Wild Card anthologies, and James S.A. Corey’s “Expanse” novels have their roots in games played by or designed by the authors. Neither of these are “game-related” but gaming had a positive influence on their development.

I think the benefits are myriad, especially for those of us who run games as well as just playing. When people ask me in what way a game is like a story, I explain that the Referee provides the setting—because even in those games set in an established gaming “world,” still the Ref is the one through whom the players “see” the setting. The Ref also provides most of the characters in the form of NPCs. The players provide the main characters. The Referee provides the start for the plot but—in a good game—the story’s plot is a result of collaboration between the Ref and the players.

4. What are some lessons writers can take from roleplaying games in handling magic and the supernatural? And/or what are some lessons one must never take from gaming?

Magic and the supernatural are a bit separate in my mind, so I’ll deal with them that way.

Despite reviewers who seem to frown at such, traditional magic is more often than not tied to a system of some sort. I wrote a long piece about this called “System = Unmagical” for Tor.com, that I revised for my own blog in March 2013 and included in my book Wanderings on Writing, so I’ll spare you why the “numinous” magics so beloved of critics are actually less “realistic” than magic systems that use spell components, gestures, and the like.

That said, a writer can’t simply tag a spell by its game name and leave it at that. One thing I’ve found amusing when reading Pathfinder novels is how often I can tell precisely what spell is being described—and I haven’t played any version of D&D for over twenty years! A creative description of a spell effect is great, but just saying “Chromatic Orb” or “Spider Climb” is pretty clumsy.

The supernatural is another thing entirely. Gaming universes often mix up elements that came originally from numerous sources—fictional, legendary, mythological, historical, even movies and TV—with no attempt to justify why, say, a creature from continental India would be in the same area as European-style werewolves. In the gaming context, that’s fine, because that’s the fabric of the universe.

However, when writing fiction not set in that sort of universe, a writer must be careful to understand where various supernatural elements originated. A Norse elf and an Irish elf have element in common, but they are different creatures—despite the contact between the cultures. The same is true of a host of other creatures.

The same story that might delight a gaming audience can seem a ludicrous mishmash in another context—and consequently subject to rejection from non-gaming publishing houses.

Coincidence is another thing to watch out for. Gamers are accustomed to how the dice shape the story, but the chance success of a one-in-a-million hit or an out-sized spell effect even if “It really happened that way, honest!” can make for a weak story, especially if the plot relies on repeated “good die rolls.”

5. You and I, and a great many other writers, have an obvious affinity for wolves. What is it about those animals that remains so romantic in our imaginations?

I can’t speak for anyone else, but I apparently imprinted on wolves at a very young age. One of my favorite imaginary characters had a wolf companion. When I’d speak about my enthusiasm for wolves, I was always told “Oh, you wouldn’t like real wolves,” but, in fact, I do.

Over the years, I’ve learned a considerable amount about wolves. What I’ve learned has not diminished my enthusiasm for them, but rather caused it to grow. I’ve even had a wolf in sit in my lap, been licked on the face by several, and the like…

This doesn’t mean I don’t acknowledge that wolves can be dangerous. I try to get out the word that wolves are not meant to be house pets. I do what I can to support the mission of Wild Spirit Wolf Sanctuary here in New Mexico, which provides homes for wolves and wolf-hybrids who have been unfortunate enough to be victims to humans on a power trip.

Wolves are not monsters—not werewolves or Pathfinder’s “winter wolves” or anything of the sort. However, they’re not Firekeeper’s “Royal Wolves” either. They’re creatures who deserve to be respected for what they are.

Watch for Jane’s latest at her website.

Creative Colleagues: J.F. Lewis

Every now and then, I pester my creative colleagues with five questions about their work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

J.F. Lewis.
J.F. Lewis

I’d seen the name J.F. Lewis on book covers but new nothing about the man until the good people at Pyr Books sent me a copy of his upcoming novel, Oathkeeper, second in a series begun by Grudgebearer. Instantly I was envious of his Todd Lockwood covers. As I began reading, I realized Jeremy and I had a little more in common than good fortune in cover artists. His epic worldbuilding gave me the impression that he too was a tabletop gamer, a suspicion confirmed by a quick search on his author biographies. Soon after we began chatting, we discovered we had even more influences in common. To wit:

1. Who are some of your main inspirations as a writer?

Corwin from Roger Zelazny’s Amber Chronicles is basically my gold standard when it comes to how first-person narratives ought to feel. If you’re going to put the reader in the head of a protagonist for fifty thousand words or more, that protagonist needs to have a certain amount of snark, wit, and natural-sounding internal commentary. Douglas Adams and Terry Pratchett were very transformative for me, satire-wise. I think all writers tend to pick up story architecture and stylistic quirks from our favorite books as well as the world around us.

Whether it is readily apparent or not, each of my novels explores a series of philosophical questions that interested me at the time I was writing. My core goal is giving the reader a fun ride, though, so I’ve never cared much whether readers picked up on why I was writing something. I think it’s kind of obvious that The Grudgebearer Trilogy deals with questions about slavery, gender and race equality, and parenthood… but it can absolutely be read as an epic vengeance tale with cool fights and snarky heroes.

2. One of the reasons I admire Zelazny is that his writing bridges the divide between clear prose and poetry. When and how often do you feel a writer should indulge in a bit of lyricism for the most powerful effect?

One thing I love about Zelazny is the way he tells just enough for you to know what something looks like without getting lost in graphic word poems focused more on impressing than evoking. When I first write a novel, it doesn’t usually contain a lot of vivid detail. Maybe it’s a Hemingway influence or that I don’t have a movie in my mind when I write or read, but detail doesn’t come naturally to me. Since many readers need more description than I do, I tend to add details with every pass, checking to see if a reader has a good sense of setting. When I start delving into visuals, it is usually because something complex is happening or the imagery is important to convey emotion, character, or plot.

3. Where do you think gaming can help one as a writer of narrative fiction, and where do you think the two arts diverge? That is, what’s a bad lesson one might take from gaming to writing fiction, and how do you resist the urge to indulge your inner gamer while writing a great story?

Basic Dungeons & Dragons in the red box was my first encounter with gaming. That was back with then whole “D&D is evil” thing was happening, and it was laughable how little most people understood about role-playing games. From there I quickly ran through the other boxes, moved on to second edition, Teenage Mutant Ninja Turtles the RPG, Paranoia, Call of Cthulhu, Middle-earth Role Playing, Rifts, DC Heroes, Marvel Superheroes (the FASERIP version from TSR), Westend Games D6 system, and into more modern systems like Cinematic Unisystem, Pathfinder, Numenara, and Fate Core. I even worked in a comic and gaming store for seven or eight years (the Lion & Unicorn). Amber Diceless Roleplay likely had the biggest impact on me, because the entire emphasis is on the storytelling.

One pitfall into which I’ve seen many aspiring writers fall is the idea of building a game setting and running a campaign set in it with the plan of then turning that into a novel. It can work but often doesn’t and winds up frustrating everyone involved.

Character is the avenue through which I approach story and the plot and world-building all follows from there. In Void City, the characters who defined the setting were Eric and Winter; everything else sprang up around them. In Grudgebearer, it was all about Kholster and Uled until Wylant and Rae’en came along. That’s a common thread for me. Sometimes I have to rewrite massively once I “encounter” the strong female protagonists that always seem to show up in my books. Learning to see through the eyes of a character who might have very different opinions and beliefs than mine clearly had its roots in gaming and was a huge help in writing.

Game balance also informs world-building from a laws of the universe standpoint. My years of Gamemaster practice help me make sure that threats are of the proper scale so that the protagonist, regardless of power level, faces a genuine threat. Since I have always leaned more toward roleplaying than “roll” playing, I don’t usually have to fight against my inner gamer; we’re on the same team.

Oathkeeper.
Oathkeeper

4. Beyond acting as the adjudicator of player choices, how does the role of narrator of a story differ from that of a Gamemaster or Dungeon Master?

The narratives which are told within a roleplaying game are much more of a collaborative effort than the stories which unfold in a novel or short story. To capture the same group effort in a novel would entail handing over decision making responsibilities for the book’s cast to other people. While I do tend to let my characters (and my players when I’m running a game) drive and or change the plot, my characters are still all mine. Even though they don’t always do what I want them to do, it’s still me making the decisions and I can plan and adapt pretty easily.

When running for a group of players… Well, let me put it this way: If Raiders of the Lost Ark were a novel, we’d know that Indiana Jones is always going to go after the Ark of the Covenant and wind up in the pit full of snakes, but if it were a roleplaying game, there would always be the chance that Belloq would end up down in the tomb or that Sallah would leave his wife and kids to elope with Marian and her pet spy monkey who would turn out to have been a double agent all along.

5. The various species in Grudgebearer fit classic archetypes like elves, lizard men, and plant-people, but they are all a little different. Why do you embrace archetypes while other authors shy away from them? And how do you make them your own?

One of the drawbacks to creating something new is that, as people, we tend to look for familiar ways to relate to things. The Aern in my novels, for example, are metal-boned carnivores who exist as a semi-hive mind dominated by a leader who insists they have free will. If they break an oath, they are unmade. They shed and grow new teeth like sharks and have eight canine teeth (four on the upper jaw and four on the bottom). A whole subsection of their culture is developed to handle the need to keep track of the weapons and armor they forge from their metal bones and those of the dead. They have bronze skin, red hair, and eyes that work more like security cameras than biological eyes. They’re a lot like golems… But they have wolf-like ears, so “elves,” right?

On the surface, the Eldrennai are more typical elves and the Vael are plant people. The Cavair are bat people. The Issic Gnoss are insect people, etc. I know that. But if I’m doing my job right, down the line a reader may encounter someone else’s version of a dwarf or a dragon and think, “That’s not how that should work. In Grudgebearer…” Archetypes are comfortable because of their familiarity, and then as readers learn the unique traits that set these species aside from archetypal forms, they get the chance to really get to know the Sri’Zaur, for example, and see them as something more than the “evil” reptile army they appear to be at first.

It’s up to me to make sure those differences are there and that they are interesting and genuine. As to how I do that, it all springs from character and, since I’m a Pantser, that often means a lot of rewriting as my characters reveal more about their cultural attitudes, history, biology, etc. with those facts informing their actions and driving the story while filling in the details of the setting so that we can see not only what they did, but why, and how, in many cases, they couldn’t have done anything differently while remaining true to themselves. That’s one of the main reasons there is only one actually evil character in the trilogy. Everyone else is just doing what they think is best for them on a personal level or for their people or country.

Look for more of J.F. Lewis’s previous and upcoming projects at his website.

Creative Colleagues: Robert J. Schwalb

Rob-Schwalb.
Robert J. Schwalb

Now and then I pester my creative colleagues with five questions about their work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

Robert J. Schwalb is one of those Facebook friends I feel I know better than I actually do. We have never met, but we’ve worked with many of the same people, and by the way some of them clown around with him online, I get the feeling we’d get on like gangbusters. Also, once you see his head pasted on assorted bronies and unicorns, after a while you start to feel like he’s always nearby, waiting for his moment.

With games like A Song of Ice and Fire, Warhammer Fantasy, Numenera, Star Wars Saga edition, and several iterations of Dungeons & Dragons on his resume, Rob has become one of the grizzled veterans of game design in just over the past decade. Now it’s time for him to strike out on his own with a Kickstarter launching his Shadow of the Demon Lord horror-fantasy game, which after less than one day has already funded.

What creators of horror entertainment (movies, novels, comics, games, or anything else) most inspire the evil side of your imagination?

Gosh, there are so many influences, I really don’t know where to begin. Of all the mediums, films have had the most appeal to me. A film makes you a prisoner of the experience. You become trapped in the story until its conclusion, where a book is something you can put down, set aside until you’re ready to continue. Of course, 90 minutes of gripping weirdness is such a small time investment, I’m less inclined to stop it and do something else.

The best kinds of horror films are ones that present a familiar world and then, through the agency of the protagonists, demonstrate that world to be false, an illusion that conceals something far stranger, alien, and uncaring—cosmic horror. Some of my favorite films include In the Mouth of Madness, The Devil’s Backbone, Cemetery Man, The House of the Devil, Jug Face, Pontypool, and The Mist.

When it comes to books, I favor dark or weird fantasy such as Clark Ashton Smith, Machen, Howard, Lovecraft, Leiber, Moorcock, Gene Wolfe, Glen Cook, and Poul Anderson—specifically his excellent work, The Broken Blade. Right now, I have a major crush on Joe Abercrombie. I adore everything he’s written.

I also draw a lot of inspiration from music too. I listen to black metal and death metal while I work. Behemoth, Cannibal Corpse, Dark Fortress, Bolt Thrower, Rotting Christ provide the perfect soundtrack for the worlds and stories I create.

Combining horror and fantasy isn’t exactly a new idea. In fact, some might argue that the definition of horror—as opposed to the thriller or slasher genres—demands some element of the supernatural. Where do you draw the line on that definition?

I agree completely. Horror works well when it undermines what we believe to be true about the world and instills doubts by way of something outside the bounds of our experiences, whether the something is ghost, secret society, alien threat, or something else. For me, I’m interested in telling stories—or, rather, providing the tools for others to tell stories—that challenge what we think about the fantasy genre. The tabletop RPG hobby has a great many such games and settings. My favorite, Warhammer Fantasy Roleplay, I think did it best. D&D has flirted with the genre with Ravenloft and Dark Sun. FFG did Midnight. Dragon Age by Chris Pramas does a great job, as does Numenera by Monte Cook. You’ll find elements of all these games and others in my new tabletop RPG, Shadow of the Demon Lord.

My game focuses on the apocalypse, the end of all things, the unraveling of the shared universe brought about by a cosmic threat whose approach has spawned all the horrible things that run around and make life in the world’s final moments difficult, if not impossible, to live.

Most settings put the big, sexy cataclysmic event in the past or the far future. It’s something that has already happened and the PCs find themselves stomping around the aftermath. Or, the big event is the capstone for a grand campaign, a big menacing threat that will shape how the story evolves. With the former, all the really interesting stuff has already happened. In the latter, the end is so distant, few gaming groups can stay together long enough to ever reach the end. Rather than put off what I feel are the best parts of a fantasy RPG to conclusion that most likely will never be realized at the table, I made the apocalyptic, cataclysmic event the backdrop for the game.

The game posits that the apocalypse is happening or will happen. There’s no way around it, no matter how many golden rings get dropped into the volcano. The Demon Lord approaches and the world will die. What will you do in the world’s final days, months, or years? Will you struggle to survive? Will you search for a way to escape? Or will you surrender to the inevitability?

The game allows groups to decide what apocalyptic event threatens their world. Is it a zombie apocalypse, a global pandemic, corruption of magic, nature out of control, some elder god emerging from the ocean to Godzilla stomp all over civilization? You can choose any of these options and use them to shape the stories you tell. This might be a campaign-defining event, something that might evolve into another threat, or may be something that lurks in the background.

The Sanity rules in Call of Cthulhu are the most famous mechanic for representing horror in a roleplaying game, but there are many others. Have some of them inspired your design on Shadow of the Demon Lord? Have you added anything new in terms of game systems?

Yes, very much so. Shadow of the Demon Lord uses insanity and corruption to simulate what happens when characters encounter the awful and do awful things.

Characters may gain insanity when they see or experience something that strains the way they understand the world or something that harms them in a way that’s difficult to accept. Coming back from the dead, suffering a grievous wound, seeing a loved one brutally killed can all inflict insanity. Seeing a 30-foot tall corpulent demon riddled with drooling maws from which spill slime covered fleshy monstrosities as it waddles across the countryside might also shatter a character’s mind.

Gaining insanity normally causes a character to become frightened for a few rounds. (Frightened is an affliction that makes it harder to do things in the game.) Insanity, once gained, sticks around. Players may spend insanity to buy roleplaying traits—a drinking problem, facial tic, nightmares, and so on. If the player doesn’t buy RP traits, the character is at risk of going mad when he or she reaches maximum insanity. Going mad takes control of the character out of the player’s hands for a bit and can have some nasty and surprising consequences.

Corruption functions as a control mechanism for curbing excess in the game. Shadow of the Demon Lord is an amoral game. There is no such thing as good or evil. Players can play their characters in whatever way makes sense for their individual stories. Some actions and activities have lasting consequences. Murder in cold blood, torturing the innocent, learning Black Magic or Demonology spells can leave stains on the character’s soul. Corruption measures the degree to which a character’s soul is stained. A few points has little affect on a character, but accumulating several may cause some interesting developments to occur in the game. For example, a character with a handful of Corruption points might cause children in his or her presence to cry, animals to attack, food to spoil, and shadows to writhe. A character that gains Corruption from certain sources might suffer other effects. One of my favorites is from the Black Magic tradition. If you learn too many Black Magic spells your character might become so corrupted that once each week a child within 8 miles of the character simply dies.

The game designer is important, but I think we’d agree that the Game Master is at least as important, especially in a horror setting. What does a great horror GM do to elevate the material and genuinely terrify the players?

The cheap answer is to drop the “more art than science” cliché, but everyone knows this one. Instead, here are some of the tricks I use.

I reveal the elements of horror through the player characters’ actions. I let their inquiries, decisions, and explorations uncover the terrifying rather than beat them about the head and shoulders with gross-out descriptions.

I also seed horrific elements in unexpected places. The farmer the PCs help secretly keeps five dead halflings strung up in his barn. The priest has an extra mouth in his armpit that whispers vile things to him when he sleeps.

There’s also a balancing act you have to play as a GM between scaring the players and scaring the characters. Good roleplayers can play through scary and uncomfortable scenes as they would any other scene. Others, especially those more focused on the game’s mechanics, need to be nudged. I think it’s good for the story when you use opponents that are beyond the characters’ capabilities, environments that pose lethal threats, and introduce dangers that can alter how characters behaves in the game. Of course, I use these elements sparingly to make sure they pack a punch. In small doses, they work well. In large doses, they can be game killers.

Last, humor is critical. We play games, even horror games, for fun. Some of my most hilarious memories come from playing Call of Cthulhu. Laughter defuses the tension long enough to let you build it back up again.

Most fantasy games feature powerful heroes who overcome the enemy by force of arms and magic. Yet instilling horror in players is easiest when they feel their characters are vulnerable. How do you juggle those seemingly contradictory states?

This issue was the hardest one for me to overcome with Shadow of the Demon Lord. Everything I said above helps, but beyond those tips, I find horror works well when the players find their characters faced with no good options, when any decision they might make has nasty, sad, or disturbing consequence.

Back when I was working on 4th Edition sourcebooks for Wizards of the Coast, one of the last traps I built was an update to an older magic item—the mirror of life trapping. The original item, usable only by magic-users, would draw a creature into its surface. The item’s owner could call forth the image of the trapped individual or cause it to recede into the mirror’s surface. I love this item.

Characters in 4th Edition are hard to hurt, harder to kill, and almost impossible to scare. The game system insulates characters against death and even grants them the ability to overcome it on their own at the highest levels of game play. Love it or hate it, that’s the nature of the game. My mission for the 4E Book of Vile Darkness, the book in which my take on the mirror appears, was to create elements that could cause lasting harm to characters, to genuinely threaten them in ways the game hadn’t allowed before. Enter the mirror of life trapping.

The mirror attacks any sighted creature that starts its turn next to it and can see its reflection on its surface. If the attack hits, the mirror removes the creature from play. If there is already a creature inside the mirror when the trap is triggered, the new creature replaces the old one. If you break the mirror, you kill the creature inside it. Here’s how it might play out:

Fritz the Warrior and his companions explore an old mansion in a city. Fritz happens to see the mirror and looks at his reflection. The mirror attacks, hits, and draws Fritz inside the surface. Fritz can’t leave the mirror until someone else takes a look and becomes trapped in his place. What does the party do? Who do they doom to spend eternity inside the mirror? Whose life is worth more than Fritz’s? Of course, the PCs might find some “evil humanoid” to take his place, but what if they are under pressure? Do they sacrifice an innocent to the mirror to free their friend?

While not the most horrific thing in the world, the trap creates a difficult moral choice for the characters, an interesting and uncomfortable roleplaying predicament the characters must find some way to overcome while being true to the personas they adopt in the game. Fun stuff.

Check out the Shadow of the Demon Lord Kickstarter campaign and maybe help knock down some of those crazy stretch goals. You can also find Rob at his website.