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Posts Tagged ‘writing’

Inside the Rookery

September 8, 2021 2 comments

I’m proud to be a part of Rookery Publications along with fellow veterans Andy Law, Lindsay Law, Mark Gibbons, and Andrew Leask. Between us we have over a century of experience developing award-winning tabletop roleplaying products for some of the biggest and best publishers in the business, and now we’ve decided to go out on our own. One commentator called us “a roleplaying supergroup”.

We have some great things planned for our ground-breaking, system-agnostic*, modular** Coiled Crown line of tabletop roleplaying products. But that’s not all we do.

Every week, we do a streaming show called “Inside the Rookery”, which goes out live on Twitch, Facebook, and YouTube. We discuss topics related to gaming in general, we have guests on now and then (and there are some great ones lined up for the rest of September), and we let you know how things are progressing with The Coiled Crown.

The streams are open to all. They are live every Saturday at 7 pm UK (2 pm Eastern, 11 am Pacific), and past shows can be found on our YouTube channel.

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To help support our weekly streams, Rookery Publications just launched a Patreon campaign. Please take a look and support us if you can. Rewards include our undying gratitude, special status and exclusive channels on the Rookery’s clamorous Discord server, patron blogs and more!

Want to know more? Watch as Andy Law and Lindsay Law give you a tour of the Rookery’s Patreon offering, along with a peek at our vibrant Discord community!



*That’s right, system-agnostic. Whatever your game of choice – even if it’s not even fantasy – we show you ways to incorporate our products into your games.

**We like to think of our approach as like LEGO sets. You can use everything as given, to create an absolutely awesome campaign with a stunning setting, a staggering plot, memorable NPCs, some terrifying original monsters, and an array of optional adventures. Or, you can pick and choose what works in your games, change the order, mix it up with other things to make something completely new that no one even thought of before. It’s yours to do with as you please – well, that’s true of every roleplaying product you’ve ever bought – but the difference is that we know it, and we’ve planned to support you in however you choose to use it!

The Twelve Books of Christmas: Part Six

December 18, 2018 11 comments

My sixth book of Christmas is the third title I wrote for the Dark Osprey line. Knights Templar: A Secret History was actually my first contribution to that series.

Templars cover

I first read The Holy Blood and the Holy Grail back in the 80s, and I was amused when The Da Vinci Code turned the same basic story into a blockbuster success. I had a lot of fun chasing the Templars through a maze of history, rumour, conspiracy theory, and wild speculation, and I crafted the device of Dr. Emile Fouchet as an overarching structure to hold everything together, and create a fiction within which everything – absolutely everything – was true. I have since been approached a couple of times by people wanting to get their hands on Fouchet’s research, which I take as a sign that my fiction was a successful one!

Here is what some reviewers said about the book:

“It all makes for a fascinating read, and like the best fiction, leaves that nagging thought that it just might be true.”
– RPGNow.com

“…the most interesting retelling of the Knights Templar history I’ve seen …  this is the first time that I’ve seen the dots connected so flawlessly.”
– Weirdmage’s Reviews

…and here’s a link to the book’s page on Osprey’s web site. It is available in paperback, ePub, and PDF formats.

Tomorrow, and every day until Christmas, I will be covering another title. If you’re not done with your Christmas shopping, or if you are expecting to receive some gift tokens, take a look: you might find something you like.

Click here for Part One: Colonial Horrors.

Click here for Part Two: Nazi Moonbase.

Click here for Part Three: Werewolves – A Hunter’s Guide.

Click here for Part Four: Theseus and the Minotaur.

Click here for Part Five: The New Hero, vol. 1.

Click here for Part Seven: The Lion and the Aardvark.

Click here for Part Eight: Thor – Viking God of Thunder.

Click here for Part Nine: Tales of the Frozen City.

Click here for Part Ten: Blood and Honor.

Click here for Part Eleven: The Dirge of Reason.

Click here for Part Twelve: More Deadly than the Male.

The Twelve Books of Christmas: Part Five

December 17, 2018 11 comments

Continuing to showcase some books from the My Books page in the run-up to Christmas , here is an excellent but overlooked anthology to which I contributed a few years back: The New Hero, volume 1 from Stone Skin Press.

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If you haven’t heard of Stone Skin Press, allow me to recommend them. Their anthologies of fantasy, science fiction, and general adventure stories are intriguingly concepted, well-written, and lovingly curated. Creatively, they are yet another feather in the cap of gaming and fiction luminary Robin D. Laws; commercially, they deserve much, much better exposure than they have achieved so far.

In addition to the two volumes of The New Hero, Stone Skin Press has published Swords vs. Cthulhu; Shotguns vs. Cthulhu; The New Gothic; Gods, Memes, and Monsters; and most recently, #Feminism. Their web site can be found here.

The concept of The New Hero is the iconic hero, a trope that has received little love in recent years. Hollywood prefers the dramatic hero, whose journey can form the storyline of a movie – which is why so many superhero movies were origin stories, until Marvel got into the game – while the iconic hero takes the stage fully-formed, and instead of being changed by the world, remains true to him (or her) self and strives to change the world for the better. This is the hero of the pulps, of noir, and of comics: Batman rather than Luke Skywalker, and Conan rather than Frodo.

Since I am so well known for fantasy and horror, the offer of a spot in The New Hero offered me the chance to spread my wings a little – both figuratively and literarily (see what I did there?). As an airline brat and a lifelong vintage aviation geek, I have always loved the air adventures of the inter-war pulps, as well as earlier air adventures like Jules Verne’s Robur novels.

Eschewing magic and super-science – but allowing myself a dose of dieselpunk and a slightly loose hand with historical technology – I created a straight-ahead airpulp yarn called “Against the Air Pirates,” in which two-fisted aviator Mike Finnegan takes on a rogue German zeppelin in the Pacific of the mid-20s. I pitched it as “Disney’s Tale Spin written by Robert E. Howard.” It was a lot of fun channeling the spirit of old movies like Only Angels Have Wings and Flying Tigers, and I hope to write some more of Finnegan’s adventures someday.

Beside my modest contribution, the two volumes of The New Hero include the work of twenty-six other authors. Some names will be familiar to fans of modern fantasy and horror; more, like mine, will be familiar to tabletop gamers.

The covers, by Gene Ha, deserve a special mention. The cover for volume 1 is drawn in the style of Attic red-figure pottery from Classical Greece, which often included heroic scenes from mythology; the cover for volume 2 is reminiscent of a Japanese story scroll. Both feature vignettes showing the heroes from every single story in the book: if you look at the image above, you will find Mike Finnegan right above the word “Hero,” engaged in a desperate duel against the zeppelin’s captain.  Every time you read a story, you’ll find yourself searching for its hero on the cover.

Here’s what one reviewer had to say:

“This isn’t just a collection of short stories, it is a thoughtful analysis of what it means to be a hero, what a hero actually is. … Read these tales. They’ll give you more than the mere entertainment of well-crafted stories, they’ll give you something to think about.”

– RPGNow.com

…and the book’s page on the Stone Skin Press web site is here. Links to various online retailers can be found on the My Books page.

Tomorrow, and every day until Christmas, I will be covering another title. If you’re not done with your Christmas shopping, or if you are expecting to receive some gift tokens, take a look: you might find something you like.

Click here for Part One: Colonial Horrors.

Click here for Part Two: Nazi Moonbase.

Click here for Part Three: Werewolves – A Hunter’s Guide.

Click here for Part Four: Theseus and the Minotaur.

Click here for Part Six: Knights Templar – A Secret History.

Click here for Part Seven: The Lion and the Aardvark.

Click here for Part Eight: Thor – Viking God of Thunder.

Click here for Part Nine: Tales of the Frozen City.

Click here for Part Ten: Blood and Honor.

Click here for Part Eleven: The Dirge of Reason.

Click here for Part Twelve: More Deadly than the Male.

 

The Twelve Books of Christmas: Part Two

December 14, 2018 11 comments

In the run-up to Christmas, I will be talking about twelve of my books that might make good last-minute gifts for gamer and geek friends – or for yourself, if you are expecting some gift tokens. Details of all these books, including links to various online retailers, can be found on the My Books page.

I wrote Nazi Moonbase for Osprey’s excellent Dark Osprey line, which also includes Ken Hite’s The Nazi Occult and a couple of other titles of mine that touch upon Weird War II. The main Dark Osprey page can be found here.

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To write the book, I collected every Nazi superscience conspiracy theory I could find online, added a few details from movies like Iron Sky and games like Castle Wolfenstein, and created an overarching narrative that links everything together. My intention was to create an entertaining read for history and conspiracy buffs, and a coherent setting that could be used for strategy and roleplaying games set anywhere from 1945 to the near future. As well as Nazi UFOs, foo fighters, and zero-point power sources, you will find orbital mirror weapons, lunar drone strikes, and an explanation for mysterious light sources observed on the moon since the 1960s.

As one would expect from an Osprey publication, the book is packed full of historical (and not-so-historical) illustrations, including some gorgeous paintings by Singapore-based artist Darren Tan, who also illustrated The Nazi Occult. Here is what some critics have to say:

“I have to say that the author has done a superb job of melding events of the time with some rather fanciful, but fascinating fiction. It is a book that I thoroughly enjoyed reading and give it my highest recommendation.” – Modeling Madness

“I highly recommend this book as it gives some great ideas for what if models and with the detailed illustrations give you great information for potential dioramas.” – IPMS

…and here is a link to the book’s page on Osprey’s web site. It is available in paperback, ePub, and PDF formats.

I would never downplay the evil of Nazism or the horrors perpetrated by the Third Reich, but one has to admit, they do make the perfect bad guys for a story or game. Mel Brooks once said that his mission was to ensure that no one took Nazis seriously ever again, and I see their reduction to a pop-culture trope, fueled by over-the-top conspiracy theories, as part of the same process. Your mileage may vary.

Tomorrow, and every day until Christmas, I will be covering another title. If you’re not done with your Christmas shopping, or if you are expecting to receive some gift tokens, take a look: you might find something you like.

Click here for Part One: Colonial Horrors.

Click here for Part Three: Werewolves – A Hunter’s Guide.

Click here for Part Four: Theseus and the Minotaur.

Click here for Part Five: The New Hero, vol. 1.

Click here for Part Six: Knights Templar – A Secret History.

Click here for Part Seven: The Lion and the Aardvark.

Click here for Part Eight: Thor – Viking God of Thunder.

Click here for Part Nine: Tales of the Frozen City.

Click here for Part Ten: Blood and Honor.

Click here for Part Eleven: The Dirge of Reason.

Click here for Part Twelve: More Deadly than the Male.

 

 

 

Colonial Horrors: Denver Life Interview and Appearances

October 9, 2017 2 comments

Hanna Smith of Denver Life magazine recently interviewed me about Colonial Horrors. You can find the interview here.

I’ll be at The Bookies bookstore in Denver on October 29th for a reading and signing. It’s at , a block east of South Colorado Boulevard: I’ll be there from 2:00 pm to 4:00 pm.

Halloween night I will be reading and signing at Denver’s famous Tattered Cover bookstore in LoDo. The address is 1628 16th Street (at Wynkoop), and I will be there from 7:00 pm.

I will be updating this post with more information, link, and reviews as they become available.

If you aren’t in Denver, you can find the book at your favorite bookstore or e-tailer. I have posted some links on the My Books page.

 

Free!

June 28, 2017 1 comment

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Everybody likes something that’s free – so here are some links to free and try-before-you-buy deals on some of my books and articles.

Freebies

My Freebies page has a lot of free downloads and links to old articles of mine that are still available on other sites. People seem especially fond of my AD&D articles from the 1980s.

Blood and Honor cover

Amazon is offering a free audiobook of my D&D novel Blood and Honor from 2006 as part of the trial offer for their Audible service. I beat out 1,000 other entrants in an open call to win the contract for this book, set in the then-new Eberron fantasy-pulp-noir setting designed by my friend Keith Baker. Keith is also the designer of the hit card game Gloom and the new RPG Phoenix: Dawn Command. I am hoping to have him as a guest on the blog some time in the next few weeks, so watch this space.

Osprey covers

Also on Amazon, the pages for my Osprey Adventures and Dark Osprey books now have “Look Inside” links and free samples for the Kindle. The “Look Inside” links are above the cover shot:

Thor: Viking God of Thunder

Theseus and the Minotaur

Knights Templar: A Secret History

Werewolves: A Hunter’s Guide

Nazi Moonbase

For the Kindle samples, go to the book’s page on the Kindle store and select “Try a Sample.”

I hope you enjoy your free reading, and I hope you’re intrigued enough to buy the books! If Amazon is not your e-tailer of choice, I’ve included links to other vendors on my My Books page.

2016: The Year in (belated) Review

March 10, 2017 Leave a comment

Here it is, March already. How did that happen?

While a lot of the most popular posts on this blog are about the old days (and especially my Games Workshop days), I also like to keep readers up to date with what I’m doing now – so go to My Books and BUY! BUY! BUY!

Ahem.

Anyway, here’s a brief look at what came out in 2016.

GAMES AND BOOKS

Dawnbringer
Danish game developer Kiloo is best known for their hit mobile game Subway Surfers. They hired me to help develop the setting and characters for this high fantasy swipe-and-slash game for iOS and Android. You play a fallen angel battling demons in a ruined world, and searching for redemption along the way.
Kiloo’s Dawnbringer page
My earlier post about Dawnbringer

Of Gods and Mortals: Celts
The first army supplement for Andrea Sfiligoi’s mythological skirmish game, and yet another chapter in my ongoing love affair with Celtic history and myth.
Ganesha Games’ Of Gods and Mortals page
My earlier post about Of Gods and Mortals: Celts

The Investigators of Arkham Horror
I contributed five stories to this gorgeously-presented collection based on Fantasy Flight’s acclaimed Cthulhu Mythos boardgame.
Fantasy Flight Games’ page
My earlier post about The Investigators of Arkham Horror

Nazi Moonbase
All the Nazi super-science conspiracy theories I could find, collected and wrapped up in a unifying narrative that also explains the urgency behind the Cold War space race.
Osprey Publishing’s Nazi Moonbase page
My earlier post about Nazi Moonbase

Cthulhu Confidential
I edited the text of Robin Laws’ thought-provoking solo Cthulhupulp game, where the Mythos is arguably the least of the horrors.
Pelgrane Press’ Cthulhu Confidential page

 

ARTICLES

Pyramid 3/92: Zombies
I contributed “The Viking Dead” on Icelandic draugur and haugbui, as well as a systemless look at several varieties of “Indian Ghouls.”
Buy it here

Pyramid 3/87: Low-Tech III
“Tempered Punks” contains some systemless advice for dealing with gadget-happy players whose modern knowledge wrings unbalancing power from old-time technology.
Buy it here

Fenix, Kickstarter special edition
I contributed a systemless article titled “Mummies: A New Approach” to support this bilingual Swedish-English roleplaying magazine. It includes seven mummy sub-types based on the ancient Egyptian multiple-soul concept, along with descriptions of ancient Egyptian mummy amulets with powers to affect both the living and the undead.
Fenix Kickstarter page

Fenix #6/2016
My Call of Cthulhu adventure “Spirit of the Mountain” takes the investigators into the Wild West.
Fenix back issues page

Fenix #2/2016
“La Llorona” discusses the famous Southwestern ghost, with notes for Speltidningen’s Western RPG. I’m told that an English-language edition of Western is in the works: I’ll have more to say about that in the future.
Fenix back issues page

Aviation History, September 2016
I indulge my love of vintage aviation with “Aussie Battler,” tracing the rushed, post-Pearl-Harbor development and surprising career of Australia’s home-grown (and largely improvised) CAC Boomerang fighter.
Aviation History magazine

Freebies
I posted a couple of new pieces in 2016, including “Converting Between Call of Cthulhu and Colonial Gothic” (which does exactly what it says on the tin) and “A Green, Unpleasant Land,” which presents some previously-unpublished British Call of Cthulhu adventure seeds I wrote in early 1986 for Games Workshop’s supplement of a similar name.
Go to the Freebies page

 

 

Announcing Dawnbringer

June 16, 2016 1 comment

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One of the more frustrating aspects of my profession is the fact that I can’t generally talk about what I’m working on until the final product is released, months or even years after my work has finished. My work on Dawnbringer ended back in August of last year, and since then the development team at Kiloo has been working very hard to bring the game over the finish line. Today, I received an email telling me that they have succeeded.

I started work on Dawnbringer almost three years ago. It all started with an email from Jeppe Bisberg, their vice-president of production, who had seen my profile on LinkedIn and remembered some of my past work. The basic story and gameplay concepts for Dawnbringer were already in place, and Jeppe was looking for an English-language writer to help develop the story, characters, and setting, and ultimately to write the quest and dialogue text.

Over the next two years, I worked very closely with the development team in Aarhus, Denmark via email and Skype. Coincidentally, I had visited the city many years ago, as a student on a Viking archaeology fieldtrip: I had fond memories of the place from that trip, many of which involved Carlsberg and aquavit consumed in dark and cosy bars.

Because of my work on Warhammer Fantasy Roleplay, I am mainly known as a writer of dark and gritty fantasy. Dawnbringer is at the other end of the spectrum: a mythic fantasy where the player takes the role of an angelic being fighting to save a demon-infested world and his own fallen brother.

Centuries ago, a force known only as Corruption infected the world like a supernatural pollution. It was only held at bay by the sacrifice of the Guardians, who used their own life-force to power a magical shield. Pride and ambition led to their fall, and invading demons tore their bodies apart and scattered the pieces across the land.

One of the hero’s tasks is to recover the parts and re-assemble the Guardians’ bodies on their thrones so that their tower can protect the land once again. Another is to save his brother from the clutches of Corruption, which takes over more of his body and mind as the game progresses.

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Along the way, the hero explores various kinds of terrain and encounters an endless supply of demons of different tribes, each with their own strengths and weaknesses. There are treasures to recover, ingredients to gather, life-saving potions to brew, and gear to craft and upgrade before the blighted world of Mourngard can be saved – and as he works to do that, the hero must also learn a few things about compassion, duty, and the worth of lesser beings.

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Dawnbringer is available now in the Google Play and iTunes stores. Like many mobile games it operates on a freemium model, which means you can try it for free and decide how much money – if any – you want to put into it. I hope you’ll give it a try.

 

 

To learn more, click on the following links:

Cinematic Trailer (2:00)

Launch Trailer (1:24)

Gameplay Trailer (0:42)

Gameplay Demo, Part 1 (11:51)

Gameplay Demo, Part 2 (45:59)

 

HR3 Q&A: The AD&D Celts Campaign Sourcebook

June 7, 2016 7 comments

ADD Celts

 

Every so often, I get an email out of the blue from someone who is interested in some corner or another of my long and varied career as a writer for tabletop roleplaying games. They never fail to surprise me – people are still reading things I wrote twenty years ago or more? Inconceivable! – but last weekend I got one that surprised me more than most.

Tamara Rüther is studying for a Master’s degree in Celtic Civilization at Philipps-Universität at Marburg in Germany. As part of a study of how the Celts have been presented in popular culture, she wanted to ask me some questions about my work on the AD&D Celts Campaign Sourcebook from 1992.

Tamara graciously agreed to let me post her questions and my answers here on my blog. I hope you find them interesting. As for me, I’m still staggered that anything I wrote could possibly end up as the object of academic study.

 

– My first question then would be, whether TSR asked you to write the Sourcebook or whether you approached them about it?

 

Here is how I remember it, although my memory may not be 100% accurate after all this time. When I went to GenCon for the first time in 1991, I talked to a lot of people about finding work, including someone at TSR. I think it was Bruce Heard, but I may be wrong. I mentioned my background in European archaeology and my long-standing interest in the Celts, and so I suppose I proposed the idea to them, although of course it was a good fit with their HR series of supplements and they may already have been thinking that a volume on the Celts would be desirable.

 

– Was it your first official attempt at writing mythology/history into a fantasy-based roleplay or were there others (and if so how was this one similar or different)?

 

It was not my first attempt. I had written a few historical and mythological articles already. Most were for TSR UK’s Imagine magazine, which had published two Celtic-themed issues (#5 and #17) as well as issues on Egypt, Asia, and the Vikings. When I left Games Workshop to pursue a freelance career, one of the first contracts I won was for GURPS Vikings, and GURPS Middle Ages 1 followed shortly thereafter. I wrote both of those in the months before I started work on the AD&D Celts Campaign Sourcebook.

 

 

– Also, I read on your blog that you had started working on a Celtic RPG setting early on in your ‘Gaming career’. Did any of that material make it into the Celts Sourcebook or did you take a completely new approach on it when you started working on the AD&D Sourcebook?

 

I drew on the same pool of research, of course, but my embryonic game Fianna used a home-brewed game system and was set exclusively in the Ireland of the sagas, so it was not possible simply to copy Fianna material into the AD&D Celts manuscript.

 

– Possibly a slightly random question – but how much time did you put into research and how easy was it? (I’m asking because some of the books you mentioned are still used in Academia today and they’re not always easy to get.) Did you still have access to University libraries or did you have to find everything elsewhere – and how did it go?

 

When I started work on Fianna, I was still working on my never-completed Ph.D. project at Durham University in England. I had access to the main university library as well as the Archaeology Department’s library and my own college’s library. When I started work on the AD&D Celts Campaign Sourcebook, I had some photocopies of key passages from various books from those libraries along with my notes for Fianna, as well as my own copies of most of my undergraduate archaeology textbooks. While writing, I relied mostly on what was already in my head, although of course I paused to look things up as I needed to. The most research went into the monsters, I think, but I was working from books with which I was already familiar.

 

– Also can you think of any books that you used at the time that didn’t make it into the ‘further reading’ section, but that helped with your work? (And if there’s reasons other than space issues, why didn’t they make it into the further reading?)

 

There were some books that didn’t make it into the reading list: mostly archaeology textbooks such as Barry Cunliffe’s Iron Age Communities in Britain. I tried to focus the list on titles that the general reader would find accessible and useful.

 

– Did TSR have any specific requests concerning the Celts Sourcebook (i.e. its accuracy, for example whether things should be closer to the truth or easier to understand) or were you able to do whatever you wanted? And did they do much editing after you were done?

 

If my memory can be relied upon, I submitted a proposal with an outline before the contract was issued. I based the structure of the book very closely on that of HR1: Vikings Campaign Sourcebook, and I do not remember anyone at TSR asking for any changes. They requested a few minor changes after I submitted the manuscript, but these were so minor that I cannot now remember what any of them were. The only editing that I remember is the omission of the rules for the tathlum (which I have since posted to my blog ). At the time I thought this was because the subject matter was rather gruesome, involving severed heads as it did, but I never found out the reason for the cut. Perhaps my rules were weak, too – this was my first attempt at writing for AD&D Second Edition.

 

– How closely did you work with the illustrator of the Sourcebook, or did you have any influence on the graphics at all?

 

I submitted detailed art briefs as part of the contract requirement, and the artist followed them very closely. I do not remember having any opportunity to approve the art before publication.

 

– I’ve seen you’ve written other games afterwards, which more or less touch on Celtic materials (Gurps Faerie, or the more recent Camelot-related games) – do you think the AD&D research has played into that a lot, or did you treat each of these topics seperately? Also, was the approach to the topic the same each time or, if not, what were the differences?

 

The AD&D Celts Campaign Sourcebook included a lot of material taken from the later folklore of the Celtic Fringe, especially Ireland, Scotland, and Wales. This was partly because the Irish sagas which made up my main documentary source contained very little in the way of monsters and magic and I felt that an AD&D supplement absolutely needed these elements. Since my earliest days of playing D&D, and then AD&D, I had turned to British folklore and faerie lore as a source of ideas, and at the time of writing the New Age movement, then in its early days, was beginning the process of coalescing Celtic traditions and later faerie lore into a coherent world-view.

 

To answer your question, though, I approached each project separately, but drew on the same well of education and experience – my academic background in archaeology, my lifelong interest in myth and folklore, and my emotional attachment to the history and culture of the Celtic Fringe – for each one.

 

– Compared to other Sourcebooks how popular was/is the Celts campaign? (is there anywhere I can get sales figures?)

 

I never saw any sales figures. My contract was work-for-hire (one-time payment with no royalties) so I could not even guess from how much money I made. If any sales figures still exist, I would guess that they are somewhere in the vaults of Wizards of the Coast, along with all the other financial data that came with WotC’s purchase of TSR. My guess, though, is that such figures would have been destroyed by now, or would be on 1990s-era media that are probably no longer readable.

 

 – The book itself is out of print by now, isn’t it, but I think the PDF version is still available, so do you know whether it’s still bought today and how frequently?

 

I have no idea. The only source of book sales data I have available is Nielsen BookScan via Amazon Author Central, and that tells me that no copies have been sold through that channel for as long as their records go back.

 

– Did you get feedback on how people found it? What they liked and didn’t like etc.?

 

I did not see many reviews at the time. I remember hearing from one German reader who was disappointed that the book focused so heavily on the insular Celts, and a couple of reviewers were pleased that I had distinguished the Druids and Bards of Celtic lore from the standard AD&D character classes of the same names. The enech rules (which I stole from AD&D Oriental Adventures) were also well-received, I seem to remember. A few people expressed disappointment that I did not cover all the standard AD&D character races: I remember one reviewer listing the choice as “human, human, or human.”

 

– Is there a specific age group that would be more likely to use the Celts Sourcebook more than others?

 

I intended the book to be used by anyone who played AD&D 2nd Edition. At that time most players were aged 15 and up, I think, although I heard of some as young as 8 – which may account for the cutting of the tathlum mentioned above.

 

Nazi Moonbase – The First Reviews

May 21, 2016 9 comments

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My Dark Osprey book Nazi Moonbase has been out for a couple of weeks now, and is starting to garner some good reviews. If you’d like to know what other people are thinking about the book, here are some links. I’ll add more in the comments section below as I come across them.

Amazon.com: currently rated at 4+ stars. “A great read,” “great dark fantasy … good fun!” and “very well melded fact and fiction” are among the comments.

Goodreads.com: Currently rated at 3.5 stars. “…for those of you who like science fictional worldbuilding (or Nazi Moonbase-building), you’ll have quite a treat.”

Suvudu.com: A nice background article on my book and its place within the greater realm of Nazi superscience conspiracy theories. It sums up very nicely how this became such an irresistible topic for conspiracy fans.

As a lifelong vintage aviation geek who was lucky enough to grow up during the hottest part of the space race, I had a lot of fun researching and writing this book. There are some wild conspiracy theories out there, from Nazi flying saucers to the hidden Antarctic base to the faking of the Apollo moon landings, and I set myself the task of constructing a narrative to support the proposition that every one of the conspiracy theories was true. I also snuck in a few references to movies and video games for people to find.

Whether you use it as a systemless game sourcebook or just as an entertaining read, I hope you enjoy reading this book as much as I enjoyed writing it.

Click here to order Nazi Moonbase and my other current books from your favorite e-tailer.