Izanami's Choice Giveaway, less than 2 days left!

— September 07, 2016 (2 comments)
Right, folks, if you haven't already entered to win a signed copy of Izanami's Choice well... I'm sure you have a good reason.

If you don't have a good reason, best sign up right now, sirs and madams!


And I'll tell you what. As I write this, there are 200-some entries in the contest (an "entry" being the number in the form there -- it goes up not only when a new person enters but also whenever somebody uses the form to share the contest on Twitter, Facebook, or elsewhere). If you guys can get that number up to 400, I will give away an extra signed copy.

So for those of you who look at these contests with a cynical eye (like me), you know that every time you share it, you risk lowering your own chances to win. This will help balance that out: share the contest, get more entries, get other people to enter, and it will increase your chances again by throwing another prize in the pot.


How has the release been going, you say? I'm glad you asked, imaginary straw person. In my experience, having never launched an actual book before, it's been great. And I am in no way unqualified to say that!

(Really, I have a very limited view. Those who have read the book and told me about it have loved it. The book's Amazon sales rank has been a nice, nigh-horizontal line instead of the jagged mountain range it was in pre-order. And John Scalzi even let me borrow his blog for a day. So... good? I guess? This is probably why authors don't talk about this stuff....)

Also, I've received another review, this one from author S.J. Paponas. Here's an excerpt for those of you who are still undecided as to whether or not this book is for you:
I’ve always wanted to write a Japan alternate history book and now I don’t have to because Adam Heine did a wonderful job with IZANAMI’S CHOICE! Rich with culture and tradition, he wove androids into early 1900s Japan and IT MADE SENSE....

The pace of the novella kept me reading furiously all the way to the end. I even read it while I WAS IN JAPAN! And that was such a treat. Itaru’s own demons about a mission gone wrong and his estranged daughter came to a thoroughly satisfying conclusion, and I especially loved the final scene which was a great nod to the samurai way of life.

This was the first book I’ve read by Adam Heine, but I’m sure it won’t be the last.

I know it sounds like I'm only showing you the good reviews, but the truth is I haven't seen a bad review yet. Seriously.

And for three bucks? There's really no reason not to try it out.



Enjoyed this post? Stay caught up on future posts by subscribing here.


Izanami's Choice Launch Day and Giveaway!

— September 01, 2016 (0 comments)
It's here! It's here! Today is launch day for my little samurai sci-fi story Izanami's Choice. E-books have been making their way to people's inboxes, and I've even heard news of paperbacks in the wild. You've bought one, right? Why haven't you bought it yet?!

Here are some of the nice things people have been saying about it so far:
"Choice is a ferocious little genre blender in book form: part Hammett novel, part Kurosawa Samurai epic, part Blade Runner, and entirely obsessed with keeping the reader’s eyes moving from one page to the next." ~ Seattle Weekly

"Once I started the book, I couldn’t put it down.  Heine does a great job of building a world replete with rules and history and uses both to construct a mystery with an awful lot of intrigue and surprise." ~ Nerds on Earth

"So if Science Fiction action and exploring cultures through different phases in time is something you enjoy, this is worth a read." ~ SF Reader

"The writing is spectacular, there's fantastic use of period-fantasy-language, and the story is tight, enthralling, and leaves you wondering what's *really* going on right up until the end." ~ Susan Kaye Quinn

"Mr. Heine did an admirable job of making his robots (Jinzou) both sympathetic and terrifying." ~ Victoria Dixon (with interview)

"If you want a really fun, fast-paced robot vs. samurai story then I really think you'll enjoy this." ~ Elena Robertson

And if you can't get enough info (and I'd like to think you can't, because I'm unrealistically optimistic), here are a couple more interviews from the fabulous Natalie Whipple and Authoress. (For you writerly types, Authoress is also running a contest in which you can win a 30-page critique from me, so check that out, too).

But wait! I promised to give away signed copies! To enter the giveaway, all you have to do is subscribe to the newsletter and fill out the form below. I'm very nice to my subscribers -- I give them free excerpts, advanced notice of fiction and giveaways, and I've hardly killed any of them at all!

If you're really ambitious, you can earn additional entries by sharing the giveaway on Facebook or Twitter -- every day, if you want!

This contest is open worldwide. I'll sign 'em and ship 'em anywhere.




I'm offering two signed copies at the moment, but if enough people enter, I'll give away more. So don't hesitate to tell everyone!




Enjoyed this post? Stay caught up on future posts by subscribing here.


Robots in 1901 Japan?

— August 29, 2016 (3 comments)
Izanami's Choice comes out in three days. So for the next 72 hours or so, this is me:


Interviews and reviews are trickling in, with more due to appear around the release date. Seattle Weekly loved it, calling it "a ferocious little genre blender in book form: part Hammett novel, part Kurosawa Samurai epic, part Blade Runner, and entirely obsessed with keeping the reader’s eyes moving from one page to the next."

Nerds on Earth said, "Heine does a great job of building a world replete with rules and history and uses both to construct a mystery with an awful lot of intrigue and surprise."

I'm not even kidding! They actually said those things!


On release day, I'll be giving away two signed copies of the book. There may be other giveaways going on around that time too, so watch this space for more info. (Watching Twitter space or Facebook space will also get you what you want). UPDATE: Oh, look! Here's one of them now: a chance at a 30-page critique.



So in Izanami's Choice, Japan has functioning robots and machine intelligence as early as the 19th century. I was recently asked how the heck that's even possible. After all, in our 1901 computers didn't exist then, and things like simple radio technology were still very primitive.

First of all, it should be noted that Japan has had actual automata as early as the 17th century. Karakuri puppets are relatively simplistic  compared to the creations in Izanami's Choice, but it shows the idea of Japanese robots is very old -- much older than the timeline of my novella.

As for machine intelligence, well that's where science fiction comes in. It's primarily a combination of two what-ifs:
  1. What if Charles Babbage had successfully completed his difference engine and analytical engine designs? (This is essentially the same what-if behind The Difference Engine by Gibson and Sterling).
  2. What if evolutionary programming were discovered around the same time?
The latter would require a variety of factors, like Babbage chatting with Charles Darwin and coming away with programmatic ideas, and 19th-century logicians figuring out how to codify reasoning as mathematic deduction -- not probable, but plausible.

Evolutionary programming is the idea of pitting competing parameters or programs against each other to achieve a certain goal (like getting a computer to handle facial recognition). Those parameters that perform best are then modified further and tested against each other again. This process is repeated until you have a programmatic solution to otherwise difficult problems.

The key idea behind Izanami's Choice, then, is that this method was used with the analytical engines to rapidly improve the design of the engine's programs and even the engine itself. The engine was improved to the point where it could evaluate the results automatically, and then it was improved further to where it could revise the programs itself as well. When that loop was closed, the engine would become capable of revising and improving upon itself at a rapid rate -- a robotic singularity.

Of course the novella doesn't have a big old infodump like this in it, but I do love talking about world-building!





Enjoyed this post? Stay caught up on future posts by subscribing here.


No Thank You, Evil!

— August 22, 2016 (2 comments)
I consider the age suggestions on the sides of game boxes to be total lies. Boss Monster (13+) is one of my 9-year-olds' favorite games to play on their own. My 6-year-old daughter kills at Love Letter (10+). One of my sons, when faced with an inevitable loss at Star Wars Risk (10+), blew up his own planet so the rebels would either have to call the game or spend another hour of gameplay going around the long way. He wasn't pouting. It was a carefully thought-out tactic.

He was 7 at the time.

So of course I try to get these kids into role-playing. Unfortunately, most RPGs have a lot of rules which, although my kids are capable of learning them, make playing the game kinda like wrangling velociraptors.

"You can't cast fireball. You don't have any material components or enough 3rd-level slots to.... Fine, you cast the spell."

Numenera's story-focused rules are great for kids, but the Ninth World is kinda creepy, and homebrews, although fun, are a lot to keep track of.

So when Monte Cook Games announced they were doing a kid-focused RPG, based on the rules of Numenera, I knew I was in. No Thank You, Evil! is the perfect game for our family.

Part of that, admittedly, is that my kids are ridiculously amusing to GM. They're fearless to the point of idiocy (requiring me to come up with clever ways in which to not kill them). They have no in-game morals, so persuading, lying, and attacking are all perfectly valid options (and usually all suggested simultaneously). And most of all they're deviously clever.

Two days ago they were trying to convince a guard they were innocent and should be set free from prison. The guard said it wasn't his job to determine innocence, and that if they were in prison it was obviously because they were bad (the guard was aptly named "Justin Justice").

Later on, a mostly successful escape attempt resulted in the PCs being outside while Justin was trapped inside. "I told you you were criminals!" Justin shouted through the door.

"But you're the one in prison," said Joel. "That means you're bad."

As the GM, I didn't know what to say to that. I didn't say anything for several minutes because I was laughing. Justin eventually tried to argue, but Joel had a point. Justin is still trapped in that prison trying to work it out.

But as amusing as my kids are to GM, it works mainly because No Thank You, Evil! enables their creativity. The game's got rules -- even advanced rules for kids who grow beyond the simple version -- but it encourages players to try crazy things. For example, of the six characters my kids created, only two use corebook character classes, none of them have corebook weapons, and at least three try to use their self-defined abilities to slide past the rules at every opportunity.

Sometimes I even let them, because it's funny.

The thing is NTYE doesn't break when you do this. Everything players try to do boils down to one simple rule: roll a d6 to attempt it. They all get it (a little too well, actually -- I have to keep telling them their rolls don't count until I've told them the difficulty), and they all feel free to try anything at any time, knowing that something fun will happen no matter what.

There are some things I questioned about the game. I thought it was weird to ask my players to describe a character I just introduced, and sometimes I feel like the world is too whimsical for my boys who want quests and villains. But (1) I don't have to do any of that stuff -- I mean, I could make the world all Forgotten Realms if I wanted to -- and (2) it turns out my kids like this stuff.

Like, the whimsy keeps everything light, even though one of my boys threatens everybody he meets (and another doesn't waste his time with threats; he just goes straight to zapping them). The moment I described above with the prison guard occurred after they had befriended, and then betrayed, him to get out. Justin liked them, and they turned on him. It's a dark, almost villainous turn, but Joel found humor in it.

And it works perfectly well within that world.


My daughter hit Justin in the face with a sandwich. It did 1 damage, but he also lost his next turn because, honestly, the sandwich was pretty delicious.
As for asking them to describe people, what a time-saver! I'm starting to think I should do this with grownups, too. I didn't have time to detail a full adventure for our most recent session, so I asked them to describe the main villain and name several characters (hence the name Justin Justice). They love it, and it's less work for me!

When I GM adults, I feel like there's a lot of pressure to either have everything prepared or to think quick on my feet. I no longer have time for the former, and I'm terrible at the latter. But my kids don't care! If I stumble on a plot point, they start yelling out ideas. Sometimes I even run with them because they're so crazy I just want to see what happens. It's true collaborative storytelling -- the best part about role-playing.

So, hey, if you're a gaming parent who's been looking for a family-focused RPG, maybe check out No Thank You, Evil. You might be surprised what comes out of your kids' heads.




Enjoyed this post? Stay caught up on future posts by subscribing here.


Why "It's Just a Joke" Doesn't Make It Okay

— August 10, 2016 (1 comments)
I had a little rant on Twitter earlier. It's primarily in response to Donald Trump's terrifying implication that maybe 2nd Amendment people can "do something" about Clinton, but it's also build up from years and years of online death threats to people followed up with "that's just the internet" and "geez, it's just a joke."

What's terrifying about Trump's joke is not the joke itself, but the fact that so many people are nodding along, the fact that he says crap like this all the time, the fact that he could conceivably be our next President, and...

Well here's what I said on Twitter.


Enjoyed this post? Stay caught up on future posts by subscribing here.


Izanami Auto-Fan Art

— July 06, 2016 (5 comments)
The inestimable K. Marie Criddle forced -- forced -- me to draw fan art for my own book.* So here you go, a non-canon** drawing of Shimada Itaru facing off against I dunno let's call it one of the police droids. Click to embiggen.


* The means of forcing was that she chose "Izanami's Choice" as the topic for our drawing blog Anthdrawlogy. You can see hers and other drawings over there. Please do. Those guys are way better than me.

** Itaru carries a folding sword, not a regular sword. I wasn't thinking about that until I had already started inking. Go me.

If you don't know what I'm talking about, you should definitely buy my book.



Enjoyed this post? Stay caught up on future posts by subscribing here.


Izanami's Choice release date and pre-order info

— June 20, 2016 (3 comments)
Here we go, guys. Izanami's Choice has a release date! It will be available for purchase on September 1st, 2016.

Or -- because you want to support an author, or you don't want to forget, or you just like clicking links -- you can pre-order it RIGHT NOW:


And now for answers to some common questions.

Q: Why am I only finding out about this now?!
Clearly you haven't subscribed to my awesome newsletter. If you had, you'd have known this over a week ago AND gotten an exclusive excerpt from the novella AND gotten the free short story that everyone gets on subscribing.

But don't worry -- that won't be the last exclusive my subscribers get. Obviously, the only reason you aren't already signed up is because you didn't know about it, so you can remedy that by subscribing to the newsletter right now.


Q: I want samurai sci-fi today! Why so long?
Because publishing.

Seriously, the awesome people at Broken Eye Books have good reasons for how they set the date, including but not limited to:
  1. The anguished howls of the deprived fuel machines buried deep beneath their offices, which in turn get them 20% off their electricity bills.
  2. An old woman told them September 1st would be the first time in 500 years that the moon would be in conjunction with both Mars and with Voyager 1. They believed her.
  3. September is my birth month and they wanted an excuse gift in case they forgot to get me a real one.

Q: I want to interview you and/or review your book for my followers/blog readers before it comes out.
Awesome! I would love to talk to you about that.


Q: But I don't want my paperback from Amazon.
Great! You can get the paperback directly from the publisher if you want.

Also, if you give your local bookstore the ISBN, you can buy it through them:
  • ISBN-10: 1940372216
  • ISBN-13: 978-1940372211



Q: Why paperback so expensive, man?
Yeah, so, here's how part of publishing works. There's the Big Guys -- the publishing houses like Penguin and Random and Penguin Random -- that do these enormous print runs and ship them to all the bookstores in the world. They can do this because printing thousands of books is way cheaper than printing a few, and because they know they'll sell thousands of books (or close enough) so why the heck not print that many?

Everybody else -- small presses, indie authors, and even Amazon -- has no guarantee of how many will sell and can't afford to print thousands of books only to be stuck with them later. So everybody else has to print paper books on demand which, as you might imagine, is more expensive.

But at least that way they don't get stuck with lots of books and debt. Because as cool as it is to make a hobbit-hole of books, it's cheaper (and more structurally sound) to not be stuck with them and to build your hobbit-hole out of dirt and bricks like a regular person.

Hobbit.

Whatever.


Q: I have a question that you neither answered nor anticipated.
To the comments, good madam or sir!


Enjoyed this post? Stay caught up on future posts by subscribing here.