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Month: October 2014

Re-reading Michael Moorcock’s The History of The Runestaff: What I Missed the First Time Around

Re-reading Michael Moorcock’s The History of The Runestaff: What I Missed the First Time Around

The History of The Runestaff UK omnibus-smallI don’t do re-reads, not often anyway. I’m usually too busy fighting neo-Nazis in the far future and wrestling dinosaurs on Mars. (You know, normal, everyday sort of stuff.) I decided to make an exception for The History of the Runestaff, however, mostly because I realized I had been recommending the thing to friends for years, but hadn’t touched it since I was twelve, when one of my friends dug the omnibus edition out of some weird corner in our school’s library, plopped it into my hands and mumbled something about multiple universes.

I remember staring, wide-eyed, at the thing, fascinated; the Conan covers might have been brutal and bloody and prominently featured big burly men, but this was strange, this was something different entirely; its pulsing yellows and light greens were alien, steeped in the psychedelia of the sixties (which, as the inside of the book told me, was when the books were written), it completely dashed away my expectations, crushed them under an iron-clad boot, made my little eyes wide. It contrasted brilliantly with the pulsing purples and browns and blacks of the Conan covers, its swirling surrealism was as far away from Frazetta as I had been.

Despite all that, I didn’t get around to actually reading it until a few months later, when my friend convinced the librarian to delete the book from the school files and I, somehow, managed to get him to trade me it for a copy of some other book. So it wasn’t until a few months later that I discovered that it wasn’t actually that different from Conan, anyway.

The History of The Runestaff was what introduced me to sword and sorcery, what truly opened the gate to Fritz Leiber, Edgar Rice Burroughs, David Gemmel, Jack Vance, Karl Edward Wagner, and so many others; it was, ultimately, what led me here. If there’s anything I’m going to re-read, I thought, it should be this.

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Vintage Treasures: The Book of Paradox by Louise Cooper

Vintage Treasures: The Book of Paradox by Louise Cooper

The Book of Paradox Louise Cooper-smallWell, this is a surprise.

A few weeks back, I purchased a collection of vintage paperbacks on eBay for around 50 cents each (the same collection I found Orbit 3 in, which I wrote about on Wednesday.) You never know what you’re going to find in these things, and buried near the bottom of the box was a 1973 sword & sorcery paperback titled The Book of Paradox, with a typically alluring Frazetta cover. I was setting it aside when I caught the author’s name, in tiny print under the title: Louise Cooper.

Wait a minute. Louise Cooper, author of the 12-volume Time Master novels, and the Indigo series? I had no idea she wrote sword & sorcery.

Turns out The Book of Paradox was her first novel. Originally published in hardcover in 1973, when she was just 20 years old, it launched her career. She became a full-time writer in 1977, and in her 30-year career published more than eighty fantasy novels. Looks to me like Dell just had no idea how to categorize her in 1973, so they just threw her in with their S&S line. The book has a fairly typical cover blurb: “An occult odyssey through the Tarot to an inner world beyond the portals of death.” Here’s the back cover text:

A hypnotically fascinating Tarot adventure to a psychedelic nether realm of mysterious fantasy where lies are truths and truths have no meaning… where terror is real and reality is always questionable…and where a valiant hero must become The Fool to succeed on a perilous quest for love through changing worlds of eternal night.

Myth, mystery and magic abound in a mesmerizing novel of considerable imaginative talent.

Louise Cooper died of a brain hemorrhage at the age of 57 in 2009, leaving behind a rich legacy of much-loved fantasy. The Book of Paradox was published in paperback in February 1975 by Dell. It is 236 pages, with a cover price of $1.25. The cover is by Frank Frazetta. It has never been reprinted, and there is no digital edition.

Join the Struggle Against the Minions of Cthulhu in 17th Century England in Clockwork and Cthulhu

Join the Struggle Against the Minions of Cthulhu in 17th Century England in Clockwork and Cthulhu

clockwork-cthulhu-smallTwo years ago, I wrote a brief New Treasures post about Clockwork and Cthulhu, an H.P. Lovecraft-inspired supplement for the 17th century alternate history fantasy setting Clockwork & Chivalry. A role playing game where giant clockwork war machines lumber across the land, witches whisper of the old gods and terrorize entire villages, and the Great Old Ones seek entry into our world while their corrupted servants covertly follow their eldritch agendas, was simply too much to resist.

I was enormously impressed with Cakebread and Walton’s creative backdrop for their game, an alternate 17th Century England where Royalists, led by Prince Rupert, attempt to restore an absolute monarch to the throne, and Parliamentarians, led by the Lord Protector Oliver Cromwell, defy the kingship and support the rights of parliament. Imagine my surprise when I discovered there actually was an English Civil War from 1642–1651. Apparently, history is not my strong suit.

A few weeks after the first article appeared, co-author Peter Cakebread graciously accepted my invitation and wrote a fascinating follow-up piece for us, “The English Civil War with Clockwork War Machines: an Introduction to Clockwork & Chivalry,” in which he filled in the details on his fascinating setting:

Clockwork & Chivalry is a RPG set in the time of the English Civil War. The English Civil War was fought between the Royalists (the Cavaliers) and Parliament (the Roundheads). We haven’t veered away from most of the real history, it’s simply too interesting, but we have added a couple of rather big twists – in our setting the Royalists use magick, and the Parliamentarians have giant clockwork war machines.

Who says role playing can’t be educational? Over the last few years, I’ve gotten a lot of enjoyment (and rewarding history lessons) out of Clockwork and Cthulhu, and in that time Cakebread and Walton have continued to produce top-notch supplements and games. Here’s a quick look at some of their related products.

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Putting the Epic into Modern Day Fantasy

Putting the Epic into Modern Day Fantasy

Tom DoyleToday I’m turning over the Black Gate rostrum to the talented Tom Doyle. Take it away, Tom!

When my first novel, American Craftsmen, went to Tor’s production department, I received an odd request from my editor: could I put together genealogical notes and a family tree for an appendix?

An appendix? That sounded like Lord of the Rings territory, with its line of the Kings of Númenor. My book was set primarily in modern America, with a style that probably owed as much to the techno-thriller as fantasy. How did I end up with a story that required an extra, often-mocked feature commonly associated with door-stopper epics?

Perhaps my subconscious was partly to blame: I enjoy all sorts of speculative fiction, but I was raised on the big epics of high fantasy and those still give me a special kick.

But mostly, I had made deliberate choices to include certain story and style elements based on their own merits, and only after the appendix request did I realize that those elements are particularly highlighted in the epic genre.

So what elements of epic did I put in a contemporary fantasy setting, and for what purposes? First, and my use of this element is the main reason my publisher probably thought I needed an appendix, epic characters don’t just have background detail; they have histories.

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Devon Monk’s House Immortal is Based on her Black Gate Short Story “Stitchery”

Devon Monk’s House Immortal is Based on her Black Gate Short Story “Stitchery”

House Immortal Devon Monk-smallLast month, I reported on Devon Monk’s newest novel, House Immortal, the tale of Tilly Case, one of thirteen unfathomably strong creatures stitched together nearly a century ago, who finds herself tangled up in a deadly struggle between powerful Houses for dominion over death itself. One of the things I commented on in my article was the intriguing resemblance between House Immortal and the excellent short story I bought from Devon nearly 15 years ago, “Stitchery.” On her blog this week, Devon confirmed the connection.

[House Immortal] isn’t a “standard” urban fantasy, but more like a science-fiction-y urban fantasy. But even though it’s set in the future a bit, it still (I hope) reads like urban fantasy, with a strong female lead character, some butt kicking, some humor, some trouble that could spell out the end of a world or two, and a host of interesting people and places.

Publisher and Editor John O’Neill at Black Gate noted here, that it reminded him of “Stitchery” the first short story he bought from me for Black Gate. I’m so happy he noticed! The series is based off of that short story, (albeit loosely) and Matilda, Neds, and Grandma were all first introduced in that short.

Now, the novel went quite a different way than the short story, so I think of the short story as an alternate timeline Matilda may have lived, but not the timeline she is living in the trilogy.

If you want to check it out (“Stitchery” also was chosen for David Hartwell’s Year’s Best Fantasy #2) you can find it in Black Gate #2, or in my short story collection: A Cup of Normal.

I’m very proud to see Devon nurture the terrific story idea she had for “Stitchery” into something far more ambitious. Check out her complete comments on her blog here. House Immortal was published on September 2 by Roc Books. It is 351 pages, priced at $7.99 for both the paperback and digital versions. The cover artist is not credited. The second volume, Infinity Bell, is scheduled to be published on March 3, 2015.

Art of the Genre: A Review of the 5E Monster Manual and its Place in D&D Product History

Art of the Genre: A Review of the 5E Monster Manual and its Place in D&D Product History

Pick your weapon, any weapon will do!
Pick your weapon, any weapon will do!

So a month ago, I had the pleasure of reviewing the new Dungeons & Dragons 5th Edition Players Handbook. At first, it seemed to me that I’d be doing a rather standard review, but the more I read the product, the more it began to light a fire in me about what the game had to offer.

New mechanics, or should I say neo-retro, because it seamlessly combines great features of both old and new D&D, had me wondering just how the game played on a table-top. By the end, I fully understood that this was not only a product to be respected, but also that I had to take the first chance I got to play it.

That said, I began to break down the mechanics and tried to extrapolate them into a small adventure that would help new players better understand the flow of the game. It was a truly fun and insightful process, but the double-edged sword of it was that I needed monsters!

Now sure, as an experienced DM with 30+ years behind the screen, I was able to extrapolate statistics from older versions of the game and translate them to 5th Edition, and it also helped to have a copy of the 5E Starter Kit, but if you’ve ever run a game of D&D, you know that it is always nice to have a copy of the Monster Manual close by! So, it is with great pleasure that I get to introduce players and fans alike to just what has changed in the 5E version of the game where monsters are concerned.

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Goth Chick News: The Woman in Black Gets Back Up In Your Face

Goth Chick News: The Woman in Black Gets Back Up In Your Face

image006When we first told you about it, the seriously creepy novel The Woman in Black by Susan Hill had already been a long-running play in London’s West End, a made-for-TV movie in the UK, and barely a rumor from Hammer Films about a theatrical remake starring Daniel Radcliffe (Harry Potter); which turned out to be true after all. The WiB with Radcliffe in the lead role hit theaters in February, 2012.

Almost immediately, Hammer Films made the announcement of its intent to pursue a sequel – which was kind of a no-brainer considering they grossed $112 million globally on a $17 million investment.

Love it or not, the old girl made bank.

The first film saw Radcliffe as lawyer Arthur Kipps, who travels to Eel Marsh House on an assignment, only to discover the house belonging to his client is haunted by the ghost of a woman who is determined to find someone and something she lost.

The film was Hammer all the way, intending to shock and in many scenes being quite successful. The atmosphere is moody and brings to mind the old Roger Corman movies based on Edgar Allan Poe stories. The movie version won’t go down as a personal favorite, mainly because the play was just so darn awesome.  Still, it’s worth a look if you haven’t seen it.

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The Hunt is On: Werewolf Game Review and Kickstarter Alert

The Hunt is On: Werewolf Game Review and Kickstarter Alert

One Night Ultimate Werewolf cards
One Night Ultimate Werewolf cards

You’re just a villager, going about your daily villager-related business. What could possibly go wrong?

How about there being a werewolf secretly hiding in your village?

Ultimate Werewolf Deluxe Edition (Amazon)

That’s the premise of the popular game Ultimate Werewolf, designed by Ted Alspach and published by Bezier Games. There are two teams: villagers and werewolves. You get on a team by being randomly dealt cards at the beginning of the game. Everyone sleeps through the “night” and a moderator tells the werewolves to open their eyes. So the werewolves all know who each other are. Then the moderator has everyone open their eyes and wake up for the “day” … and the town debates who to kill. There’s a vote, and whoever gets the most votes dies. Then the village sleeps again, and the next day they vote on another person to kill.

Will the village kill a werewolf, or will the werewolves fool the villagers into killing an innocent? This continues until either all werewolves are dead, or enough villagers have been killed that they no longer outnumber the werewolves.

But the village can contain more than merely run-of-the-mill villagers. The Seer, for example, is able to point at one player during the night and be told by the moderator if that player is a werewolf. The Tanner hates his life and wants to die, so he wins if he can get you to kill him. (Screaming “I’m a werewolf!” is not usually a winning strategy for this role. You’ve got to be a little more subtle.)

The current edition of the game produced by Bezier games is actually Ultimate Werewolf Deluxe Edition, which contains dozens of extra roles beyond villagers. In total, the Deluxe Edition can support play with a group of up to 75 players … which is a bit extreme, even for an avid gamer like me, but makes for a great party game, and you can create a set of cards tailored toward the comfort level of the group, to avoid overloading those who might be intimidated by the idea of so many different roles.

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New Treasures: Hawk by Steven Brust

New Treasures: Hawk by Steven Brust

Hawk Steven Brust-smallI was surprised and delighted to receive a new book in the Vlad Taltos series from Steven Brust in the mail last week.

Hawk is the 14th novel in the adventure fantasy series that began with Jhereg (reviewed by Fletcher Vredenburgh here) way back in 1983. A total of 19 are planned; the last one was Tiassa (2011), and the next is Vallista. If you’re a newcomer to the series, I highly recommend The Book of Jhereg, a paperback omnibus collection of the first three novels (Jhereg, Yendi, and Teckla), which has been in print from Ace for over 15 years.

Vlad Taltos was an oppressed and underprivileged Easterner — that is, a human — living in Adrilankha, capital of the Dragaeran Empire. Life was hard. Worse, it was irritating. Then Vlad made a great discovery: Dragaerans would pay him to kill other Draegarans. Win-win!

The years of Vlad’s career as a crime boss and top assassin were cut short by a revolution, a divorce, and an attack of conscience (not necessarily in that order). In the midst of all that, he broke with the Jhereg, the Dragaeran house of organized crime. He’s been a marked man ever since. The Jhereg want to kill him. The Jhereg would love to kill him.

So Vlad’s been avoiding Adrilankha as much as possible. That hasn’t worked out too well. His life is there: his ex-wife Cawti, his son, and all his friends. One of those friends is his former assistant Kragar, who’s taken over Vlad’s old territory and criminal operations. Vlad will need Kragar’s help if he’s going to return to Adrilankha and deal with this mess.

It won’t be easy, and it certainly won’t be simple. Because there are no messes like the ones you make yourself.

Hawk was published by Tor Books on October 7. It is 320 pages, priced at $24.99 in hardcover ($11.99 for the digital edition). The cover is by Stephen Hickman. Read an excerpt at Tor.com.

Crossing the Threshold: Making Ultra-Long Fiction Work For You

Crossing the Threshold: Making Ultra-Long Fiction Work For You

Erin M Avans Author-smallToday I’m turning over the Black Gate rostrum to the talented Erin Evans. Take it away, Erin!

I have a confession to make: I have a word count problem. I always have. Short fiction is a struggle. My short stories are secretly novelettes, the few true short stories I’ve written begun as flash. I struggle mightily to keep my novels leashed, but, readers, I mostly fail.

There are those that say a novel has no business being over 100,000 words, and from an editor’s perspective, I agree. More than that and there’s certainly fat to be cut, scenes you don’t need and characters cluttering up the page. More than that and you’re asking a lot from a reader — a narrative that stretches that long risks becoming meandering and slow. It risks losing your reader’s attention. It risks being put down.

But for all I know “the rules,” I love a big, fat tome of a book. Epic fantasy is my jam — and I know I’m not alone. So it’s not surprising my latest book, Fire in the Blood, eventually broke free of the leash and came in twice as big as it was supposed to be. I turned in the final manuscript, waiting to hear back that I needed to cut a whole novel’s worth of words (or more).

But my editor couldn’t cut it by much. This story was meant to be big. “I think you found your stride,” she said. “Congratulations: you’re meant for epic fantasy.”

Words every long-writing author wants to hear. Here’s how I got them.

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