Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Monday, January 29, 2018

Brandon Sanderson's WORDS OF RADIANCE Continues a Delightful Series

Words of Radiance (The Stormlight Archive, #2)Words of Radiance by Brandon Sanderson
My rating: 5 of 5 stars

Brandon Sanderson's second volume in The Stormlight Archive adds some significant complexities to the plot, but it does so without introducing a laundry list of new characters. In many multi-volume door stopper epic fantasy series the authors substitute adding new characters and new plotlines for adding depth and conflicts to existing characters. This kind of writing is typically suggestive of an author who, while talented, doesn't have a clear map for the overall series. It's clear that Sanderson knows where this story is going and it looks like the story is going some interesting places.

Where the first volume introduced the major characters in the epic, WORDS OF RADIANCE introduces the major factions (similar to political parties) who are driving a great deal of the conflict in the narrative. Key characters are revealed to be members of these factions, each of which wants to "save" the world and each of which seeks to do so through different means. These factions include both Human and Eshonai factions, and less political factions among the Spren as well. There is politics a plenty in the world of Roshar, and WORDS OF RADIANCE is where we readers begin to dip our toes into the complex political interactions Sanderson has set up. In an effort to refrain from spoilers, I won't say what each faction wants but will say that each faction seeks a "better" world even if their actions are heinous.

In addition to the factions, Sanderson continues his exploration of the theology of Roshar in particular (with some about the Cosmere in general) as we find out more about the Knights Radiant, The All-Father, Honorspren, Crypticspren, and the nature of Shardblades. That last one would be a huge spoiler, but it demonstrates the real cost of the Recreance in an emotionally powerful way and conversations between Kaladin and Syl about Shardblades suggest future plot development.

There was an emergence of a potential love triangle in the book, and obvious one, and it's one that I hope Sanderson doesn't move forward with because it seems like a tangent that might lead to a repeat of the kind of betrayal committed in this book. A repeat of that betrayal, even if different in nature, would be staid in an otherwise fresh story. It's fine to have emotional dynamics and love triangles, but I pray that this one doesn't come to dominate the conflicts of the overall plot. There are plenty of factions and conspiracies, we don't need a repeat of Camelot here. Even if it's nice to see echoes of mythic tropes.

While I have my favorite characters, and those are shared by others, I was particularly impressed with the development of the Parshendi General Eshonai in WORDS OF RADIANCE. I want a lot more of her character as she, Rlain, and certain "wanderers" have created an opportunity for the series to end with a brighter tomorrow in a way that once again brings to mind David Gemmell's book DARK MOON. In fact, this series continues to have a Gemmell-esque feel even its volumes are much longer than a typical Gemmell tale.

I am eager to begin reading OATHBRINGER, the third in the series, and hope that it continues to develop the major conflicts of the series and lets us get to know even more about the wonderful characters (both virtuous and vicious) who inhabit Roshar.

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Thursday, July 20, 2017

The Black Company is Excellent Military Fantasy



The Black Company by Glen Cook
My rating: 4 of 5 stars

Glen Cook's first entry in the Black Company series is an interesting combination of originality and trope that bridges the gap between epic fantasy and sword and sorcery. This volume tells the tale of the Black Company from the point of view of Croaker, the Company's surgeon/medic, as they begin their employment under a mysterious figure known as The Lady. While high magic abounds in the world of The Black Company, and happens in the vicinity of the Company, it is not the focus of the story. The main narrative focuses on the skirmishes, battles, and scouting and assassination missions that the Company engages in during a revolution against The Lady.

Descriptions of events are sparse and most character names are nicknames like The Lady, Croaker, One-Eye, Raven, The Captain, The Limper, Darling, Soulcatcher, etc. It is rare that an actual name is used, even in the case of locations in the book. This gives the reader a feeling that they are reading a translation of a text written in another language where the author has translated names into the new language, or a feeling of narrative distance that one gets when reading a history rather than a story.

Cook borrows strongly from existing fantasy literature, both high and low. The Lady can manifest "The Eye" in a manner that echoes Sauron in Tolkien. The grim and gritty battles echo the writings of Robert Howard and the first assassination mission echoes a Fritz Leiber tale of Fafhrd and the Grey Mouser. While the narrative tapestry borrows from a myriad of earlier literature, with Dark Lords and Prophesied Saviors and all, the end result is highly original. It's a fun read, and Croaker's voice comes through as experienced but not jaded. Some of the best details are focused on the "hurry up and wait" culture of the military, details that add greatly to the realism of the book.

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Back in the d20 era, Green Ronin published an excellent sourcebook for the series. I'd love to see an updated version for the AGE system...which I think might fit the setting better than d20 did. 

Friday, November 04, 2016

An RPG of Rifles and Magic: Brian McClellan's Powder Mage RPG is Coming Soon.

powder-mage-2 

The best way to describe Brian McClellan's Powder Mage stories is by saying that they are an entertaining combination of Sharpe's Rifles and Full Metal Alchemist and The Scarlet Pimpernel. The novels, and short stories, fall within the noble genre of Military Fantasy fiction which has seen a resurgence since the publication of Temeraire by Naomi Novik. Like the best fiction in the genre, McClellan's Powder Mage tales evoke a world in which large struggles are taking place, and where one man can make a difference, but without the need for the "dark lord" trope that dominates much of Epic Fantasy.

Promise of Blood, the first book in the series, tells the story of Field Marshal Tamas who engages in a coup against his king and sends corrupt aristocrats to the guillotine. McClellan's imagery here is a combination of the French Revolution and Napoleon's French Consolate. It's a world where magic exists, but it doesn't exist around every corner. It's a world where old gods awaken. It's a world of intrigue and politics, but it is a world at war.

The books have sold over 250,000 copies and are enjoyable reads, but now fans of the series can bring Powder Mage adventures to their kitchen tables with the recently announced Powder Mage Roleplaying Game. The game is currently in the middle of a Kickstarter campaign and I had the honor to do a brief interview with Alan Bahr the game designer working with Brian McClellan on the upcoming RPG. Below is our brief exchange.

Brian McClellan's POWDER MAGE trilogy seems a perfect IP for a role playing game. How did you get attached to the project?
 - A mutual friend (who happens to be an author and my best friend, Steve Diamond) introduced us at GenCon 2014 after it'd been announced I'd be doing Planet Mercenary for the Schlock Mercenary team. I pitched Brian, and walked him through what such a project would look like, and we just sorta...went from there.
When adapting an IP to a role playing game, one of the biggest challenges a designer faces is translating the setting. How are you addressing this challenge? Are you reading the books 100 times, working with Brian (who's an avid gamer), or a mix of both?
- Heh. Well I have read all the books a few times now (enough that I'm actually pretty jumbled!), but I think the biggest thing that will help us do that, is Brian himself will be writing most of the setting/fluff pieces in the book. My job is to just write the rules that need to be written, and only those.

Usually game worlds are by necessity bigger than the glimpses we get in stories, what strategy will you and Brian be using to fill the gaps or encourage GMs to make their own versions of Adro and the neighboring states?
 - Honestly, just trusting the GMs and players to the story they want to tell. Not everyone will tell the same story, so we just make an effort to provide them all the options and some of the cool setting nuggets Brian hasn't disclosed yet in order to let their imaginations run wild. I think any RPG, especially an established setting, just has to give that trust to the group using it.

What was it about the Savage Worlds game system that you think makes it the best fit for the Powder Mage Trilogy?
- How it plays. We actually wrote two custom systems for the game, and while they worked, it quickly became apparent that it wasn't quite working perfectly. But we also tested a few systems we could license for it, and after a few months, it was pretty clear that Savage Worlds was the one everyone responded to the most, and turned out the best on the table. It was the flexibility of the magic system that really allowed us to grab the feel of Powder Mage in the rules.
powder-mage-adran
I know that you are working on the writing side, and you've hired a stable of artists, is there anyone else working on the project?
- Well, Brian is writing most of the world fluff, and I wrote most of the rules. We'll be putting the game through layout (by Robert Denton), and editing (we haven't chosen an editor yet, we'll probably use two), but the primary writing will be Brian and myself at this point in the project.

One of the common features of Savage Worlds books, both official and licensed, is the use of Plot Point Campaigns and Campaign Generators? Will the POWDER MAGE role playing game be featuring GM Friendly options like these?
 - We definitely have plans to include adventures and adventure generators. Exactly how much we include is determined by how high we fund!

You mentioned the flexibility of the Magic System being one of the things that you thought was a way that Savage Worlds captured the feel of the Powder Mage Trilogy? Could you expand on that?
- The way the magic systems work in Savage Worlds fits the idea of Powder Mage very well. There's a lot of flexibility, and the ability to use magic in a lot of different ways, but have similar effects really fits Powder Mage and the style of stories it evokes. Honestly, the only "new" magic we had to create was how to depict the effects of the titular Powder Mages.

While not mentioned in the interview, one of the things that makes the Savage Worlds system ideal for Powder Mage gaming and Military Fantasy gaming in general, is the speed with which combats are resolved by the game's mechanics. While Savage Worlds is a robust roleplaying game, it has its origins in skirmish miniatures gaming and this foundation allows the game to handle large combats in less time than it takes other game systems to emulate. This is one of the reason's I'm very excited about this game and about Savage Worlds related games in general.

[Cross Posted at Geekerati Media]

Thursday, June 23, 2016

When Pulp Meets Urban Fantasy

I love a good urban fantasy yarn. I'm a regular reader of the tales of Harry Dresden, Atticus O'Sullivan, and Detective Inspector Wei Chen. There is just something about the combination of noir tropes with magic that excites my literary appetites. I'm also a big fan of Pulp heroes like Nick Charles, The Spider, Doc Savage, and Billy Byrne. In my opinion, these two genre are too rarely combined. Manly Wade Wellman's tales of John Thunstone are among some of the most imaginative fiction I've read. The Thunstone tales combine the cool atmospherics of a Thin Man film and add a wonderful layer of sinister mysticism. Thunstone faces fantastic foes who lurk on the edges of human society, seeking our destruction.

The Complete Thunstone from Haffner Press. Image by Raymond Swanland.
Given my love of these kinds of stories, and my love of Angry Robot Books, it is surprising that I missed the release of Alyc Helms' The Dragon of Heaven which is the first entry in her Missy Masters/Mr. Mystic series of books. This July will see the release of The Conclave of Shadow, a title that echoes Wellman's School of Darkness, and it looks to be an intriguing entry.



The books tell the tale of a street magician named Missy Masters who had inherited magical powers, and a job as the vigilante hero Mr. Mystic, from her estranged grandfather. Missy soon discovers that it takes more than a snazzy clothes and a talent for witty banter to combat the forces of evil effectively, it also takes experience.

From this basic premise, it appears at first glance that Helms brings in narrative elements that might be inspired by Barry Hughart's Bridge of Birds series and dials up the magical power dial up to 11. It's hard to tell where on the scale of Savvy Scholar outwits the Forces of Evil to Sorcerer Supreme obliterates Cosmic Threats this book series lies, but the premises are intriguing enough for me to find out. I'll be checking out this series in the next couple of weeks, so I'll let you know. I might even throw in a Savage Worlds and Shadow of the Demon Lord write up or two for characters in the series.

Friday, April 08, 2016

Fantasy Film Friday: HAWK THE SLAYER (1980)



For gamers of a certain age, Hawk the Slayer inspired the imagination as much as Peter Jackson's adaptation of The Lord of the Rings. The film's story is staid, predictable, and pretty forgettable, but the overt sternness of "Crow," the over acting of Jack Palance, and the "Sword of Mind" made it all worth it. I cannot overstate how many times I watched this film as a wee lad, but I will say that my love of this film does a lot to explain why I'm less critical of films like Seventh Son. All I care about is whether the cast is having a good time.



There are several reviews of the film on the internet, if you want to read a review, but this being a gaming blog (supposedly) I will be providing Savage Worlds statistics for Crow...the Elf for Savage Worlds and Shadow of the Demon Lord.


Name: Crow  (Savage Worlds)

Race: Elf

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills: 
 Fighting d6, Intimidation d8, Notice d8, Riding d6, Shooting d12, Stealth d8, Survival d8, 
Throwing d6, Tracking d8

Charisma: -2; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrances: All Thumbs, Code of Honor, Loyal, Outsider

Edges: Marksman, Quick, Rock and Roll!

Gear: Bow (Range 12/24/48, 2d6), Dagger (Str+d4), Leather (+1, Covers torso, arms, legs)

Special Abilities:
  • Low Light Vision: Ignores penalties for Dim and Dark lighting.
  • Rock-n-Roll! edge gives Crow an RoF of 2 with his bow instead of normal bonus.
While Savage Worlds has been my "go to" system for quickly stating things up for gaming, because of it's Fast, Furious, and Fun nature, I've decided to provide statistics for Crow using Robert Schwalb's excellent Shadow of the Demon Lord system. Partly because of the easy to use and learn system that allows for a lot of customization, and partly because the background of Hawk the Slayer includes the intrusion of a Demon Lord into the world of our heros.


Name: Crow (Shadow of the Demon Lord)

Ancestry: Elf                      Level: 7
Classes: Warrior (Novice), Fighter (Expert), Nightstalker (Master)*
Professions: Tracker, Artisan (Bowyer), Exile, Highwayman, Hunter

*Class featured in Terrible Beauty expansion.

Strength: 11 (+1)      Agility: 14 (+4)      Intellect: 10 (+0)      Will: 12 (+2)

Size: 1                        Speed: 12               Perception: 11          Defense: 15
Health: 42                 Healing Rate: 12

Corruption: 0           Insanity: 1

Talents: Shadowsight, Spell Defense, Bewitching Presence, Iron Vulnerability, Catch Your Breath, Weapon Training (longbow), Combat Prowess, Forceful Strike, Swift Shot, Combat Expertise, Durable, Darksight, Shadowblend, Silent Moves.

Special Abilities: Immune to damage from disease; charm, and disease.

Equipment: Adventurer's Pack, Longbow, 40 Arrows, Dagger
I think that each system brings out some of the intricacies that made Crow an entertaining character. If you are interested in playing either Savage Worlds or Shadow of the Demon Lord, you can purchase them by clicking on the hyperlinks.

Tuesday, May 26, 2015

The Perils of Public Statements and Why Natasha Pulley is the Bravest SF/F Fan I've Ever Read



The Guardian is one of the few newspapers that truly takes Science Fiction and Fantasy literature seriously on a regular basis. They frequently have reviews of new releases, cover the latest kerfuffle in fandom, and run a number of opinion columns discussing the genres. As a fan, it's nice to find a place in the mainstream media where I can see one of my obsessions treated without a hint of irony.

This isn't to say that The Guardian doesn't wander into Clickbaitlandia from time to time. I took one of their regular writers, Damien Walter, to task for asking if we were "in a post-Sci Fi era." Damien was kind enough to take my discussion seriously, which made for one of my own personal blogging highlights. One does not often imagine that people who have deadlines to meet, and who are halfway across the globe, have time to respond to one's little island of ideas.

About a week or so ago, Damien wrote a piece lamenting the tyranny of mega-novel series in epic fantasy fiction. As a fan of the Fantasy genre, who is tired of being expected to read 10,000 pages over the span of 20 years in order to get a complete tale told within an author's mythopoeic construction, I was glad to see someone I respect shared my views. I miss the compact and deep shorter novels of days past. Long gone are the days of Elric of Melnibone, we now live in the era of The Wheel of Time. I think that today's readers are poorer for that experience, but there are those who disagree with Damien's view. Among them is an aspiring author named Natasha Pulley.

Natasha Pulley argues in her own piece at The Guardian that, "High fantasy...hinges on world-building. When there really is a whole world to build, and not just a historical period or a particular country, world-building does not take a few paragraphs in a short story; it takes chapters. Add to that the anvil on which creative writing schools hammer their students now, show don't tell, and these details take even longer to convey." Her argument is that the modern genre of Epic Fantasy requires the massive amounts of elaboration that so many modern Fantasy novels indulge in as a condition of additig literary value and verisimilitude. In Pulley's analysis, many of the best Fantasy stories are very simple tales at there core and it is the addition of world-building and subtle portrayals of character interaction that make these stories truly worthwhile.


There is more to her argument, to be sure and you should read her piece in its entirety, but it is one that I could not disagree with more. I think that the kind of "subtlety" of interpersonal interactions that makes up much of the verbiage of many a modern tale are flaws in writing and not virtues.

Before I elaborate on my reasons, I want to take a moment to repeat something I wrote in the headline of this post. Natasha Pulley may be the bravest SF/F fan I've ever read. I write this because she has written column that takes up a somewhat controversial opinion during a time when fandom won't hesitate to demonstrate to you exactly how wrong you are, and often not in the nicest of terms. The reason I am writing this post is less because I disagree with Pulley and think she is in need of "correction," rather it's because of the ire she raised among my Facebook friends. I have an odd collection of "friends" on Facebook who run the gamut from "not at all interested in SF/F" to editors in the field, and many of them were outraged by Pulley's piece. One of the nicer critiques was that it seemed that The Guardian had recently become a cesspool of nothing but click bait articles.

I, myself, even tweeted out a brief "you clearly haven't read x..." tweet in response to Pulley's article. I wasn't insulting in tone or language, but I think I was a bit dismissive. Pulley's response was perfect, "I'll add that to my reading list." Not only is she brave, but she clearly cast a Stoneskin spell upon herself after writing the piece. The rage on my feed, and Pulley's own polite response to my snark, are why I'm writing this post.

I'll begin my critique of Pulley's piece by using a trick she uses in her own article. In order to demonstrate how simple, almost simplistic, Epic Fantasy tales can be, she reduces a couple to their barest skeleton. Her choices are Game of Thrones, The Lord of the Rings, and Harry Potter. I'll go a step more modern, into a series that is "windier" (pun totally intended) than Rowling at her most "we are camping for 300 pages," and pick Patrick Rothfuss's The Name of the Wind.

Name of the Wind  : Homeless youth goes to college and acquires student loan debt.

Spoiler alert. That's pretty much all that happens in that book and it takes a long time to get there. Readers are led through sidebar after sidebar of other short stories along the way, but that's the crux of the book. Oh...and it's very enjoyable because it's well written. A part of how well it is written is in the little short stories that take place throughout the book. In fact, the sidebars contain far more world-building than the wordy narrative. Some of the best world-building in Rothfuss' book are the product of "off-hand" comments made by characters in the book. By off-hand, I mean off-hand to the characters, they are very intentional by the author.

This brings me to my main point. While Pulley is correct in stating that the on page development of deep friendships or interactions between characters can be page consuming, she is wrong about world-building. The problem, and blessing, of modern Fantasy is that it gives us entire conversations. This makes for very believable characters, but neither moves the story along nor gives the reader a sense of the world.

The best world-building is seen in shorter fiction, not in longer. It is, as Pulley rightfully acknowledges, extremely difficult to write short fiction let alone short Fantasy fiction. That's one of the reasons, much to Susan Palwick's disappointment I imagine, that I have not published any fiction to date. It's hard to be creative. But as difficult as short fiction is to write, it is where the best writing occurs.

Robert E Howard's first Conan tale, which I examined at this blog some time ago, is rich with world-building. Sometimes Howard achieves world-building through heuristic shortcuts where certain nations are "inspired" by our own history. He's not alone in this though as Robert Jordan borrowed from Dune, King Arthur, Tolkien, and a host of other sources for his Wheel of Time series. One would imagine that with all of the world-building shortcuts Jordan used, he wouldn't need so many books to tell his tale.

Fritz Lieber's classic tales of Nehwon are all short fiction, usually novellas, that give a strong sense of place in a very small number of words.

Michael Moorcock's Elric Saga is brilliant for its world-building and yet the world gets no "bigger" the more books you read. The world is real from moment one, even if you don't get the heuristic shortcuts Moorcock is using.

Garth Nix's tales of Hereward and Mr. Fitz take place in a fully imagined environment and never have they wandered into even the novel in length.

H.P. Lovecraft build complex mythologies within the short form.

C.L. Moore's Northwest Smith is one of the most realized characters in all of fiction, and his tales are a collection of shorter stories.

Barsoom is fully realized in "Under the Moons of Mars." Yes, that's a novel, but it isn't a massive mega-novel series. Even as a series, the full of Barsoom lore pales before a single volume of Rothfuss in mass.

Averoigne is as real a place as any other, but Clark Ashton Smith did not need 12 volumes to immerse us there.

The depth of a setting can be shared with arcane and subtle references that inspire the imagination. One need not have a fully articulated mythology akin to the Silmarillion fully referenced within a tale to give that tale depth. I'm not saying that having a fully written Silmarillion isn't helpful to an author who wants to be able to share subtle references with readers, it probably is. Instead, I'm saying that all readers need are subtle references to fill in the blanks. Gary Gygax's Appendix N is filled with tales of wonder far shorter, and more inspirational, than much of what is published today.

Leave gaps for the readers to fill. Let our imaginations live in the spaces between.

It is a tragedy that Fantasy has wandered too often away from praise of shorter fiction, short stories, novels, and novellas. They are still printed, but they lack the commercial success of their mega-tyrants. Given how much easier it is to translate a shorter tale to other media, other fandoms are ill-served by this tyranny.

I've shared only a few of my favorite shorter tales of Fantasy. What are some of yours?

Saturday, September 06, 2014

Answering SF Signal's Questions/Meme Regarding Science Fiction and Fantasy Reading/Buying Habits

A Small Glimpse at the Bookshelf

I'm a regular reader of the SF Signal blog. I think it and Blackgate blog are two of the best fandom based blogs on the internet. I am also not usually one for answering book memes, but since this one is directed at science fiction and fantasy - my two favorite genre - and since it offers plenty of room to avoid pretentious answers I'm all in. I also think that this is a list of questions that can spur on some discussion.

The questions come from John DeNardo's post earlier today.

Here’s a book meme that focuses on reading habits and buying habits.
You know the drill: Copy the questions below and paste them into the comments with your answers. Answer as many or as few as you’d like.
  • What was the last sf/f/h book you finished reading? David Gemmell's DARK MOON
  • What was the last sf/f/h book you did not finish reading and why? This does not happen. As a "completist," I feel a need to always finish a book. This is maybe especially true when I dislike it.
  • What was the last sf/f/h book you read that you liked but most people didn’t? This is kind of a tough question, but since it is supposedly the worst writing ever done I'll say the EYE OF ARGON. It was nowhere near as bad as I feared, and doesn't compare in syntax/creativity/spelling errors to "The Quest for the Holey Grail" that Luke Y Thompson has been reading on Topless Robot.
  • What was the last sf/f/h book you read that you disliked but most people did? The Wheel of Time series prior to Brandon Sanderson joining the team. While I may love my D&D campaigns to be a patchwork quilt of all the fiction I love - like Mystara - I'm not sure I like my fantasy epics to be.
  • How long do your 1-sitting reading sessions usually last? Depends upon the book. A short book is 2 hours a long one might be eight, but I rarely do longer than an 8 hour 1-sitting read.
  • Do you like it so far? Yes. It's the third book in the series, but it covers a good deal of Bosch's background. I was surprised to see how they integrated the plot from this book into the BOSCH pilot.
  • How long ago did you buy the book you are currently reading (or the last book you read)? About a year ago/just a couple of weeks ago.
  • What was the last physical sf/f/h book you bought? ROGUES and PROMISE OF BLOOD
  • What is the sf/f/h sub-genre you like the most and why? Sword & Sorcery. Have you read Michael Moorcock, Fritz Leiber, Garth Nix, David Gemmell, Elizabeth Moon, C.L. Moore, and James Enge? If so, you understand.
  • What is the sf/f/h sub-genre you dislike the most and why? Steampunk. It's not that I don't like the genre, it's that I don't like the classification. Too little Steampunk has any punk element at all. They all seem oddly conservative in their nostalgia and focus. There are exceptions, but as a rule I think if you are going to call yourself "punk" you ought to have punk elements. So I call it Steampulp.
  • What is your favorite electronic reading device? Kindle.
  • Do you read books exclusively in 1 format (physical/electronic)? No. I like both tablets and books for reading. 
  • Do you read eBooks exclusively on a single device (eBook reader/ smartphone / tablet)? No. I tend to avoid using the iPhone because it can cause eye strain and I don't like reading books on a laptop screen. Tablets and Kindles both work well though.

Friday, April 11, 2014

EN World -- Striking Out on Its Own with O.L.D. and N.E.W.

In the before times, in the not now, EN World was a site for news about the upcoming 3rd edition of Dungeons & Dragons. Since that time, the website has evolved into a vibrant community site that not only had news about role playing games, but was also a publisher of exciting campaign materials for both the 4th Edition of D&D and the Pathfinder Rpg. This month the folks at EN World have taken another bold step and have launched a Kickstarter to fund the publication of their own role playing game system N.E.W./O.L.D. or as they have branded it "What's O.L.D. is N.E.W."

Rediscover the fun of pencil and paper, of building anything you can imagine, with rules that are clear but not so thin they'll blow away in a strong wind.
In What's O.L.D. Is N.E.W. you'll do all that and more! Build a starship. Brew a potion. Explore a dungeon. Create a universe. Put your wizard in the starship. Explore *your* world.


Both O.L.D. and N.E.W. are "generic" role playing games for their respective genres - Fantasy and SF - and as such constitute a brave move by Russ Morrissey. While the market for generic SF games isn't overly crowded, the market for generic Fantasy games is saturated. Morrissey is counting on his game's ability to be extremely customizable while at the same time being accessible. It isn't the first game rule set to make this claim, but if Morrissey delivers on that promise the games can gain a good foothold in the market. Savage Worlds, one of my personal favorite systems, shares some of this space and it is the combination of flexibility and playability that I believe makes SW as popular as it is. There's room in my heart for another game that hits that space and I'm backing this project. You can download the playtest documents yourself to see if they might interest you. As I read through the documents, and give them a brief run through with my group, I'll let you know my thoughts.

Thursday, April 03, 2014

THE EYE OF ARGON - or - When A Community Mocks Its Own



I've long been a fan of science fiction and fantasy, and I've long been a person who is pretentiously opposed to pretense. In a way, I'm like an angry Polyanna who aggressively argues against those who mock the "juvenile" or "popular" things in SF/F. I love "skiffy" and have experienced no greater sense of wonder than reading Edgar Rice Burroughs' writings of John Carter. That's right. I believe that ERB's tales of Barsoom are as imaginative - nay more so - than Iain Bank's Culture novels, and I love those too. I'm the fan who loves both the Dragonlance stories and Malazan Book of the Fallen. I love the genre at its most literary, at its most imaginative, and when it falls into the "written by an overenthusiastic fan" territory.

I'm so positive in my passion about genre fiction and geek culture that I wrote an approving review of I, FRANKENSTEIN and have been reminded by my editor at Topless Robot that I need to bare the fangs every now and then because I am usually so enthusiastic.

While it's not for my upcoming Topless Robot article, I did find something that really aggravates me. It's how cruel SFF professionals and fandom can be. There are plenty of examples I could pull out of a hat, often dealing with the treatment of female fans as being "fake geek girls." As the father of twin girls who love Pirates, Pokemon, Paladins, and Princesses, I find that whole "controversy" infuriating. That's why I'm not going to write about that topic. It would be very difficult for me to avoid expletives on what has been consistently a G-rated or PG-rated blog.

Instead, I want to focus on how professionals and fandom have treated on particular enthusiast of Sword and Sorcery fiction, Jim Theis the author of THE EYE OF ARGON.



I've been doing nightly out loud readings of THE EYE OF ARGON. I do one chapter, or half chapter as the book has half-chapters as well, per night. I thought it would be fun to do. I heard that the SF/F community had regular readings of this poorly written work of fiction that were the book equivalent of MST3K...and it had been mentioned by the MST3K crew...so I thought it would be fun to do my own midnight readings with my wife.

My takeaway from the experience is that the SF/F community are cruel, judgmental, and full of themselves. I also came to believe that I was part of the problem. By participating in my own personal midnight reading, I was being an SF/F bully.

My sister, Krista aka  Luna McDunerson, bought me a the Wildside Press version of the book, which has a long introduction by Lee Weinstein that discusses the search and discovery of the real Jim Theis. It mentions an interview on a local (Los Angeles) radio show/podcast called Hour 25 where Jim supposedly stated, "that he was hurt that his story was being mocked and said he would never write anything again."

I'll be honest with you. I fluctuate in what to think. Either the whole thing is a hoax, or SF/F authors and fandom are cruel. Scratch that. Even if the whole thing is an elaborate hoax with false scholarship creating a plausible back story of a 16 year old writing the story for OSFAN, SF/F authors and fandom are still cruel. It doesn't matter whether Jim Theis is a real person or a fictional person, what matters is that the community has spent over 30 years mocking him. I became one of those people and it makes me feel terrible. The anger I feel toward myself more than outweighs the joy from any of the small chuckles I experienced during my reading of the work.

The thing is, I think that Jim Theis was a real person and that he did write THE EYE OF ARGON. While the Eaton Collection doesn't have a copy of OSFAN 10, the issue that is said to contain the original story, they do have issue 11 thanks to a generous donation by former UCLA librarian Bruce Pelz. According to the Weinstein essay in the Wildside edition, Theis remained an active fan of SF/F for most of his life. Can you imagine what it would be like to attend conventions where there was a midnight event dedicated to mocking you? It would be one thing if Theis embraced that mockery and made it his own, finding some way to leverage it into a positive thing, but that Hour 25 interview seems to imply the opposite. The mockery killed Theis' desire to become a writer. That's right, the SF/F community's mockery shattered a fan's aspirations. To me, that is the biggest crime that any professional or fan can do. No matter how "bad" a writer is at writing, they are never wrong to aspire to become a published author.

Yes THE EYE OF ARGON is poorly written, but not much more so than Lin Carter's THONGOR stories. Unlike Theis, Carter doesn't have the excuse that he was 16 when he wrote the THONGOR tales. Unlike Carter, Theis wasn't a brilliant editor. If an editor as brilliant as Carter was can write drivel and still be a vital contributor to the field as a whole, who is to say Theis may not have evolved into something more? I can tell you from experience that there are some sentences in ARGON that hint at some talent, if only Theis could set aside his Thesaurus for a moment.


When my wife was in film school, one of her classmates stated that she wanted "to be one of those writers who writes terrible movies" and wanted to know how to do that because it seemed like an easy way to make money. It was a statement filled with pretense and disdain that also lacked an understanding of why and how things are created. I don't think anyone writes with the intention of creating something terrible - baring those things that are done as parody. Instead, most writers are attempting to entertain others and to share their own personal feelings and joys. Jim Theis, like Lin Carter, clearly enjoyed his Robert E. Howard stories. Heck, he might even have enjoyed Carter's THONGOR stories. It seems that a 16 year old Thies wanted to share his love of those tales with others by creating his own version. What was his reward for exposing himself thus?

He was publicly ridiculed for over 30 years.

For a community to spend 30+ years making a game that amounts to nothing more than "Taking turns mocking one's own" is something for which I have nothing but I have disdain. I'm not saying to end the readings of THE EYE OF ARGON. There is humor to be found in the mixed metaphors and odd misuses of words that Theis clearly didn't understand. But there is also an enthusiasm to the writing, a sincerity, that should be acknowledged. Readings of THE EYE OF ARGON can be humorous and educational experiences, but they should exclude mockery for mockery's sake. Acknowledge the enthusiasm of the author. Point out how his errors are the errors that many new authors make. And remember that the writing in THE EYE OF ARGON is so "bad" that many of the early myths of its origin required that it be written by someone of respected talent.

Friday, July 19, 2013

Geekerati Radio Flashback Friday -- Susan Palwick Discusses SHELTER

Susan Palwick is an award winning Science Fiction and Fantasy author who currently teaches English at the University of Nevada Reno. Many of her novels and stories deal with emotional trauma or questions of identity, and that includes her novel SHELTER. Susan kindly discussed her book with me and the other Geekerati hosts back in 2007.



It was a special moment in the Geekerati history as it was one of our first author interviews. We've done many more over the past six years, but this one was quite special. It isn't special solely for its place as an early episode, it is also special because Susan was one of my mentoring professors as an undergraduate. There is absolutely no way I would have been able to complete my degree if it hadn't been for her compassion - and the compassion of a couple of other wonderful academics.




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Thursday, March 14, 2013

School of Thrones: Game of Thrones Goes to High School

Mash ups can be a wonderful thing, as can taking a story in one setting and translating it into another setting. Take the film CLUELESS as an example. It transferred Jane Austen's wonderful tale EMMA and placed it in a modern Beverly Hills high school. The result was a genuinely entertaining film that captured much of what made Austen's tale so endearing, while managing to add a little of its own flair.

On March 10th, a brave band of Web Series creators released the first episode of a similar venture. This time they took George R.R. Martin's popular fantasy series A Song of Ice & Fire, the basis for the HBO series Game of Thrones, and like CLUELESS placed the tale in a modern high school.

There are parts of the translation that work well. There are parts of the production that are remarkable -- the title sequence is pretty neat. Then there are the wigs. What is up with the wigs? Then there is the acting...

I'm on the fence on this one. This could be very good. It could be very bad. And if it's only mediocre -- which it is looking like it might be -- it will be worse than if it were very bad.





Worst comes to worst, I can always break out my copy of the Green Ronin RPG and run a couple of sessions...or...you know...watch the HBO series.

Sunday, June 24, 2012

[Movies] D&D 3 -- When Your Trailer is Less Exciting than a Board Game Trailer it's Pretty Bad

It is a shame that the new trailer for the Descent 2nd Edition Board Game is more engaging than the new D&D movie teaser.

Before anyone starts thinking that this is going to be a screed about how the new D&D movie looks terrible, is going to be terrible, and how lame Wizards of the Coast/Hasbro are, let me make it clear that this will not be that kind of post.  Instead, it will be a post about how the movie looks like it doesn't have a budget, that even "bad" fantasy films can be entertaining, and how this is yet another legacy of the pre-Wizards dying TSR.

Let me say that thing that leaped out at me the instant I hit the play button on the new D&D trailer was how low budget it looks.  The CGI dragon looks more CGI than the dragon in a Kickstarter project I funded, the actors stilted acting makes it clear that the budget for talent was pretty low, the make up isn't very good, and the visual effects on the spells...well...let's just say that I'm less than impressed.  By all appearances Joel Silver has closed all stops and plugged up the budget everywhere...which is to say that this film appears to be the D&D equivalent of the Roger Corman "Fantastic Four" film.  It looks like Silver and company are spending just enough money on the movie to maintain the license.

Setting that aside, some of my favorite fantasy movies were made with zero budget.  What really seems to matter in these cases is whether the people making the project are actively trying to entertain you.  From what I know, and though I know someone who worked on the project that is still remarkably little, many of the people on this project really want it to work.  One of the writers on the film is a regular D&D player, has worked on a number of good rpg products in the past, and is an all around nice guy.  My hope is that this film can rise to the quality of a "Hawk the Slayer," "Krull," "Beastmaster," "The Knights of Bloodsteel," or even the second D&D movie.  I don't have much hope that it will be as good as the "Midnight Chronicles" movie that Fantasy Flight Games made, as that is a pretty remarkable piece of work considering its budget.  I don't think it is too much to ask that if this film isn't going to feel epic, that it will at least feel fun.  My favorite "D&D" movie is Jet Li's classic "Swordsman II" -- my second is his amazing "Kung Fu Cult Master" -- and if one takes off their "Hong Kong films are awesome glasses" it becomes pretty clear that "Swordsman II" is kind of hokey.  But sword energy is still pretty awesome.

All of the problems with this D&D movie, and the earlier two, can be laid in the lap of one single transaction and that is the sale of the license to Courtney Solomon in the dying days of TSR.  Courtney was 19 at the time and eventually managed to bring the film to fruition by partnering with New Line Cinema for distribution who purchased the rights for $5 million.  This ensured Courtney a solid payday, and ensured that until someone buys the license away from Silver, we are unlikely to get the "D&D movie we want."





Wednesday, June 13, 2012

The Best in Fantasy Fiction -- A Reading from "The Shadow War of the Night Dragons"

Many of the best works of Science Fiction and Fantasy are meant to be read aloud.  Ursula Le Guin describes the power of prose meant to be written aloud in her description of Tolkien's narrative prose in The Lord of the Rings in her essay "Rhythmic Pattern in The Lord of the Rings."  The essay was published in the book Meditations on Middle-Earth: New Writing on the Worlds of J. R. R. Tolkien, and like the book she is describing, the essay is a joy to read.  She describes such works as follows:

The narrative prose of such novelists is like poetry in that it wants the living voice to speak it, to find its full beauty and power, its subtle music, its rhythmic vitality.
It's a wonderful description, and it captures Tolkien's work perfectly.  There are places in The Lord of the Rings where my "silent reader mind" recoils from the page, but when the passages are given voice they come to life.

Some fiction was just meant to be read aloud...and that includes John Scalzi's Hugo Nominated masterwork The Shadow War of the Night Dragons Book One: The Dead City.  Like most works of sublime Fantasy, Scalzi's true genius is revealed by the voice of the reader -- in this case Mark of MarkReads.net.  As Mark reads the pages, the reader is given the pleasure of seeing how masterfully Scalzi combined Shakespeare's opening of Hamlet with one of the most endearing story openings of all time -- second only to Once Upon a Time in its familiarity to readers -- and wraps them in a stylistic bow of genius.

I dare you to watch this video and not be moved to tears.




Do you see what I mean?  What is striking about listening to this, as opposed to merely reading it as I have done before, is that it has affected the way that I read Patrick Rothfuss and Iain Banks.  Thanks to John Scalzi, the Culture Novels will never be the same again as they are surely sequels to Shadow War.

Monday, March 12, 2012

The SF Library: Mandatory Anthology #1 "Adventures in Time and Space"

If you want to get a good sense of the "Golden Age" of Science Fiction, there is no better volume to have on your Science Fiction bookshelf than the Raymond J. Healy and J. Francis McComas edited Adventures in Time and Space.



 Adventures in Time and Space is an anthology making an argument for the literary merit of Science Fiction as a genre.  It was originally published in 1946 -- one year after the dawn of the Atomic Age and the end of the Second World War.  I own the 1957 Modern Library Edition, and it is a book I return to often when I think about what Science Fiction is as a genre and where it can go "literarily."  The genre has had some fine wordsmiths -- Heinlein, Asimov, Iain Banks, C.L. Moore -- come immediately to mind, but it is a genre that still suffers under the shadow of the poorest written "Space Westerns" of the genre.  It is this shadow that Healy and McComas were trying to destroy.  These editors believe that by 1946 Science Fiction as a genre had found its place as a literary genre, a genre of truly imaginative literature.  And they believed that the elevation of Science Fiction as a literary form was largely due to the work of one editor, John W. Campbell Jr.  As they put it in the introduction to the Modern Library edition:

"Critics have called this the 'definitive' anthology of science fiction stories.  We agree -- not just because it flatters us, but because it is an accurate judgment of the magazine editor who first published most of the stories in this collection.

That man was John W. Campbell, Jr. And perhaps no one man ever had a greater influence over a literary form, for Campbell single-handedly revolutionized the writing of -- and possibly more importantly -- the thinking in modern science fiction.

He created what all of us -- readers, writers and editors -- refer to as the Golden Age of twentieth-century imaginative literature. You are about to read the golden bests of that golden time.

Prior to Campbell's advent as editor of Astounding Stories in 1937, science fiction had badly deteriorated from the standard set by its great founders, Wells and Verne. While some editors strove for genuinely interesting scientific speculation, they allowed such challenging postulations to be presented in a framework of atrocious prose. Generally, however, magazines nominally presenting science fiction offered science that was claptrap and fiction that was graceless and dull.

Campbell changed all that...

As I read those words today, I don't think that Healy and McComas are overstating Campbell's influence.  Campbell is an editor whose shadow looms large over the genre, just as Lin Carter's looms over fantasy, or August Derleth's looms over the Weird Tale.  There have been great editors since Campbell, but he was among the first great editors of the genre.  This is especially telling in the themes of the stories he edited.

Read Asimov's Foundation stories and A.E. Van Vogt's Space Beagle and Slan stories in one straight run, and you will notice themes emerging.  Asimov's "psychohistory" and Van Vogt's "nexialism" sound very similar to each other thematically, and they are applied in similar ways.  Both of these disciplines are collections of the skills of other disciplines, they are a kind of "master science."  This optimistic theme of a rigorous social science that could better our lives is a common undercurrent in Campbellian fiction.  It is one of the hallmarks of his tenure...as is optimism itself.  It is sometimes striking how optimistic Campellian fiction is.  Even when it is skeptical -- like Herbert's Dune -- it contains optimism.  For what are Mentats and the Bene Gesserit, but practitioners of Nexialism and Psychohistory?

Adventures in Time and Space doesn't include Dune World or Slan, but it contains stories with many of the same themes.  Among my favorite tales are:

  • Robert Heinlein's "Requiem" and "The Roads Must Roll"
  • Henry Kuttner and C.L. Moore's "Time Locker" and "The Twonky" -- written as Lewis Padgett.  Moore and Kuttner seem to be to be vastly under-read by the modern SF reader.  C.L. Moore is arguably my favorite SF author, her combination of the weird and the wondrous are magnificent.
  • John W. Campbell, Jr's "Who Goes There?" which is the story that the classic SF films THE THING FROM ANOTHER WORLD and THE THING are based upon.  Campbell published this story under his Don A. Stuart pseudonym.
  • Isaac Asimov's "Nightfall"
  • A.E. VanVogt's "Black Destroyer" -- possibly my favorite SF story.  Readers will notice its influence in Ridley Scott's ALIEN and in the STAR TREK franchise.  The Space Beagle and its mission are surprisingly similar to that of the Enterprise and nexialism and Mr. Spock have a lot in common.
  • Harry Bates' "Farewell to the Master" was the inspiration for THE DAY THE EARTH STOOD STILL and stands as a classic tale far better than the "cold war bigger bully scares us straight" narrative of the film.
There are 35 tales in all in the anthology and they are tales that I return to again and again.  Much like Carter's "Adult Fantasy" series with its many fantasy anthologies, Adventures in Time and Space belongs on your bookshelf.

If only Erik Mona and Paizo had managed to get the rights to do a Planet Stories edition of the book before that line went on hiatus.  I would have loved to see this anthology with some artwork from their stable.  If only because the Coerl of "Black Destroyer" is also the influence behind the D&D monster the Displacer Beast.

Thursday, February 23, 2012

Why "The Brave" Trailer is Superior to "Wrath of the Titans" Trailer

Before I post the two trailers in question and critique the "Titans" trailer, I just want to state for the record that I am jazzed to see both of these movies. They both look like fun and appeal to my inner child.

Now take a minute to watch the trailer for "The Brave." It's only a couple of minutes long.



The trailer is essentially 2 minutes, or so, taken straight out of the film. Two minutes that encapsulate a story on their own, that hint at the stakes surrounding the situation, and that entertain. I now want to see the movie now more than ever, and have the sense that the film will make me weep as its twists are revealed.

Now take a minute to watch the trailer for "Wrath of the Titans."



From the opening BWAAAAAM -- straight out of "Inception" -- there is cut scene after cut scene of ever escalating action that reveals that our hero will have to battle many mythical beasts over the course of the film. Never mind that a releasing of the Titans, and their war against humanity, would make for an exciting series of films let alone a single picture. A fact that makes it appear as if this film will be trying to do too much in too little time, and at the expense of creating an actual narrative. The action scenes are compelling, and heighten my desire to see the spectacle of the film, but they do little to invest me emotionally in the film.

Both trailers make me want to watch the films, but one demonstrates that the film I will be watching will make me feel something emotionally while the other bludgeons me with spectacle.

I can't help but feel that the reliance on a spectacle oriented trailer, rather than an emotional one, for the upcoming "John Carter" film is a bad move. There is action in the John Carter series of tales, to be sure, but there is also a great romance. It is a mythic romance and the trailers have done little to convey that fact. I would even go so far as to say that the Super Bowl trailer made me want to watch the film less.

Compare the "John Carter: Virginia" clip to the Super Bowl ad. The Virginia clip makes me want to watch the movie, the Super Bowl ad makes me believe that Disney doesn't really believe in the story or that the characters are worth highlighting. Thankfully, the Virginia clip exists and lets me know that there will be character development -- even if it is apocryphal -- and not just spectacle.





I'll take Virginia over spectacle any day, and I'll take a short continual glimpse into the world over clips featuring the soundtrack of "Inception."

Friday, December 16, 2011

A Victory Point Games Christmas

Victory Point Games is an independent small press gaming company located in Southern California that is both a game company and a classroom.  Not only do they want to produce fun to play games, but it is their mission to turn game players into game designers.  They are a friendly and talented crew.

For the past few years, VPG has released playable game after playable game.  What the games have sometimes lacked in quality of components, they have more than made up for in quality of play.  Recently, VPG has made two corporate decisions that will bring the physical/visual quality of their products in line with the play quality.  First, they have ordered a die-press in order to produce high quality die-press counters for their games.  They have been hand pressing and cutting the individual games in the past.  Second, VPG has slated a series of digital adaptations of their games.

VPG has just released their first digital game, an adaptation of Chris Taylor's "Loot and Scoot" fantasy game.  The digital version of the game does a good job of capturing the simple charm of the printed version of the game.  It also features significant graphic improvement over the tabletop game.  You can compare the digital version's graphic presentation to that of the original by looking at the images below.  The first two images come from the new digital edition, while the second two images come from the physical version of the game. 




 
I am quite fond of the physical game, and there is no replacing a good face to face board game experience, but the digital game is both cheaper and slicker than its physical counterpart.  The new digital game -- available for both iPhone and Android devices -- comes in at an inexpensive $2.99 where the physical copy has a $17.95 price point if purchased direct.  The digital game is competitively priced, where the physical game reflects the costs associated with limited print runs, both are worth the price.  Get yourself a copy of the digital game, and purchase a copy of the physical game for a friend.
In addition to "Loot and Scoot," VPG has a large catalog of fun games that make perfect Christmas presents.  My top ten list (in no particular order) are the following:

  1. Hero of Weehawken: The Aaron Burr Conspiracy
  2. Gettysburg: The Wheatfield
  3. Forlorn Hope
  4. Nemo's War
  5. Empires in America
  6. Zulu's on the Ramparts
  7. Waterloo 20
  8. Final Frontier
  9. Ancient Battles Deluxe
  10. The Barbarossa Campaign


Tuesday, October 18, 2011

[Film Trailer] MURAL: Strange and Inspiring Fantasy

As much genre influence as Hong Kong films have had on American cinema, there is one genre where Hong Kong's influence has yet to have significant impact on American film making. Every modern American action film has some touch of the gunfu and kung fu films of Hong Kong's heyday, but one rarely sees touches from amazing fantasy spectacles like The Bride with White Hair, Dragon Inn, or Warrior of Zu Magic Mountain in American productions.

When we do get film influenced by HK fantasy films -- with the exception of John Carpenter's magical Big Trouble in Little China -- the American adaptations/translations are mere shadows of what could be cinematically.  It's as if Western film makers are afraid to truly push the envelope regarding what a fantasy story can be.  The Forbidden Kingdom is a perfect example.  The film stars two of Hong Kong's greatest actors, yet the film makers decided to add an American protagonist and to mute the fantastic elements of Sun Wu Kung's tale.  The movie is an inelegant patchwork of a number of wonderful tales.  Even when talented Hong Kong directors make films with elements of HK fantasy, like Warriors of Virtue, the fantasy is targeted at young children and the warriors become kangaroo versions of Ninja Turtles.  In these fantasy translations, the "anything can happen" narrative and the "nothing is too extreme" attitude of HK fantasy is lost, only to be replaced with tamer shadows that hint at what could have been.  There are moments of The Forbidden Kingdom and Warriors of Virtue  that shine through, but they are only enough to make the film's moderately entertaining when they could have been spectacular.



Thankfully for fans of Hong Kong fantasy, and you should really be one, the HK film industry is still making fantasy spectaculars.  This September saw the release of Gordon Chan's latest film Mural.  The movie is an adaptation from Strange Tales from a Chinese Studio a classic collection of Chinese fantasy stories of Vampires, Ghosts, and Magic.  Gordon Chan's Fist of Legend is one of the best martial arts films ever created, and if this trailer is any hint we might be in for something special with Mural.  Let's hope it gets released stateside soon.