Tuesday, November 18, 2025

Morgan's KublaCon Fall 2025 Adventures


KublaCon Fall moved to Burlingame from Santa Clara. Attendance level doubled. No free parking across the street at the abandoned theater parking lot. But RPG GMs got an amazing door prize (instead of the normal KublaCon pin which I never really cared for). This beauty lists for about $50.
GMs also get to sign up for games early, just like the VIPs who pay extra for this same privilege.

Overall, a pretty good convention.

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Nov 14, 2025 Friday 1-7pm (6 hrs, took 5 hrs)

A-Paw-Calypse Meow
System: Year Zero Engine
GM: Morgan Hua
5 Players: Katie O’B, Gee R, Zachary P, Marty C, Heather U-K
Level: Pets of Rich and Famous People, Animals can talk to each other.
Pregens provided.

You play Jackie Chan's Squirrel, Samuel Jackson's Parrot, Snoop Dogg's Cat, Paris Hilton's Chihuahua, and Gary Busey's Dog. Your human is at some charity event and they abandon you at the hospitality suite. As the world spirals into collapse, you must work together to survive and travel to your wormiest heart of darkness. Tone: Darkly Humorous (Dale & Tucker vs Evil, Evil Dead 2, Shaun of the Dead, Animal Farm) Content Tags: Horror Tropes, Apocalyptic, Cannibalism, Harm to Animals, Drug Use (light), Political Satire (definite), Fowl Language (possibly)

I had a great table and we laughed throughout the 5 hours. As per other runs, whoever picks Wild Thang kills it every time. So far, this run had the most non-stop laughs. Comedy is so much harder than horror. I think the table nailed it.




Nov 14, 2025 Friday 8pm-midnight (4 hrs, took 3 hrs)

Into the Odd
System: Into the Odd
GM: Sean Nittner
5 Players (2 empty seats):
Morgan Hua (as Benedict Jongler - The Axe).
Steven K (as Gizzard Wicherspin with faithful dog, Rags).
Max B-H (as Other Benedict - The Sneaky).
Pregens provided (actually characters created at table, but it was very, very quick).

A rules-light, flavour-heavy roleplaying game of industrial horror and cosmic strangeness.

Bastion is the only city that matters. In its industrial age, it sits as the smoke-shrouded hub of mankind, surrounded by a world of lurking horrors and cosmic interference. The Underground spreads beneath our feet and the stars loom above. You are an Explorer, braving places too far for maps and too old for records. Your expeditions touch the bizarre, wondrous, and horrific. You search for riches, but also Arcana, mysterious devices with unnatural powers.

This was actually the scenario in the book, but Sean started us at the bottom of the dungeon.

A great group of Players and we actually made it out in 3 hrs because we found an unlikely exit. I do want to say that the setting for Into the Odd is very cool and interesting because you have no idea as to what you're seeing and what things are, so everything is unsettling and bizarre. I really enjoyed this game.




Nov 15, 2025, Sat 9am-Noon (3 hrs)

Rustborn Bastards
System: Mörk Borg
GM: Dan Frederick
5 Players: Ty M, Chad R, Angelo S, Jacob S, Morgan Hua.
Pregens provided.

Mad Max at sea? Wasteland Degenerate + Cy_Borg at sea! 3 hour game run by designer / writer of Rustborn Bastards game.

The GM is the author of the system and is Kickstarting the game. The art is really good and like other Mörk Borg compatible games, the random tables are very imaginative.

I had fun. The GM brought minis, half-sunken rafts, sunk ships, whole ships, and other props. It was more or less a tactical combat game and we did 3 combats. The setting is sort of Water World.




Nov 15, 2025, Sat 1-9pm (8 hrs, took 4 hrs)

Quest for the Holy Grail
System: Monty Python Cocurricular Mediaeval Reenactment Programme
GM: Angelo Sphere
6 Players: Ojas T (left after 3 hrs), Lewis W (son), Nicholas W (father), Scott W, John B, Morgan Hua.
Pregens provided.

This educational opportunity will afford participants of English medieval history to accurately portray the grail quest given to Knights of the Heptagonal Table in 925 A.D. Characters provided. If you have your own set of CMRP random number generators, extra merits for you!

The GM also plays the HoLE (the show runner). When I read about this I wasn't sure about it, but playing it, it worked. Though I did find the game very random and not as funny as I had hoped. I didn't laugh that much, did smile here and there. There are demerits and they're not as bad as you'd think.

There's also some events where the PC is sent to "time-out" for 15 mins of real time via a timer where the Player just sits out of the game. I understand what that is for, but didn't like it. If it was a side skit for that one PC instead, I would have liked it more. I don't like game mechanisms where the Player is forced to do nothing. Even though it acts like penalty box, it's not labeled that and you do get bennies for sitting out. But if the tradeoff is missing 15 minutes of play for in-game bennies, I'd prefer to play.

I'm happy to have played this game as I was curious about it. My curiosity is now satisfied. This game wasn't for me.




Nov 16, 2025, Sat 10am-4pm (6 hrs, took 6 hrs)

Stowaway
System: Blade Runner RPG
GM: D D Blake
6 Players (1 empty seat): Travis M, Nick J, Jay M, Ric C, Morgan Hua (as Inspector Renaux)
Pregens provided.

SFO Spaceport security footage shows an unauthorized arrival sneaking off a ship from one of the off-world colonies. Some kind of animal, quadruped. So what? Why have you, an LAPD Blade Runner 340 miles away, been rousted from your comfy bed in the middle of the night? .... Beginners welcome, but please be familiar with at least one major IP source: Blade Runner, Blade Runner 2049, or Blade Runner: Black Lotus (the latter is usually free to stream on Amazon Prime).

GM decided we would make our own PCs. I had run Blade Runner before, but never generated a PC. The other Players were new to Blade Runner. I swore we took 2 hrs making the PCs. It didn't help that the newbies had questions about every step and there was a lot of table talk. GM spent a lot of time describing the world and nuances for our education which also took a lot of time. It was educational, but slowed down character generation.

Once we started the game, it was enjoyable. It was a good table of Players.




Nov 16, 2025, Sat 4-8pm (4 hrs, took 3 hrs)

The Celestial Algorithm
System: Star Trek Adventures 2e
GM: Michael M Kelly
6 Players:
Andrew F (as Cpt Pike)
April F (as Una - 2nd in command)
Yune L (as Lt Ortegas - Pilot)
Paul M (as Dr M'Benga - Chief Doc)
David M (as Spock - science officer)
Morgan Hua (as La'an - head of security)
Pregens provided.

Players will get to choose their favorite Starfleet crew: Captain Kirk and the Original Series characters, or Captain Pike and the Strange New Worlds bridge crew, as the USS Enterprise faces the challenges of this published introductory adventure. Second Edition rules will be taught. Beginners welcome!

This was the new Starter Set's scenario. It's pretty good. We had a good table of Players, all Trekkies, but I was the only one familiar with the system. I've run STA 1e. The GM was actually trying 2e out himself, but he knew the rules pretty well, he only had to look up what skill was needed for tractor beams.

GM had the whole SNW crew and TOS bridge crew. SNW crew was about 12 PCs, TOS 8 PCs. I voted for the SNW crew because there was more variety. One Player never saw the SNW series. So, he picked Spock as his PC. He did an excellent Spock.

STA 2e is more streamlined than 1e, but then we didn't do any combat, so I'm not sure how 2e works without the challenge dice (d6s for damage and special effects). I did feel the Momentum cycle (gaining and spending) almost got in the way of the storytelling. We were focused on the Momentum pool and just rolling dice vs doing Trek technobabble. Our group got good at the Momentum cycle. When I first played Modiphius 2d20 system, it took a while to get the hang of it. I did push the group to spend Momentum when they were reluctant to, so maybe that helped. During the game, we only failed one die roll which led to a major complication. But most drama came from rolling 20s. We didn't get any 20s early on, but near the end, we got several in a row which made it more exciting. 





Sunday, October 19, 2025

Morgan's MRCon 2025 Adventures


A free online convention, focusing on published or to be published Miskatonic Repository scenarios. All the scenarios I played in had good ideas for settings or good setups, but a few had issues in scenario design: mainly pacing as to when things happen or not enough interactivity with NPCs or the environment.

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Oct 17 Friday, 11am-3pm.

Shadows of Sumnerville: Trick r Treat
System: CoC
GM: MinaFane (Mina Fane)
5 Players (one no show):
Vlad D (James Knot - Photographer - Indy Jones costume)
John L (Logan Lomax - Stage Actor - Baseball Player costume)
Brian B B (Nathan Ellis - Woodworker - Skeleton costume)
Morgan Hua (Moe - Athlete - Circus Muscle Man costume)

Halloween 1995. Connecticut. In suburbia, a group of high school freshmen gather to trick or treat even as their peers transition into parties and 'cooler' fare. However it is hard to be completely free from the pressure to impress others. Wouldn't walking up to to the darkness north of the river, into the ruins of old Sumnerville (and on this the scariest night of the year), be a way of proving they aren't little kids anymore? CW: child death, body horror, fire, mutilation, real world religion.

I had a lot of fun in this one. We got to invent our Halloween costumes and pick preset character hooks (family situations and such). This was a pretty well-written scenario. Everything made sense and fit together. Good GM also.




Oct 17 Friday, 4-8pm

Arkham Fire
System: CoC
GM: TallHalfling (Steve Anderson)
5 Players (one no show):
Daniel O'B (Vaughn - Recruit)
Tim H (Pierce - Mechanic)
Eerie P (Thorne - Medic)
Morgan Hua (Ashburn - Military)

A beautiful old Victorian house, up in flames. A frightened little girl, wailing for her mother. And a hundred-year-old mystery of grief, loss, madness... and fractured, fragmented Time. Welcome to the Fire Department in Arkham. Grab your gear. Buddy up. And try not to get lost in the smoke.

The idea of firefighters (instead of setting fires to erase evidence) as PCs was interesting, but the problem was the clues weren't interactive. We mainly wandered around collecting clues until we figured out what to do.




Oct 18 Sat, 11am-3pm

HMS Harbinger
System: CoC
GM: richard0101 (Richard Watt)
5 Players (one empty seat):
Brian B B (Rosalind Frankland - scientist)
Gray S (Officer Charlie Hopkirk)
Gerald M (Dave Ancell - engineer)
Morgan Hua (Enid Toynbee - WREN Photographer)

Pre-war, 1939. Investigators are among the crew and visiting brass aboard a Royal Navy submarine on its maiden voyage. Difficult decisions may need to be taken to avoid a watery grave. All naval training will be provided.

First half of the game nothing happened. The NPCs were a bit taciturn. Action did pick up in the 2nd half, but pacing was a bit stop and go. The game needed better pacing, more tension, more interaction with the NPCs. The inside of a submarine was interesting though. 




Oct 18 Sat, 4-8pm

The Dreams in the Workhouse (Preview)
System: CoC
GM: DeadWeirdoStudios
6 Players (one no show, one open seat):
Kevin K (Leonard Barnes - coach)
Moran T (Nancy Edison - student)
James C (Percy Winger - antisocial)
Morgan Hua (Nasir Nadir - accountant)

US 1920: Just east of the bank of the Occoquan River in rural Fairfax, Virginia lies the infamous Lorton Workhouse. Since its founding a mere decade prior it has gone from promising progressive institution to a legendarily oppressive prison where political prisoners face torture and hope goes to die. Is simple change in punitive policy all that drives this slide into darkness? Or is something truly sinister responsible for The Dreams in the Workhouse? CW: this scenario is set entirely in prison.

Pacing was a bit slow on this one too, but we actually did do stuff as we got used to prison life.




Oct 19 Sun, 11am-3pm (finished early, took 2 hrs)

The Doom That Came to Winchester
System: CoC
GM: Variorum (Wes Brandenburg)
5 Players (one empty seat):
David C (Sylvester Marchetti - bartender / elephant gun)
Robert F (Lionel Lapierre - horse trainer / boxer)
Joe M (Patricia Munoz - biology professor)
Morgan Hua (Erin Murphy - grandson of farmhouse owner)

The investigators arrive in an old farmhouse outside of 1920's Winchester, KY after one of them receives a telegram from their grandfather telling them that something isn't right on the farm, odd occurrences he can't explain.

The Doom That Came to Winchester is a soon to be released one-shot featuring lots of investigation, roleplay opportunities, potential combat and serious danger, and tons more, but I don't want to spoil the surprises.

I enjoyed this scenario. We had a good group of Players and a good GM. We finished early because we did some smart things and got some good die rolls. The game had good pacing.




Thursday, October 09, 2025

Reading Tea Leaves and RPG Systems

One of my GM friends mentioned after playing The One Ring 1e, "Why do you think there's Hope and Shadow in the system?" This was a rhetorical question because he was critiquing the game we had just played in. He thought the GM was being too nice and didn't push the boundaries of the game. I hadn't thought about that. I was just optimizing my moves and trying to "win" the scenario without using too much Hope or getting Wounded.

"What?" I said.

"Why put Shadow in the system if the designer didn't intend us to use it? It's supposed to come into play."

He was right to a degree. It's there to be used, but probably not used to bludgeon us over the head with repeatedly. That would have been cruel and unnecessary and probably abuse of the system by the GM, but it should come into play.

This of course started the hamster wheels running in my head. Making me do a deeper analysis of various RPG systems. Why are certain things designed that way? Why are certain design elements present?

The other day, I played The One Ring 2e (TOR). The Journey system as written was pretty tough. We traveled from the Shire to Bree and it cost us 8 Fatigue. My PC had to take his helm off or else he would have been Weary. The system was designed to simulate being tired after a long travel. The Lord of the Rings movies had a lot of travel in it. TOR simulates it.

In Call of Cthulhu (CoC), there is a Sanity system. Hit Points don't increase over time, so the PCs stay squishy. You are supposed to lose SAN and have Bouts of Madness. Mistakes will kill you in spectacular ways. In one game, a PC put on magical armor without really knowing what it did. It sealed him up in it, turned translucent, and then he exploded, splashing blood and organs against the inside of the translucent armor.

Yes, as a Player, you want to make your SAN check and lose the minimum amount of SAN. So, you can survive to the end, but part of the fun is to actually go insane. I trust my Players to play out their Bout of Madness because it's the fun bit. The grinding loss of SAN for long surviving PCs is also fun to watch as the PC spirals down into madness.

Alien 1e RPG has a Panic system and it works brilliantly. It replicates the panic when something unexpected happens. I personally think during an action scene it's better than CoC's SAN system. Though the SAN system in CoC simulates the effects of long term stress better.

Delta Green has a great Bond system which simulates relationships at home breaking down due to stress at work. You can spend Bond points to reduce SAN loss. It's the cop who acts distant at home because he can't talk about his day job of looking at grisly homicide photos day in and day out.

I had designed my own version of The Walking Dead and realized that zombies aren't the threat, it's people. People cause more damage than anything else in The Walking Dead TV series. When Free League came out with their game, they realized the same thing. Zombies are only an environmental hazard. "Humans are the real monsters." I played the game and found that humans were very squishy, be prepared to have backup characters. I suspect the game wasn't that popular because people were looking for a first person shooter, not a game based on Havens, Factions, and Relationships.

When I played Vaesen, it felt like Monster of the Week until I used Campaign Rules (p.86, Chapter 6). The Headquarters adds continuity between scenarios and longer story arcs for the PCs. Too bad this was buried one third into the core book.

Mörk Borg is brilliant except you need to know that the key bit is The Calendar of Nechrubel, p.16. You have to activate Miseries even for one-shots. On the back cover is important information: "The world is dying, time is short. How will you face these last days? Robbing the graves for soil-stained wealth, or face down the apocalypse, hoping it can be fought?"

There's no instruction on how to use Mörk Borg. It has very flavorful random tables and a great online PC generator. If you read the rules carefully, the game is about an impending apocalypse and what your PCs is going to do in the face of that.

I played D&D 5e, Curse of Strahd. I was trying to build a flim-flam man who sold snake oil and used sleight of hand. I built a Vancian Mage focused on illusions. All the spells I found were mostly short term combat spells. I wanted to be able to Curse someone with the Evil Eye, but that spell only lasted 1 round. My most useful spell was Mage Hand. I concluded D&D was designed for tactical combat.

I was talking to another old GM friend and he told me he used to hand out XP for treasure which I never did because I thought it was double dipping. You kill the creature, get XP, then take their treasure, get XP. Well, he said, but then thieves can't just steal treasure and level up without killing things. Damn! I never thought of that. In our games, the thief just used their backstabbing skill to kill creatures and take their treasure. If you look in AD&D, there are XP awards for keeping magical items. By D&D 3.5, XP was awarded based on CR (Challenge Ratings), generally for only defeating creatures. The focus had shifted to killing things only.

Different systems emphasize different aspects. Various elements are important, so when I hear about someone new to a RPG system and says, "I don't like XYZ and I'm going to remove/change it." As if all systems are GURPS and you can swap parts in and out without affecting the whole game or the designer's intentions. I cringe.

I think people should understand what the game is about first. Then they can house rule stuff if they think it's broken. Some things are broken such as Alien RPG's panic cascade. All the GMs I know have house ruled a fix for it.

When I heard about Brindlewood Bay, I thought what the hell? It's a murder mystery, but the scenario ends when a Player comes up with a plausible explanation and then you roll dice to see if you're right or not. But, but, but... That's just make believe and not a real murder mystery. Then one of my friends played it and loved it. He told me the game is about roleplaying nosey old ladies getting into other people business. The mystery solving is just an end condition for the scenario. Oh, ok, I get it. Now I want to play it.

Some games are obvious as to what you're getting into. I played Eat the Reich and loved it. Overpowered PCs killing Nazis. Hurray!

Some are not. I tried Dune and will give it another shot, but it's sort of a metagame. The game is designed to go from small (hand-to-hand fights), to armies, to galactic intrigue, but using a single system. A number of things are handled with just a die roll. I glanced at some of the campaigns and some of the chapters are handwavy meta-level events. Sometimes you have to send an army, but you can't roleplay that, but the rules cover that instance.

I have the Kult books. The lore is incredible and it tells you on Chapter 1, p.38 that the world isn't real. It's a prison for people designed to make them compliant. The jailers are Demons and Angels. I had a friend tell me he was playing in The Black Madonna campaign and was getting bored after months of playing. I said, "What?" I told him the premise of Kult. He told me nothing creepy was happening. What? Something has definitely gone off the rails.

One time, we tried Blades in the Dark. But it was a one-shot where we did a single score. The system was very meh and I didn't get what was so special about it. Once I read the book, I got it. It introduces Clocks and building out your Crew and Claims. It's more about growing your criminal enterprise.

Another one of my GM friends says he just sort of wings it when running a new system. But then we're not really playing that game, but his game flavored by the new system. Not exactly the pure experience I was looking for. It's any color you want, as long as it's black. So, why try a new system if we're not really playing it?

Before you run a game, you need to understand the system and what effects various parts create. You must understand the intention of the designer, then you can change whatever you want to your heart's desire. Some rulebooks aren't written very clearly or are badly organized, so some tea leaves need to be read for that complete understanding. Sometimes you have to run the system a few times before it clicks. Sometimes it's easier if you play it first. I was lucky with my first game of Mörk Borg. The GM made us roll 3 Miseries that had come to pass before we started the one-shot. And he explained the world would end with the 7th Misery. This increased the urgency for whatever the party was aiming to do.

So, For the love of God, Montresor! If you see some odd bit of rule that you're unfamiliar with, maybe there's a reason for it. Ponder before discarding.

Sunday, September 14, 2025

Morgan's Impromptu Con 2025 Adventures


Impromptu Con is a low effort con. Chaosium provides the Discord channel to post your games and some gift certificates as raffle prizes and some panels. If you run a game, you need to provide your own voice and VTT.

This was lightly attended, but fun nonetheless.

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Saturday 13, 5-7pm. (posted start time was 4:30pm)

Complex 347-5
System: CoC 7e - 1980's.
GM: Patricksmatrick (Patrick Corcoran)
Content Warnings: Body Horror
Tone: Survival Horror; isolated and running against the clock.
4 PCs: 
    hellraiser2269 (Joe) as Dean Rathbone - Nuclear Forensic Scientist, 
    g_angus_macleod (Angus) as Karl Kazmart - Structural Engineer, 
    halsgate (Moran) as Airwoman Emily Yanez - Fuel Technician, 
    Morgan Hua as Anthony Aroni - Air Force Missileer.
Duration: 3.5 hrs with midway break.

It’s the winter of 1984 at the Air Force Base in Brockton, Arkansas. The base houses a dozen Titan II nuclear missiles. About twenty-four hours ago, a fuel leak was detected inside one of the silos. Over the past twelve hours, ten Air Force personnel have entered the silo. None of them have returned.  You are the last hope to stop the worst from happening.

This was a survival horror game and we had a good table of Players. The author ran the game for us. We waited for a Player and GM had some technical problems just after we started, so game started a bit late. I enjoyed the game.




Sunday 14, 1-5pm (4 hrs, scheduled for 4-6 hrs)

Genius Loci
System: CoC 7e - 1925
GM: Morgan Hua
Content Warnings: Unenlightened Mental Hospital
Tone: Investigative, Save a Friend
5 PCs: (2 players, 1 no show, 1 observer)
yellowthreadst (Matt C) - Nevada Jones
kevin._h (Kevin H) - Wentworth Avebury

A colleague and dear friend admitted themselves into the Danvers State Hospital. Weeks later, a letter arrives asking the PCs to rescue him.

I had a good table of Players. With only 2 Players, the game finished in 4 hrs.




Sunday, July 27, 2025

My Week with Harlan Ellison

Odyssey 1998 Writers Workshop


Harlan asked me to do this pose, to look through his glasses, I didn't know this was one of his iconic poses.

Harlan during a story critique (I'm in the far right with my back turned to the camera)

Boring Background Stuff

I was born a middle class Chinese American kid (cue Steve Martin in The Jerk) in the San Francisco Bay Area, Berkeley to be exact; Ground Zero for The Black Panthers, Vietnam Peace Protests, and Hippies. I grew up speaking Cantonese at home and watched over-the-air TV shows (all in English) and spoke English at school. In kindergarten, I had pooped in my pants. I was sent home and my mom asked me why I didn't ask to use the restroom. I told her I didn't know how to ask in English. She then taught me the phrase. Yeah, people on TV never ask someone to use their bathroom. I was strong in math and less in English, so I leaned heavily into math and the sciences. Magnets, dinosaurs, and things that glowed-in-the-dark were mysterious and cool. Thus my love for science fiction.

I wound up becoming a software engineer. When I was at UC Berkeley, they still had room-sized computers that took punch cards to be programmed, but I was spared that as we had access to computer terminals and computer screens that allowed us to write software programs from the computer room. During my junior year, IBM introduced the IBM PC. I lucked out because who knew computers was going to be the next hot thing. This reminds me of the lines in The Graduate. "Just one word: Plastics. There's a great future in plastics. Think about it." Just one word: Computers.

I loved science fiction and wanted to learn how to write better, so I took a UC Berkeley extension course teaching science fiction writing, taught by Marta Randall. When I signed up, I had no idea she used to teach Clarion (East) and Clarion West, and was a past president of the Science Fiction Writers of America. She taught us the Milford method of critiquing which both Clarion and Odyssey uses. This is where I learned there was such a thing as Clarion. Marta did say two things that I always remember (my paraphrasing): 1. Don't continue meeting as a group after the class was over; if you do, don't make it a social group, write and critique. 2. There were more talented writers in my peer group, I was persistent, I outlasted the others, I kept on writing.

In 1993, I attended the Clarion West workshop which was an offshoot of the Clarion (East) workshop. Each week was taught by someone famous in the science fiction genre. That year, the instructors were Pat Murphy, Geoff Ryman, Connie Willis, Lucius Shepard, Alice Turner (editor), and Greg Bear. The workshop ran for 6 weeks in Seattle. You basically read everybody's work, critiqued it, and wrote new stuff each week. I had applied to Clarion West multiple times, and finally got accepted the 2nd or 3rd time (I don't remember), and was admitted late in the process. I was later told that I was on the bubble and was accepted when another student couldn't make it, so I was filled with self-doubt as to my writing ability. I did ask one of my instructors as to why, what my weakness was, what did I not have that the other writers did have. I was told to think of myself as a pinch hitter, not as a runner up. Nice of that instructor to say that, but I wasn't convinced. I did learn that Connie Willis and I wrote the same way, we started with plot, and plot created character, not the other way around which was how some other authors approached writing.

Clarion West 1993 with Greg Bear

Clarion West 1993 with Lucius Shepard and Alice Turner

In the late 90s, I was working for Netscape. One of the perks was that you were given a sabbatical after 5 years of service, so in 1998 I took it to attend the Odyssey Writers Workshop, a 6 week writer workshop focused on speculative fiction: science fiction, fantasy, and horror. Odyssey was a new workshop, founded in 1996, taught by Jeanne Cavelos, known for launching and editing the well-received Abyss line of horror books. She would have guest lecturers for two days: Patricia A McKillip, John Crowley, James Morrow, Ellen Kushner & Delia Sherman (as a team), Warren Lapine (editor), and Harlan Ellison who was teaching for a whole week.

OMG, Harlan Ellison!

I read Deathbird Stories when I was kid and Dangerous Visions, and Again, Dangerous Visions. I loved his work.

The guest lecturers were also amazing. I'm also a big fan of Patricia A McKillip and James Morrow. Apologies to the other lecturers.

I applied for the workshop -- and got in!

When I went to Clarion West, I didn't bring any books for the instructors to sign. I had no idea that I should do that. But Rob Vamosi who worked at a book store brought books by every author and got them signed. I saw how the instructor's eyes lit up when he did that. So, at local conventions, I started to bring books to be signed by authors. This year, I packed my suitcase and brought books. I already had a few books signed by Harlan Ellison when he had attended local conventions, so I didn't bring those. I went to my local used book store and looked for books I didn't have. They were scarce and I found a few beat up books. I had a copy of Fantasy and Science Fiction magazine with Harlan's Jeffty was Five in it. I had kept in on my shelf for 20 years, but one year, I had decided to clear out shelf space and discarded it. Then I had gotten into Odyssey with Harlan teaching. And I had thrown it away! Oops.

The Effectiveness of Workshops

From my Clarion West 1993 workshop, only one author did well: Louise Marley. She went on to publish several books.

From my Odyssey 1998 workshop, only one author did well: Carrie Vaughn. She has published multiple short stories and novels. One of them on the New York Times bestseller's list.

The workshops do make you a better reader and writer, but Marta Randall was right about persistence. A lot of people give up. See, there was a reason I brought that up earlier. Foreshadowing!

I don't mean others haven't done well, but in the genre field they haven't made a name for themselves.

Odyssey 30th Year Anniversary -- or why I wrote this

Recently, Odyssey held a 30th anniversary zoom meeting with old graduates. I had hoped to see my old classmates, but only Carrie Vaughn showed up from my class. I was great to see her and Jeanne, but damn, we've gotten old.

We were prompted to talk about key learning moments from our workshops and there were some interesting anecdotes. Basically Jeanne is a great teacher, giving out custom advice for each student, helping them on their journey to be better writers.

I decided to tell a Harlan story.

One of the attendees commented that they thought we weren't supposed to talk about Harlan week. The first rule of Fight Club, is you don't talk about Fight Club.

A few graduates of Odyssey had passed away, Julia Duncan and Larry Hall. Harlan Ellison had passed away, and so did his wife, Susan.

Susan and Harlan Ellison at Odyssey 1998

Carrie reminded us that the lectures were recorded on cassette tapes. And are available for people to listen to.

If I don't tell these stories, who will? Are they to be lost?

We are what our memories are. I will not let these memories be erased by time and death. I will rage into the night. Or at least into the vast emptiness known as the internet. 😊

The Story Begins -- HE arrives. (HE = Harlan Ellison)

There was great anticipation as to the arrival of Harlan Ellison. In Odyssey's early days, we stayed at visitor housing, various townhouses on a tiny New Hampshire college campus. Two students per townhouse with our own bedrooms. I learned about noseeums (small mosquitoes) and had to buy a blanket because the thin blanket they gave us wasn't warm enough to sleep under. My roommate was Steve Prete. The running joke was that the mosquito was the state bird. I bought a lottery scratch-off ticket that was mosquito themed. To win money, you had to find 3 mosquitoes in a row before you hit either a fly swatter or bug spray. The townhouses were middling, clean, slightly rundown, nothing like a Hilton or Hyatt. Outside each townhouse was a small corkboard for tacking up messages in case you were out.

Jeanne and a few volunteers went to the townhouse that was to be Harlan's and his wife, Susan's. We did the run through and Jeanne thought it would be amusing to create an interactive story puzzle for Harlan. Students were tasked to make various paper props that we would tack up on the small cork board outside of the condo. I laid down on the living room floor and Jeanne used masking tape to make a dead body outline on the floor. The story was supposed to be some student drug deal gone wrong.

The legend was that Harlan is a super observer of details and human behavior. He tells a story about how he sees a couple at a restaurant, the woman is upset, and he approaches them and immediately tells the woman to not trust the man. His only clue? He was wearing a wedding ring and she wasn't. So obviously they were having an affair. I believe the woman flees the restaurant.

So, we were banking on Harlan figuring out our puzzle.

Harlan arrives. We have an evening meet and greet with him and his wife. In the morning, one of the students just vanished. According to Julia Duncan, he had just packed up and left. That guy was a bit weird.

Harlan in a camo t-shirt, bootcamping us on writing.

We've already had a few weeks of Milford style of critiquing, so we should be up to speed on listening to critiques and taking in feedback. He told us that I was at the foothills of incompetence, but compared to me, Carrie Vaughn was on top of the Mount Everest of incompetence. Who got on the New York Times Best Seller list? See? Foreshadowing paid off again!

Harlan handed out cheap fridge magnets, with aliens printed on them, as rewards for good work. I got 4 of those Attaboys.

At some point, finally, Harlan asked me about the body outline, he was angry and thought it was a death threat. I played dumb. Also I was too embarrassed and afraid to admit the truth. I swung by the outside of his townhouse and noticed the paper props were still untouched on the cork board, I checked the push pin holes and such. He had only seen the body outline. So much for the legend of being a super observer.

After the workshop, I actually left a phone message for Harlan explaining the whole thing to him. He returned the call, and left a message on my answering machine. He didn't chew me out and spit my remains onto hot coals before flushing it down a toilet. I have that tape somewhere, but I don't even have a cassette player anymore. I remember it was graciously apologetic.

Shopping with Harlan and Susan -- business, business, business

The townhouses were a bit basic. Harlan and Susan needed a tea kettle, so I took them to the local megamart (it was a Sears or something) where I bought my blanket. At one point, they were discussing whether to buy the cheapie tea kettle or the nicer one. If they got the nicer one, they'd take it home. I think they got the nicer one.

But I was thinking, what? WTF? Don't you have a lot of money? This is the same conversation my parents would have, trying to save money.

I also remember that Marty Hiller was upset about Susan and couldn't understand how Susan was wasting her life, as an intelligent woman, subsuming her life with Harlan's. Marty was a PhD.

Susan dealt with the business side of Harlan's life. At some point, we were handed order forms for Harlan books. We all bought books (at full retail) and he signed them all. He also brought various knick-knacks. A dancing Flubber toy from Robin Williams that he didn't want. I believe Walt Cuirle took it home to his kids.

Harlan told us he didn't like writing with a computer and loved using his typewriter. First thing was the tactile feel of it. Next was that it forced you to take time to compose what you were writing versus vomiting your thoughts onto the paper which a word processor lets you do. You can type as fast as you can think without thinking what about what you are writing, whether it was garbage or worse. Lastly, you can sell your original typewritten manuscript. No one wants a printout.

He also told us to put into our contracts a clause to have an option to buy back your remainders (unsold books) at the publisher's pulping price. Then you can autograph and resell them at retail prices. Also request at least 3 author's copies on your contract. One to read, one to put into your archives, one to sell (if you had to).

When I visited his townhouse, he had his typewriter staged in the middle of the living room. It sat by itself on a small table with a chair. It was the oddest thing.

Harlan asked me why I didn't visit more often, he said others did. I forgot what I told him, but the truth was, I had a ton of homework. He made us write a story a day. To prevent us from handing in trunk stories, he gave us daily topics to write about. The normal pace was one story a week. Generally, the previous week's story was critiqued the following week. And we had to read everyone else's story. When you had to write a story a day, and you're short on sleep, a lot of garbage gets written -- which we had to read and critique. Our tempers got short. When would I have time to socialize?

There was also an issue of Harlan's fee for teaching at Odyssey. He wanted more money because he was "saving" Odyssey. Jeanne stood her ground and insisted Odyssey existed because of her efforts and it didn't need saving. Well, hindsight is 2020. Harlan taught only one week. Jeanne taught 6 weeks every year. Odyssey made it to the 30th anniversary. Guess who was right? Persistence matters.😀Foreshadowing strikes again!

At one point, my roommate told me that Harlan had bought his story for The Last Dangerous Visions (TLDV). I was glad for Steve Prete. TLDV finally saw print in 2024 after Harlan died. I was sad to see that Steve's story didn't make the final cut. Straczynski's introductory essay on Harlan made a lot of sense. I actually thought TLDV was just an excuse for Harlan to give new authors hope by buying a story from them and saying, you made the cut, keep on writing. Before attending Odyssey, Stephen Chambers had already sold a two novel series and he was just a high school kid. During Clarion West, Patrizia DiLucchio sold a story to Alice Turner of Playboy, unfortunately it wasn't published, but she collected the full payment as a kill fee. In those days, Playboy paid an amazing amount of money, $2000 for a story. Playboy and Omni paid real money for stories, not 5 cents a word.

One night, Julia Duncan was in distress, either a panic attack or a heart attack. Harlan sat with her and told us about his acid reflux and his experiences with his open heart surgery. Eventually, Julia went to the hospital. At some point, she returned to class.

At another point, another student (I shouldn't say whom) wound up in the fetal position in his room. His roommate alerted us, word spread, and we tried to comfort him. Not sure what had happened there. What we did get out of him was definitely Harlan related.

I got my books signed and Harlan complained about the condition of some of the books, the ones I found at the used bookstore. Oops. More embarrassment. I muttered some excuse. I should have lied to him and just told him they were well loved. I guess he wanted to sign mint first edition hardbacks that were never read. 🙃

I was also writing articles for Speculations, a magazine for genre authors. The magazine had gotten a few nominations for a Hugo. Kent Brewster, the publisher had asked me to do an interview with Harlan since I had access. I asked Harlan for permission and he said only on the stipulation that he got final edit. I decided not to.

HE leaves -- an oath of secrecy.

On the last day, Harlan suddenly becomes a nice guy and tells us we can now ask him any question and he'll answer them. By then, we're all burned out. The top two pictures are from the last day. You can see the townhouses behind us.

From Clarion West, I had a notebook, where I asked each lecturer for writing advice. I did this because I didn't do what Rob Vamosi did, bring books to be signed, so I had them write something in my notebook.

I did the same thing at Odyssey. But lesson learned, I also brought books to be signed.

Earlier in the week, I had asked Harlan to write in my notebook, but he declined. He was interested in what Connie Willis wrote though. I thought this was a bit curious, but thought nothing of it, until I heard about the Connie Willis / Harlan Ellison groping incident at the 2006 Hugos.

On the last day, I decided to not ask Harlan to write in my notebook. I was too tired to deal with it. And my image of him was greatly tarnished.

Harlan left us with a promise to not talk about Harlan week. A secret held between all of us. He told us what we experienced was life.

Maybe a year later, I stood in line at a convention to say hello to Harlan and Susan. He was signing books. I finally got to the front of the line to say hello. I got a courteous hello, nothing else. I think he didn't recognize me. Disappointed, I walked a way. Susan saw what had happened and intercepted me and said a few kind words and made an excuse for Harlan.

When Ellen Kushner and Delia Sherman taught at Odyssey (tag team teaching), right after Harlan had left, they heard what a can crushing moment Harlan had been. Their response? Teaching doesn't have to be like that. There's no reason for it.

Looking back, there was a big ball of ego there. It was all about creating a mystique and self-promotion.

There was nothing that had happened during Harlan week that was a secret handshake, secret sauce, or answers to the mysteries of the universe. No tap from a magic wand that anointed you as being the next best selling author. No reason for a "What happens in Vegas stays in Vegas" promise.

I enjoyed my experiences at Odyssey and my week with Harlan. I ate lunch with him at the cafeteria, the food was horrible, but for some reason Harlan liked it. Went shopping with him and his wife. Chatted with Susan. Hung out with him in the evening when he brought back some horrible Japanese soda and got Sean Finn to try it. Sean gagged. During class, something happened and I blurted out that Sean had drunk stuff worse than that. Not thinking that it would be taken the wrong way, as a fellatio reference. Sean was taken aback and I reminded him of the soda he drank. All was forgiven.

Heh, good times.

You have this idealized view of someone. But then you meet them. As per The Matrix, "He's still only human."

Sometimes you shouldn't meet your heroes.



Here's a copy of an article I wrote for Speculations, in lieu of the interview that never happened.