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Actions Have Consequences: A “Conscience” LARP Report

Last weekend I attended run 6 of Conscience, a Westworld-themed LARP, at Fort Bravo, a tourist attraction and movie set near the village of Tabernas in Spain. This report contains SPOILERS for Conscience.

If you’ve heard the term LARP (Live Action Role Playing) you probably envision people going into a park and doing a live-action version of D&D that involves hitting each other with foam swords and throwing tennis balls while shouting “Fireball!” This wasn’t that kind of LARP. This was a kind of LARP which goes by many names including “Nordic LARP,” most commonly found in Europe, which is focused on emotion, character interactions, and immersion. It’s an improvised, immersive, interactive theatrical experience. Each of the participants — and this LARP had over a hundred — was simultaneously actor and audience, all mingling together — in costume, in a large realistic environment, for a full three days — to produce a deeply emotional shared experience.

We had each been assigned a character weeks beforehand, based on our previously stated preferences for what kind of game we wanted to play, and had been provided with character sheets detailing our character’s background, personality, function in the park, goals, priorities, and secrets, as well as general background information on the setting, themes, and game play. The weekend had an overall shape, designed by the organizers, with several important events that occurred at predetermined times. But the characters’ reactions to those events and all their interactions with each other were entirely improvised, based on the players’ understanding of what their character would do in that situation.

To me, the point of a LARP is to have a genuine emotional experience in a fake situation. You know the gasp that comes from an audience when something unexpected and significant happens in a play? Now imagine that, instead of just watching the play, you were deeply embedded in the action for days, mingling with other actors in costume and completely surrounded by a realistic set. The structure of the event encourages the players to really feel the emotional impact of the things that happen to them and the things they do. It’s like riding a roller coaster, which gives you the thrill of feeling like you’re going to die while being absolutely certain that you will not. One player, who has social anxiety in real life, told me that she loves to LARP because, as everyone has agreed in advance that we will be interacting in certain ways, she has no fear whatsoever of being rejected when she engages someone in conversation.

The structure of this LARP also encouraged players to be vulnerable and open to deep emotion because the organizers took great care to keep everyone safe. The weekend started with a half day of workshops: site orientation, general LARP principles, consent principles, violence mechanic, sex mechanic. We were provided with techniques to ensure that all interactions, up to and including simulated sexual violence, were entirely consensual and could always be interrupted. We were encouraged to drop out of character and negotiate delicate situations before and during the interaction (this is called “calibration”) and to check in with each other frequently. There was a safety room to which we could retreat if we were overwhelmed, and organizers mixed in with the cast to keep an eye on things and provide support when needed. And there were hard rules: no real violence, no real sex (not even with established partners), and although nudity was allowed it was only permitted in certain well-defined places and times and there would be no touching of naked people.

Conscience was loosely based on the first season of the TV show Westworld but although it used the same basic idea — a Western theme park staffed by realistic robots, called “hosts,” where the guests could torture, rape, and murder the robots without consequence — it did not use any of the same character names or other details, and the action of the LARP diverged from the plot of the TV show in significant ways. But the game and the TV show shared themes of identity and oppression, asking questions like “What makes a person a person?” “What is consciousness and how do we know that we or others are conscious?” and “What are the effects of violent oppression on both the oppressor and the oppressed?”

Players took the roles of hosts, guests, and park employees. All characters could be “black hats,” “white hats,” or “gray hats” (metaphorically speaking; hat color was not an indication of character morals) but the design of the park seemed to encourage black-hat behavior from both guests and employees. Park employees were divided into departments: Behavior designed and modified the robots’ personalities, attitudes, and priorities; Plot wrote the robots’ backgrounds and the stories, called “loops,” which they enacted each day and in which the guests were encouraged to participate; Maintenance fixed up the robots when they were damaged or malfunctioned; and Security was responsible for protecting the guests’ personal safety. Some of the characters were departmental-level managers and supervisors but upper management was not present in the park. And in addition to the guests oppressing the hosts, there was plenty of oppression among the park employees. Plot and Behavior each denigrated the other, both of them looked down on Maintenance and Security, and within each department there was bullying, betrayal, inappropriate romance, and toxic office politics. My department was co-headed by a married couple — she was a hardass with no people skills, while he was more reasonable but still beholden to the corporation.

My character, named Gold, was nonbinary and a member of the Behavior team. Their position in the team as staff ethicist made them rather isolated, as it was their job to remind employees of the moral and ethical principles which they should be employing in their work — principles which the basic design of the park often violated. Playing Gold I often felt like Cassandra, in that I would frequently say “you should not do that thing, it is bad for the guests and employees and will eventually hurt the company” and see that advice ignored. But as long as I made my case as best I could I felt that my conscience was clear. One big question I had to answer for myself was why Gold was working in this park at all. The best answer I came up with was that Gold had been imposed on the Behavior department by higher-ups for appearance’s sake and to use as a scapegoat in case anything went wrong, but was trying to work within the system to prevent the worst excesses.

As Gold, I had many philosophical, moral, and ethical discussions with fellow employees and guests to try to influence them away from the rape, torture, and murder which they had generally come to the park to commit. These debate scenes were actually a lot of fun for me — the other players were very smart, argued fairly, and played their parts brilliantly — and, as I said on several occasions, I wasn’t really expecting to change the mind of the person I was arguing with but I hoped to influence the onlookers. And I did indeed have some positive effects! One evening I had a long talk over whisky (tea in whisky bottles) with a multibillionaire guest — a black hat who was, at least, willing to debate the possibility that the hosts might be conscious — and after the game the player told me that his plan had been to walk out of the bar and torture a host to death just to see how it would react, but after talking with me he just couldn’t do it.

It became clear pretty quickly that Gold was one of the few “white hat” employees in the department, indeed one of a few in the whole park, and in some ways this made playing them easier. As Gold I tried to never lie, always keep my promises, be clear about when I knew things and when I was only speculating or repeating a rumor, treat others with respect, and most of all to be kind. I always said please and thank you to Maintenance and Security personnel and even hosts, and when my fellow employees would put other employees down, calling them to their faces “maintenance monkey” or even “it” (and that was a Behavior employee talking to one of their peers!) I would at least call them on it. Not that this seemed to have much effect. The two things I kept saying to anyone who would listen were: 1) you always have choices, even when your actions are constrained; and 2) actions have consequences.

After the workshops, the first day’s actual play began at the end of the work day. We had an end-of-day meeting in Behavior, discussing the new software update which was just rolling out to the hosts and which management had decided to deploy without testing. I raised my objections to this strategy, of course, but was overruled. Instead, we would observe the hosts carefully and bring every one in for analysis over the next few days. (Out-of-game this was so each host player would have an opportunity to get an interview with Behavior, which was fun for both players. One of my favorite things to do was to get the host to play a brief scene in “story mode,” switch to “command mode” and raise or lower their aggressiveness or sex drive or whatever, then switch back to story mode and play the same scene over.) After that meeting we were free to enjoy the park — a major perk of the job, given that the list price of a visit was in the millions — but there were a lot of issues with the hosts and I spent most of the evening fighting fires. Of course the official story was that “every new update has problems” but I feared there was some kind of structural problem. But I was “disagree and commit” to the plan and kept trying to keep the park running.

Day 2 started off with an out-of-game group calibration session for the Behavior players, in which we discussed our reactions to the game so far and our plans for the day. This was followed by an in-game staff meeting where I again suggested that the new update was problematic and should be rolled back and was again overruled. We spent the day bringing in hosts for interviews and dealing with problems as they occurred. One host was remembering things they should not, another kept muttering “dream within a dream,” another smacked a Maintenance employee in the face while in command mode. “Was the employee physically hurt?” was the official response to that one. “If not, this is normal host behavior — they are programmed to roughhouse with guests. Maybe there’s a motor systems issue that caused the host to hit harder than intended.” Each individual problem could be — and was — dismissed as “just a glitch” but to me there seemed to be a systemic problem.

The problems got worse. A host had been sliced open by a guest who had forced him to look at the wires and cables within before he died, and now, even after being repaired, kept saying he was a robot. There were multiple problems here: he should not have been able to perceive what he saw, he should not have accepted the guest’s statement (and analysis in command mode indicated that he had really internalized it), and he should absolutely not have retained any memory of it after a hard reset. I tried dealing with that one by loading him up with a simulated year of psychotherapy to convince him that he was indeed human, which seemed to work but got me in trouble with my female boss. “I pay you to fix problems, not patch them.” She called in another Behavior employee who had the host look in a mirror, then before shooting the host in the head instructed the host to see blood and brains as he died. (I did not like this employee before, and liked him even less now. This attempt at shock treatment did not work in the long term, by the way.)

Then we started to get some surprising and upsetting news about the other employees. For one thing, one of the Security people shot herself in front of guests. The story we were instructed to give out was that the suicide, with visible blood and brains, was a prototype high-realism host. For another thing, two new employees reported to work in Maintenance and were quickly discovered to be hosts. One was programmed to know that he was a host, the other was programmed to believe he was human. But the most upsetting thing of all was that we found out that a number of long-time employees had been hosts all along, including two of my Behavior peers! Lots of arguments and dramatic scenes ensued, including me trying to convince one of the Plot employees that going to her ex-girlfriend — my Behavior peer, who had just been revealed to be a host — and commanding her to love her would not be a good idea.

In the afternoon of day 2 the situation escalated as a delivery truck pulled up and dropped off a new host who was an exact duplicate of the Security employee who had killed herself. The new host had no personality, and there was no paperwork and no instructions. We hustled the host off to Behavior, where a fierce argument ensued about what to do. My male boss, the highest-ranking person in the room, decided that we should give the new host a name and a plot and send her off to work in the whorehouse, saying “look, we told you she was a host, and now here she is!” I argued strenuously that this was not only immoral but would inevitably be found out and would cause a publicity shitstorm that would make “one of our employees shot herself” look like a walk in the park. I was, of course, overruled, but as the meeting ended I promised that when I was on the witness stand I would tell the truth about what had happened, then pointed at the manager and told the other employees in the room “do not do anything to forward this plan without an explicit order from him, his co-boss, or their boss.” (Later we learned that he was, himself, a host, which would have made the legal case against the park quite interesting.)

Later in day 2 I permitted myself to be talked into going to the whorehouse “to experience your work from the guests’ perspective.” (This was something I had calibrated earlier in the game with the players of the characters who talked me into it, because as a player I did want to experience some of the dark side of the park.) I wound up having a delicious and very sweet scene with a male host called Chuck, and between the extensive negotiations beforehand and the scene itself we developed a relationship of mutual attraction, respect, and trust. This relationship proved to be pivotal to my game.

There comes a point when you pile enough WTF on a person’s head that they go from WTF to “okay sure, I’ll buy that, what else?” In the afternoon of day 2 I was in a state of upbeat cynicism and cheery pessimism. I resolved to continue to fight for the right but to not be upset when it didn’t happen. As long as I stood up for the right thing I could be satisfied. But I had said “this is the right thing to do, and I’m going to tell you even though I know you won’t do it” so many times that I felt like Cassandra. At one point I actually got my boss’s boss to say “okay, let’s try it your way, go and find out if it’s technically possible” (which it was) and I felt great even though I knew it would never actually happen. So when word came down a while later that it would be too expensive I wasn’t even disappointed. “Okay sure, I’ll buy that, what else!” But by the end of day 2 I had had enough.

Day 3 began with a Behavior staff meeting. When it came time for me to report my status I explained that I could no longer countenance the corporation’s actions — the deployment of untested and possibly dangerous software, the replacement of staff with hosts both overtly and covertly, and the immoral and in fact illegal plan to deploy a host with a dead staffer’s face — and was resigning my position effective immediately. “I’ve enjoyed working with most of you,” I told my peers, then looked my female boss in the face. “But you? You don’t look like anything to me.” And I threw down my badge and stalked out. Best scene of the game, for me.

I sought out a group who had reached out to me the day before, calling themselves “The Real QA Department” and consisting of a mix of employees and hosts who recognized the hosts’ dawning consciousness and were most concerned with protecting both the hosts and the innocent among the guests. I spent the day talking with troubled hosts, employees, and guests and doing what I could to help them deal with the increasingly insane situation. Chuck, who by now had been elected sheriff and was beginning to come into consciousness, was a key contact and put me in touch with hosts I could use my knowledge and skills to help. (We had agreed during calibration that, although my managers would of course cut off my access to the control software, the corporation moved slowly and I would retain the ability to modify hosts’ personalities for the duration of the game.) And then Dallas came up to me on the street and grabbed me by the throat.

Dallas was a host who, by now, we knew was a repurposed military robot who was dealing with resurfacing memories of perpetrating violence on humans, and Dallas’s player was literally two heads taller than me. He clutched my shirt front, leaned in close, and said “you’re going to take away my fear of guns.” I was legit terrified but kept my voice level. “I can’t do that. Although I respect your rights as an individual, I need to protect innocent people.” “Well,” he said, “that’s your choice, but like you always say, actions have consequences.” And he let go and stalked off.

I went to Chuck, who I respected as a keen judge of people (and was also a repurposed combat model, though I don’t think I knew that at the time) and asked his advice on what to do. “Well,” he said, “I don’t like the way Dallas threatened you and I’m going to talk to him about it. But the key thing is this: who are you to take away another person’s right to choose how he runs his own life?” I spent the next hour or so thinking hard about that, then went back to where Chuck and Dallas were sitting on the sheriff’s office porch. Chuck apologized for his earlier treatment of me and requested, politely, that I take away his fear of guns.

This was the most difficult moment of the game for me. I had to weigh my respect for this dawning consciousness against the almost certain expectation that granting his request would cause human beings to lose their lives. But in the end it came down to this: there are always choices, and actions have consequences. So I would let Dallas make his own choices, and I would live with the consequences of mine. I swallowed and agreed.

We went into the sheriff’s office, where I used an administrative password to remove his phobia. At one point during the procedure my Apple Watch buzzed, saying “your heart rate is elevated although you are not moving.” Lol. After the procedure we talked for a bit about how he felt and what this meant. I said that I would not put any conditions on his behavior going forward, but I said to him “be yourself, and be kind.”

When we left the office we found Chuck waiting on the porch with a few other hosts who also wanted modifications. I did what I could for each of them. In some cases the request was beyond my capabilities (the host wanted to be able to stop men from abusing her, but her aggression was already at max, humility at min, and removing the prohibition against harming humans was not something I could do even with an admin password) so we just talked. I left each one with “be yourself, and be kind.”

After that I met up with The Real QA Department in the church, where we all talked about how we were changing and what we were going to do going forward. I tried to help Chuck come to terms with his new consciousness by changing his personality to help accept it, but one of the other humans present stopped me, saying that “we have to respect them and talk to them as people.” Important reminder for me, both in-game and out-of-game: the master’s house will not be dismantled with the master’s tools. The group agreed that when shit started to get real we would make our last stand in the church, a defensible location.

In the next few hours the hosts were acting way out of character and the guests were absolutely freaking out. Some of the richer guests were making plans to escape, or otherwise use their real-world connections to fix the situation in some way, but I knew that all these plans would take more time than we had. I tried to calm people as much as I could while not sugar-coating the situation. And then I saw the sheriff holding a guest by the scruff of the neck. The guest, a black hat, had been beaten up by his white-hat brother who was fed up with his bullshit, and now he was being asked to apologize to the hosts he had abused. He was hemming and hawing and completely failing to apologize so I barged in and told him “this is what you say: ‘I’m sorry I raped you.'” Together, the sheriff and I managed to get something approximating an apology out of him, but then the sheriff asked the victimized hosts what they wanted to do to him. They decided they were going to string him up on the gallows. I walked away at that point, but as I was leaving one of the Security employees, a cousin of mine with whom I was very close, said to me “I’ve never wanted you to see me when I do something bad.” I told him that if he was going to do something bad I would turn my back. A minute later I heard a gunshot, and saw him being led away by other Security people. He had shot the guest, using his real Security gun, and the guest was dead for real. (Later I learned that the Security person had only wounded the guest and his brother had then choked him to death O.o.)

Okay, shit was definitely getting real. I retreated to the church, where some members of the Real QA Team and a bunch of guests were gathered — including one of the very nastiest black hats, who I knew was marked for death by many of the hosts. Not only did I not want to give him sanctuary, but I knew that if he was with us we would all be in danger. “You can’t come in here,” I told him, but he just walked past me. But nothing happened for a long while, people got bored and wandered in and out, and at one point I found myself the only person in the church. So I closed and barred the door. “Real ethical move, Doc,” the guest yelled through the door, but I waited him out. Eventually I opened the door and found that everyone had left. I found and put on a bulletproof vest my cousin had stashed in the church for me; I didn’t really think that any of the hosts had it in for me, but ricochets are a thing and the guests had guns too. During this time there were all kinds of disquieting messages on the in-game Discord messaging system about the park’s central AI acting weird.

And then a siren went off, and a computerized voice announced that all loops were being rolled back. Messages on Discord indicated that the central AI had revoked the First Law. There were gunshots. There was screaming. People started showing up at the church, some of them shot, and we let almost everyone in. I don’t recall turning anyone away myself; the nastiest guests probably died before they could get to the church. I was kind of disappointed, as a player, that I hid in the church rather than going out and witnessing the slaughter, but I really felt it was in character to do so. And then the sirens stopped and a game runner came by to say that the game was over. We had survived!

After the game I learned a few important things. The update about which I had been so concerned was not actually the cause of all the glitches — the update was no worse than usual, it was the central AI becoming conscious that had been the root cause of the problem. Dallas wound up not killing anyone. (Win!) Another host, with whom I had had just one interaction, told me that my injunction to “be yourself, and be kind” had kept him from killing a guest when he’d had the chance. My male boss told me that I had been a hero for resigning. Many people said that they had enjoyed their interactions with me. All in all I came out feeling fabulous about myself and about my character.

It’s been a few days since the game and the post-game Discord has been lively. I’ve learned what other players’ experiences were like, and it’s not too surprising that, with a hundred players, many of them had games that didn’t overlap with mine at all. In particular, while my game was about the park and the hosts’ dawning consciousness, many other players (especially guests and hosts) had significant experiences with each other within the world of Mayfield before shit went down.

This was only my third LARP, and in both previous games I came to the end and realized that, while I had done well by my character, I’d been a side character to the main plot. In this case I would say that my character was right in the middle of the main plot, perhaps even a pivotal character, but I still missed a lot. In particular, I realized that, despite the rape and murder all around, I had witnessed exactly one act of sexual violence, when a guest called to me from a stagecoach and demanded that I turn off the filters of the host he was torturing so she would know she was a robot. I refused, saying “it’s against policy,” but I still stayed around to listen to her being tortured to death. After he finished and pushed her body out of the carriage and onto the street, I walked her to Maintenance and gave her a post-mortem interview. Then I said “I’m sorry” and burst into real tears. It was the only time I cried in-game. I think I am glad I did not have the same game as most of those other players.

As I write this I am relaxing at a yoga retreat in the Spanish countryside. Soon I will be heading to Berlin, where I will connect with my partner Alisa and we will both proceed to the next LARP: Fairweather Manor. Look for another report like this after that one.

Vintage Books Live! Tuesday, January 9, at 7pm

The Vintage Book Shop in Vancouver WA posts: “Vintage Books Live! is back! Join us Tuesday, January 9, at 7pm via YouTube (https://www.youtube.com/@vintagebooks1651/streams). We’ll be visiting with David D. Levine about his latest novel, The Kuiper Belt Job. Levine is the Hugo and Nebula award-winning author of the Arabella of Mars series. This newest book is a madcap heist caper told from multiple points of view. We can’t wait to chat with him about it. If you can’t make the live event, be sure to catch the replay via our YouTube channel.”

THE KUIPER BELT JOB comes out NEXT WEEK!

Hey folks! It’s November, which means that my new novel The Kuiper Belt Job comes out next week, on November 7!

The Kuiper Belt Job is a caper story in space, a mash-up of Ocean’s 11 and The Expanse with a dollop of Firefly and Leverage. It’s an ensemble piece with complex character relationships and a twisty, compelling plot, but beneath the entertaining surface it raises deep questions about identity and personhood. In a world where minds can be copied, what does it mean to be “me”?

I’m excited but also kind of nervous. It’s my first novel in five years and my first small-press novel, so I’m afraid it may be lost in the flood of wonderful new books that keeps coming out. If you would like to help, here are four ways:

1. Buy the book!

The number 1 way you can help is to buy the book! It is available in most places where you can buy paper books or ebooks, but here are three of the most popular:

I do encourage supporting your local independent brick-and-mortar book store, if you have one. If they don’t have it on the shelves, you can definitely ask them to order you a copy. The book is available to booksellers at the usual traditional-publishing terms and the ISBN is 9781647100902.

It’s also fabulous if you get the book from a library! Multnomah County Library has five copies on order, and if your local library doesn’t have it they might very well order it if you ask nicely.

2. Attend a reading!

If you are in one of the places I’m visiting on my book tour — which does includes two online venues, so that’s everywhere — I’d really appreciate it if you would show up! I can promise you an entertaining time, with music and giveaways as well as a reading and Q&A. Here’s my schedule:

3. Post a review!

After you have read the book, I would really appreciate it if you would post a review on Goodreads or Amazon, or on your own social media, or, heck, on any handy telephone pole near you. It’s okay if you don’t love it! Sharing your honest opinion will help other people decide whether or not they might like the book.

4. Tell your friends!

Even if you are not the type of person who posts reviews, please be aware that word of mouth is the most important way that people find out about books. If you read the book and love it, tell your friends! Or, even if you don’t read it or don’t like science fiction, you might know someone who would… please tell them!

Thank you all for any help you can provide. Keep ’em flying!

LARP Report: A Meeting of Monarchs

As I write this I’m on my way back to the 21st Century USA from the LARP A Meeting of Monarchs. I had a blast.

In this Live Action Role Play event, inspired by the historical “Field of the Cloth of Gold” (1520) at which King Henry VIII of England and King François I of France met to sign the Treaty of London, about 50 players from all over Europe and the USA were assigned roles as specific historical personages. Each of us was given detailed background information on our characters and their goals, and some key events that occurred during play were preordained, but the player interactions and dialogue were entirely improvised in real time.

There were a lot of different plots in motion, some of them related to the treaty and others not, some historically accurate and others modified from our timeline. For example, the excommunication of Martin Luther and the death of Pope Leo X both occurred during the game, though in real life they didn’t happen until later. There was international and national politics; marriages, divorces, and affairs; personal alliances and vendettas; and maneuvers for power within the two courts and the Church hierarchy.

This was what is called a “Nordic” LARP, unlike the boffer-combat style of LARP most freqently encountered in the USA. The game didn’t have a combat system per se, though there were a few duels and fist fights (and, notably, a climactic wrestling match between the two kings). Instead, the major game mechanic was the exchange of status tokens. Each player started each day with a number of tokens (more for higher-status players) and during the game players and NPCs could hand over tokens to other players in acknowledgement of a notable accomplishment or as a bribe to take an action. Tokens could not be lost or stolen, only given away, and receiving a token from a member of the other court counted double. At the end of each day the tokens were counted up and either the French or English court would be announced as the winner. We were strongly encouraged to keep the tokens circulating and not hoard them to ourselves. The two kings each also had gold tokens, representing royal favor, and black tokens, representing shame, to hand out.

The game was held at Château du Boisrenault, an 18th-century castle in the French countryside, and run by French LARP organizer Charmed Plume Productions, but was conducted almost entirely in English. The variety of player accents added to the verisimilitude of the setting, as did the superb costumes worn (and in many cases made) by the players and the presence of several players’ dogs. The organizers also provided props, decor, live music, outdoor pavilions, and delicious meals to add to the immersive experience. Truly it did feel as though we spent a weekend in the Renaissance. (Sadly, as we were all very busy and phones were to be kept out of sight, I took very few photos. There was a professional photographer, though, and his photos will be made available in a few months. Until then, you can see some photos from previous runs of the game.)

I played the poet Thomas Wyatt, and my partner Alisa played the scheming Cardinal Thomas Wolsey. (Everyone was a Thomas in those days, it seems, unless they were a Mary.) Wyatt was only 17 at the time, and in real life didn’t even come to court until later. He was a young man with great ambition and few resources, and I determined to play him as brash and daring, unafraid to take risks. It didn’t turn out quite as I expected.

One of the key things about Wyatt, in history as well as in the game, is that he grew up with Anne Boleyn. They were practically siblings together in the Boleyn household, and by all accounts were extremely close. Was Wyatt in love with Anne? Well, historians disagree, but he did write a poem called “Whoso List to Hunt,” including the famous lines

And graven with diamonds in letters plain
There is written, her fair neck round about:
Noli me tangere, for Caesar’s I am,
And wild for to hold, though I seem tame.

(In other words: back off, man, she belongs to the king.) In any case, in the game materials it was made quite clear that Wyatt was utterly smitten with Anne. So I determined before the game that I was going to propose to her, despite the difference in our stations and her father’s ambitions for her. I brought a ring and everything. I didn’t know what her answer would be — that would depend both on how the character was written and what the player wanted to do with her — but I thought it would make for a dramatic scene either way.

On the first day of play I approached Anne player-to-player, saying “hey, I want to set up a big public proposal scene.” (There was a lot of pre-game material about consent and safety, complete with a set of safewords, to reduce the chance of physical or emotional harm to anyone. So I wanted to get the player’s buy-in beforehand, even if the proposal would be a surprise to the character.) She was perfectly kind to me and made it clear that her answer was going to be no, but if I wanted a big humiliation scene she would be willing to help make it happen? Well no, actually, I didn’t, but we did decide on a small personal proposal scene at lunch that day.

By lunchtime it was abundantly clear that Anne and Henry were already very much A Couple, much to the dismay of Queen Catherine and many other members of the court. (In actual history this didn’t happen until some years later.) And so, when lunch time came and Anne walked past the open seat next to me to take her place next to the King, the ring stayed in my pocket. (Later she approached me player-to-player to make sure I was okay. I told her that I was, though the character was devastated.) So my character’s main goal for the game foundered on the rocks before even leaving the harbor. But I had plenty of secondary goals to pursue.

One of these was to engage in a debate. During the historical Meeting of Monarchs the two courts held a series of debates on the issues of the day, and before the game I did a bunch of research on Wyatt and Humanism and proposed several Humanistic propositions as topics for debate. I wound up paired with Charles III, Duke de Bourbon, a very heavy hitter in the French court and a strong traditionalist. He would be arguing the proposition that “Only Law Brings Peace,” and I had to argue the contrary.

I prepared a five-minute speech, based on Wyatt’s actual writings, in which I quoted Erasmus, Petrarch, and Plutarch to support my position that the law, by itself, is insufficient. “The law may influence good men,” I wrote (or perhaps copied and pasted from Wikipedia), “but is without effect upon the bad. But a society of learned men, imbued with the virtues of the ancients and the ability to argue persuasively in favor of these virtues, will inevitably produce peace, tranquility, and harmony.” I thought it was a very pretty speech, but given the pre-game discussion about the debate topics — some of the more conservative characters were throwing around words like “heresy” and “felony” and “Inquisition” — I figured I had no chance to sway the crowd.

But they loved it. After our prepared speeches, our improvised rebuttals, and a spirited ad-hoc discussion with the audience, I was absolutely showered with status tokens. The Duke de Bourbon offered his respects. Thomas More took me under his wing. And the King of France came up to me to offer me an invitation to his court! I wound up with the second-highest individual token count of the day.

After that I was much in demand as a wordsmith and wit. Many people requested my assistance in crafting love poems, or romantic advice, and I did my best to help. I composed a poem about the Pleiades for a Duke, who gifted me with a cottage and an orchard. And I was often the center of attention during mealtime conversations. I truly enjoyed the several philosophical conversations I had with Thomas More and Leonardo da Vinci (who, sadly, in actual history had died the year before).

In a lot of ways Wyatt was the perfect character for me. All I had to do was give free rein to my wit and ego and use my real-world writing skills. It’s kind of astonishing how good a fit he was, actually, because I was offered the part pretty much at random. My partner Alisa and I had learned of the event after the registration deadline, but we had joined the waiting list, and when two players dropped out just a few weeks before the event we were offered their parts. “Here’s Thomas Wyatt and Thomas Wolsey, which of you wants to be which?” I wound up with Wyatt mostly because we both felt that Wolsey would be a better physical fit for Alisa.

In the morning of the last full day of the game all the plots shifted into high gear, as Henry announced that he wanted a divorce and furthermore that he wanted to split off England from the Catholic Church. (Again, this didn’t happen in the real world until some years later.) I felt that Wyatt, especially given the close relationship he’d developed with Thomas More, would choose his Catholic faith over fealty to his king, and so I wrote and performed a passionate poem in praise of unity and peace, using as allegory the Bible story of Solomon and the baby. (Seriously. I wrote a poem. Seven stanzas, with an a-b-b-a rhyme scheme.) Again the tokens showered down, and furthermore some people told me their characters’ minds were changed by it — including Charles III de Bourbon! I was truly humbled by their reaction.

Lots of other things were happening in my world at the same time. I was a member of a literary salon, and I wrote a satirical limerick to help expose the identity of an anonymous critic who’d been sending people nasty notes. (He got a black token from King François for that.) I was also a member of a secret occult/alchemical group who were investigating a mysterious death. The scene in which we took the culprit off into the bushes at night and exacted appropriate retribution was an emotional highlight of the event for me, and for others as well.

The situation may have been made up and the points didn’t really matter, but the emotions were real. I am not a person who cries a lot, usually, but I cried real tears at least five or six times during the game. And the fear I felt whenever I found myself in Henry’s presence was just as real as the similar emotions I experienced when dealing with C-Suite officers in my years in high tech.

So even though I didn’t get the girl and I wasn’t really a player in any of the big important plots (princes and princesses were betrothed, nobles gained and lost titles, territories were traded, and treaties were signed, but I wasn’t involved in any of those except peripherally) I still had a whale of a time. I felt that I participated fully and made a difference to other players and other characters.

At the end we all said our goodbyes and returned to our original century and countries, but there was a lot of “oh, will I see you at Fairwood Manor?” and other indications that the European LARP community is a lot like science fiction fandom. I’ll be returning to Europe for more LARPs in 2024.

Kuiper Belt Job book trailer!

I now have a promotional video for my forthcoming novel The Kuiper Belt Job!

It’s available on all the platforms! Please share it with your friends!

The video was made for me by the very talented Edward Martin III of Hellbender Media.

Arabella of Mars trilogy acquired by Open Road Integrated Media

I am extremely happy to announce that my Nebula-winning Arabella of Mars trilogy has been acquired by Open Road Integrated Media. New ebook and paper editions of all three books should be available around the world in early 2024.

So what does this mean, exactly? Weren’t the Arabella books already published by Tor?

Well, yes, and the answer is a bit complicated. If you don’t care about the nuts and bolts of publshing, you can stop reading right now. Otherwise, strap in for some inside baseball.

First, you need to understand what it means for a book to “go out of stock.” Once upon a time that term meant that the publisher had sold all the copies in the warehouse and didn’t intend to print any more, so that the book was no longer available for purchase anywhere except as a used or “remaindered” copy. (“Remaindered” means that the publisher sold all the copies remaining in the warehouse at a discount to someone like Half-Price Books, who then turned around and sold them cheap. Remainders are often identified by a hole punched in the cover, or a line drawn across the page edge, indicating that they were not purchased for full wholesale price and are not eligible to be returned to the publisher by the bookseller for credit.)

With a typical book contract, when a book goes out of stock, the publisher has completely discharged their responsibilities regarding the book and the right to publish the book “reverts” to the author. The author is now free to publish the book themselves, or sell publication rights to someone else. But what does “out of stock” mean in the era of ebooks and print-on-demand? Can the publisher just squat on those publication rights forever, making little or no money for the author, as long as they can still produce a single ebook or POD copy? That’s not good for the author.

To get around that, most publishing contracts include a “reversion clause” which defines under exactly what circumstances the book is considered out of stock and the right to publish the book reverts to the author. My contract, which was negotiated by the excellent legal team at my agency Janklow & Nesbit, defines “out of stock” as earning less than a certain amount per semiannual pay period for two periods in a row, at which point the author may request reversion with a letter. (That amount is in the low three figures, for me.)

Now, a friend of mine mentioned back in February that she’d gotten a rights reversion on an old book of hers, and that prompted me to look at my contract and determine what might allow me to do that, since sales of the books from Tor had fallen to a trickle. Well, as it happens, I had just received a semiannual royalty statement, and the earnings on that were under the specified amount… and so were the earnings on the previous one. So I was eligible to request a rights reversion right away. I asked my agent, Paul Lucas, to send the letter, he did so, and Tor complied quite quickly.

Once those rights reverted, Tor stopped publishing the books immediately. This means that the only copies you’ll see on Amazon are used paper copies; new books, ebooks, and audiobooks are not available at all. Sadness! But rights reversion is actually a good thing for the writer, because it means that the writer can now re-license those rights to someone else, and hopefully begin making more money. Most writers these days who get their rights back use them to self-publish the book, doing all the work and keeping most of the money. But my agent suggested that, because the Arabella books were award-winners and had done pretty well in the market (the first book earned out and then some — meaning that it earned more in royalties than the advance I’d initially been paid — but the three books considered as a package did not) I might have another option. So he offered the books to Betsy Mitchell at Open Road Integrated Media. And she took them! I signed the contract last week.

According to their website, “Open Road Media is a global ebook publisher whose catalog includes legendary authors such as Joan Didion, William Styron, Alice Walker, Dee Brown, Pat Conroy, Gloria Steinem, Octavia Butler, John Jakes, Pearl S. Buck, Walker Percy, and Sherman Alexie. Driven by the mission of bringing great literary works back to life, Open Road Media partners with premier authors of classic and contemporary works, making their content available to readers around the world.” They specialize in taking books which have fallen out of print, or did not perform as well as desired, and marketing them anew. “We research what audiences are looking for, develop quality content, and then launch that content powerfully via our content sites, email and social. It’s a coordinated, data- and search-driven approach that’s worked beautifully for our own products, and we’re delighted to apply it to yours.”

Betsy tells me that she’s planning to market the Arabella books as Young Adult. I originally wrote them as YA books, actually, and indeed the first book won the Andre Norton Nebula Award for Middle Grade and Young Adult Fiction, but they also had “crossover” appeal for adults, and Tor chose to publish them under the Tor rather than Tor Teen imprint. Also the covers by Stefan Martiniere, which I dearly love, were aimed at an adult reader. Betsy is planning an entirely new cover concept and marketing campaign, about which I am very excited.

Another very exciting aspect of the Open Road acquisition is that the books will be available outside of North America for the first time! When I sold the books to Tor we included only North American English rights in the contract, expecting that we could get more money for World English rights (the right to publish the book in English outside of North America) from someone else. But, as it happened, though we offered those rights to several publishers, no one bought them. So the Arabella books were available in the UK and Australia only as imported paper books, never as ebooks. Open Road will be marketing their editions around the world.

My contract with Open Road does not include audiobook rights, so unfortunately there are no Arabella audiobooks available now or for the forseeable future. My agent and I are working on that now.

So! Big news! I’ll share the new covers and other information with you as soon as I can. If you want to be sure to get the news right away, please subscribe to my newsletter. There will be ARC giveaways and other cool stuff, and I promise I won’t send more than a few newsletters per year.