The Heroes Are Back.   And They're Dumber Than Ever.

Contest: Werewolves And Internet Purchases

Tuesday, September 8th, 2009

[EDIT, 9/23/09, 7:30 PM EST. Okay, peoples. After much deliberation, a decision has been reached. Every entry was awesomeness stewing in its own awesome bones and awesome broth. Werewolves, vampires, lizards, stuffed dogs, sheep, drugs, body parts, and more. You are, in fact, a deeply fucked up group of readers, which is ideal, because we are a deeply fucked up pair of writers. (Case in point: read the Grassy Knoll yet?) Thing is, only one can win. Unless, of course, we decide to change the rules and make it so two people can win, because, hey, we have two books we can now give away. We're good like that. Hell, if we had a whole pallet of books, we'd give you all one, because you're such lovely weirdos.

Still, no time like the present to announce the winners. The winners of the Weirdest Shit You Bought Off The Internets are:

1. ALAN ALDA'S DOG! By N.E. White.

2. BUYING THE INTERNET OFF THE INTERNET! By MCM!

We will be contacting you shortly to try to give you free books. Do not thwart our freeness!]

We like giving you free things. We like you coming to our website and telling us stuff. It’s a match made in the Storyverse.

So, what that means is –

HOLY CRAP! NEW CONTEST!

Er, sorry, I was yelling. Holy crap, new contest.

Let’s get the prize out of the way up front, because we know you’re all grubby-fingered greedmonkeys. That’s okay. We are, too. High-five!

The prize is:

Night Horrors: Wolfsbane, for the World of Darkness setting and the Storytelling System. By White Wolf Game Studios.

Chuck developed it. And Marty — along with a whole host of other awesome people like her and this guy and her and this other guy — wrote it. It has lots of great and awesomely awful antagonists for your game. Evil STDs. Crazy towns. Robot wolves. The idigam. The Slow Killer.  You want this book.

More importantly, you want this book for free. And if you want Chuck and Marty to devalue it with their signatures, they’ll do that.

Now, here’s how to win.

We want to hear the answer to one question:

What is the weirdest thing you’ve ever purchased off of the Internet?

You might have a good story about how you bought a dildo shaped like the Pope off of eBay, or how you ordered Buddy Hackett’s ashes off of Craigslist. Or maybe you just paid for a prostitute bearing a hollow leg filled with processed cheese. I dunno. You tell me. Post it here in the comments.

It can be a true story. True stories are good.

But, we don’t care if you lie. Really. We don’t. Lie away. This whole website is a lie. Fiction is a lie. So, you wanna make shit up? Then go ahead. Make shit up.

How do you win?

Aye, there’s the rub.

Amuse and entertain us. That’s it. Points for style and hilarity.

So, the rules:

a) Answer the question “What is the weirdest thing you’ve ever purchased off the Internet?” and slap it up here, on this post, in the comments section.

b) Make sure your email address is included.

c) Keep it under 500 words, please. More than that, and you’ll make Babies Wendig and Henley cry.

d) You have between Wednesday, 9/9/09, and the subsequent Wednesday, 9/16/09 (11:59PM EST!), to post your answer in the comments.

e) We will choose our favorite entry. The person that wrote the entry gets the prize. That prize is Night Horrors: Wolfsbane. For free.

f) We’ll mail it to you anywhere. Siberia, if you’re there. We pay shipping.

And that’s that. If you like the contest, please spread the love. And don’t forget to check out The Story So Far for all our Shadowstories-flavored goodness! The new chapter is up, by the way — Chapter 7: The Endless Market!

Let’s Play Mind Games!

Friday, September 4th, 2009

First things first, let’s be clear: Ceiling Goblin Is Watching You Fellate Grandpa.

Okay, second things next: the two of us got together the other day to talk about what we wanted to accomplish with a Shadowstories RPG. It remained proof again that we share one brain, because after ten minutes of zig-zagging concepts, we immediately hunkered down and started nesting over a basket of delicious ideas, ideas that developed into a whole cool… y’know, thing.

Now, part of our goal here at The Storyverse is to be transparent. This is in many ways an experiment, and so it behooves us to throw some of our data up on the wall so you can see what’s happening behind the Space Vomit veneer and the thrown fists of idiots… er, heroes.

So, it seems high time to discuss our “findings” (it sounds so official when we call it that, like we’re doing real work!). Sure, we could keep this stuff close to the vest, clinging to our Precious with greasy gray hands, but that implies that the ideas that we’re rocking aren’t total shitcakes. Plus, part of the ethos of this site is clearly a “freemium” one. If this RPG ever takes off, you’ll have the means to play it without paying us a dime. But, we might publish it with some Added Value, and as a result maybe make a dime or three.

Anywho. We did a flowchart. Er, shit, excuse me, a mind map. Here, for your displeasure and confusion, is that very mind map, revealed in colorful, bubbleful glory.

Shadowstories RPGYeah. I know. You can’t read it without damaging your eyes. It looks like a bunch of ants have been captured in colorful bubbles. So, feel free to clicky-clicky here; that will, I think, give you a larger, more legible version.

We came to a handful of conclusions about the possibly-potentially-could-be-forthcoming Shadowstories game. These conclusions are, like everything else on this site, subject to the winds of change and our lunatic whims. Friday of next week may come and we’ll say, fuck this bear in the ear, we’re going to do a macrame project — a panorama of ultraviolence made in colorful yarn! Yessss.

Here, then, are our conclusions. At least, the ones we can remember. I know, we have the mind map to follow, but really, we have one brain, and it’s like a sieve. You’re lucky we’re wearing underwear.

Wait. Shit. I’m not wearing underwear. I’ll tend to that later. Onto the slapdash conclusions!

1. Failure Is Fucking Rad

It is. It is in any game by my standards, but in Shadowstories, it’s a must. Our idiots — er, heroes — are forever screwing up. Arguably, they screw up more than they succeed. The story grows out of their failures, not their successes, and so failure needs to be not only an important part of the game, but a holy-shit-fun part, to boot. Hence, we must reward failure. Moreso, we must encourage failure. A player chooses failure, that player is rewarded. A player chooses failure that is outside his hands — putting the ramifications of said failure into the hands of another player, for instance — then the reward is greater.

2. The Characters Are Already Level 20

The characters do not begin as scrubs and work their way up. The idiots — er, heroes — are already super-powerful. A Shadowstory kicks major ass. He can clean the clocks of a whole army of clockwork badgers (see, they’re clockwork, so they have clocks – give it a minute, you’ll get it; swill it around your mouth, get the taste of it) with naught but the flat of his forehead. Headbutts, ahoy. We can’t give the feeling of superpowered hijinks if the characters are weak-kneed ratcatchers. This means that, ultimately, success needs to be easy.

3. How Do You Skill Up A Superpowered Idiot?

Answer: you don’t. Skills are silly. Do I really want to give my Shadowstory hero a Cooking Skill? Do I give a rat’s right foot that she can pick locks, or read books really fast, or seduce a Nebula Pony? I want her to be able to accomplish all these things if it’s something that the player envisions. The more Skills a character possesses, the more specialization that occurs. That’s great for an espionage game, or a broadly-painted fantasy game, but this is Shadowstories. Gonna be a lot of kicking and shooting and axe-wielding. Piloting spaceships, riding horses, insulting foes, jumping from foolish heights — stuff like that. And they should be able to accomplish all of it. The only reason a Shadowstory shouldn’t be able to accomplish such a feat would be because the player doesn’t envision that as part of the character.

4. Story Is Everything, Dipshit

(Uh, we’re the collective “dipshit,” here, in case you think we’re talking to you. It’s the Internet, and people get so angry on the Internet. So angry.) I don’t mean that conclusion as a metaphor. I mean, the Storyverse is composed of stories. This universe that you and I live in is a cobbled together pastiche of molecules and quarks and string theory. The Storyverse is a mushy fruit-and-nut ball of  narrative threads. The Shadowstories themselves are… well, stories that are pulled from their respective tales and made to police the Storyverse. They are stories that interact with stories. Everything is stories! So, what does that mean?

It means that all our rules have to work in accordance with that precept.

Even the way that we tell our tales here at the Storyverse is very much a “pass around the speaking stick.” We take the tale to a critical narrative point and then pass the ball. The game has to work like that. The players are building a story together, with their characters as the focal point for that narrative energy.

5. Character Descriptors Are Cooler Than Skills

They are. Shut up. Your Mom! Your Mom’s Vagina! Wait. What were we talking about? Oh, right. What’s cooler, that a character has the Illegal Download Skill at 72%, or that your character has the trait, “Space Trucker.” Is it more fun to have “seven dots in Digital Underwater Photography,” or is it much more super-awesomer for that character to have the trait, “Bone-Cracking Fists?” I know, this is a false dichotomy, but don’t make me say “Your Mom’s Vagina” again. Ooh, too late! Bam! You just got schooled! Dang, son!

Uhh. Anyway. So, because these character descriptors can be so awesome, and are totally wide open, they then can be our means of conflict resolution. Yes, that becomes a “when I have a hammer, everything looks like a nail” scenario, but that already exists in gaming. If my character has “Bone-Cracking Fists,” and he’s confronted with a belligerent bureaucratic secretary, I-as-player must ask, how can I use my bone-cracking fists to get through the door to see the Boss? Punch out the secretary? Pull some weird Fight Club shit and start pummeling my head like a pumpkin? Or do I reserve my fists for a better moment?

6. Success Is Fucking Rad

Wait, didn’t I say that failure was rad? Yes. And so is success. Random chance can eat a dick. If a player has a trait and wants to use it, it works. That’s it. It works. No, we don’t know how well this will play at the table, but this is a story. We want the story to progress, not be hampered by meaningless failure or incremental gradiated success. You say, “I use my bone-cracking fists to punch a hole in the ceiling, and I’m going to climb up through the ceiling to get to the Boss’ office, by passing the secretary.” Great. You do it. That has consequence, though, because that’s the point of stories — conflict born as consequence. On a mechanical level, you spend a trait, you don’t get it back immediately. A story becomes boring if a trait is overused, so it goes dark for a period of time (more on that later). Plus, even out of success, consequence occurs. You just punched a hole in the ceiling. Good job. Now the guards are coming. Now you’re lost in a maze of duct-work. Now you’re subject to attacks by the chittering Scum-Bots that patrol and clean the maze of duct-work. So on, and so forth.

7. We Really Like The Word “Chits”

We do. It sounds fun. “Chits.” It’s almost naughty, like I just said “shits” in an Antonio Banderas accent. Right now, we’re thinking, no dice. No playing cards. Again, random chance isn’t what we want. We want chits. You have chits, and you can use them to bid traits, or regain early a used trait, or extend the traits of a piece of equipment. Something like that. You take failure instead of success, you can gain a chit. You let someone else describe your failure, maybe you get two chits. I dunno. I really just like saying “chits.” Never underestimate the power of us amusing ourselves.

8. Characters Begin As Thinly Veiled Ideas In Our Half-Formed Idiot Brains

In Shadowstories, that’s how we’ve always done it. The narrative is very much a game to us. Introduce a character on a lark, a whimsy, and throw all caution to the wind. Worry about the details… y’know, later. Hence, the actual game should work like that, too. See, 3:16 does something really sweet: you build your character as the game goes on. (And it’s such a good game, you’re a fool to not buy it.) We take the idea of the “character prelude,” then, and build it into the game. You come to the table with an unformed character and a largely-empty sheet (hah, “sheet” kind of also sounds like “shit” in a European accent!). You have a concept, and not much else. “I’m a Lusty Bar Wench.” “I’m a Violent Fish Merchant who is also a Giant Fish.” “I’m Hansel, from that story with the stupid sister and the mean witch.” Whatever. Your first conflict arises — “You encounter a table of Space Blob Cowboys, and you accidentally spill your drink on them” — and how you respond determines your first character trait. You punch him. You shake your boobs (or your cock, let’s not be sexist!) at them. You talk your way out of it with a silver tongue. You insult them into submission. Whatever your choice is results in your first game trait. You have a finite number of these (five, or seven, or something — playtesting will yield this number), and you continue to build traits anytime you use a new way of solving a problem until you’re at your maximum. At which point, your character is roughly sketched, which is all you need. This ain’t Shakespeare, people.

9. Traits Are Just Words, And Words Tell Stories

Thematically, this works. If conflict resolution is born of me pitting traits against conflicts (and potentially other traits), then that’s telling a part of a story. And, assuming that a trait can be anything bound to my character, then my character becomes a primary actor, a vehicle for the story to be told. And, assuming that all things can have traits — a photon repeater, a space bike, a Space Blob  Cowboy (no, really, check the mind map — they are porn miners!) — then the entire game flow is derived from taking nouns and adjectives and smashing them together in a cosmic ejaculation of conflict and consequence! Or something! Yay! Traits make a push-and-pull. Traits can be removed as part of “damage.” Negative traits can work in opposition to positive ones. Temporary traits can replace permanent ones. Traits as nouns can be built onto with adjectives. Traits are tasty treats. Say that 750 times fast, suckers!

10. Death Is Only So Interesting

Yes, in theory, it’s a primary motivator in roleplaying games. I do not want my character to die, so I act accordingly. But, really, it’s not that interesting when the protagonist dies. It’s an overused conflict, this false suspense of one’s demise. What’s more interesting are the organic conflicts that grow out of stories — rejection by a loved one, a ticking clock, a betrayal by a buddy, being kidnapped by Space Blob Cowboys and forced to work your callused hands in their vicious Porn Mines. So, death needs to be a bit more abstract. Death comes when you’re out of traits and out of chits. And it doesn’t mean that you’re literally dead (though, it can). It means that you’re out of the story. You’ve been written out. It’s an impermanent state, provided you wish it so; you simply have to be written back in. Consequence occurs. You or another player have to tell the story of how you emerge from the quietus of your character’s narrative stagnation and take some manner of consequence (a reduced trait, a lowered maximum of chits for a time, something) to get back into the tale.

So, that’s that for now. We have more conclusions, but I’m already at “wall of text” levels of reading, and besides, some of our conclusions are things like, “Mmm, turkey-and-apple sandwich,” or “Beer good.” So, you probably don’t need to hear all that.

We’ll be back with more thoughts when the time is right. If you have thoughts on this stuff, as usual, we’re game to hear them.

Get it?

Game?

Game to hear them?

Because it’s a post about games?

Shut up. Your Mom’s Vagina!

*drops mic, walks off the stage*

It’s Getting Gamey In Here

Friday, August 28th, 2009

It feels like within Shadowstories lies a very interesting game.

Wait, did you think I was going to talk about rotting meat? Pshh. That’s a discussion for another day, when we’ve alienated all our readers and all that’s left behind is an oozing carcass! (Actually, here I’m misusing the term. Poor “gamey.” It’s so often used to mean something that smells rotten or decayed, like spoiled meat, but really, it just means that it has the odor, or taste, of a wild game meat. The misuse of the word has ruined it.)

No, I mean, an actual game.

We have a universe here comprising a million narrative threads. The invisible galactic strings that hold the Storyverse together are, in Shadowstories, plot threads from limitless stories. These threads bind the whole thing together. And that means anything can happen. You can have a planet of Greek Gods go to war with a mining colony of goblins who unearth the fossils of Aesop’s Fables. You can have relationship dramas and office comedies unfold on a distant world where the inhabitants are not people, but cryptozoological critters. (The yeti stands at the burbling watercooler and whines about how his ex-girlfriend, the Loch Ness Monster, should really be called the Loch Ness Goatsucker! Laugh track! Applause! Forced hilarity ensues!) At the center of all this, you have the Shadowstories, which represent a handful of idiots nominated to rush blindly into danger and save the inhabitants of the Storyverse from… well, themselves, mostly.

See, that’s a game, right there.

The question then becomes one of design and direction.

Will it be a pen-and-paper RPG to start? Could be. It’s certainly our background, and this has a lot of space to grow in that environment. Setting-wise, it’s nigh-infinite. Not much you can’t do. Endless worlds. Limitless tales. You want a satyr character to go on an adventure with a kung-fu space miner and an ancient Sumerian goddess? Done and done!

Of course, even there, then what?

On the one hand, you could go rules-light, and pare it down to the bare bones so you don’t necessarily even need a single gamemaster. You could say, “Fuck dice,” and play this as some kind of awesome narrative collaboration, which is certainly in the spirit of the thing.

On the other hand, you could have a lot of fun with something a bit more crunchy, something that has traits both useful and funny, something with a robust creation system for new planets and encounters and how stories can interact with (or infect) the current tale at hand…

Of course, if you wanted to take it out of the RPG arena, you could do any number of things. A forum game of people collaborating on their own tale in the Storyverse? A crazy “experience design” game that’s immersive and weird and designed to hook new readers? A $10 million dollar MMORPG set in the Storyverse? (Oh, that reminds me: does anyone have ten million dollars they could lend us? And when I say “lend,” I actually mean, “give?” No? Anybody? What if I have a gun? Does that change the equation?)

So, let me put it out to you crazy readerheads.

Let’s say that, in the future, we do a game.

What would you want to see out of a game set in a narrative universe of endless story possibilities?

5: Robot Porn and Shadow Chickens

Wednesday, August 26th, 2009

A voice boomed:

“Welcome to the corporate mega-world of Happytron (the global conglomerate headquarters of HappyCo, a division of HappyCo, and also the parent company of HappyCo)!”

The world above was shimmering blue glass.

Plastic lawns on U-shaped balconies.

Giant holo-screens forever beaming happy faces.

Everything was Movement. Mail tubes ploomping deliveries, Pod-Cars (manufactured by Happy-Go, the automotive division of HappyCo) zipping to and fro like giant metal bees, great glimmering neon messages jaunting across the sky.

Everything was Product. All was fake. Even the sun existed only as a digital painting; the real thing just wasn’t real enough. The only element to this world that remained unmanufactured was the people—and even that remained arguable, what with all the ocular implants and fake boobs and genetic flim-flammery.

Everything was Happy. Mailboxes smiled. Designer pastel drug clouds (manufactured by SmilePharm RX, a subsidiary of HappyCo) kept the populace upbeat and halfway-to-giddy. Even the digital sun, when it rose, emitted a kind of contented sigh, as if all was right with the world and would remain forever so.

This was a world comprising only HappyCo employees—man and robot, working in productive tandem.

Or, so it might seem.

The taller the towers, the darker the alleys. Every world had its cracks and fissures, its barrows and bowels, and the corporate world of Happytron was no different.

The world below was hissing pipes, filthy tubes, and belching sewage compressors. It was a subterranean tangle of squeaking catwalks and stinking gears.

Everything was broken. Everything was backed up. Everything sat cast in the gray shadows of the world above, for the light of the digital sun did not reach here easily.

•••

The robot had a free moment.

He relaxed his wide tin-can ass with his belt of bolts back into the office chair; the chair was a bit too large for him, since he wasn’t particularly big, and his plate-sized sucker-feet swung from the bottom the way a child’s feet would dangle from a swing.

Above him, the endless noise of Happytron churned, gurgled, growled and farted. This little nook lurked deep in the world below, a nadir among nadirs.

The robot checked his inventory.

Laptop? Check.

Industrial interstellar engine lubricant? Bingo.

Hull debridement acid (generally used to dissolve star-barnacles from spaceships)? Thumbs-up.

And, finally, a dirty gym sock. Yes. Amen. Clean-up on Aisle Three. The piece de resistance.

The robot scratched his massive wedge-shaped head (he was a Scum-Bot, after all, with a head designed for the unitask of grouting the scumtastic build-up of ooze and garbage and barnacles down here). He felt along the contours of a rusted, pitted dent just above his one ocular process (i.e. “eye”).

He booted up the system.

His hammer-fingers pistoned the keys with alarming alacrity.

Suddenly, on-screen, a video. Grainy. Just the way he liked it. Night-vision, too. Super-bonus!

The page’s header read: Drunk Bot-Sluts Take It To The Limit!

He clicked play.

In the video, a scuttling Vacu-Bot rattled its pivoted hindquarters seductively, reflexively opening and closing its telescoping void-chute. A fat-bodied Recyclo-Boy waddled up from the blurry background, his massive block body still stained with smears of old food and bad oil. The Reyclo-Boy began massaging the Vacu-Bot’s sucking mouthparts with his round, fingerless hands.

“That’s it,” the Scum-Bot said, giving his own piston-fingered hands a few quick pumps of the engine lubricant. “That’s the way she likes it.”

“Am I interrupting?”

The voice came from behind him.

Startled, the Scum-Bot knocked over the lubricant pump with a rusty elbow, and the office chair shot out from under his metal butt before careening into the corner. He landed hard on his ass-can.

A figure smaller than he stood off in the shadows of this tiny room, ill-seen.

“You’re Dinghead?” the small shadow asked.

“Denthead.” The Scum-Bot’s voice was gravelly, and distorted with burbled aural artifacts (the curse of scum-fleck build-up in one’s many systems).

“Yes. Yes. Denthead. You’re the hacker.”

The Scum-Bot’s inner valves tightened. “Hacker. No. I don’t—no. You got the wrong Bot.”

“You’re not the infamous hacker, then? The one known as Binary Bill, Superphreak Rider of the Purple Webpage, the Piston-Fingered Man-Cannon?”

Denthead shot his piston-fingers a look that was equal parts disdain and pride. “What do you want?”

“We got a job for you.”

“We?”

“Don’t worry who we are. But we are in need of your very special talents. You are one of the dark masters of the Infi-Net, are you not?”

Denthead cleared his vocal processor. “Maybe. What of it?”

“Some people have… fallen into the Infi-Net.”

“Fallen into. I don’t know what that means.”

“They’re physically present. In the actual network.”

Denthead scratched his dent. “Like, they’re tangled up in wires.”

“No,” the shadow said, irritated. Denthead didn’t like this guy’s voice. It was hissing. Sinister. “Their bodies and souls have become… physically and psychically downloaded into the framework of the Infi-Net.”

“That’s effed-up.”

“If you say so. We just need someone to manipulate things so they cannot get out. Not for a few days. Maybe a week. That’s all we need.”

“Need for what?”

The shadow tightened. “You ask too many questions.”

“Sorry.”

“It’s okay.” The shadow stepped closer, but still remained ensconced in darkness. “Do you want the job?”

“Ehhh,” Denthead said. “Not so much. I got a good thing going here. Steady work. Some free time. I got a big wedge-shaped head. It is what it is. I’m solid.”

“You haven’t asked about payment yet.” Suddenly, a black case pirouetted across the floor, and as it hit the Scum-Bot’s sucker-plate foot, it popped open.

Denthead blinked—clickclick. He sucked in a raspy, mechanized breath. A robot gasp.

“That, that,” he stammered. “That’s a HyLon Processor. With 74 Gigs of BioRAM.”

“Indeed.” The shadow chuckled. “You can be a real boy yet, Pinocchio.”

“I’ll do it,” Denthead blurted. “Just give me the deets.”

The shadow stepped out of the… well, the shadow. (They can’t all be winners, people.)

It was a chicken.

Specifically, a Lowman Brown hen. In a little corduroy business suit. With shiny dark shoes.

With wrinkly chicken toe, the bird retrieved the case and gently stepped on it until it closed.

In its wing, it held a file.

“You’re a chicken.”

“I’m a hen.”

“That mean you’re a girl?”

“I have feminine chicken parts, yes.”

“Okay.”

The two stood in silence.

“You going to take these files? My wing is getting tired.”

“Oh, right, sure.” Denthead reached, took the folder. His pistons hissed, popped open the file. He scanned the documents.  “These aren’t real people, right? I mean, this sounds crazy.”

“They’re quite real.”

“What are they? They’re damn sure not normal.”

“They’re heroes,” the chicken explained. “Heroes chosen by that cosmic idiot, the Bastard’s Sun. You, like most within the universe, aren’t aware of the true scope of things, of the weave and weft. All of the Storyverse is as the name suggests—a galaxy of stories, endless and impossible, all happening in concurrence with one another. The job of the heroes is to patrol the margins between tales. To keep the tales buttoned-up and isolated. To keep the citizenry from getting uppity. So some call them heroes, but I think of them as… oppressors.”

“Who are they?”

“The filthy one is Grebok. He’s the son of Drogmar—that’d be Mirador’s Drogmar—and the Keeper of the not-so-mythical Seven Keys of Ventoozlar. Not very bright. Good with pistols and fists. A real caveman aesthetic, that one. His partner-in-justice is Lord Chuckles, though what he’s a lord of, who knows. He’s a self-proclaimed ‘Avatar of Good,’ a sword-slicing, foot-kicking champion of some backwater pseudo-medieval fantasy burg called Moritania. He’s smarter than Grebok, but only in the way that a pebble is smarter than a rock.”

“And these two?” Denthead held up another couple print-outs.

“The giant weasel is the one and only Wonder Weasel. Sparky, he calls himself. An animal experiment that declared his independence on the Research Station, Alpha-Beta-Soup. The other is Gunther P. Washington, and I don’t even think he’s a hero at all—rumor suggests that he was an unhappy accident, called to duty from some error in paperwork. He’s an office worker, a cubicle farmer, and dumb as a pimple.”

“They’re all dumb? How’d they get to be heroes?”

“Heroes must be dumb. That’s what makes them heroes. To smile in the face of apocalypse? To rush into a war you can’t win and to do it with song and invective? Intelligence stirs self-preservation. Heroes cannot act with even a glimpse of self-preservation in mind.”

“And these last two? I see photos, but all the text is redacted. Some hooded weirdo and a chick with a giant proton cannon for an arm?”

The chicken chuckled. “Don’t worry about them. They’re not your concern. Focus on the four fools. The other two are handled.”

“You creep me out, chicken.”

“Just do your job. Hack away. Keep them occupied. I’ll let you know when the job is done. As I said, if the stars align, it won’t take long.”

“Are you going to do a creepy, sinister laugh, now?” Denthead asked.

The chicken responded in the only way it knew how:

With a creepy, sinister laugh.

Two Men Enter, One Story Leaves

Friday, August 21st, 2009

BastardSun_cdwBLUESKYrays(Hey, shut up. I could’ve walked the low road. I could’ve gone with, “Two Guys, One Cup of Pens.”)

(Damnit, I should’ve taken the low road. What did your mother tell you? Always take the low road. Dang!)

Ahem. Right. So, maybe you know the drill, maybe you don’t know the drill. Here’s the drill.

Shadowstories has always been, and will always be, an ongoing experiment. This experiment is put before you, displayed like a buffet table of wondrous sweetmeats and exotic berries. It goes like this:

Chuck writes 1500 words.

Marty writes 1500 words.

Chuck writes another 1500 words.

Marty writes another 1500 words.

Chuck writes 1500 words, again.

Marty writes 1500 words, again.

Chuck then goes ahead and–

(Cripes, how long do I have to do this for you people until you’re satisfied? Until I’m bleeding? You blood-hungry monsters! Stop chanting! It’s like a soccer match out there. People are going to get stomped to death, I just know it. Calm down, I’m getting to the point.)

So. Do we consult with one another? No, we do not. A new draft chapter will simply pop up in our inbox like the dramatic gopher. (I know, he’s a prairie dog. But prairie dogs can harbor bubonic plague, and I don’t want to reward them for that. You have to take a firm line with prairie dogs. They understand only the iron fist of discipline.)

(This is a lot of parenthesetical asides.)

(I don’t even know how to get back on track. Where was I? Who are you people? What have you done with my collection of neckerchiefs?)

(Oh! Right. I remember.)

No consultations. Chapter arrives. We read it. We hold some minor discussion over editing the writing, not the content, and then that’s it. The next writer now has the ball, and he has to run with it for 1500 words. He might run into a nest of bees. He might run over a line of slumbering hobos. He might run smack into a wall, or off a cliff, or into a geyser of hot garbage-smelling steam.

Now, you might be saying, isn’t that difficult? Isn’t that crazy? Why are you touching your nipples like that?

First, I’m touching my nipples like that because it’s enjoyable. That’s all. No need to look deeper. I like it. And I suspect you like it, too.

Second, is it crazy? Yes, it’s crazy. Crazy like a fox! Pow! Vulpine lunacy!

Third, is it difficult?

No. Actually, it’s not.

We’ve been doing this for (coughcough) too many years now, so we’ve gotten a rhythm. Moreover, imagine this, fellow friendly writermonkeys:

You’re writing, fingers gleefully dancing across the keys, and suddenly you run slam-bang into a great yawning void. You don’t know where to go next. A wave of uncertainty threatens to drag you into its merciless undertow. An existential crisis ensues. You eat donuts. You weep into your donuts. You drink vodka. You weep into your vodka. You drool. You eat a fistful of quaaludes, and then nurse on a brick of PCP-laden hash the way a child suckles a pacifier. Next thing you know, you’re running naked through town. You’re covered in dirt and blood–and, inexplicably, moths. You don’t remember the last hour-and-a-half. Suddenly–a Taser. Bzzt. You defecate on yourself. All because you didn’t know where to go next.

We don’t have that problem here. Okay, maybe we cry into our vodka and donuts, but that’s just because it reminds us we’re human. We stop there, though, because we have the ability to hand over the story to someone else. It’s like switching drivers on a long road trip. It makes things easier.

(Once upon a time, it maybe didn’t, but that was when we were finding our feet. “Hey, in this chapter, I introduce a character whose body is made of monkey parts and fiber optic cables!” “Cool! In my chapter, that character is crushed inside the intestinal tract of a giant galactic tapeworm!” “But I loved that character.” “But I love tapeworms!”)

Most  importantly, it makes things funner. (Is that a word? Funner? More fun? Extra funnish? Double-funtastic?)

Case in point:

First chapter, The Pirate Ship, has our two primary idiots–er, heroes–encountering some sinister Internet-esque network, except this network has black evil tentacles.

Second chapter, Celestial Chorus, posits that the Infi-Net is dangerous, because in this narrative universe, the Infi-Net is a place where no new stories are being told, and the planets and star-bodies are all in a tizzy about it (and about boy kissing).

Third chapter, The Weasel and the Geek, puts us with our other two heroes, the doofus and the mutant weasel, and we encounter a new side effect of the Infi-Net–the black tentacle ooze seems to be making zombies.

And here’s where things go to Funtown, near Funopolis, on Planet Funtopia.

The fourth chapter does something unexpected–and unexpected by one half of the author team. A Series of Tubes indicates that at least two of our heroes are now actually inside the Infi-Net. They’re not being attacked by tentacles. They’ve actually been dragged into the network. The one author expected that the story was likely going a conventional route: in the Storyverse, the Infi-Net would become a physical and existential threat to the narrative threads. The other author said, “Fuck that, I got something cooler.” And the cooler thing commenced.

And that, my friends, is superfuckinfunarifficexpialidocious. Because every chapter is a chance for one author to surprise the other, which means that each author is in turn attempting to surprise you. So, please, enjoy the experiment. Enjoy the process as it unfolds. We certainly are.

Shop-Talk with the Shitheads

Friday, August 7th, 2009

Storyverse Nebula I know what you’re saying.

You’re saying, “What the fuck is going on over here? This place has gone of the rails. It’s colorful, sure. But did I read something about a giant talking ball of fire? Did two blowhard heroes just punch out a hapless teenager downloading music off of something approximating the Internet? Who are these people? Where is my wallet?”

Okay, first, here’s your wallet back. We stole your credit cards. It’s nothing personal, but this free web fiction thing doesn’t exactly cover our Netflix subscription, am I right?

What you’re getting here is free web fiction, yes. And we know, your next comment is, “But this post isn’t free web fiction. That’s false advertising, and I will sue you jackholes.”

Ease off, Legal Eagle. Chill your tailfeathers. We need you to be cool about this. Are you cool? Be cool.

We’re here to let you know what you can expect from this site in the future.

First, let’s talk the schedule.

Mondays, you’re going to get bonus material. Extra content. For now, that means character bios, but you can expect other stuff. Little micro-tales, maybe. Perhaps a description of a planet or three floating around the great narrative nebula soup that is The Storyverse. Could be that we’ll draw you a picture in crayon of the Loch Ness Monster eating a giant baby. Don’t complain. It’s free. It’s a bonus. It’s pie on top of cake.

Wednesdays, you’re going to get a new 1500-word chapter of Shadowstories: The Infi-Net Revolution. If you need to get caught up, feel free to bop on over to The Story So Far. Every other chapter is written by one of us two dillweeds — Chuck’s on odds, and Marty’s on evens. Or maybe it’s the other way around. Do you care? You don’t.

Fridays, which if you’re smart you’ll recognize as “today,” you’ll be getting a face full of what we call “Meandering Piffle.” It’s behind-the-scenes yammering. Process talk for process monkeys. Listen, this is an experiment. We’re making this up as we go. We’re not the first people to write serial web fiction, and we won’t be the last. But right now, it’s the Wild West out here, and the frontier is growing instead of shrinking; its dustblown streets and toothy saloon doors are ready to swallow up the clean streets of Old Media. The laws are out the window. Brothels are popping up like zits. Surly cowpokes are shooting each other at high noon. People are building railroads to nowhere. It’s crazy, and we love it, but because no rules have yet been set, no clear path to victory exists. This means we’re stumbling blindly through, and Fridays seem like a good day to let you in on our successes, failures, frustrations and giddy crazy-talk.

That’s now.

What, then, will the future bring?

Flying cars! Hover skateboards! Robot ponies! Pornography downloaded directly to your genitals!

Ennnhhh. Maybe not? We’re no prognosticators.

The future of this place, well, we know what’s up with that.

The biggest thing is, when all is said and done, expect A Product. An e-Book, maybe, with a print version. And podcasts.

You can also expect some sweet, sweet Merch. Tees. Stickers. Coffee mugs. Urinal pucks. Plush lemmings. Futuristic sex dolls. Something like that.

Plus: contests, games, new graphics, new logos, maybe a book trailer. Eventually: a comic book.

One or two of you might be looking for the Donate button. Don’t worry about it. We don’t want donations. For now, go donate to your favorite web fiction or web comic, for they’re more deserving than we with our coupla’ chapters. (Sure, this site costs us in both time and greenbacks, but we know how to peddle ourselves on the hard streets. We’re sexy. We’ll get by.) When the times comes, we’d rather you give us money in a good old-fashioned Capitalist Exchange — we’ll offer a service, be it a book or edible undies or something, and we hope you’ll exchange some of your magical monkey tickets for our sorcerous story products. (If you want to offer us anything right now, offer us comments. Offer us word of mouth. Offer us critiques and insights and ideas and recipes and high-fives and take-out menus written in belligerent alien tongues!)

Though, please note, we will always offer the story free online. You want to read it, it’ll be here. All you have to do is show up, and bring your eyes. Also, fruit punch. We really like fruit punch.

So, check back with us Mondays, Wednesdays, and Fridays. Watch this train rumble down the tracks! Will it slam into a wall and explode, burning all those within to a char-broiled crisp? Or will it grow angel wings and fly up into the skies, taking its passengers on a magical ride through clouds formed of puppy breath and orangutan dreams?

Set up the lawnchairs and watch the show.

Contest: Win Things Through Twitterlove!

Tuesday, July 28th, 2009

So, if you know Marty or myself, you might know that I developed a game line called Hunter: The Vigil, and that Marty did some writing for that game line.

And maybe you’re saying to yourself, “Man, I’d love some sweet Hunter: The Vigil swag. Like, maybe a free book. I’d put the book on the floor, and I’d just roll all over it, absorbing all of its brilliance into my body, forging me into a complete being who is at one with the universe.”

Let’s try to make that happen.

Here’s how this contest is going to work.

Go to Twitter. All the cool kids are on Twitter these days, which is sure to be true for another three weeks or so, at which point all the cool kids will be on some new thing called Smackcircle, or Meta-bat, or maybe Jellyhole. (I’m user “KendraShieldsFan90983871″ on Meta-bat!)

If you don’t currently use Twitter, you’ll need to sign up for it.

Once all a-Twittered, send a tweet.

That tweet needs to include two things.

First, a link to The Storyverse website: www.thestoryverse.com (this link can be shortened, just make sure it takes people to this website).

Second, the hash-tag, #shadowstories.

Include those two things, and it doesn’t matter what the rest of the tweet says. (Example: Hey! Free cupcakes and donkey sex at  http://www.thestoryverse.com #shadowstories You Guys Suck!)

Do this between 12:00 AM and 11:59PM on 7/29/09 (Wed). Tweets outside this range won’t be counted, though we’ll still appreciate the publicity.

One time only, please. Multiple tweets won’t be counted, so don’t spam your pals, lest they bury a camping hatchet in your tender head-meats.

The following day, we’ll pick a random winner out of a hat, and we’ll DM (direct message) the winner.

The winner will have the choice to take home one of two Hunter: The Vigil supplements: Night Stalkers or Spirit Slayers.

For free, of course. We pay shipping and handling. And fondling. Anywhere in the world. If you’re on a research station in Antarctica, we’ll strap the book to a narwhal’s horn and get it there.

We’ll even autograph it, if you want us to devalue your book!

If you like this contest, please let other people know. Alternately, if you hate this contest, please simmer quietly in your own surly broth, at least until 7/30/09.

(Don’t forget to check out the new FAQ that will enlighten, amuse, and/or disturb.)

Questions? Slap ‘em here in comments, or Tweet us (the little blue bird up in the right corner of your screen). Sure, there’s probably some manner of legalese we should mention, but I don’t speak legalese. So, instead, we simply say: Good luck, and don’t forget to check out Chapter 1: The Pirate Ship tomorrow, 7/29/09, here at Storytime on the Story Channel at the Storyverse.

Shadowstories: The Infi-Net Revolution

Wednesday, July 22nd, 2009

Shadowstories: The Infi-Net Revolution

The Revolution Is Almost Here.

Watch This Space.