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From Today's Writing

Working on a dieselpunkish piece, tentatively entitled “The Blue Train.” People may notice I tend to skip around a bit on project. By my guess, I think I’ve got about a dozen pots boiling at any given time, and at least two of those, right now at least, are longer works. I think this one will end up a reasonable length of around 5k, though.

By six PM, his lordship was up and ready to be shaved and dressed. I had sandwiches sent up, something to tide him over till he went out. His haggard eyes were pouched and heavy as though he hadn’t slept.

“Where to tonight?” I asked as I stirred the lather, smelling of bay rum, and spread it over the black shadows on his jawline.

“Jenkins,” he said. “He’s set up some sort of game in his car on the train. Says it will be novel.”

“Novel” is not a word one likes to hear from an older vampire. So often their ideas of novelty involve pain.

“Have the front desk call me a taxi.” He studied his lapels, fingering the wide black expanse, before he held out an arm and I placed his watch, freshly wound, on his wrist. Gold, not silver. A showy piece, but one vampires would appreciate. They like gaudy on other people.

He looked at me. “Do you want to come?”

He hadn’t asked me that before. It wouldn’t be anything new to have me there waiting on him while he gambled, but previously I’d avoided the vampires. They like nonhuman blood more than human and they’re not hesitant about feeding on servants. Would his presence keep me safe?

But there were tired blue shadows under his eyes. He needed backup. He needed a friend there.

His servant would have to do.

It’s been fun, but lots of research in an era I haven’t done much with. Otoh, the point of divergence from our own is almost a century earlier so lots of leeway.

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Adventures in E-publishing: The Rationale Behind It

One of the things I’ve decided to do over the next six months is release a number of my stories in small mini-collections in electronic form. Each of these will consist of 2-3 already published stories, with 1-2 ones original to the collection. The first is Halloween Quartet, which contains “Whose Face This Is I Do Not Know” (appeared originally in Clarkesworld), “Niobe in the Rain” (appeared originally in Serpentarius), “So Glad We Had This Time Together” (appeared originally in Apex Digest), and “Pumpkin Knight,” which is original to the collection.

The next one will be Desert Quartet, which will contain “Aquila’s Ring,” (originally appeared in Light and Shadow II), “Karaluvian Fale” (appeared originally in Giganotasaurus), “Her Eyes Like Sky and Coal and Moonlight” (the title story from my second collection), and “Mirabai the Twice-Lived,” which is original to that collection. It’ll also contain an essay about the world in which all of those stories are set, that of Armageddon MUD, and my experience working with it.

Other e-projects in the works: a mini-collection of flash, a mini-collection of superhero stories, and something collecting blog musings about fiction.

Why do this? Because I do think electronic publishing is clearly the way the industry is going. I’m curious about the power to sell one’s work that it promises the author and I’d like to get in on what seems to be at least the first or second, if not ground, floor of the movement.

I’m lucky in that I have a little bit of a name, acquired through publishing short stories. I don’t know that this would work for someone with no already established platform. And I don’t expect to make a vast sum of money from them. But I do expect there to be a slow trickle. At least – that’s my hope.

How will I spread the word of them? I’ve learned a little from publicizing Near + Far, but I’m not sure how relentless I want to be about pushing these. I’ll certainly talk about the experience of putting them together on here, and will be mentioning them on social networks as well as on my mailing list. Suggestions are welcome, as always 😉

If you want to sign up for that mailing list, by the way, which will come no more than once a month and mention new publications and classes, fill it out here:

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Zen and the Art of Spiral-Carved Incense Burners

Stone Lantern
A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.
This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.

One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.

We laid the groundwork for crafting by first creating ways to get the raw materials. I reviewed what was produced from skinning the various creatures in the game, both to make sure that players could skin most corpses and to ensure that what was being produced was reasonable. We implemented skinning difficulty: some things, such as pelts, are harder to extract from a corpse, as opposed to cuts of meat. Beyond that, we added a forage command, allowing players to find rocks and wood. Later, this was expanded to add other arguments: artifacts, salt, and roots. Forageable objects differ according to the sector type of the room and in order to make this reflect geographical differences, we added some more sector types, such as thornlands, salt flats, and ruins. Salt can only be foraged in the salt flats, for example, and roots are only available in fertile land (hard to find on a desert planet).

Once the ability to gather raw materials was in place, a couple of initial crafting skills were implemented: basket weaving and tanning. Basket weaving, admittedly, started out as a bit of a joke, but it served its purpose: to allow us to discover flaws. Both skills necessitated the creation of the objects to be crafted: a series of baskets for basket weaving, and tanned versions of various pelts and hides. With each, I tried to make sure there were incentives to use the skill: tanning a hide made it both more valuable as well as sometimes adding wear flags, while baskets included some objects that were wearable on the back or otherwise handy. I included the ability to craft an object, a numut vine sash, that had vanished from the game when the city of its origin was destroyed, and this in turn led me to wander through the database to find other objects that could be recycled and used for the code. As part of this effort, I ended up adding a component crafting skill for the magic users in the game in order to use a series of objects left over from an immortal project that had never been fully finished.

Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.

As the skills began to be more fleshed out, we started making them available to the players. Cooking was a skill everyone got, while others were fitted into the skill trees (Armageddon has a branching system) where appropriate, with merchants ending up the vast beneficiaries overall, going from a possible 13 skills to 38. Some additional skills grew out of the effort, such as analyze, which allows a player to determine an item.s component parts, and armor repair.

At the same time, we added a secondary guild system, which allowed players to flesh out their backgrounds further, by adding a few skills, usually crafting. The secondary guilds were not the same as the regular guilds but intended to reflect life experiences or talents, including stone worker, bard, house servant, guard and mercenary, and I enjoyed putting the packages together in a way that made sense, such as giving the house servants pilot, flower arranging, and a high cooking skill or the mercenaries ride, knife-making and an increase in their ability to hold their liquor.

Inevitable questions and problems arose. On Armageddon, skilled merchants can often identify the style of an item via the value command, if it came from a specific region or culture, and in order to accommodate this, I made the crafting of some items dependent on materials available to only those groups. Shopkeepers began to be glutted with some items (nothing is sadder than a Kadian merchant laden with nothing but spiral-carved green marble incense burners), but this allowed us to check and adjust item prices by monitoring the shops to see what items were appearing at what costs.

For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.

The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.

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