Why

I love creating. To a lesser extent, any sort of creativity moves me, but using words to create characters and share their stories is what really ignites my soul.

But why?

I've never asked myself that question before. I don't know why I get so jazzed about a cool character that winds up in a challenging situation; why letting that character show me how they'll get out of that situation gives me some sense of fulfillment. Of all the things I do and have done in my life, why does this one, in particular, feed some deep need within me?

I know that this is a phenomenon I've experienced since I was a child.

I still recall the first stories I ever wrote - derivative, two-page tales of Han Solo and Luke Skywalker rescuing Princess Leia from a variety of  precarious situations. I'm sure they were trite, with hackneyed themes and lacking a multi-act structure or any real plot or character development, but hey - the author was only 12 years old. Cut the kid some slack!

My fi…

About Scary Things


Scary Things is about a bunch of kids from different cliques who, upon hitting adolescence, find that they suddenly have supernatural abilities. It's as much about discovering the full extents of these abilities (not to mention their origin) and the new reality they open up for the kids as it is about them having to transcend their social boundaries and biases to learn how to work together - which they'll have to do to survive in their strange, scary, new world.

And let me head off something at the pass: the title, "Scary Things," is not in any way inspired or influenced by NetFlix's (awesome!) series, Stranger Things. Nor is its concept.

Scary Things actually began its life as the title of a set of miniatures skirmish game rules I was working on, shortly after I released New World Disorder. (In my former life as an indie game designer.) It was to be a horror-themed variant of the NWD rules, but it never got beyond the play-testing stage. The name later found new life as the title of a rules-lite, horror-themed role playing game concept I very briefly tinkered with.

Then, a few years ago, I awoke in the middle of the night and - as so often happens when I'm laying in the inky blackness, wide awake - ideas started pouring into my head for a story about a bunch of teens who are endowed with supernatural powers. It was an off-shoot of my quarter-century long horror RPG campaign, which I've considered turning into a series of books for almost as long. (Which, as of last year, I've finally begun to do, with my Fred Carter adventures.)

I knew immediately what the title of this story would be.

Thus, Scary Things, in its true form - the form it feels like the name deserved all along - was born.

Now that we've gotten that out of the way, allow me to introduce to you: Scary Things.

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