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.

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: Fred Fields

Fred Fields.
Fred Fields

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.

I first met Fred Fields at TSR, when I was in periodicals and he in the art department. We didn’t spend much time together, but he was always friendly and cool, and nearly every month I’d see his latest work on the cover of one of our latest products. His was one of the styles that helped define the Forgotten Realms novel line.

Fred has recently launched a Kickstarter campaign for an ineffably beautiful and hideous Cthulhu dice tower, available unpainted, airbrushed, or painted by the master himself. Check it out, especially the video of his sculpting the tower.

1. As an artist who often uses life models, you also envision some unearthly subjects. Do you draw purely from your imagination? Or do you start with a real object/creature and add variations?

Well, you hit on an interesting point. Mixing photo reference and imagined things and making them look like they belong together is a challenge. If I take photo reference of people, props, costumes, and places, then how do you make the imagined creatures artistically fit into the mix? Early in my career I would just make up creatures. They never really looked like they belonged in the paintings with the other characters. I know that some illustrators would sculpt their creatures. I knew I could sculpt a bit so I started sculpting small maquettes. I’d sculpt monsters and photograph them in the same lighting that I shot the characters in. Suddenly the monsters seemed to not only belong in the painting but they became more believable. More alive!

2. Many illustrators of the fantastic are drawn to the Cthulhu mythos. What is it about those subjects that most appeals to you?

Well, I came late to the party. I was not a big reader as a kid. I started listening to audio books while I work. I decided that there were a ton of classics out there that I needed to explore. “The Call of Cthulhu” was one of those classic stories. When I worked for TSR, I did a painting for a cover depicting a mindflayer. At the time I’d never heard of Cthulhu. Once I became aware of the story that visually influenced the mindflayer, I really wanted to paint a Cthulhu. There are so many different ways that he has been depicted. The descriptions in the story are just enough so as to let the imagination fill in the dark and slimy blanks. I think every illustrator enjoys depicting a classic character while putting their own mark on it, especially if it’s been depicted by some of the great illustrators. It’s like walking in the footsteps of giants.

4. Since you weren’t a big reader, what attracted you to fantasy illustration? Who were some of the artists whose works drew you to embrace their subject matter?

I always had an affinity for Fantasy movies. I grew up on Jason and the Argonauts, The Seven Voyages of Sinbad, Dragonslayer, Bakshi’s The Hobbit and Fire and Ice. I was fairly young when my parents bought for me the first two Fantastic Art of Frank Frazetta books. I’m not sure why they knew I would like it, but it was my first glimpse into the world of fantasy art. In fact it was my only window. I pored over those books. I knew every brush stroke of every painting. My drawings began leaning toward what I was seeing. Every time Frank put out another art book, I bought it. I was really limited to the books that the local book shop carried. I later picked up The Fantastic Art of Boris and Michael Whelan’s first art book. It wasn’t until I was older that I began looking back in time at the works of the old masters.

4. Working in different media can require a writer to adapt mentally, but I can hardly imagine how difficult it is to move between sketches, paintings, sculptures, and other visual arts. How do you adapt?

I actually find each shift as a breath of fresh air. If I’ve done several paintings in a row and get a chance to do a sculpture, it’s a welcome change of pace. Sketching is the foundation for both paintings and sculptures, so I do that rather often. Honestly I see the different disciplines as different spokes of a common wheel. It’s all art to me. But if I go too long without painting, I get anxious and grouchy.

5. Just as writers draw inspiration from films, often for their scripts and performances, I imagine the same is true for visual artists. Are there particular filmmakers whose works inspire you? Art directors? Make-up artists? Special-effects?

I draw from a lot of different places; paintings, film, stories, song lyrics. My favorite films don’t necessarily inspire me artistically. Some do but most don’t. The Godfather isn’t going to give me ideas of how to paint a wizard. I do sometimes seek out genre movie to fit a project. I appreciate CG art and effects when it’s believable. I appreciate directors who know how not to overdo the CG art and effects. CG art and effects should be used to enhance a movie, not overwhelm me or distract me from a bad story. I appreciate make-up special effects. Back in the TSR days, I had a subscription to Fangoria Magazine.

I think that when it comes to inspiration it isn’t so important where you get it from but that you get it and on a regular basis. You can’t just continue to take from the creative tank. You have to nourish and replenish the tank and do it often. I get more inspiration from a Museum than anything else. It makes want to rush home and paint.

Check out Fred’s Kickstarter, and keep tabs on his future projects at his 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.