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As Featured on 'Show Me St. Louis'
and KLOU 103.3
On Sale Now at Metro St. Louis Border's Bookstores

Have you ever wanted to win an Oscar?

Be A Hollywood Star? Be A Hollywood Starlet?

Well, Here Is Your Chance!

This Board Game is All About Movie Quotations!

Start your limousine in Maine and drive across the United States as your team answers questions correctly. As you head for Hollywood, you'll select Oscar cards telling you where to go next. Along the way, you'll see where stars were born.

Tomorrow, I'm flying from my home in Minneapolis to Hawaii for the Maui Writers Conference in hopes of pitching Lesson of the Fuel to some of the agents and editors gathered there. This is an opportunity my co-author (Matthew Schick) and I have wanted for some time, but it's finally coming together, this year. We've dreamed of being published fantasy novelists since we were in high school, and we've been working toward that goal in one form or another for nearly 15 years. Lesson of the Fuel tells the story of Sven Takraf the way members of his own culture (the Mar) might tell it. He is an earnest but essentially flawed hero - ruthless, impatient, ambitious, and pragmatic. Matt and I delight in world-building, and it certainly shows in Lesson of the Fuel. From magic, gods, and magocrats to wild rice, boots, and mapmaker jokes, we want to make readers familiar enough with the world to see its logic and absurdity. This is one of the reasons I enjoy working on the PARANOIA line. There are so many interesting parts of Alpha Complex to toy with. I can look at a few lines in one of the supplements and find enough inspiration there to build an entire service firm type or mission out of it. We toss ideas on the table like cards and let our fellow Traitors contribute, expand, and extrapolate. As Jeff wrote a few weeks ago, the best ideas are the ones that other people run with. The same certainly holds true among the Traitors. Allen often reminds people that Alpha Complex doesn't make sense, but that doesn't mean there can't be a certain logic to the events that take place there. Alpha Complex is a bit like an ant colony overseen by a trickster god. Murphy's Law is practically a law of physics there. You don't wonder if something will go wrong. Instead, you wonder how it will go wrong this time and whether this is the worst possible moment for it to go wrong or whether the worst moment is yet to come. The only certainty is there isn't much you can do if the trickster god decides to incinerate you with a magnifying glass. This is a kind of world-building. It's finding parts of the setting that haven't been explored and thinking about what would logically go there - not real world logic, but Alpha Complex logic. A lot of elements of PARANOIA's setting are absurd, but that doesn't mean the setting is arbitrary or inconsistent. The real world is filled with absurdities. Paranoia Live has an entire thread devoted to pointing out real life absurdities. Social systems don't always work the way they were intended. Maybe the absurdity of a fictional world helps us cope with the absurdity of the real world. Or maybe we just like shooting each other with lasers. This entry was posted on Tuesday, August 30th, 2005 at 9:28 am and is filed under Traitor Chatter. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

2,000 different quotes! 8,000 questions! Fun for Years!

This game will not only test your ability to recognize movies, but will see if you can correctly identify the person who said it and when.

You will be surprised how many quotes you will know! So, try your luck and see if you can win an Oscar.

First team to land in Hollywood and answer all four questions from one quote wins the game!!!!

This game contains a perfect mix of quotes from the 1920's to the present. Fun for All Ages!

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