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Monday, December 2, 2024

Mini review: And the Mighty Will Fall, by K.B. Wagers

 And the Mighty Will Fall, by K.B. Wagers, is an enjoyable, exciting, occasionally intense, adventure set in space in the semi-near future. Earth is still the center of human civilization, but it has numerous outposts. Mars was settled long enough ago to be on the brink of winning its freedom after a lot of struggle, pain, and deaths. The protagonists of this book are members of the Near Earth Orbit Guard, kind of like a space coast guard, dealing with terrorists who take over a large orbital platform in order to make a violent political point.

This is actually the fourth in a series, but billed as a stand-alone novel in that universe, and I thought that was quite reasonable. Information was given as needed to understand what was happening, and I had no trouble with distinguishing the major characters or following the action.  I do take issue with descriptions of this book as "Die Hard on a space station" because that led me to expect a heist twist, which never happened  the terrorists really were terrorists, intent on sharing their pain and grief. 

I was interested that in using a coastal-type guard that often focuses on saving lives, Wagers had their characters extend a few more chances for redemption to some of the terrorists than  I would have expected if they had been serving in a more militaristic space navy or army. Most of the terrorists were intent on taking revenge for people they'd lost in the struggle for independence, but some were able to see the futility and cruelty of their own acts, and work to avert more tragedy.

Shaun Duke and I interviewed K.B. Wagers about their work recently on Shaun's Twitch network. This interview will eventually appear on YouTube and as a podcast, but for now, here's the Twitch link:
https://www.twitch.tv/videos/2308665562

Enjoy!

Saturday, October 26, 2024

Review: The Body in the Lighthouse, by Kate Hardy

Storm Publishing put me on a list of automatic approvals for ARCs this year after I gave a positive review of KJ Charles' Death in the Spires, a mystery set in England in 1905. Storm apparently focuses on murder mysteries, however, judging by the notifications I've received; and although I love that genre, I've been very busy reviewing science fiction and fantasy for Skiffy and Fanty and have let most of those opportunities pass.

Cover of The Body in the Lighthouse: A Georgina Drake Mystery Book 4, by Kate Hardy. Features an A-frame house on a beach, in front of a red and white lighthouse tower.

During a brief lull in my genre commitments, however, I had the chance to look at Storm's offerings, and decided to read an ARC of The Body in the Lighthouse, by Kate Hardy, being released Oct. 29. Described on the cover as "a gripping cozy mystery novel," it's the fourth in a series, but I decided not to let that stop me. 

I'm happy to report that this novel stands on its own perfectly well; there were quite a few characters to keep track of, as well as a previously begun and now developing romance, but I never felt lost or even slightly confused. Hardy explains context for what's happening without belaboring the points, so I was able to step in and hit the ground running. Well, maybe jogging would be a better word -- things do happen in this book, but at a comfortable trot, not a flat-out run.

Importantly for me, the protagonist, Georgina Drake, is likeable and interesting. She's an older woman, a widow and professional photographer, with a springer spaniel, a trio of female friends, and a fairly new relationship with a handsome Detective Inspector. She loves flowers and food and trading literary quotes with DI Colin Bradshaw and other people.

I was a bit startled to discover on the first page that Georgina also sometimes hears a ghostly voice through her hearing aids, since the book's promotional copy didn't hint at any supernatural elements; however, this ghost is more of an occasional visitor who can sometimes give helpful tips, rather than granting leveled-up supernatural detection powers to Georgina. Mostly, Georgina just talks to people and gets them feeling comfortable enough to open up to her. Certainly, this novel stays firmly in the cozy subcategory of mysteries rather than veering into the spooky or scary. 

Unlike another British novel I read recently, which I didn't even realize was British (I'd assumed Appalachian) until nearly the end, this book is firmly grounded in the here and now, despite ghostly revelations. I particularly enjoyed reading about the architectural details encountered in various buildings and towns. Even though the murder site is in a town made up by Hardy, it had a solidly local feeling, with discussions of priests' holes, historical smuggling and wreck-salvagers, and current development woes.

Oh, yes, the murder site. Actually, Georgina and Colin stumble across two dead bodies when he accompanies her to a photo shoot at a picturesque lighthouse; the owner seems to have fallen victim to carbon monoxide poisoning, but Georgina's dog also digs up human remains that had been buried on the property.  [This is all mentioned in the promo copy, so no spoilers here.] Colin reminds Georgina about the rules against interfering with police investigations, but there's no harm in asking questions, right? Seriously, I do enjoy how carefully Georgina and Colin are navigating their new relationship, thinking about what they can assume and what they need to ask each other about, and tell each other (he doesn't know about her ghost friend yet).

This is partly a cozy mystery because the primary victim was reportedly a terrible person; readers need feel little sympathy for him aside from knowing that violence is rarely the best way to solve problems; since he  was so awful, there are lots of suspects, so Georgina gets to have lots of conversations with relatives and townsfolk as Colin goes through the police routine. The buried remains are another story, but eventually there is closure for all the threads.

This book provides a very enjoyable light read. The plot elements are intriguingly entangled, but the connections make sense once revealed; historical and architectural details give a good sense of place; characters are distinct, the romance is progressing nicely, and the protagonist is fun. Really, the only qualm I have is that Georgina the professional photographer is surprisingly agreeable to delay telling her magazine that there won't be any lighthouse photo package due to the owner dying, but maybe that's just because I've been an editor much longer than I was a reporter. ("Oh no! What will be the next issue's centerpiece NOW?")

I'd be happy to try another Kate Hardy novel when I have time for another cozy read. Indeed, I see that Hardy won three Romance Novelists' Association awards in the last 20 years. Additionally, under her real name of Pamela Brooks, she's written more than a dozen books about history and legends, so that helps explain how Hardy's novel feels real.


Content warnings: Dead bodies, blood; child endangerment, past abuse; character's bigotry (negatively portrayed). 

Disclaimer: Free eARC for review from publisher via NetGalley.

Thursday, October 17, 2024

Interviews: Double-Edged Sword & Sorcery

“Two novellas, bound in one book. Mongol-inspired Sword & Sorcery. A claustrophobic, pressure-cooker siege, and a caravan striking out under an open desert sky. Orhan the Snow Leopard and Goatskin the nomad. Dariel Quiogue and Bryn Hammond.”
 from the Backerkit page for Double-Edged Sword and Sorcery

I'm excited by a new project from Brackenbury Books: Double-Edged Sword and Sorcery. Oliver Brackenbury is the editor of the New Edge Sword & Sorcery magazine, of which I enthusiastically reviewed the first few issues in November 2023, for The Skiffy and Fanty Show blog. ("Last year, I became aware of a debut magazine called New Edge Sword & Sorcery, which aimed to revive the “outsider protagonists, thrilling energy, wondrous weirdness, and a large body of classic tales” of this old subgenre of fantasy with a focus on inclusivity and diversity (of both characters and creators).")

Do you remember the old Ace Double Books, dear reader? I do! My SFF-loving daddy had quite a few of them. These were the old two-books-in-one paperbacks, bound together head-to-toe style so that you'd finish one short book, reading through to the middle, then flip it over, and read a whole new story, usually by a different author. This way, each of them got their own front cover and equal billing. (This was back when genre books were usually short, not the typical doorstoppers of today.)   

After following NESS #0-2 with two more upcoming issues of NESS and an anthology of spicy/romantic S&S stories, Brackenbury is bringing back the doubles format with a book that comprises two novellas stuck together head-to-toe, with characters who've caught readers' interest in the first few magazine issues. They're both centered on  Asian adventurers, but Dariel Quiogue's Orhan the Snow Leopard and Bryn Hammond's Goatskin the nomad are very different characters, written engagingly but in very different styles. I'm looking forward to seeing more of each of their journeys.

The project successfully crowdfunded at over $9,000 raised as of Wednesday, including an extra Orhan story for all crowdfunders and bookmarks for all physical copy backers, plus some poems coming from Hammond if about a dozen more backers join. The stretch goals are colored spray edges (like old-fashioned paperbacks) at $10,600, and a two-page art insert between the novellas if the campaign reaches $12,800. The Backerkit campaign concludes on Saturday, and I'd really like to see it get a little more support.

To that end, and because I like talking with writers and editors about the craft, I emailed questions about the project to Brackenbury, Quiogue and Hammond. Please read on and enjoy, share if you're so inclined, and back the project if you have the funds and interest. (Answers have been very lightly edited for format, e.g. making everyone's dashes the same style.)

Oliver Brackenbury, editor, NESS, DESS and more

Oliver Brackenbury, photo by Ardean Peters
Q: How did you come to select a Mongol-inspired Sword & Sorcery theme, and these two authors and novellas in particular, for this book?

A: In short, because it's a fascinating culture & period of history, Asian set S&S is almost always rooted in Chinese or Japanese historical inspiration, and because it allowed me to pair two authors I love in one book, writing characters I'd seen people react strongly to in our magazine, each exploring basically the same setting in their own unique way.


In detail, it was an organic product of how the magazine began, and grew into book publishing.

The magazine started with a sweat equity prototype issue #0, available free in digital and priced at cost in soft/hardcover, and the table of contents was drawn almost entirely from a single online community where a bunch of us had strong feelings about how to take Sword & Sorcery into the future.

This included two authors who set their stories in Mongol-rooted settings yet write with totally unique voices: Bryn Hammond writes the nomad Goatskin having adventures in a more fantastic version of our world, while Dariel R.A. Quiogue writes the deposed warlord Orhan the Snow Leopard's adventures in a secondary world heavily rooted in the same setting & time period  that of Genghis Khan.

Bryn is a respected, published scholar of historical non-fiction about that period, while Dariel is an amateur student of the era with over ten years experience writing fiction set in it. Bryn writes in a awe-inspiring, poetic, Weird-with-a-capital-"W" style, while Dariel specializes in pulse-pounding stories that astound with their action. Both can bring the full spectrum of Sword & Sorcery to a tale, but those are some of their specialties.

As part of the crowdfund we actually did a short story panel discussion livestream where we analyzed one Goatskin and one Orhan story, getting deep into what makes them worth reading'.

But yes, having organically lucked into working with two knowledgeable, skilled authors  and great people  writing with complementary voices in a similar setting, Mongol S&S made perfect sense to me for this pairing of novellas.

To the novella format itself, many have correctly said before me that the pacing, episodic nature and other genre elements of Sword & Sorcery make it ideally suited for shorter tales. Wanting something more "Book" than a short story or novelette, which are much harder to get reviewed or even read, to me the logical format then is a novella. Bind two of them together in a Double and hey hey, you've got a wordcount that contemporary Fantasy readers without a prior investment in the genre might feel more comfortable with.

Q: My father had a bunch of old Ace Doubles, which I remember fondly. What fun to read a short, snappy story, turn the book over, and then read a whole new story! Have you encountered many old Ace Doubles yourself? Is that what gave you the idea for packaging your second Brackenbury Books publication this way, or was it more because of the practicality of printing two novellas in one blow? Or some other reason?

A: I'm lucky enough to live in a large city with a vibrant second-hand bookstore scene, so I've come across a decent amount of Ace Doubles in the flesh and have added a few to my personal library. I very much had them in mind, as well as some contemporary riffs on the format in other genres such as Shortwave's horror novelette pairings in the Split Scream series. So yes, I was indeed inspired by them.

However, there was also absolutely some practicality in play. Brackenbury Books is barely two years old, a real baby of a publisher, the idea of saving money on printing while making the more economically lucrative traditional printing more in reach was an appealing one. Being able to, once the print run is paid off, deduct expenses from the full sale value of the book makes a big difference in both what profits the company makes and how much we're able to pay our authors in royalties. With print-on-demand you're always starting from the value of the book minus printing cost, since there is no print run, just eternally printing...on...demand.

But yes, it's also just fun! Art direction is one of my favorite things in publishing, so getting to commission two original covers and two full page interior illustrations doubles my enjoyment for sure. Add in the creative reasons given in my last answer and doing a double felt like a no-brainer.

Q: Does the tête-bêche head-to-toe flip printing make production a lot more complicated than just giving both books the same orientation, one after the other? (But it’s cool that this way, both authors/stories have equal weight/promotion, with two full covers, one on each side.)

A: Blessedly it's as simple as laying it out normally, rotating and reversing the page-flow of one half, and voila! Shout out to my talented friend & collaborator Nathaniel Webb, who does our most excellent layout & design.

Q: You've hit the basic funding goal with a few days to spare; congratulations! The stretch goal of spray color edges also seems feasible; does that have any functionality like making the books last longer, or is it just aesthetically pleasing? Also, the stretch goal of two pages of full-color illustration inserted between the novellas is desirable, much nicer than the cigarette ads, etc., I would see in the middle of some Ace Doubles, but is it realistic to hope for the kind of last-minute surge in backers that it would take to make that happen? 

A: Thank you! It feels great to have had this many people show this much faith in what we're doing. I don't know that the spray edges make the books last longer, however, going by some classic paperbacks on my shelf, the color can still be quite vibrant even fifty years later. As for our art insert stretch goal, it's certainly a lofty one at this point in the campaign but...never say never. If nothing else it exposes our audience to Sajan Rai's art, which is good because it's only a matter of time before I work with Sajan on something I publish. Dude is too unique & talented not for me to keep pursuing that.

Heck, as I finished typing this answer a kind backer who was already pledged for a hardcover just upped their pledge by another $40; not buying anything extra; they're just showing they want us to succeed as much as possible. With that kind of positive energy being directed our way, who knows what we might achieve?

Q: This is the second Brackenbury Books publication (as opposed to New Edge Sword & Sorcery Magazine). The first was the Beating Hearts & Battle-Axes anthology, which easily funded successfully on Backerkit in July. Do you feel like you’re starting to establish a solid foundation as a new publisher, or is there no such thing?

A: I feel like I should knock on wood before I answer that definitely this year giving us three for three in successful crowdfunds, with the first at just under 200% funding, the second at 151%, and the third looking to land somewhere comfortably north of 100%...it ain't bad, that's for sure! My goal is very much to make this what I do for a living, to eventually be able to have paid employees, and further increase what we're able to do for our authors & artists. This year feels like a solid step toward all that.

Q: Has BH&B-A been delivered to backers yet? And are NESS #3&4 still on track for the revised November fulfillment?

ABeating Hearts & Battle-Axes, our spicy/romantic S&S anthology, is still being edited, as we expected it to be at this point. Everybody involved is working hard to get the anthology and the magazine issues to our backers before the year is over, and we'll keep people updated if anything prevents that. To the magazine in particular, the printer has been paid, their presses are hard at work, and issues should be put on the boat to cross the Pacific before the month is over. How the waves, and US customs, treat us is outside of my hands, naturally, but we'll keep people updated if any delays occur. Honestly, considering everyone involved is doing this in their spare time, not as their job, I'm quite proud of what we've been able to accomplish so far.

At the table where I write this, there sit final proofs of NESS 3&4, unbound but otherwise finished softcover editions. Flipping through those, seeing the assembly of what's only been so many disparate files on my computer until now, gives me faith that whether our backers get the issues sooner or later, they'll feel it was worth the wait.

Q: What’s next for you, Brackenbury Books, and/or NESS?

A: After we finish this crowdfund, I reckon...a nap. In my madness I chose to raise a puppy through its first year of life in the same year I expanded the magazine into a book publishing business, so for me sleep has definitely become something other people get to have.

But, beyond the steadily fulfilling the year's crowdfunds, work has already begun on 2025's issues of the magazine, and rough plans for publishing some S&S novellas next year - two of which will be second volumes in episodic series kicked off by those in the Double - are taking shape. Other than the magazine and the novellas, it all comes down to me sitting with a pile of index cards, one for each potential publication, and really figuring out what else we can accomplish next year.

We shall see what that is! 


Bryn Hammond, author of the Goatskin the nomad stories (and more)

Bryn Hammond
Q: What led to your fascination with sword-and-sorcery and to your specializing in stories set in the Asian steppes?

A: Sword & sorcery is a style of fantasy I enjoyed when young, and I happily got neck-deep when I found there was a revival going on. There was a stack I liked about New Edge Sword & Sorcery Magazine and the ideas of the people behind it: not just its conscious pursuit of ‘a wider swathe of humanity’ than traditional sword & sorcery was famous or infamous for, but I was in sync with much else. Oliver [Brackenbury] and I saw eye to eye on a certain joy that we feel belongs in sword & sorcery, a life-affirmation, if I have to use those words, that isn’t so nasty, short and brutish. The magazine, crucially for me, isn’t tongue-in-cheek about its subgenre, it’s straight-up sincere. The community drew me in, further than I meant to go …

Before that I’d been self-publishing historical fiction that isn’t terribly commercial but that I invested heavily of myself in. That’s set in the Asian steppes, which I had been attracted to too far back to analyse why. One of my early memories is getting my hands on Anna Comnena’s Alexiad young, and being entirely won over by her Turkic antagonists. It’s a Byzantine history of the 11th -12th centuries, and they have a lot of run-ins with Seljuq Turks, straight off the steppe. That was certainly a milestone in my steppe craze. Another was going straight for the Attila and the ‘Zingis’ (Genghis) parts of Gibbon’s Decline and Fall of the Roman Empire. I can’t remember which I stumbled over first, in my teenage years.

Q: Goatskin is often irritated by people but has learned a lot about different cultures in her wanderings. She’s enough of a leader to be deferred to as a respected caravan guide. She’s very complex, far from the naivete one might expect from her rural background and the rustic clothing that generated her nickname. How did you come up with this intriguing character?

A: I’d say she’s mostly irritated by settled folk who condescend to her as a nomad from a people of goatherds, or she’s irritated by those who hire her, when they don’t know how to live in what they think of as the wilderness. But also she likes to be alone, solitary wandering is her preference. I wrote her that way as a woman who thinks of myself as a loner, mostly, who shares that preference for solitude.

And I’m conscious of how women, when they are dropped into adventures to feature, are often grouped, given company  like when the Doctor in Doctor Who suddenly had several companions when she regenerated as a woman for the first time. As if she can’t hold a story down with one other. I think of Rebecca Solnit who writes magnificently on walking, and put that in light of recent discourse on women walking in public spaces, in isolated places. Walking has been so necessary in my creative life, and in my practical life since I’m a woman who lives alone and doesn’t drive. Goatskin gets to wander as freely as Conan does, on her own, and that’s important to me.

I wanted her to be an intelligent person who has listened and learned, although not literate – she’s from an oral culture, and she dodged education in the schools that assimilate and convert her people. In the same vein, I make her bandit girlfriend, a commoner, a ex- villager, notably philosophical. This is quite deliberate.

Q: In the two Goatskin stories that I’ve read, “The Grief-Note of Vultures” in NESS #0 and “Sister Chaos” in NESS #2, I appreciate that although there’s plenty of action and combat, Angaj-Duzmut (Goatskin the nomad) solves some problems creatively and some through talking, rather than just facing everything head-on with her weapons. What’s your process for putting Goatskin into predicaments and figuring out resolutions?

A: Yes, I’m never going to be a swords-first writer, clobber them on the head and that resolves your plot. For one thing, my monsters tend to have a case, and Goatskin is as likely to learn a sympathy for them and she might end up on their side. If I have a pattern, that’s it. I start with the monster and its meaning, what I want to say by that piece of weird, and work outwards from there to how Goatskin encounters it, what changes for her, what she takes away.

Q: I also appreciate the warm and sexy relationship, on- and offscreen, between “Duzzy” and the many-named bandit leader. But will readers find out whether it’s a committed partnership, or if other entanglements are possible when Goatskin is off on her own solo adventures? 

A: It might be spoilery of another story to answer that one. I have a novelette out early next year in an anthology of sword & sorcery & romance, Beating Hearts & Battle-Axesagain from Brackenbury Books. It’s set early in their friendship, and her girlfriend drops the c-word on her, commitment.

But I’ll say she only asks for a loose commitment, no clause to exclude other flings ― she specifies she won’t hassle Goatskin about those. Obviously she’s had far more experience than Goatskin and has been fairly casual in the past. Still, it’s her bandit girlfriend who seems most tenacious of a partnership, sometimes, as may come across in Waste Flowers.

I’ve wondered about this question myself. It hasn’t happened in the few stories I’ve done, but in the one I’m plotting, subsequent to Waste Flowers, it’s an issue. That’s a bit of a tease of an answer.

Q: Will readers ever learn why Goatskin left her mountainous homeland, whether it’s just wanderlust or if she has some more urgent, personal reasons in her backstory?

A
: There’s a glimpse of this in Waste Flowers. Both Goatskin and her bandit girlfriend are 
forced to look back and  with different levels of reluctance  reveal the old stories as to why they had to leave their home mountains or their village as girls of fourteen or fifteen.

Q: I enjoyed the weirdness of the creatures Goatskin encountered in the stories I’ve read so far. Will we see more of these oddities in Waste Flowers? Are some of them drawn from specific Mongol legends, or more generally inspired by stories from the steppes?

A: There are certainly more of these oddities in Waste Flowers. Most of the weird I’ve written so far, or mean to write in future for the Goatskin tales, does come from the Mongol imaginary or adjacent cultures, is based on or at least sparked by a Mongol conception. My monsters  although ‘oddities’ is better  try to throw light on a piece of that world, too. I want them to function as part of my world-painting, to contribute to an understanding of world view, not to be random. I guess it helps that my monsters tend to have a point.

Q: Is your scholarly work (Voices from the Twelfth-Century Steppe; and Secret History of the Mongols) a resource for your fiction? Does anything flow the other way, from the creative toward the academic, such as what topics you choose to research and study?

A: [amendment: my Voices is about the 13th-century text, the Secret History of the Mongols]
They go hand-in-hand. Voices was commissioned by Simon J. Cook at Rounded Globe, because he liked my historical fiction: he encouraged me to write a novelist’s-eye view on interpretation of primary sources, in this case the Secret History of the Mongols. My blog posts which sometimes burst their seams originate in research for my fiction, but one becomes committed, beyond the novels, to historical investigation for its own sake. I began to care as much about how Mongols are written in our history, about the historiography of it. I have ambitions to do a reception history of Chinggis in English.

Q: Please share a little about your Amgalant novels.

A: Amgalant closely follows the Secret History of the Mongols, which is the chief Mongol source on the life of Chinggis Khan. It’s a history told with epic flourishes, a painstakingly honest history assembled from communal memoirs, back to those who knew Chinggis Khan. It’s oddly intimate. It’s strikingly humane in its focus, as in concerned with human things. It’s strong on speech and on interaction, like a novel itself. It dips into the style of oral epic to lend its subject grandeur, but only at finely judged moments  not to obscure the reality.

This fascinating text I set out to put into a novel version, being as faithful as I can to its matter, to its style, and to its positions  its angles on the story, the things it cares about.

Q: Can you say anything about whatever works you’re developing now?

A: I’m writing a second Goatskin novella. Oliver Brackenbury has said in public that he’d like to follow up next year with another instalment from both Dariel and I, if this crowdfund goes well. However it ends up being published, I’m irrevocably engaged in the next, titled What Rough Beast?, which I hope is a leap beyond Waste Flowers. It’s even more personal a story for Goatskin. 


Daniel Quiogue, author of the Orhan the Snow Leopard stories (and more)
Dariel Quiogue
Q
: What inspired you to focus on what you call “Forgotten Asia” stories? What drew 
you to the Sword & Sorcery subgenre in general?

A: My fascination with Sword & Sorcery started first, when my sister gifted me one weekend with a copy of Conan the Swordsman (by Lin Carter, Bjorn Nyberg & L. Sprague de Camp) and Edgar Rice Burroughs’ A Fighting Man of Mars. It was the very same year Star Wars came out, so I developed a taste for swashbuckling adventure tales in exotic settings early on  I was ten years old at the time. That dovetailed with early introductions to Homer’s The Odyssey and Herodotus’ Histories, Arthurian tales – Boorman’s Excalibur came out only just a few years after – and at the time, our TV stations would show sword and sandal films every Holy Week. So I had a taste for historically-flavored adventure.

As I started writing and playing fantasy role playing games, I noticed the dearth of material with Asian inspirations that were not Chinese or Japanese. From Araby and Asia Minor to Xinjiang, from Siberia south to Ceylon and Southeast Asia, there was a yawning void  and being Southeast Asian myself, I thought, hey, this could be my field.

Q: One of the two novellas in Double-Edged Sword and Sorcery will be your Walls of Shira Yulun in which your hero Orhan is “trapped in a besieged city” while striving to keep an old promise. Crowdfund backers will also get a loosely related digital exclusive Orhan story, “The Shaman’s Blood Price.” I see that you have another story coming in NESS #4; will that be another Orhan story? What fascinates you about this character?

A: Yes, my story in NESS #4 is also an Orhan Timur story. I think there are two main reasons that make make this character so fascinating and easy to write for me. Number one, he’s got a powerful, clear-cut and constant motivation – he’s been overthrown by his own sworn blood brother, that’s a really serious breach in Mongol culture, and he wants revenge; at the same time, his former blood brother is always scheming to get rid of him, so he’s always in danger. At the same time, I get to contrast that long-term motivation with his more human side, the two are often in conflict, and he’s often in situations where his pesonal code will cause him to torpedo his own long-term goal.

Second, he has a very wide playing field to have adventures in  practically all of that West to East gap I mentioned earlier in talking about Forgotten Asia. So I can have Orhan Timur adventures set anywhere from my secondary-world equivalents to Persia, the Tibetan highlands, Northern India and of course the steppes. In that regard he’s like REH’s Conan, he can wander across most of his known world, though I’d say he’s different in that his wanderings are more driven.

Q: In “The Curse of the Horsetail Banner” in NESS issue #0, Orhan is alone, recently betrayed and deposed, although he eventually makes a sort of alliance. In “The Demon of Tashi Tzang” in NESS #2, he’s alone again, but receives aid from some unexpected people. If he is ever to regain power, he’ll need to build some lasting support. Will Orhan eventually start building and leading teams, or will your stories keep focusing on Orhan the fugitive? Is his loner status partly just a function of what Sword and Sorcery stories are, and the kind of character fans want to read about?  

A: That’s a good question. I believe most of my stories will focus on the time between Orhan’s deposition and his final destiny, which I won’t reveal yet. Partly that’s because I feel Orhan-in-trouble fits the needs of a pulp-styled Sword & Sorcery story best; it’s when he’s at his most driven and desperate. For me, affirmation of values like self-reliance, the ability to survive the toughest trials both mental and physical, and indomitability are core Sword & Sorcery values  and they’ll be tested more with Orhan as fugitive than with Orhan as Khagan.

There have been stories wherein Orhan tried to build support, a power base from which to regain his throne – but things always happen. In my story "Valley of the Yellow-Eyed King" Orhan has united the bandits of the mountains and is forging them into an army, but then he gets called away to hunt down a demon tiger. The novella The Caves of Koro Shan is set after that, and shows the aftermath of his (unintended) long absence from that warband. Both stories can be found in my collection, Track of the Snow Leopard.

Orhan Timur, being based on Genghis Khan, will of course never stop trying.

Q: I love your combination of descriptive passages of scenery and temples, etc., combined with the hard-hitting action scenes. They feel very grounded in details, with vivid word choices. What can you share about your writing process? Do you outline plots and fill in details later, or start with a vivid scene and then follow it forward and backward in time, or what?

A: Thanks! Part of that I believe is because I have a really visual imagination  when I’m writing I often see things like a movie playing in my head. Also I make sure I have a good visual library to draw on when writing – I research locations that are analogous to my settings, plus I used to have a big collection of National Geographic magazines. For vivid writing, there are no better teachers than Robert E. Howard himself – he really knew how to choose and pace his words. Refinements to that I learned from reading Leigh Brackett, David Gemmell and others,
and when I wax lyrical, I believe I’m channeling Tanith Lee.

As for my writing process, I’m a trying-to-reform pantser. I can’t seem to work with detailed outlines, but I do a lot of preparatory work before drafting; though sometimes I’ve written an opener, just a few paragraphs, then do the background work, including a very rough outline, after doing the opener. Stories usually start out as a what-if premise, often based on a historical event or snippet of mythology. Then I research and take notes – like for Walls of
Shira Yulun I bought Osprey Books’ Siege Engines of the Far East Volume 1. Sometimes I have to kill a story premise and do something else when my research shows things couldn’t have/wouldn’t have happened that way. And as I said, I do visual research – I look up photos and videos, the explosion of travel photography and videography is a boon for me there.

After I’ve digested and internalized my research, I’ll start writing – or just as often, spend days trying to figure out my opening scene. The first few sentences for me are crucial. The reader has to be hooked within just a paragraph or three. This is the same leeway I give myself when choosing a book to purchase – if the author hasn’t gotten me hooked within the first page, I put the book back on the bookstore shelf.

Q: Your own anthology, Swords of the Four Winds: Tales of swords and sorcery from an ancient East that never was, looks like a lot of fun, too. Do you think you’ll mostly stick with shorter stories, or are you developing any other longform fiction plans besides the soon-to-be-published novella?

A: I’m currently working on a novel, a sword and planet piece, but have to shelve that temporarily to do another Orhan Timur novella. I believe the bulk of my work will continue to be shorter fiction though, as that’s the form I believe works best for Sword & Sorcery. Eventually I’ll do an Orhan Timur novel, but like Moorcock, I’ll likely be doing it as a sequence of interconnected short stories.

Thanks!

Tuesday, September 24, 2024

Flash Fiction: Infernal Salon 9/21/24: Mina and the Mice

On Saturday, Sept. 21, Arvan Eleron's Twitch channel hosted another Infernal Salon, as part of his two-day Arvathon sub-a-thon to get more subscribers on Twitch and more Patreon pledges. During most of Friday and Saturday, he played Forgotten Realms: Unlimited Adventures video games, but for about an hour and a half on Saturday (around 04:09:40 to 05:35:00 here), he held a writing salon where professional authors (and a musician) created flash fiction (and music) based on prompts taken from the Negocios Infernales game

The cover of the Negocios Infernales card-based TTRPG, with a queen on one side of the card and an alien on the other.

This is a diceless game created by Carlos Hernandez and CSE Cooney that uses a special deck of tarot-like cards to "create characters, establish relationships, and inspire roleplay" -- cards, all with unusual and interesting art, emblazoned with new adages like "Roots enough can bring the castle down" and "And yet, however stumblingly, progress." 

The premise of the TTRPG is that aliens have interrupted the Spanish Inquisition -- people bargain with them for things, becoming "wizards" thereby, as the apparently benign aliens try to guide humans toward kindness and thus toward galactic civilization. However, if you don't want to try that, you can just use the cards as writing prompts: ideas to spark your own stories!

So on Saturday, the game creators led William Alexander, Sol Foster, Steve Toase, Sophia Babai, Danni Brigante, Silvatiicus Riddle, and Dylan Haston through a quick creation session. Each person got a set of three cards drawn from the deck, and then they were allotted 20 minutes to use one card or combine them with each other to inspire them to write poems, short stories, or music. 

After the pros got their sets, the viewers in chat all got a set from which to craft their own creations. I was apparently the only person watching the stream to create something, although we usually have several people contributing.

Screenshot from the YouTube video linked above, of the Infernal Salon on Arvan Eleron's stream.
Once all the prompts were drawn and read out, Hernandez and Cooney vamped for a little while, and then the 20 minutes were up for the first creator, who read their creation aloud as the next creator finished their activity.

Prompt cards for chat (including me):

In Your House, Make Mice Fear You
The Scavengers Win Every War
Piety Is Surrender

I thought first about a housewife battling mice, and considered calling her Minnie, but that was too on-the-nose, so to speak. Then I thought of naming her Mina, and everything else fell into place.

This is what I wrote in 20 minutes. Arvan read it onstream after all the pros were done with their pieces, and it was well received. I thought of some possible revisions later, like pointing out the awful possibilities if Mina hadn't submitted (incarceration at Seward's asylum, or even Lucy's fate), but I think it came out alright, even if obviously derivative:

Mina and the Mice

Mina had been through a secret war, fighting by her husband’s side to defeat a horrible predator who had killed her best friend, who assaulted, and menaced her husband, their allies, Britain, and all of Europe. Now he tried to shelter her from every wind – she, without whom the monster would have escaped to regroup – and denied her equal partnership in his work and even in their marriage. She was reduced to the home front, cooking and cleaning, now the scourge of nothing more than mere mice scavenging for scraps, a far cry even from the rats who had swarmed the monster-hunters in the estate next to the asylum. 

Her heart and mind rebelled at this reduction of her sphere, but every time she tried to step off her pedestal, her husband gently, lovingly, protectively placed her back there. He said she’d been through enough, and wouldn’t have her sullying herself in the business world. When she argued, he looked worried. He wouldn’t say it, but she could see him wondering if she’d been left tainted after all. He brought the learned professor in to consult. He said the scar on her forehead that had marked Mina as the monster’s had vanished with his vanquishing, so she appeared pure and pious once more; however, the professor didn’t say not to worry. He said to watch. 

And so Mina settled in for a long campaign. She must have patience. She would bide her time, and wait for the scraps of information that her husband let fall at night, and build a plan for her eventual freedom. She would remain pure and pious in public, surrendering to her husband’s will. Mina made herself  a meek mouse. Eventually, the watcher’s attention would waver, and then she’d seize her chance. THIS scavenger would win the war

Wednesday, September 18, 2024

Jason Thompson's Dreamland RPG

Summary: Jason Thompson's Dreamland RPG is easy to learn and fun to playtest. You should give it a try if you're interested in fantasy RPGs, dreams vs. the waking world, and storytelling, and if you like the thought of stringing words together quickly into sentences in response to prompts.

Current cover of Jason Thompson's Dreamland RPG, featuring a person and numerous animals and fantasy creatures.
Cover art by Jason Thompson

I met artist/writer/game designer Jason Thompson remotely a couple of years ago via the SFFaudio Podcast. I think the only episode we've actually been on together was a discussion of The Cats of Ulthar by H.P. Lovecraft, but I've listened with interest to several other episodes he's been on, and I was really struck by his gorgeous and often very moving cartoon version of HPL's The Doom That Came to Sarnath, that was linked from the podcast notes when I discussed that story (my take: The Sarnath invaders deserved what they got.).

H.P. Lovecraft was undoubtedly a racist, not just as "a man of his time" -- but he had an incredibly rich imagination, inspiring generations of writers, filmmakers and showmakers, artists, and gamers who continue the conversations and, at least more recently, often subvert his problematic themes. 

Many people refer to the Lovecraft mythos, but he is far from the only, or even the first, author to write about cosmic horror. Moreover, Lord Dunsany wrote earlier about the concept of fantasy lands that could be visited via dreams (or drugs). However, Lovecraft's connected stories mapped out a Dreamland that is weirdly approachable, but still wondrous, if sometimes intimidating, and his continuing popularity means that extensions and reinterpretations keep arising from his work. 

The Call of Cthulhu RPG system is originally based on Lovecraft's mythos, of course, although it has progressively updated its ethos and expanded far beyond its inspiration. CoC, now in its 7th edition, has a Dreamlands extension. The Eldritch Horror boardgame has a Dreamlands expansion, and there are probably plenty of other Dreamlands-inspired indie games that I haven't heard about.

Moreover, there are other options if you want to play alternating Dreamer/Waking characters. Girl by Moonlight, an Evil Hat RPG based on the Forged in the Dark engine, is one game that facilitates this; I've seen a really great 11-video actual play campaign done by Speculate!, originally broadcast on Arvan Eleron's Twitch stream and now available on YouTube.

But you can never have too many options. Each new game brings something different to the metaphorical gaming table. 

Thus, I was really excited when I heard that Jason Thompson was working on a Dreamland RPG. As noted above, his artwork is gorgeous, sometimes stark and sometimes lush, but it also shows the artist's deep thinking about Lovecraft's stories, especially those set explicitly in fantasy lands.  I've been wondering what his particular focus would bring to an RPG.

His Dreamland RPG is currently in playtesting and slated for full release in 2025. I've been trying to get in on this playtesting for quite a while, but most of those games had been starting around 8 p.m. Pacific, or 11 p.m. my time, which didn't work for me. However, I finally got to play in a recent afternoon session, and I enjoyed it very much.

The original plan was for Jason to GM this private playtest, but he ended up stepping back and asked one of the Dreamland RPG writers, Aaron V., to run it instead. He put us through his short scenario, Band on the Run, with some elements inspired by the Paul McCartney/Wings song. We used Discord to talk with each other and Roll20 for the virtual tabletop (Steam is another option).

Dreamland is much simpler to pick up than the above-named RPGs. The free Quickstart Guide is 52 pages, but probably about half of those are tables, cartoons, maps, and character sheets. Aaron took me and two other newbie players, Alastríona Órfhlaith and Stuart, through character creation and the basic rules in about 45 minutes (including waiting for tech issues to be resolved), but he said Jason usually gets that down to half an hour.

Some details will almost certainly change before the final release. But for now, players get to choose or roll a Dreamlands type from 25 Roles (occupations that come with different advantages, skills bonuses, and special powers), and to choose whatever Waking Self they want. Each player also chooses or rolls for 3 Memories that their Dream self carries from the Waking world; these Memories can be spent to create Marvels, which can help Dreamers in difficult situations, and help Dreamers advance in levels. However, if all their Memories are spent, their Dream self may detach from their Waking self. 

However, the 300 Word cards provide the main mechanic for playing the game. The GM provides a limited pool of Words that the players can either take into their own "hands" or draw later. When they come up against a challenge, from climbing a wall to negotiating with a vendor, or whatever, they'll decide how many Words to spend as bonuses (1 point per word) to the dice rolls associated with their skills. The player spends those words by creating a little narrative from them that explains how they'll prevail. But if they spend a lot of Words, there's a higher chance that they'll break one of the Dreamland Pillars.

The five Pillars of Dreamland are Passion, Loathing, Mystery, Faraway, and Wonder. Each Word is associated (color-coded) with one of those Pillars (e.g. "heart" for Passion, "hell" for Loathing, "fate" for Mystery, "Yann" [a place name] for Faraway, or "radiant" for Wonder), plus there's a sixth suit of neutral (color-coded gray) words (and using them doesn't risk breaking Pillars). Most Dreamland Roles have an advantage associated with one of the Pillars (for instance, getting double bonuses from that Pillar's Word cards).

That's the majority of what's needful to know for a Dreamland one-shot playtest. There's a Waking phase at the end of each session, which Aaron used to help us wrap things up, but that's mainly important for longer campaigns. You can also acquire Impairments and have to deal with them later. Furthermore, Dreamland mishaps can even kill Waking selves.

But you're probably asking, aside from the mechanics, what was it like to actually play Dreamland? Well, I don't want to give away too many details from Aaron's scenario, but after we created our characters, we entered the game to find our characters running from a scary pursuer. We all passed our skill-and-word-narration challenges to escape, found ourselves wandering through a wilderness, got some advice from an enigmatic stranger doing a questionable job, and found ourselves entering a town. My Dream character was a painter, so in exchange for room and board at an inn, I painted a new sign for the business, with peacocks and elephants. Then our scary pursuer caught up with us. The other players and I resolved the situation by combining our characters' aspects to create a Marvel, so an elephant came to life from the new painting (with a peacock perched on its back) and went after our antagonist. And then we all woke up! We spent a little time narrating what our Waking characters did after the dream, and how it affected their lives. My Waking character was an accountant; she didn't quit her job, but she did start painting every weekend, all the spare time she could take, gaining a new Passion Memory.

Fellow player Alastríona Órfhlaith enjoyed the game so much that she sketched art of the elephant breakout scene and posted it on Bluesky!

I very much enjoyed my adventure in the Dreamland RPG and hope I'll get more chances to play. I think a longer campaign could be very rewarding, with the right companions and Dream Master. I can see huge potential for different styles of Dreamland play, leaning toward humorous, pulpy, noir, horror, etc. Currently, the Roles are slanted toward playing in a mostly agrarian type of fantasy world, but I can imagine making adjustments for an alt-universe or SF dream setting instead.

If you'd like to try playtesting this Dreamland RPG yourself, you can join the Dreamland Discord server, follow on Facebook, or download the free Quickstart guide and other materials, or watch a video of some other people playtesting it, at https://www.dreamrpg.com/upcoming-playtests/ -- enjoy! 


Wednesday, July 31, 2024

Virtual panelist at Glasgow 2024 WorldCon!

 I'll be a virtual panelist on two hybrid discussions at #Glasgow2024 ! Both are on Saturday, Aug. 10.

"30th Anniversary of Stargate" 17:30 BST, 12:30 EDT
with Eric Choi (moderator), Inge Heyer, and Barry Tilton, who will all be there in person.
"Ancient Egypt with Aliens! It's been 30 years since the Stargate movie launched a franchise on to the world. Our panellists discuss the influence of the film and the franchise and how it may have impacted the wider SFF landscape."

"The Conclusion of the Retro Hugo Era"  19:00 BST, 14:00 EDT
with David E. Hook (moderator), Cora Buhlert, Mark Plummer, and Perianne Lurie, who will all be there in person.
"The Retro Hugo Awards, a tradition where Worldcons retrospectively awarded prizes for years prior to the establishment of the Hugo Awards, have had both avid supporters and vocal critics. The last two Worldcons eligible to grant Retro Hugos opted not to do so, and Glasgow is following suit. Does this signify the demise of the Retro Hugos? And if so, is this necessarily detrimental?"

I have not been greatly impressed by hybrid panels at other conventions -- even without technical difficulties, the virtual panelists tend to get short shrift. I am hoping the Glasgow organizers can make it work better than I've experienced before.

This year, Glasgow's programming lists 34 online-only events and 301 total events that have online components (online only, hybrid panels, or just events that will be streamed, with Discord discussion channels).The price for an online membership is less than in-person membership, but still significantly greater than a mere supporting membership (the level required for voting for Hugo Awards, and getting the Hugo Voters packet). I know that a lot of people have been working very hard to make this con a success, and I hope that after it's over, the virtual members will feel that they got their money's worth.
To find out more, visit https://glasgow2024.org

Anyway, it's an honor to be selected for two panels. I know of at least one Hugo finalist who was only selected for two panels, and I'm not even nominated for any group awards this year.

UPDATE 8/19/2024:
I was very pleased with how both my events went. It was slightly irritating that I couldn't see the other Stargate panelists, but after a little struggling with technology, I could hear them, and they could both see and hear me. The tech went fine for the Retros panel.
More importantly, the moderators for both events were mindful of my presence, including me in question rounds and discussions. I've certainly seen hybrid panels in the past where the remote participant was treated as a mere afterthought.
Also, as a frequent Twitch stream guest, I was able to keep an eye on the Discord chat for each event while being a panelist, occasionally commenting in those channel discussions. One person even said how thrilled they were that a panelist was participating in the chat, so I gather that was unfortunately rare.

UPDATE 9/23/24:
Dave Hook, who was on several panels with me at ChiCon 2022 and who chaired "The Conclusion of the Retro Hugo Era" panel this year, wrote up the panel here. As he stated, there were some good arguments for and against the Retros, but the day after the panel, the WorldCon Business meeting voted to end the Retro Hugos, with Seattle's biz meeting in 2025 expected to ratify that decision. Dave has written to Seattle WorldCon people to suggest that they could still run Retro Hugos in 2025, before the ratification; alternatively, he suggested that they could run a Retro track of panels (without awards), like ChiCon did.
I look forward to hearing what comes of these suggestions.

Audio/Video/Gaming Roundup, 2024 Part 2

Scroll down this post for the most recent updates (latest is 9/14). For roundups of the first half of 2024 and my 2023 activities in podcasting, gaming, videos, etc., please see here, here and here. Activities from before then are listed further back in my blog.

AUDIO:
The Stargate SG-Fun podcast I do with David Schaub and Andrew Pontious has cleared its backlog with the publication on July 21 of our 15th episode. That means I have to watch 4 S3 episodes before we record again on Saturday!
https://sgfun.space/threading-the-needle-with-a-hammer/

AUDIO/VIDEO:

The Skiffy and Fanty Mining the Genre Asteroid discussion between me and Paul Weimer of Suzy McKee Charnas' Walk to the End of the World (https://www.twitch.tv/videos/2136600063) was released as Skiffy and Fanty #776:
https://ia600401.us.archive.org/34/items/sand-f-776-charnas/SandF_776_Charnas.mp3
Also, here's the YouTube video, which came out in June:
https://www.youtube.com/watch?v=2xBPZ7zU9dU

June 21: streamed/recorded Skiffy and Fanty Mining the Genre Asteroid: Diadem from the Stars
June 28: streamed/recorded Skiffy and Fanty Torture Cinema: From Hell It Came
July 26 streamed/recorded Skiffy and Fanty Torture Cinema discussion on Demolition Man

GAMING:
June 29: Ninefox Gambit one-shot, run by Andrew Pontious!
July 4: Private Delta Green: Last Things Last
July 10: Private RPG: The Cawdor Complex (stranded time-travelers make dinosaurs into partners)
July 28: Private Call of Cthulhu game: Swamp Song, Part 1. This is the first time I ever built a character on Foundry VTT. Part 2 is on Aug. 4. UPDATE: My character, Eulalia, survived and didn't even lose a lot of sanity!


UPDATE 8/19/24:
AUDIO:
August 4: Skiffy and Fanty 784. Demolition Man (1993) — Torture Cinema #144, with Shaun Duke, Julia Rios, and me. https://skiffyandfanty.com/podcasts/784demolitionman/

This Saturday, Aug. 17, I recorded another Stargate SG-Fun podcast, discussing some more SG-1 S3 episodes, so that should be out in a week or so. https://sgfun.space/

GAMING: August 16: Private Call of Cthulhu game, part 1 of 3, with keeper Morpheus. I'm playing Carson Webber III, a self-made millionaire, a Patreon of the Debunker Bunker, which is sort of like Mythbusters. They've created a mysterious machine and invited me and a select few others to witness its activation.

UPDATE 9/3/24:
GAMING: Aug. 23: Finished the Call of Cthulhu Inversion game. This 3-session adventure went on a bit long for me; there were six players so it took forever to go through people's actions, round by round. Interesting stuff happened, but stretched over too much time. 

AUDIO/VIDEO: On Friday, Aug. 30, I streamed on Skiffy and Fanty for what will be Torture Cinema #145, discussing Space Camp (1986). There will be a podcast and a YouTube video. Spoiler: I haaaated Kate Capshaw's character, Andie.

On Saturday, Aug. 31, I participated in a discussion about H.G. Wells' The Island of Doctor Moreau. Very wide-ranging, interesting and cordial! On The Good Friends of Jackson Elias Discord.

UPCOMING: I'll be playing a Call of Cthulhu one-shot tonight, set in the 1920s at Mammoth Cave, Ky. My pregen is a Dilettante archetype. On Thursday afternoon (9/5), I'll finally get to play Jason Thompson's Dreamlands RPG, on his Discord channel. And on Friday (9/6), I'll be on Shaun Duke's channel, streaming and recording about the 2024 Hugo awards, finalists and longlist.

UPDATE 9/23/24:
I enjoyed the Dreamlands game, which ended up being postponed to 9/12.
The Hugo Awards discussion was also postponed, and I'll post a link here once the YouTube and podcast are up.
Skiffy and Fanty posted the Mining the Genre Asteroid episode where Shaun Duke, Paul Weimer and I discuss Jo Clayton's Diadem from the Stars. My take: This had some interesting stuff, but the series got much better later. The show is available on YouTube and as a podcast.

UPDATE 11/16/24:
Oh my, it's been a while! Arvan Eleron held his Arvathon mini-marathon seeking new subscriptions on Aug. 20 and 21, but since this was basically him playing a video role-playing game for 6 and 12 hours, I didn't have to organize anything; I just moderated and participated in the flash fiction Infernal Salon.
AUDIO/VIDEO:
On Oct. 11 I discussed The Mummy (1999) plus The Mummy (1932) and The Mummy (1959) with Shaun Duke and David Annandale for Skiffy and Fanty's Totally Pretentious subcast. I love the 1999 version, of course, but I was joyfully surprised by how good the 1932 version was. The heroine was temporarily possessed by a revived spirit, but she ended up effectively saving herself by praying to Isis. It was incredibly satisfying! Neither the video nor the podcast of our discussion has been released yet, but the Twitch stream is here.
GAMING:
On Oct. 31, Halloween, I played a private game on Discord, run by Groundhoggoth (but he also played) and joined by one other player. Foretold: In Its Shadow is a prompt-based, cooperatively told narrative-driven game. The public goal was to defeat a monster, but the players also each had their own agendas. I played Celia, "whose lover was a victim of the Beast and had come to Herb to get his professional assistance in building a trap for the killer she believed was something inhuman." Celia blamed Herb for not helping her in time to save her lover. The other player acted as Lee, a Hunter with their own TV show, but ended up being a mole for the Beast. Herb used himself as bait to immobilize the Beast mid-transfer, and Celia killed them both (with Lee left catatonic). Celia fled to escape the police (and loan sharks). It was great fun playing off each other.
On Nov. 11, I began a new campaign GMed by Groundhoggoth, run on The Good Friends of Jackson Elias server on Discord. Thunderchild is set a month or so after H.G. Wells' The War of the Worlds. This was a Session Zero for world-setting plus character creation and development. All the players are working at a project called Thunderchild that focuses on studying alien tech and ways to defeat the Martians if they come back. But we all have our own agendas, too! I'm playing Iris Worthington, the daughter and sister of industrialists, ordered by Papa and Ronny to steal some secrets for Worthington Chemical Corp., but I'm also a suffragette (secretly, a really RADICAL suffragist). One player is a journalist who's secretly working for the Diogenes Club, and another is openly secret service but secretly an anarcho-communist; the last player is a distant heir to the throne who wants to be a lot closer to the throne.
On Nov. 15, I played another private Discord game on Groundhoggoth's server: Down the Witches Road. Taking inspiration from the recently finished Marvel show "Agatha All Along" for thematics, it used the Blood & Water system but G took care of the GM details; all we had to do was make cases for advantages (or disadvantages) and roll a d6. This was possibly the best oneshot I've ever played for cooperative play and yes-and-ing each other, building off each other's suggestions. I and the other 3 players all had different powers/specialties. I was a witch who'd had a great secret stolen from her, and had trouble hanging on to apprentices; it turned out that the secret had been stolen by my first apprentice, so I was self-sabotaging all the apprenticeships that followed. Groundhoggoth said later that it was one of those sessions that was just on fire. We all had a great time!