Erik Amundsen's Blog, page 41
May 15, 2012
Rewiring the Mechanical Pirate
Gem & Qualm & Swift are as always. In fact, most of the beginning is just fine, though I think I want to introduce a thing or two about the twins' parentage (Daddy was a sea witch, Mama was a selky, duh).
Except... Once the heroic trio hook up, they have to go collect the damned swan boat at the island that Swift claimed from the sea witch she defeated for that boy she might not have actually wanted. And it's been re-inhabited in her absence. By the first sea witch's sibling/failsafe trapped in a mirror.
Also... Bacon steals Quay off of the Strigiform while our other heroes are storming it. They try to save the other three while the other three are trying to save them.
Why send people to hell when the Strigiform is just as bad below decks.
(There's a whole poisoned swamp down there... Among other things).
And... ? Hm. Okay, well, it's a good start.
Gem's family can wait until the sequel. If there is one. NOT PROMISING ANYTHING.
Except... Once the heroic trio hook up, they have to go collect the damned swan boat at the island that Swift claimed from the sea witch she defeated for that boy she might not have actually wanted. And it's been re-inhabited in her absence. By the first sea witch's sibling/failsafe trapped in a mirror.
Also... Bacon steals Quay off of the Strigiform while our other heroes are storming it. They try to save the other three while the other three are trying to save them.
Why send people to hell when the Strigiform is just as bad below decks.
(There's a whole poisoned swamp down there... Among other things).
And... ? Hm. Okay, well, it's a good start.
Gem's family can wait until the sequel. If there is one. NOT PROMISING ANYTHING.
Published on May 15, 2012 13:49
May 14, 2012
We seek out change to dream ourselves into the world
Originally posted by
sovay
at We seek out change to dream ourselves into the worldThis is not the post about my weekend, because my weekend contained enough things that I should write them up properly. (Upshot: I saw a lot of sci-fi radio theater. It was good. Sunday could have stood some improvement, but it turned out all right.)
This is the post about The Moment of Change: An Anthology of Feminist Speculative Poetry , edited by Rose Lemberg, which is now available from Aqueduct Press. Contributors include Ursula K. Le Guin, Shweta Narayan, Theodora Goss, Amal El-Mohtar, J.C. Runolfson, Lawrence Schimel, Cassandra Phillips-Sears, Catherynne M. Valente, Rachel Manija Brown, JoSelle Vanderhooft, Athena Andreadis, Adrienne J. Odasso, Phyllis Gotlieb, Greer Gilman, Jo Walton, Samantha Henderson, Jeannelle Ferreira, Yoon Ha Lee, Sofia Samatar, April Grant, Nisi Shawl, and a great many other poets speaking in all their own (and sometimes multiple) voices. Two of my poems are among them, "Matlacihuatl's Gift" and "Madonna of the Cave." I won't be at Wiscon for the reading, but I am honored to have been part of this project and very pleased it is out in the world.
Go and see; read and change.
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1380980874i/3657942.gif)
This is the post about The Moment of Change: An Anthology of Feminist Speculative Poetry , edited by Rose Lemberg, which is now available from Aqueduct Press. Contributors include Ursula K. Le Guin, Shweta Narayan, Theodora Goss, Amal El-Mohtar, J.C. Runolfson, Lawrence Schimel, Cassandra Phillips-Sears, Catherynne M. Valente, Rachel Manija Brown, JoSelle Vanderhooft, Athena Andreadis, Adrienne J. Odasso, Phyllis Gotlieb, Greer Gilman, Jo Walton, Samantha Henderson, Jeannelle Ferreira, Yoon Ha Lee, Sofia Samatar, April Grant, Nisi Shawl, and a great many other poets speaking in all their own (and sometimes multiple) voices. Two of my poems are among them, "Matlacihuatl's Gift" and "Madonna of the Cave." I won't be at Wiscon for the reading, but I am honored to have been part of this project and very pleased it is out in the world.
Go and see; read and change.

Published on May 14, 2012 18:38
May 12, 2012
7 Weeks
Since I "finished" Motherfucking Pirates. Time enough. Time enough. It's been 6 weeks since the last time I touched Hare Water. I am finding the best way to get inundated with short fiction ideas that NEED TO BE WRITTEN NOW is to work on long fiction, and sadly, I think the well that I tapped at the end of March has run dry on a passionless story about a peryton that I can't get into.
So I need to think about what I've done. Because I've done nothing since setting Pirates down and since then, Spells and Swashbucklers has come out (BUY IT!). So. Yeah. Also, my conscience (read
darkpaisley
) has told me I need to get a second draft and send it to someone for money. Okay. So.
Going back to this, I am torn. This is a story with which I am not sure I know what I want to do. Honestly, I think it would make a better comic, but that's just me. So.
Choices I need to make, that maybe I should have made, but did not make.
1) I think, with the first draft, I fell into the trap that I rail against so often, mostly in dorkery, but I think it applies here - mistaking violence for adventure. The first draft is kind of incredibly violent, not that I think that is bad per se, I am not sure if I want the second and subsequent drafts to be so violent. Gem is meant to be a canny, powerful fighter, but that doesn't have to come up all the damned time. In fact, the arc of her character might be better served if the reader gets chances to forget. Everyone got a little power creep, too, and that was not what I had in mind.
2) Setting. I kind of switched midway through the first draft and went from a sort of don't-give-a-fuck-about-authenticity "real" world to a don't-give-any-fucks-at-all secondary world. I have no intention of researching shit for this story.
3) Do I keep cussing?
So I need to think about what I've done. Because I've done nothing since setting Pirates down and since then, Spells and Swashbucklers has come out (BUY IT!). So. Yeah. Also, my conscience (read
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1380980874i/3657942.gif)
Going back to this, I am torn. This is a story with which I am not sure I know what I want to do. Honestly, I think it would make a better comic, but that's just me. So.
Choices I need to make, that maybe I should have made, but did not make.
1) I think, with the first draft, I fell into the trap that I rail against so often, mostly in dorkery, but I think it applies here - mistaking violence for adventure. The first draft is kind of incredibly violent, not that I think that is bad per se, I am not sure if I want the second and subsequent drafts to be so violent. Gem is meant to be a canny, powerful fighter, but that doesn't have to come up all the damned time. In fact, the arc of her character might be better served if the reader gets chances to forget. Everyone got a little power creep, too, and that was not what I had in mind.
2) Setting. I kind of switched midway through the first draft and went from a sort of don't-give-a-fuck-about-authenticity "real" world to a don't-give-any-fucks-at-all secondary world. I have no intention of researching shit for this story.
3) Do I keep cussing?
Published on May 12, 2012 18:29
May 11, 2012
Some Dork Notes
So, still kicking around my games. Got one Mouse Guard based on an earlier version of the current system (ROPE) and a game running on Wednesday with a more traditional system that I threw together in a couple days. That system is sort of a mess, and the (gaping) cracks (already) are showing, but the point of the game is sort of a stop-gap while the usual GMs on Wednesday night get their shit together.
That said, both have been really useful, and I am starting to get more out of playing out systems which are not perfect or even very good for more than one or two goes to see how much I learn. Fact is, I am good enough at working a crowd that my players forgive (or don't notice) shit that really bugs me.
So the Wednesday game is for really traditional style gamers who like D20 and World o Darkness (New more than Old) and they prefer the task based (Roll to see if you pick this lock. Roll to see if you hit that guy.) to my preferred action/stakes based (Roll to see if you make it to the point in the house where something interesting happens. Roll to see if you beat this guy or advance to the next stage of the boss battle) way of resolving shit. I am cool with that. Really. I just don't like any of the systems that work that way, so I made my own, which I like a little better, but it's not very good. That's what I am thinking about today.
In particular, I noticed one thing I screwed up pretty badly - I threw in a bunch of powers that were not all created equal, and one of my players lost the lottery on that.
Another thing I noticed is that Keys (from The Shadow of Yesterday, Lady Blackbird, the current Marvel Comics game - you get experience when you do things that are important to your character) are probably not a great idea for my group. I love them, but one of my players wasn't around when we made characters, and therefore got a lot of extra time to read through and took keys that basically reward him for doing what he always does, and he is the most active player in the bunch. Meanwhile, my player who lost the power lottery made his character while coming off the effects of electro-convulsive therapy and chose randomly. He is usually my second most active player. I have a couple of other players who are moderately active, one who shows up for the explicit purpose of this being his night out of the house (full of children).
Anyway, there is one thing I have noticed about games like this - they have skill lists. Skill lists good, skill lists fine, but first take care of he... erm. Wait. And I have come up with a problem with skill lists, that I think is pretty damned insoluble.
The skills on any skill list I have ever seen are not equal to one another. I tried to remedy this with pulling a lot of utility skills together, though I also sabotaged myself by making the skill list lean heavily on Mouse Guard's which is fine if you are playing a game like Mouse Guard that is heavily survival focused, but this one is not, so a lot of wasted points. Wasted points that I know a lot of players feel compelled to spend.
There are a certain number of things that anyone, everyone involved in a game that centers on adventures needs to be able to do to be competent, to make a player feel like they showed up with this character for a reason. You can be deficient in one or maybe two areas, but I know my players think that needs to be a choice.
In order to be a competent adventurer you need to be able to:Have strong or at least reliable recourse when things get violent.Be able to withstand hardships of physical, mental, spiritual natures and do what is onerous.Have strong or at least reliable recourse when people start talking.Be able to notice, investigate, hit the clues you need to progress in a mystery.Sneak, chase, escape, buckle on some swash when things get tricky, react quickly to danger.Tie your own shoes, interact with the setting in a way that you could hold down an honest job if you weren't an adventurer and survive as an adult.Depending on setting, there might be more than that (magic frex), but those are the basics. Generally, a player, one of mine is going to want to feel like they are, in at least one of those instances, better than most people they will ever meet, even in the course of an adventure. In absence of all other context, I pump my stealth or equivalent 10 times out of 10, and make sure that I can lose a fight less than the other guy, most of the time.
There is other stuff, almost all of it could fall under the umbrella of the six above (and most of those under the sixth), but my players (and I) like to be able to look at a sheet and know not just what their character can do, but what their character usually would do.
With that you have things like the following:Scholarship and expert knowledge.Medical training.Wilderness and woodcraft.Technical Skills, computers (if applicable)Professional training of one type or another.Entertaining, working a crowd.Handling animals, domestic and wild.Skilled trades and crafts.Pick locks and pockets and doing larcenous things.Bargaining and haggling, appraisal and sales.These things are important to my players. They want to be able to say they are good at some of these things, because it opens up actions that they can take, things that they can do as things that they do do, things they would do. It's one thing to assume that my character who is adept at facing the onerous, reacting to danger, and taking care of his basic material needs is going to be fine in the forest, but it's another thing to know for a fact that the forest is where he likes to hang out. At the same time, I might not, with this character's abilities, worry too much about his ability to pick a pocket or a lock, because he's good at that implicitly (through his major capabilities) and it's not that important to me. On the other hand, I might want to make explicit that he's good at bargaining and haggling, because he doesn't have *that* strong a recourse when people start talking, but I want him to be able to trade in town despite his deficiencies in that area and not have to really fight to not get rooked.
To a certain extent, I think D20 got it kind of right and 4e D&D got it even a little more right - recourse in combat, the arguable center of the game (you have the odds stacked against you if you want to argue against) and the ability to handle that which is onerous (to an extent) is separate from your ability to handle animals, and rises independently of your other choices. I think I got it more right, by accident, with ROPE, but I didn't see it as well as I do now.
That said, both have been really useful, and I am starting to get more out of playing out systems which are not perfect or even very good for more than one or two goes to see how much I learn. Fact is, I am good enough at working a crowd that my players forgive (or don't notice) shit that really bugs me.
So the Wednesday game is for really traditional style gamers who like D20 and World o Darkness (New more than Old) and they prefer the task based (Roll to see if you pick this lock. Roll to see if you hit that guy.) to my preferred action/stakes based (Roll to see if you make it to the point in the house where something interesting happens. Roll to see if you beat this guy or advance to the next stage of the boss battle) way of resolving shit. I am cool with that. Really. I just don't like any of the systems that work that way, so I made my own, which I like a little better, but it's not very good. That's what I am thinking about today.
In particular, I noticed one thing I screwed up pretty badly - I threw in a bunch of powers that were not all created equal, and one of my players lost the lottery on that.
Another thing I noticed is that Keys (from The Shadow of Yesterday, Lady Blackbird, the current Marvel Comics game - you get experience when you do things that are important to your character) are probably not a great idea for my group. I love them, but one of my players wasn't around when we made characters, and therefore got a lot of extra time to read through and took keys that basically reward him for doing what he always does, and he is the most active player in the bunch. Meanwhile, my player who lost the power lottery made his character while coming off the effects of electro-convulsive therapy and chose randomly. He is usually my second most active player. I have a couple of other players who are moderately active, one who shows up for the explicit purpose of this being his night out of the house (full of children).
Anyway, there is one thing I have noticed about games like this - they have skill lists. Skill lists good, skill lists fine, but first take care of he... erm. Wait. And I have come up with a problem with skill lists, that I think is pretty damned insoluble.
The skills on any skill list I have ever seen are not equal to one another. I tried to remedy this with pulling a lot of utility skills together, though I also sabotaged myself by making the skill list lean heavily on Mouse Guard's which is fine if you are playing a game like Mouse Guard that is heavily survival focused, but this one is not, so a lot of wasted points. Wasted points that I know a lot of players feel compelled to spend.
There are a certain number of things that anyone, everyone involved in a game that centers on adventures needs to be able to do to be competent, to make a player feel like they showed up with this character for a reason. You can be deficient in one or maybe two areas, but I know my players think that needs to be a choice.
In order to be a competent adventurer you need to be able to:Have strong or at least reliable recourse when things get violent.Be able to withstand hardships of physical, mental, spiritual natures and do what is onerous.Have strong or at least reliable recourse when people start talking.Be able to notice, investigate, hit the clues you need to progress in a mystery.Sneak, chase, escape, buckle on some swash when things get tricky, react quickly to danger.Tie your own shoes, interact with the setting in a way that you could hold down an honest job if you weren't an adventurer and survive as an adult.Depending on setting, there might be more than that (magic frex), but those are the basics. Generally, a player, one of mine is going to want to feel like they are, in at least one of those instances, better than most people they will ever meet, even in the course of an adventure. In absence of all other context, I pump my stealth or equivalent 10 times out of 10, and make sure that I can lose a fight less than the other guy, most of the time.
There is other stuff, almost all of it could fall under the umbrella of the six above (and most of those under the sixth), but my players (and I) like to be able to look at a sheet and know not just what their character can do, but what their character usually would do.
With that you have things like the following:Scholarship and expert knowledge.Medical training.Wilderness and woodcraft.Technical Skills, computers (if applicable)Professional training of one type or another.Entertaining, working a crowd.Handling animals, domestic and wild.Skilled trades and crafts.Pick locks and pockets and doing larcenous things.Bargaining and haggling, appraisal and sales.These things are important to my players. They want to be able to say they are good at some of these things, because it opens up actions that they can take, things that they can do as things that they do do, things they would do. It's one thing to assume that my character who is adept at facing the onerous, reacting to danger, and taking care of his basic material needs is going to be fine in the forest, but it's another thing to know for a fact that the forest is where he likes to hang out. At the same time, I might not, with this character's abilities, worry too much about his ability to pick a pocket or a lock, because he's good at that implicitly (through his major capabilities) and it's not that important to me. On the other hand, I might want to make explicit that he's good at bargaining and haggling, because he doesn't have *that* strong a recourse when people start talking, but I want him to be able to trade in town despite his deficiencies in that area and not have to really fight to not get rooked.
To a certain extent, I think D20 got it kind of right and 4e D&D got it even a little more right - recourse in combat, the arguable center of the game (you have the odds stacked against you if you want to argue against) and the ability to handle that which is onerous (to an extent) is separate from your ability to handle animals, and rises independently of your other choices. I think I got it more right, by accident, with ROPE, but I didn't see it as well as I do now.
Published on May 11, 2012 10:54
May 7, 2012
And in other news: <lj user="csecooney">'s poetry collection is out!
Originally posted by
asakiyume
at And in other news: <lj user="csecooney">'s poetry collection is out!
csecooney
's poetry transports me--I'd say it's a light for moths or a lure for fish, but that implies that you'll end up immolated or impaled if you read it, and I don't think that's the case. I mean, I'm still here, right? ... And... alive?
Or let me put it this way: never did barbs and flames feel so good!

Order information here.
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1381214922i/4546129.gif)
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1380938211i/3404273.png)
Or let me put it this way: never did barbs and flames feel so good!

Order information here.
Published on May 07, 2012 06:51
May 3, 2012
Submissions Don't Matter (Stop Me Before I Sub Again!)
"Dead Air for River Stones," I poem I wrote for
sovay
, is finally, finally, off to market.
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1381057904i/4024353.gif)
Published on May 03, 2012 09:50
May 2, 2012
Spells & Swashbucklers!
It's out! It has my story "William Did" in it. You can purchase it here!
Published on May 02, 2012 09:56
May 1, 2012
Asakiyume's "Tilia Songbird" up at GigaNotoSaurus
Originally posted by
asakiyume
at "Tilia Songbird" up at GigaNotoSaurusHappy May Day! My story
"Tilia Songbird,"
set in the Cloud Mountains, beyond the far southwestern borders of the Cinnabar Empire, is live now at
GigaNotoSaurus
. This took a long time to write, and I'm very grateful for editorial comments along the way, from
mmuenzler
,
sartorias
, and
ann_leckie
. It's the first story I ever wrote that I found myself so personally involved with that I couldn't show it to my parents. Now, however, it's out there for everyone to see.
*gulp*
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1381057904i/4024353.gif)
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1381057904i/4024353.gif)
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1381057904i/4024353.gif)
![[info]](https://i.gr-assets.com/images/S/compressed.photo.goodreads.com/hostedimages/1381057904i/4024353.gif)
*gulp*
Published on May 01, 2012 08:40
April 27, 2012
Submissions Don't Matter
"Hermaion" has been edited, given a better ending, and sent out the door.
I was hoping that Lightspeed was open for subs, because I'd like to crack them before the heat death of the universe, but looks like I am going to be finding out if Clarkesworld is sick of me yet.
I now have stuff subbed to the Clarkeworld, Strange Horizons, Apex, and Ideomancer. That's a weird feeling. It's almost like I'm being serious about this.
I was hoping that Lightspeed was open for subs, because I'd like to crack them before the heat death of the universe, but looks like I am going to be finding out if Clarkesworld is sick of me yet.
I now have stuff subbed to the Clarkeworld, Strange Horizons, Apex, and Ideomancer. That's a weird feeling. It's almost like I'm being serious about this.
Published on April 27, 2012 09:01
April 26, 2012
Submissions Don't Matter
"The Courage" and "King of Pine" are out the door.
I did one thing that is a little odd for me. I looked over "The Courage" this morning and realized that it was what I meant it to be, not that it was perfect or anything, but it was what it was supposed to be, but it is the best story I can currently make it. Then I added a little dialog anyway, to explain things more. To me, it doesn't do much but add words, but then, I am really good at not seeing what I have left out of a story that my readers really want to know. I don't think I ruined the story, broke the flow or weighed it down. It still comes in under 3000 words. I kept the original version, just in case, but I think I will probably grow to either like the changes or forget where they begin or end. I have "Hermaion" to look at next, and, in a couple of weeks, "The Golden Stringed Guitar."
I did one thing that is a little odd for me. I looked over "The Courage" this morning and realized that it was what I meant it to be, not that it was perfect or anything, but it was what it was supposed to be, but it is the best story I can currently make it. Then I added a little dialog anyway, to explain things more. To me, it doesn't do much but add words, but then, I am really good at not seeing what I have left out of a story that my readers really want to know. I don't think I ruined the story, broke the flow or weighed it down. It still comes in under 3000 words. I kept the original version, just in case, but I think I will probably grow to either like the changes or forget where they begin or end. I have "Hermaion" to look at next, and, in a couple of weeks, "The Golden Stringed Guitar."
Published on April 26, 2012 13:53
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