Unexpected Shore Leave – The bonus content

I didn’t add this to my original convention report. It felt both too personal and like some kind of finger pointing toward the folks running the con. I didn’t want it to come across that way. I’ve been con staff. It’s not easy and sometimes people just flake out.

While I was at Shore Leave I went to a panel that I thought sounded interesting. “How To Submit To An Indie Publisher”. I thought this would be an opportunity to get some tips on how to submit or leads on different independent publishers. I headed down to the panel room and grabbed a seat. The room had quite a few folks in attendance. There was clearly interest in this topic. The room had a vaguely ‘U’ shaped set up, but it wasn’t totally clear where the ‘front’ was supposed to be. Everyone gathered and waited.

And waited.

A question got tossed out, “Who’s on the panel for this?” Nobody had a good answer. Somebody looked up the name of the individual who was supposed to be running it all, but that person was nowhere to be seen. I started to get the itch to be part of the con. I had an idea, but I held off.

A few people were murmuring and finally somebody said, “It’s five minutes past the start time, I guess we call it?”

I decided to act. Perhaps it was pure ego, I don’t really know. I have had this happen to me before – a genuinely interesting topic and the people running the thing don’t show up – and it’s disheartening.
Get enough of that feeling and it will start to drag your convention enjoyment down on the whole.

I stood up, walked to a position sort of in front and said, “I hate seeing a panel that’s a total bust like this. I’m happy to facilitate a discussion on the topic. I’ll lead this panel.”

And nobody said no.

So I carried on. “I need to say up front that I am not associated with the con, so this isn’t their fault. I do however have a couple of decades of experience speaking on topics like this at other conventions. I’m also an author with work published through small, independent presses and help run a fan group that publishes a Hugo eligible fanzine every month.”

Guess what? It worked. Another author, and an actual guest of the con stepped up to join me. With somewhere in the neighborhood of 40 works published I often deferred to Phil. There was another gentlemen who joined us, though I forget his name, who was part of a large and award winning writers group. We had a useful chat that gave some basics on submission guidelines, taking critique, working with (or around) social media and a handful of other topics.

I have no idea if I should have done that or not. I really don’t. It feels like I did the right thing though. It feels that way because at least two of the folks that attended the panel continued to chat with me afterward and were thankful for all the information we had been able to share. If that chat helps them move ahead and get their independent writing career moving, then it was worth it. I can’t wait to see what they come up with!

Unexpected Shore Leave

This post was originally published in the July 2026 edition of Watch The Skies.

This past weekend I had the opportunity to attend a portion of Shore Leave, a fan run convention that has been around for a very long time. I hadn’t ever been to Shore Leave. It had always been in my peripheral vision, but the emphasis on media guests never held appeal to me. I hadn’t planned the trip, but the invitation was too good to pass up.

The convention itself looked to be running smoothly. The registration tables didn’t have lines. The lobby was buzzing with activities. There was even an attraction set up under the entry canopy out front. Cosplay had a very strong presence here – and the outfits were on point. I saw such effort and obvious care it was impressive. The myriad activities were all laid out on an easy to read grid. The convention also had a big blood drive going on, and while I was unable to participate I was glad to see it so prominently displayed.

There was a big area that was specifically for the media stars. I did not stand in line to talk to any of them nor purchase photos and autographs, but it was a decent showing for what I could see. They were all placed with space for lines, with large banners making them easy to locate. Fans seemed to be having a great time chatting and swapping stories.

The vendor area was bigger than I was expecting. There were bunches of people and any time I was in there it always seemed busy. While I didn’t chat with a large sample of vendors, those I did speak with seemed to be moderately happy with how sales were going for the weekend. There was an excellent variety of fan made things, books, toys and collectibles lined up and waiting to catch your eye.

The panels seemed well attended, though there was one that was a bit of a bust while I was there. I got to participate in one of the crafting workshops. I listened in on some interesting tidbits from authors and editors and got to hear a couple of funny stories along the way. In all, a well attended panel series.

There was a game room, though I didn’t spend much time there. There was an art show, but it was smaller than I had hoped. It was tucked back in a corner behind the celebrity area (and the entry was at one point partially blocked by an overflowing autograph line). The art on display was really nice and all of it high quality, there just wasn’t much of it.

Shore Leave hadn’t been on my radar before, but now that I’ve been I suspect I’ll be going back for more!

Tainted

The Tainted Cup by Robert Jackson Bennett

My rating: 4 of 5 stars


This is actually the third book series I’ve started from this author. I think that alone says something about the quality of his writing.

I might not have picked this one up, but it was a book club selection. I’m glad somebody picked it.

I don’t remember if there are spoilers in here – be warned! The characters were very believable. The world building was excellent (more on that in a minute). The ‘magic’ system was actually really interesting. Altering a person genetically via the blood of a dead kaiju is a super neat idea. There’s no real explanation of why the kaiju come or why they are battled, but it is part of the world, and accepted by the characters. Tying perfect recall memory to the sense of smell makes so much sense! I particularly enjoyed that it was something that got an explanation and then the continuation of noting it. Not a small detail to be lost as the story moves along!

Back to the world building. In the book club discussion somebody suggested that this world might be tied to the world of Foundryside. This is just later, when people have actually figured out the way to alter bodies and make it stick (and function). I have my doubts that this is the case, but I won’t rule it out.

I’ll be getting the second book to see what’s up next!



View all my reviews

Knights of the Virtual Table

My first panel “at” the convention was a fully virtual panel. No physical presence at all. I’m glad we were able to present the panel again this year, and do it in this format. It wasn’t a bad panel, but my connection at the hotel was not fantastic. Maybe, if we keep rolling with the virtual format we’ll actually get to a place where we can have some pre-set questions and get some screen sharing time in.

The description:

Come one, come all to the virtual table! In this online age, virtual tabletops have boomed in popularity, revolutionizing play with tools such as dynamic lighting, built-in soundboards, and combat trackers. It has never been easier to find a game, and connect with other players around the world. But with technological ease comes technical difficulties. Come listen to experienced GMs and players discuss the advantages and disadvantages of virtual tabletops versus in-person play!

Panel: Jana S. Brown (mod), Swift Crescendo, Angela Yuriko Smith, ME!

My Notes:

I have been a player and game master for a long time. As happened with so many, when we weren’t able to get together in person in the bad old days, we went online. I just kept it going – it is simultaneously easier and more diverse than many of my previous games. We now post our live play games on my YouTube channel for all to view.

First – COST.

It’s important to understand that playing a virtual game automatically has a cost associated with it. That is a limiting factor right from the start. The simple fact that playing like this demands a computer/phone/tablet (depending) and an internet connection. This is a limit for some people. We’re already here, so we can move ahead with an understanding that your party can get there – but it’s important to remember that starting cost.

Where do you connect?

How do you play? Do you have cameras on and do theater of the mind OR are you audio only while navigating a map in a virtual environment? There are a number of places to play, with various costs associated.

Play Tabletop Games hosts a wide variety of games – with per session costs. There are some that are free, others that cost. I have seen a range from $10 – $50 per session from the top GM lists.

Roll20 – Free to use, subscription for more options (from $50/year to $150/year)

Foundry VTT – One-time $50 payment by the Dungeon Master required

Fantasy Grounds – Free to use, subscription or purchasable license required for DM only (requires a download – and that may change your ability to connect based on your computer)

Owlbear Rodeo – Free to use, paid subscription available ($40/annual or $80/annual)

https://new.tableplop.com/ – Free to use

Tale Spire – digital, graphical – looks like it’s 3D (cost $25 on Steam)

There are TONS of digital tools out there for anything you can imagine. Character sheets, random generators, random everything generators, map tools, audio tools, and a massive list of advice videos about which of those tools are the one you should totally use.

Here are some that I think are important:

Random Name generators – my party always wants to know names. Have a list handy OR grab a random generator.

My go to is Fantasy Name Generators

Maps. I am super visual, and I love using Inkarnate

Those were all the notes I had prepared. In the end the path wound its way hither and yon. If you’re really interested in hearing what my co-panelists had to say you can pop over to good ol’YouTube and check out the whole panel – it was virtual so they recorded it!

Being a bad guy without being a “Bad Guy”

“You can be a bad guy without being a Bad Guy” – Zangief.

Explore the complexities and challenges of embodying morally ambiguous personas in role-playing games. Learn strategies to develop nuanced and compelling antihero characters, delve into the psychology behind their motivations, and navigate the delicate balance between immersion and maintaining a healthy gaming environment.

I had a little bit of anxiety heading into this panel. It was one that could have gone very wrong. I was asked/volunteered to be the moderator for this one. I started off with a bunch of notes and lots to say – but shifted to make sure I had a series of questions for the panelists to really dig into. I did lead into things by stating in my introduction that I had deep feelings about this topic that lead all the way back to the 1982 movie starring Tom Hanks as Robbie, the troubled college student in “Mazes and Monsters” (and I still think it’s unforgivable).

Here are the questions I came up with:

What are some techniques you have for creating the safe gaming environment you want?

Once you have the group / environment you want, do you set limits on what your characters can and can’t do? Follow up – how are we defining ‘bad guy’?

What are some strategies or approaches you can take as a player to be the anti-hero / bad guy without wrecking the game for everyone else?

As a game master, what tactics can you use to create compelling drama without letting the game play get out of hand?

What are your favorite aspects of playing out the ‘bad guy’ ~ and how do you do that while keeping in mind all those questions we just covered?

What are some strategies for taking steps back or making a move to help somebody in your group who is struggling?

I also wanted to include my notes here – before I was in charge of the discussion, here’s what I wanted to keep in mind:

One of the most enjoyable aspects of role-playing is exactly that – it’s a role. It’s not really YOU, right?

Creating a character that wants something is a part of this. Motivation, desires, needs… how do those make this character act? Is it the choice you’d make in the real world? Maybe not.

Give your characters secrets. What would they do to protect those secrets? Is honor vs. embarrassment a driving factor for your street samurai?

Consequences are NOT your consequences, but just because it’s not the real world doesn’t mean they don’t exist or won’t effect you.

Don’t become “that guy” or “that girl”. Yes, your character might be a bit homicidal. Deciding you’re in a bad mood so you’re going to kill all the other player characters is a group stopper. Don’t wreck it for everyone else. OR consider making your ‘bad guy’ character have a specific arc. Talk it out with the game master. A spectacular, massive, explody death is really memorable for the other characters and can push a story along. Yes, you need to make a new character, but that can be OK too.

Reasonable example: I played an anti-paladin. He was a cold hearted killer and had 0 remorse about it at all. He was being guided by a deeply evil wizard… who lied about being a ‘good guy’. We had to team up with 2 ‘good guy’ characters and a true neutral wizard to save the world (balance and all that). The group had a little bit of infighting based on goals, but it made for great tension and a spectacularly messy death for my character in the end.

Unreasonable example: I ran a big one shot session for a friend’s birthday. Co-DM with my friend John. Ten players – two teams of 5, each trying to claim the birthday throne. It was designed to be a battle royale. What happened was one player picked out another and just hounded her. Singled her out and didn’t let her do anything else except constantly defend or deal with being taken out of the action with any of the others. I found out after the fact that made the attacked person cry and now she’s not interested in playing anymore. Don’t be that jerk.

Making a Book Club Work




Selecting books, recruiting members, and achieving longevity; what goes into a successful book discussion group?

I suspect I was asked to be part of this panel because of my long term connection to Watch the Skies and our 25+ year history as a club. The pre-convention notes were a little thin on this one and I was a little concerned. Turns out there was no need to worry. It was a small panel crowd and lots of lively bits were covered! Here are the notes I had going into the panel:

IF you read my bio at all, part of that list is a group called Watch The Skies. That group started back around the year 2000 as a science fiction and fantasy reading group. We are still going strong here in 2025. We have a lot going on, and a lot of aspects of the group that are only tangentially related.

First – the books (and how to pick them).

We have everyone write a secret selection they want to read on a slip of paper, then drop it into a small bag. Somebody who didn’t add a slip of paper in, reaches in and picks the book for next month. We do have some rules… we try to stay within science fiction / fantasy as a category. Some have been more loose than others. It needs to be in print currently. It should have been in print long enough to reach the paperback stage – we’re not out to bankrupt anyone.

Track your books. Keep that list someplace accessible. Our group has more than 225 titles we’ve discussed over the years.

Next – the social contract.

We’re here to have a chat about the book we read. We’re not here to crush anyone’s opinions, treat them badly or ostracize anyone. It’s meant to be a friendly, social thing. IF somebody picked a totally awful book, discuss the book, not their taste in books. Understand that not every book is for every person, and that’s what makes this fun. We’ve had our share of people come and go over the years – and some that went were the ones who bashed the choices of the group and didn’t bring any discussion points because they refused to read the book. Can’t help those people.

The Social – a big part of what drives it all.

We chat about books. Once we’re past the book chat, our topic wander all over the place. Don’t fear that, add to it. Mix in other social aspects. We’ve done book / movie trip combos for those willing. We have a social media presence (yes, it’s still Failbook) with more than 230 members. We don’t have a huge presence at each meeting, but we definitely have a core who show up on the regular. We connect with each other on our book review platforms. This is a social thing!

The Place – where do you meet?

We started as a book group in a Barnes & Noble. That was a draw back then. The corporate overlords took away the chairs and then the groups. We took our name and our group to another store. Eventually, that store decided it wasn’t for us (they treated us pretty poorly really). We went to another book shop. It’s a wonderful place, but they have many cats and that keeps some of our members away (allergies), combined with a limited meeting space. These days, we’re one of the most consistent and successful groups at one of the branches of our local library. Libraries (and librarians) are awesome. Go there.

In an important development – we also meet via Zoom (and you can join us too). This access is a big deal! There are more than one members that can’t get to our meetings in person for various reasons. Zoom is our connection.

The Extras – what other things add to the mix?

We do other things too.

We’ve participated as a group in small “comiccons” in our area, hosting a table where we gifted donated books to the kids that showed up. We volunteered, acted as cosplay judges and generally just had a good time.

Our members have a presence at many conventions both here and further afield. I’m here at Balticon this weekend. Some dear friends from the group will be headed to Confluence in July. We do our best to bring others on board, even if it’s only briefly.

Do your homework! IF you’re at a con and you’re talking to say… authors and artists and other creators make a connection! Invite them to join you. Ask them about their book and see about getting that onto the selection list – so they can call in or visit and talk about their work. See who is in your area by going to local author events and chatting with folks. Talk to the booksellers. Reach out to distant authors online. You won’t always have success, but other times you’ll be shocked by who’s happy to stop by and read to you!

In the past we’ve been host to authors (big names and local), editors, artists and musicians. We were a venue where they could promote and discuss their work, AND we got insights that other readers wouldn’t necessarily get. Winning all around.

The Zine.

I think the one thing that makes us special is that we also publish a fanzine each month. We’ve published 11 times a year since 2002 (about 23 years now). We have a cover art piece every month. We have articles, convention lists, and advertisements for friends of our group (not just anyone).

We are HUGO eligible (not that we get any love, even from our own membership).

This is your chance to make that extra connection with the creatives in your area and really push your group to be something special.

Coming Out of the Dungeon

From classic dungeon crawls to slice of life storytelling, role-playing games have evolved and mutated in the fifty years since their conception. Many vintage games and titles are still played, though their presentation and execution may differ from the original intent. How are modern players clashing with old-style expectations, and how can you blend nostalgic charm seamlessly into your current games?

This was one panel that I totally misunderstood before the convention. I had a handful of notes about games that were NOT old school D&D, but that was not the direction of the panel at all.

How do we deal with all the history various games have now? Is there a way to bring some of those things forward to use in a modern game?

This is a panel that I wish was recorded. It was a nuanced and interesting discussion with players from various backgrounds. That is always the danger when talking about older versions of games – there was a distinct lack of diversity. There are any number of old adventures, adventure settings and interactions that would be considered “problematic” by a lot of folks today.

Can some aspects of those games and adventures be updated? Certainly. There are examples of many classics being updated to the latest game systems and being republished. Are there some that likely won’t make the cut? Absolutely. Dark Sun was a prominent one in the discussion as a significant portion of that setting revolved around slavery. There was a small mention of the 1st edition module series “Aerie of the Slavelords” and A2 “Secret of the Slavers Stockade” in particular. Those have some very specific issues. Could they be mined for ideas and maps? Maybe – but you’d very much have to have clear boundaries and discussions with your players as to how they feel about topics like that and if they are suitable for game play.

A good topic, a great discussion and one I hope to revisit – at the very least so I can take better notes.

So you want to be a Game Master?

First time Gamemastering? Are prospective players asking whether you run your table Rules as Written or Rule of Cool, but you don’t know how to answer? Are you new to TTRPGs and want to get your friends to join you at the table? Have you wanted to give your Forever GM friend a break? Come to “So you want to be a Game Master?”, where our panel of experienced game runners will teach you how to lead an RPG, and ensure the fun is spread evenly around the table.

The home set up.

I’ve done posts and videos about being a DM before. I’ve also run a workshop at Balticon in the past for first timers. I like the idea of empowering others to invest in creating something wonderful and fun for everyone. For the record, I am very much a ‘rule of cool’ kind of game master. Here are my notes for this panel:

My personal house Rule #1: It’s just a game.

We’re here to have fun, and if we’re not having fun, then why are we doing it?

Finding an RPG you like is partially about the game itself and partially about the people you’re playing with. Both parts matter. These games are by their very nature social. The single biggest challenge is finding a group, or a series of groups of people that you really, truly enjoy gaming with. The people are the key to it all.

As for the games themselves, part of that is learning what your group is into, and what you are all looking for in a game.

How many people do you want the game to handle?

You don’t have to be an expert on fantasy lore or a master rules lawyer; anyone can be a GM.

The hardest part of it all, battling the demons of three to five other people’s schedules.

Find inspiration (in art, in books, in movies, in conversation with others)

Prepare to the amount you feel comfortable with – SET A SCENARIO, NOT A STORY PLOT

Roll with choices your players make – be flexible

Adapt encounters that were ‘missed’ into something else later in the campaign (save your work)

Keep a list of names (like sounding names from a similar area – on hand just in case random NPC)

Keep notes – particularly of who all those random NPCs are, b/c they might stick and come back (Cabbage guy from Avatar the Last Airbender anyone?)

Feel free to watch shows like critical role – but understand what they’ve got going on behind the scenes (and if you don’t have that, how can your game match that?)

Even the best, luckiest and most talented groups don’t last forever, and sometimes that’s what makes them truly magical. Take advantage of having fun while you can.

What Makes a Good Player?

The description for this panel:

Countless tales are told of the legendary “That Guy,” the fiend who destroys the good times of tabletops everywhere. But little is said about the others, the celestial beings who remember names, piece together plot points, and work with their GM on narrative and theme. This panel of GMs and Players will tell stories of the best player moments, and elucidate what makes these angels so special.

I’ve been playing various role playing games for a very long time. I’ve played a lot, and over the most recent years I’ve been the game master more often than not. Running a game and staying ahead of a group of creative, talented and smart people is a fantastic challenge. Here are the notes I had for this panel.

Chemistry.

We play these games because we want to have fun. It’s definitely no fun if the person sitting next to you is the verbal equivalent of a pebble in your shoe while you walk.

Finding your people is NOT easy. It IS a role-playing game, so you will have to get past the anxiety part in order to make it work… unless that’s your whole party and the game adventure becomes who’s actually going to be forced to speak to the service person you’re facing…

Flexibility.

You’re here to have fun, right? Sometimes that means getting outside your comfort zone and pretending to do a thing you would NEVER do in real life, for whatever reason. Sometimes you need to change a little to allow others to do the same.

No Judgment.

This one is a balancing act. It ties in with the chemistry thing. What if your rogue character does something that you, on a deeply personal level, find abhorrent? Is it just the game? Is it how the character would actually behave because reasons? You can’t leap on the judgmental band waggon or it will kill certain creative parts of the game.

Pay attention.

Sounds dumb, matters a lot. When in person games were more common than virtual there was always that one person that was on their phone or who fell asleep on the couch. It can hurt the flow of any session if we all have to stop, back up five minutes to tell you what you weren’t paying attention to and then wait for you to re-read your spell list to figure out what you were doing.

Be creative.

Not everyone is a mastermind with 56 plot lines weaving in and out of their minds, but do any little bit you can. Take on something small if you feel like you don’t know where to start. Look at your character and create from there. What do you really know about? Slide some of that into your character, and use that as a starting point. If you’re a hair stylist, allow your character to wear a hair style that you’d love to see, then leap off from there and make it a quirky part of that character – the character constantly tries to get others to color their hair or braid their beard or something. Those little bits of flavor make a very rich game.

Be understanding.

Sometimes gamers need to take a knee. The real world intrudes. This ties together with chemistry and flexibility. My best games have come after we’ve had to skip a week because of family stuff or during really tough real world issues for my players.

Favorite things from my players? I had a OCD person with a color coded notebook. She wrote everything down. I have a great note taker in my campaign now. She takes the greedy character to a whole new level, so she tracks all the party wealth.
New players rock because they don’t have tropes to rely on. They do something weird every time!

Convention Sales Pitch

Over Memorial Day weekend I was once again able to participate in Balticon, the annual science fiction convention of the Baltimore Science Fiction Society. I’ll be posting a full report here (once it’s been published in its initial place), but until then I wanted to post up some of the notes I had for the panels I was on.

In general, I think all the panels went really well. There was one that was close to being a clunker, but some well timed moderation and good stories carried the day. I am already struggling to recall a lot of the details of each individual panel, so I will be sticking to just my notes and impressions and generally not what the other panelists brought to the table.

That is the best sales pitch I can think of for actually attending a con in person these days. It’s the experience of the whole thing. Anecdotally I’ve heard that lots of people are trying to get away from the pure consumer / materialistic aspects of life. Well, the experience of the convention is definitely something fitting to that category. A fleeting gathering of like minded folks looking to share the joy of their favorite genre topics. Things you won’t see anywhere else. Chances to dress up, talk nerdy and play games. Worth the effort to get there.

Yes – I’ve posted a number of other items here about the difficulties and challenges science fiction conventions have had lately. I still think they’re viable. I don’t want them to die. I love the idea of spending a weekend away just geeking out about the latest game / book / show and all the conflicting ideas about just how good it is. We can and should do better. If you get the chance – go.