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I wanted to write a party mix of all of it, those things that I love, in a story world where I and everyone else exists, because that’s the book I wanted to read as a teen but couldn’t find.
When I’m done with a series, I always lament the many stories that didn’t get told. So now I try to do something about that. First with UnBound – a story collection in the world of Unwind. And now again with Gleanings – stories from the world of Scythe.
I realized my creativity could impact people and it didn’t have to be something in the future. What do you want to be when you grow up? I didn’t have to wait. I could be a writer now.
My challenge lay in writing a novel set in a dystopian real world, Communist Czechoslovakia in 1969, that was 20 years away from liberation…and still offer hope to the reader.
In D&D, the Rule of Cool is about creative problem solving, it’s about encouraging players to think outside the box, and embrace what isn’t text, but subtext. It rewards imagination. It rewards approaching the game with an unexpected perspective.
Disaster MCs can frustrate — or even exasperate — readers precisely because they seem to make the same mistakes repeatedly. So why do we write them? I talked to four of my fellow debut authors, and here’s what they had to say.