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Those of you who have been following along with my recent digressions back into the world of tabletop gaming (sorry about all that) may be aware that, over the last year or so, I’ve exposed myself to all manner of new and new-to-me games, several of which I’ve already written about as part of my new recurring column on board games over at Unwinnable. (The column on a generally social activity that began exactly when we could all no longer be social anymore, because I have truly incredible timing.)

Of those, some have quickly become favorites. I recently wrote for Unwinnable about Warhammer Quest: Silver Tower, just in time for the folks at Games Workshop to announce the latest incarnation of the Warhammer Quest line: Cursed City, which is essentially the Warhammer answer to Castlevania. So naturally, that’s what I’m really excited for right now.

In all this, though, I’ve hardly mentioned what has rapidly become probably my favorite of all the new-to-me games I’ve experienced: Warhammer Underworlds. For the uninitiated, Underworlds is the smallest and most intimate of GW’s various skirmish wargames. Played across a couple of hexed game boards that fit easily on the kitchen table, with warbands numbering as few as three models and never more than nine, Underworlds makes even games like Necromunda, Warcry, or Kill Team feel epic by comparison.

I’ve long realized that I was more attracted to skirmish games than all-out wargames. The bigger armies simply tax my energy levels too much. I have fun, but I end the process feeling exhausted and wrung out. With Underworlds, I hit a sweet spot.

It isn’t just the smaller scope that appeals, though. I like the turn limit, the necessity of shepherding what resources you have carefully because you only have three rounds in which to accomplish your goals, and only four activations per round. I like the way that play alternates back-and-forth between players, and I like that your goals may not be best served simply by defeating the enemy.

I like the cards, which bring a level of randomness to the proceedings that dice alone cannot. Your goals will shift as the match progresses, as will the tools you have at your disposal. This takes some of the pressure of strategizing off, at least for me, and forces me to accept the hand I’m dealt with equanimity, and make the best of it. This is good for my anxiety.

Most of all, though, I love the warbands. I love the way each character has a name and a role, like positions on a team. I love the way each one brings personality to their fighter, so that each one feels like a legitimate loss when they fall. I love that, while there is deck-building, there is no army building. The warband is the warband – there’s nothing you can do to change it. I love the way all the fighters in the warband go together, like an adventuring party under your control.

When I first got into Underworlds, it was because of one warband: Mollog’s Mob. Anyone who knows me at all will not be surprised in the least when I say that Mollog’s Mob is not only the best of all possible warbands, it remains my favorite and probably always will. But something else I came to love, as I got into the game, was the “collectible warband” aspect of it.

While other wargames encourage you (by dint of the fact that they are expensive and models are plentiful, if for no other reason) to pick a faction or two and stick with it, collecting multiple warbands in Underworlds is not only feasible, it actually makes tactical sense, as each warband comes with unique universal cards that can be used with any of the others.

I didn’t start doing it because it made tactical sense, though. I just love my stupid little plastic friends, and I enjoy pushing them around on their hexes and making the fantasy equivalent of blim-blam noises (or, in the case of the Thundrik’s Profiteers, actual blim-blam noises).

For those who have been following along with my recent adventures getting into (or back into, as the case may be) D&D, dungeon crawlers, board games, and so on, the latest installment of my “I Played It, Like, Twice” column is up at Unwinnable today, marking the confluence of all of those interests and more.

As I say over there, Warhammer was one of my earliest fandoms, and it was followed in short order by the Elric stories of Michael Moorcock. Both those and other things, along with my obsession with dungeon crawl board games with their delightful miniatures and tiles, all crash together in Warhammer Quest, a game that has been released in a variety of forms over the years.

As I mentioned in the column, I actually had the very first copy of Warhammer Quest, back when it neither needed nor had any subtitle. It was a bit of a mess in a lot of ways, but there was something magical about those illustrated dungeon tiles, the sensation of reaching a plastic doorway and turning over a card to see what waited on the other side, never quite knowing.

I’m happy to say that Warhammer Quest: Silver Tower keeps more than a little of that magic alive, and in a game that plays better than its predecessor ever did. I’m unhappy to say, though, that it’s now well and truly out of print. The game’s most recent incarnation, Blackstone Fortress, is a big deviation, taking the setting to the “grim darkness of the far future” of Warhammer 40,000. I haven’t played it yet, but it’s sitting on my shelf. Waiting.

Shortly after I finished writing today’s article, though, and shortly before it went to print, Games Workshop announced the next iteration of the Warhammer Quest franchise. Cursed City takes the action back to the Age of Sigmar and sounds like Castlevania by way of Warhammer. As I said on social media when the news broke, “It was nice knowing you, money.”

Warhammer Quest is also far from the only iteration of the popular setting that I’ve been enjoying during the pandemic, either. I’ve gotten heavily invested in Warhammer Underworlds, which released its new season recently, and which is probably the most fun I’ve ever had playing a tabletop wargame.

My favorite warband is Mollog’s Mob for … obvious reasons. But one thing I love about the game is its ability to allow you to (affordably) collect warbands, instead of collecting individual models for one faction, and having to leave the others on the vine.

While I’ve been getting back into Warhammer stuff, I’ve also not forgotten some of my other loves, and I recently had the opportunity to do quite a bit of work on the newest iteration of the Iron Kingdoms Roleplaying Game from Privateer Press, this time compatible with 5e D&D. The Kickstarter for the books that I helped write is still underway and, as of this writing, has nearly quadrupled its funding goal, with a little over a week left.

I think it’ll be an interesting thing, both for newcomers to the setting and old hands who, like myself, have been around since the original Witchfire Trilogy all those years ago.

While I’ve been immersed in games a lot more lately – both writing and playing, or at least thinking about playing – I’ve also been hard at work on other things. The pandemic damaged my attention span for watching movies, but in January I finally seem to have gotten it back, and I’ve been back doing reviews again. I also contributed a second H Word column to Nightmare Magazine, about victims, volunteers, and how the Vietnam War changed horror.

I guess columns have been where it’s at for me, lately. In addition to that, and my aforementioned board game column at Unwinnable, as well as my “Grey’s Grotesqueries” column in Weird Horror, I just started a new monthly column at Signal Horizon, dedicated to deep dives into horror television series. If all goes according to plan, the first full year of “Something Weird on TV” will be dedicated to Friday the 13th: The Series, a before-its-time horror anthology-hybrid show that I had never actually seen even a single episode of before starting this column.

So that’s (some of) what I’ve been up to. To bring us back around to the beginning of this post, I used to have a handful of worn paperbacks of Michael Moorcock’s Elric stories that I read and re-read throughout high school. One of those was The Sailor on the Seas of Fate, which a friend had defaced by adding the word “Moon” after “Sailor” in ballpoint pen.

I don’t know if I still have that copy, but I hope I do.

Remember back in November when I said that I was working on a game writing project that I couldn’t talk about because it was under NDA? This is what I was working on.

Iron Kingdoms: Requiem is far from the first piece of game-related writing that I’ve done for Privateer Press. Back in 2017, I produced a Warmachine tie-in novel that was the first novel I’ve ever written. I wrote very nearly all of the Legion of Everblight content for the previous iteration of the Iron Kingdoms RPG, not to mention adventures and other content for same.

For this, though, I had a chance to do more. I’m not at liberty to say just which parts of Requiem I worked on, but all told I wrote around 40,000 words of the core book. And I had some creative liberties this time around that I had never gotten to flex on a project like this before.

For those who know me, you know that I came up on fantasy tabletop war games. Warhammer was one of my first fandoms, and in college I switched allegiances to Warmachine, partly because, while I had never really been able to afford either hobby growing up, the smaller scale of Warmachine battles appealed.

That was only part of it, though. I also loved the world that Privateer Press had cooked up – something one notch further even than steampunk, like if the tropes of Tolkienesque classic fantasy existed in a setting that had advanced to roughly the technology level of the First World War. I loved the on-the-table dynamic of the warcasters and their warjacks and, later, loved even more the warlocks and their monsters, including my beloved gators.

Perhaps more than anything else, I loved the Monsternomicons – especially those created for the earliest version of Iron Kingdoms, which I still consider some of the best tabletop gaming bestiaries ever created. I have original pieces from those first Monsternomicons hanging above my desk as I type this. (Of Rhinodons, in case you’re curious.)

I’ve owned every iteration of Iron Kingdoms roleplaying since the setting was first introduced with the original Witchfire Trilogy for D&D 3.5. I loved the second edition – the Iron Kingdoms Roleplaying Game, which I had the pleasure of writing a little for – even while I also acknowledge its limitations, especially for those not already versed in Warmachine and Hordes.

And so it felt like a homecoming, of sorts, to contribute some of my work to bringing his new version of the Iron Kingdoms RPG back to compatibility with the world’s most popular roleplaying game – 5e, this time. For those who’re new to the setting, I hope it’ll bring you at least one good fight on a riverboat and/or train. For those who’re old hands, hopefully there’s some fun updates in this, which is the first major sourcebook to come out after the events of The Claiming.

If you don’t know what I’m talking about? I dunno, maybe consider picking it up. The Kickstarter is live right now and has an affordable early bird package. It’s already funded, so there should be plenty of stretch goals unlocked. And the game is designed to be accessible to new players. Plus, it runs on a 5e engine, so chances are you already more-or-less know how to play it.

I’ve already been paid for my work, so I don’t make any more if you back it. But feel free to put a note in with your pledge telling them I sent you, and that they should hire me for more stuff in the future. Can’t hurt.

Those who have been following along with my adventures in quarantine may have noticed that I’ve gotten heavily back into tabletop gaming, at least conceptually. Shortly before the lockdown began, I dug into D&D 5e for the first time, and found that I really liked it.

Gaming is not a new thing for me. I’ve been playing – or, often more accurately, thinking about playing – almost for as long as I can remember. I’ve even worked in the field more than once, writing fiction and the occasional piece of gaming content for Privateer Press. As recently as November, I actually embarked on a large work-for-hire contract that I can’t reveal just yet, but it was tabletop gaming related.

As I’ve gotten more heavily back into that world, I have written a few times about the racism problems that are baked into these kinds of games and Tolkien-derived fantasy in general. I don’t have a good, simple fix for it. I don’t think there is a simple fix for it. And I know that it’s unrealistic to expect one fix to solve the problem, anyway. After all, the problem is much bigger than just fantasy.

Hopefully I make all that clear in my latest piece over at Unwinnable, where I take Wizards of the Coast (the makers of Dungeons & Dragons) to task for the inadequacy of their latest gesture in that direction, contained in Tasha’s Cauldron of Everything, their most recent supplement for 5e.

It is, as I say in the piece, absolutely better than nothing, but this problem deserves a response that’s better than that, and, as the producers of the biggest game in this corner of the market, we should hold Wizards to a higher standard.

I have never yet published a piece of gaming media over which I had much creative control. But when I work, in this field or any other, I try to exert what control I do have to reduce the amount of potentially harmful material that I inadvertently disseminate. And I’m always going to fall short. Which is why, each time, I try to do a little better.

So should we all.

I recently discovered a kink in my brain. (Don’t worry, it’s not the sexy kind.) I’ve been into tabletop war games and miniature skirmish games for as long as I’ve known that they were a thing. Some of my earliest exposure to fantasy came, not through Lord of the Rings or Dungeons & Dragons, but diluted from them through Warhammer.

I’ve talked before about growing up poor, though, and when I was young I didn’t have the funds to really support a miniature gaming hobby (not that I didn’t try), so mostly I pored over source books and issues of White Dwarf, constructed army lists of miniatures I would never own, and dreamed.

I loved the models with their intricate paint jobs and I loved the dollhouse terrain. When I managed to scrape up the funds to acquire a model or two, I would try to paint them, because that’s what you were supposed to do. And, in the process, I would inevitably ruin them, because I hadn’t yet learned how to paint. That’s just part of the hobby, I gather, a stage everyone goes through.

Except that I never went through it. I hated painting, and because I hated it, I never practiced enough to learn the skillset needed to get better. For years, this, almost as much as a lack of adequate funds, curtailed my involvement in a hobby that I loved. Painting was so much a part of the field that if I was unwilling to do it, I was always going to be an outsider looking in, or so I thought.

Then I discovered that aforementioned kink in my brain. I was lucky enough to have a talented friend who actually enjoys painting minis and who was generous enough to paint my Hordes gatorman army for me – and they looked amazing. I was so happy. But it’s a laborious and time-consuming process, and he had his own models to paint, after all.

Then I got the Hellboy board game when it Kickstarted a few years back, and it came with just boatloads of minis. He and I were joking about him having to paint them all, and something clicked – while my brain instinctively told me that wargaming miniatures were supposed to be painted, it (equally instinctively) said that board game minis didn’t need to be.

This didn’t get a ton more interrogation until COVID struck and I began getting hardcore into dungeon crawl board games that I had denied myself previously. From there, it was a short and inevitable path to collecting some of the modern equivalents of those Warhammer miniatures I had spent so many hours daydreaming about as a youth.

And that’s where the click came. If the board game minis were allowed to sit in their boxes and drawers unpainted; if they still made me happy, just having them and pushing them around on tabletops and dungeon tiles, then why not the others, as well?

I found a sort of calm in assembling the push-fit models that came with Warhammer Underworlds and, from there, learned how to appreciate the act of gluing the more complicated kits together, even when that inevitably left me with glue all over my fingers.

But I still didn’t want to paint. And I didn’t have to. Nor did I have to push the obligation over onto Jay. In fact, there was no obligation. If the minis made me happy unpainted, then unpainted they could stay. I wasn’t somehow unworthy of them because I was fundamentally uninterested in an aspect of the hobby so central to the enjoyment of so many.

Lest I be misunderstood, this is not a rallying cry for the end of painting. For many – even most – of the people invested in the hobby, painting is a big part of the joy that it brings, as is fielding painted armies. And I love painted models. I love to see the work and care and personality that others have put into what is a genuine artform.

My good friend and sometime publisher Simon Berman runs the Brush Wielders Union, “a community of like-minded miniatures gamers dedicated to playing their games fully painted and supporting one another in their craft.” And that dedication and support are important and commendable and I love them for it.

Maybe someday, I’ll even discover that the bug has bitten me, and I will turn my attempts once more toward the brush and pigments. But if I never do, then I am not prohibited from the other joys that I derive from the hobby, and I can still bask in all my little idiot monsters and soldiers in their gray, plastic glory.

Today and tomorrow are big days here at the Grey Crypt, for reasons that probably don’t need explaining here. While the pandemic makes the usual Halloween festivities prohibitive, there’s still stuff going on and not even 2020 can shake the Halloween spirit out of these bones entirely.

For those who may not be aware, today is my birthday, and if you feel like getting yourself a present to mark the occasion, it seems like a good time to remind you that (for a very limited time) both of my nonfiction books Monsters from the Vault and its sequel Revenge of Monsters from the Vault are on sale for cheap via Kindle. Plus, since electronic delivery is instantaneous, you can use ’em for reference if you need help planning your Halloween viewing.

Last night, I watched the dubious seasonal “classic” Hack-O-Lantern for the first time, live-tweeted it at the hashtag #HPCGoesDark, and then Tyler Unsell and I did an off-the-cuff live episode of the Horror Pod Class on it, which mostly amounted to us talking about everything from the Satanic Panic to bathrobe etiquette.

If you followed along live, thanks for joining us! If not, the episode will be up on YouTube and all the usual podcasting places in the near future. In the meantime, I was also a guest for a very special Halloween episode of the Haunted Hangover podcast, so check that out.

Plus, today marks the launch of Marta Oliehoek’s long-in-progress Horror in the Eye of the Beholder, which combines a series of colored pencil portraits of the eyes of horror writers (including yours truly) with in-depth interviews with same about horror practice, film, literature, and much more.

I’ll be doing a lot of festive stuff around the house this year – I already carved a pumpkin – and there’ll be some other announcements to celebrate the holiday, but for the most part I won’t be on social media a lot until after All Hallows.

(Which, incidentally, is going to be a full moon for what I hear is the first time in 76 years. So, I dunno, go worship the devil or something. Turn yourself into a werewolf. Whatever it is you do.)

If you’re having trouble getting into the spirit, though, I have a couple of recommendations. The Screenland Armour, my kickass local movie theatre that just got named the Best Theatre in KC by The Pitch, is struggling during the pandemic, but they have nonetheless put on some amazing, socially distanced October programming, including a special online Tricks and Treats edition of Panic Fest that’s happening all weekend long. The eagle eyed might even catch a glimpse of yours truly in a segment.

If that’s not your thing, Unwinnable is doing their annual Halloween subscription drive, including their Hallowstream event, where members of the Unwinnable crew do everything from a spoopy live-reading of The Importance of Being Dracula – like The Importance of Being Earnest, but with Draculas – to live games of Call of Cthulhu and a late-night viewing of bonkers flick The Boneyard (that’s the one with the zombie poodle), to name just a few.

Go, watch, subscribe. It helps them keep paying me to do things like writing about board games I haven’t played, movies that I have watched, and my recent “Dungeons & Dollhouses” article. Plus, Unwinnable is just an awesome publication put together by great folks, and the Hallowstream event should be a blast, even if I won’t be in attendance.

It’s hard to believe that it’s August 2nd already, as I write this. The pandemic – and with it the rest of the garbage fire that is 2020 – has been … having an effect on my overall life and output, to be sure, and rarely an altogether positive one. (When I told my therapist – via a Zoom call, of course – that I had spent a few days freaking out the prior week, she was like, “Only a few days?! Bravo!”)

As someone who already worked from home, I am far from the hardest hit by this slow-motion apocalypse, but it’s also impossible to be an even remotely empathetic human being and not feel the miasma of strain that currently grips the world.

I am proud and envious of the folks who have turned this time toward productive ends by writing their novel, carving through their to-be-read pile, or even just watching a lot more movies; even while my own TBR pile gathers an ever-deepening layer of dust and the very notion of putting words on the page carries a kind of low-key existential dread.

To my own surprise, I haven’t even watched that many movies during the lockdown. In fact, June was the lightest month since I started keeping score several years ago, with only ten movies watched. Part of that can be chalked up to the (hopefully temporary) death of movie theaters and breakdowns in the supply chain for new review titles, but a part of it is just how I’m coping with [gestures at everything].

July picked up a bit, thanks, in no small part, to Arrow Video’s Shinya Tsukamoto collection, my review of which should be dropping any day now. At ten movies all by itself, it basically guaranteed that I was going to at least eclipse June’s paltry sum.

I’ve still been writing, of course, just not a lot of fiction. My last post was partly about my new gaming column for Unwinnable, and I also wrote about getting into Dungeons & Dragons during the plague times for our local dirtbag/cool kid newspaper The Pitch. (Observant readers may recognize a thinly-veiled version of The Pitch as The Current in my story “The Red Church.”)

This is probably my first byline in an actual print newspaper since college. Like most writers my age, I entertained some fantasies about one day being a journalist, mostly when I was in high school and later a bit in college. Even by the time I was in college, though, the future of print newspapers was already pretty close to utter collapse, so I kinda wrote off the notion of that ever coming to pass. Every once in a while, we get a nice surprise, instead of just a box full of the plague.

As you may be able to gather from that, I’ve been spending a lot of the pandemic getting really into games that I mostly can’t play right now. In addition to D&D, I finally took the plunge on Descent: Journeys in the Dark, a game I’ve been wanting to try for years, just in time for it to probably go out of print, it looks like? (Speaking of, if anyone happens to have the Stewards of the Secret expansion for it, I would love to take that off your hands.)

So far, for a game that I basically haven’t played, I’ve really been enjoying my time looking at and thinking about playing Descent, anyway. I guess there are worse ways of coping…

Apparently, I am a writer of nonfiction these days.

That’s not completely fair. I’ve had new stories in The Weird Fiction Review and The Willows already this year, and It Came from the Multiplex is coming soon, not to mention my story “The All-Night Horror Show,” which went live at The Dark and got a “recommended” from Paula Guran in Locus. I’ve got new stories coming out in Ben Thomas’ OmniPark anthology and some other places I can’t yet name.

But I also can’t deny that I’ve been publishing a lot more nonfiction of late. Besides my usual movie reviews – which, for various reasons, have actually dried up a bit due to the pandemic, but there are more in the wings – I’ve also got a column in Michael Kelly’s forthcoming digest-sized Weird Horror mag, the first installment of which is about those Crestwood House monster books.

And that’s not even my only new column! Those regular readers of this here blog may remember a while back my mentioning a new monthly column that I had coming out over at Unwinnable called “I Played It, Like, Twice,” in which I discussed the joys and sorrows of really wanting to be into board games, but hardly ever playing them.

As it did with most everything else in the entire damn world, the pandemic changed plans for that column somewhat, but I’ve still been writing it, and given that the announcement was a few months ago, I’ve written a few of them!

The first installment discussed playing Horrified during the pandemic, while later installments covered the difficulties I ran into with the rules for the otherwise-admirable Vast: The Mysterious Manor and the pleasures and perils of Rum & Bones, a pirate-themed game of shoving piles of minis around.

Though playing board games is necessarily a different proposition in this brave (?) new world we find ourselves in, I’m still plowing ahead with the column and also I’ve recently gotten really into Descent, in spite of not having yet played it even once, so expect some more about that in the future …

I recently got super into 5e D&D. Because, if I’m going to get really into a socially-focused role playing game, I’m going to pick the middle of a pandemic, when I can’t be around other people, to do it. (And no, I haven’t yet tried Roll20 or its ilk, though I’m sure it’s on the horizon at this point.)

I have played, to some greater or lesser extent, every version of D&D since at least 2nd edition, but that doesn’t mean I liked most of them. I think 3.5 is probably the one I played the most, and I hated it, which is why I never got into Pathfinder, in spite of all the fun art by Wayne Reynolds that graces their covers, which have always had the energy that I feel like a D&D encounter needs.

(Please note, I don’t mean to diss 3.5 or Pathfinder. I know a lot of people love them. 3.5 was just very much not my particular cup of tea.)

In some ways, I picked a good time. I’m here just in time for Wizards of the Coast (the folks who make D&D) to finally catch up with how I (and every other GM I’ve ever played with) have always run games since forever, by getting rid of “evil” races, among other changes.

Here’s the thing that plenty of people who have thought and read and written way more about this topic than me have already talked about at great length: D&D has some problems that are baked into it from its very core.

Those of us who play the game and aren’t horrid bigots tend to ignore them or create homebrew workarounds or just not play the game that way, but the core ideas of D&D are based in colonialism and the “othering” of different peoples, and it’s hard to unring that bell. But it’s good that they’re trying.

Something I’ve seen Pathfinder doing in recent editions is to refer to player character options as “ancestries” rather than “races,” which I like. The word “race” is so fraught, and it’s so easy for things to fall into gross stereotypes in games like this anyway, that the way “race” has been deployed in D&D to, say, give bonuses or penalties to certain traits like Intelligence, leaves a bad taste in the mouth. And that’s not even getting into the idea of having whole races that are “evil.”

Word is that D&D is looking to make some changes to how they do ability score increases at character creation, which is probably not the worst idea. But it’s really a band-aid on the bigger problem of how ideas of “race” are often used in this kind of fantasy world-building, and have been since Tolkien, at least.

I’m not predominantly a fantasy writer, and though I’ve worked in tabletop gaming a bit, I’m far from an expert in the field. As I said before, lots of people much smarter than me have written extensively about this, and I recommend that you go read some of them, if you’re interested.

None of this is meant to denigrate D&D, a game that I’ve been trying to love for most of my life, and finally managed with 5e, its best incarnation yet. The way I ultimately got into 5e is actually kind of a funny story…

I was approached about doing some work for a possible product that would use 5e’s system (via the Open Gaming License), but I had, at that time, basically never played 5e. So I started doing some research, and found that I really enjoyed the new system.

(Whether that side project will ever come to pass or not it’s too early days to tell, and COVID-19 has disrupted, y’know, everything.)

As I was digging into the system and setting, the protests around the murder of George Floyd were happening all over the country, and so it felt like high time that the makers of D&D finally stepped up to try to address some of the colonialism and baked-in racism of the game.

None of this is really going anywhere. I’m just writing to say that, hey, I finally found a version of D&D I like, and that I’m glad to see probably the world’s biggest tabletop gaming platform at least trying to address some problems that have needed addressing for a long time now.

So, it’s been a minute. (Approximately 28,800 of them, actually.) What have I been doing with myself during quarantine? Not what I would have expected, necessarily.

For example, unlike a great many people, I haven’t been watching a lot more movies or television, though, like, I gather, a great many other people, I also haven’t been reading any more books than I was before, maybe less.

Mostly, I’ve been working, and while that’s occasionally been on fiction, more often it’s been on, more or less, the same kind of freelance stuff that I was doing before the pandemic. I’ve also increased the frequency of my appearances on the Horror Pod Class, where we’ve been doing weekly episodes due to the lockdown.

Recent episodes have included talking with author Max Brooks about bigfoots and the reassuring quality of Peter Graves, chatting with Pitch editor and semi-professional podcast haver Brock Wilbur about how, where we’re going, we won’t need eyes to see, and just our usual bullshit about cursed films.

None of that new fiction stuff is in any fit state for public consumption just yet, but that doesn’t mean there isn’t some news on that front, too. My story “Screen Haunt” will be showing up in mailboxes and bookstores (if there are still such things) later this year in It Came from the Multiplex, a fun-looking antho from Hex Publishers themed around ’80s horror. My contributor’s copy came the other day, and the book looks fantastic, even if I haven’t had a chance to read it yet.

Speaking of reading, I somehow managed to swallow down my anxiety enough to perform the narration of my story “Dream House” for Pseudopod recently. (Listen to the story and you’ll hear why.) You have my apologies for the narration, but the story has always been a favorite, and it brings back good memories.

The lockdown means that I haven’t been out to the theater in a while, and there’s been a commensurate slowdown in my reviews of other titles, as well. But I haven’t been idle! Earlier this month, I kicked off the first in a new recurring column that I’ll be writing at Unwinnable in which I talk about the eternal allure of board games … especially those that we pretty much never play.

The first installment talks about playing Horrified in the midst of a global pandemic, which has naturally limited my playing options. I have plans for future installments that will hopefully include, y’know, playing them with actual other people. We’ll see.

On a similar note, I’ve also been digging into 5e D&D for the first time in a while and … enjoying it a lot more than I would have expected. While the lockdown has put certain necessary constraints on my actual playing options, I’ve really been enjoying what we have done, and just paging through the books and acquainting myself with setting and rules. I’m surprised, but happy to be so.

Oh, and I did that Penguin Classics cover generator thing that was going around for a minute there with my books, too. So that’s fun.