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Coming Projects

Out In the Cold

(No publisher yet), 1998?: A full-length mystery novel currently in search of a publisher, Out In the Cold is intended the be the first in a mystery series starring Elizabeth Avery, romance novelist and amateur sleuth, and Jesse McQuinn, Irish folk/rock musician. Set in suburban and rural northern/northwestern Virginia, the Elizabeth Avery/Jesse McQuinn mysteries are set firmly in the tradition of the "cozy" mystery. Out In the Cold is Elizabeth and Jesse's first case together, a peaceful weekend at a bed and breakfast marred by an icestorm, emotional fireworks, and one of the inn's denizens being trampled by a maddened horse...

MAGE: The Technomancer's Toybox

White Wolf Games, 1997?: Yet another MAGE sourcebook, this is a catalog of goodies for the Sons of Ether, equipment and magickal gadgets for those whacked-out quasi-scientists. This ought to be fun!

MAGE: The Storyteller's Guide (Second Edition)

White Wolf Games, 1997: The usual collection of helpful advice for MAGE Storytellers; my section deals with the multiple-Storyteller Chronicle, how to create and sustain one, and what advantages and disadvantages they have. It's gone to press, so hopefully it'll hit the stores soon.

Bibliography

This is a chronological listing of my published work, with the most recent items listed first.

   [Indiana Jones Adventures]

Indiana Jones Adventures

West End Games, 1996: "The City of Dreams" is an adventure supplement for West End Games' "World of Indiana Jones" game, part of the Indiana Jones Adventures supplement. Set in Australia, this adventure takes the characters into the bush to find a missing colleague and leads them to "The City of Dreams," a mysterious tunnel complex in Ayers Rock. Featuring hostile cattle drovers, dark-magic casting Aboriginals, and mysterious creatures from Dreamtime, this adventure can be used for "The World of Indiana Jones," Justice, Inc., Call of Cthulhu, Mercenaries, Spies, and Private Eyes, GURPS Cliffhangers, or any early 20th-century game.
   [Mage: Second Edition]

MAGE: The Ascension (Second Edition)

White Wolf Games, 1996: For this I wrote sections on creating interesting characters, as well as "Cheshire Cat," the sample character, who in some ways embodies how I feel about Mage. It could be a very cool game, if you took it out of the "World of Darkness," stripped a lot of the bass-ackwards ideas out of it, and made "ascension" more than just a cosmic turf war. On the other hand, it won all sorts of awards and made lots of money (as roleplaying games go), so who am I to argue with success? As long as the checks keep coming, it can be as bass-ackward as it wants.
   [Street Fighter: The Perfect Warrior]

Street Fighter: The Perfect Warrior

White Wolf Games, 1995: My longest published work so far, this is an adventure for the extremely cool (and now, consequently, cancelled) Street Fighter Storytelling Game. Featuring train wrecks, Egyptian tombs, lost martial arts styles, experimental laser guns, and a harrying cross-country race from Brussels to Cairo, this adventure has it all!


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