Creative Colleagues: Josh Vogt

Josh Vog.
Josh Vogt

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.

Josh Vogt and I met in San Antonio, Texas, at a Worldcon room party. He’d already written “The Weeping Blade” for Paizo’s web fiction, and I had a hunch it wouldn’t be the last we saw of him in Golarion. Sure enough, he soon after published “Hunter’s Folley” and was hard at work outlining Forge of Ashes, the latest of the Pathfinder Tales novels. As if we didn’t have enough in common, I learned he’s also written for roleplaying games and was soon contributing to Privateer Press’s Skull Island eXpeditions.

Once we connected online, I was impressed to see how closely Josh keeps tabs on freelance opportunities, both those that look promising and those about which Admiral Ackbar would warn, “It’s a trap!” Josh is also passionate about fitness, especially encouraging his fellow writers to push away from the desk and stretch our legs now and then.

I loved the outline and the few chapters I was able to read while buried under my own deadline, but I’m excited to see the final version of Josh’s Pathfinder Tales novel, Forge of Ashes, available now.

1. Whether it’s a robot or a dark elf, a protagonist ends up being essentially human or else we can’t really sympathize with her. That said, in what ways do you make your dwarf heroine different from human? How about your other non-human characters?

With Akina, there are certainly going to be some “surface level” qualities that set her apart at first glance. Her dwarven strength and heritage, longer lifespan, a sensitivity to the earth itself and ability to see in the dark…all of those sorts of attributes. The dwarves of Golarion also have a fascinating history of how they came to the surface (and what happened to those left behind) and I enjoyed taking Akina through both a physical and inner journey as she discovers just how much that ancient history remains relevant to her. Her reason for fighting is more than mere survival or glory. It’s in her blood.

Ondorum, Akina’s oread companion, was also a delight to create. As an oread, with earth elemental ancestry, he has this inhuman patience that has been further honed by his martial studies. Even though they’re from different races—and possess extremely different temperaments—Akina and Ondorum actually relate to one another in deeper ways with their shared passions and protectiveness of those they truly care for. Some might view Ondorum as naive because of how he tries to treat everyone and everything as possessing of inherent value. It’s a bit of an odd perspective in a world where there are many divisive lines, be it through war, claimed territories, faith, simple banditry, or feuds that go back centuries.

2. You keep an eye on markets and job opportunities for writers, and sometimes I wonder just how much of your time that consumes. How do you balance hustling for work with writing for yourself as well as keeping up with contract gigs?

Actually, in the years I’ve been freelancing, I’ve gotten my gig-hunting process down to be rather streamlined. And I don’t have to be doing it constantly, as I now have past clients who keep bringing work to me. Those times that I do search for new contracts, if I put in a couple solid hours for a few days, I will often pull together enough work to keep me busy for at least a week or two, meaning I can scale back the job hunt again for a while.

With my personal writing, my fiction and all, I will often work to get freelance projects checked off and then give myself a couple days of just focusing on my stories. It lets me be more immersed in the process rather than constantly hopping all around. So it’s less like juggling and more just shifting into one mode for a stretch at a time. Obviously, my hope over the years to come is that I can start focusing more exclusively on my novels and other stories, but freelancing continues to pay the bills!

3. Likewise, you’ve a keen interest in fitness for writers. Apart from the obvious, that is the sedentary nature of the job of writing, how is fitness useful to the craft of writing?

Walking and being physically active in general helps me think. Sometimes when I’m trying to untangle a complicated plot issue, going on a run or hitting the gym can get more blood flowing to the brain. It also takes a little of my direct focus off the issue, so my subconscious might start processing it more and a solution will eventually emerge. I also think doing activities like obstacle course races, martial arts, or crossfit classes are excellent for introducing one’s self to new challenges and learn how to train and persevere—critical qualities for any career writer.

4. How much research do you do when writing for a setting like Pathfinder, which has thousands of pages of setting and rules material? That is, how much is enough without being too much? And how much did you absorb as a gamer before writing a Pathfinder Tales novel?

I’ve gamed much of my life and have been decently familiar with a wide variety of settings from when I was younger. I hadn’t done much since after college, so I did need a refresher. I read through every manual I could get my hand on, focusing first on locations, lore, and creatures relevant to the novel’s specific plot. Then I did some more general research so I could bring in details or mention things a bit further afield from the main action. The fun thing was, a number of items, like city layouts, hadn’t been nailed down in official canon yet, so I was able to develop those details along the way. I also read all the other Pathfinder Tales novels so I had a good idea what what other authors had explored and could see just how in-depth they’d gone. As I wrote, my editor, James, was invaluable and could easily answer any question I had or offer suggestions for particular scenes.

5. How much, if any, does writing for a shared-world setting inspire your original work? Do you ever find yourself reserving ideas for yourself rather than committing them to a project you don’t own or control? Or do you find yourself borrowing or slightly altering your own ideas for both original and work-for-hire projects?

It goes both ways. I always believe the story I’m telling, whether it’s an original setting or shared world, deserves my best effort. So if I have a big inspiration while drafting a tie-in story, I won’t hoard that by any means. There are always more ideas to be had. Honestly, sometimes I can’t use an idea simply because it doesn’t work within that specific world or isn’t allowed by the underlying nature of the game. But in original work, I make the rules!

Check out Josh’s latest news and advice at his website.

Creative Colleagues: Jennifer Brozek

Jennifer Brozek.
Jennifer Brozek

Each week, I’ll pester one of my creative colleagues with five questions about his or her work and, if I’m feeling wicked, deeply personal issues. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

Jennifer Brozek is one of the many colleagues I knew first online, even though were were more-or-less neighbors. We didn’t meet in the flesh until after I’d moved away from the Emerald City but returned for the Seattle International Film Festival. Our mutual friend Ed Greenwood had suggested I might contribute to Jenn’s Grant’s Pass project. Between movies, Jenn and I got to know each other over bowls of pho. While her anthology sounded terrific, I got caught up in other things and, well, I just never came through for her. Later, I’d bump into her at the Writers Symposium at Gen Con, and once or twice we’ve been on the same panel.

This past year, when another editor mentioned that Jenn was his partner on an upcoming fantasy anthology, I saw my opportunity to make good on my earlier intention. Finally I wrote a story for one of her many anthologies, and I feel I’ve completed a long-deferred quest.

I caught up with Jenn just after her trip to Orycon 2013.

1. Judging by your convention schedule alone, one might consider you the hardest-working editor/writer in the business. How do you balance doing the work with buying, selling, and honing the work?

I’m a very goal-driven person. I keep lists of due dates and a weekly calendar of what must be done that week by day. Then, when I need to work on more than one thing at a time, I block out hours per project per day. In short, I am very organized, and I stick to the schedule I create. I live and die by my own merit. I am my own boss and, sometimes, I can be a real pain in the butt. Fortunately, my husband and friends understand when I say, “I can’t this time, working,” or, “I have one hour to socialize.”

2. When you co-edit a project, how do you and your partner divide the work? Is one of you more concerned with line-edits and the other with content? Is one of you more paperwork and the other more author-wrangling? Which aspects of the job are your strengths?

It is different with each co-editor, and I learn from them as much as they learn from me. We divide the work based on our strengths. We both read the stories. One co-editor could then do the first edit pass with the other doing the second edit pass. Or, we each take half the stories for a first edit pass and then trade for the second edit pass. I usually do the very final consistency polish and, to date, I do most of the paperwork.

3. In the origin story of your geekness, which came first, the fiction or the RPG? How does your work in one field influence your work in the other?

The gaming—by a long shot. And it has influenced me. I tend to write, thinking about the gamer who can break systems. So, I am careful with my world building. Also, I believe working in any other part of the publishing industry influences the other parts. Slush reading teaches you about writing. Writing teaches you about editing. Editing teaches you about writing. All of it teaches you how to interact with every other part. I am a firm believer that every author should read slush for 6–18 months.

Cover by Amber Clark.
Cover by Amber Clark

4. What is it about our field that demands we sub-categorize everything? For the writer and the reader, is there really a meaningful difference between urban fantasy and paranormal romance? Do epic fantasy and sword & sorcery really need to be separated? What really is the difference between dark fantasy and horror?

I do believe that genres are important. A paranormal romance requires there to be a romantic relationship between the protagonists. In fact, there isn’t a story without it. While an urban fantasy doesn’t require any romance. Dark fantasy tends to be traditional fantasy with a very dark bent while horror tends to be modern day. Also, fantasy generally implies adventure while horror implies a cautionary tale.

You’ll note that I say “generally” a lot because numerous books cross the lines or are “cross-genre.” The categorization helps readers find novels in the vein they are looking for.

5. If you had to give up editing or writing, which would you choose? Which of them helps you more with the other discipline?

I would give up professionally editing. I still have stories to tell that I’m not willing to give up on. But I would miss editing. Really, both skills inform the other. When I edit others I learn how they write and tackle problems. Sometimes, reading it first hand while editing—because you’re so focused on how the story is written than the story itself—you can see how things are done. That’s invaluable.

But I still wouldn’t give up writing.

For lots more info on Jennifer’s upcoming projects, check out her website.

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: James Sutter

Each week, I’ll pester one of my creative colleagues with five questions about his or her work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

James Sutter.
James Sutter

My first encounter with James Sutter was an email, shortly after he’d come to Paizo and I’d moved to the Great White North. Harlan Ellison was looking for me, but that’s a story for another time.

The second encounter was shortly after Erik Mona told me the secret that Paizo was launching Pathfinder Tales. James wanted to try me out on a story before deciding whether to tap me for a novel. As I recall, my first pitch didn’t send him, and he asked for several more so he’d have a selection. One of the follow-ups was a re-tooling of an sketch I’d made for another, disappearing, editor. James liked that one, we changed one character’s name, and thus began a steady stream of Radovan & the count stories and novels.

Not to be outdone, James entered the fray to much acclaim with his own Pathfinder Tales novel, Death’s Heretic. The sequel, The Redemption Engine, continues the adventures of Salim Gadafar, unwilling servant of Pharasma, the Lady of Graves. Read a sample chapter, and check back to the web fiction link soon for a new Salim story.

1. As the editor for Pathfinder Tales, you’ve seen a wide variety of outlines, some incredibly long, others quite short. What is the perfect outline for you to read as an editor? And what is the perfect outline for you to write as an author?

Outlines are everything. As an editor, especially an editor of tie-in fiction, I require detailed chapter-by-chapter outlines from all of my authors.

Some authors really hate outlining, because they feel like it kills the fun of exploration. I can sympathize with those folks, but I can’t hire them. If an outline comes to me with too much Underpants Gnome-style handwavium in the middle, I send it back.

That may seem like an overly hard line to take, but it’s actually done out of love. Because as much as it can be annoying to sit down and come up with every plot point for a novel in advance, it’s nothing compared to the devastation both of us will feel if I have to go back to an author and say that, because of a problem that could have been caught in the outline phase, she’s going to have to rewrite half the book. My goal is to always frontload any editorial concerns in order to save both the author and myself as much time and heartache as possible.

For that reason, my ideal outline as Paizo’s Managing Editor is about 5,000–8,000 words, and tells me every twist and turn of the plot. I don’t need every detail of who says what, but I need to be able to follow the connections between events, as well as understand any rules that are pertinent to the plot (to make sure that a spell is being interpreted correctly, that the right monsters are being used, etc.).

As an author, I was never been a big outliner before I started editing novels, and now I outline everything, using basically the same format identified above. For me, it’s extremely freeing to know where a story’s going. I don’t have to worry about how it’s all going to come together or try to hold it all in my head, and instead can relax and focus on having fun with each individual scene.

2. What’s a challenge you overcame while writing that later translated into advice to an author?

Honestly, I think the biggest challenge I’ve overcome is the act of writing novels itself. I’ve always wanted to be a novelist but spent most of my life terrified of embarking on a project of that size. It just seemed impossibly huge. But when I started editing novels professionally—starting with yours, Dave—and saw the process a novel goes through from birth to final product, it took away a lot of the mystery, and I realized that a novel is really just a collection of scenes that tell a story. If you can write a scene, you can write a novel. And looking back at the work I’d done on the original Eando Kline Pathfinder’s Journal, tying each episode together over the course of 36 volumes, I realized that in many ways I’d already been through the process of outlining something like a novel. That gave me the confidence to move forward and write Death’s Heretic.

So that’s a big piece of advice I give to authors, both neophytes and budding pros: don’t psych yourself out. Novels are just long stories. (In some ways, they’re even easier than short stories, because you can do all the planning up front and then just write for months.) A corollary to that revelation is the fact that authors are just people. It’s easy to look at your favorite authors and think, “I could never do what they do.” But realize that you’re likely seeing those authors at the top of their games, after they’ve been polished and prodded and otherwise made the best they can be. You can’t hold yourself to that standard. Just write the best book you can. (And if you can’t write the best book you can, just write the book—you can judge it once you’re done.)

3. In the endless skirmishes between anti-adverb, pro-passive-voice, and various other pet peeve guerrillas, what are a few of your style and grammar bugbears? Can you think of something you always immediately change in a manuscript? What’s something you once might have changed but now let stand?

I adore contractions. They’re a fundamental part of how we speak, and to me, writing in the vernacular is the best way to get yourself out of the picture and let the reader interact directly with the story. This is triply important in dialogue. My eyeballs itch every time I see someone write something like, “I cannot do it, Captain! I do not have the power!” That’s probably my strongest linguistic prejudice. (This is, of course, problematic in those exceptionally rare cases where contractions might not actually be warranted, such as from a robot or a particularly obsessive half-elven count.)

I also really can’t stand stilted language, again particularly in dialogue. Too many people think that in order to write fantasy, you have to write purple prose or faux-medieval dialogue, and that just doesn’t cut it with me. I want the language to be smooth and clear, including dialogue. Even in a story set in a fantasy world with many medieval trappings, like Pathfinder, I’m way happier with a character shouting, “Hey, asshole! Hands off my horse!” than “What ho, varlet! Dost thou thinkest to deprive me of my noble steed?”

Last but not least, I’m not a big fan of third person omniscient point of view. When I’m in a scene, I want to be in a character’s head, or at least hovering over that particular character’s shoulder. If I know what one character is thinking, I shouldn’t be able to know what another character is thinking until there’s some sort of scene break. You can have multiple point of view characters, but there need to be set break points when you shift focus, so that you’re not just drifting between characters’ thoughts. (I also hate it when you’re spending all your time following the hero, and then suddenly the book cuts away for a single scene to show you what the villain’s been up to and give you information the hero has no way of knowing. That always feels lazy to me.)

Whew! That probably makes me sound more cantankerous than I actually am, but such is the nature of the job. In terms of things I might have changed but now let stand, I can’t really think of anything off the top of my head, save for those contraction instances I mentioned above. That may sound arrogant, but actually it’s because if I’m ever unsure about whether to make a change, I consult with my immensely talented and knowledgeable coworkers and get their read on the situation, which hopefully keeps me from making too many unnecessary changes.

4. You’ve mentioned a variety of literary influences in past interviews, but can you think of some artistic influences from other media that influence your fiction? For instance, are there musicians, visual artists, comedians, or interpretive dance companies that inspire your writing?

Fantasy art is a huge inspiration for me, though I’m only now coming to realize how I can deliberately capitalize on that. I’m particularly fond of fantasy landscapes and monster design that portrays fundamentally alien things in a realistic style. I’ve written before about how fantasy landscapes inspire me, and some of my favorite artists are those like Wayne Barlowe, Michael Whelan, and Stephan Martiniere that can bring a new world to life. And just the other day I sat down with a copy of the new Spectrum art journal and began flipping through it, and realized, “Oh my god—I could write a book about every one of these pictures!” So I think that’ll be my new secret weapon. From here on out, whenever I need inspiration, I’m just going to google “concept art landscape”—or pull up Reddit’s amazing Earth Porn subforum for real-world landscapes—and let my brain run free.

I also get heavily inspired by music, but that usually drives me to make music. Every time I go to a good show of any style, I inevitably come home thinking ,“That looks like fun! I should do that!” Which is why my personal music projects tend to bounce around stylistically, from hardcore metal to folk to hip-hop to musical theater. (I’m actually finishing up mixing on the debut EP from my new band, Brides of the Lizard God, as we speak!)

5. You write about a lot about faith and the afterlife, especially in Death’s Heretic and The Redemption Engine. Have you ever had any real-world encounters with the supernatural or inexplicable?

Actually, yes.

First, some background: I’m about as white as untoasted sourdough, but growing up, I had an uncle named Cha-das-ska-dum Which-ta-lum, one of the spiritual leaders for the Lummi Tribe. The man was seriously larger than life: He’d hung out with Jimmy Carter and the Dalai Llama. He’d been hit by lightning twice. He’d once been flown out to Japan because a bunch of secluded monks saw him in a vision. And there were even stranger stories—the ones my parents rolled their eyes at. In the 1970s, when he’d been a police officer on the rez, he’d been the one to investigate several suspected sasquatch attacks, tracking the creatures and taking (ultimately inconclusive) blood and hair samples for the research labs. And even once he’d retired as a cop and gotten more into the spiritual side of things, he continued to sometimes act as a sort of psychic detective, tracking auras when there was no other way to locate a corpse.

Was some of it bullshit? Maybe. The man loved a good joke as much as anyone, and was a hell of a tale-spinner. But when so many of his stories were empirically provable—not even my parents could argue with the pictures of him and the Dalai Llama, or the results of the lightning strikes—you had to wonder why a man like that would even need to make up stories. Certainly twelve-year-old me from the boring Seattle suburbs was happy enough to have a little magic in my life.

Yet there’s a big difference between firsthand experience and a story, no matter how good the tale. One time when I was maybe thirteen, he invited me to come along to a powwow in a friend’s smokehouse. What he didn’t tell me until we were on the road was that the gathering was actually exclusively for high-ranking medicine men from all over the Pacific Northwest. When we showed up, it was a bunch of very old native guys—and me. Such was everyone’s respect for Cha-das-ska-dum that nobody said a word about it.

Most of it was what I’d come to expect: a lot of drumming, a lot of chanting and singing, some dancing. Yet toward the end, they brought out an extremely old man who’d been brought down from way up in British Columbia, who my uncle whispered was a Big Deal even among the medicine men. He was decked out in full regalia and carrying a staff.

The drums began, and he started to dance. They got louder, he got faster. Then just when it reached a crescendo, he silenced them with a wave of his stick and pointed it at the ceiling.

BOOM! The sound was like the world exploding. I lept up from my seat, ready to run for the door, but Cha-das-ska-dum collared me and sat me back down. Above us, the smokehouse roof shook and roared like a tornado was trying to rip it off. Then the old man began to dance again, the drums resumed, and he repeated the gesture with the staff.

The rest of the ritual was a blur, but I remember pushing through the doors and discovering the source of the roaring: a thick carpet of hail.

Hail which extended for maybe fifty feet around the smokehouse, then stopped in a clean line.

Above, the skies were just as clear and sunny as they’d been when we’d entered the smokehouse. When we eventually got back to my parents—staying only a few miles away—they hadn’t heard about any hailstorms. The weather reports didn’t note anything.

Was there a rational explanation for what I witnessed? Quite possibly. But I think that was the day I first decided that there is indeed weirdness in the world, and that while we should always remain skeptical and strive to find rational, scientific answers, there will also always still be more things in heaven and earth, Horatio, than are dreamt of in our philosophy.

Keep an eye on James’ website.

Creative Colleagues: James Jacobs

James Jacobs.
James Jacobs

Each week, I’ll pester one of my creative colleagues with five questions about his or her work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

For a while, as far as I knew him, James Jacobs was “the new guy” who worked on the far side of the cube farm in the first Paizo office. (They’re now in their third.) He’d come aboard to work on Dungeon after I’d migrated to a galaxy far, far away. It took a while for us to realize we had a shared interest in horror and Asian cinema. It’s taken him and Wes Schneider even longer to forgive me for inviting them to see what turned out to be one of the less coherent examples of both forms.

Even though I’ve long since departed the Paizo offices for the northern prairie, Pathfinder Tales and the Seattle International Film Festival bring us back together now and then. And while I forgive James and Wes for refusing to let me choose the movies, I rely on them to introduce me to the best breakfast joints that have sprung up in Seattle since I left.

1. You’re best known as a designer of RPG adventures, and H.P. Lovecraft is an obvious influence on your choice of subject matter. Who are some other authors or filmmakers who have influenced your game writing?

Lovecraft is hands down the biggest influence on my writing, but not the only one. His pulp companions Robert E. Howard and Clark Ashton Smith are important as well (Clark Ashton Smith’s Xothique stories having been a huge inspiration for the necromancer empire in my home-brew setting that would eventually itself inspire and inform the nation of Thassilon on Golarion), along with modern writers like Clive Barker, Stephen King, Dan Simmons, and Ramsey Campbell.

Horror, for the most part, is what inspires me, and that carries over into film, with the works of directors like John Carpenter, Guillarmo del Toro, and Akira Kurosawa being very inspiring (yeah, I know Kurosawa’s not a horror director, but he’s awesome!). George R.R. Martin is my favorite fantasy author of the moment. For some more obscure writers and film directors, I’d have to give call outs to T.E.D. Kline, Tim Lebbon, Thomas Ligotti, and most recently Joseph Payne Brennan have been huge influences on the writer side of things. As for more obscure film directors, I’d call out Ti West, Xavier Gens, Pascal Laugier, Gareth Edwards, and Mike Flanagan as having delivered some truly unforgettable and inspiring movies.

2. I once watched in awe as you began a Call of Cthulhu session at PaizoCon. Not only were you great, but you had three or four great players at your table. What struck me is that none of you were performing in the sense of improv actors, but the talk was so fluid and conversational compared with the awkwardness we often see at convention gaming tables. How do you do that? Is that how all your games go, or was that an anomaly? If it’s always that way, how do you do that?

Well, thanks! You’re making me blush! I suppose it’s no real secret that having great players at a table really helps to make a game overall much better, and when I’ve got great players at my table, they inspire me to do better. At the very least, they’re constantly giving me new things to go on and to expand upon.

I’m not afraid to throw out parts of the adventure’s plan if, for example, a player comes up with a much more interesting interpretation of a clue or whatever; not only does that make the game more fun, but it gives the players the feeling that they figured things out. In any event, being good at improv is, I think, an essential skill for a GM. You have your script (in the form of an adventure), but the players are really good at going off script. Being a voracious reader and watcher of films helps here—you build up a lot of material in your head when you immerse yourself in stories like that, and it also certainly helps to have spent some time acting as well—I was pretty active in the drama club in High School, and dabbled a little more in college with a few acting classes as well. In any event, that’s more or less how I run all of my games. I’m not afraid to let the dice get set aside once the players and I start getting into playing out conversations and the like with NPCs. I run very few convention games, in any event, so all of that comes from my home games I’ve run over the past three decades.

The Midnight Isles.
The Midnight Isles, fourth installment of the Wrath of the Righteous Adventure Path.

3. The world of Golarion is vast and varied, yet it seems certain areas (notably Varisia) are much more popular among players than some of those that depart from the European paradigm. With the Jade Regent Adventure Path, you seemed to have a strategy to ease Euro-centric players into Tian Xia. How well did that strategy succeed? And how would you apply it in bringing players to areas like Osirion (soon), Qadira, or Vudra?

I think that the strategy worked pretty well. I do kinda wish we’d gotten to Tian Xia at least one adventure sooner, but the way in which that Adventure Path “eased” players into playing a game steeped in Asian mythology and inspiration was always the intent.

For an adventure set in Osirion, Qadira, or Vudra, we can kinda cheat—there are nations in the Inner Sea region that are already all about those cultures—they’re right there on the map, bordering (or near bordering) other more European-themed nations. As such, it’s much easier I think to do adventures there, since you can allow the players who prefer more European tropes in their games to simply play “next door neighbors” visiting the area.

For the upcoming Mummy’s Mask Adventure Path, we’re starting in Osirion and staying there the entire time—we’ve done enough with that nation already that I think folks are familiar enough with the ideas there already that we don’t need to ease anyone in. It certainly helps that we’ve done a few adventures set there already, and that one of the factions for the Pathfinder Society organized play campaign is Osirion!

4. I’ve heard that you’d like to write fiction but just can’t find the time. How much of the fiction itch does writing game adventures already scratch, and what additional or different satisfaction do you anticipate when you do write that first novel?

Writing adventures is certainly fun, but for me, at least, it only intensifies the itch to write fiction.

The main difference between writing fiction and writing adventures is that when you write an adventure you’re missing out on the chance to write the best part of the story—the protagonist’s role. In an adventure, those roles are played by the player characters, and you have to be comfortable with that if you’re writing an adventure. Comfortable with the fact that, no matter how much work you put in on what you write, those NPCs are often just gonna end up being reduced to numbers and things to loot in the end. Comfortable with the fact that in a typical group, only the GM gets to actually read what you wrote—what the others at the table get to experience is more the GM’s creation than yours.

It’s weird, for example, seeing a bad review of an adventure you wrote and reading it and realizing that all the things the writer was complaining about are bad ideas introduced (unknown to the reviewer) by the bad GM. Or likewise, seeing a great review of an adventure you felt was terrible, because the GM was brilliant and turned a poor adventure into a masterpiece.

I’ve written a fair amount of short fiction, and have plenty of ideas for novels in my head, what I’m really looking forward to there is the ability to spend time with characters I have full control over, rather than spending time on the surrounding characters whose fates I have no control over… and to seeing more people check out my writing, I suppose.

5. Like some of your Paizo colleagues, you have a reputation for liking the dark and scary stuff. Yet I have a feeling you have some big, bad phobias knocking around in your imagination. What is your worst one?

I hope this doesn’t backfire, but the worst one is, hands down, clowns. I’m not a fan of crowds (and as such conventions tend to be high-stress for me), and tsunami are the most often-repeated themes in my actual nightmares, but clowns are the thing that distress me the most. Ugh.

Keep up with James’ latest hijinks at Bigfoot Country.

And if you missed yesterday’s Crossing the Streams book giveaway, check it out.

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: Jonathan Tweet

Jonathan Tweet.
Jonathan Tweet

Each week or so, I’ll pester one of my creative colleagues with five questions about his or her work. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

Like several other distinguished colleagues, Jonathan Tweet first came to my attention through the pages of Alarums & Excursions. I could tell he was smart, but it wasn’t until I moved to Wizards from TSR that we met in the flesh.

After he, Monte Cook, and Skip Williams were tasked with a revision of Dungeons & Dragons, Jonathan invited me on a stroll around the company’s “Mana Pool” and asked my thoughts on the new edition. When he actually implemented my suggestion—although I’m sure I was far from the only proponent of a single experience table—I figured he was sincere.

A few weeks ago, I noticed Jonathan’s Kickstarter for Grandmother Fish and asked him to talk a little about his new book and the last few editions of D&D and related roleplaying games.

1. Why is it important to teach kids about evolution?

First of all, the great challenge of human life, something that no other animal faces, is the imperative “Know thyself.” You can’t understand what a human is without understanding evolution. The theory of evolution tells us where we fit in the world of living things and how we came to be. Neil deGrasse Tyson says that acknowledging our kinship with all living things is “a soaring spiritual experience,” and I agree.

Second, for a hundred years intelligence has been rising from one generation to another, especially in the industrialized world. Most of this increase is driven by an increase in scientific thinking, and evolution teaches us to see living things from a scientific perspective. We desperately need some kids to grow up and save the world from the perils we’ve created. The kids who grow up to save us will be kids who understand science.

2. What elements of your background in game design came into play while writing Grandmother Fish?

A big part of my career has been inventing new ways to engage the imaginations of young people. My game Everway, for example, used imagery to inspire players’ imaginations. Grandmother Fish coaxes children to mimic the sounds and motions of our ancestors. They wiggle like fish and hoot like apes. That’s a trick for inspiring a preschooler’s imagination, for getting them to engage with the story they’re hearing.

Another part of my career has been making complicated concepts understandable to beginners. I’ve done beginner products for Magic: the Gathering, Dungeons & Dragons, Pokémon, Duel Masters, and other games. Grandmother Fish relies on that experience. Once again, I’ve figured out a new way to present complicated issues in an accessible way.

3. Two-thirds of the book is for kids, while the final third addresses adults. Do you expect to win over many adult Creationists with the book?

Creationists are committed to their beliefs, and if giant piles of scientific evidence haven’t convinced them that evolution is true, then Grandmother Fish won’t work, either. People believe things mostly for emotional and social reasons, which is why debates with creationists are so futile.

And that’s also why Grandmother Fish is designed to work on an emotional level rather than simply being factual. The book makes evolution personal to a child, and it gets them to love the idea that we are descended from animals. If kids like the idea of evolution, it will be easy for them to incorporate knew evolutionary knowledge as they’re exposed to it.

If you try to defeat creationism with evidence, it’s easy for creationists to get defensive and close their minds to whatever evidence you offer. But if you make evolution attractive and simple, it appeals on an emotional level, and emotions motivate humans more than abstract knowledge ever does. Creationism has suffered a lot because dinosaurs are so popular and appealing. In reference to dinosaurs and young-earth creationism, even Pat Robertson says that if you fight science, you’ll lose your children. Let’s make science popular and accessible, and people will naturally gravitate toward it.

4. Looking back on two versions of Dungeons & Dragons since the one you designed, how do you see the game evolving in ways you wish you’d thought of? And what elements of your version do you feel stand the test of time?

The classes in 4E are a lot better balanced than the classes in previous editions, and that’s a tremendous improvement. Spellcasters in general and clerics in particular are way too powerful in 3E. Fourth Ed also added the capacity for characters to recover lost hit points on their own, a concept that I launched in Omega World, my Gamma World variant from 2002. That’s a worthy edition to the system. The limit on healing in 4E is a huge boon to high-level play. In previous editions, it was too easy for high-level parties to replenish their hit points magically. I wish that 4E had been envisioned better so that it would have been successful. It’s unfortunate that the edition’s good improvements are largely ignored just because the overall edition was disappointing.

“Fifth Edition” looks like it will be more faithful to the D&D tradition than 4E was, and that’s good to see. It’s still going to be hard for Wizards to win back players, especially since they’re going up against Pathfinder, which is essentially an improved version of 3E.

It’s really heartening to see how many players are committed to Pathfinder. It’s been 14 years since 3E launched, and, in the guise of Pathfinder, it’s still the most popular version of the game today. No previous version of the game system has lasted that long. Our major accomplishment with 3E was giving players a tremendous amount of freedom, and that feature still resonates with players. For 3E, we ditched all sorts of limits: level limits by race, class limits by race, multiclass limits, etc. Players ate it up. With 4E, Wizards strictly limited what sort of characters you could create, and players rejected the system. The system that Monte Cook, Skip Williams, and I put together in 2000 still resonates because it’s the most open-ended version of D&D ever.

In 2013, Pelgrane Press released 13th Age, which Rob Heinsoo and I designed. It’s basically a version of D&D designed to give even more creative control to players and GMs. Mechanically, it’s simpler, faster, and better balanced than 3E, and it puts the players’ inventiveness ahead of the game system. Rob and I prefer RPGs that give players lots of creative authority, and that’s what 13th Age does.

5. If you could give every kid in the world a copy of Grandmother Fish and one other book (even if you had to write it yourself), what would the second one be?

The other book would be The Sneetches and Other Stories by Dr. Seuss. A universal problem in human society is tribalism, the conviction that one’s in-group is right and all out-groups are wrong. The story of the Star-Bellied Sneetches teaches children not to think that one’s own group is better than all the others. That book also contains “The Zax,” which is a lesson in not stubbornly insisting that one’s own way is right. That’s a similar lesson and also valuable.

Check out the Kickstarter for Grandmother Fish, which you can also follow @grandmotherfish or on Facebook and Jonathan’s website. You can peek at an early draft of Grandmother Fish here.

Creative Colleagues: Jaym Gates

Jaym Gates.
Jaym Gates

Each week, I’ll pester one of my creative colleagues with five questions about his or her work and, if I’m feeling wicked, deeply personal issues. Most of these folks are friends, a few are secret enemies, and one has been blackmailing me for years.

Jaym Gates hugs on first meeting. So, you know, brace yourself for that.

We first met in person at Gen Con 2012, but she’d already been attached to my then-latest Pathfinder Tales novel as publicist. She did a terrific job putting me in touch with podcasters and online magazines I’d never before encountered, and the work she did for Queen of Thorns was still helping me when she’d moved on to other ventures and King of Chaos rolled around.

Speaking of King of Chaos, Jaym was the one I consulted to make sure my descriptions of the horses and unicorn seemed reasonable to a woman who’s raised and trained the magnificent beasts.

Jaym is also an accomplished writer and editor, most recently of the anthology War Stories, which is charging toward its Kickstarter goal with about another week left to achieve total victory.
1. Before we met, we “met” when I heard one of the contributors to Rigor Amortis read her story at the Pure Speculation convention here in Edmonton. Something tells me there’s a story behind your first stint as anthology editor. Care to share it?

This is a where the “Jaym’s not allowed to make jokes on the internet” thing started. A couple of friends were talking about how passe zombies were, and I made some comment about how “it’s not over until there’s a zombie erotica anthology.” Even when people started getting excited, I figured I was safe, because no publisher would ever touch it. Then someone introduced me to Erika, who had a publisher who was willing to take a chance. The rest, as they say, is history.

3. While Edge Publishing brought out your first anthology, you’re Kickstarting your latest, War Stories, for publication with another traditional publisher, Apex. What’s easier and what’s harder about taking that route?

The easiest and hardest thing are actually the same, I think: Kickstarter allows the editors or authors more control in the final product. However, that also means that we’re doing a lot more than just choosing the stories. There’s still a safety net, but it’s smaller, and there are more balls to juggle. I mean, it’s great, it’s just more nerve-wracking.

4. Once again as a publicist, do you have a short and sweet summary of advice for authors maintaining their own websites?

CONTACT INFO. I can’t emphasize that enough. I can’t tell you how many times someone’s lost out on an opportunity I wanted to give them because I couldn’t find any way to get in touch with them. It doesn’t have to be a fancy website, just name and email. Seriously. Every author website that doesn’t have an email address makes a publicist weep.

War Stories.
Cover by Galen Dara

5. No one spends more than a couple of minutes with you without realizing you’re a warrior at heart, but as a writer what unique perspective are you bringing to the War Stories anthology?

The first part of that statement may have made my day. I think the unique perspective I bring is that of a person between the civilian and military world. I’m not military, but I’m very much influenced by many of my friends and family who are. Since one of the big problems now is that the average civilian doesn’t have any understanding of what a service member goes through, I hope my perspective might help.

6. You’re also a horsewoman. Since they are such a staple of fantasy fiction, can you offer a few helpful tips to writers on capturing horse behavior?

Horses are frequently like big dogs. If they’re raised right, they’re loving, loyal, sweet, and protective. They’re also frequently aggressive, prone to idiotic flip-outs, and goofy as hell. Each horse has a very distinct personality, so they’re an excellent way to add some color and distinction to your story.

Check out the War Stories Kickstarter and Jaym’s website.

Creative Colleagues: Christopher Paul Carey

Christopher Paul Carey.
Christopher Paul Carey

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.

Before I ever met Chris Carey, our mutual friend Pierce Watters told me we’d get along for several reasons, not the least of which was a shared interest in Pulp-era fiction and a non-debilitating academic background. When we finally met at PaizoCon in 2010, I felt as if I already knew him well, but I regretted we had so short a visit. By day Chris is an editor at Paizo, but by cloak of night he continues the adventures of Hadon of Opar, a hero created by the legendary Philip Jose Farmer.

1. I first discovered Philip José Farmer though Doc Savage: His Apocalyptic Life, which probably wasn’t the best portal. How did you first encounter his work? And which would you recommend as a great starting place for newcomers?

I came upon Phil’s work through the gateway of Edgar Rice Burroughs. From the ages of twelve to sixteen I devoured just about every novel of Burroughs’s then published, and early on during that period I discovered Farmer’s Tarzan Alive: A Definitive Biography of Lord Greystoke and Hadon of Ancient Opar on the bookstore shelves, both books being inspired, of course, by the works of ERB. I bought those up, along with the first volume in Farmer’s World of Tiers series, The Maker of Universes. I read the latter first and was immediately sold on Farmer’s writings. I think it’s a good place to start if you like adventure-based science fiction. But for the more groundbreaking work by Farmer, I might start with a novel like Night of Light or one of his short story collections. Farmer’s skill at writing short fiction is often overlooked.

2. Speaking of Doc Savage, who’s your favorite of the Fabulous Five? For those who aren’t yet fans, please describe the character and what’s great about him. (Bonus points if you can guess my favorite, and a scalding virtual stare if you can’t.)

Well, I’m going to guess Monk Mayfair, since isn’t he everyone’s favorite aide? Monk is the wise-cracking, hot-tempered, rough-and-tumble member of the group, who also happens to be one of the world’s most brilliant chemists. He serves as a welcome contrast to the rational, often Spock-like Doc Savage and provides a lot of humor by digging into his simultaneous rival and (in secret) closest friend, Theodore Marley “Ham” Brooks, the dapper lawyer of the group. Almost a Radovan and Jeggare thing, wouldn’t you say?

I read all of the original Doc Savage novels back in the day, and I was honored to contribute an essay to the deluxe hardcover edition of Farmer’s fictional biography on the Man of Bronze, Doc Savage: His Apocalyptic Life. I also loved Farmer’s Doc Savage novel Escape from Loki, which has many facets to it that often go unnoticed, because Phil liked to bury the bone deep. I’ve read little of [Doc Savage creator] Lester Dent’s work in recent years, though as far as pulp goes, my childhood love of Edgar Rice Burroughs is still as strong as ever, and I find the works of H. Rider Haggard to be much more rewarding to read in my adult years than I ever found them to be when I was a teenager. Haggard wasn’t a pulp writer, of course, though he often gets lumped in with the genre, as does Farmer. It’s true that Farmer’s first story was published in Adventure, and his next few appeared in Startling Stories and Thrilling Wonder Tales, but that’s just a technicality. I regard him very much as a modern, and if I had to label him based on his output, I’d probably put him in with the New Wave.

I should add that I don’t read only pulp. If you want to have breadth and depth as a writer, in whatever your chosen niche, you shouldn’t limit yourself as a reader. That goes both ways, I think. Don’t be too heavy all the time or too light.

3. Can you describe the process of collaboration with PJF and how your approach changed (or didn’t) after his death?

When Phil was still with us and I was completing his manuscript to The Song of Kwasin, the third novel in the Khokarsa (aka Ancient Opar) series, I had the golden opportunity to ask him questions. “How would you like the novel to wrap up, since this is the conclusion of a thematic cycle?” “How would you feel if I added this or that?” “You have this or that in your outline, but over here in one of the prior novels in the series you say this contrary thing. How about if I reconciled it like so?” Phil was retired from writing at that point, and his health was in decline. I received more feedback toward the beginning, when he was feeling better. He let me know what he wanted to happen at the end of the novel, and told me to drop certain elements from his original outline because he no longer thought they worked. But he also told me to do what I thought best for the novel. That was simultaneously a huge confidence builder and terrifying. I mean, this is the guy who transformed the face of science fiction with his story “The Lovers.” I touched base with Phil while I was in the process of writing, sending him batches of chapters, which his wife read aloud to him, and visiting him at his home in Peoria to let him know how the manuscript was progressing. Hearing back from Phil and his wife Bette that they loved what I was doing with the story provided probably the biggest morale boost I’ll ever get as a writer.

After Phil, and then shortly thereafter Bette, passed away, the process of continuing to write installments in the Khokarsa series was the same, but without having that golden opportunity to ask him questions. I’m a pretty much a purist when it comes to the established continuity and strive to remain in the spirit of what went before in the series. So I do a tiring amount of research and fact-checking for each story.

But I also know that Phil was a big believer in innovation as a writer. He was disappointed with the lack of creativity in some of the shared-world stories that were spun off of his own work during his lifetime. When I asked Phil what his single most lasting impact on science fiction was, he responded, “Giving younger writers the courage to come forward with new ideas as I did with ‘The Lovers.’” I’ve taken that advice to heart and keep it in mind while I’m working on the stories in the series. Thus, in my novella Exiles of Kho, a prelude story set eight hundred years before the main series, I was more comfortable adding some new major elements to the mythology. Khokarsa is a matriarchal society, and yet in the original novels by Phil, we never get to see anything from the viewpoint of the priestesses or learn any of their esoteric secrets. So I chose for my protagonist the priestess-heroine who discovered the valley of Opar, and we finally get a glimpse of some of the hidden knowledge and inner workings of the temple of Kho, the Mother Earth goddess. In Exiles of Kho and the upcoming Hadon, King of Opar, I also address the topic of prejudice in a society that permits slavery. This will play out even more in Blood of Ancient Opar, which is due out next year. These are topics that I’m sure Phil would have tackled had he been able to continue the series, and I try to think of how he might have come at them from unexpected angles that also would have been appropriate to the continuity.

Hadon King of Opar.
Cover by Bob Eggleton

4. Since you’re a fan of “Pulp” fantasy, what’re a couple of lessons contemporary fantasy authors can learn from the masters? That is, one thing we should do more like them, and one thing they did that we should never try.

Don’t be afraid to let tradition inform your writing, but don’t let it restrain, limit, or blemish your work either. In other words, embrace the mythic structure and modes of the storytelling of those masters, but move them forward either without the prejudice on display in those earlier works or by addressing that prejudice directly.

5. Now that you’ve written in the Pathfinder setting, for which you’ve been an editor for years, how much do you feel your insider status helps and/or hinders you creatively?

In terms of writing for the Pathfinder campaign setting, it mostly only helps, since I have a legion of experts within earshot every day I’m at the office. Of course, that’s also hugely intimidating. But when you’re writing shared-world fiction, you either get a thick skin and learn how to work creatively within an established framework, or you don’t do it. The idea that writers of mainstream and other genres outside of science fiction and fantasy aren’t limited by the boundaries of setting is ludicrous. To write a meaningful story, you need to have things you can do in the story and things you can’t. To do otherwise, well… let’s just say that’s not a story I’d be interested in reading.

Because the number of limited-edition copies is determined by pre-order, you can and should pre-order Hadon, King of Opar from Meteor Press right this minute. That is, by the end of June. And you can follow Chris on Twitter.