David Barr Kirtley

Science fiction author and podcaster

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Best Doom Deathmatch Map Wad Ever

July 30, 2010 by David Barr Kirtley 3 Comments

I don’t know how many people still play Doom 2, but here’s the best Doom deathmatch map ever made.

kprisn36.wad

Yeah, I probably should have posted this back in 1996, but better late than never, right?

So what makes it so great? Well, for one thing this has got to be one of the most thoroughly playtested levels in the history of video games. This map is basically what my friends and I did instead of high school. We played this map constantly as I was building it, and over months and months the level evolved to foster ever more elaborate wheels-within-wheels of strategy. Over a decade later friends of mine who’ve already spent hundreds of hours playing this map are still playing it.

So it’s a prison, right, and there are all sorts of buttons you can push that will open and close certain doors and seal off certain areas and activate certain traps. The basic layout is a ring, and if you’re in a stronger position you can create a block in the ring and then circle around the other way. Alternatively, if you’re in the weaker position you can shut a door and buy yourself some time as your opponent has to circle the ring. If you find yourself trapped in one of the cells, you can either hide and lie in wait for your opponent, or if you’ve got a rocket launcher you may decide a strategic suicide is your best option. The level discourages camping, as if you do your opponent will begin locking you away from all the best weapons. And to really excel you’ve got to learn all the ways into and out of the secret passage/torture chamber.

To play it you’ll need a copy of Doom 2 installed. Then copy the kprisn36.wad file into your Doom directory and type: doom2 -file kprisn36.wad

And make sure you’re using “old deathmatch” rules, otherwise all the strategy just goes right out the window.

ETA: Big thanks to AXDOOMER for posting video of this map in action.

Filed Under: video games

Interpolating Exposition into Dialogue Using Dashes

July 28, 2010 by David Barr Kirtley 1 Comment

Here’s a paragraph from my new story. Can anyone give me a definitive citation for how the dashes and quotation marks around “she held up her massive hands” ought to be formatted here? As far as I can tell there is absolutely zero agreement about this among published novels I’ve read.

“So that’s Abraxas. And he could be showing up here at any minute, and I’ll have to fight him. Now”–she held up her massive hands–“these hands are formidable things, but nevertheless, given the circumstances, I really wouldn’t mind having a weapon, you know what I mean? You getting the picture?”

I thought that the way I have it here was standard, even though I hate the way it looks and I’d do it differently if I could, but then I just noticed that the copy editor changed it on one of my other stories to something that seems to me even more random, so now I’m totally confused.

Filed Under: Uncategorized

The Wishing Well by Travis Hanson

July 26, 2010 by David Barr Kirtley Leave a Comment

Love this. Here’s one of the most charming pieces of art I’ve come across recently: The Wishing Well by Travis Hanson. He’s got a clean, comic book style reminiscent of Bill Watterson, and the premise of this piece is delightful and inspired: Coins dropped into a wishing well end up in a dragon’s hoard.

Filed Under: Uncategorized

Vonnegut on Writing and the Inception Trailer

July 26, 2010 by David Barr Kirtley Leave a Comment

Here’s the awesome trailer for the new film Inception, which I hear is quite good. I haven’t gotten a chance to see it yet, since I’ve been busy with Alpha.



It seems to me that the emotional center of this trailer is the part where Leonardo DiCaprio says fervently, “I think I found a way home, and this last job … that’s how I get there.” Without that, the trailer would just be a lot of guns and exposition and gravity-defying stunts — which is all cool, but it’s that emotion that really makes the whole thing click. I’m reminded of one of Kurt Vonnegut’s rules of writing, which is, “Every character should want something, even if it is only a glass of water.” I almost talked about that rule in my lecture at Alpha, but in the end I left it out because I had too much material already and that rule wasn’t really relevant to the topic under discussion, but now I sort of wish I’d mentioned it and showed the Inception trailer and said, “See? See how much more powerful that one line makes it? Characters who want something are compelling.”

Filed Under: trailers

Sketch from My Reading at Confluence

July 26, 2010 by David Barr Kirtley Leave a Comment

Here’s a cool sketch of me reading my short story “The Ontological Factor” at Confluence, done by a very talented member of the audience. Usually I only get to see sketches of myself when I’m the defendant (those charges are bullshit, by the way), so this was a nice change of pace.

Sketch of David Barr Kirtley

Filed Under: Uncategorized

“Manumission” by Tobias S. Buckell in Lightspeed Magazine

July 18, 2010 by David Barr Kirtley Leave a Comment

The latest fictional offering from Lightspeed magazine is “Manumission” by Tobias S. Buckell, an origin story for his character Pepper, who also appears in the novels Crystal Rain, Ragamuffin, and Sly Mongoose.

Filed Under: Uncategorized

Pixel Art

July 11, 2010 by David Barr Kirtley Leave a Comment

More old stuff. Here are some art assets from a few different games I fooled around on. Oh giant pixels, how I’ve missed you.

Filed Under: Uncategorized

Caerion PASCAL Game

July 11, 2010 by David Barr Kirtley Leave a Comment

Hey, no way! Wow, there’s lot of great stuff on this old CD. For example, I found a copy of my old game “Caerion,” which I programmed in PASCAL back in high school. I thought it lost forever. I even got it running on my MacBook using a free DOS emulator called Boxer:


I had big plans for this game (hence the overly-optimistic designation of map “6”), but not long after this version was created I ran up against a memory limit in my PASCAL compiler, and I decided to move on to other programming languages. So the game’s only got two maps. This makes the Gauntlet-style single player/co-op mode (“Quest”) a bit pointless (and the monsters move way too fast in my emulator), but the Doom-style multiplayer deathmatch mode (“Duel”) is still pretty fun, and my friends and I actually spent a fair amount of time playing it. And it’s available now as FREE download! If nothing else you should witness the devastating power of the “Firedeath” spell; I’m still pretty proud of that one.

CAERION.EXE

HOW TO PLAY: Press S to summon the blue player. Use W, A, D, and X to move. Some doors can only be opened with the appropriate key. Pick up melee weapons and spells. Press Z to switch between melee weapons. If two players bump into each other, both take damage depending on the other’s melee weapon. Press Q and E to rotate the white arrow that aims the direction of your spells. Press S to cast a spell. Press C to switch between spells. Players can’t cast spells if an opponent is standing in an adjacent square. If you die, press S to respawn. The controls for the other players are the same, except using the G, L, and 5 keys in place of S. (If your keyboard doesn’t have a Tic-Tac-Toe style number pad, the gray player is going to be basically unplayable.)

Filed Under: video games

Dave and Hobbes Lying on the Couch

July 11, 2010 by David Barr Kirtley Leave a Comment

I’m going through some old discs looking for early stories, and I came across this photo of me and Hobbes. I think I’m about twenty here:


So I copied the pic over to my new laptop, where it just happened to end up in a folder near this photo from last year:


Plus ca change…

Filed Under: photos

Stupid Adventure Game Puzzles – King’s Quest III

July 10, 2010 by David Barr Kirtley 1 Comment

So someone just asked me why I had griped about the stupid puzzles in King’s Quest II, King’s Quest IV, and King’s Quest V, but not in King’s Quest III. The answer basically is that there aren’t any rage-inducingly stupid puzzles in King’s Quest III, at least that I can think of. King’s Quest III is actually one of my favorite games of all time. You play as a teenage boy enslaved to an evil wizard. You have to sneak around his house and secretly learn magic, gathering spell ingredients and covering your tracks, and eventually defeat the wizard. But then it turns out that there’s a whole other part of the game that happens after that that ties in really nicely with the previous games. Wonderful stuff.

Since I had a request though, I’ll mention my least favorite puzzles in the game. These aren’t horrible, like some of the others, but they’re pretty “Meh.”

Early in the game you encounter this cave with a giant spiderweb woven over it:

King's Quest III screenshot spider cave

If you approach the cave, you get stuck in the web, and then a giant spider descends and devours you. You’ll probably waste a lot of time trying to think up clever ways to defeat a giant spider. Then at one point you mix up a spell called “Transforming into an eagle or a fly,” and if you transform into an eagle, you’ll snatch up the spider in your beak, carry him out to sea, and dump him in the ocean. That’s okay, I guess, but it’s just sort of a random, trial-and-error thing, unless there’s some fairy tale tradition I don’t know about involving eagles owning giant spiders.

Incidentally, after the spider is defeated, you enter the cave, where you find a robed oracle who tells your future. As a kid I always used to wonder about this guy. I mean, he’s in this featureless one-room cave, and the only entrance has been blocked up until now by a spiderweb. How does he get groceries? How does he go to the bathroom? Anyone else ever wonder about that?

Anyway…

Then later in the game you have to cross a snowy mountain range inhabited by the abominable snowman:

King's Quest III screenshot abominable snowman yeti

So you have to use that same spell and transform into a fly, and then fly past the abominable snowman, who’s not coordinated enough to swat you. So again … meh. It could work, I guess, but it’s not particularly clever or anything. It actually never occurred to me before that both those lame puzzles involve the same spell. Maybe they should’ve just ditched that spell and come up with some better way to defeat those two monsters.

The abominable snowman puzzle is also notable in that the exact same situation recurs in King’s Quest V, with a much, much stupider solution. So as far as I’m concerned they’re zero for two when it comes to yeti puzzles. Anyone out there have a clever solution for how to defeat a yeti?

If you’ve never played King’s Quest III, you really should. There’s a fan-made remake of it by Infamous Adventures, which features updated graphics, a point-and-click interface, and voice acting. I enjoyed the remake, though I did get stuck in it. As I recall I used a spoon to scoop up some mud, which I needed for a spell, but then I also needed that same spoon to measure out a spoonful of some ingredient for a different spell, and I couldn’t do it because the spoon was already full of mud. Maybe there’s some way to clean the spoon or something, but I just gave up at that point, so watch out for that one.

Update: Looks like there’s also a remake from Anonymous Game Developers called King’s Quest III: To Heir is Human Redux. I haven’t played it, but it looks pretty cool.

Filed Under: nostalgia

Mister Hadj’s Sunset Ride by Saladin Ahmed

July 10, 2010 by David Barr Kirtley Leave a Comment

If you missed last week’s NYRSF reading, you can still check out “Mister Hadj’s Sunset Ride,” the story that Saladin Ahmed performed. It’s a short, engaging “weird western” involving a Muslim hero and a zombie outlaw, and it features just a terrifically well-done voice. It’s currently up on Beneath Ceaseless Skies in both text and audio format.

Filed Under: Uncategorized

Monkey Island 2 Special Edition for the Mac?

July 8, 2010 by David Barr Kirtley Leave a Comment

So the Monkey Island 2: Special Edition came out yesterday … but NOT FOR THE MAC. WTF, LucasArts? It’s been widely reported online that the game would be on the Mac, but so far nothing, and LucasArts has given no indication whatsoever on when or if the Mac version is coming. I can only describe their behavior on this as ass-clownish in the extreme.

The game is currently available for the iPhone, so I got that. (I half suspect they’re delaying the Mac release to exploit all the Mac users like me who will, out of desperation, buy the iPhone version and then later the Mac version too, and if this is the case then I DO NOT APPRECIATE IT AT ALL.)

Anyway, I’ve been playing the iPhone version. One of the big draws of the Special Edition is the new high definition art — which serves no purpose whatsoever on the iPhone, as the screen is way too small to appreciate the level of detail. Since there’s no mouse, you play the game by touching the screen. This works okay for the most part, but is often INSANELY frustrating. Even though I know exactly what I’m supposed to do, it often takes me upwards of 15 tries to get it to work using the touchscreen. (I played for about half an hour without talking to Wally the cartographer because I just could not get this simple command to work at all.) I can’t imagine anyone wanting to play this game for the first time on the iPhone.

Though it is nice to be able to play Monkey Island at the beach, as I did yesterday. They have an iPad version too, and I can imagine that being pretty cool, though I don’t have an iPad, so who knows?

Yeah, so anyway, playing Monkey Island on the iPhone is basically like listening to someone belch the Star-Spangled Banner. It’s amazing that it works at all, but it’s not like it’s a good rendition or anything.

WHERE IS THE HELL IS THE MAC VERSION?

ETA: Listen to my December 2010 interview with Monkey Island creator Ron Gilbert.

Filed Under: Uncategorized

New Alpha Workshop Website

July 8, 2010 by David Barr Kirtley Leave a Comment

Hey, looks like the Alpha workshop has a brand new website. How about that. It’s always nice when stuff like that just happens without me having to do anything. Thanks to former student Sarah Brand for setting this up. And here’s the new logo, designed by former student Gillian Conahan:

alpha science fiction writers workshop logo

One feature of the new site is a list of alumni publications & awards. Here are the ones that are free to read online:

Elena Gleason, 2005 & 2006
“Erased,” Fantasy Magazine, April 2008
“Whisper’s Voice,” Fantasy Magazine, April 2010

Shivaun Hoad, 2006
“The Fairy’s Challenge,” Cicada, March/April 2009

Richard Larson
“Last Call,” Eclectica Magazine Vol. 13 No. 3, July 2009
“Up in the Air,” Strange Horizons, November 2008
“Notice,” Vibrant Gray #2, February 2008
“Night and Day,” Pindeldyboz, September 2007

Rachel Sobel, 2008 & 2009
“The Loyalty of Birds,” Clarkesworld Magazine

Emily Tersoff
“The White Part of the Apple,” Fantasy Magazine, September 2009

Jeannette Westwood, 2005 & 2006
“The Banyan Tree,” Fantasy Magazine, October 2008

Filed Under: Uncategorized

Hated Tropes and Pushing the Envelope

July 8, 2010 by David Barr Kirtley Leave a Comment

Here are two paragraphs I posted over at Torque Control that I figured were worth cross-posting here:

Joe Sherry writes: “I don’t care how good the story is or who wrote it, I’m shutting down the moment I see catmen. I freaking hate catmen.”

I reply: “Hi Joe. I often meet people who detest a particular fantasy notion, whether it’s elves or zombies or unicorns or time travel or talking cats or whatever. And of course all too often I meet people who hate any fantasy notion whatsoever. So it goes. Personally I love all fantasy notions with heedless abandon, even the cheesiest of them … perhaps even especially the cheesiest of them. ‘Catmen’ stories, whether it’s Larry Niven or Brian Jacques or yes, Thundercats, have meant a great deal to me, and I would hate to see them, or any other idea, banished forever from our stories.”

Jonathan McCalmont writes: “I must admit to not understanding why one would write stuff that didn’t consciously push the envelope.”

I reply: “Hi Jonathan. As to why would anyone ever want to write something that doesn’t consciously push the envelope … I dunno, maybe because often there’s some really great stuff that fits just fine in the envelope. When I think of my favorite books and stories, a fairly high percentage of them don’t ‘push the envelope’ in any way that I can identify — they’re just great stories about characters that I care about. And many of my favorite books and stories do ‘push the envelope.’ And I’m glad to have both. Requiring that everything push the envelope all the time would seem to me to lead to a pointlessly escalating cycle of grotesquery and obscurantism, in a way that would deprive us of the wonderful variety of potential stories.”

Filed Under: Uncategorized

Torque Control on My Short Story “Cats in Victory”

July 7, 2010 by David Barr Kirtley Leave a Comment

Some folks over at Torque Control are not a fan of my short story “Cats in Victory.”

Filed Under: letters/comments/reviews

Philippine Online Chronicles Reviews Lightspeed June 2010

July 6, 2010 by David Barr Kirtley Leave a Comment

Here’s a nice, in-depth review of the June issue of Lightspeed by Eliza Victoria for the Philippine Online Chronicles. Of my story “Cats in Victory” she says:

I tend to approach stories featuring talking animals with wariness, and, at times, lowered expectations. Stories like this tend to fall into one of two extremes–either they’re genius, or a complete waste of time. Thank goodness this story was spun by the able hands of David Barr Kirtley. Whimsical, tragic, and endearing are the words I’d use to describe it.

Filed Under: letters/comments/reviews

BBC Power of Nightmares Documentary

July 6, 2010 by David Barr Kirtley Leave a Comment

Here’s an interesting BBC documentary called The Power of Nightmares, which traces the parallel rise of the neoconservatives in America and Al Qaeda in the Middle East. A few of the more notable claims in the film are:

* As everyone knows, in the run-up to the 2003 Iraq war, the neoconservatives set up their own team of analysts because they wouldn’t accept what the CIA was telling them, and their team produced the wildly inaccurate intelligence that was used to justify the war. It turns out they did the same thing back in the early ’80s. Back then, the CIA was saying that the Soviet military was falling apart, but the neocons refused to accept this, and believed instead a paranoid fantasy that the Soviets were secretly controlling all terrorist groups everywhere. Their evidence, drawn from a bestselling book, was dismissed by the CIA. What made the CIA so sure? Well, all the “information” in this book had originally been fabricated by the CIA themselves as part of an anti-Soviet propaganda campaign, and they had the case files to prove it. Even this wasn’t enough to dissuade the neocons, whose wacky ideas became the basis for Reagan’s foreign policy.

* Osama bin Laden was never able to rally any significant number of people to his cause of global jihad. Most of the fighters he associates with are nationalists interested in bringing about revolution in their home countries, but who are indifferent to any wider struggle. In a video that shows bin Laden ringed by a throng of masked fighters, he was forced to literally hire those guys as extras for the day of filming. The reason that actual Al Qaeda terrorists seem so scarce both in Afghanistan and among the populations of secret US prisons is that there just weren’t that many Al Qaeda fighters to begin with. In fact, the reason bin Laden decided to attack the US in the first place was as a desperate, last-ditch attempt to get attention, as his efforts to mobilize mass movements in Middle Eastern countries had been consistently ignored.

* Reports about terrorist “sleeper cells” operating in the US are wildly exaggerated. One group of kids was fingered by a con artist/convict in exchange for a reduced sentence. The only evidence against them was that they had filmed their trip to Disneyworld. The government argued that this tape was a cleverly disguised ploy in which the kids were casing potential targets, and that the hours of footage of them horsing around was an ingenious smokescreen. The charges were dropped. Apparently the best case the government has of a “sleeper cell” is a group of kids who did visit a terrorist training camp, but they seem to have quickly decided that this wasn’t for them and they came home again. The FBI kept them under surveillance for a year afterward, and found no evidence that they were planning to do anything. Finally one of the kids traveled abroad and emailed his friends that he was getting “married” and “wouldn’t be seeing them” for a while. The government interpreted this as a coded message that he was planning a suicide attack, but all indications are that actually he was just getting married and wouldn’t be seeing them for a while. The government eventually charged them for visiting the training camp but not for any plot.

* After interrogating a captured Al Qaeda leader, the government issued warnings that terrorists were plotting to destroy landmarks all around Manhattan. It turns out that Al Qaeda had no such capability, and the guy was just trying to scare us. In fact, he had recently watched Godzilla (2000), and was just listing anything he could think of that had been destroyed in that movie.

* “Dirty bombs” are much less scary than they’re made out to be, as the radioactive material would be widely dispersed and would be cleaned up pretty quickly. Even in the (inconceivable) event that there was no cleanup whatsoever and those in the affected area stayed put for a full year afterward, it’s unlikely that anyone would die as a result. Wikipedia describes the health risks from a dirty bomb as comparable to regularly eating ice cream.

Filed Under: Uncategorized

Paolo Bacigalupi and Saladin Ahmed Read in SoHo

July 5, 2010 by David Barr Kirtley Leave a Comment

Two very exciting new writers, Paolo Bacigalupi and Saladin Ahmed, will be appearing tomorrow night at the New York Review of Science Fiction Reading Series at the SoHo Gallery for Digital Art (138 Sullivan St.). $5 suggested donation. Drop by if you’re in the neighborhood.

Filed Under: Uncategorized

Fred Pohl’s Deal with Robert Silverberg

July 5, 2010 by David Barr Kirtley Leave a Comment

I just read Robert Silverberg’s memoir Other Spaces, Other Times: A Life Spent in the Future. There was one part in particular I thought was interesting. As a recent college grad, Silverberg was supporting himself by writing formulaic junk fiction for a number of second-tier sf pulp magazines that would accept anything he wrote — often without bothering to read the stories — and paid the equivalent of several thousand dollars per story. (Man, those were the days.) Silverberg was taking full advantage of this, churning out stories at a ferocious rate, sometimes two a day, and planning to retire by thirty. His friends thought he was squandering his talent, and encouraged him to slow down a bit and write more ambitious work and actually, you know, revise, and submit his work to the top markets, but Silverberg’s response was that the top markets almost always bounced his stuff, and he didn’t think they’d be interested in the sort of thing he really wanted to write anyway, so from a financial standpoint it just didn’t make sense to take the time and risk of aiming higher. Finally one of his friends (Fred Pohl) assumed the editorship of one of the top-tier magazines (Galaxy) and made Silverberg a deal. He said basically, “I want you to write the best work you’re capable of, and here’s a chance for you to do it risk-free. If you send me a story and say, ‘Fred, this is the best work I’m capable of,’ I promise I’ll buy it, no questions asked. Anything you send me like that, I’ll buy. But if I read the story and don’t feel it’s the best you’re capable of, I’ll still publish it, as promised, but after that the deal’s off … Oh, and don’t under any circumstances tell any other writers about this.” Seems like a pretty ingenious tactic for getting the best work out of a writer, and it seems to have worked, as it motivated Silverberg to write some of his best material.

Filed Under: Uncategorized

How Do We Know That Catnip Makes Cats Hallucinate?

July 4, 2010 by David Barr Kirtley Leave a Comment

So I just bought a replacement scratch pad for my cats, and it came with some catnip. On a whim I decided to look up “catnip” on Wikipedia — because just what the hell is that stuff anyway? — which is where I discovered to my surprise/delight that “The plant terpenoid nepetalactone is the main chemical constituent of the essential oil of Nepeta cataria and acts as a feline attractant. This chemical enters the feline’s nose, and produces semi-hallucinogenic effects on the cat.”

Whoa, wait just a minute there. Semi-hallucinogenic? Holy crap.

Anyway, several hours later, when I had finally stopped chuckling at the thought of making my cats hallucinate, I started wondering: Hold on. How would they even know something like that anyway? What, did they run some clinical trials and give the cats a follow-up questionnaire or something? I went looking for answers.

I.e., I googled “catnip hallucinogen.”

And came up with a thread about the potential psychotropic effects of catnip not on cats, but on people. For example, this one caught my eye:

“Hello good sirs, madams. I have just smoked a big bowl of catnip out of my marijuana smoking water pipe. Being a doctor of brain surgery i have decided that catnip gets you high. I have an ounce of catnip and we are going to smoke all of it ill respond soon enough. if it doesnt work for you then f*ck your sh*t”

Well geez, I thought, if a doctor of brain surgery says it works, this must be for real.

But then I read:

“you have got to be fist fucking me. All you big floppy donkey dicks that claimed I would get high from this here cat mother fuckin nip can warmly accept my t bag in appreciation for your lies. fuck you( however, the expirience is well worth the unclimatic result because it’s funny as shit telling people that you just smoked catnip. p.s. to the kid who said he regularly smokes catnip, you are the biggest fuck ass of all time.”

Makes it sound a bit more dubious. Though really who are you going to trust, a doctor of brain surgery or just some random guy on the internet?

This individual makes a valid point, I thought:

“why the hell wold you even smoke it to see if the effect is the same as for a cat? When’s the last time you saw a cat smoking it? If you were trying to see if it worked for humans, wouldn’t you just eat it or rub it around your face?”

And apparently this is not some isolated phenomenon either, as this news story demonstrates:

“In at least one Twin Cities pet shop, it takes a note from his parents nowadays for a teenager to lay in any big supply of catnip. Owners of other stores have taken to questioning their youthful customers closely about large-scale purchases. They know the reason for the sudden popularity of catnip in the Twin Cities and nationwide — and it isn’t the one a young man gave the owner of a Hennepin Av. pet shop: ‘I have,’ he explained, ‘a GREAT, BIG cat.’ The fact is, the kids are smoking the stuff, apparently in dubious pursuit of a low-budget thrill.”

Seriously people, what the hell?

Anyway, I still haven’t found an answer to my question about how do we know that catnip makes cats hallucinate.

Filed Under: Uncategorized

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Geek's Guide to the Galaxy is a podcast hosted by author David Barr Kirtley and produced by Lightspeed Magazine editor John Joseph Adams. The show features conversations about fantasy & science … Read more

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My grandfather Roger Barr passed away early this morning at the age of 98. He was my mom’s father, and was my last surviving grandparent. He was being cared for by my uncle Steve (his son) and aunt Denice — both medical professionals — and was still sharp and good-humored in his final days. Yesterday […]

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David Barr Kirtley

David Barr Kirtley is the host of the Geek’s Guide to the Galaxy podcast, for which he’s interviewed over four hundred guests, including George R. R. Martin, Richard Dawkins, Paul Krugman, Simon Pegg, Margaret Atwood, Neil deGrasse Tyson, and Ursula K. Le Guin. His short fiction appears in the book Save Me Plz and Other Stories.
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