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Input Update 7/23/2025

Reading: More Than Words by John Warner

Also reading: Fantasy: A Short History by Adam Roberts

Also, also reading: The Girl Who Drank the Moon by Kelly Barnhill

Listening to: When We Were Wizards podcast

Watching: Harry Potter and the Prisoner of Azkaban (with the kiddos)

I am also in the midst of reading a lot more books but they’ve somewhat cycled out of the daily rotation, whereas the three listed above are the current “in-progress” reads.

My backburner books are Alice’s Adventures in Wonderland (a book I’m planning to teach this Fall semester), A Midsummer Night’s Dream (see the Alice parenthetical), The House of Mirth (also a work book), and the Collected Fantasies Vol. 2 of Clark Ashton Smith (NOT a work book).

Sometimes I worry that I’m reading books for the sake of marking them off my list, reading as quickly and as relentlessly as I can. So far this summer I’ve finished twelve books. I enjoyed them all, but I can’t shake the nagging feeling that I didn’t absorb them as well as I could have.

I’m not sure of the remedy. I read so quickly because I have so many books I want to read. I try to “read at whim” as Alan Jacobs suggests, but sometimes that “whim” is dictated by what I need to read for work, or what feels like it could be useful for work. Or what the book club wants to read. Or what I feel I “need” to read because it’s been on the shelf for so long.

So maybe I don’t read at whim at all. Which might be why I feel that pressure. I am reading less at whim and more haphazardly, I guess. Whatever falls in my lap, whatever I need to read for work, whatever attracts me like a shiny object attracting a cat. And then the books I REALLY want to read (so I tell myself), end up going unread.

Lo, these many years, I have searched in vain…

…until now. At long last, I think I’ve found it. The book I read as a kid and could never remember its title.

At first I thought it was The Sleeping Dragon.

Then Quag Keep.

Then The Twilight Realm.

Then Demons Don’t Dream.

But none were right. I remembered the book was about a group of young people sucked into a role-playing game, but with each foray into these old 1970s/80s paperbacks, I grew less and less confident that I would find the right book, the one from my faded and unreliable memories.

I knew it had a blue cover.

I knew it had people from our world transported into a fantasy game.*

I knew it had to be from the late eighties or early nineties because I read it when I was roughly ten or eleven.

And I knew that it had seemed a bit too “old” for me at the time. Like, I remember the choices of the characters and the conflicts making me feel somewhat uncomfortable at times. I don’t know if it was relationship/sex-type stuff, or just moral grayness, but I remember keeping my reading on the QT. Or maybe I was embarrassed by the role-playing aspect, something I wasn’t sure my parents would approve of…

But over the years, as I’ve Googled what I could remember and crawled through message boards and blog posts, I simply couldn’t find the right book.

Honestly, I figured it must have been one of the aforementioned books and my memories were just faulty or making shit up.

And yet… the niggling feeling in the back of brain wouldn’t go away. I still wanted to know… still wanted to find the book…

Reader, I think I’ve found it.

I’m not sure why my morning scroll through Pinterest looking for old Dragon Magazine covers and fairy tale fantasy illustrations made me think of this book again, or my quest to find it, but I decided to do another round of Google searches and see what might come up.

The keywords were the usual: “portal fantasy,” “role-playing game,” “dice magic,” “1980s,” and yet, for whatever reason, this time, I lighted upon an rpg message board where someone had asked a similar question: Looking for a book… kids transported into a game… can’t remember the title… etc.

I scrolled through the thread. Same old, same old. Quag Keep. The Sleeping Dragon.

And then. Could it be this series by Kevin J. Anderson? Gamearth series? Gamearth, Game Play, Game’s End?

As soon as I saw the title, Game Play, it was like a little chink in my stone wall plunked out, and then the whole edifice crumbled.

Game Play.

I looked it up.

Blue cover.

An RPG that comes to life.

Kids from our world.

Came out in 1989. I would’ve been eight. Maybe nine when I encountered it.

And that cover. It gave me the shivers. Familiar and strange. Like deja vu or a memory or a dream.

*Apparently, my memory is a little faulty because I’m not sure the kids from our world go INTO the game, but instead, the game comes to life. But everything else from the book description sounds bang on. Even the names–Melanie, David, Hexworld–sound right.

A memory conjured from a darkened abyss. Hexworld. Game Play. The blue cover.

I have to find a copy now and read it. Anderson has republished the series but with revisions, so I don’t want to read the newer version. I want the old 1989 one. The one from my childhood.

I am almost 100% certain it will not live up to my memory of it. I don’t even think I liked it as a kid, only that it captivated and intrigued me. It felt weirdly forbidden when I was ten (eight? nine?). I know it will not seem so forbidden or “adult” now to the real-adult me, but I don’t care. I have to find a copy and read it.

I think, at long last, I have found the forgotten book. My quest is nearly complete.

Just goes to show what a fantasy novel, even a probably so-so fantasy novel, can mean to a kid.

Inventing the Process

“Part of the work is figuring out how to work.”

(Kevin Nguyen, from Counter Craft interview, April 8, 2025)

I’m abandoning old ways of thinking and doing. For too long I’ve clung to “identities” (think: Plotter versus Discovery Writer) and methods (“Writing into the Dark”) that are gumming up the works of my actual, functioning brain and the way I process and express my ideas.

I’m not abandoning certain aspects of these methods and identities, but I am abandoning the framework that makes me think in these terms. That framework often works as an inner monologue as I sit down to write, telling me how I should be doing things before I’ve actually started doing them.

Inner Monologue: “If I’m a discovery writer, then I shouldn’t ever make any kind of outline before I start writing. If I follow a writing into the dark methodology, then I shouldn’t ever plan ahead before I start writing.”

And also, the inner monologue has some things to say about speed and word count quotas and all the rest: “To be a real writer, I need to hit a certain word count each day/week/month/year. I need to be more disciplined. I need to apply Butt to Chair.”

On the whole, these inner voices DO reflect something important about my process. I do tend to get bored if I’m writing from an outline, so I prefer to discover as I go. I do tend to write by “cycling” instead of burping shitty words onto the page with the promise that I’ll “go back and fix them” later. I hate “revision” in the traditional way we mean it. It’s tedious, I get confused and frustrated, and in the end, I don’t think the writing is any better. So I like to “revise as I go,” i.e.: cycle through the previous sessions words and tweak or change things.

It’s not that I’m abandoning these techniques and methods.

But I need to abandon the thinking behind them. That I must adhere to a “method” at all. It’s almost like I’ve created an ideology for myself and must fit everything into that ideology. That’s what I need to abandon.

I making this a conscious thing because I’ve started to notice that my creative voice often has A LOT to say, a lot to express, but instead of just letting the words fly upon the page, I start my writing sessions by doing my “method.” I follow the cycling procedure like a ritual at church. And sometimes that cycling procedure IS what my voice wants.

But sometimes it isn’t.

Sometimes I have a line or an image that’s sticking in my brain, and I need to write that first. I need to follow that thread. It might connect to what I wrote yesterday, it might not, it might take me some time to see the connection, it might never connect (meaning it might be for a different story).

I am really good at putting words on the page. I really love putting words on the page. I can write in my notebook and fill three pages often in less than twenty minutes. I can write a paragraph or two in minutes. When I stop worrying or don’t “care” if the words are “important,” then I can write at the drop of a hat. No block whatsoever.

So if I’m good at it and love doing it, why is it so hard for me to put words on the page when it’s time to “write my fiction”?

It’s because I’m trying too hard to follow a method, to fit an identity. I’m looking at what works for others and trying on their shoes, almost in the way a child tries on her parent’s shoes and walks around comically with giant clown feet. I can walk, but it’s awkward. It works until it doesn’t, until I trip on the cat’s tail and fall.

Writing is easy for me. It’s only when I say, “Alright, time to stop fiddling around and write that FICTION,” does my hand freeze up. Because now I’m caught in the methods, in the process I’ve prescribed for myself.

But what if each new time I sit to write I acknowledge that it IS a new time, that what worked yesterday might not work today, and that trying to adhere to something that worked yesterday might be more of a fly trap than a way forward?

The only way forward is, well, forward. To do the work that is in front of me at this moment in time, not the work of yesterday or last week. What worked yesterday might not work today. Part of the work is seeing where my Creative Voice wants to go today. But that means letting go of systems or ideologies about how to do the work.

I’m not arguing against discipline. Or methods or procedures. There’s a great section in Bayles and Orland’s Art and Fear where they talk about Chopin and his Mazurkas as the way he gets his work done. Something about the Mazurka as a form allows Chopin to do his work. It’s an entry-point, a doorway that allows him to enter into his work and get things done. So having those doorways is good. I’ve got a few of them (my writer’s notebook and morning pages, for instance), and they often take me into my work. Cycling does too. Sometimes.

But sometimes the morning pages don’t take me into my work. Sometimes the cycling system fails. And what I’ve been trying to do is conform myself to the system in order to create, instead of saying, “Okay, today the system failed. Now what? Well, I want to write this line about a woman jumping down a manhole to chase a giant worm.”

Instead of pushing that woman and her giant worm to the side, maybe I should roll with it. Ride that worm. Who cares if it’s not part of my “normal” process? Who cares if it’s not part of my current work-in-progress? Maybe it will be. I don’t know. But I’ve been trying to tell my Creative Voice, “No, don’t play over there. Play over here. With these toys,” and that’s looking like a pretty destructive thing to do. Creative Voice sulks and doesn’t play at all.

So which is worse, following a random tangent but still getting words written or trying to follow the system and getting nothing written?

And yet, in saying all this to myself, am I just creating another system?

Yes.

Which means, there may be times when I will force myself to cycle and write the next line, even if the heat isn’t in me at the moment, even if I have visions of subterranean worms riding the sewer waves, even then, I will cycle through and push those words out and tell Creative Voice to be patient, it will get fun again.

Because there is no system. There are many systems and none.

There is each new day at the desk, each new embodiment of myself at that desk, each new moment where maybe I’m a bit hungrier today than I was yesterday, or I’d just read something that stuck in my craw last night, or I had a funky dream, or something came out in my morning pages and I like it and I’m gonna follow its thread, or I don’t feel like typing so I’m going to handwrite a few lines of dialogue, or I’m going to skeleton-scene something that just popped into my head even though I’m not sure I’ll use it in the story…

Each new day means figuring out how to work. Yes, there are systems and Mazurkas to help us, but sometimes they don’t help us and we have to figure out something else. Sometimes we don’t have to “figure” at all; we just have to do. The old Bradburian saying about jumping off the cliff and building one’s wings on the way down.

Each day is a new invention of the self and the work and the process. One system, many systems, no system.

Whatever gets the art out.

Word Counts and Critical Voice

I never realized how much my consideration of a project’s word count could invite my critical voice to make an appearance. After all, if I’m writing a novel, don’t I have to make sure it hits a certain word count (ballpark, anyway)? Same for short stories, novellas, etc. How can I write anything without considering word count?

Here’s another case of me not heeding my own advice. I tell students all the time that page counts and word counts are arbitrary when it comes to prose. Teachers tell students to write five hundred words (or a thousand or two-fifty or whatever) not because the word count is intrinsic to the piece of writing, but because of other factors: we don’t have time to read twenty-five eight-thousand-word essays this week, or we want the students to learn brevity, or we simply follow convention by giving students their beloved “How long should this be?” question an answer.

The real answer is, “However long it needs to be.” But students hate that answer. We teachers sometimes hate it too.

If we were printing a magazine or a newspaper, then column length would matter. There’s only so much space on a page.

If we were publishing books, then length would matter too for something pushing against one thousand pages.

But students aren’t usually writing for publication in a print newspaper, and novelists aren’t usually pushing against one thousand pages for their novels.

The answer is, “However long it needs to be.”

And yet here I am, sitting here week after week, scribbling and typing away at my stories, constantly checking the word count to see if it “fits” the prescribed type of story I’m writing. Not genre, not narrative. But: Is it a short story? A novel? A novella? Better make my “short story” the right length. Not too long, not too short. Better make sure my latest novel is between 90k and 100k words. Better work towards a “length,” because how else will I know I’m done?

Idiocy.

Despite what I tell students, I’ve internalized the “How long should it be?” question for my own writing, and it’s opened the door to Critical Voice. Instead of spinning the yarn and letting it go where it may, I’ve decided ahead of time what “type” of story it is, and I’ve been writing to that length and structure.

Who is to say what I’m writing is a short story? Even if I set out with an idea I think will be a short story, what happens if it starts to pick up steam and becomes something more? Am I open to that possibility, or am I stuck in “short story”-mode, trying to fit an oversized foot into a glass slipper that just won’t hold it?

For Norse City Limits, I decided that it needed to be a “proper” length. Fantasy, after all, is a genre that welcomes the longer book. Readers expect a hefty tome.

But what if my story isn’t fit for hefty-tome-dom? What if NCL needs to be 60k or 70? What if it needs to be ultra-hefty? 300k? Or more?

I am not trusting my Creative Voice here. I am working towards something arbitrary instead of something that comes intrinsically out of the story itself.

Bad, bad, bad, bad, bad.

I never realized how much the “publishing” side of things was intruding on my creative process. I thought that since I always write what I want and never to “market,” that I was immune from the business side interfering with Creative Voice.

Gah! I was so wrong!

Sneaky, that Critical Voice.

If I were writing for a print newspaper, things would be different. If I were writing a sonnet, obviously, the form demands a certain length.

But I’m writing fiction and nonfiction on my blog and as an indie publisher. Length doesn’t matter.

This is wildly freeing. Today, as I worked on a “short story,” I realized that there was no reason it had to be bound by the term “short story.” I mean, maybe it will end up being a short story. Chances are it will. There are only a few characters and one setting. It’s basically the story of a brief affair. I don’t think it will be more than a short narrative.

But maybe I’m wrong. Maybe this is only the first chapter of a longer story. Maybe this little May-December romance will become something larger in scope.

That’s not for me to decide at the moment. All I have to decide is what the next sentence will be. And the next. Until the story finds its ending.

That’s the key: The story must find its own ending.

Not a word count or publishing consideration. Those don’t determine the ending. That’s Critical Voice thinking.

What does the story need? Where will it end?

That’s Creative Voice talking. I’m just along for the ride.

I finally realized today that I’d been trying to backseat drive, trying to route the way only to discover that there is no fixed destination. Not yet, anyway. The route, the journey, my Creative Voice will decide the destination, not me.

And not my word counts.

Return to DCC RPG

I’m playing a solo Dolmenwood game right now, my kids and I are playing some adventures using Hero Kids, and I might be joining an open table for Shadowdark in the very near future, but I’ve also been cooking up another solo adventure/campaign using the Emirates of Ylaruam gazetteer from TSR, and I was thinking of using Cairn for my system, and yet now, I’m getting the itch to return to my first OSR love: Dungeon Crawl Classics RPG.

I’ve played several games using DCC, and I’ve loved each and every one, but I find that players don’t always love it as much as I do. Maybe I’m not a very good Judge, maybe the players have wanted a more typical 5e experience, I don’t know. But I’ve moved away from DCC RPG partly because there are so many new games I’m interested in (Dolmenwood!!), and partly because I’ve found it hard to get a regular game going.

But if I love it so much, and I’m planning a solo campaign, why not use DCC for my solo campaign? It’s an obvious choice!

One thing I’m interested in is using DCC for a homebrew. Although Goodman Games makes excellent adventure modules, I’m more and more curious to see how DCC works when using the core rules but adventuring in my own world (“my own” is a stretch… I am using the Ylaruam stuff from TSR… but I’m not using any pre-made modules; I’m making a sandbox and letting my PCs go wherever, no set story).

One of the things I love most about DCC RPG’s core rulebook is the way it encourages the judge and players to develop their own world: make your own patrons and deities and monsters and magic items and everything else in between. If dice rolls lead to wild results, play out those results and see what happens. A spell goes awry and transports the party to another dimension? Cool! Go explore that dimension. A PC dies and his friends want him back? Cool! Travel to the underworld and rescue him. The warrior wants to learn a new fighting style? Cool! Seek out the legendary sword master of the far-off mountains and convince him to train you.

The Goodman Games modules are fun, but one of the things that drew me to DCC RPG is the way it inspired my own adventuring and world-building ideas. I like the modules for one-shots, or even as locations/encounters within a hex crawl, and I might use a few as I solo-play, but I’m really in the mood for creating my own map of adventures, my own locations, my own quests. I’ve never really used DCC for that kind of play yet, and I want to try.

I’m inspired on some level by Bob the Worldbuilder’s excellent Skrym resource. By using the Ylaruam gazetteer and the Skrym random tables (as well as the tables in the DCC core book), I feel confident I can make a robust solo campaign.

In some ways, I wonder if Goodman Games’s success with its modules has hampered or undersold DCC’s ability to work as a homebrew game. The game itself has so many interesting quirks and tables that create stories simply by the effects of a spell roll or treasure table roll or patron roll. The modules are wonderfully weird and well-designed, offering the perfect DCC “flavor,” but as a system, I think the DCC core book gets overshadowed by this robust line of adventures. I’m genuinely curious to see how well the system holds up in a sandbox campaign that is not based on any DCC RPG modules or settings.

Thoughts on The Motern Method

I liked it. Well-worth reading and owning.

However, if anyone has spent any time at all reading Heinlein’s Rules or exploring corners of the internet where these Rules are being lived out, a lot of the concepts in The Motern Method will sound familiar.

Which doesn’t mean it’s not worth reading. IT IS.

But it wasn’t particularly revolutionary for me. Parts of it reminded me of Make Art, Make Money: Lessons from Jim Henson on Fueling Your Creative Career. Parts of it reminded me of Ray Bradbury’s long-standing advice on quantity over quality in one’s art-making. And parts of it reminded me of Heinlein’s Rules.

One thing it also reminded me of is my previous desire to be an independent filmmaker. If The Motern Method was anything for me, it was a reminder that I once wanted to make movies and felt like I didn’t have the resources, and that maybe I need to let go of such thinking and try to make a movie no matter the lack of money or equipment.

I’m not saying I’m going to start making independent films. But… maybe?

The other thing I like about the book is that it collects a lot of advice into one place. Sure, there are Heinlein’s Rules and the books and authors I referenced above, but when I need a quick pep talk, The Motern Method is right there, with all the stuff.

For instance, I got a rejection the other day from a short story market. And yeah, yeah, rejections are part of the deal, right? I’ve had many rejections before, so you’d think I’d brush it off and no big thing.

But I was bummed. In a funk.

And that rejection was followed by another rejection (different story, different market). So again, you’d think, “But that’s great! You’ve got two stories out for submission and even with the rejections, all you need to do is send them out to two more magazines and keep going!”

And that’s exactly the right advice, but my brain doesn’t always operate on logic. My brain sometimes spirals into depths of self-doubt and loathing that are like the black pits of Tartarus, just roiling under the surface waiting to bubble up.

I know rejections are part of the gig, and I know all I need to do is send the stories out again. But knowing and believing are two different things.

Enter The Motern Method.

I remembered that Farley had a few chapters on rejections and getting your work out into the world (again, very Heinlein-esque), so I flipped to those pages and started reading.

It was basically a pep talk, and it worked. My brain stopped its death-spiral, and I felt renewed. Getting my work out into the world is what matters. Getting your work out into the world is what matters. Can’t let rejections stop that. Gotta keep going.

Sure, I could have gone online and googled Heinlein’s Rules again, or tracked down similar publishing advice, but having Farley’s book right at hand, its minimalist, indie-punk black and white cover reminding me that artists can work outside the mainstream system, made it easier to read what I needed to read.

I love the book’s aesthetic. No author is mentioned anywhere but on the spine. No introduction, no table of contents. The book just starts, each section indicated by bold-font titles, and then it ends, with Farley narrating his creative journey, explaining how the Motern Method was developed and how it helped him write the book.

Some sections are ones I quibble with a bit. “Read the comments. Read the reviews”? Maybe for others, but for me, this is DEATH. Both good comments and bad, good reviews and bad, tend to hurt my Creative Voice. It doesn’t mean I’m not an idiot who sometimes reads the reviews, but I always hate myself afterward.

Farley’s larger point — that reading the reviews will toughen you up, show you that taste is relative and not to worry if people don’t “get” your work — isn’t a bad one, but I know for my own ego, reviews can get inside like brain worms and infect my process.

But overall, the book is a rallying cry, a manifesto.

And it is very punk. Which I dig.

I’ll be keeping The Motern Method on my writing desk. When I’m stuck, when I’m down, when I need a kick in the pants, it will be my go-to.

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