Showing posts with label Geekerati Radio. Show all posts
Showing posts with label Geekerati Radio. Show all posts

Thursday, May 09, 2019

Blast from the Past: The Geekerati Crew Discuss Alien Invasions in Film, TV, and Games

It will have been 12 years this August since the Geekerati Team live streamed our Alien Invasions episode. Give it a listen and let me know your thoughts.

How well does it hold up?

Do I need to do an updated one that discusses upcoming Alien Invasion films like Rim of the World?


Wednesday, June 06, 2018

Planning a Real Play Podcast


Those of you who have been reading/following Advanced Dungeons and Parenting ever since the Cinerati days know that I used to host a podcast called Geekerati with Shawna Benson, Bill Cunningham, Eric Lytle, and Wes Kobernick. We had a great run for a couple of years and were able to book guests like Margaret Weis and Tracy Hickman (DRAGONLANCE), Tim Minear (FIREFLY, ANGEL, AMERICAN HORROR STORY), Rob Long (CHEERS, KEVIN CAN WAIT), David Goetsch (BIG BANG THEORY), Brandon Sanderson (MISTBORN, ALCATRAZ Vs., STORMLIGHT ARCHIVE), Susan Palwick (FLYING IN PLACE), Matt Forbeck (BRAVE NEW WORLD, ENDLESS QUEST, BLOOD BOWL), Shane Hensley (SAVAGE WORLDS), and many more. It was hard work, and we were never able to catch the fire we hoped, but it was an experience I wouldn't trade for the world.

Recently, I've gotten the podcasting bug again. After chatting with friends with similar interests, we decided that instead of trying to relaunch Geekerati that it would be fun to create a real play podcast of a 5th edition D&D campaign. Our group won't be the first to do this, there are several excellent podcasts and streamers out there, but it's something that we think will be a great experience for a number of reasons. First, it might just catch on and we might be able to connect with people who have similar groups to our own. Second, we think that it will make our own role playing skills better. After all, knowing that someone might be listening might get you to focus on how much role playing your are doing. Finally, we are noticing that it is forcing us to thing about world building since we all agree that it might be more fun to create our own setting and share that with the world.

I've got a great group lined up, but we are still in the planning and logistics phase. We don't even have a name for our podcast yet. We do, however, already have a number of ideas for our setting and I will be sharing those over the summer as it gets flushed out more. I'll also be introducing you to some of our players and their characters. First here, then on a website for the podcast.

Speaking of websites...it's about time I started moving the Geekerati episodes over to my personal website at www.christianlindke.com instead of having them only on the Blog Talk Radio site.

For those of you interested, here is a quick glimpse of a VERY rough draft of the country where our campaign will take place.



Thursday, August 06, 2015

#RPGaDay2015: [Day 1] Exciting Forthcoming Game


Last year, Dave Chapman aka +Autocratik created a blog prompt called #RPGaDAY wherein Dave did all of us amateur bloggers a favor by giving us 31 ideas for blog posts. The intention is that bloggers would write 31 posts over the course of a month and it was very successful last year. I was one of the participants, but I did not manage to post all 31 days. In fact, I think I only managed half a dozen or so. Even with that disappointment, I'm trying again this year even though I'm starting 5 days after the fact.

Let's move past the prologue and get to today's#RPGaDAY2015 answer:


Since I'm already a couple of days behind, and I'll be trying to catch up over the next few days, I'll keep this short.

The forthcoming game I am most looking forward to is...

http://www.modiphius.com/john-carter.html 

I've been a big fan of Modiphius, the publisher of the upcoming Edgar Rice Burroughs' John Carter role playing game, since I backed their Achtung! Cthulhu role playing game on Kickstarter a couple of years ago. That role playing game setting was compatible with both the Savage Worlds and Call of Cthulhu role playing games at publication and it seemed like a nice counterpart to Weird War II. The new John Carter game, which should be out by Christmas of this year, uses Modiphius Entertainment's own game system entitled the 2d20 LITE system. It's a streamlined version of the system they had designed for their new Mutant Chronicles role playing game. The design lead on the 2d20 system was Jay Little, who is one of my favorite game designers, and the mechanics are sound.

To quote Modiphius' Press Release:
John Carter —The Roleplaying Game: Due for release: Christmas 2015
Explore the wonders of Barsoom from the vast deserts to the ancient cities. Discover the forgotten secrets of a world that was old when life first spawned in the oceans of Earth. Play as pilots, warriors, scientists, or one of the terrifying green Tharks.  Create you own Barsoom adventures or take on the great journeys as John Carter himself along side Dejah Thoris, Kantos Kan, Xodar, Tars Tarkas, Thuvia of Ptarth, Carthoris of Helium or any of the other major heroes and heroines of Barsoom.

The John Carter roleplaying game uses 2d20 LITE—a streamlined version of the 2d20 system featured in the Mutant Chronicles, INFINITY and Conan roleplaying games. Designed for fast flowing action accentuating the exuberant adventures of the original books, 2d20 LITE let’s you dive into the game immediately with a sleek, pulse-pounding system. Major industry artists will help bring Barsoom to life. 
 Edgar Rice Burroughs and Michael Moorcock were the two figures who most shaped my early fiction tastes and I am more than excited to see a Planetary Romance game based on Burroughs' influential series make it to print.

I interviewed Chris Birch of Modiphius last year on Geekrati about Achtung! Cthulhu and Mutant Chronicles last year and it looks like the company continues to grow.



Friday, July 25, 2014

Chatting with The Big Bang Theory Screenwriters on Geekerati

Sometimes I forget how blessed my life is, living as I do in beautiful southern California. There are times when I need to take a break from grumbling that not enough people listen to the Geekerati podcast I do with Shawna Benson, or wondering why no one has spontaneously noticed that I would be perfect as a voice on their latest animated series. Today is one of those times when I remind myself that no matter how challenging and intimidating my life might be I pretty much live in "Pops Town" as depicted in one of the Hallmark puzzles by Robert Blair Martin. A heavily populated version of Pops Town, to be sure, but one none the less. The Los Angeles area can be a scary place if you don't know anyone, but it also happens to be filled with wonderful people who can make this megalopolis feel like it's just the right size.




Let me walk you on a brief tangent about this aspect of L.A. before we get back to the main point of this post...getting you to listen to the Big Bang Theory interviews Shawna and I did on Geekerati.

My wife Jody and I moved down here so that she could attend film school at USC and I could begin pursuing graduate education. We moved to Los Angeles from Reno and we immediately experienced culture shock. Let me tell you, unless you are from a big city it is quite shocking to be surrounded by so many people. The Reno/Sparks Metropolitan Statistical Area has a population of roughly 425,000... or roughly 3 Comic-Cons. The Los Angeles Combined Statistical Area - or as someone who lives in Glendale and commutes to Riverside for my Ph.D. classes calls "L.A." - has roughly 18 million. That's roughly 120 Comic-Cons. That is a lot of people and when Jody and I first moved down here it was mind-boggling. We lived in Crenshaw at the time, and finding any place that wasn't crowded was a quest suitable for 16th level Rangers and not wide eyed newbs from the Sierras. Though we did discover that the "vacant lot" where Elizabeth Short' body was found is a 9 minute walk from the Crenshaw Krispy Kreme.

How crowded is Los Angeles you ask?

There is so much light pollution in the area that Jody and I describe the Los Angeles day as having two parts, "Day and Dim." There is no night, only dim. There are so few stars visible that we wondered why they bothered to maintain the Griffith Observatory, though at the time the Observatory was closed for renovation.

Our first Christmas in Los Angeles, we made the mistake of heading over to Universal City Walk to get a feel of L.A. at Christmas-time. For Jody, who grew up in Nevada City where they have Cornish Christmas/Victorian Christmas every year, venturing into a pseudo-mall that has a Santa hat wearing King Kong as its only acknowledgement of the season was horrifying. It was anti-Christmas for her. There was no snow. There were no Christmas carols. It was 70 degrees. We later learned that the Southland celebrates Christmas - and so many other wonderful celebrations - magnificently, it's only Universal City Walk that is terrible...except at Halloween when it is appropriately horrifying.

For our first year, we were very lonely in a very large place. Then something magical happened. We wandered from our cave and managed to meet some Angelinos. Some where natives, but most - like us - were transplants. Some of them were semi-famous, but most were normal people getting by. I'd like to take a moment to highlight a couple of lynch pin people who have made our day to day lives in L.A. wonderful: Bill Cunningham, Shawna Benson, Wes Kobernick, Joel Allan, Eric Lytle, Luke Y. Thompson, David N. Scott, Julie Scott, Kate Coe, Dale Launer, Scott Kaufer, Caryn Mamrack, Kevin Burke and Nicholas Santillan. These names only scratch the surface of people who have been more than generous with their time and energy to both Jody and me...and are people I can name without feeling like I am "name dropping." I would mention some of the people in my gaming group, but it is my hope that I have been able to do for them what the above people have done for me and Jody.

These people make Los Angeles feel like a very small town. Small in the cozy way and not in the gossipy loss of privacy way.

It is through these people, and some of un-named individuals, that I have had the ability to get some great guests on the Geekerati podcast that Shawna Benson, Bill Cunningham, Wes Kobernick, Eric Lytle, and I started in 2007. Of the many great guests, the "gets" that most surprised me in that I was able to get them at all were writers from the biggest comedy on television...The Big Bang Theory. There are really only three "gets" that I would geek out more over, William Shatner, Bruce Campbell, and Nathan Fillion. I'll add them to my bucket list.

We had Executive Producer David Goetsch on our show in early 2008. In that episode we discussed a number of topics, but I remember one thing fairly distinctly. It was Goetsch's kind tolerance of me telling him that TBBT had better not commit a BOSTON COMMON. For those who don't know, BOSTON COMMON was a sit com starring Anthony Clark who played a geeky hick who is madly in love with much cooler Traylor Howard. Needless to say, they get together in Romantic Comedy fashion at the end of the short - due to it being a mid-season pick up - season. The show was picked up for another season, which apparently made the writers panic because they broke the couple up in order to "recapture the magic." As an aside, Traylor Howard went on to star in TWO GUYS, A GIRL, AND A PIZZA JOINT which starred two geek favorites (Nathan Fillion and Julius Carry), someone geeks love to hate (Ryan Reynolds), and a highly under appreciated comic actor (Richard Ruccolo).

Since its launch, TBBT has been Jody and my favorite modern sit com, it falls somewhere behind FRAZIER and THE DICK VAN DYKE SHOW on the all-time list. Jody has even written a spec screenplay for it, which is a double edged sword for a struggling screenwriter. You've written for what you love, but you don't tend to have people read specs for their own show. This isn't for "IP" reasons. It's more due to the fact that if you don't get the characterization perfect - in the minds of the shows creators - they might be very resistant to your interpretation. This is true even if your screenplay is funny. That's one of the reasons writers submit screenplays for similar shows, or other popular shows. You want to demonstrate you can write in the genre, but you don't want to claim you understand the characters better than the show's creators.

Anyway, enough of the build up. You will find the two episodes we interview TBBT writers embedded below. If you need any proof of the show's geek cred, just think about the fact that they were willing to spend time with a fellow geek to chat for over an hour...twice...and hopefully again.

Interview with David Goetsch



Find Additional Blogcritics Podcasts with Geekerati Radio on BlogTalkRadio

Interview with Maria Ferrari


Online Entertainment Radio at Blog Talk Radio with Geekerati Radio on BlogTalkRadio

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.




Listen to internet radio with Geekerati Radio on BlogTalkRadio


Wednesday, March 27, 2013

All Too Rare Geekerati Podcast Update

I post surprisingly few updates about the Geekerati podcast that Shawna Benson and I do on a fairly regular basis. I think that it is time for a change on that front. Shawna and I have been doing the podcast, along with a couple of other co-hosts like Bill Cunningham, since 2007 and will be live streaming our 126th episode this evening. We average 2,400 downloads an episode with most falling between 1,000 and 5,000 depending on who we have as a guest in a given week. We have had one or two episodes with over 40,000 downloads, but those were with guests who had very large followings and who heavily promoted their appearance on our humble show.



We live stream the show on Wednesdays at 8:30pm Pacific, although this has changed over the years to match our busy lives, and episodes are available for download on the website or on iTunes immediately after the show finishes airing. We recommend listening to the show on the website and putting up with the advertisement at the beginning of the show, as this helps us recoup some of the costs of hosting the show with Blog Talk Radio. The live streaming format has certain advantages for time crushed people like Shawna and me, but it does come with the requisite risks of technical glitches. We have certainly had our share of those. If you want to hear how throttled bandwidth affects Skype audio, check out our conversation with Stephanie Thorpe about the Elfquest Anniversary.

Over the years Shawna and I have had some fantastic guests, including:
 
  1. Matt Forbeck (Game Designer) -- Matt's actually been our most frequent guest, with Shelly Mazzanoble coming in at second. This makes them our favorite guests.
  2. John Rogers (Leverage, The Core)
  3. James Lowder (Game Designer and Editor)
  4. Marc Bernardin (Alphas)
  5. Susan Palwick (SF Author)
  6. Tim Minear (Firefly)
  7. David Goetsch (Big Bang Theory)-- Back in 2008 even.
  8. Aaron Ginsburg (Thrilling Adventure Hour)
  9. Margaret Weis and Tracy Hickman
This is far from an extensive list. Shawna and I are quite proud of what we've been able to do with the show. So why don't you join us tonight as we chat with Clark Perry to discuss the upcoming show DEFIANCE.

Wednesday, January 02, 2013

The Big Bang Theory and D&D: One Geek's Perspective


Those of you who visit this blog with any regularity know that I am not merely a fan of Geek Culture, but I'm a bit of an evangelist as well.  I want the world to have the same love for Geek Culture that I do.  So portrayals, and reactions to portrayals, of Geeks and Hobbyists are something that I pay close attention to.  I am also a big fan of the television show "The Big Bang Theory."  To my memory TBBT has had the cast play D&D on two occasions, the most recent being the December 13th episode "The Santa Simulation."  This episode has met with quite a bit of criticism on my Twitter and Facebook feeds.  One of the most mild criticisms was Chris Pramas' post on 12/14,  though the brief conversation that followed gives a glimpse at some of the ire that the show can engender from the Geek community.

Before I continue, I'd like to point out that I'm on friendly terms with two of the writers on the show.  This isn't to say that I'm close friends or anything that intimate, but that I and my Geekerati co-host Shawna Benson have done podcast interviews with both Executive Producer David Goetsch (in 2008) and Supervising Producer Maria Ferrari  (late 2012) on separate occasions.  Maria was one of the writers of "The Santa Simulation" episode, so my curiosity wonders if some small spark for the episode came from her participation in my little podcast.  My Shatnerian hubris tells me "Of course it did," while the person who has an understanding of production schedules and how Hollywood actually works says "Puh-leeze, get over yourself."  These facts make me predisposed to be favorable to the show, and I thought everyone should know that before they read further.

The fact is that I find the Nerd Rage being tossed at the creators of THE BIG BANG THEORY to be ludicrous.  I can understand not liking "The Santa Simulation" as an episode, though I liked it and will discuss why below, but to rage at the creators accusing them of "laughing at geeks rather than laughing with them" is unmerited.  Having forced two of the writers to endure marathon live-streaming runs on my podcast, I have learned two things.

First, the people on the show are geeks.  They don't all geek out about the same things you do, but they do all geek out about aspects of geek culture.  They have writers who are comic book fanatics, Star Trek fanatics, video gamers, and hobby gamers.  Have you ever noticed the games that the cast plays at the beginning of episodes?  While the "Ticket to Ride" game going on in a recent episode was a fairly mainstream demonstration, the playing of "Talisman" during an earlier episode points to some serious Hobby Gaming on someone's part.

Second, these people are nice.  Extremely nice.  David Goetsch's only failing as a human being is that he is a Red Sox fan.  Given that the Cubs likely threw the 1918 World Series to give the Sox their much discussed "pre-curse" World Series victory, I have a particular disdain for Red Sox fans.  The fact that David Goetsch is so nice that he overcomes my anti-SoxFan bias is a testimony to how nice he truly is.  Listen to the conversations Shawna and I live-streamed with the writers.  They not only put up with my asides, meanderings, and bad jokes, they join in.  When hanging out with "real geeks," they spend not one moment laughing at us and are instead laughing with us.

Now for a discussion of "The Santa Simulation" proper, as it is an episode that has fostered so much distracting discussion on my various social network feeds.

"The Santa Simulation" is an episode that has as it's "A Storyline" that the core cast -- minus Penny -- haven't been able to play D&D as much as they like over the past few years and want to play.  They want to play so badly that they are willing to prioritize it over night's out with the women in their lives, in Sheldon's case he "forbids" his girlfriend from participating.

The first criticism that leaps out at gamers, and the one highlighted by Chris Pramas in the tweet I linked earlier, is that the show "propagates the myths that only dudes play D&D and that it's either D&D or sex."  I think that this is a fair criticism of the episode, but I'd like to examine it a little further.  It is true as far as it goes, but it should be pointed out that a) it is only Sheldon who "forbids" his girlfriend from playing, b) that Sheldon has very peculiar ideas about societal norms, and c) that Sheldon's girlfriend very much wanted to play in the game.

I'd also like to share a quick anecdote with you.  This past year, the company my friends and I started up launched our first Kickstarter.  We funded a Cthulhu Claus Holiday Card project that was illustrated by my wife Jody Lindke and that contained greetings written by Gaming God Kenneth Hite.  When the project was completed and all boxes had been shipped to backers, I approached my Friendly Local Game Store and asked if they would be interested in carrying the cards.  I also had a retailer tier available on the project.  The manager/owner of the local store said, and I paraphrase here, "the customers at this store would likely not be interested in the project as they aren't very sociable and won't have people to send them to.  They'll look at them, think they are cute, but won't buy them." 

I am not kidding.  Additionally, ZERO retailers backed the project.

That store owner was harder on the hobbyists who frequent the store than TBBT has ever been to the geek community.  The fact is that "gamer are not social" is tried and true stereotype.  The fact that hobby gaming is itself a social hobby that requires social networks -- physical ones not digital ones -- in order to fully appreciate is beside the point.  The most sociable people I know are all gamers.  Are all gamers sociable?  No, but many are and all seem to enjoy the company of their friends while playing games.  TBBT's "The Santa Simulation" at least got that part right.

Back to Chris's point though, he's right that the show didn't break stereotypes and it would have been nice if they had.  It would have been fun seeing how Penny reacted during Leonard's "Holiday Themed" D&D adventure.  I think there was some real room for comedy gold just in that thought experiment, not to mention how it would drive Sheldon crazy.  This is especially the case given that Sheldon has yet to defeat Penny at any game, and an entire episode was dedicated to Penny besting Sheldon -- though sad to say that episode (The Re-Entry Minimization) didn't include any hard core hobby games.  So I think Chris is on to something with his reaction.  TBBT had a moment when they could have gone for the harder, but funnier, storyline and they didn't.  TBBT stuck with the easy gamers are boys assumption when they could have been narratively braver.

That isn't only due to meeting stereotypes though, or from a lack of ability.  It also has to do with screenplay structure.  TBBT -- like most modern shows -- has an A and a B storyline.  Sometimes they even have a C storyline.  Given that the majority of the cast was playing D&D and they only had 3 regular characters not in the game, what would be left for the B storyline if everyone was playing the game?  That's a challenge the writers had to face, and they came up with the episode they came up with.  It was essentially "boys night vs. girls night out."  And you know what, the "boys night" looked like more fun.

That's right, the D&D game looked like more fun than going out "clubbing."  Leonard's "Let's rescue Santa Claus" D&D adventure was exactly the kind of thing gamers do for the holidays.  Savage Worlds has a free Christmas Evening adventure -- and I should point out that a couple of years ago I ran a Savages Save Santa Necessary Evil game.  RPGNow is filled with holiday themed adventures for heaven knows how many game systems.  This year I ran a Call of Cthulhu holiday themed adventure -- and no it didn't involve Cthulhu Claus.  Next year's will.  The guys were all having a great time, the play looked engaging and fun, until Sheldon ruined the boys night out due to his personal history with Santa Claus.

Let me say something that was embedded in that last paragraph again.  It made playing D&D look fun.  It started off silly, but in the end it looked like a great time.  I can see someone saying, "That's what people where afraid of in the 80s?  Really?  It looks fun and I'm going to give it a try."

Do I think the episode could have been better?  Yes.  Having Penny and Sheldon battle it out over the fate of Santa Claus would have been amazing.  Showing non-gamers being recruited to gaming was a missed opportunity for D&D evangelization.  But the episode was fun, and it made me happy that I'd already planned a holiday themed Cthulhu game.

Thursday, August 09, 2012

You Got Your TWILIGHT in My Fighting Fantasy Style Gamebook, and I'm Glad.

When I purchased An Assassin in Orlandes, the first of Tin Man Games Gamebook Adventures, I did so out of a nostalgia for the old Fighting Fantasy Gamebooks by Ian Livingstone and Steve Jackson and other excellent books in that genre.  I had recently acquired my first smart phone and was impressed that many of the old Fighting Fantasy books were available for purchase.  It was nice to revisit the books that along with Tunnels and Trolls solos had been my proxy game group during my middle and early high school years.  During that time, I was only able to play role playing games sporadically and the game books were a great substitute.  The smart phone versions brought back fond memories, even if it was harder to finish an adventure where one couldn't "accidentally" read future entries for clues.

The Fighting Fantasy Gamebooks, and their eventual competitors, became a huge phenomenon.  One thing they never managed to do was expand their audience beyond certain market sectors which were mostly male readers.  TSR made a brief attempt at expanding the demographic with their Heart Quest books, but they didn't catch on for various reasons.

With the smart phone and the transition to ebooks, the gamebook has seen a resurgence.  One of the leading publishers in this resurgence is Tin Man Games, and with good reason.  When I began playing An Assassin in Orlandes, just to see how this "small upstart's Fighting Fantasy competitor" would fare, I was impressed with the thoughtfulness that went into the production. The book had a compelling narrative, a fun little game system (that also allows for a little "tilting" of die rolls which is a nice touch), and even had "Achievements" that could be earned by successful and unsuccessful play.  In short, it was clear that Tin Man was going to be big.  Their success continued with the acquisition of the license to produce future Fighting Fantasy Gamebooks, taking them from competitor to partner, and the acquisition of the Judge Dredd license.  I've been playing around with their Judge Dredd gamebook app, and it is quite fun -- more on that later. 

Tin Man really seems to know what they are doing, and they are also doing what publishers should have been doing during the first boom.  They are expanding the pool of potential gamebook players.  While we geeks might be precious to protect our hobbies from "fakes," "hipsters," or "sparkly vampires," as John Scalzi points out -- we shouldn't be.  Whoever wants to be a geek should be allowed to be, and they should be welcomed into our hobbies with open arms.  One of the things that I've learned from living in Southern California is that everyone is a geek.  That's right...everyone.  Disneyland's profits are based on the premise, and have been working for years.  Walk around Disneyland one day as an observer of people.  What do you see?  People from all walks of life joyously expressing their love and affection for fantasy, science fiction, and cartoons.  It is a place where they let down their pretentious guard and allow themselves to have fun.  And that is what being a geek is about.  It is about never loosing the "Golden Age of Science Fiction is 14" attitude and making the Golden Age of Science Fiction right now.  The same is true for comic books, role playing games, or whatever else you geek out about.  When Vampire the Masquerade hit the gaming hobby, I remember those who wrong-mindedly poo pooed Goths coming into our hobby playing their "weepy Goth Anne Rice game."  While others were doing that, I was meeting some great friends who it eventually turned out happened to be willing to try playing Warhammer 40k and Globbo.  Trust me, if you can get someone to play Globbo you've won the pop-culture wars and I credit White Wolf with getting Vampire fans who would never think of playing Globbo in the first place to try it out.  VtM was the gateway game that lead to more gaming for a lot of people.

It appears that Tin Man Games is trying to give fans of the Twilight books and Vampire Diaries a gateway gamebook into my favorite hobby with Strange Loves: Vampire Boyfriends.  This is something we should be praising.  After all, how far is it from Vampire Boyfriends -- a book with game mechanics -- to Vampire the Masquerade?  And as I've mentioned already, Vampire the Masquerade can lead to Twilight Imperium play.

Check out Tin Man's book trailer for their new book Vampire Boyfriends, the first in the Strange Loves series.



 

You know what?  I think I might just pick up a copy of this book/game.

Tuesday, July 19, 2011

Agent 13 Returns -- Pulp 2.0 Reprinting Classic TSR Pulp Title

My good friend, and former Geekerati Co-host, Bill Cunningham recently announced that his independent publishing company Pulp 2.0 will be republishing the Agent 13 novels that TSR printed in the late 80s. The Agent 13 character was featured in a trilogy of novels written by Flint Dille and Dave Marconi, in a set of comic books, and in an excellent Top Secret S.I. setting/supplement.




When Bill told me the news, I was extremely excited. I have been a fan of the Agent 13 character for some time and the Agent 13 Sourcebook is one of my prized gamebook possesssions.

I only hope that Bill and Flint will be releasing/licensing new RPG or Boardgame material based on this great character.

You can read the full press release below (I don't normally cut and paste press releases, but Bill covers all the bases).

Pulp Publisher to Collect the AGENT 13 Novels by Flint Dille and David Marconi

Los Angeles, CA - Pulp 2.0 Press CEO Bill Cunningham today announced that the company has signed an agreement to redesign and republish the adventures of the classic pulp character, Agent 13,  created and written by Flint Dille (Transformers G1) and David Marconi (Enemy of the State). This Pulp 2.0 collector’ edition titled The Agent 13 Dossier will be exclusively in print, and will collect all three of the original Agent 13 novels as well as exclusive features disclosing the secrets behind the mysterious Midnight Avenger.

Agent 13 was originally published in 1986 by TSR in a trilogy of novels - The Invisible Empire, The Serpentine Assassin and Acolytes of Darkness.  The character spawned a set of graphic novels drawn by artist Dan Spiegle (with covers by Jeff Butler) as well as a role-playing game and comic. Kidnapped as a young child in 1907, a gifted boy was brought to The Shrine, the hidden headquarters of the ancient organization known as The Brotherhood. His past memories were erased, he was assigned the title Agent 13 and trained as an assassin and agent in clandestine operations. He became the best disciple and would have risen high in the ranks of the Brotherhood, until he discovered its true evil nature under its cadaverous leader, Itsu - The Hand Sinister. Fleeing The Brotherhood he is hunted by their ninja-like agents, and begins a deadly cat-and-mouse contest against the organization. He fights back, forming his own group of allies against the Brotherhood who dare to plunge the world toward war.

“Agent 13 is Dille and Marconi’s love letter to the pulps, cliffhanger serials and comics. We at Pulp 2.0 are ecstatic to present our readers with these great pulp adventures in an exclusive collector’s print edition,” said Pulp 2.0 CEO Bill Cunningham.  “I remember reading... okay devouring these books when they first came out, and I’ve always loved the world and characters that Flint and David created.  To be able to design a new edition to share these rare novels and the secrets behind Agent 13 is an honor.”

“We were sitting in Flint’s living room one day, and we started jamming ideas back and forth. Flint was a big fan of the pulps and he showed me some of the old materials he had. He had a book featuring the old pulp covers that we looked at that was very inspiring. I had just written some screenplays for Warner Brothers and had good relationships there, and said that if we came up with an interesting story/pitch about this stuff, we can possibly set it up as a screenplay to write.’ So we originally developed AGENT 13 as a studio pitch to set up as a film, and spent quite a lot of time developing the story and characters as we pitched it around to the various producer/buyers around town,” said co-creator David Marconi.

“Then, when the movie wasn’t getting set up as quickly as we hoped, but the story had progressed to the level where we had all the characters and everything else worked out, we decided to just write the book. Flint  had access to Random House through Gary Gygax and TSR, so we were able to get a publishing deal, and dove straight into Agent 13 novel world. Which at the end of the day, was more fun in that it allowed us to go much deeper into the characters and backstory which can’t be explored in great detail in a 2 hour script format.”

More details will be forthcoming as the project progresses. The Agent 13 contract was negotiated on behalf of the creators by Howard Bliss of Union Entertainment.



About Flint Dille:

Flint Dille is a living embodiment of Transmedia. His career started by turning toys into TV Shows with G1 Transformers, G.I. Joe, Inhumanoids and Visionaries.  He has designed games with Gary Gygax and written movies for Steven Spielberg. Flint has sold game design documents as feature films - Venom  (Dimension 2006) and Agent In Place (Lionsgate 2010).   Flint directed the interactive movie Terror T.R.A.X., Track of the Vampyre which became a television pilot for Fox as well as Dragonstrike, one of the first hybrid film projects.  

Flint has twice won 'Game Script of the Year' (Riddick: Escape from Butcher Bay (with JZP) and Dead to Rights and was nominated for Ghostbusters and Dark Athena.  He has worked on crown jewel franchises including James Bond, Mission: Impossible, Tiny Toons, Batman: Rise of Sin Tsu (Guiness Book of Videogame Records for creating the first Batman villain outside of the comics), Superman, Dungeons & Dragons, Teen Titans and Scooby-Doo.

He has a degree in Ancient History from U.C. Berkeley and an MFA from USC.  Currently, Flint is teaching a class on Alternate Reality Games at UCLA.  His follow up book to The Ultimate Guide to Video Game Writing and Design is about Transmedia.


About David Marconi:

A native of Highland Park, Ill., Marconi was passionate about film making from an early age.  After winning several high-school film making competitions, Marconi was awarded an Alumni Merit Scholarship to attend the University of Southern California's Film School.  Upon graduation, landed his first job as Francis Ford Coppola's assistant on The Outsiders.  

Working closely with Coppola, Marconi "cut his directing teeth" watching Francis direct both The Outsiders and Rumblefish. In 1993, Marconi wrote and directed his first feature, The Harvest, (Columbia TriStar).   The film premiered in the 'official selection' of the San Sebastian Film Festival and went on to win numerous awards in International Film festivals.

The success of The Harvest brought Marconi to the attention of  Simpson/Bruckheimer who commissioned Marconi to write his original screenplay Enemy of the State (Disney) starring Will Smith and Gene Hackman.  Marconi continued  creating tent-pole action films for the major studios; WW3.com (which served as the basis for the Die Hard sequel; Live Free or Die Hard ) (Twentieth Century Fox,) Perfect Suspect for Chris Rock (Twentieth Century Fox,) and the high-tech., science fiction epic; No Man's Land.  (Dreamworks.)

Most recently, Marconi was a featured guest speaker for IADC, International Attorney's Defense Council, and the Department of Defense Cyber-Crime Conference where he lectured on his film Enemy of the State and how it relates to privacy concerns and cyber-warfare in a post 9-11 world.  2011 will mark Marconi's second foray behind the lens as a writer/director with his new feature film; INTERSECTION, a gritty thriller currently in pre-production being produced by Luc Besson, the director of THE PROFESSIONAL, FIFTH ELEMENT and Europa Corp.  Holding duel citizenship for the US and EU (Italy,) Marconi divides his time between Los Angeles and Europe.

Monday, September 13, 2010

Join Me for a Conversation with a Part-Time Sorceress

Shelly Mazzanoble, author of the book Confessions of a Part-Time Sorceress and Associate Brand Marketing Manager for the Dungeons and Dragons role playing game at Wizards of the Coast, will be joining Shawna Benson and me tonight on Geekerati Radio.

We'll talk with Shelly about the D&D Essentials line, what Wizards is doing to reach out to new gamers, and The Real Housewives of New Jersey.

Stop by at 8pm Pacific tonight, or download us later on iTunes. If you listen live, you can call in at (646) 478-5041 or send me a tweet at @ChristianLindke with your questions.

Wednesday, May 12, 2010

Geekerati Gaming Archives Volume 1 -- Matt Forbeck Interview

In July of 2007, Geekerati Radio -- a podcast a few friends of mine and I ran for over two years -- had our first gaming related episode.  It was our ninth episode overall and it featured an interview with Freelance Game Designer extraordinaire Matt Forbeck.  Over the course of his career Matt has worked with most of the major game and toy companies -- from rpg games to toy design -- and has been nominated for 24 Origins awards and has won 13.  His game designs have included miniatures rules for starship combat, dark future science fiction roleplaying games, bleak counterculture superhero rpgs, and the list goes on.

You can tell by the interview why Matt is called the nicest man in the gaming industry.


Last year in September the Geekerati show petered to a halt as we never got the listenership to justify the effort we were putting into the show.  When you are interviewing Brandon Sanderson -- new author of the Wheel of Time series -- and you only get 4 "live" listeners (though the archive did quite well) it can be a bit disheartening.  When you add a full time work schedule, MBA courses, attempts at a regular rpg gaming hobby, and twin toddlers to the mix it was becoming difficult to justify the time.

I loved the experience, and my co-hosts are great friends, and would like to do it again.  But to do so will require some massive scheduling efforts and possibly some new co-hosts.  Bill Cunningham, our mad pulp bastard, is hard at work promoting his own awesome pulp publishing company, Eric Lytle is keeping California safe from toxic chemicals, and Shawna Benson is striving toward fame and fortune.

Let me know if you think I should give it a go again, and in the meantime I'll be sharing the archives with you.

Thursday, March 04, 2010

PULP 2.0 Press Publising BROTHER BLOOD


I don't normally cut and paste press releases on this site, but I am making an exception in this case. PULP 2.0's publisher Bill Cunningham is a friend of Cinerati and he has a strong vision with regards to promoting modern pulp fiction. Cunningham remembers well the bygone days when a young reader could pick up action packed fiction filled with references to "blazing twin .45s" where "sinister cabals" lurked around every corner, and where only heroes who were quick to pull the trigger could save the day. This was back before publishers decided that "Young Adult" readers "needed" heroes who "stupified" and "paralyzed" their opponents. The stakes were life and death, and the heroes meted out death with righteousness.

Cunningham's PULP 2.0 production company is releasing a series of book and other products that revel in this pulp spirit. In the tradition of the classic film Blacula, their first publication is the blaxploitation novel BROTHER BLOOD.

For Immediate Release:
Pulp 2.0 Press
Newpulpmedia@gmail.com





New Publisher Pulp 2.0 Press Officially Launches
with Author Donald F. Glut's
Lost Vampire Blaxploitation Novel BROTHER BLOOD

Company to specialize in quality pulp entertainment, reprinting rare classics and developing new properties
in the classic pulp form for the Horror, Scifi and Action-Adventure audiences


Los Angeles, CA - Bill Cunningham, the Mad Pulp Bastard (yes, that's his job title) of new publishing label Pulp 2.0 Press today announced its premiere pulp novel release, Brother Blood from author Donald F. Glut (The Empire Strikes Back novelization, TV's Transformers, The X-Men and comics' The Occult Files of Doctor Spektor). Brother Blood is a horror "blaxploitation" novel set in 1969 Los Angeles in and around the world famous landmarks of the Sunset Strip. Sexy Preston Duval is a sinister vampire stalking the streets of Los Angeles, building a vampire army to take over the city.

"Brother Blood is an old school pulp novel that captures the tone of the sort of material we'll be publishing here at Pulp 2.0 Press," said Cunningham. "Besides being a piece of pure entertainment, Blood captures the feeling of the time - having been originally written in 1969, three years before Blacula - and is premiering in english and novel form. It was published previously in the 70's in an edited, magazine form in German. "


Brother Blood will be published and distributed worldwide through Createspace's (www.creatspace.com) print-on- demand service and Amazon.com with low-cost digital editions available later for Kindle and other e-readers. Each print edition will feature "Extras" containing behind-the-scenes information, articles, photo essays and other exclusive entertainment.

In addition to collectible print editions for all of their releases, Pulp 2.0 Press has launched a promotion program for each of their titles. Starting with Brother Blood each Pulp 2.0 title will also feature signed extremely limited edition cover proofs that will be available free to only five lucky readers who are the first ones to send in pictures with themselves holding the book. Winners will be posted on the company's Facebook page: (www.facebook.com/pulp2ohpress).


In addition to the signed cover proof promotions, each title will be supported with various types of merchandise geared toward fans - posters, t-shirts and branded novelty items. Quality pulp entertainment items that fans can easily acquire.

"The whole company came about because so many cool pulp and exploitation novels that I wanted to read had fallen out of print and were really hard to track down. I figured that if the only way I was going to be able to read these books in affordable editions was to publish them - then I would do that. I tracked Don (Glut) down and licensed several of his books - more of which we'll announce soon - and got underway."

Cunningham added, " Since that initial startup we've added several artists and writers to the mix as well as a web marketing manager. We've all signed on to the idea of creating the kind of books we as fans want to see and figuring the best way to make pulp fiction fans happy. As a youngster I remember the classic Famous Monsters magazine and how editor Forrest J. Ackerman used to get monster fans involved. Those fans eventually grew up to become the very professionals they were enamored with in the first place. You'll recognize some of the names: John Carpenter, Joe Dante and yes, Donald F. Glut. Thanks to the internet and meeting fans at conventions we can do the same and connect them with quality genre entertainment more than ever before - hence, the name and the mission Pulp 2.0. "

# # #


For more information, or to schedule an interview please contact:

newpulpmedia@gmail.com
Facebook: www.facebook.com/pulp2ohpress
Twitter: @madpulpbastard
www.pulp2ohpress.com
www.donaldfglut.com

Brother Blood
By Donald F Glut, cover art by Nik Macaluso from Pulp 2.0 Press

The classic vampire "blaxploitation" novel from author Donald F. Glut (THE EMPIRE STRIKES BACK, TRANSFORMERS). A vampire stalks 1969's groovy Sunset Strip. The police are clueless but a trio of true believers know the horror in their midst. Written in the same style as the original Dracula, Brother Blood is a bloodsucker for the Groovy Age.


Publication Date:Feb 05 2010
ISBN/EAN13:1450576397 / 9781450576390
Page Count: 372
Binding Type: US Trade Paper
Trim Size: 5.25" x 8"
Language: English
Color:Black and White
Related Categories: Fiction / Horror
Retail: $18.99

Thursday, July 16, 2009

Geekerati Discusses the Ins and Outs of San Diego Comic Con

Last Sunday, the Geeks at Geekerati hosted this year's first episode of their annual Comic Con episode series. The Geeks are all experienced attendees of the San Diego Comic Con and have witnessed it grow from a well attended comic book convention to the monolithic pop culture extravaganza that the event is today.

In last Sunday's episode, the geeks provided answers to some of the Frequently Asked Questions about the convention. The discussion used Shawna Benson's excellent Shouting at the Wind "REAL Guide to the San Diego Comic Con" as the outline for the conversation. Benson has been a member of the Geekerati crew for over two years and provides wonderful insight into the television and film aspects of the convention.

This Sunday, the Geeks will be discussing the lesser known aspects of SDCC. In addition to Comic Book and films about Comic Books, the SDCC has events and panels that span all pop culture interests. Whether you love SF/Fantasy literature, old horror movies, Pulp Fiction like HP Lovecraft and Robert E Howard, or have a deep affection for video games and table top gaming, the SDCC has events geared toward your interests. Stop by this Sunday night at 6pm Pacific at www.blogtalkradio.com/geekerati to offer your insights are to ask questions of our expert panel.

Joining the Geeks in their discussion this Sunday will be Dominic Crapuchettes, the game designer responsible for the award winning Wits and Wagers and Say Anything! party games.

Past guests on the show have included:

  • Film and Television writer John Rogers discussing the writer strike, LEVERAGE, and comic books.
  • Dave Goetsch (Co-Executive Producer on Big Bang Theory)
  • Television writer/producer Tim Minear (Angel/Firefly) discussing the writer strike.
  • Television writer/producer Rob Long(Cheers) discussing the writer strike.
  • Variety editors David S. Cohen and Peter Debruge discussing film animation and this year's crop of films, including the remarkable 3D animation on BEOWULF.
  • Game Designer and Author Matt Forbeck.
  • Science Fiction author Susan Palwick who discussed her excellent novel "Shelter"
  • Comic Writer/Reporter Marc Bernardin discussing his Highwaymen comic book.
  • Film Critics Luke Y. Thompson (The OC Weekly) and David Chute (The LA Weekly and Premiere.com)
  • Wold Newton Historian Win Eckert discussing pulps and the Wold Newton Universe.
  • Comic Book editor and author Jeff Mariotte
  • Game Designer James Lowder.
  • Many others, including Shelly Mazzanoble (Confessions of a Part-Time Sorceress)
  • Friday, May 09, 2008

    Academy of Adventure Gaming Arts and Design Announces Origin Awards Nominees (Part Two)

    Today we continue our coverage of the Academy of Adventure Gaming Arts and Design Origin Award nominees. Yesterday we covered the miniature and book related nominees, but today we get to focus on my favorite group of nominees...the games themselves.

    ROLEPLAYING GAME

    This year's list of Roleplaying game nominees is one that should give fans of the hobby a great deal of hope for the future. While the folks at Boing Boing may lament the new GSL and believe that it is the end of the roleplaying game industry and the beginning of the end of civilization, they are wrong.

    All the OGL did, and still does by the way, is allow other people to make money on the backs of other people's hard work. The GSL will still allow that, it will just require that your derivative work be attached to a newer "operating system." This is not to say that a great deal of OGL products weren't creative and worthy products, they were (the Iron Kingdoms or Paizo's Pathfinder come to mind), just that they were derivative. Even the True 20 RPG, one of the most innovative adaptations of the d20 system ever created, is still an innovative adaptation. It should be noted that most of the independent gaming press is "closed."

    Meanwhile in the world of game designs not dependent on other people's work, some game companies have created some remarkable game systems of their own and attached them to some great settings. For years we've seen high quality narrative design, but this year's nominees are showing us that design creativity is not a thing of the past.

    Grimm
    Published by Fantasy Flight Games
    Written by Robert Vaughn and Christian T. Petersen

    Ever since 2003 when I first caught a glimpse of Fantasy Flight's d20 mini-campaign book for Grimm, I have wanted to see Fantasy Flight Games develop this great concept into its own roleplaying game with its own task resolution system. The initial book had promise and style, but the integration of the d20 system with the dark -- yet playful -- tone of a game where children adventure "in a world of twisted fairy tales" never quite meshed.

    I waited four years until I was rewarded with last year's non-d20 GRIMM RPG. Gone is the d20 system and in is the Linear d6 system. This new system is easy to learn and allows those that are skilled at a particular task to succeed more often than they fail. Sure, there is still room for failure at tasks that should be routine or success at tasks that should be impossible, but those cases are rarer in the Linear d6 system than they are in many other games. This lack of wildly disparate results allows for the darker side of this game to shine. If a task needs to be done in order for the children to escape, but no one has sufficient skill in that area the tension of the scene is escalated and that is the root of horror.

    My only quibble is that at $39.95 the book isn't full color. Given that the 1983 DMG for AD&D cost the equivalent of $31.93 in inflation adjusted dollars, this isn't too big a deal, but I would have liked to see more of the fairy tale artwork in color.

    The Savage World of Solomon Kane
    Published by Great White Games/Pinnacle Entertainment Group Written by Paul "Wiggy" Wade-Williams (with Shane Lacy Hensley)

    I have long been on the Savage Worlds bandwagon. If you want a quick and easy, yet surprisingly adaptable, game system you can do a lot worse that the Savage Worlds roleplaying game. The original Savage Worlds rpg was inspired by pulps, Flash Gordon serials, pirate movies, and westerns and the games focus was on fast, furious, and fun action. Savage Worlds succeeded in general at this task. With The Savage World of Solomon Kane, Shane Lace Hensley and Paul "Wiggy" Wade-Williams take that general success and apply it to the particular. The result is one of the finest licensed roleplaying games ever written.

    Wade-Williams writing is clear and concise, the artwork is of sufficient quality to capture the tone, and the fast, furious, and fun Savage Worlds rules set works as a perfect skeleton to run adventures in the world of Robert Howard's dark Puritan Kane. If you are a fan of Howard, or a fan of good rpgs, you can't go wrong with this game.

    CthulhuTech
    Published by Mongoose Publishing
    Written by Matthew Grau and Fraser McKay

    This game combines four things that any real geek loves: HP Lovecraft, Mecha, Modern Horror, and roleplaying games. CTHULHUTECH takes high concept to the next level and it pays off. Like the other games in this category, this game uses a "closed" system. As the designer puts it, "Framewerk, the proprietary system upon which CthulhuTech is built, is not only simple and intuitive, it is cinematic, exciting, and puts destiny back in the hands of the player. Its easy to grasp nature makes the game straightforward to learn and quick to start. Its clever dice mechanics make even the simplest of task resolutions exciting." At $49.95, you might balk at the price, but this is a strong entry in the field.

    Battlestar Galactica
    Published by Margaret Weis Productions
    Written by Jamie Chambers

    Jamie Chambers applies the Cortex system he developed for the SERENITY roleplaying game to Margaret Weis Productions second licensed television show roleplaying game and it works equally well. The system focuses on quick and easy resolution in an attempt to simulate the subject matter. The rules are very good, but as with any licensed product one must ask how well they apply to the material and how well researched is the material in the game. In both cases, the answer is quite well. Jamie Chambers is one of the hardest working people in the industry and it shows in this game. I can't wait for MWP to release their SUPERNATURAL roleplaying game and I will certainly be purchasing the forthcoming Cortex rulebook.

    Faery's Tale Deluxe
    Published by Green Ronin Publishing
    Written by Patrick Sweeney, Sandy Antunes, Christina Stiles, and Robin D. Laws

    FAERY'S TALE DELUXE attempts the very difficult. It attempts to be a roleplaying game that can be taught to children 6 and older while still appealing to the core (older) roleplaying audience. I think that it succeeds. Patricia Ann Lewis-MacDougall's artwork is reminiscent of Arthur Rackham's work providing the book with a real sense of wonder, but allowing it to be (as Barrie would put it) "innocent and terrible." The fairy's that the players of the game control are good at heart, but if their magic is put to evil purposes there are consequences which can be terrible. The game system is easy to learn and simulates its source material well. It's not a "universal" system by any means, but it is a good simulation of fairy interaction. The game, and supporting adventure products, is high quality and inexpensive.

    Aces & Eights
    Published by Kenzer & Co.
    Written by Jolly R. Blackburn, Brian Jelke, Steve Johansson, Dave Kenzer, Jennifer Kenzer and Mark Plemmons

    Have you ever wanted to play a really robust simulation of a showdown at High Noon? Have you ever wanted to use a plastic overlay to determine just what part of the varmint you just shot with your Colt Peacemaker was pierced by your bullet? Have you ever wanted to play in a detailed "Old West that Never Was?" If the answer to any of these questions is yes, then ACES AND EIGHTS might just be written for you. This is a game which has rules tailor made for its source material. Blackburn and crew put their nose to the grindstone and created a worthy successor to BOOT HILL.

    MY PICK: All of these are worth your money, but there's something about GRIMM that keeps me coming.


    Next Week, I'll hit the remainder of the nominees.

    Thursday, May 08, 2008

    Academy of Adventure Gaming Arts and Design Announces Origin Awards Nominees (Part One)

    Last week the Game Manufacturer's Association (GAMA) announced their annual list of Origins Award Nominees. The Origins Awards are the most prestigious award in the Adventure Gaming hobby and the winners are determined by the members of the Academy of Adventure Gaming Arts and Design, a committee of GAMA. This year's list contains a wide variety of nominees, covering many genres within the gaming hobby.

    Below is the list of nominees followed by my own commentary regarding the individual products:

    The first category this year is MINIATURE OR MINIATURES LINE. As one might guess, miniatures can be an important component of the adventure gaming hobby. There are those who prefer to play "merely in the minds of the players," and that works very well for many games. But as someone who has gamed for over 25 years, there are times -- surprising as it may seem to say -- when using miniatures can add a wonderful narrative component to an evening's play. A picture can be worth a thousand words after all.

    MINIATURE OR MINIATURES LINE

    Having limited talents in the painting of figures, and even less time to develop an talents I do have, my unpainted miniatures purchases have always been limited. Add to that the creation of the D&D Miniatures pre-painted line and my purchase of unpainted miniatures has completely died off. This being the case, I'll leave opinions of which line/individual miniature deserves this year's award up to you the reader. Following each nominee I am providing a representative image provided by the manufacturer of the line/individual miniature. Some of these are particularly nice.

    Skarrd Raze #2
    by Dark Age Games


    George R.R. Martin Masterworks - Premium Miniature Line
    by Dark Sword Miniatures, Inc.




    Titanius Fury
    by Dragonfire Laser Crafts Inc.

    Apparently this is a typo at the GAMA site. According to the Dragonfire site, it should be Titania's Fury. If this is indeed the product in question, it gets my vote hands down as a useful and innovative product.



    Bronzeback Titan, HORDES: Evolution Miniatures Line
    by Privateer Press



    Dark Heaven Legends Fantasy Miniatures
    by Reaper Miniatures

    You really need to click on the link above to get a sense of the entire Dark Heaven line produced by Reaper Miniatures. It is the last of the old school lines of RPG miniatures and is a very good, and very deep, product line. Below is a sample of one of the figures in the line.




    Following the MINIATURE or MINIATURES LINE award comes the award for best MINIATURES RULES. It should be noted that this award is central to the adventure gaming hobby. Were it not for H.G. Wells' book Little Wars or for Gary Gygax and Jeff Perrin's CHAINMAIL, the adventure gaming hobby would not exist as it does today.

    MINIATURES RULES

    Classic Battletech

    Published by Catalyst Game Labs
    Created by Jordan Weisman
    Edited by Michelle Lyons, Diane Piron-Gelman

    In an era of click based miniature games and collectible card games, it is heartwarming to see that one of the great miniature games of the past continues to perform strongly and receive the recognition it is due. Classic Battletech is one of the few games that truly deserves to have the word "classic" attached to it. The latest version of the rules updates battlemech construction to ensure more balanced encounters and has been well supported by the fine folks at Catalyst Game Labs.


    Saganami Island Tactical Simulator, Second Edition
    Published by Ad Astra Games
    Created by Ken Burnside and Thomas Pope

    While my friends might believe that I own every game actually in print, I don't own a copy of this space combat miniatures simulation. The game is inspired by Baen Books' Honor Harrington military SF fiction series. When it comes to ship to ship space combat games, I tend to stick with SILENT DEATH and BATTLEFLEET GOTHIC or RENEGADE LEGION. When it comes to fun and games, I tend to avoid those that require the use of 3D vector space. I'm chicken. I admit it.


    Forces of WARMACHINE: Pirates of the Broken Coast

    Published by Privateer Press
    Created by Brian Snoddy and Matt Wilson

    Pirates, Steam Powered Magical Robots, and a coherent rules set...what's not to love. Privateer Press' WARMACHINE line is a great product line that rivals Rackham for the quality of sculpts. Unlike Rackham's games, one doesn't have to read awkwardly translated French to learn the rules. This is a great addition to a great game. Privateer Press is an exciting gaming company. From their first module for 3rd edition D&D to their card games, they strive for quality.

    AT-43
    Published by Rackham
    Created by Arnaud Cuidet, Jean-Baptiste Lullien, Nicolas Raoult, and Jerome Rigal

    Having been a WARHAMMER 40K player for over 15 years, it would have taken something pretty special to get me to pack up my Eldar and Space Marines in favor of another game system. AT-43 is that system. As a Rackham game, it has simply some of the best sculpting I have ever seen in the gaming industry. Rackham miniatures are beautiful, and AT-43's are pre-painted. Add to this a good list of affordable terrain features that can be used in other games as well, and I didn't mind having to read poorly translated French in order to learn how to play this game. This is a fun game with beautiful components and an interesting backstory which, like many games coming out of Europe today, has some salient things to say about modern international politics.

    Song of Blades and Heroes
    Published by Andrea Sfiligoi
    Created by Andrea Sfiligoi

    It's quite the honor for a "independent" game to be nominated for an Origin award. I haven't play tested this game, but at $15 with an Origin nomination this game is on my short list of games to buy and try.

    MY PICK: AT-43 -- It's a great addition to the French invasion in adventure gaming. If only I could find a copy of Asmodee Games' C.O.P.S. roleplaying game. I'd be a happy man.


    There's more to adventure gaming than the games. Many gaming companies publish non-fiction and fiction books in support of their product lines, the hobby, or topics related to the hobby. TSR was the first company to publish media tie-in fiction with their roleplaying game, but many have followed and some companies publish non-media tie-in fiction as well.
    PUBLICATION, FICTION

    Astounding Hero Tales
    Published by Hero Games
    Edited by James Lowder

    While related to Hero Games' PULP HERO sourcebook in theme, this anthology of pulp fiction is a worthy addition to any pulp fans bookshelf. Edited by James Lowder this anthology includes stories by Hugh B. Cave and Lester Dent in addition to pulp tales written by veterans of the game industry. Cinerati's companion podcast Geekerati had an interview with editor James Lowder last year where discussion of this book came up.



    Dragons of the Highlord Skies
    Published by Wizards of the Coast
    Written by Margaret Weis and Tracy Hickman

    The line of books that established that rpg media tie-in books could be profitable continues with this bestselling novel. With this book, readers learn what happened "between the lines" of the original trilogy.


    Frontier Cthulhu

    Published by Chaosium
    Edited by William Jones

    In BLACK STRANGER, Robert E. Howard spun a yarn simulating what might have happened if Conan had lived among the native Americans. The Picts of that tale were closer to the Sioux than the historic Picts. With the Frontier Cthulhu anthology, Chaosium Games gives us 14 tales of what might have happened as people explored American frontiers.

    The Orc King
    Published by Wizards of the Coast
    Written by R.A. Salvatore

    Who says archetypal pulp adventurers are dead? In THE ORC KING, R.A. Salvatore shares with us the continuing saga of one of the most popular characters in fantasy fiction Drizzt Do'Urden. Where Elric was the anti-Conan, Drizzt is in many ways the anti-Elric.


    The Time Curse

    Published by Margaret Weis Productions
    Written by James M. Ward

    Last year saw a return of the Endless Quest/Choose Your Own Adventure style books of my childhood and Margaret Weis Productions were at the forefront of that wave. James Ward's THE TIME CURSE is a fun jaunt and a good representation of the genre. And while the book is still available, it is sad to see that the Weis Productions website is downplaying the Paths of Doom line of books.

    MY PICK: ASTOUNDING HERO TALES, but you should really pick up THE TIME CURSE as well. It's only $4.50, and it's fun.


    Last year was a big year in non-fiction publication for the adventure gaming hobby. Some great books came out last year, and the list of nominees shows that strength.

    PUBLICATION, NON-FICTION

    40 Years of Gen Con
    Published by Atlas Games
    Written by Robin D. Laws

    Long gone are the days when Gen Con, the largest gaming convention in America, was held in Milwaukee, WI. I attended the con the final year it was held in that fine city and I had a great time. In this volume, edited by Robin D. Laws, several gaming luminaries -- including the now deceased creator of the D&D game Gary Gygax -- share their thoughts on the first 40 years of this conventions history. Given that the company who currently hosts the con is having some legal troubles with Lucas, let's hope that this doesn't become the definitive complete history of the con.

    Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game
    Published by Wizards of the Coast
    Written by Shelly Mazzanoble

    This book, by Shelly Mazzanoble, was aimed at informing women about roleplaying games in general and D&D in particular. Shelly succeeds masterfully at this task. And though she has received some minor criticism from some members of the the "He Man Women Hater's Club," she has also managed to write what might be the best introduction to the D&D game published to date...regardless of sex. While it's true that male readers will have to tolerate side comments about Sex in the City and trips to the mall, it is also true that Shelly has captured the essence of what makes this hobby so much fun for me.

    Shelly was recently a guest on the Geekerati Podcast.




    Grand History of the Realms

    Published by Wizards of the Coast
    Written by Brian R. James and Ed Greenwood

    While the Forgotten Realms isn't the first world setting for a roleplaying game, it is one of the best selling...if not the best selling. This non-fiction -- and rules free -- book is a must have for any long time fan of the Realms, whether in its game of fiction form. This book gives a good overview of the history of the Realms and gives some glimpses at what the future holds in store as well.

    Hobby Games: The 100 Best
    Published by Green Ronin
    Edited by James Lowder

    In HOBBY GAMES: THE 100 BEST, James Lowder brings together 100 essays written by the cream of the crop of the gaming industry to write about their favorite hobby game. Over the years there have been too few books about the gaming hobby, but books of this quality fill quite the gap in quantity. Most of the 100 essays in this book are insightful and well written. In fact, I'll bet you that if you buy this book you will buy no fewer than 5 new games based on the stories/recommendations herein. You might even spend a month on Ebay looking for a good copy of an out of print game. Lord knows I did. James Lowder discussed this book in detail during our podcast interview last year.



    No Quarter Magazine
    Published by Privateer Press
    Nathan Letsinger, editor-in-chief
    Eric Cagle, editor
    Josh Manderville, art director

    NO QUARTER seems to have taken this year's slot as "token gaming magazine" in this category after the death of the physical DRAGON magazine this past year. It will be interesting to see if next year's awards include Wolfgang Baur's KOBOLD QUARTERLY or the online editions of the DUNGEON and DRAGON magazines.

    MY PICK: It's a tough toss up between Shelly Mazzanoble's book and the James Lowder Collection, but I'm going to have to cast my vote for CONFESSIONS. If you want a copy, let me know and I'll mail you one (only applies to the first few requests).


    Tomorrow, I'll cover part two of this list...The actual games.