I
did not want to be a writer when I was growing up in Tappahannock,
Virginia.
I wanted to be a cartoonist, an astronaut, or even a weatherman,
but definitely not
a
writer.
Maybe
I had some precocious sense of how much money writers,
in general, make. Or, rather, don't make. Mind you, I couldn't draw,
nor could I get two and two to equal four on an exam, but these
other fields still seemed like more viable options. I did enjoy
tracking hurricanes as they
came
up the mid-Atlantic coast. But, alas,
I had a lot of growing up to do.
My creative energy found an outlet in roleplaying games, like Dungeons
& Dragons and, later, Call of Cthulhu. I worked
in a papermill my first
college summer, and during breaks I wrote up adventures for my friends
on sheets of toilet paper. It was during this time that I probably
first learned to appreciate irony, since I couldn't find any
standard paper to use at a papermill.
College in Norfolk, Virginia, went poorly for me as the realities
of majors like astrophysics, business and computer science thwarted
my grand
schemes of
becoming the first man on Mars, or Warren Buffet. Later though,
after leaving college, I would fulfill at one dream: to make
video games.
Around early 1993, after ditching my fourth choice of major--this
time Acting--I despaired, and nearly dropped out of college. My grades
were dismal; my bills mounted, while my job prospects shrank;
and I fought tooth-and-nail to convince myself I was not gay.
Somehow
I ended up in Creative Writing 101. I grumbled all the way across
campus the first day of class. Why had I signed up for this?
As much as I hated writing term papers, how the hell would I do in
a pure writing course?
Very
well as it turned out. Like rubbing a magnet under iron filings,
my brain
cells aligned and sat upright, tingling through the entire semester.
This was it; this was where I was supposed to be.
Good
fortune was all mine when Janet
Peery arrived on the scene as a new professor. If that first
writing class was a magnet, then Janet was the north pole.
A better mentor I could not have asked for.
An equally great influence entered my life around this time, too.
Lyn
Gardner was a graduate student studying writing. Some of our workshops
were mixed, undergraduates with graduates, and she and I met during
one. We quickly became friends, both of us sharing a love of fantastic
writing--and by "fantastic" I mean both high quality writing
and the speculative variety that causes the noses of many professors
to tip
suddenly
upward,
wrinkle,
and sniff at the air, as if you just tracked in something unsavory
on your shoe.
Lyn
has gone on to publish many short stories, two of which have earned
honorable mentions in The
Year's Best Fantasy and Horror. Her critiques are scalpel-sharp;
her advice can convey a semester's worth of craft knowledge
in a single, candid comment; and her praise can push me from my
ledges to prove to me that
there are
a pair of wings poking out of my shoulders--even if they are just
chicken wings.
After college, I received another stroke of good fortune. I had played
online text MUDs for a long time, and through one I befriended Brad
McQuaid, who went on to help usher in the massively multiplayer online
roleplaying game (MMORPG) craze as producer of the PC game EverQuest.
I landed a Web content writer job in 2000 at Sony Online Entertainment,
the company behind EverQuest, EverQuest II, Star
Wars Galaxies,
and
other
PC, Mac,
PS2, PSP,
and PS3 games. I worked my way to senior editor for SOE, and I loved
my time there.
I fell in love with my partner, Michael Kinara, in
San Diego;
we've been together six years. In 2006 I attended the Odyssey
Fantasy Writing Workshop directed by Jeanne Cavelos. I now
live in New York state, working as a writer.

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