Archive for the ‘Shelter In Place’ Category

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.

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.

The Zombies Are Here!

Monday, January 16th, 2012

Gimme Shelter, the anthology of the zombie Apocalypse, is now available! Gimme Shelter is about zombies, survival, fathers and daughters, teenagers making out, guns, awkward third dates, reality TV gone wrong, and having a sense of humor in the face of impending disaster. Its a love letter to horror, zombies and the apocalypse.

Gimme Shelter features all-new fiction from Filamena Young, Jared Axelrod, PJ Schnyder, Christiana Ellis, Peter Woodworth, Tee Morris, Mur Lafferty, Rob Wieland, David A. Hill Jr., Phillipa Ballentine, Chuck Wendig, and J.R. Blackwell.

The fiction in Gimme Shelter was created as a special thank you to the Kickstarter supporters of Shelter in Place. This week, we’ll be featuring interviews with the authors who contributed to Gimme Shelter about their stories, inspirations and latest projects.  Gimme Shelteris available in e-book and print

Paperback: $5.99

Kindle e-book on Amazon: $2.99

Google Books for Nook and other e-readers: $2.99

PDF and e-Book on Drive Thru Fiction: $2.99

UK Customers: Kindle e-book on Amazon

 

Gimme Shelter Cover Image

Weekly Roundup: Submissions, Translations and Zombies

Friday, January 13th, 2012

This has been a busy week at Galileo Games. We made some big changes to our webpage, adding content about new releases, the conventions we’ll be visiting and giving our contributors their own page on the site.

On our news section, we announced that we are looking for submissions for Bulldogs! Adventure scenarios, began recruiting for the Galileo Gamers (free swag to run games!), and went into detail about our ambitious publishing schedule for this year.

Galileo Games Around The Web

Next Week

Gimme Shelter Cover Image

Next week, Gimme Shelter, the zombie anthology inspired by Shelter in Place will be made available for sale in print and e-book.  Gimme Shelter was first made exclusively available to the Kickstarter supporters of Shelter in Place. Gimme Shelter features original stories of the zombie Apocalypse from writers such as Christiana Ellis, Chuck Wendig and Jared Axelrod.

Shelter in Place can be purchased in print, PDF, or a print+pdf bundle.

We Need You!

Wednesday, January 4th, 2012

What do you do when there are more conventions than you can possibly attend, more games than you could run by yourself in one convention, and you happen to have lots of cool swag?  That’s when it’s time to recruit a few good Game Masters.

We are looking for a few good players to join the Galileo Games Demo team as official Galileo Gamers.  We need people who can demo our games at conventions. If you’ve run a Galileo game, own a game, or have enjoyed a game before, then become an official Galileo Gamer, and help us spread the word about the games you love.

How can I join the Galileo Gamers?

All you have to do is run one of our games at a convention. If you are running a game at a convention Galileo Games is attending, then you can simply talk to us about what you’re running. If you are running a game at a convention we won’t be attending, then please e-mail info@galileogames.com with a link to or photograph of the convention schedule that shows that they will be hosting a game.

What do I get as a Galileo Gamer?

If you run a Galileo Game at a convention you will be gifted a Swag Bag of Galileo products. This Swag Bag may contain t-shirts, games, exclusive content, or even an electronic PDF bundle. The Swag Bag will change depending on what we have in production and the interests of the Galileo Gamers.

What are the Galileo Games?

Official Galileo Conventions

Galileo Games will be attending five conventions this year. If you plan to run a Galileo game at one of these conventions, e-mail us at info@galileogames.com and we’ll make sure to pack an extra special swag bag for you.

  • Dreamation: February 23 -26
  • PAX East: April 6 -8
  • Balticon: May 25 – 28
  • Dexcon: July 4 -8
  • GenCon: August 16 -19
  • Metatopia: November 9-11

We look forward to hearing from Galileo Gamers! If you’d like to run a game at a convention, please e-mail at info@galileogames.com to let us know when you’ll be doing it, and we’ll get you your special Galileo swag.

J.R. Blackwell Joins Galileo Games

Tuesday, January 3rd, 2012

I am pleased to announce that J.R. Blackwell is joining Galileo Games as our Creative Director. J.R. produced her first game, Shelter in Place, with Galileo Games and the success of that project let me know that J.R. would be a good addition to the Galileo team.  This year she will be working with Galileo as we expand into producing original fiction and online content.

J.R. Blackwell is a writer, photographer and avid gamer. She has been gaming since she was a child and enjoys tabletop, board games and LARPing. She has been published in a variety of formats, and has an essay in the Gospel of the Flying Spaghetti Monster. She received her Masters degree from the University of Pennsylvania where she studied creative writing. Her photography has been in magazines and on book covers. If you want to know more about J.R., there are variety print and audio interviews with her available for free on her website: http://jrblackwell.wordpress.com/about/

This year is a time of growth for Galileo Games. This means new games, art and fiction as well as new supplements for our existing games. Having J.R. on the team means that we have the opportunity to experiment with new ways of reaching our fans, from e-books to podcasts to more blog posts and social media content.  You can count on hearing from J.R. here on the Galileo blog in the next year as she lets you know about the development of new games, interviews, and fiction.

If you have any questions for J.R. about her background, gaming history, or you just want to welcome her in her new role with us, feel free to leave a comment below. J.R. will be answering questions on this post all this week.