It looks like it’s been slower around here than it actually has been, in terms of books: I’ve just been reading some big ones, is all. I’ll put ’em beneath the cut, to save space.
Browse: Home » John Crowley
“Prodigal” was reprinted in The Year’s Best Science Fiction: Thirty-Fourth Annual Collection edited by Gardner Dozois (St. Martin’s Griffin, July 2017).
“Focus” was recently published in Analog Science Fiction and Fact (May/June 2017).
Buy it on newsstands or get a subscription from one of the sites listed here.
“Prodigal” was reprinted in The Best Science Fiction of the Year, edited by Neil Clarke. (Night Shade Books, April 2017).
Buy it from one of the places listed here.
“Prodigal” (Czech translation by Ľudovít Plata) appeared in XB-1 (06.2017).
Il paese della giovinezza. (Future Fiction: 25 March 2017). Digital collection of short stories in Italian translation. (Edited by Francesco Verso, translated to Italian by Fabiano Fiore, cover art by Chiara Topo.)
“Prodigal” appeared in Chinese translation in Science Fiction World (03.2017).
“Prodigal” in Analog Science Fiction and Fact, December 2016.
“The Incursus, by Asimov-NN#71” at Big Echo, Summer 2016.
“ἱερὸς γάμος [Hieros Gamos]” in Cthulhusattva: Tales of the Black Gnosis. Martian Migraine Press. 23 May 2016.
“The Bernoulli War” reprinted in Forever. Issue 14, March 2016.
“Beyond Mere Lotophagi.” (A Scenario Generator for Lamentations of the Flame Princess and Other FRPG Games.) Green Devil Face #6. (March 2016)
Available in Print from the LotFP webshop. Now out of print, sorry!
“The Spurned Bride’s Tears, Centuries Old, In the Rain” in Lontar 5, ed. Jason Erik Lundberg. (2015).
“The Return of Sarnath” in Cthulhu Fhtagn!, ed. Ross Lockhart. (2015).
My ongoing series Blogging Ezra Pound's The Cantos.
My ongoing (but only occasionally updated) series on SF in South Korea.
A length discussion of music and the arts, and what we've let corporations do to our culture: What We Talk About When We Talk About Music
Talent Night: a short series on my first RPG game in fifteen years, examining a scenario I designed for Dread, gameplay, lessons learned, and even a free copy of the scenario.