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Author: Andrew Zimmerman Jones

Andrew Zimmerman Jones is the Physics Guide at About.com and author of String Theory for Dummies. His work, which includes fiction as well as non-fiction, has appeared in Black Gate, Pink Floyd and Philosophy, Heroes and Philosophy, Abyss and Apex, and various other publications.
What Writers Can Learn From Joss Whedon’s The Avengers

What Writers Can Learn From Joss Whedon’s The Avengers

avengers-movie-poster-1Disclaimer: This article will reference some scenes from The Avengers film. While I’ve tried to avoid specific spoilers about major twists, there are some things that give away plot elements and twists from the other Marvel Comics movies, such as Thor.

If you are a writer, be sure that you get a receipt when you go to The Avengers, because you should be claiming it as a work-related research expense on your taxes this year. (This should not be considered tax advice. Please consult with your tax preparer before making financial decisions.)

There has been no shortage of digital ink spilled gushing over how great the movie is. I’ll provide a link to some of the highlights below if you want to delve into the film itself. However, I wanted to go beyond discussing The Avengers as purely a viewing experience, but to focus on a couple of elements that writers can best take away from it.

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Sawyer’s Triggers Fires on All Cylinders

Sawyer’s Triggers Fires on All Cylinders

triggers

Triggers (Amazon, B&N)
Robert J. Sawyer
Ace Hardcover (352 pages, $25.95, April 2012)

Hugo- and Nebula-award-winning science fiction author Robert J. Sawyer returns with a new hard science fiction novel which pulls together elements of a gripping political thriller with cutting edge psychological insights to create a story that works on many levels. I had the pleasure of getting an advance look at Triggers over the last few months as it was serialized within the pages (digital pages, in my case) of Analog magazine. Triggers has the pacing of an episode of 24 and the philosophical sensibilities of an Isaac Asimov novel, so any readers who were introduced to Sawyer through his television series FlashForward (Amazon, B&N) will find it particularly interesting.

The Plot (High-Level Spoilers)

The novel begins in an America gripped by fear, victim of a series of domestic terrorism attacks attacks, administered with devastating explosives by an al Qaeda splinter group. During a speech about these attacks, the President is shot on the steps of Lincoln Memorial. On the brink of death, the President is rushed to a nearby hospital for life-saving emergency surgery.

Elsewhere in the hospital, an experimental procedure attempts to cure an Iraqi veteran of his PTSD.

In the middle of these two procedures, the city is struck by another devastating attack … one that leads to bizarre and unexpected side effects. A number of people within the hospital have become mentally linked, now associated in a chain where each person can access the memories of another person in the chain.

Complications continue to multiply as the President realizes that the terrorist attacks seem to be an inside job and that the key to solving them may lie in his very own memories. Memories that he is currently unable to access.

And, more importantly, memories which some unknown person now has the ability to access … along with all of his knowledge about America’s upcoming response to the terrorist attacks.

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Orson Scott Card’s The Lost Gate

Orson Scott Card’s The Lost Gate

lostgateThe Lost Gate (Amazon, B&N)
Mither Mages Book 1
Orson Scott Card (Tor, $7.99, Jan. 2011)

Reviewed by Andrew Zimmerman Jones

As I mentioned in my recent review of the short story collection Keeper of Dreams, I’ve been a fan of Orson Scott Card since reading Ender’s Game and Speaker for the Dead as a teenager and have read most of his novels. In my experience, this is a very hit-and-miss proposition, especially when it comes to series.

The Lost Gate demonstrates some of the best and worst of Orson Scott Card’s writing at the same time, which makes me think that it’s a toss-up as to how the series as a whole will ultimately go. The setting and magical system – which Card’s been carrying around in his head since the late 70’s – contain a lot of potential, but the narrative seems to also go on pointlessly for many pages, getting bogged down in relative minutiae and plot threads which never go anywhere. Some of these might be setting the stage for future books, of course, but right now they just seemed out of place, distracting, and somewhat haphazard.

The story focuses on Danny North, a boy who has grown up among the remnants of ancient demigods, trapped on Earth centuries ago when the Norse god Loki destroyed all the gates linking this world to their home realm. While his various cousins have learned how to manipulate their basic magical energies, he has manifested no such talents … until he realizes that he has the rarest of gifts. He is a gate mage, possessing the ability to create portals from one location to another.

Unfortunately, after the devastation that Loki wrought, his family has vowed to destroy any gate mage that they find, including Danny. Forced to go on the run, Danny has to learn more about our modern world, his own powers, and how he wants to wield this power … in the service of himself or others.

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Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

lordswaterdeepLords of Waterdeep (Amazon)
Wizards of the Coast ($49.99, March 2012)
2-5 players
Ages 12+
Approximate Play Time: 1 hour

Note: As I write this, Saturday March 17, there’s a 37% discount on the game’s pre-order over at Amazon.

Let’s get this out of the way: Of all of the fantasy board games I’ve ever forced my wife to play for review purposes (or any other purpose for that matter), this is by far her favorite. In her words, “I felt completely engaged throughout the whole game. Usually there’s some strategy here and there, but I had to plan out each and every move in this game.”

So, it’s a keeper!

With that spoiler out of the way, on to the review…

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Join the Heroes of the Feywild

Join the Heroes of the Feywild

heroesfeywildPlayer’s Option: Heroes of the Feywild (Amazon, B&N)
Dungeons & Dragons – Rodney Thompson, Claudio Pozas, Steve Townshend
Wizards of the Coast (160 pp, $29.95, Nov. 2011)

Fury of the Feywild Fortune Cards (Amazon)
Dungeons and Dragons
Wizards of the Coast ($3.99, Nov. 2011)

Reviewed by Andrew Zimmerman Jones

In roleplaying games, I’ve always been a fan of taking full advantage of each character’s unique traits. The statistics are a reflection of these unique traits, of course, but they aren’t the most important element. The differences between Dwarves and Elves goes far beyond just their Dexterity and Constitution bonuses, reflecting deep cultural differences that are far more interesting.

As such,I love supplements that help to differentiate even more between different types of characters. The Dungeons & Dragons Player’s Option book Heroes of the Feywild is superb at doing that for Feywild characters, providing both storytelling details about these engaging character types as well as new mechanics designed to support stories that feature the Feywild. If you want to enter into this world of raw magical power, this is definitely a must-have supplement.

To supplement the book, Wizards of the Coast also released an Fortune Cards expansion, Fury of the Feywild, which allows you to invoke feywild-linked events into your Dungeon & Dragons game in a more random fashion. You can download the rules for using Fortune Cards from Wizards directly.

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Have Fun Storming the Chaostle

Have Fun Storming the Chaostle

chaostleChaostle (Amazon)
Chivalry Games ($69.99, May 2011)

Reviewed by Andrew Zimmerman Jones

Many fantasy board games have you performing some sort of dungeon crawl, but the approach in Chaostle is a bit different. Instead of crawling through the bowels of a castle’s lower levels, you are instead moving through various levels, leaping from floor to floor in an effort to make it through the castle as quickly as possible. There are a variety of different paths to take and these choices are as significant as any others that you make in the game.

Designed for 2 to 8 players (ages 10 and up), the goal of Chaostle is to beat the other groups of adventurers through the castle. Once you enter the Sanctuary in the center of the castle, you still haven’t won until you are able to beat the castle itself, meaning that the other players do have an opportunity to catch up and sweep in for victory at the last minute.

The game has a fairly sophisticated style of play, so it’s not for the feint of heart. If you are an experienced fantasy gamer, then this will be  fun game, but be warned:

Do not use this game as a means to get your kids, girlfriend, spouse, or other non-gamer involved in the genre.

If you’ve already got a solid group of gamer friends available to you, though, Chaostle can provides hours of entertainment with combat and surprises aplenty.

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New to the Interwebs: D&D Next

New to the Interwebs: D&D Next

Wizards of the Coast has just announced the creation of a new online portal which will feature information about the upcoming next iteration of Dungeons & Dragons. They seem to be specifically avoiding the “5th edition” label for the moment, instead going with the working title of D&D Next for the naming convention of the websites (although that name itself doesn’t appear in the text of most of the pages).

dndnext

The website includes links to some recent Q&A’s and other resources about the game, based upon the handful of demonstrations at the D&D Experience convention (and perhaps elsewhere), until the time when wide scale playtesting begins.

I repeat: Playtesting has not yet begun, but this portal allows you to sign up, in the hopes of getting access as early as possible. Once playtesting does begin, the relevant materials will be available for download through this website.

What are your thoughts on the next iteration of Dungeons & Dragons? What aspects of the game would you like to see kept (or reintroduced) from previous editions?

It’s a World of Slaughter: Small World Board Game

It’s a World of Slaughter: Small World Board Game

smallworldSmall World (Amazon)
Days of Wonder ($49.99)
2 to 5 players
Recommended ages: 8+
Playtime: Around 1 hour

Reviewed by Andrew Zimmerman Jones

Small World is a game where various fantasy races get to fight over a world that’s just too small for them all to coexist. The intriguing gameplay mechanic ultimately drives your races into decline, forcing you to select new races to sweep in and take their place. The victor is the one with the most Victory Points at the end of the game.

Each Race has special powers which are randomly chosen each game, resulting in a total of 280 different possible Race & Special Power combinations, from Swamp Giants to Dragon Master Skeletons to Seafaring Dwarves. (Or, in another permutation, Dragon Master Giants, Seafaring Skeletons, and Swamp Dwarves.)

The set-up can be a bit overwhelming when you first open the game, but once you’ve played it once, it’s a quick, fun game for the whole family. One nice feature is that there’s nothing hidden about the game, so this is excellent for introducing younger players to gaming. Though the recommended age is 8+, my precocious 6-year-old son and I have played this game multiple times. He often has questions about the way certain powers work, so the game lasts longer than an hour, but it’s loads of fun.

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Steampunk Spotlight: Cherie Priest’s Dreadnought

Steampunk Spotlight: Cherie Priest’s Dreadnought

dreadnoughtDreadnought (Amazon, B&N)
Cherie Priest
Tor (400 pp., $14.99, 2010)

Reviewed by Andrew Zimmerman Jones

Cherie Priest returns to her “Clockwork Century” in full force in this third novel. In some ways, I would recommend that readers begin with Dreadought, even though it’s the third book in the series. Basically, the plot twist at the end of Dreadnought is the entire premise of Boneshaker, as I’ll explain later in the review. (Spoiler-ish alert!)

The book focuses on Mercy Lynch, a Confederate nurse whose husband has just died fighting for the Union. (Gotta love those border state romances!) She receives word from her father – who left her as a child – that he is dying, and he would like her to visit him in the Washington territory. That father is Jeremiah Swankhammer, who readers of Boneshaker will recognize as one of the key characters in that story.

With nothing really to keep her in Virginia, she sets off on a cross-country journey by airship and train to reach Tacoma and, ultimately, Seattle.  Unfortunately, the only train that can get her from St. Louis to Tacoma is the Union steam engine Dreadnought, and the train is carrying some bizarre cargo … cargo which makes the train trip into a harrowing ride that brings Mercy and the other passengers into conflict with bushwackers, a mad scientist, and even zombies!

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Steampunk Spotlight: Cherie Priest’s “Tanglefoot” & Clementine

Steampunk Spotlight: Cherie Priest’s “Tanglefoot” & Clementine

clementineClementine (Amazon, B&N)
Cherie Priest
Subterranean Press (208 pages, Sept. 2010, $4.99)

“Tanglefoot” (free online)
Cherie Priest
Subterranean Press (Fall 2008, free)

Reviewed by Andrew Zimmerman Jones

Cherie Priest has become one of the biggest names in the steampunk sub-genre, starting mostly with her groundbreaking 2009 book Boneshaker that introduced most readers to “The Clockwork Century,” the alternate history 1880’s storyline that she created. There are three main features of “The Clockwork Century”:

  1. The Civil War has been going on for over 20 years.
  2. There are airships (and other steampunk accoutrements, such as goggles).
  3. There are zombies (or close enough approximations)

Boneshaker focused on features 2 and 3, with the Civil War really just a background note that has little direct bearing on the story. After all, it’s set in Seattle, which is far outside the territory where the Civil War is being fought.

Clementine, on the other hand, leaves the zombies behind to focus on the Civil War (and the airships) in far greater detail.

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