Showing posts with label Pimpin. Show all posts
Showing posts with label Pimpin. Show all posts

Tuesday, April 14, 2015

Roleplaying Aotearoa Style

In the past I've posted about New Zealand Roleplaying Products (Feb 2011) and the rise of New Zealand Roleplaying products, (Aug 2013) highlighting some great products authored by New Zealanders.  Now it's time for the 2015 edition, covering more RPG products by Kiwi authors:

We begin with a new edition of a title featured in the last instalment; Monster of the Week a new and revised edition of this best-selling monster-hunting roleplaying game powered by the Apocalypse.  Michael Sands teamed up with Evil Hat Productions to produce this slick product, packed with new art and containing some new material including an introductory mystery; example monsters like Balkan vampires, ghouls, and spore trolls; and hunter types like the Crooked and the Spell-Slinger.  Mike's also made available all the handouts and created a bundle of extra playbooks.

Next up is The Idea from Space by Simon Carryer.  This is an adventure suitable for low-level characters for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.

Also by Simon is Nod, a game about a barbarian from the Shivering Steppe, hunting human quarry within the walls of the city. One night is all that is given to find the quarry and flee the city. But Nod is a place of dark alleyways, strange rituals, degenerate worship and corrupt rule. The barbarian's journey will have many crooked turns, and will never end where you expect.

Steve Hickey has recently released Left Coast: the Short Story edition a role-playing game about a science fiction writer in California (and her weird friends, family, fans and nemeses).  Steve also has Soth, a game about cultists just trying to do what cultists do, coming soon.

Jenni Sands recently published Quiet Day in the Library, which is an existential live action roleplaying game about memories, relationships and coping in a crisis.  Jenni has also authored Four Things, a simple, systemless game about ordinary people that examines the quirks and foibles which form our personalities and how we relate to each other. Inspired by games like Grace, Silver and White and a team building exercise.  She also published the horror sequel Four Spooky Things, which sets the self reflection on the backdrop of a player-chosen horror scenario.

True Love Match is a free game of romance and reality TV by Morgan Davie. You’ll need six people, a couple of rooms, and a few hours. It might mess you up a little....

Stepahnie and Catherine Pegg published Tesla's Wedding,  a giddy roleplaying game based on the steampunk genre, designed in a spirit of celebration and to evoke a feeling of joy; the story of how Tesla von und zu Drakenwyrm and Pierre de l’Eclaire, having Conquered the forces Arrayed against them and Founded a little town of their own in the Black Forest, are about to get married good and proper. 

Catherine Pegg also authored The Face of Oblivion,  a science-fiction chamber larp for 6-8 players, designed around a hard choice.  Disaster is coming: will you save a large group of people that you are responsible for, or a smaller group of everyone you ever loved and everything you ever cared about?

EPOCH scenario publication has continued apace and continues to showcase some great NZ talent with Andrew Millar, Liam Jones, Marcus Bone and Michael Sands and I all contributing scenarios to War Stories, which was nominated for an ENnie Award for best adventure. Morgan Davie and Andrew Millar also each contributed a scenario with proceeds donated to charity - Silent Night was published in Christmas 2013, White Wedding in Christmas 2014.  The EPOCH companion The Experiment Continues also features original scenarios by Donna Giltrap, Liam Jones, Alasdair Sinclair and I.

I also recently released Wicked Lies & Alibis, a whodunit roleplaying game set in the age of Art Deco enabling you to recreate murder mystery stories in the finest tradition of the goden-age of detective fiction. 

New Zealand writers also feature in the RPGgeek Dramasystem contest, in  particular Monster's Brawl by Morgan Davie and Grapes of Wharekaka by Eric Dodd.

Looking back over the last lists all the way back to early 2011, there has been a lot of growth.  Some names have appeared with regularity, their writing credits growing steadily, while there has also been an influx of new talent.  All in all it seems to be a vibrant and diverse community of writers, publishers and gamers. Perhaps we should all get together sometime?

If you know of a product I've missed, comment below.

Monday, December 1, 2014

'Tis The Season

It’s been a busy time as EPOCH celebrates its 21st;  that’s 21 scenarios of character-driven survival-horror published over the last two and a bit years.  These 21 scenarios have been written by 10 different authors and collaborators, and each has featured stunning artwork from Doug Royson, been carefully edited by Andrew Smith, and been fitted into the excellent layout template created by Marcus Bone.  I am very grateful to have worked with such talented folks, and I think the quality of the finished product is a good reflection of all the hard work that’s gone in behind the scenes.  Thank you all for helping to spread the horror.
 
Recently I published The Experiment Continues the companion to the EPOCH roleplaying game which has some new rules, more advice and also includes 4 new scenarios.  The companion had been in development for most of the year, and collects a variety of things drawn from my experiences in playing and facilitating the game, reports from others, and a collection of formal reviews.  Mostly this is in the form of advice, although one particular innovation I’m quite proud of are the Twist cards.  When I was first designing EPOCH there was some feedback that there should be more variety in outcomes for the characters, a degree of randomness which had a mechanical effect beyond the core outcome process.  At the time I stuck with the core idea of balance – that every player has an identical chance of  character survival, and that eliminations would be solely determined by collective decision making. 
 
However, the Twist cards add a layer on top of that mechanic, and have really enhanced the games in which I’ve used them.  There have been some extremely memorable plays of ‘Die Hard’, ‘Big Damn Hero’ and ‘In League With The Horror’.  One of my favourite plays was in a scenario which shall remain nameless. Igor had been dealt and then chose to play the ‘insight’ card.  Insight  lets the player look at one of the face down Horror Track Cards.  The card Igor peeked at read “Determine the entire town is gripped by homicidal mania’.  The look on his face was priceless, as were his characters, largely fruitless attempts to convince the others that they were in danger.
 
The scenarios are pretty fantastic as well.  My player were initially luke-warm about the premise of Donna’s scenario  The Tribute as they felt that playing characters in Ancient Greece would be tricky, but within a few minutes of getting started, they realised it was much more familiar setting than they had initially thought and they made it their own, invoking gods, heroes and pirates and having a great time.  Perhaps the best thing was hearing glowing reports of Donna’s run of the scenario at Fright Night, and seeing just how big the differences were between our respective facilitation of the scenario, but how both had delivered a gripping and entertaining experience for the players, despite being very different.
 
Mash’s scenario of gangster horror has an immediate and compelling setup, and I think it’s a scenario that will develop some very memorable experiences.  Our playtest was a lot of fun, and, as ever, the player stories were very memorable.  I was struck by just how many people have played some version of Death on the Streets when compiling the list of playtesters, it’s like a mini convention all by itself – which goes to show just how much thought and effort Mash puts into his craft.
 
Then there’s Liam’s scenario Slaughterhouse, which is deceptively simple, as the title would suggest, yet entirely perfect for EPOCH where character stories should be in the fore.  I had a great time playtesting the scenario, and I think Doug’s illustration perfectly captures one of the most dramatic moments.  Liam’s accomplishment is all the more impressive when you consider he wrote the first draft on an i-pad while overseas on a work trip in order to meet my deadline.
 
In addition to the Companion, I also recently released  White Wedding, the 2014 EPOCH Christmas Special.  Andrew pulled together this incredible scenario at short notice, which was amazing, as I was buried in editing the Companion for most of that time.  Andrew had a very clear vision of the scenario he wanted, and I think he’s created a really compelling and engaging piece.  Then there’s Doug’s stunning cover and fantastic interior art.  All in all, the twenty first published EPOCH scenario is one of the best yet.  If you haven’t yet, you should pick it up, and donate whatever you can afford to help children in need.   

Monday, August 26, 2013

Pimp Your Game

The pitch is an important part of attracting players who want to play in a game that you facilitate.  Often we think about the pitch as essential for a convention game, where you are literally spruiking your game to strangers in the hopes that something about your description will appeal sufficiently for them to give you several hours of their time, and choose your offering over others. 
 
However, even when you are proposing a new game for your regular gaming group, a short, succinct and strong pitch will help focus attention on what you’re offering, and encourage the players to engage with that material.
 
In 2010 I wrote a post about The Art of the Pitch where I suggested that characteristics of a strong pitch are; a short and compelling piece of setting or fiction to pique the readers interest, and a description of what experience I might expect, as a player.  Both these pieces of information help potential players understand what is being offered, and ensure their expectations are closely aligned with those of the GM offering the game.
 
Bad Players or Bad Games?
 
Sometimes games fall flat, and the reasons for this are not obvious.  When this happens in a convention setting I’ve often heard the GM or facilitator complain about the players.  It’s a common response.  A GM has often spent hours carefully crafting a scenario, anticipating possible actions, and detailing characters – playtesting and preparing and so when the session falls flat, the variable over which the GM has had the least influence is the players, ergo, this must be the cause of the problem.
 
In EPOCH I argue there are no ‘bad’ players.  Only players that are not ‘activated’ and that it is possible for a GM to activate almost every player using a variety of techniques.  However, by far the most important technique is to ensure the players of the game are aligned with the style, an objective of the game that the GM wishes to run.
 
The most likely criteria for a such mismatch (in my experience) include:
  • a game which features a strong investigative component
  • a game which features a highly complex setting, characters or NPCs
  • a game which relies on players absorbing significant amounts of detail, either character or system related to drive the action
  • a game which requires the players to share narrative duties
  • a game which has a strong combat focus.
This is not an exhaustive list by any stretch, but games which feature any of these elements strongly, and fail to communicate this to the players in advance, are more likely to fall at the first hurdle of player activation and result in a mismatch between GM and player expectations.
 
Pimping your game
 
So how to do it right?  Probably the most important tip for any game facilitator is to be honest about what the core activity of the scenario is.  What are you expecting of the players, and what is expected of their characters?  If you spell this out in advance, through the blurb or description of your game, then I think you are much more likely to find an audience that wants to play the same kind of scenario as you.
 
In my game, EPOCH, I provide 3 simple sentences for each scenario, after the blurb which provides the setting to help fulfil this criteria:
 
"EPOCH is a game of character-driven survival horror. The goal is to deliver a tense and scary experience in a single game session. EPOCH players are active participants in the creation of the game atmosphere and have complete control over the creation and ultimate fate of their characters."
 
However I was also very impressed with the description provided by venerable GM Marcus D. Bone for his Kapcon games here and here, which exemplify the kind of clear communication I'm proposing.
 
On the subject of good game blurbs, I'd also like to highlight the creative efforts of the grandexperiment who has adopted alternative media in lieu of text to create an arguably stronger initial impression with his potential audience.

Sunday, November 11, 2012

Free For All

One thing I have observed about many of the more successful indie games is that they make large sections of their games available for free.  I can see the appeal.  Having people actually play your game is the objective of most game designers.  And the surest way of achieving this is by making your work freely available and easily accessible.  Even the big companies have picked up on this with companies like Chaosium and Fantasy Flight Games making Quick-Start versions of their rules available for free.

Of course, just making a game available in itself, seems no guarantee of success.  Unless you are promoting a game which draws on a strong cannon of published material with an existing audience, it’s going to be an uphill slog convincing folks to spend even a few minutes of their time looking at your work, let alone spending time to read it through and run it for their gaming group.
Like many people, I tend to put more stock in the opinions of those I trust, and the gaming ‘buzz’ I encounter as a barometer of a game that I should check out.  But, in doing so, I am limiting myself to a subset of games , and may well remain ignorant of a whole host of fantastic games.  For example, a recent visit to the comprehensive Age of Ravens blog revealed just how many horror games are published every year, many I’d never heard of.  The great and terrible truth about the current global online marketplace is that there is a mind-bogglingly huge array of games out there, with all the benefits and drawbacks that entails, and that number is only going to increase. 

This is a roundabout way of announcing that I’ve published a quick-start set of rules for EPOCH, along with Fever Pitch, a simple little scenario from the core text, and made this available for free via RPGDriveThru and affiliates.  Early next month I plan to publish a new scenario Road Trip using a similar arrangement.

How do you find new games?  Have you used quick-start rules, and if so, has this been a good experience?

Saturday, November 12, 2011

Into the West

As I’ve mentioned previously, I recently wrote Sundown, a Call of Cthulhu adventure set in the Old West, as my Fright Night offering, and to celebrate the 30the Anniversary of the Call of Cthulhu roleplaying game. This is now available, free to download, via Chaosium or RPGNow/DriveThruRPG.

As you will see from my previous post about the anatomy of Call of Cthulhu adventures, I haven’t managed to steer away from the pitfalls of this kind of old-school offering entirely, in some-part because of the constraints of this scenario as a ‘con offering - although I have tried to flag them, where applicable. Thanks to all the playtesters who made this a memorable game to run.

Feedback welcome.

Tuesday, September 27, 2011

Out Now

I’m pleased to say that ‘The Year’s Best Australian Fantasy & Horror 2010’ has now shipped and is available in glorious hardback and tradepaper editions. Inside you will find 33 stories and poems collected from Australia and New Zealand, as well as a genre overview for the year, including awards, novels, anthologies, industry news and a recommended reading list. I'm looking forward to reading the other contributions - you can buy a copy here.

Monday, April 18, 2011

Year's Best

Back in late 2009, I was invited to submit a short story for "A Foreign Country" a collection of speculative fiction by Random Static Press which was published last year. I hadn't written a short story since high-school, but I'm always up for a challenge, particularly if solicited directly, so I decided to give it a shot. I'm pleased to say my piece -Night Shift - has subsequently been included in 'The Year's Best Australian Fantasy and Horror 2010' anthology by Ticenderoga Publications. Their press release follows below:

"Ticonderoga Publications is walking on sunshine to announce the contents for its inaugural Year's Best Australian Fantasy and Horror anthology. Editors Liz Grzyb and Talie Helene have produced a list of 33 excellent tales by some of Australia's biggest names as well as some emerging writers. The anthology collects 150,000 words of the best stories published last year from the Antipodes.

"We're pleased with the number of fabulous stories that were published in 2010 that we had to choose from,” Liz Grzyb said.

"You could hold this anthology up against any international collection - Australians rock for diverse voices, imagination, and compelling writing," Talie Helene added.

The stories are (alphabetically by writer):


  • RJ Astruc: "Johnny and Babushka"

  • Peter M Ball: "L'esprit de L'escalier"

  • Alan Baxter: "The King's Accord"

  • Jenny Blackford: "Mirror"

  • Gitte Christensen: "A Sweet Story"

  • Matthew Chrulew: "Schubert By Candlelight"

  • Bill Congreve: "Ghia Likes Food"

  • Rjurik Davidson: "Lovers In Caeli-Amur"

  • Felicity Dowker: "After the Jump"

  • Dale Elvy: "Night Shift"

  • Jason Fischer: "The School Bus"

  • Dirk Flinthart: "Walker"

  • Bob Franklin: "Children's Story"

  • Christopher Green: "Where We Go To Be Made Lighter"

  • Paul Haines: "High Tide At Hot Water Beach"

  • Lisa L. Hannett: "Soil From My Fingers"

  • Stephen Irwin: "Hive"

  • Gary Kemble: "Feast Or Famine"

  • Pete Kempshall: "Brave Face"

  • Tessa Kum: "Acception"

  • Martin Livings: "Home"

  • Maxine McArthur: "A Pearling Tale"

  • Kirstyn McDermott: "She Said"

  • Andrew McKiernan: "The Memory Of Water"

  • Ben Peek: "White Crocodile Jazz"

  • Simon Petrie: "Dark Rendezvous"

  • Lezli Robyn: "Anne-droid of Green Gables"

  • Angela Rega: "Slow Cookin' "

  • Angela Slatter: "The Bone Mother"

  • Angela Slatter & Lisa L Hannett: "The February Dragon"

  • Grant Stone: "Wood"

  • Kaaron Warren: "That Girl"

  • Janeen Webb: "Manifest Destiny"

In addition to the above incredible tales, the volume will include a review of 2010 and a list of recommended stories. The anthology is scheduled for publication in June 2011. The anthology will be available in hardcover, ebook and trade editions and may be pre-ordered at indie books online."

Saturday, March 5, 2011

Be A Hero

Last week I wrote an adventure for ICONSAdamant Entertainment’s Superhero Roleplaying system. This wasn’t something I’d planned, or even considered, before doing it - I’ve played just one ICONS adventure, and never written up a supers adventure before. However, during the e-mails about setting up the RPGNow Bundle, Gareth-Michael Skarka suggested that we produce a “Be a Hero” New Zealand ICONS adventure with proceeds going to Christchurch earthquake relief – an idea I thought was fantastic!

On Wednesday the 23rd I visited Morgue for a brainstorming session, and left his place with a draft outline. We wanted something over the top (4-colour) which dealt with New Zealand in a way that was authentic and respectful, and also fitted within the genre. The feedback from Gareth was that our draft outline was a little ambitious for the time available. So, on Thursday I sat down and wrote the first draft, condensing the action to a single region and two scenes. Morgue kicked into high-gear on Friday fleshing out the characters and providing system details, then it was on to Cam for editing and the Adamant team for art and layout.

Our finished product, The Aotearoa Gambit is now available from RPGNow and DriveThruRpg, with all proceeds going to real New Zealand heroes who were in the thick of the Christchurch Earthquake response – St. John’s. Thanks to Morgue, Cam Banks, Dan Houser and Gareth-Michael Skarka for making this happen.


BE A HERO

Adamant Entertainment is proud to present an adventure for ICONS: Superpowered Roleplaying produced especially as a charity fundraiser for St. John New Zealand.

St. John New Zealand are volunteer first responders and health care providers, currently operating the remaining welfare centre currently operating in the aftermath of the Christchurch earthquake. This 25-page ICONS adventure was written and edited by New Zealanders Dale Elvy, Morgan Davie and Cam Banks, who join Adamant Entertainment in donating all proceeds from this product, in perpetuity, to St John New Zealand.

The Aotearoa Gambit is a fast-paced adventure which takes place in New Zealand (Aotearoa) and after some initial scene setting, presents the players with 3 possible encounters, which they can choose to resolve in any order. Each encounter is structured to have possible alternate solutions, other than brute force, and also to increase in difficulty if not resolved immediately, making some tough choices for the heroes. These encounters should ultimately lead to a final scene which features a showdown with the main villain – an encounter which will determine the fate of an entire nation!



Wednesday, February 23, 2011

Christchurch Red Cross Earthquake Relief - RPG Bundle

Thanks to the efforts of Matt at RPGNow, Morgue, and others you can now buy a bundle of RPG products for US$20 to support the Red Cross earthquake relief effort in Christchurch. A number of NZ writers have contributed their products for this worthy cause - please buy this bundle and add your support.

Wednesday, February 2, 2011

New Zealand RPG's Represent!

Just taking a moment to celebrate some of the fine New Zealand roleplaying games that have recently been published. First up The Silver Kiss of the Magical Twilight of the Full Moon by Jamie in which four players play teenage best friends. Two human, two supernatural…somethings. One human falls in love with one supernatural and it’s basically a hilarious emo pastiche of Twilight and similar books/movies/TV shows. Buy it here.

Next up is Al Shir-Ma, A 66 player LARP co-authored by yours truly. Al Shir-Ma is a Live Roleplaying scenario set in a fantasy world loosely based on the 1001 Arabian Nights. The players take the roles of important people in the town, the court, leading merchants, prominent townsfolk, and assorted visitors and travellers. There are strong threads of political intrigue, magic, romance, duplicity and revenge running throughout the game. Available from RPGNow, drop me a line if you'd like a review copy. Here's a scenario I can highly recommend having had a really great time play-testing it for the Morgue. A diabolical contest is underway, and the unwitting heroes are all that stand between the villains and the ultimate prize! Can the heroes withstand being drawn into … The Mastermind Affair? Written for the highly entertaining ICONS supers system and availble now at RPGNow. Then it's on to The Black Hart of Camelot by Ryan Paddy which is a live roleplaying scenario for 24 players set in the legendary age of King Arthur, bringing together the lords and ladies of the tales for a gathering that will shape the fate of the Kingdom of Britain. Get it from RPG Now. Finally, you have to check out Monophobia. Almost a decade in development, Monophobia is a collection of Call of Cthulhu adventures for lone Investigators (and a willing Keeper). Written by Mark Chiddicks and Marcus Bone, two veteran Call of Cthulhu Keepers. Get it from the Unbound Book now. So get out there and support some great Kiwi titles!

Tuesday, August 24, 2010

Dispatches from the front

Gaming updates:

D&D continues apace. The game has hit a nice groove at the moment, with our group finally having a more equal mix of controllers, strikers and defenders, and thus we have found the recent fights a good deal easier. More tactical options means that we now each have a unique niche that we do well, and we can attempt to tailor our skills to the enemies and environment. Most recently we were ambushed by a group of ghouls, then, a short time later by an Ettin supported by a dozen or so bugbears and took care of business with relative ease. On a campaign footing the many factions of enemies seem to be jockeying for position, attacking one another and the human encampments to capitalize on perceived weaknesses. My own character continues to be a poorly behaved semi-sociopath now dubbed ‘darksoul’ by the monsters, so I must be doing something right!

I recently ran part 2 of the Raid on Innsmouth. It was suitably epic with a bloodbath aboard the coastguard vessels and madness on a submarine, a refinery shootout and then some close encounters with a couple of the bigger scale cthulhu monsters. Only 5 of the 36 characters in play have been killed thus far, but part 3 promises even more epic action, so it should be some good fun. I haven’t run Call of Cthulhu on this kind of a scale for a long time and am a little concerned it might be hard to readjust to the slower and more atmospheric and detailed approach that is normally how Kingsport Tales runs.

Looking ahead; I’m excited about the launch of A Foreign Country this week, the Super Reception in September and getting into training for the Chuck Norris Memorial Hard Man RPG Challenge!

Thursday, July 29, 2010

Fright Night

Back in 2007, with the arrival of the eminent Marcus Bone, I suddenly realized that there might actually be enough horror loving GM’s in Wellington-town to run a mini-convention. To confirm these suspicions I ran a poll on NZRag and found that there was probably enough support for such an undertaking; although several people were clear that they were not interested in horror-themed roleplaying.

In my head this was to be a Cthulhu-con, with perhaps a smattering of other games. After all; it seemed evident to me that Call of Cthulhu is simply the best horror game out there, and is rich with published scenarios for precisely this kind of outing. Of course, my own personal bias had meant that I was entirely detached from the reality of the Wellington gaming community. Other than me, nobody pitched a Cthulhu game, and instead we had a wide variety of other styles and genre of games, which were met with enthusiasm by the ‘con attendees.

However, I know some people don’t enjoy horror games. Usually this is driven by a dislike of the premise of horror (splatter seems to dominate Hollywood horror flicks), compounded by second-hand stories of gleeful TPK’s, where the GM ruthlessly wiped out the characters - because that’s ‘horror’. My own belief is that horror games (and movies) can be considerably more nuanced than that; but how to convince people not only that this is true, but also lure them to the ‘con one Saturday night in October, and convince them to pay for the pleasure?

To try and be clear about what kind of game experience you could expect at the ‘con I borrowed a system from popular Canadian horror film festival, where the movies were scored in categories such as ‘strange, splatter, scare and suspense’ and also borrowed the film classification ratings.

The first Fright Night just scraped together enough players to fill all the available slots, and break even. It was a stressful time, largely because we had one GM pull out on the day and I hastily had to run a replacement game (Simply Red from Call of Cthulhu’s Blood Brothers 2) in its place. In the intervening years while I’ve been out of the country, Alaisdair has done a great job of running the ‘con, and introducing the kind of things that are now more popular in the community, like LARP’s and so forth.

Now it’s time to start drumming up players for Fright Night once again. Please register and help to keep this fiesty little ‘con going!

Thursday, July 1, 2010

Visit a Foreign Country

Okay, it's not about roleplaying, but it does feature the work of roleplayers.

A Foreign Country is a new, New Zealand Speculative Fiction anthology being released shortly, featuring a story by yours truly, and work by Wellington roleplayer, Kapcon don, and award-winning scenario designer Matt Cowens. It's open for pre-orders now, and for a small press, these kind of orders are pretty important. I'd sure like to see more of these kind of ventures in the future so that other writers can spin tales, so please support New Zealand fiction:



"The future is here! A Foreign Country, Random Static's new anthology of New Zealand Speculative Fiction, is now available for pre-order. Featuring work by best-selling author Juliet Marillier, poet, musician, and writer Bill Direen, several Sir Julius Vogel Award winners, prominent writers, and talented newcomers, this is an unmissable volume of imaginative and compelling short stories.

Strange creatures are loose in Miramar, desperate survivors cling to the remains of a submerged country, humanity’s descendants seek to regain what they’ve lost, and the residents of Gisborne reluctantly serve alien masters. The visions of New Zealand - and beyond - painted in this collection of short stories are both instantly recognisable, and nothing like the place we know.

A Foreign Country brings together the work of established authors and fresh voices to showcase the range of stories produced by New Zealand's growing community of speculative fiction writers. Humorous, disturbing, intriguing, cautionary, and ultimately hopeful, these tales tell of worlds where the boundaries between human and animal are blurred, babies are not what they seem, desperate measures are in place to ward off disaster, and flying standby can be a big mistake.

The anthology includes stories by:

•Philip Armstrong
•Richard Barnes
•Claire Brunette
•Anna Caro
•Matt Cowens
•Bill Direen
•Dale Elvy
•J.C. Hart
•Paul Haines
•Miriam Hurst
•Tim Jones
•Susan Kornfeld
•Juliet Marillier
•Lee Murray
•James Norcliffe
•Ripley Patton
•Simon Petrie
•Brian Priestley
•Marama Salsano
•Lee Sentes
•Janine Sowerby
•Douglas A. Van Belle"