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Month: November 2019

A Four-Way Road to Darkness: The Pale Illuminations, edited by Robert Morgan

A Four-Way Road to Darkness: The Pale Illuminations, edited by Robert Morgan

The Pale Illuminations-small

Dust Jacket Art by Paul Lowe

The Pale Illuminations
Edited by Robert Morgan
Sarob Press (145 pages, £35/$60 for a limited edition hardcover, September 2019)
Cover by Paul Lowe

Following up its long lasting tradition of providing elegantly produced volumes collecting old and new dark and supernatural stories, the excellent small imprint Sarob Press ( formerly based in the UK, then relocated in France) has just published a new anthology entitled The Pale Illuminations.

The book assembles four new stories ( one actually a novella) by four well respected authors of dark fiction, exploring the supernatural side of different geographical environments, where eerie mysteries are still lurking.

Peter Bell, a renowned author of refined modern ghostly tales, contributes “Labyrinth,” a complex, atmospheric novella set in the wilderness of the Peak District, where ancient worship, Roman old secrets and modern romance blend in a very disturbing, fascinating tableau.

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Future Treasures: Upon the Flight of the Queen by Howard Andrew Jones

Future Treasures: Upon the Flight of the Queen by Howard Andrew Jones

For the Killing of Kings-small Upon the Flight of the Queen-small

In his Black Gate review of For the Killing of Kings, the opening novel in Howard Andrew Jones’ new epic fantasy Ring-Sworn Trilogy, Fletcher Vredenburgh wrote:

For the Killing of Kings is proof that great, modern heroic fantasy is being written. Like Doc Smith’s Lensmen or DC Comics’ Green Lantern Corps, the Altenerai are an elite band of warriors endued with magical talents and dedicated to protecting the land and ensuring justice… Heroes are a too often forgotten commodity in fantasy these days, but not here.

I think Fletcher nailed what I loved so much about this book: it’s packed with heroes you can root for. More than that, it pits those heroes against truly overwhelming odds. The courageous men and women of the Altenerai aren’t just up against a nearly-unbeatable army of their ancient enemy; they also face betrayal from within, mysterious and sinister magic, and a conspiracy whose roots run to the very highest levels of government. To win, they’ll have to emulate the Altenerai legends of old: use bravery, guile, and magic of their own, and — especially — rely on each other. For the Killing of Kings is filled with powerful moments in which untested men and women faced breathtaking odds, and somehow find the strength to become genuine heroes.

But I think the best thing about Howard’s new Ring-Sword Trilogy may be that we don’t have to wait long for the sequel. For the Killing of Kings was released in hardcover by St. Martin’s Press earlier this year; the sequel, Upon the Flight of the Queen, will be in stores in less than two weeks. It’s already getting rave reviews — Publishers Weekly calls it “a heart-racing, action-packed thrill.” Here’s the back covers for both books, and a snippet from the PW review.

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A New First Comic Strip Robot

A New First Comic Strip Robot

1903-03-01 Adventures of Inventor Wheelz and his Wonderful Dummy 23 panel 1

Paleontologists constantly push the date of the first known human or the first known use of symbols earlier. Word detectives compete with one another to spot ever earlier uses of a word or phrase or bit of slang. And historians take their reputation in their hands whenever they state that such-and-such was the first one in history.

In my book, Robots in American Popular Culture, I cited Hans Horina’s short- lived robot series, Professor Dodger and His Automatic Servant Girl, which appeared in the Chicago Tribune Sunday comics section in late 1907, as the first comic strip to feature a robot. I didn’t dig that up myself. I found it on Stripper’s Guide, the wonderful blog on old newspaper comics run by Allan Holtz.

As inevitable as Homo Nadali, another comics historian, Alex Jay, found an even earlier robot strip and posted about it on Stripper’s Guide. But there’s a catch. Is it a robot strip or isn’t it?

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The Golden Age of Science Fiction: H. Warner Munn

The Golden Age of Science Fiction: H. Warner Munn

H. Warner Munn
H. Warner Munn

The Balrog Award, often referred to as the coveted Balrog Award, was created by Jonathan Bacon and first conceived in issue 10/11 of his Fantasy Crossroads fanzine in 1977 and actually announced in the final issue, where he also proposed the Smitty Awards for fantasy poetry. The awards were presented for the first time at Fool-Con II at the Johnson County Community College in Overland Park, Kansas on April 1, 1979. The awards were never taken particularly seriously, even by those who won the award. The final awards were presented in 1985. Although the Balrog Award for Poet was presented each year of the Balrog’s existence, it only went to four different winners, with H. Warner Munn winning the award twice and Frederick Mayer winning it three times.

H. Warner Munn was born on November 5, 1903 and died of cancer on January 10, 1981. Munn’s mother died when he was an infant and he was raised by his grandmother, who was a correspondent with Jules Verne and H.G. Wells. Munn began his own correspondence with H.P. Lovecraft who suggested that Munn try telling a story from a werewolf’s perspective. The resulting novelette “The Werewolf of Ponkert” became Munn’s debut story when it appeared in the July 1925 issue of Weird Tales.

Munn and Lovecraft were not only correspondents, but also knew each other, visiting at each one’s homes in Providence, Rhode Island and Athol, New York. During this time, Munn helped Lovecraft formulate and eventually write the story which would become “In the Mountains of Madness.”

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Exploring Pathfinder‘s Age of Lost Omens

Exploring Pathfinder‘s Age of Lost Omens

LostOmensWorldGuideWith the release of Pathfinder Second Edition at GenCon in August, Paizo set out to once again re-capture fire in a bottle. They’d done it once before, a decade ago, when they took the ruleset of Dungeons & Dragons 3.5e, slapped it together with a ton of house rule modifications and other changes, and then rebranded it as the Pathfinder RPG. Here they were taking that very same Pathfinder RPG, which had itself grown wildly successful, and trying to create a new and compelling variant of that.

Having played a handful of the Pathfinder Second Edition games now, I’m finding quite a lot to like about it the system. But one of the things that drew me so powerfully to Pathfinder First Edition was when I got my hands on the Inner Sea World Guide. While the rules were great, the dynamic nature of the setting, with the rich diversity of nations and storytelling options, was what really engrossed me.

And clearly I’m not alone, because one of the first releases that Paizo planned to follow-up the release of Pathfinder Second Edition was the Lost Omens World Guide (Paizo, Amazon). The default setting for Pathfinder (both editions) is the Age of Lost Omens on the world of Golarian, and thus the name of the guide. This re-introduces the core of the Pathfinder setting, while at the same time introducing a quick infusion of new character creation and advancement options to supplement the basic rules.

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I Admit, I’m Intrigued

I Admit, I’m Intrigued

The Witcher USA

Good morning, Readers!

So, the main trailer and release date for Netflix’s new nerd acquisition, The Witcher, dropped a fortnight or so ago. Knowing that I streamed the lengthy final game (and its DLCs) in the trilogy not all that long ago and had a good time with it, a number of my friends directed me towards the trailer when it dropped. I may have also had and voiced opinions about the news that Netflix acquired the rites to The Witcher, and then had more opinions when Henry Cavill was announced in the titular role.

A few things to note about me and my opinions. They’re horribly ill-informed. My experience with The Witcher is the third game (The Wild Hunt). That’s it. If you’re curious about how I felt about the game, you can check out my review on Chalgyrs here. I’ve not read the books on which the game was based, though I do plan to (should I make it a thing to do, and then share my thoughts here, do you think?). I don’t have as strong an emotional attachment to the world, the characters or the story as I might have had I read (presuming I enjoyed them) the books, or even had followed the games from the first.

But about the Netflix series….

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Vintage Bits: Star Saga, an Innovative Hybrid Sci-Fi Computer RPG Series

Vintage Bits: Star Saga, an Innovative Hybrid Sci-Fi Computer RPG Series

Star Saga Masterplay-small

While numerous computer games and genres have been inspired by board games and books, ranging from chess to more complex strategy games and even J.R.R Tolkien, the computer roleplaying game widely has its origins in pen-and-paper tabletop games like Dungeons & Dragons.

By the late ’70s and early ’80s Dungeons & Dragons had become a cultural phenomenon, and heavily influenced the earliest computer games. Computer roleplaying games, CRPG’S, derive much of their terminology, settings and game mechanics from this classic tabletop game. Typically this includes a central character (or party) which the player assumes the role of, taking responsibility for their actions within the narrative.

The character typically has to be victorious by completing different quests while exploring the world, solving puzzles, and engaging in combat – all while a game master (or dungeon master) controls all aspects of the game and its storyline.

From the earliest mainframe CRPG games to the huge success of the genre on personal computers up through the ’80s, games had almost exclusively been limited to the small phosphorous screen – maybe with a little aid from notes or drawn-out maps.

The Star Saga adventure roleplaying series created by Masterplay in the late ’80s would turn this upside down and put almost the entire game back on the table, only using the computer as game master to do the more tedious and cumbersome aspect of “bookkeeping” throughout the game.

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A (Black) Gat in the Hand: Steve Scott on John D. MacDonald’s ‘Park Falkner’

A (Black) Gat in the Hand: Steve Scott on John D. MacDonald’s ‘Park Falkner’

MacDonald_BreatheNoMoreEDITED“You’re the second guy I’ve met within hours who seems to think a gat in the hand means a world by the tail.” – Phillip Marlowe in Raymond Chandler’s The Big Sleep

(Gat — Prohibition Era term for a gun. Shortened version of Gatling Gun)

Steve Scott runs The Trap of Solid Gold. It’s not just a blog dedicated to my favorite author. It’s THE blog dedicated to the late, great John D. MacDonald. It is absolutely the best place on the web to read about JDM. Period. I was going to do a post on an early, quickly aborted attempt by MacDonald to write a series character – if two stories qualifies as a series. Then I remembered, I had read a post by Steve on one of those stories. Turns out, he’d covered both of them. And his essays were FAR better than anything I could have come up with. So, I got permission from Steve to combine them and run a long post as part of A (Black) Gat in the Hand. Woohoo! Read on about the not-a-private eye, Park Falkner

Story One – “Breathe No More My Lovely”

Long before Travis McGee was even a random thought in the mind of author John D MacDonald, before he had established himself as a first-rate writer of crime fiction, before he had even a full year of life as a published author, MacDonald began experimenting with a “series” character. In two early Doc Savage submissions, “Private War” in December 1946 and “Eight Dozen Agents” in January 1947, he created a hero he called Benton Walters. Having never read either of these stories, I don’t know if Walters was a private eye, a secret agent or a super hero.

According to Ed Hirshberg, he was a “war veteran… working at a humdrum civilian job somewhere in the northeastern United States…” who was disillusioned with his “unexciting” postwar job. Sounds like a great idea for a series. I do know that MacDonald quickly dropped the idea, writing to Babette Rosmond (the editor of Doc Savage):

“Honest to God — I’m never going to start another series. They are limiting and I hate them.”

Sixteen years later Travis McGee was attempting to have a quiet evening a home while Chookie McCall was dancing up a storm in the lounge of The Busted Flush.

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The Game is Afoot: Beyond Baker Street by Z-Man Games

The Game is Afoot: Beyond Baker Street by Z-Man Games

Beyond Baker Street-small Beyond Baker Street-back-small

Art by Atha Kannani

When I play board games, I tend towards the big ones. I’m fond of games that take time and patience, and have a little depth to the rules. My recent favorites are Legends of Andor (yeah!) and the Pathfinder board game Rise of the Runelords, mostly because I have a fondness for titles that recreate an RPG experience.

But I don’t have time to actually play games at that scale much any more, so recently I’ve been tending towards smaller games, and especially those with an interesting storyline. Over the summer I bought Beyond Baker Street, and I’ve been rather taken with the simplicity of its rules set.

Beyond Baker Street is a cooperative mystery game for 2-4 players, which takes about 30 minutes. Players attempt to solve mysteries by gathering clues to find and eliminate suspects and uncover motives, and must work together, meaning they win or lose as a group. And it’s easy to lose — they’re in a race against time to crack the mystery before Sherlock Holmes.

The game has a fun mechanic. It’s chiefly a card game; everyone is dealt a hand, but the twist is that players hold their hands so that everyone can see their cards except them (this is apparently similar to the game Hanabi, which I’m unfamiliar with.) The game is afoot, Watson!

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New Treasures: The Monsters Know What They’re Doing by Keith Ammann

New Treasures: The Monsters Know What They’re Doing by Keith Ammann

The Monsters Know What They're Doing-small The Monsters Know What They're Doing-back-small

Cover by Lily Pressland

I’m enjoying watching role-playing seep into popular culture. It’s happening in casual and insidious ways. Like with self-help books for Dungeon Masters, a section in the bookstore that I couldn’t even imagine when I was gaming in the basement with my friends 30 years ago. Every time I see a book like Keith Ammann’s The Monsters Know What They’re Doing, I grin a little. Okay, more than a little.

The Monsters Know What They’re Doing makes for some light and entertaining reading.It’s essentially an alphabetical listing of over a hundred different giants, undead, humanoids, NPCs, and other monster types, with a 2-4 pages essay on combat tactics and “villainous battle plans” for each. Much of it is drawn from Ammann’s popular blog The Monsters Know What They’re Doing, and it’s an insightful and lively read throughout.

Personally I might have liked more in-depth pieces on fewer monsters. These essays are useful, but not in the ways I found the Third Edition Savage Species book useful. That one looked at how monsters could level up, acquire spells, familiars and special weapons and spells, and was a fantastic resource for creating that unique Orc shaman or kitted-out Kobold prince. To be honest, I don’t know how much I’d actually use The Monsters Know What They’re Doing, but it sure made fun reading. Here’s the description.

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