Archive for the ‘Galileo Games’ Category

Galileo Games at Dreamation 2012

Monday, February 20th, 2012

This weekend Galileo Games will be going to Dreamation in New Jersey. Brennan Taylor and J.R. Blackwell will both be running games at the con including Bulldogs, Shelter in Place and Mortal Coil as well as a brand-new, yet to be released game called The Art of Power.  Below is the Galileo Games schedule for Dreamation. We look forward to seeing you there!

Galileo Games Dreamation Schedule

THURSDAY
8PM: R138 – Bulldogs!; Getting There

FRIDAY

9AM: R166 – The Art of Power; Intrigue at the Queen’s Court

2PM: R174 – Bulldogs!: Getting There

3PM L010 – Shelter In Place

SATURDAY

9AM: R235 – Mortal Coil: Grab Bag of Holding

9AM: R229 – Bulldogs!; Getting There

2PM: R265 – The Art of Power; Intrigue at the Queen’s Court

8PM: R279 – Bulldogs!: No More Gas

Midnight: L032 – Shelter in Place

Buy The Games Mentioned in This Post

Bulldogs

Mortal Coil

Shelter in Place

What They’re Doing Now: Brian Engard

Friday, February 10th, 2012

“What They’re Doing Now” is a interview series for this blog where we catch up with contributors to Galileo Games and find out what they’re currently working on. Galileo is intensely proud of our talented contributors, and we’re happy to highlight all the cool projects they’re involved in. The first interview in this series is with Brian Engard, who co-wrote the game Bulldogs!

Brian Engard is a freelance writer and game designer. He’s written for Galileo Games, Rite Publishing, Evil Hat Productions, and others, and he spends a lot of time ranting about player agency on Twitter. He also hosts a monthly meetup of game designers called the Meetup of Doom at his house near Philadelphia. He lives there with his wife Nicole and his two dogs, Coda and Beau.

Interview with Brian Engard

What was the most challenging part of writing for Bulldogs?

Probably writing the space combat section of the book. I wanted to make sure that space combat was something that everyone participated in no matter their role on the ship. It’s no fun if you have a protracted dogfight where the pilot and the gunners are doing all sorts of awesome stuff and everyone else is just sitting there waiting for a chance to do something. Granted, a lot of that is still down to the GM, but I think the chapter provides enough rules and advice that it’s pretty easy to get everyone involved somehow.

How can game designers help a GM to structure a game so that characters can all contribute to a challenge where only one character, such as a gunner, in your example, has the skills to appropriately respond?

One of the tricks, and this is something that FATE does well, is giving the players leeway to help each other in creative ways. In FATE, you can use skills in interesting ways to perform maneuvers and place aspects on things that others can tag for free. The key to the whole space combat chapter was shining a light on that and making sure to tell the GM, “Look, this is where the magic is. This is how you get everybody to do something.” The other trick, and this is a bit more universal, is to make sure the GM knows that he’s supposed to be looking at every player at the table in turn and saying, “Right, so what are you doing?” When you ask the direct question, it’s hard for the player not to answer.

What projects are you currently working on?

Several things! The one that’s currently occupying the most of my time is The Demolished Ones, a FATE-based game/adventure for Rite Publishing. It’s a dark Victorian noir story with some steampunk and Lovecraftian elements that tells a story about memory, truth, and how they give you power but expose you to danger.
I’m also working on a few projects for Evil Hat. I did some system development for Strange Tales of the Century, I’m working on some material for The Paranet Papers, and I just finished writing a hack for the upcoming Don’t Rest Your Head supplement, Don’t Hack This Game.
In addition to all the freelance stuff above, I’m working on my own game. It’s called Becoming, and it’s a game about what it takes to be a hero, what you have to sacrifice to achieve your goals, and whether or not you’re still a hero when you’re done. That one’s still in the early playtest phase, but coming along nicely.

What are your plans for future games or other creative projects?

I’d imagine I’ll continue to do freelance work for Rite and Evil Hat. If Becoming does well I can see supporting that with a supplement or two. I also just came up with an idea for a kung fu game with a deck-building mechanic, but that’s still in an embryonic state.

Bulldogs! can be purchased at Indie Press Revolution and Drive Thru RPG

Fred: An Interview With Filamena Young

Wednesday, February 8th, 2012

Filamena Young wrote the opening fiction for Shelter in Place, so when it came time to commission more fiction, working with Filamena again was a natural fit. Filamena Young is a fiction writer who runs  an independent publishing company with her partner called Machine Age Productions. Currently, Filamena is working on a innovative new game called “Flatpack” about rebuilding the world, one building at a time. You can get in early on Flatpack at the Kickstarter. Filamena’s story, Fred, focuses on Shelter in Place‘s mascot and the story of how he became a zombie.  Though Fred is a comical character in Shelter in Place, in Gimme Shelter, his story takes on an entirely different tone.

-J.R.

Fred is pretty happy

An Excerpt From Fred:

“We’ve had that old dog, what, fifteen years now, do you figure?” He went on, pausing for the sake of answers, knowing he wouldn’t hear any, but he was just used to the rhythm of conversation with his wife. “We never did bring her to a shelter, did we? Even when things got bad. Even when they told us you had the cancer and they gave you the Chemo?”

Still, Lilly didn’t answer. She crouched back, away from the dog, but that was only because she’d finished eating it.

Interview

This story has to do with Fred, the signature zombie character from Shelter in Place who guides readers through the game. Since you wrote the opening fiction for Shelter in Place, which features Fred, what made you decide to return to Fred’s character for Gimme Shelter?

Honestly, I couldn’t get enough of Fred when I finished writing the intro. I wanted more of him. (The cartoon character is so cute, and the idea of using him to guide the players through the game was just so much fun.) Sometimes, you finish play a video game, and you know you haven’t gotten enough of the story yet, so you go back and play it a different way. That’s how I felt about Fred. I hadn’t explored enough of his story.

 In this story, we learn more about Fred’s background, and how he became a zombie. There is an element of bitterness to this story, but with a distinctive dash of humor – what inspired you to take this  tone?

When I wrote Fred for the intro, it was humor all the way. Thinking this story through in the shower, (because it’s either the shower or doing dishes, right?) I thought this was going to be more humor. That is, until I sat down at the keys and started writing. I remembered the episode of X Files, the beautiful line from Mulder about zombies and what happens after all the man-eating. The image of the dead still dancing, I don’t know, it jumped up and got in my way before I could write an all funny piece.

What are the projects that you are currently working on, and where can people find you online?

Well, working with my partner, we’re always pushing out games after games. Currently, (and for not too much longer,) I’m kickstarting my game Flatpack: Fix the Future! It’s an optimistic apocalyptic YA roleplaying game. (No, really, it works! Read up, trust me on this.) We’ll be selling it regular style even after the Kickstarter, all that fun stuff you can find at Machineageproductions.com. Both my partner and I loved hooking up with J.R. here at  Galileo, and who knows when stars may align and we end up working together again!  http://www.kickstarter.com/projects/machineage/flatpack-fix-the-future-optimistic-apocalyptic-rpg

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.

Third Date Questions: An Interview With Mur Lafferty

Friday, February 3rd, 2012

Mur Lafferty juggles multiple projects and responsibilities with such grace that to watch her is to be inspired. A writer and podcaster, Mur has written multiple novels and columns,  run an astoundingly successful Kickstarter, hosts two podcasts and is the editor of the influential and award winning Escape Pod Magazine. She also knows Kung-Fu. Dispite doing all these things, she still had the time to write a story for Gimme Shelter called Third Date Questions. Like many of Mur’s excellent stories, Third Date Questions examines what happens when the extraordinary and the ordinary collide.

-J.R.

An Excerpt from Third Date Questions:

I was supposed to get laid tonight.

Instead, I’m sitting at a table in a very hip restaurant – La Merde – alone. And the likely very-large bill is coming my way.

Pete just left. After dessert arrived, he asked me a question. I answered honestly, and then he stormed out in quite a huff. He’s left me with the check and without a date for the rest of the night. I never said I was the dainty type. I never said I was the fragile flower who hopped into a little hole and cried when the zombies rose. When things need doing, I do them.

Interview

Your story has a strong sense of voice, where we really feel sympathy for our characters bad date. Is this the voice of personal experience, or is it built on stories you’ve heard about dates gone bad?

Well, who hasn’t had bad dates? But it’s really about how the third date is when you get to know someone, find out they’re orthodox whatever, or hardcore That Other Political Party, or hate the country your grandparents came from. It’s an exciting time, but can also be rather… unveiling.

One thing I really enjoy about your story is how the world seems to have moved on from an emergency state in the zombie apocalypse to actually living alongside the plague. What inspired you to take this kind of extraordinary situation and “normalize” it for your characters?

Humans adapt. It’s what we do. When the OMG WE ARE ALL GOING TO DIE fear stabilizes after something bad happens, then we go back to, “We’re out of bread,” and “Gas is expensive,” and “I need to find someone to marry and continue my bloodline even though the world has gone to hell” problems. Those everyday problems don’t go away when the apocalypse comes, we just have to reconcile the little everyday problems with the big, world-changing ones.

What are the projects that you are currently working on, and where can people find you online?

Two of my audio dramas for Leviathan Chronicles, The Ward and The Rogue Plague, just went live, and I’m working on a third script right now. You can find me and my work at murverse.com.

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.

Samuel Colt Made Them Equal: An Interview with Rob Wieland

Thursday, February 2nd, 2012

When producing Gimme Shelter, I was privileged to work with writers who all had different ideas on how to approach the zombie Apocalypse. For Rob Wieland, his approach was to follow the story of a gun as it makes its way from survivor to survivor. This story is able to capture shards of many stories, like puzzle pieces that together show a picture  of the world as it falls apart.

-J.R. Blackwell

Excerpt from Samuel Colt Made Them Equal:

The first bullet fired ripped out a chunk of Brenda Morrisís neck. She was a mother of three. Her daughter Louise complained of a stomachache on The Last Day. Brenda got stuck in traffic trying to flee the city. She heard screaming from the backseat. She turned to shush her kids. Louise bit off two of her fingers.

Interview

In this story we follow the path of a gun around the zombie apocalypse. What inspired you to use an inanimate object as your main character?

The flash fiction format keeps a writer lean on character and exposition. I’ve seen stories from the survivors and stories from the zombies. I needed something to hook the reader without being able to devote time to setting up the zombies or the characters. Guns are an important part of almost every zombie story. Guns are a means of survival, a symbol of power or even a way out of the horror. At the same time, they get lost, dropped, run out of ammo and more. Looking at a single gun and talking about the hands that touched it seemed like a good way to explore this corner of the end of the world.

During the story, we see the point of view of many characters as they explore the world of this zombie apocalypse. Did you have a whole world in mind when you wrote this story, or did it evolve organically as you followed the path of the gun?

The story grew organically as I wrote it. I knew I wanted to tell the story of the gun, who it shot and what those people were before the zombies came. I knew that some of the stories would be sad, some heroic and some funny. I knew I didn’t have a lot of time to set up the zombie rules, so telling them by implication was a necessity anyway. “Showing, not telling” is one of those fun rules to play with.

What are the projects that you are currently working on, and where can people find you online?

I’ve been booked a lot for projects with Catalyst Game Labs so far this year. I’m a huge Shadowrun fan and being able to add to that world is a huge kick. I also contribute to Collider and Onion AV Club on a regular basis. And, as always, I have a few things still not quite ready to come out of the oven yet.

My blog links to all my work at mazecontroller.blogspot.com

Folks looking to follow me can do so @robowieland on Twitter.

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.

Stormy Weather

Monday, January 30th, 2012

Today Galileo Games is releasing Stormy Weather, by David Moore. The setting is the planet Yentsin, where the entire planet is a wholly owned subsidiary of the Ion Mining company. Yentsin has a big problem. Some of the workers/inhabitants on the planet, don’t like how Ion runs things. They’ve started a revolution to try and get Ion to change the way it runs things on Yentsin.

Stormy Weather is a free Bulldogs! Adventure scenario about rebels, sabotage, firefights, corporations and what it’s like to be stuck in the middle.  All Bulldogs! Adventure scenarios contain tips on running adventures for Bulldogs! and other FATE games, as well as full fleshed out NPCs for each level of character power, allowing GMs to use the adventure scenario for their group regardless of current power level. Today’s interview with David about Stormy Weather covers the setting, writing for Bulldogs! and what other projects he’s currently working on.

Interview with David Moore

When did you learn about Bulldogs?

I learned about Bulldogs! slightly before, or at, Gen Con 2011. I’m not quite sure when exactly it was. At the time I was planning something I called my Year of FATE. Playing and running FATE games of different sorts to get myself even more familiar with the nuances of the system. One of my friends in the podcasting community told me about Bulldogs!, and the pitch made me want to pick it up to learn more.

The pitch was “Firefly set in the Star Trek universe.” Being the Browncoat that I am, I just had to pick it up and read it. I mean, how could I not? Small time folks, trying to scratch a living in a galaxy of high tech wonders and politics. I was hooked.

What was the biggest challenge in creating a FATE system adventure?

Having too many ideas to write down. It’s supposed to be a short adventure, and I wanted it to be memorable and fit the style of game I like to run. Those things don’t always fit together. I like giving players a lot of choice, having the NPCs react and act to those choices. Writing an adventure that was both shorter, while giving the players choices in how the adventure plays out was difficult.

One of Stormy Weather’s main themes is rebellion. What inspired you to use that theme in a Bulldogs! setting?

To me, it fit. As I mentioned before, the pitch was Firefly set in Star Trek, and a big theme of Firefly was rebellion. The crew that plays the module is probably scraping by, and might decide to throw in with the underdog rebellion. They might also side with the government, deciding that the government is in the right, or just hoping for a bigger payday. I thought that choice was an interesting one I could give players, and could lead to an even more expansive campaign at home if the GM wanted to expand on it. I’d like to hear if people do.

I also wanted it to mean a little more than a delivery run gone wrong. I felt that the crew would have their fair share of those already, and I wanted to give players a chance to talk with the people they were delivering cargo to. I hope I gave the GM and players enough loose ends and hooks to get them interested in coming back to the planet.

Stormy Weather is a flexible adventure, one that lets characters make a variety of choices. Was it difficult to write out an adventure that let players go in so many different directions?

Writing it, yes. The style of game I run gives my players a lot of choice, and I wanted that for the people who will run and play Stormy Weather. Fitting that into a short adventure, and giving the GM enough information to run it without saying “wing it here,” was hard.

I did have help though. Sam Chupp wrote an adventure for us at The Game Master Show several years back called Pocket Full of Secrets, which had branching paths that let the players move in the adventure more organically. I used that as a template for Stormy Weather’s branching choices that the players have. I also encourage the GMs to let the players wander. My goal is to give the GM enough information about the situation, the NPC personalities, and the setting, so the characters can make the choices they want to and the GM can handle them. There is no need to strictly stick to the module if the players make choices that aren’t in it, in fact, I encourage it.

That’s a lot to put into a short module, so yes, writing it was difficult but extremely satisfying.

What projects are you currently working on?

The big gaming project I am working on right now is Vegas After Midnight, the brainchild of Mick Bradley. I am glad that he is letting me play in his brain. The setting is Las Vegas, sometime after a great calamity that leaves only Vegas and a small area around it as the only thing left. Vegas, itself already crazy in today’s age, has a life of it’s own and affects the people living in it. So at the   Coliseum, the Romans hold sway, complete with their own Ceasar and daily chariot races. At Circus Circus, the Carnies rule and entertain with their own bizarre sense of humor. I’m not going to give a date for when it’s coming, since life has had a way of delaying this project enough already.

The other major project I am working on is a novel I co-wrote with Katherine Guevara. It’s a post apocalyptic fantasy that I hesitate to call steampunk for fear that steampunk zealots will stone me for it not being set in the Victorian age. It’s really a story about the main characters coming of age, discovering their true power, and the way they can affect the changes going on in the world they are in. I’m editing it now, and I’ll tell you, editing for me is the worst. It’s moving along at a steady pace, and this one I hope to get out in some form, by the end of the year.

I had a great time writing for the Bulldogs! universe, and I would love to write in it again. I’d like to thank Brennan for the opportunity to write in such a rich and yet open setting.

About David Moore

David Moore is the award-winning host of The Signal’s gaming segment, creator of the After Serenity podcast, and was the co-producer of The Game Master Show. He currently produces podcasts and articles for The Secret Lair, as well as managing their dirigible fleet as Commandant Vandermore. He is hard at work producing more role playing game content and works of fiction, and passing his lifetime love of gaming to his kids.

Download Stormy Weather for Free

Purchase Bulldogs!

 

 

Second Base: An Interview with Chuck Wendig

Wednesday, January 25th, 2012

Today’s interview is with Chuck Wendig, a self-described pen-monkey  who churns out novels, screenplays as well as his popular and a prolific blog. Chuck’s charming sense of voice makes his essays on rockstar writers, what every writer should know, or his experience raising a child, entertaining as well as informative. Chuck wrote Second Base for the zombie anthology, Gimme Shelter, a story that references popular tropes in zombie fiction while breaking  the mold on how those tropes are deployed.

-J.R. Blackwell

An Excerpt from Second Base:

Jimmy’s hand is warm. The zombie on the ground is, too. It’s giving off steam in this early autumn morning, vapors rising from blistered, puckered flesh the color of oxblood leather. Come noon, the flies will find it again. And the maggots.

(The dead run hot. So do, as it turns out, teenagers.)

It moans and thrashes around on the ground. Like a baby throwing a tantrum. The dead man—least, he figures it’s a man—must’ve crawled up into one of the flower beds out behind the barn and now here he is, next to an old shovel, a bag of mulch, a rusted garden trowel.

“We shouldn’t be out here,” Becky says, giving Jimmy’s hand a little tug. Her fellow 15-year-old lifts his cap—an old Phillies cap from years back when they won the Series—and gives her that self-assured smile he’s so good at giving.

“It’s all good,” he answers, waving it off. “Dad says most of the dead are like this now.” She thinks back to a time before when they found a deer hit by a car. Most of its back half was messed up real bad, it’s guts hanging out like it was trying to birth an octopus. And still the deer lived, its front hooves scrambling to gain purchase on the asphalt.

Eventually a cop came and shot it. In the head. Just like you’d do to a zombie.

Maybe Jimmy’s father is right.

Maybe things are slowly moving back to center. Back to normal.

Interview

I really enjoyed how Second Base took place after the zombie apocalypse, when humanity is recovering. Why choose this as the setting for your story?

Most zombie fiction is set in and around the actual unfolding apocalypse. Which is, of course, understandable — that’s where the action is. Just the same, I thought it’d be more interesting here to take a longer look at the end game. What happens to zombies as time and decay erodes them? What happens when humankind is lured into a sense of comfort and can once more leave their shelter?

Second Base has that classic horror movie trope of teens making out when something terrible happens. What inspired you to use this concept for your story?

I like the contrast. Young love. Blooming lust. And all around you, a dead world — a dead world that wants to kill you. But then, coming back to the time of the setting, you also have that sense of promise and rebirth — “Oh, the zombies are all slowing down and rotting to mush and maybe it’s time to start all over.” Who better to start with than a nice young couple? Plus, from a practical storytelling component, those are the ones who will be out in the open, the ones who are brave enough and fast enough to be outside their shelter.

What are the projects that you are currently working on, and where can people find you online?

BLACKBIRDS and MOCKINGBIRD — the first two books in the Miriam Black series with Angry Robot Books — are dropping in April and September of this year, respectively. In the meantime I’ve got a related (and also, unrelated) collaborative storytelling project going on at: http://how-you-die.tumblr.com/ – it asks the audience to submit to them an art or story snippet that details how they’re going to die.

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.

Don’t Work So Well: An Interview with Jared Axelrod

Monday, January 23rd, 2012

Today’s interview is with author and illustrator and all-around creator, Jared Axelrod. Jared is a whirlwind of productivity, and to follow his work is to be constantly entertained with brilliant podcasts, costumes, comics, fashion, fiction and essays. His first graphic novel, The Battle of Blood and Ink, is coming out from Tor in the spring.  I interviewed Jared about Don’t Work So Well, the story he wrote for the zombie anthology, Gimme Shelter.

-J.R. Blackwell

First, an excerpt from Jared Axelrod’s Story: Don’t Work So Well

I know my brain don’t work so well anymore. It’s hard to think, to focus. I keep getting distracted.  There’s all these smells around, so many smells. It’s easy to stand there, out in the street, catching all the smells as they slink past on the breeze. To just sway with the wind, taking everything in through my nose. But I’ve got to focus. I have to find Carla.

The wind smells so good, though. So good. It smells like…I can’t find the word. Words have become very difficult. They are always on the tip of my tongue.

I am trying to find Carla, Carla with her black hair. We need to find our house. Our house has white trim. I remember that. There are zombies everywhere, and I’m worried she’s been attacked, been bitten. I stay where the zombies aren’t. I have to find her. I have to find her and our house. And then, we’ll…do something. I’m not sure. I’ve never been a planner. Who can plan in a world like this? A world gone mad. Full of monsters. And smells and…

Delicious. That’s the word. What everything smells like. Delicious.

Interview

In your story, Don’t Work So Well, we actually get inside the head of a zombie. What made you decide tell the story from this point of view?

It was something I’ve always been fascinated by, because it’s something we so rarely see. Zombies are death coming for you, literal corpse chasing at your ankles, but they are so often portrayed as inhuman. They’re shown as a swarm of insects, without individuality, or as rabid, hungry dogs. Not people. And that’s frightening, certainly. To see something that resembles a human but whose action is alien or savage, that’s scary. But far more frightening to me is the idea that the people we know and love are still in there, and they are trying to function as best they can as their body slowly deteriorates.

I shattered my ankle a few years ago, and had to relearn how to walk. And it was hard. Here was a skill I had been doing nearly my entire life but because something was damaged, nothing worked right anymore. The signals I usually sent to my leg were getting lost, and I had start all over. Our narrator’s frustration with his own body came out of that. That feeling of being a rational, thinking adult in your head, but being unable to outrun a toddler.

So that horror, that betrayal of your arms and legs, and being unable to do what you’ve spent your entire life doing, that horror was very real to me. And much, much scarier than being chased.

Smell is the primary sense that illustrates your story. Since stories usually use visuals to inform the reader, was taking this route a challenge?

Yes and no. On the one hand, the narrator is slowly losing his vocabulary, so I was able to describe just about everything as “delicious.” So that was time saver! No need for the thesaurus this time!

On the other, it was a different way of thinking about things. While I wanted our zombie narrator to have conscious thought, I also wanted him to have a typical zombie behavior. So all those zombie tropes–the lurching walk, the ignoring of obstacles, the desire to eat brains—all that had to come from an understandable place. Making smell the primary sense, then, made a great deal of the justification easy. Smells distract us when we’re walking down the street. They can waft through closed doors and around corners. When we smell something enticing, we will often stop what we’re doing and walk toward it. Walking into a bakery in the morning can be a delirious, overwhelming experience.

Bad smells, by contrast, will force us to move ourselves out of our way to avoid them. We can look at something ugly without flinching or sit through several minutes of a siren going off. But a bad smell, and our body is not our own. We have to get away from it. Despite how much we might want to stay, our body moves us to where the smells are sweeter, less toxic. Only then can we think clearly, and regain control of the body we thought we were in charge of.
So imagine then, if that was your only sense, your only way of interacting with world. Unable to register process visual cues, who knows what obstacles we might blindly charge toward, in the pursuit of comforting scents? That’s the narrator’s life, and he’s dealing with it as best he can. Which is not very well at all.

What are the projects that you are currently working on, and where can people find you online?

I’ve got a graphic novel, THE BATTLE OF BLOOD AND INK coming out this spring from Tor Books. It’s got art by the amazingly talented Steve Walker (who’s work you can see at http://stevejwalkerstudio.blogspot.com/ ), and can be pre-ordered from Amazon: http://www.amazon.com/Battle-Blood-Ink-Fable-Flying/dp/0765331306 and Barnes and Noble: http://www.barnesandnoble.com/w/battle-of-blood-and-ink-jared-axelrod/1103277235 I’m working on a pair of podcast prequel stories to the graphic novel, which you can listen to over at http://fablesoftheflyingcity.com Book 1, ASHE OF THE AIR, is complete and ready to listen to and Book 2, MOUTHS OF THE DEAD, starts up later this month. There’s also some great character art by Steve on the site, as well as some comic pages, to give you an idea what the graphic novel is going be like.

I’ve got a bunch of projects that I can’t quite talk about yet, but when I do, I’ll be talking about them on http://www.jaredaxelrod.com

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.

 

Unexpected Residents: An Interview with Philippa Ballantine

Friday, January 20th, 2012

I met Philippa Ballantine at Balticon, and she has always impressed me with her wit and kindness. She is a writer of great talent, and a her sweet, melodic voice makes her a delight at readings.  Her fantasy and steampunk novels are the kind of books you smile at all the way though. I was pleased that she was able to contribute to Gimme Shelter with her zombie apocalypse story, Unexpected Residents, a story as seen through the lens of reality TV.

-J.R. Blackwell

Now an excerpt from Philippa Ballantine’s story, Unexpected Residents:

Footsteps on the stairs, running, screaming, and there she is. Ellen, covered in blood, scratched by twigs, her eyes as wide as the moon outside the window. “Not ghosts, not fucking ghosts!” She is screaming.

Below he can hear the groans. They have broken through the second floor doorways. The zombies are moving, slowly but calmly up. They’re hungry. Steve can smell them.

Interview

What made you think of using a reality show to stage a zombie story?

I’ve always been a big fan of those ‘reality’ ghost shows on television. I find them a curious mixture of the unexplained and ridiculous. People jumping at every creak of a house, and breath of wind, and yet then sometimes something inexplicable. It tickled my sense of humor to imagine that a group of people finding something paranormal and yet something they never really counted on. Oh, and then imagining the chaos that would ensue.

A part of this story is told from the point of view of what a camera sees of the action. Why did you make this choice to tell part of the story through this lens?

The lens is really the only reliable witness in this case. It moves with the people and sees the things in a purely circumspect light. It also gives the literary illusion of the reality show that the characters are living in. I don’t quite have them slobbering into it like the Blair Witch…but it’s not far off.

What are the projects that you are currently working on, and where can people find you online?

I am currently working on Harbinger, the final of the Books of the Order after Geist, Spectyr and Wrayth (coming later this year). Then Tee and I will start thinking about the third Ministry of Peculiar Occurrences novel. You can find all about me http://www.pjballantine.com/ and the Ministry at http://www.ministryofpeculiaroccurrences.com/

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.

Lions: An Interview with Peter Woodworth

Thursday, January 19th, 2012

This post kicks off a series of  interviews with authors who contributed to the newly released zombie anthology, Gimme Shelter.  Peter Woodworth is an avid gamer who has written fiction and games. I met Peter through mutual friends, and immediately started comparing notes on creating characters and how to run an excellent game.  Peter’s ideas about how to deploy NPC’s in a LARP completely changed my mind about how a LARP should be run.  In this interview, I ask Peter about the relationships in his story and bringing in supernatural creatures other than zombies into a story about the walking dead.

-J.R. Blackwell

Now, an excerpt from Peter Woodworth’s story, Lions:

“I’m so hungry, Daddy.”

“Easy, honey.” Cole said quietly, ducking down under the level of the window to glance over at Samantha, crouched in the corner and huddled into her oversized parka like a turtle pulled into its shell. They’d patched the roof as best they could with some scavenged boards last night, but tonight the rain was into its fifth hour, and in that time the water had found every gap. Raindrops drummed the floorboards like impatient fingers, mixed with the quiet paff paff paff of drops striking Samantha’s parka. As soon as he turned, the drops that had been striking the bill of his cap started hitting the back of Cole’s neck. “They’re still out there.”

Interview

In Lions, we follow the close relationship between a father and daughter. What made you choose this kind of relationship for your story? 

I think there are only a few relationships that would make someone find the strength to keep going through a zombie apocalypse – I mean, after it really became clear that this was The End, and it wasn’t likely society would ever come back – and taking care of your child one of them. Plus I’d never really written a central parent-child dynamic before, so it was a chance to try something new and challenge myself a bit.

Your story shows that there can be more than one type of monster in the zombie apocalypse. What inspired you to add another supernatural element to this story?

I really enjoy stories where you encounter supernatural creatures outside of their traditional “habitats”, so to speak, I thought it would be interesting to think about what would happen to vampires if their food supply took a nose dive. Especially if they weren’t exactly jaded vampires who’ve existed for centuries, but newcomers who are struggling with everything about what’s happened to their world.

What are the projects that you are currently working on, and where can people find you online?

My first novel is in editing at the moment, with a hopeful publication date of late 2012 or early 2013. It’s relates the exploits of the Impossible Mister Lapin, an alchemist, rabbit-man and gentleman adventurer who solves mysteries for Queen Victoria in an alternate 19th century timeline. The book’s title isn’t final yet, but stay tuned at my website – peterwoodworth.com – because I’ll be sure to have updates as it approaches publication! As for the future, I can’t say much more about my next project at the moment, except that it will be with the fine folks at Eschaton Media, creators of the post-zombie-apocalypse game Dystopia Rising.

Gimme Shelter can be purchased in Print, PDF, e-book and Kindle. For more information about Gimme Shelter and the other authors that contributed to the project, visit the Gimme Shelter Page.