Geek Nights Love Shock:

At Recess two weekends back, I had a chance to play Shock: with Terry Romero, Max Kushner, and Scott and Rym of Geek Nights. They just did a review and man, they totally get the game. Scott ordered it yesterday and I think they’ll have a really good time with it. Also, they seem to have a hard time telling Ben Lehman and me apart. It’s because we look so similar.

You can listen to it right here, but you should also go to their site and figure out if any of the rest of their four shows a week (!) twiddle your fancy.

Shock: Hardcopies Now Shipping

Shock: is finally back in print, in stock, and shipping. Annnd… as of this moment, I’m down to 73 of my print run of 100. I expect another 8 or so to go out the door to retailers this week. Get your copy soon! I obviously have a hard time printing the damn things!

If you ordered a copy and haven’t gotten it in the next couple of weeks, email me and we’ll figure out what happened.

Friends, Wine, Food, and Games

I’m very excited to be able to announce that Lucca Comics and Games — the foremost Italian games and fantasy imagery show, bigger than Gen Con — and Janus Design — translators and publishers of the Italian editions of Fiasco, Don’t Rest Your Head, Polaris, and many others — have invited me to their big October convention to promote the Italian edition of Shock:!

Jason Morningstar and I will be presenting a conference together called, “Come fare un gioco di ruolo”, “Ways to make a roleplaying game”. Jason and I will have opposing teams. My team is orange.

I’m super fucking psyched. Not only do I get to finally meet the deeply excellent Janus Designs folks, but I get to go back to Lucca, where I used to go with my family when we lived there. And eat. I plan to eat many lunches.

Contrition

If you’ve ordered Shock: in the last month or so, you’re probably wondering where the hell your copy is. The answer is, something went wrong in inventory and 17 copies of Shock: unwrote themselves from history. This is likely related in part to the mysterious “sideways printing” matter, but that can’t account for all of them. So, I don’t know what happened, but I’m doing what I can to make right.

I’m scrambling at this very moment to get a new print run out the door to get you what you paid for. Watch this space for further announcements.

PAX East 2010

(You’ll have to pardon what I can only assume is totally incoherent writing in this post. I’m totally exhausted.)

So, this settles it: if you’re an independent RPG publisher, what the fuck were you doing not at PAX East this weekend?

It’s better than Gen Con in every dimension. The players are more enthusiastic and interested in what you’re doing, the booths are cheaper, you get to (and in fact have to) run long demos all the time, the Enforcers are flexible and able to figure out how to get you doing what you need to do, and they bring you bottles of water when you’re thirsty.

I’m not joking. An Enforcer (those are the volunteers, of which there were hundreds) brought me water and lip balm because it was really dry in there. He brought me water and lip balm.

But, as excellent as the structure of the con is, the thing that really made it shine were the attendees. When I said “Hi! How ya doin’?” across the table, they told me. It’s totally different form the Gen Con Grunt. I shook (and washed) a lot of  hands just because I was actually launching into social interaction every few minutes. I mean, we’re all here cuz we like games, right? We know we’ve got a lot to talk about. A lot of people have games they’re working on themselves — board games, card games, roleplaying games — and they love to talk about them. Only once did I have a “let me tell you about my character” moment, and honestly, that guy would have been the prettiest princess in Indianapolis if he’d been there instead.

At the end of the weekend, we had maybe ten books left, out of hundreds, to sell. I sold out of Shock: about two thirds the way through Saturday, but then I had all these copies of Human Contact. I started emailing PDFs to a bunch of people just so they’d have the core rules, and a handful pre-ordered from the next print run, even. Burning Wheel, Mouse Guard, and Burning Empires all were gone yesterday morning. Dread vanished within moments of the end of the Beyond D&D panel. The four copies of Cold City and Hot War both sold out within a few hours once I’d figured out how to find out from people what they wanted (and they wanted Cold City and Hot War).

But it was a one-two punch. The sales were only one. The “two” was the play. I got to play several (three?) games of Human Contact. There were return players bringing their friends in, and we had a really neat, very subversive game of Human Contact. Which was great, because the previous two games had been fantastic explorations of just how the Academy can screw up.

In the first expedition (played with Jason and his brother Mike), the Messenger craft carrying the three envoys crashed. One of the envoys died in the crash, the body discovered by local theocrats who had mythological records of their arrival from a starship that had apparently promised them a return. Another of the envoys dragged himself ashore to be hidden by a disgruntled socialist farmer. The third managed to land right in the middle of the theocratic capital around their observatory-temple.

It was not subtle. There was a purge that led directly to a civil war, which was the power vacuum that the socialist revolution needed to succeed. One of the envoys had to prove his non-godhood by getting shot to death, leaving only the one remaining. They’d been there about one week out of the seven years they had until the starship returned.

So, that went well.

In the second case, Dennis, Brandi, and I visited Acad, a world of company towns. Education was nepotistic and, as a result, medicine was appallingly misunderstood and misused. One of the envoys realized that she had an opportunity to live comfortably and used her own access to the extraordinary medicine of the Academy as a carrot/stick with which to build a crime empire. The other surviving envoy was meanwhile living comfortably in an embassy in the capital city, doing what he could from the top down. They didn’t help any of the objectives they had as envoys, despite using a solid year doing stuff.

In the third case, the Acadmy’s envoys visited Turaku. Philomena, the returning Brandi, and her friend Leah did an amazing job. They worked to put childbirth in the hands of the women giving birth (rather than a grim, industrial establishment) by making art about vaginas, they established an “enlightened” factory town where they could take in the unemployed, and they managed to keep all three envoys alive! Their shifts to the society were through art, music, and poetry, designing a youth culture that would be able to take the reins of the society before the starship returned. This game was particularly awesome, despite the fact that Philomena and her birth canal art had to leave the game early.

So it was awesome. I’m already looking forward to next year. I hope Luke Crane (and his inestimable Burning Crew), Jared Sorensen, John Carimando, and I are there with a bunch more indie publishers.

Human Contact:Alone Pre-Order

The front cover of Human Contact: Alone. That's the starship coming back to pick up the envoys, but after nine years, I bet those people reeeeally want to get off that ship.

So, Malcolm, Courtny, Rob, and Soren all got me to thinkin’. What happens when a starship can’t land? The answer is, they do a careful insertion of a small team of emissaries to make it so they can land when they loop back around in seven years.

The groundwork they have to lay is social, but it can take many forms. They might have to win a war, start a religion, or change the colony’s socioeconomic system. In seven years. Because when those Academics finally get into orbit after their now nine year journey, there’s no force in the universe that could keep them off the surface.

To help pay for the print run, I’m taking pre-orders! Paypal $10 +$4 s&h in the US or $6 elsewhere to orders@glyphpress.com and put “Human Contact:Alone” in the subject line.

Shock:Human Contact limited edition almost gone

Shock:Human Contact 2010 Dreamation Preview

I’ve got just a handful of copies of the Shock:Human Contact Dreamation 2010 Preview left. I’d love to see them in the hands of some fans of Ian Banks’ Culture, Ursula LeGuin’s Ekumen, and Asimov’s Foundation.

If you’re one who lives in the US, paypal me $9 + $4 s&h.

If you’re one who lives elsewhere on Earth, paypal me $9 +$6 s&h.

You can send it to orders@glyphpress.com.

I will send you one!

It’s 18 pages long, heavily illustrated, and full of excellent Minutiæ for Shock: It requires the full Shock: game to play, so you might want to get a copy of that, too.

[Edit! Sold out! Look for a new edition at PAX East, though!]

Episode 11: THE END OF THE WORLD!

40:30 long & 37.1 MB big

In this episode, Robert Bohl (designer of Misspent Youth) and Joshua A. C. Newman (designer of shock: social science fiction) end it all. Just in time for your Dreamation 2010 drive/flight!

– You can’t cut a piece off something living unless it wants you to, like one of those happy cow-like aliens from Resturant at the End of the Universe or a German suicide
– The TV show Dollhouse by J.J. Abrams
– Rob’s a bad designer and Joshua doesn’t like people
Game Chef
Shock: Human Contact by Joshua, and In a Wicked Age…. and Apocalypse World by Vincent Baker of Lumpley Games
– Meguey Baker of Night Sky Games
Behavior-based questioning in interviews, and how it relates to game design
John Wick and Ed Healy also are doing a project like Oo!
AXE COP
– Another project: Ludic Jibber Jabber (no link yet)
The Podge Cast shows up on iTunes when you search for Oo!
– Our negative review on iTunes
– Our requisite Radio Lab reference
Sons of Kryos, Science Times, Brilliant Gameologists
– HOW TO FAIL!!!!!
– An NPR story referencing public administration and dead horses
– Kevin Smith’s The Mountain Witch

You can subscribe to the show (if you still want to) by plugging the RSS feed URL into your preferred podcatcher. You can also use the one-click iTunes button thingie:

The intro music is “Gotta Whizz” by Boris the Sprinkler, from the album Mega Anal. The outgoing music is a live version of “The End of the Tour” by They Might Be Giants from the album John Henry.

Shock:Human Contact Is At the Printer

Human Contact

For 800 years the Academy has been slowly bringing the humans of Earth back from the brink of extinction to enlightenment. For the last 300, it has looked in wonder at the faint signals from the stars, knowing that humans had fled their home deep in its terrible past and may now be struggling without aid. Only now, with its powerful wormhole technology, can the Academy bring its light to the rest of the galaxy.

This special Dreamation 2010 preview includes material about the Academy and limited rules specific to its mission of exploration.

You need a copy of Shock: to play.

The Dreamation 2010 Preview of Human Contact is at the printer as we speak. I’m running two official sessions of it on Friday and Saturday night and anyone who goes will get one.

I’ve got a bunch of extras printed that are helping me pay my way at the con, too. I’ll be running games off the schedule, too, so pick up a copy and corner me if you weren’t able to get a slot! We’ll sit down with your and your friend for a couple of hours and see what happens where the Academy goes next!