The Trials of Constantine


Well that was disappointing…

So, I recorded and watched the pilot episode of Constantine, after looking forward to it for months. All I can say is… Meh. Which is too bad; so far this season, DC had been batting pretty good. The Flash got off to a good start, and so did Gotham. I had high hopes. So what went wrong?

Okay, well first off Constantine just didn’t scare me. For all the occult and horror elements, it feels pitched as an action-show. By that I mean that the main character is on top of things and doesn’t come across like he’s skating on the edge of disaster at all. He’s not worried, so I’m not worried.

Oh, you say, but he’s tormented. Nope, not that either. Sure he checked himself into an insane asylum hoping that professionals could drive him insane enough to forget. But he never feels actually, you know, driven enough to check himself into an asylum and have volts shot through his brain.

Then there’s his co-star, Beth? Oh yeah, Liv–I remember because of the blood and cockroaches. She goes from “This can’t be real!” to “Okay, this is real and I can trust this guy with no razor and a trench-coat,” in about two scenes. Um, okay.

At least he looks like John Constantine? A valid point, given that the last one looked like this:
Constantine 1 But here’s the thing: say what you will about Keanu Reeves’ range as an actor, he was note-perfect in the movie. Sure, he acted like a depressed, don’t-give-a-flying-*** burnout who was racking up exorcisms to try to win his way into Heaven, but in the end he fought because somebody had to and at no point did he act like he thought he was actually going to win; he fought because it pissed him off to let the Bad Guys win without a fight. And in the end he showed he had a soul by passing on Satan’s offer of more time, asking instead to spend the favor on getting an innocent woman out of Hell.

Which brings us to Astra (funny coincidence on the name…). This Constantine’s mistake damned her to hell, and himself, but it was his mistake. He check himself into the loony bin hoping to forget that what he’d done and what is waiting for him. So when talking to an angel, does he ask if there’s any hope of saving Astra? Nope, it’s all about him. At that moment the character absolutely lost me; every move he makes is completely selfish (yes, I know that’s Constantine, but you have to give a main character some redemptive trait or the reader can’t connect with him at all).

Last gripe: it didn’t help that every time Constantine said something, I imagined the same line being spoken by this man:supernatural-s08-e23-4

And guess what? Misha Collins does it better.

Enough of the gripes: how would I fix it if I had a time machine? After all, a few writers read this blog and might be curious as to what I think would have helped.

First, Supernatural already did all this, and better, so look at that show’s early seasons. The Winchester boys always acted like, as mad-prepared as they were, they were never more than just one step ahead of “ending bloody” (Dean’s nice phrase).

Second, the main character, at least of the pilot and the first few episodes, should have been Liv. We should have seen it through her eyes as her world went crazy and this scruffy and mysterious guy shows up. Pile on the atmosphere, the suspense, the shrieking I’m Going To Die moments followed by the What The Hell Was That breakdown moments. The story of Constantine’s failure and damnation and what-the-Hell approach to life should have been dragged out of him over a bottle. With the hint at the end, in John’s Touched By an Angel moment, that he might be able to save Astra and it involves keeping Liv alive and sane.

Oh yeah; and hire Misha Collins. Somebody’s already taken away his razor and issued him the trench-coat.


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Epicosity and Consequences.


I love the look on GL’s face.

Seeing the launch of this new Green Lantern arc has got me thinking of epic scale–what I like to call “epicosity”–and consequences in superhero worlds. Because, let’s face it, if we’re talking about flocks of ringbearers and not one but two worlds ruled by Clark’s Law (Apokolypse and New Genesis), we are talking about world-shattering epicosity.

Epicosity is a must for superhero comics. After all, if you give someone superhuman powers then you need to confront him with problems commensurate with his new ability to “handle it.” Green Lanterns, people given Ultimate Tool/Weapons that make a single ringbearer an obstacle to any invading alien fleet, can’t be expected to fight street crime. Well, they could, but it would be boring.

But here’s the problem and the reason I don’t avidly collect every superhero comic title any more, even for the heroes I really like–and especially the reason I don’t pay much attention to Big Event crossovers (unless they look really interesting). For true epicosity to matter, events must have consequences and even for the winners. The bigger the events, the bigger the consequences. To use a real-world example, let’s look at World War Two.

World War Two literally Changed The World for Everybody, in ways that range from huge to trivial. Looking at the winners, war-exhaustion accelerated the decline of the British Empire, catapulted the US into global superpower status, and gave Russia hegemony over Eastern Europe. In the US social changes wrought by the war included the groundwork for advances in equal rights (and the virtual burial of institutionalized antisemitism), and the end of eugenics as social policy. And then there are the big technological changes: nuclear bombs/nuclear power, computers, rockets, etc.

Looking at the losers, Japan and Germany went determinedly pacifist, transforming in ways that nobody looking at them before WWII would have imagined. All this is what happens in Real Life (TM). But on a true societal scale–or even a personal scale–this cannot happen in comics. Never. Well, almost never.

The problem is simply this; unlike great universes of fantasy or science fiction where the stories take place Elsewhere, distant from us in time or space, superhero fiction takes place in the Here and Now (mostly). As such, it is a cousin to the urban fantasy genre with its own set of memes/tropes/themes. One of the unstated themes of superhero fiction, outside of storylines (and possibly whole comics) dedicated to Breaking the World, is Minimal Impact. Alien invasions on a scale of War of The Worlds may take place, and afterwards the world goes back to normal.

On that note, the Tom Cruise WOTW movie made me seriously yearn for a sequel showing What Happened Next as the movie’s characters survive in a country as shell-shocked as the fought-over territories of Europe after WWII. Part Two would have been the immediate aftermath (martial law, shortages and food-riots, rebuilding), Part Three a new economy and society beginning to incorporate alien tech while ramping up military development, Part Four the UN military expedition to Mars as back home trans-human technology really begins to take hold…you get the idea.

Essentially, before things can change too much there is a Big Reset. Or worse, the epic event simply gets ignored in later comics. Either way, things return to normal.

There are two reasons for this, one genre-related, the other an artifact of the publishing environment. On the genre side, the superhero genre is by definition modern fantasy; with some notable exceptions most superheroes live in something closely approximating the Real Word (if not Real New York). It’s a world of cars and cellphones, mortgages and media. It’s Reality Plus Superheroes, no matter what the strangeness of their personal origins; if you let the strangeness created by capes themselves have a real impact, let alone the strangeness brought in by the frequent world-shaking threats, you very quickly have a brave new world which isn’t our own.

This Minimum Impact Rule isn’t a bad thing; it preserves the default normality of the superhero setting and thus helps us to project ourselves into it. But after a while the lack of change from all the alien and extradimensional invasions is hard to ignore.

The second reason, the publisher’s reason, is that popular superheroes are moneymakers. Readers love them as they are, and if you change them too much then you lose your market. And forget about the biggest change: death. Arthur Conan Doyle got so tired of Sherlock Holmes that he killed him off, fans revolted, and publishers threw money at him until he brought the Great Detective back. Nobody ever believed that Superman would stay dead.

Is Superman with Wonder Woman now? Don’t worry, they won’t last and eventually Clark and Lois will be together as is Meant To Be. Is Bruce Wayne actually happy? Wait a few issues and someone close to him will die.

This is not cynicism; this is simple recognition that, no matter how much you might love some characters and want to see them get Happy Endings, that’s just not going to happen. There is no near parallel in other fiction for comic’s eternal reset. It would be like imagining the Lord of The Rings being published episodically over the space of ten years, then reset and reimagined to be told again. It could be fun, especially if you like the style and cleverness of the retelling, but you won’t morn for Borimer; he’ll be back.

So, what does all this mean for the Wearing the Cape series?

Well, nothing yet. Astra is still growing, both as a character, and in her impact on the Post-Event World. I made a commitment to myself when I started writing the stories that Hope Corrigan would grow and her world would change around her (and not just because of her). So far I think I’ve stayed true to that commitment, but as the series progresses I’m going to have to make choices. Will Hope develop a new and stable love-interest? How fast will she mature? How much impact will her adventures have on her world? After all, I implied in the very first book that she becomes rather pivotal.

All these choices will mean changes to the series’ formula, and may mean a change in the demographics of its fan-base; after all, readers who love Astra love her for who she is, but who she is will change over time. This may make her “more,” or “less,” but it will definitely make her different. Certainly I dread eventually seeing reader comments like “I liked her better before ‘X’,” but I cannot and do not wish to freeze her in a series of episodic adventures which end with her pretty much the same as she started.

It will be an interesting adventure.

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Small Town Heroes Paperback Edition

Small Town Heroes, CloseThanks for everybody’s patience! Small Town Heroes took much longer to finish than I expected, and I hope it has been worth the wait. Also thanks to everyone who ran out and grabbed it as soon as it was up, SMT has been doing at least as well in Amazon’s Superhero category as the previous books. And now for everyone waiting for the paperback edition, it is also available through Amazon here.

Now that it’s done, I don’t mind saying that I worried for awhile there. It took longer than I would have liked to find new cover artist who could do justice to the covers done by Viktoria; the even better news there is it looks like Jamal will be the principle artist for the RPG as well. I have floated the note that the working title for the next Wearing the Cape book is Ronin Games, and this one will “return” to a plotline I had developed for Astra and the Young Sentinels in Japan. I won’t point to a release-date, but I will say that I will work  very hard to make it happen sooner than happened for Small Town Heroes.

On the RPG front, things are looking better and better for using FATE as the base system, and I will let everyone here know when playtesting begins again. On that note, I want to give a shout-out to a group of my readers in England who tested the game using Cortex Plus to create their heroes; they told me what happened in Great Britain following the Event, and it’s going into the final rulebook!

Anyway, hope everyone’s enjoying Small Town Heroes; as always, comments more than welcome, and thank you to everyone who has taken the time to put up an Amazon review! -M.G.Harmon

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Small Town Heroes

PosterNow one of the most popular Sentinels in Chicago, past scandals notwithstanding, Astra is the team leader of the Young Sentinels, the newly formed junior team. But on their first big solo-outing away from Chicago, the Young Sentinels fall into a new scandal, one which could cost them the team. And Astra has a dream visit from Kitsune, the odd shapeshifter-thief who precipitated the battle between the Sentinels and Villains Inc. the year before. The dream warns of a fresh disaster, in a town Astra has never seen before and that may not actually exist.
Astra’s efforts to find the place from her dream leads to her “recruitment” by the shadowy Department of Superhuman Affairs, as she leaves the team behind in Chicago and learns more about the DSA’s secrets than are good for her, faces old enemies, and discovers a little town called Littleton.

Back Cover Blurb

I am happy to announce that the official release date for Small Town Heroes will be September 30th! The awesome cover for my fifth book is brought to you by the combined efforts of Jamal Campbell (figures) and Jessica Cheng (background), both up-and-coming artists.

The Kindle release should be available on the 30th; the paperback release will take a couple of more weeks. Once both are available I get to turn my efforts to the project that has increasingly focused my obsessions this past year–Wearing the Cape: the Roleplaying Game–as well as a writing project or two I had to move to the back-burner. The great news with the gamebook is that both Jamal and Jessica have agreed to work with me on the rest of the gamebook art. I am seriously considering a Kickstarter campaign so that I can pass them more money than my current budget allows, and I certainly hope that I can have them with me on future book covers.

So set your calendars for the 30th; I look forward to what everyone has to say, here and on Amazon.


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Updates and Musings


Atlas Close-Up

First, good news! The alpha-draft of Small Town Heroes is finished and off to my readers. Since I rewrite as I go along, there will be some changes after I get all the comments in but no major ones. Which means even with final rewrites and edits I am still on schedule for a September 30th release date (I had hoped to have the cover to show you here, but will post it soon). So for all my frustrated readers–I am so, so sorry and I feel your impatience. The wait will be over soon.

Second, I’ve been taking a break from the book for a couple of days to decompress while waiting for comments from my alpha-readers, and that gave me time to think about other things. One thing I should share is some good news/bad news: the bad news is I have decided to drop the project to make Wearing the Cape: the Roleplaying Game using Margaret Weis Productions’ Cortex Plus game system. Which is a shame: I spent quite a bit of time over the last year mastering the Cortex Plus system and put together a trial-balloon “rulebook” for some willing playtesters so that I could field-test a few rules modifications and see how Astra’s world looked as the background for a tabletop RPG, and a dedicated band of playtesters devoted some good evenings and weekends to testing it out for me.

However, due to miscommunications (mostly on my part), I misunderstood the nature of the Cortex Plus Licensing Program: I cannot make a stand-alone game using their system. For awhile I thought I might be content to wait MWP’s release of their forthcoming Heroic Roleplaying corebook and then release a WtC sourcebook for it with the company’s blessing. However, they have not made any representations concerning the release-date of Heroic Roleplaying other than “by the end of the first quarter next year if not sooner.” And even those representations are not set in stone; nothing official has appeared on their site.

So: in the interest of not wasting all the work done so far (I have a great artist and a graphic designer, and of course the background pages for the Post-Event world are mostly done), I have decided to proceed with the project using the Open Game License system Fate. It was a close look at another RPG property, The Dresden Files Roleplaying Game, that convinced me the Fate system could do the job handily. The good news is that that is what will occupy my time the last quarter of ’14. And even the playtesting done on the Cortex Plus WtC will not go to waste: after MWP finally releases Heroic Roleplaying, I can and will produce a WtC sourcebook for it.

So now I’ve been entertaining myself with dreaming up Hero Aspects for the game: Aspects are a huge part of Fate (and BTW, if you’ve never played a Fate game but are curious, you can download Fate Core for free and with its producer’s blessing at Looking on TV Tropes for inspiration, I have come up with: The Paragon, The Anti-Hero, The Action Hero, The Driven Hero, The Company Hero, The Celebrity Hero, and The Reluctant Hero. Thinking about it, the Post-Event World has a lot of Company Heroes and Celebrity Heroes, something you don’t see too often in the comic books (Booster Gold is the only one I can think of off the top of my head, although I’m sure there are more).

So that’s all for now. Everyone have a great September, I promise to post the cover as soon as I get the finished piece, and trust that I am counting the days!



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Problem Fixed.

Okay, I think this is it:

Posted in Uncategorized | 2 Comments

Finally Getting With New Media!

FacebookI have finally gotten with the program and created a Facebook page for the Wearing the Cape series! (Click on above picture for the link.) I will be posting updates and art there, as well as related links. Feel free to post comments there, and even heckle me now and again: from now until I finish the draft of Small Town Heroes, I will be posting my daily word-count progress. This should be interesting.



For some reason nobody can access my page but me yet. Working on it.

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Plagiarism Addendum

Addendum Note: Since writing the previous post I have been following the internet-shadow of this incident. Mullins (the plagiarist) has deleted her Facebook account and her pages have been removed from Amazon and Goodreads. In short, she is not getting away with this. A part of me feels sorry for her; she may be a desperate person, with real need for money, who thought she could make a quick buck using a “forgotten” work (published 20 years ago and no longer owned by a publishing house). I would have more sympathy if she had bitten the bullet and fessed up when discovered, rather than resorting to vicious attacks. Carpet-bombing the author’s own Amazon reviews with 1-star reviews is a nasty tactic that makes an author like me–dependent on Amazon ratings for my sales–shudder and want bloody retribution. Alerted, Amazon deleted the attack-reviews–but if you want to do something else for the author, she is offering her plagiarized book, A Bid For Love free on Amazon now; if it’s your kind of thing (it’s categorized as Christian Romance), download it, read it, and giver her an honest review. As for Mullins, I hope she will make amends, be able to learn from this, and move on–perhaps even write again, this time for herself (she must have some talent, or she couldn’t have carried off even a plagiarism). 

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Updates, Comments

Ajax, Small

“Go Medieval? I’ll go Homeric on your ass!”

So…August is halfway over and fall is around the corner. The good news is that the first draft of Small Town Heroes is just about finished, and since I do a lot of editing and reworking as I go, alpha-reading, rewriting, editing, and beta-reading should take no more than a month. I am looking forward to having STH done, and I think it may turn out to be my best book yet.

In other news, Jamal Campbell continues to turn out fantastic art for Wearing the Cape: the Role-Playing Game! (See above.) There is some news on the WtC:RPG front; when it is finished it will not be a stand-alone game. Now that they have released Firefly: the Role-Playing Game, Margaret Wies Productions will hopefully be turning their attention to producing the basic books for Cortex Plus Action, Drama, Fantasy, and Heroic, and if all goes well then WtC:RPG will be a sourcebook for use with Cortex Plus Heroic (with extra and variant rules to fit the system into Astra’s “realistic” superhero world).

One advantage to doing it this way will be that players will have a larger pallet of rules and material to draw on to tailor WtC:RPG to fit their style of play as well. (And yes, more playtesting will be required before the end!)

Plagiarists, Honey, and Ants. 

On a completely different topic, I’ve been thinking of creative punishments for plagiarists. Why? I have recently learned of a situation in which a self-publishing “writer” blatantly plagiarized a very nice author’s novel (as in, copied the plot, characters, whole scenes, etc). When the author found out through reviewers the writer had solicited, the “writer” started shit-slinging attacks and spinning like a political speechwriter. The author, who is not a big name, is seeking legal recourse for this attack on her. You can read more about the story here, and even donate to her legal fund here. Every little bit helps.

And this is important; in the days where being an author meant having a publisher, authors were at least protected from this kind of crap by a publisher’s lawyers–who could be relied upon to sue the pants off plagiarists to protect their employer’s intellectual property. But for self-published authors like me, and for authors like Rachel who publish with small houses; plagiarism is going to become more and more of a problem and a huge nightmare. Helping Rachel get justice and nail this guy’s head to a wall to display as a warning to others is just a smart thing to do. She probably won’t be able to get much more than a cease-and-desist, and since the “writer” she’s fighting is self-published she likely won’t get any damages out of it, but she deserves all the support she can get.

Addendum Note: Since writing this post I have been following the internet-shadow of this incident. Mullins (the plagiarist) has deleted her Facebook account and her pages have been removed from Amazon and Goodreads. In short, she is not getting away with this. A part of me feels sorry for her; she may be a desperate person, with real need for money, who thought she could make a quick buck using a “forgotten” work (published 20 years ago and no longer owned by a publishing house). I would have more sympathy if she had bitten the bullet and fessed up when discovered, rather than resorting to vicious attacks. Carpet-bombing the author’s own Amazon reviews with 1-star reviews is an nasty tactic that makes an author like me–dependent on Amazon ratings for my sales–shudder and want bloody retribution. If you want to do something else for the author, you can get her plagiarized book here for free now; if it’s your kind of thing, download it, read it, and giver her an honest review. As for Mullins, I hope she will make amends, be able to learn from this, and move on–perhaps even write again, this time for herself (she must have some talent, or she couldn’t have carried off even a plagiarism). 

Movie Reviews.

Just kidding, unfortunately. I’d love to dive into Guardians of the Galaxy, but I just don’t have time. But to sum up: go see Guardians of the Galaxy. As for Teenage Mutant Ninja Turtles…it’s worth a matinee ticket, but its wasted potential left me hugely disappointed.

Everyone enjoy their August.


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Walking the Tokaido: A Kickstarter Story.


I love the internet. Not only does it make my life possible (an indie-author could not have supported himself with his writing even ten years ago), but it leads me into the most interesting adventures and places. This is the story of one of them.

Last year on my way north I stopped in Dragon’s Keep in Provo, UT. Dragon’s keep is probably the best game store in the entire state, maybe the best game store between the Rocky Mountains and the Pacific Coast. Browsing the shelves, a family game caught my eye: Tokaido. Its pristine white box and Japanese theme grabbed my attention, especially since I knew what the Tokaido was: the coastal road that stretched from Kyoto to Edo. With its shrines, hot springs, inns and beautiful natural sites, the two-week journey became a popular tourism route during the peaceful 17th century. It was popular with all classes of Japanese, especially the rising middle class of the period, and it was said that you could meet anyone and see anything upon the Tokaido.


 So I picked it up and found it to be a truly fun family game, made beautiful by the art of Naïade (you can see more of his wonderful art by clicking on the picture).

In it you take the role of a traveler along the road. You might be an elderly priest, an artist, a courtier or geisha, or a merchant, messenger, orphan girl… Take your pick, each represented delightfully by Naïade’s art and each having a slightly different advantage. You and the other players travel from Kyoto to Edo, seeing the sights, picking up souvenirs, eating the great food, visiting the shrines and hot springs, and having interesting encounters along the road. At the end, he who had the best time wins (you keep track with points). It is a serenely competitive game, an easy way to spend an hour with family and friends.

It almost goes without saying that Tokaido has been a great success in the tabletop-games community, and has acquired a lot of fans. It had one expansion earlier this year, Crossroads, and released extra promotional cards at different events. So FunForge, the game’s producers, decided to go bigger and launched a Kickstarter campaign.

I heard about it when a brother-in-law emailed me the link; he knew I loved the game and one of the Kickstarter pledge levels gave you all the expansion stuff that came on top of the original game. He thought I might like to get the “extras.”

He had no idea what he’d done.

FunForge was looking for at least $40,000 to do a Collector’s Edition: basic game plus the expansion, the promotional cards, nicer pieces, a new set of alternate-art cards for the 16 traveler characters, and cute little miniatures for each traveler. That’s all they wanted to do, but have you ever seen Disney’s The Sorcerer’s Apprentice? Well…

The trouble started almost immediately. I think they got concussed by all the money being thrown at them.

There is a thing in Kickstarter called Stretch Goals; it’s a way of encouraging pledgers to spread the word and encourage more pledgers. If a Stretch Goal is met, another piece of goodness is added to the basic product or some other cool gift is attached. In Tokaido’s case, it is likely that they’d had no idea how much money was going to come in early, and they scrambled to find cool Stretch Goals to keep the momentum going. Ad-libbing in the middle of a Kickstarter campaign is not a good idea, but their intentions were good. I was watching on the comments page, and for awhile there it looked like it would be a five-car pileup with no survivors.

Here’s what happened, at least from this bystander’s perspective.

One of the first new Stretch Goals they made was that they would paint those 16 cute traveler minies. All Samurai Pledges would get the painted ones. That was good.

Then they decided to create 16 Alternate Art traveler cards (more Naïade is always good), with 16 new minies to go with them. Each traveler character would have two art cards and two minies, both painted. Even better.

Then some genius, scrambling for another set of Stretch Goals just for Samurai Pledges and above, decided it would be a cool idea to also get an unpainted set of the minies (some people like to paint their own miniatures, after all). This sounded great, but after a few days went by someone at FunForge realized that the logistics of packing 64 minies with each game would be a nightmare. So they canceled that Stretch Goal.


During the time the Duplicate Set of minies was an available Stretch Goal, the number of pledgers had just about doubled, and they wanted those extra minies.

FunForge is a French company, but the majority of Tokaido fans are Americans (bigger market), and I’m pretty sure that the US nearly invaded France–at least if the anguished screams on the comments page were anything to go by.

To stave off the imminent invasion, FunForge scrambled to find a way to make it up to the Samurai Pledgers. In the interests of world peace, several of us offered constructive suggestions. I and a few others suggested that instead of just alternate-art cards for the travelers, Bauza (the game’s designer) should create 16 brand new travelers with new abilities to go with the new art.

FunForge grasped this suggestion desperately (who knows, they might have thought of it first while hiding in their safe-house), and Bauza also stood before the mob and promised a new game expansion exclusively to the Samurai Pledges. The day was saved, and the Kickstarter campaign thundered on to its glorious conclusion: $668,000 pledged to a game that needed only $40,000 to fund. Bigger board, nicer cards, new expansions, 35 travelers with beautifully painted minies! There were fireworks.

And here’s where my personal moment of madness and extravagance happened.

You see, there was one pledge level higher than Samurai: Shogun. Samurai Pledge ($115) got you the whole glorious set: Shogun Pledge ($950) also got your face on one of the alternate-art travelers, with a nice framed print signed by Naïade and Bauza.

Now, I like my face, but $950 to get it cropped onto a character that isn’t you? I think not. Then the Stretch Goals changed, from alternate-art to New and Original Travelers, and the Shogun Pledgers would get to describe their traveler characters… Fortunately for my bank balance, by that time 16 pledgers had already pledged Shogun; the temptation was no longer available.

So there I was, on the last day of the Kickstarter campaign, watching the money-storm (they raised nearly $200,000 on the last day) and reading the comments page, when suddenly a cry rang out! Someone had dropped his Shogun pledge! Immediate speculation began, one guy started crying because his girlfriend would kill him in his sleep if he bumped his pledge to Shogun and they couldn’t pay the rent, and…

Yup. I did it. Grabbed the last Shogun Pledge slot. I didn’t need that new computer, anyway.

Which just goes to show you what interesting adventures can befall you on Tokaido Road. The wandering samurai poet at the top of this post? Me, mini-me soon to come. He/I will be traveling Tokaido road in more than 5,000 boxed sets of the Tokaido Collector’s Edition around the world–many more if FunForge decides to release the CE or the Shogun Pack travelers and other expansion for regular distribution once they finish the Kickstarter production-run (and I certainly would if I was them). I’ll probably also get chewed on by dogs and babies, but I try not to think about that.

So who knows? Perhaps someday soon you guys will be in a game store and see a big white box with cool Japanese-themed art, make an impulse-buy, and meet me on Tokaido Road.

(Disclaimer: should anyone from FunForge read this and take exception to the way I have portrayed events, I can only say that this is how the Kickstarter campaign looked to me. On the decision-making end, it might have looked very, very different. Kudos for pulling it together and making it all come out right in the end.)

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