October Update: 40 Days Since My Debut

What a month! On September 1st I became a novelist. Now we’re 40 days in and I’ve been incredibly pleased with how the book has been performing. Reviews have been great, interest has really been there, and a lot of people in my life I never expected to read The Human Countermove reached out to me after they finished it to express how much they enjoyed it.

Before release, I spoke to a bunch of self-published authors about a realistic sales goal for a year. 40 days in and I’m nearly three-quarters of the way to that goal. I even had to buy a second round of books the other day! All those Farmer’s Markets really added up, and being able to sell some of the anthologies I’ve contributed to was a great way to expand my product line and donate to my local writing chapter. Instead of one book, I’ve been selling five, everything listed on my Published Works page.

If you’re interested in a signed copy of The Human Countermove, I’ll be at the Utah Reader’s Fest on Saturday. Come by and help my debut novel hit its one year goal before the 50 day marker!

Project APHELION

My next project, codenamed APHELION, is nearly ready! I’m closing in on the end of the second draft, at which point I’ll be querying the book out to agents and getting feedback from beta readers. The book is a hard-science take on portal fantasy and an unpredictable road from beginning to end. I think fans of The Human Countermove will really enjoy how this one turns out. But for now we gotta keep the details scarce.

Editing APHELION has been so much easier than editing the second draft of The Human Countermove. Two and half years have really developed writing skill, and this time around I was able to make good choices right from the start. Most of my work on APHELION’s second draft is minor adjustments and expansions to the setting. The first draft ended at about 87k words, now it’s up to 92k and I’m only halfway there. If you’re interested in my progress, the chapter-by-chapter checklist is tracked on my Current Projects page.

Project PRINTHEAD

With one book published and the next one about to query, my third book is officially in the pipeline! It’s one I don’t dare share any of the details on yet, only that it’ll be a back-stabbing, twist-filled, madhouse of a story. The initial outline is written and as the second draft of APHELION wraps up, I’ll be working through outline #2. Lots of characters in this one, so it’s very important I know where I’m going from the beginning.

Wrapping Up

Thank you all for supporting my book, it has meant the world to see real copies go out into the wild and reviews come back on Amazon. More reviews of my book are in the pipeline for the next few months, and I may even be making a few appearances at some conventions as both a panelist and a vendor. Stick with me, I have a lot more planned for the future!

Bright Star and The Case for Spoilers

Last month my sister and I drove six hours across state lines to see a musical. The place was deep in the mountains, a little wood theater blocked in by pine on all sides, built in a town with a population in the hundreds. She had performed there in the past, so there was a little extra magic to the trip. We were seeing a musical called Bright Star. I had seen it before at a different theater, and didn’t care for it.

But this time was different.

The story clicked, the characters melted my heart, the songs were charming. It was a hit, even though it was all the same show. And it led me to a conclusion. Bright Star is a special kind of story, one that’s better on the second watch than the first. One that’s improved after the plot has already been spoiled.

Bright Star, written and composed by Steve Martin and Edie Brickell, based on a true story, tells the story of Alice Murphy, a North Carolina editor with a troubled past. The musical jumps between the past and present, showing Alice when she was a teen falling in love, then back to the present as a strict editor of a well respected journal.

I like to call Bright Star a story about a miracle. Things get darker and darker throughout the play, until at their darkest, the “moment” turns everything around. If you’ve ever dabbled in story structure, you can feel when a twist is coming. The entire plot building in a single direction. On my first viewing, I figured out the twist at intermission. In some ways, I think that damaged my experience. For most of the second half, I was stuck waiting for the twist to happen. Hoping they’d drop it soon so I could see the rest of the story. But the miracle was the story, and when the time finally came, it was a disappointment.

A year later, on my second viewing, I knew the score. There was no need for me to wait for the twist. After all, I already knew the ending. Instead, I could enjoy the story for what it was. Every scene could take its time, and the plot wasn’t forced to hurry.

The difference was subtle. In viewing 1, I experienced the story with the characters. The loss, the grief, the aching pain that stretched over decades. Even the ending, as joyful as it was, couldn’t completely take away what had come before.

In viewing 2, the story was almost non-linear, like I was an angel knowing that for all the bad that was coming, a greater good would follow.

After the show, my sister and I drove home down a single-lane road in a pitch black forest. Our heads were buzzing, talking about everything we loved about it. Maybe the forested, mountainous background helped set the stage. Maybe the decision of the villain to drink from his flask between every line of his ‘evil’ song elevated his character. Maybe the authenticity of the old toad-catcher was all we needed to live in the moment. 

But in my opinion. The reason it was so much better was that we knew what was coming from the very start.

Which begs the question: What other stories would be better spoiled?

I can think of a few where spoiling the story ruins it. Shows that are only good once. The Good Place season 1 comes to mind. A whole season builds to a single twist, and once you know what’s coming, the show loses its tensions and the drama feels more like a dance.

The mystery genre can go both ways, I think.

Columbo starts every episode by telling you exactly who the murderer is. It gives space for the audience to appreciate the journey, to notice all the clues that give the murderer away. The joy of the story isn’t uncovering the truth, it’s watching the intrigue, the game of chess between the murderer and the detective.

And Then There Were None by Agatha Christie is all about the suspense. Every second is a second spent wondering which of the survivors is killing the others. Once you’ve read it once, you know the answer, and your experience transforms, instead of searching for the killer, you watch their every move and witness their scheme come to fruition.

A story that’s best unspoiled is one where the destination is everything, where every twist along the way throws the audience’s expectations of the future in a completely new direction. Like a game between the writer and the viewer. The problem is, if all the little misdirects don’t mean anything, if they’re just there to confuse, the story becomes vapid. A second viewing becomes pointless.

So what makes a show worth watching even after it’s spoiled? One where the journey is what matters. Where the characters grow, change, and engage in believable, thoughtful intrigue that’s worth diving into again and again.

There’s an old tradition in storytelling, one that spans most of human history, from Homer’s The Iliad to Shakespeare’s Henry V. The invocation of the muses. The muses would call on the gods to give authority to the play, then warn the audience of the general plot and themes to come. Spoilers from the gods. It’s a trope I never really understood until now. But knowing what’s coming changes the audience’s experience. They don’t have to think so much about the future, so they can enjoy the little moments along the way.

Bright Star opens on a song from Alice, it’s upbeat, it’s sweet, it’s a little promise to the audience that they’ll hear a nice story. Now that I’ve seen the show twice, I wonder if the lyrics to that song could do with being a little more specific. An invocation to the gods might be a little much, but maybe by telling the audience a miracle is on the way, they might be in a better mindset to enjoy the show.

I can’t believe it, it’s already been one month since my novel The Human Countermove was released! If you’re interested in cerebral sci-fi with a human connection, check it out on Amazon!

Is My Cerebral Science Fiction Secretly a Romance?

I wrote a book about a strategy game grandmaster challenging the AI Minds of his society for the fate of the future. It’s got politics, subterfuge, high-minded strategy, and danger. But I think at the heart of it all is a story about connection. A romance. Which is odd, because I don’t write romance.

Spoilers ahead.

A friend of mine pointed this out to me while they were reading my book. In the first chapter, you’re introduced to my main character, Zouk Solinsen, an isolated guy in the back half of his career navigating a cold and disconnected world. We’re then introduced to a young woman named Jamie. A rival in the strategy gaming space, and his opponent in the first round. They’re about the same age, opposite genders, and their conversation has a light, almost flirty back-and-forth before the game.

But it’s a red herring.

The target of this book’s romance isn’t Jamie. One of the romances isn’t even human.

Every good story has a certain element of romance. Whether it’s a pair of characters who hate each other and eventually learn to understand each other, or a collection of disjointed and quirky individuals finding the joy of becoming a cohesive group, what makes a romance is the journey from ambivalence and hatred to appreciation and love. Oftentimes, you don’t even need the kissy-kissy.

There are two ‘romances’ in The Human Countermove. The first is conventional. A small, personal story about Zouk and his wife Kira, whose relationship is on the rocks. Zouk is an outgoing person with a strong skill for communication, while Kira prefers her privacy. For her, a nice day is one spent in her office running data analytics and drinking hot cocoa.

In the time since they got married, life got complicated. Zouk had his career ups and downs, while Kira built quiet, steady work in the government. Zouk wants Kira to change, he wants her to love crowds and events and to be with him for all of it. She tries her best, but it’s not who she is.

But when he needs her, she’s there. Not usually with a well-placed word, but with her most sincere self. When Zouk is trying to make sense of a broken political system, she’s willing to put in weeks of work to help him. And she seems to relish every minute of it.

It’s all this that reminds Zouk why he fell in love with her. He remembers her passion, her care, the way she’s fought to stay in love with him. It’s a Him problem. He’s been asking her to change, when he’s the one that needs to start reaching out. He meets her where she is, accepts her for who she is, and is able to start loving again. They’re able to be that supportive, loving couple they had been chasing from the start.

But there’s a second romance in this story. One at a much larger scale.

A romance between Zouk Solinsen and The Minds.

Zouk is playing a series of strategy games in order to join The Minds’ council. Impossible games that take everything he has in order to win. But winning doesn’t suddenly put Zouk into power, it puts him in a partnership. A shared power structure with The Minds. And anyone forming a partnership knows the only way to make things in a partnership work is to ‘love’ the other party.

There’s an on-again, off-again relationship between Zouk and The Minds throughout the book. Near the beginning, The Mind of Communications and Influence is casual with Zouk. They’re fast friends and get along better than you’d think. The possibility of Zouk winning all the games becomes real. Folks listen when he speaks. The general consensus seems to be that he will be the fourth member of the council.

Then the hard times come. Zouk breaks ties to an organization when he discovers their plot to overthrow the government. And the break-up isn’t easy. A controversial game, a mutiny in the military, riots, and a frame job implicate Zouk in everything.

There’s nothing less romantic than a deposition. One of his wins is thrown out and The Mind of Strategy and Warfare ends his hopes of joining the council on a painful defeat. Whatever partnership The Minds were considering is dead.

If this were a traditional sci-fi dystopian story, this is the part where Zouk leads a resistance and burns it all down. But I wrote a romance. And in a romance, the protagonist doesn’t give up.

Zouk and Kira’s rekindled relationship is a lesson in accepting people as they are. A lesson that leads to a realization. The world talks to The Minds in the same way they talk to politicians. High-minded intellectualism, hopes and ideals, persuasion. But that’s not how The Minds think, that’s not who they are. They’re more like Kira. Evaluating good and bad ideas through raw numbers.

Society has been pushed to their limit. Every aspect is measured and maximized. But by seeing the world through The Minds’ eyes, Zouk and Kira uncover the fatal flaw, the mistake in the calculations, the first fix to a better world. Zouk knows his chance to join the council is dead. But he makes his case anyway. He makes it because he wants a better world, because he thinks The Minds help get them there.

And that act of good will and understanding changes everything.

This is why I say this book is a romance. It’s not traditional, but it hits all the beats. The meet-cute, the impossible relationship, the break-up, and at last the heartfelt reunion. A story whose roots are built in love and empathy rather than rage and destruction. I had no idea I was doing it when I wrote it, and only realized what I had made when it was out in the wild.

Maybe this is just what happens to stories that set out with a theme of connection and understanding. You go in planning on making a sci-fi thriller and end with an AI and a human holding hands in the rain.

The Human Countermove is available for purchase on Amazon!

“The Night Hunt” Is a Book Structured Like an Action Game

Video games used to be a core of my media diet. One of my favorite genres of games was the action game. Dark Souls, God of War, Hollow Knight, a million more just like them. Whenever one got good reviews, I’d buy it on the spot. As soon as it was downloaded, I’d turn on whatever show I was watching on one monitor, and spin up the game on the other. I knew I wouldn’t need to give it my full attention because the narrative structure of action games is pretty much set in stone. Like walking in a pair of old, worn in shoes.

Reading The Night Hunt by Alexandra Christo gave me that same warm, familiar feeling.

The Action Game Structure

The protagonist of a story has to start out weakened. It’s not wise to give the player full access to the entire control set from the start, we need to start weak so we can get strong. In the Night Hunt, Atia is the last of her kind, and after a terrible mistake, she is cursed. Most of her power is ripped away, and mortality looms over her actions.

How can she get cured? Defeat a vampire, a banshee, and a god.

Games love the number three. Defeat the three undead lords. Ring the three bells. Find the three chalices. I think it’s because three is the perfect number to establish a pattern and let the audience get comfortable without becoming repetitive.

The story of The Night Hunt proceeds like an action game would. Atia and her ragtag band of characters travel to different parts of the world, journey through dangerous territory, and eventually face off against one of the three big bads. The bosses, if you will. With each victory, Atia gets a little of her power back. They do this in games too, best to let the player master one move at a time. That way when they face the final boss, they’re experts on the basics.

Spoilers ahead:

In the best action games, the final boss is rarely the real final boss. It’s sort of a rule of escalation. If you tell the player how things are gonna turn out at the very start, it’s boring. You have to overdeliver on your promises. It’s a bit of a cliche, action games start out with the protagonist beating up slime monsters, and end up killing god.

The Night Hunt escalates the exact same way. Atia has a very particular god in mind when she first sets out on her killing spree, a minor one. But when the time comes for the final fight, she doesn’t fight a minor god, she goes straight for the trinity of light, dark, and balance. You can almost hear the choir chanting latin phrases during the battle.

Characters

So the book is structured like an action game. For those of us who like an action game from time to time, it’s comfortable. From the beginning, you can pretty much anticipate the rate and rhythm of the story. But this isn’t a game, it’s a book. In games, the product is primarily about the tactile feel of the combat. You can give a player the worst dialog in the world, but if the controls are good and the bosses are challenging, they’ll still beat the game. Not so for books, in books, the action scenes have to serve a purpose in forwarding our character’s understanding of themselves, their relationships, or the plot.

There are two POVs in this story, Atia the fear monster, and Silas the Herald that dreams of being human. Despite all the action, what this book really is, is a romance. Two hurt monsters finding love and understanding in one another. Atia goes on a journey to understand the broken state of the world while Silas goes on a journey to discover his true self. Both stories weave nicely into each other by the end of the book, with a few good twists along the way.

This is where The Night Hunt escapes the accusations of being a videogame. The characters and their relationships actually matter. Who a person was, and who they’ve become shapes the outcome of the battles and the end to the story. In a game the cutscenes get skipped and the player hardly even notices. In a book, the action is nothing but a vehicle to get us to the next plot moment.

Is This True of All Stories of Violence?

When I think of the structure of The Night Hunt, I compare it to something like “Death’s Door”, which has a quite similar premise, I start to wonder. Is The Night Hunt accidentally crossing genres? Or have we stumbled across the ‘universal story’ of violent heroes?

Think of movies. Think of John Wick.

He starts off weak, and an unfortunate circumstance forced him to take action. He works his way through target after target, both him and his opponents escalating their skills with each interaction. And once he reaches the cause of the inciting incident, once he achieves his goal? He sets his sights even higher. Burning down not only the people who wronged him, but the entire system that allowed that bad thing to happen.

It’s a power fantasy. We start as a regular Joe, get wronged by some systemic flaw in society, then we build our skill and fix the entire system all at once. Who needs other people when one maverick can do everything solo?

But when I zoom out and look at all the stories like this, John Wick, Nobody, The Night Hunt, Dark Souls, Another Crab’s Treasure. All of them leave off with the same lesson in mind: Once it starts, there is no end to violence, except usurpation. A lot of stories like this end in a cycle. For all the action the hero did, they end up becoming the problem they set out to solve.

The Night Hunts ends on a happy note, but when Atia has the power of a god in her hands I can’t help but wonder, has she become everything she sought to destroy?

The first reviews of my debut novel The Human Countermove are in!

“A thrilling, intelligent and morally engaging novel that rewards both strategic thinking and emotional investment.” – Patricia Furstenberg, 5/5

“I was impressed with how well the author wrote about gaming so that it painted easy images, especially for someone like me who is not a gamer.” – Rosie Amber, 4/5

I Built my Book Around a Board Game

Board games are usually designed to be played by a group of people. The mechanics are built so that each person has high agency over their own moves and can pursue their own strategy to win. When someone takes ten minutes to make a move, it’s because the player has so many considerations, there’s a real need to think. 

If a person can barely track their own moves in a game, how could a reader track an entire game inside a book?

Despite being well aware of the challenges, I put a board game in my first book. In fact, I built the story around it.

LINE. Leadership in Near Emulation. I designed it from scratch. I was able to design a game that was compelling to read about and one that was fun to watch. From the moment I started, I gave myself one important instruction: Keep it simple.

If I ask a reader to track a hand of cards, or all the powerups affecting one of my protagonist’s heroes, I’ll lose them. The only people who understand all the subtleties of a game of Settlers of Catan are the people who played it, and even then, no one knows the entire story. Too many mechanics, too many unknowns, too many surprises. For a reader, an environment like this is hard to track and it doesn’t feel fair to the protagonist.

In LINE, there are only two pieces. Squadrons and walls. The squadrons move from tile to tile and fire on the enemy, while the walls do exactly what walls always do. Simple. At a glance, a casual viewer can glean the entire status of the game. “The enemy army flooded across the map”, or “Every squadron was hunkered down, hiding inside the base and waiting for the ambush.”

Like any good action scene, I avoided over-choreographing the movements on the board. We don’t need to know every intricate detail, we just need to get a feel for the moment, and the challenges facing the protagonist.

On a real board, an attack would translate to a bunch of dice being rolled or a computer running dozens of Random Number rolls. But a reader doesn’t need to know any of that, they just need to know the outcome and what it means for our hero. “The enemy’s walls crumbled under weapons fire. Finally, our battle of attrition was coming to an end.”

As in most board games, some turns completely transform the game, or even hand the victory to one player or the other. But other turns are quiet, an incremental step forward, a plodding move building up to the battle’s climax. When turns like this arise, I use the timeskip. Just like we don’t need to see every piece, we don’t need to see every moment. What I’m really giving the reader isn’t the livestream of the game, it’s a recap with live commentary from the protagonist. All the exciting bits, all the cerebral moments, none of the fluff.

“On Turn 8, a few walls repelled enemy aggression. By turn 24, I had completed ‘The Fallen Star” and set to work preparing an attack.”

But what really defines competition isn’t what happens on the board, it’s who our protagonist is facing. The adversary.

A board game in a book can be exciting on its own. But after a game or two, it gets stale. The audience has seen everything the mechanics have to offer. What really makes a game, or any sport exciting, is the human element.

Every player has their own flavor, their own approach to playing that gives the game a fresh feel. That feeling is informed by the player’s motivations, their intent, and their background. From the way the opponent moves a piece, we can derive how much experience they have with the game. From the way they rock in their chair, we can sense mental distress. It’s these reactions that help us contextualize the game’s importance without having to say it out loud.

Even the protagonist shows these attributes. When they make a mistake, sometimes it’s a ‘clench your fists’ moment, and sometimes it’s a ‘rip your hair out and scold yourself for throwing everything away’ blunder. Since we’re in their head, we know the reason behind their reaction. The whole book has been building to a single game, and now it’s all over because our hero got distracted by a bird for half a second.

But not everything in the story can be a board game. The game may be the most important thing in the protagonist’s life, they still need a reason to play it. The more drama around the game, the better. The harder the opponent, the better.

For my book, I chose the hardest opponents possible. AI Minds. With each game, it’s not just a difficult match, it’s an impossible one. In games like this, the buildup is as exciting as the game. How can Zouk win? What strategy could he possibly use to beat something that plays more games in a week than he does in a lifetime?

The prep matters. It’s like scaling a mountain. If someone casually scales the whole thing on the first try, how difficult was it in the first place? But if we see that person map out their entire approach, do practice runs, and scrape grass from the cracks. We get a much better understanding of the difficulty at hand. If the climber has been practicing jumping from one rock  to the other for months, we’ll be thinking about that challenge the whole way up the wall.

After writing a couple LINE games into my story, I still felt the stakes could be bigger. If these games really are determining the future of Ion, they should be played in a stadium. Even better, they should be played with real people on the field. Every game matters to the protagonist, but a few field games are a great way to turn the dial all the way to MAX.

Zouk’s coach helps him work on strategy, finding the right approach and memorizing hundreds of moves. But more importantly, building the game up in the reader’s head. When Zouk thinks he’s found a blindspot in The Mind of Strategy and Warfare’s Algorithm, he spends the entire game getting his units into that blindspot. The tension builds. We may not know all the little nuances of Zouk’s play, we may be skipping five or six turns ahead at a time, but we know what’s coming. We know everything depends on one moment. Will War notice their blindspot, or will Zouk pull off a historic victory?

The Human Countermove is now available for purchase!

The Chess Players that Inspired my Novel

I didn’t realize it when I was writing it, but my sci-fi novel is a sports book. There’s a bunch of politics and AI to keep things interesting. But narratively, the book is closer to Moneyball than it is to Star Trek. It’s a funny realization, but an important one. The characters in a story should feel authentic, pieces of them should be drawn from real life, from the emotions and nuances of competition.

In the last few years, I’ve been a casual viewer of a lot of Chess content. Game recaps, lectures, tournaments, all the popular stuff. Along the way, I found a few players and personalities that drew my attention and inspired me to write.

Here are a few of the most significant.

Hikaru Nakamura

A story of achievement is great. A person from one particular background rising above their peers and climbing all to the peak of performance is cool, but it usually doesn’t inspire me. I think it’s because it feels inevitable. If we create a competition with 250 players, somebody’s gotta be the best, right?

For me, the story that draws me in isn’t one of instant success, it’s the story of failure, and the strength to rise again.

In 2015, Hikaru Nakamura was the second best player in Chess. In 2019, he had dropped down to 21st. It may seem small, but that gap was enormous and the product of 3 years of decline.

It’s a mental game. Getting so close to the top, it’s easy to coast. A person can lose their motivation, their drive for competing. Life gets complicated, new priorities arise, old priorities sink. You can even forget why you started in the first place. After 3 years of decline, it can feel inevitable, like the natural lifespan of a career coming to an end. Why bother getting back into shape when the game is already over?

But Hikaru Nakamura didn’t give up. He started streaming. He built a better relationship with the game, and eventually, he found a new reason to compete.

Today, Hikaru Nakamura is back at #2, and his chances of winning the Candidates Tournament are higher than they ever were a decade ago.

I think I find a comeback story so inspiring for two reasons. One, they’re rare. Two, they teach us life doesn’t always turn out the same way for everyone. We can turn things around, rewrite our fate, outperform even our own preconceptions.

In my novel:

Zouk Solinsen is a washed-up strategy game grandmaster. He forgot what made him love the game, he got caught up in other things, teaching students and paying the bills, and he lost his self confidence.

But unique times and unique challenges give Zouk a second chance. A chance to love the game again, a chance to sharpen his strengths and become better than ever. There’s nothing better than a comeback story.

Yasser Seirawan and Garry Kasparov

Back when I was studying chess (I’m not very good), I looked up a lot of lectures on Youtube. My favorites are from Yasser Seirawan. The man approaches teaching with a childlike wonder for the game, an excitement to share his knowledge with anyone who wants to learn.

Yasser Seirawan has been an extraordinary player in the chess scene for 30 years. He was the second for Victor Korchnoi in 1981, meaning he was the chief advisor for the challenger for the world champion title, and all of that before Garry Kasparov was even on the scene.

He’s a player that has faced generations of players. He has seen the absolute best that Chess has to offer and shares it with his students. When he describes how the game transformed with the advent of computers, it isn’t theory, he witnessed it. What better mentor could there be?

And then there’s Garry Kasparov.

In my previous post I discussed at length the significance of Kasparov vs Deep Blue in inspiring my story, now I want to briefly discuss another of the man’s aspects. Politics.

In 1984, just after Kasparov had won two consecutive games against the world champion, FIDE abruptly ended the match, citing ‘player health’. They cheated Garry Kasparov out of a world championship title, and he didn’t take it lying down. The thing is, Kasparov defeating Karpov wasn’t just about Chess. It was about the future of the Soviet Union, and the game was being watched by the whole world.

Since then, the man has led protests, been arrested, and even been forced out of Russia. Every day he shows the boldness and courage most of us wish we had.

In my novel:

Yolniv is Zouk’s mentor. In the face of nearly unbeatable opponents, his decades of experience as both a player and teacher help Zouk discover the right strategies and refine them to a point. He never fears sharing his mind, and as the plot heats up, ancient history comes back to bite him.

Danny Rensch

For a post about famous chess players, Danny Rensch might be a surprise. He’s an International Masters player, sure, but he’s primarily known as the Chief Chess Officer at Chess.com.

And there’s a very particular reason he’s on my list.

Danny Rensch dances on a very thin tight-wire. Every day, the man is both the face of his company, and a key decision maker behind the scenes.

To some extent, all the biggest leaders today have to walk this tight-wire. They show confidence at the investor meetings, then go to their offices and make the hard choices. It’s a funny duality, but I find it more pronounced in Danny Rensch.

When Chess.com hosts a major tournament, he’s there. Casting games, plugging products, hosting the livestream. He’s an entertainer for hours on end. Most entertainers spend their whole career developing the skill to keep people engaged, Danny only gets to do that for half the time.

For the other half, he has to deal with the ugly side of the business. When there’s a controversy in the chess scene, he’s in the room deciding how to handle it. When there’s a clash between two players, he’s mediating the reconciliation. When a tournament needs bigger names and better sponsors, it’s all on him.

He plays both entertainer and decisionmaker. He’s done it for years, and it’s really extraordinary to watch.

In My Book:

The Mind of Communication and Influence (AKA Influence), is the voice of the Minds to the general population. Day to day, Influence is a news man, a face on tv reporting to the people of Iom. But he’s also one of the three Minds. The weight of the executive rests on his shoulders. It’s easy to get the wrong impression of Influence. Either he seems shallow and entertaining, or duplicitous in the separation between his speech and his action. But there’s more than meets the eye to Influence.

Final Thoughts

There are plenty more characters in my novel, some undeniably inspired by other chess players and competitors more broadly. A Magnus Carlsen-based is definitely hiding in my book somewhere. Anna Cramling might be too.

With competition comes real people. Success for one means failure for another. Everyone who competes does so sincerely, and it’s rare to get that kind of truth from a person these days. Virtues and flaws are put on display because anything less than giving it your all dooms you to defeat, and all that honesty makes for a great character.

The Human Countermove is now available for purchase! Click the image to be taken to the amazon page.

Postscript: Although certain figures in The Human Countermove draw inspiration from real chess players, the story is a work of fiction. The characters and their choices are not reflections or critiques of any actual individuals.

The Historic Strategy Games That Built My Book

For thirty years, strategy game players have been reckoning with the harsh reality that a computer might be able to play a game better than them. Beginning in 1997 with Kasparov vs Deep Blue and ending with Lee Se-Dol vs AlphaGo, AI inched ahead of human performance year by year, culminating in their total victory.

I love that tension, the open question that floats in the air with every game, ‘Can humanity win?’. Every victory and every defeat carried enormous weight. It’s the heart of my novel, The Human Countermove, strategy games and the fight against a mentally superior enemy.

The challenge with writing a strategy book is creating strategies that feel authentic and clever. The kind of ideas that are convincingly grandmaster in skill, but understandable to the general public. In order to achieve that, I had to learn from the best.

Kasparov vs Deep Blue (1997)

This game is the seed at the center of my book. The tipping point for humanity, the moment we realized computers could out-think people. In 1996, Kasparov won 4-2.

In 1997, they had a rematch, Deep Blue won 3.5-2.5.

Those two matches record the exact year engineering overtook training.

My favorite moment from the 1997 match comes in game 2, when Kasparov accused the Deep Blue team of cheating by having a Grandmaster help with a move. Even a computer can get illegal assistance from time-to-time it seems.

But the conflict of the moment is what really captures me. On the one hand, we want to believe a person is capable of outperforming a computer. On the other, what an incredible feat it is to reproduce the mind of a genius with a bit of code and training. Caught in between, the audience cheers both sides, athletic feat against human ingenuity.

Kasparov has a list of mistakes he says he regrets about that match. Moments he could have snatched a draw from a defeat, a victory from a stalemate. The thing is, if he had won, all it would have done is stall the inevitable. Instead of discussing the 1997 Kasparov vs Deep Blue match, we’d be discussing the 1998 Kasparov vs Deep Blue match.

It’s all of this I try to capture in my book. The tension, the conflict, the regret, and the determination to beat the unbeatable.

Now when Chess Engines and AI models face off against one another, they are a tier beyond our best players. A mentor for grandmasters like Magnus Carlsen, and something beyond the rest of our comprehension.

The Opera Game (1858)

This is a lighter game. The Opera game was played by Paul Morphy and The Duke of Brunswick over a century ago. It’s one I draw inspiration from in my novel not as a strategic tool, but as a piece of chess culture. The Opera Game represents the beginning of a chess student’s education, one of the very first games a novice will be introduced to.

Paul Morphy makes strong, understandable decisions against a much weaker opponent, rapidly gains the advantage, and wins in style. But it’s not just a game, it’s a story. The best in the world dragged into the Duke’s box to play a chess game in the middle of an opera. For beginners, it weaves a romance around chess, and attaches a narrative to one of their first lessons.

In my book, the protagonist Zouk does a lot of teaching on the side, as many professional players find themselves doing. When an opportunity to lecture to a big audience comes around and he realizes the inexperience of his listeners, he abandons the esoteric analysis had prepared, and leans on a tried and true classic with a fun story, The Highway Game.

Go: Lee Se-Dol vs AlphaGo (2017)

Lee Se-Dol vs AlphaGo ended in a 1-4 result. For those of us that had been tracking the development of computers since Deep Blue’s game against Kasparov, seeing AlphaGo take its victory wasn’t a surprise. Go is much more computationally difficult than chess, but Moore’s Law is a powerful force.

But did you notice the scoreboard? Lee Se-Dol won the fourth game. That was an upset.

Against Google’s best engineers and decades of neural networking and algorithmic design, a human being managed to snatch victory, and it all came from a single move. Move 78.

That move has been gone over, analyzed, and studied for years. It’s believed Move 78 pushed the game into a uniquely complicated position, a position AlphaGo couldn’t calculate. A blind spot in the computer’s play that drew out blunder after blunder.

Lee Se-Dol was like a grandmaster Quality Assurance tester, noticing where AlphaGo was weak and pushing it further and further down that path until its behavior was sub-par. Basically, Lee Se-Dol found a bug.

Even when it seemed impossible, a person beat the unbeatable.

The Hippo and Various Anti-AI Strategies

Since Kasparov vs Deep Blue, a thousand Chess engines have burst onto the scene. Anyone willing to run a bit of code on their computer and risk getting banned can play like a grandmaster. To beat such unsavory characters, grandmasters have had to develop a special set of tools. First and foremost is time.

Consider two games. One gives each player an hour to make all their turns, the other gives each player a minute to make their turns. The first game is deeply thought out, with strong moves that remove all chances of counterplay. The second is superficial, moves borne more from training than thought.

In tight time controls, using a chess engine becomes a liability. The grandmaster can play from their subconscious, but the cheater is stuck waiting for the ‘perfect answer’ from the machine.

Thus we meet The Hippo. The Hippo slows the game down to a crawl. Pieces only move forward a square or two, then build a near-impenetrable fortress. As the opponent approaches, the grandmaster makes every effort to close down the position, keeping the number of moving pieces to a minimum.

With each move, the cheater loses a little more time, and the walls close tighter around them.

As their time dwindles, the cheater is forced to throw in a few of their own moves. These usually turn out to be of a significantly lower quality than what a chess engine can put out. Once the grandmaster has stripped the cheater of their chess engine, they unravel all the complexity of The Hippo and go in for the kill.

Once again, complexity and time as weapons to beat an overthinking machine.

The Battle of Cannae and Real-Time Strategy Games

I love real-time strategy games. The feeling of making a plan, facing the hard truths of reality, making adjustments, and turning the battle in your favor is exhilarating. And they’re so different from a game like Chess or Go. In Chess and Go, the entire shape of the board is transformed in a single move. 

In Real-Time Strategy games like Starcraft, you’re making a new move every second, and it’s only when you add all those little decisions up that you end up with a result.

And in games like that, there’s one particular battle result that everyone is chasing.

During the Second Punic Wars, Hannibal faced a much larger Roman force and turned the battle completely in his favor. The trick? Draw the enemy in, encircle them completely, then tighten the trap.

The game in my book, LINE, isn’t like Chess or Go. It’s a little more practical in nature. In theory, the game is playable on a field, not that most people would enjoy the feeling of being shot by a rubber bag. Because of the practical realities of squadrons facing off against one another, tactics like Chess’ fork and pin don’t translate.

But what does translate, is the greatest military trap of all time. Let the enemy over-extend themselves, wait for the right moment, and strike.

Final Words

There are plenty of other strategy games I no doubt pulled inspiration from. Things like the Total War games, Role Playing Games, X-COM, but Chess was my guiding star. It’s funny, once you open your mind to a question like, ‘how does a person beat an AI in strategy?’, you realize how many other people already pondered the same question. 

AIs have been kicking Mankind’s collective butt for thirty years. It’s nearly impossible to imagine a person turning it around on them. But nearly impossible is still possible, it only takes the right person and the right techniques to turn things around. Even when the robot brains out-think us on every front, we can still squeak out a victory every now and then. Especially when we’re learning from everything that’s available.

In The Human Countermove, my protagonist Zouk Solinsen is the right person with the right techniques. The skills to outsmart computational genius.

My debut novel, THE HUMAN COUNTERMOVE is now available for purchase!

My Debut Novel “The Human Countermove” Is Now Available!

I’m gonna keep this update brief.

After three years my debut novel is now available to purchase on Amazon! It’s a cerebral, near-future sci-fi built from my love of strategy games like Chess. In the next few days I will be releasing a post discussing all the different strategies and games I built my book from, but today it’s all about the celebration!

Thank you to all my readers, my family, and my friends. Becoming a novelist took a lot longer than I expected, but I’ve enjoyed every little project along the way. The terrible practice novel, the staged reading of my play, the years developing ed-tech stories for students, each project was a step on my journey here.

Don’t worry, I have no intention of stopping. My next project (Project APHELION) is already about 10% of the way through its second draft, so hopefully it won’t be too long before we’re back here again with another exciting story.

As I schedule appearances at book signings, farmer’s markets, and reader events, I will post them here.

Thank you again, and happy reading.

– Logan Sidwell

The Human Countermove is now available for purchase! https://www.amazon.com/dp/B0FM9R7T5F

In a nation ruled by AI Minds, productivity is everything—even play.

Once a legend in the world of strategy games, Zouk Solinsen is now just another burnout in a society obsessed with efficiency. But when the Minds announce a high-stakes tournament—with a seat on the ruling council as the prize—Zouk is drawn back into the fray, determined to reshape the future.

With help from the enigmatic Torrez Institute, Zouk racks up early victories against the Minds. But when Maya Torrez reveals the cost of her support—a violent coup against the Minds—he rejects it and strikes out alone.

Now, with no allies, dwindling resources, and a nation on the brink, Zouk faces the biggest game of his life—and a final, impossible choice: reform the system from within, or burn it all down.