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Author: Managing Editor Howard Andrew Jones

Pulling Off (or Putting On?) the Blog Mask

Pulling Off (or Putting On?) the Blog Mask

bloggingAs I watch the tumbleweeds blow through my official author web site, I sometimes wonder what I can do to increase traffic. Authors are told that regular blog entries generate interest and that we should keep up a regular stream of witty and attention-getting material to get people curious about our writing.

A lot of us can make all sorts of excuses about how we just can’t do that. Let’s face it: writers aren’t that social to begin with, or are busy enough with writing or the rest of our lives that it’s hard to find time to draft blog entries. And some of us aren’t that witty. On the other hand… longest journey, first step, to sell you must reach your market, tough get going, and so on.Which is why I’ve finally just made myself get to it with regularity. I’ve recently gotten comfortable with drafting material that matters to me in a timely manner. I can’t tell how much it matters to anyone else, but my thought is that if I build it, they will come.

Yet as the tumbleweeds roll stately forward, I naturally wonder if there’s something more I can do to draw in readers, which is why a recent post from editor, writer, and friend James Sutter’s recent post over at Ink Punks got me thinking.

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Better Fantasy Gaming Through Traveller

Better Fantasy Gaming Through Traveller

netherell1Netherell Epic Fantasy
Hal Maclean & Phillip Larwood
Terra/Sol Games (148 pp, $24.99, Softback; $14.99, Download)
Reviewed by Howard Andrew Jones

It’s one of my distinct pleasures as a reviewer to highlight overlooked books. All sorts of RPG books crossed my desk last year, and my fellow game reviewers and I tackled a lot of deserving ones in the last issue of Black Gate, but inevitably some fine ones got overlooked.

I’ve been impressed with the line of products I’ve seen from Terra/Sol Games, starting with their Twilight Sector sourcebook and continuing into their sector companion, Tinker, Spacer, Psion, Spy. I can heartily recommend both for the Traveller fan. But their Netherell supplement, released toward the middle of last year, has even broader appeal. It is an epic fantasy setting implemented with the Traveller rule set. You’d think that it would read like something awkwardly shoehorned into place – like rules for a Star Trek game using the classic D&D experience point system – but it works, and it works well. Any fantasy fan looking for a new way to approach their game play should give it a look.

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Name the Dabir and Asim Series

Name the Dabir and Asim Series

I’m launching a contest to win an advance reader copy (known as an ARC) of the next Dabir and Asim novel, The Bones of the Old Ones. Now Bones won’t actually be available until December 11 of 2012 through bookstores (or via Kindles and Nooks and what have you), but ARCs will start going out to reviewers within the next few months. And one of them could be headed your way.

Here’s the deal. The Dabir and Asim series needs a title. I haven’t yet come up with one that’s especially electrifying, so I’m throwing open the gates, and from now until July 22nd I’m accepting your suggestions for series titles. The series title will appear on the final version of the cover, probably in the place where this version of the cover reads “A Novel,” and on all following Dabir and Asim novels.

Here’s how to enter:

1. E-mail me (with no spaces in the actual e-mail address) at joneshoward AT insightbb.com.

2. Use Dabir and Asim Contest as the subject line.

3. Provide me with the series title you like best, and an e-mail where I can reach you.

4. You can list several ideas in a single entry, or just one. If you’ve already sent me one or more ideas and think of others later, just send me a new entry.

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Leigh Brackett: American Writer

Leigh Brackett: American Writer

shannach
The 4th and final Leigh Brackett hardback from Haffner Press, a set collecting all her short fiction.

This 4th of July I thought I’d take a look at one of my very favorite writers, the late, great Leigh Brackett, queen of planetary adventure.

Only a few generations ago planetary adventure fiction had a few givens. First, it usually took place in our own solar system.  Second, our own solar system was stuffed with inhabitable planets. Everyone knew that Mercury baked on one side and froze on the other, but a narrow twilight band existed between the two extremes where life might thrive. Venus was hot and swampy, like prehistoric Earth had been, and Mars was a faded and dying world kept alive by the extensive canals that brought water down from the ice caps.

To enjoy Brackett, you have to get over the fact that none of this is real — which really shouldn’t be hard if you enjoy reading about vampires, telepaths, and dragons, but hey, there you go. Yeah, Mars doesn’t have a breathable atmosphere, or canals, or ancient races. If you don’t read her because you can’t get past that, you’re a fuddy duddy and probably don’t like ice cream.

A few of Brackett’s finest stories were set on Venus, but it was Mars that she made her own, with vivid, crackling prose.

Here. Try this, the opening of one of her best, “The Last Days of Shandakor.” You can find it in two of the three books featured as illustrations in this article, Shannach — the Last: Farwell to Mars, and Sea-Kings of Mars and Otherworldly Stories.

Anyway. On to Brackett.

He came alone into the wineshop, wrapped in a dark red cloak, with the cowl drawn over his head. He stood for a moment by the doorway and one of the slim dark predatory women who live in those places went to him, with a silvery chiming from the little bells that were almost all she wore.

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Confessions of a Guilty Reviewer

Confessions of a Guilty Reviewer

Howard Andrew Jones with his Review Rooster.
Howard Andrew Jones with his Review Rooster.

I used to write occasional reviews for Tangent Online, and once I wrote one that I still regret. I’ve rarely found a slice-of-life story or flash fiction that I enjoyed, so I probably had no business evaluating a piece of short fiction that was both. Yet I read it, and I slammed it. Not because it was bad flash fiction, or because it was a bad slice-of-life story (I had no kind of qualifications for adequately judging either) but because I didn’t like flash fiction or slice-of-life stories. It was the epitome of ill-informed reviewing, where the writer is arrogant enough to know better than fans of an entire genre. Or two.

I didn’t understand my mistake for a while, and when I met the author of the story at a convention years later he was kind enough not to mention my idiocy, or, more likely, hadn’t remembered the name of the idiot who’d written the review.

You’d think that my epiphany about having written such a bad review would have arrived when I started to get my own fiction published more regularly, but it actually hit me faster, probably because it took a loooong time for my fiction to get published regularly.

I began to evaluate game products for Black Gate and it finally dawned on me that I had to consider both a work’s intended function and its intended audience. For instance, if I was looking at a role-playing product, I couldn’t evaluate a retro dungeon crawl by the same standards I looked at a modern story-based adventure with plot arcs.

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Dungeon Crawl Classics – Growing Fresh from Old Roots

Dungeon Crawl Classics – Growing Fresh from Old Roots

dcc1Dungeon Crawl Classics Role Playing Game
Joseph Goodman
Goodman Games (480 pp, $39.99, Hardback; $24.99, Download)
Reviewed by Howard Andrew Jones

I’m afraid that the Dungeon Crawl Classics role-playing game will hit the modern game audience the way a hard rocking band with great guitar hooks hits teenagers who think greatness is held by those auto-tuned voices and dancing lip-syncers. It might be that they’ll have the sense to understand something good, done right, even if it is artistically out of style, but I can’t help thinking they’ll be too hypnotized by flash and swagger to see the beauty.

Well, I use the term beauty loosely, because the plethora of art in DCC is old-school, in your face, evocative, bloody, and dynamic. It has some of the same aesthetics as counter-culture comics from the 60s, but it’s waaay cooler. Where else can you randomly flip through pages and come first to a wizard riding through a harbor on a giant marauding tentacled thing while being assaulted by an elf riding a hawk? Another quick flip takes you to an armored warrior pointing the way to a sinister cavern carved like the open maw of a monster, and a charismatic spell-caster launching a spray of firebolts.

But the book isn’t just the art – though the art sure aids in suggesting the atmosphere of the game itself. This isn’t your brother’s role-playing game. For that matter, it isn’t your dad’s AD&D, either. Primary creator Joseph Goodman is on record as saying that it’s the first game based on a thorough reading of Appendix N from the original Dungeon Master’s Guide. If you’re not in the know, Appendix N was a list of recommended reading featuring the likes of Robert E. Howard, Michael Moorcock, Fritz Leiber, and all kinds of other creators of literary fantasy goodies, most of which my local library didn’t have back when I was in junior high, or I would have been swept away into some realms of adventure a lot earlier.

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Losing My Way to Ray

Losing My Way to Ray

100Revisiting the stories of Ray Bradbury has been a lot like sitting down to revisit Twilight Zone episodes. I don’t just mean the twist ending, though there is that. I mean the other things – the misanthropic critic/hero/rebel who talks for a long while, perhaps too long, about the troubles of society, of humanity. The mirror held up to show us ourselves as we once were when all men wore hats and all women wore dresses. The sad realization that while there are cool and brilliant bits, our sense of pacing has changed, and that having experienced enough of these stories, we get the sense of how an unfamiliar one will end.

I loved Ray Bradbury’s stories as a child. I remember the thrill of picking up one of his short story collections because you’d never know what you’d get, story to story, and the titles rarely told you. Would it be a horror story, something from ancient China? A space adventure? Would the ending be dark, or light? In grade school, it was always a profound relief to find a Ray Bradbury tale in the school literature readers, for you knew you’d be transported to some interesting place.

Fired by nostalgia, wanting to celebrate my first favorite author, I read The Martian Chronicles for the first time in 30 years, and then I began to work my way through The Stories of Ray Bradbury, which collects 100 tales, many of which I’d never read.

And I discovered that I couldn’t go home again. I keep setting the book aside, then coming back to try just one more, to see if I could recapture the old thrill.

It’s not Bradbury who changed – the words are still threaded together with that same poetic skill. The messages are still poignant or powerful, depending upon the tale. Yet I can’t lose myself in them anymore. I want to – God, how I want to – but I just can’t fall through the words and get lost in the wonder. I must have found him at just the right age. And now, I think, I must have gotten old. Morosely, I have set the book aside, and I am not sure I will return.


Howard Andrew Jones is the author of the historical fantasy novels The Desert of Souls, and the forthcoming The Bones of the Old Ones, as well as the related short story collection The Waters of Eternity, and the Paizo Pathfinder novel Plague of Shadows. You can keep up with him at his website, www.howardandrewjones.com, and keep up with him on Twitter or follow his occasional meanderings on Facebook.

Return of the Barbarian Prince

Return of the Barbarian Prince

barbarian-prince-256If you’ve spent much time on the Black Gate website you’ve probably seen Barbarian Prince get mentioned at least once.

A solo board game from the 80s designed by Arnold Hendrick, Barbarian Prince is a little like one of those old “choose your own” adventure books, except that the order of events is far more random, for they’re generated by rolling on a number of tables depending upon your location on the map and are partly affected by choices you have made and gear and allies you may have accumulated in your travels.

It never plays the same way twice, and a lot of us find it glorious fun — although it is difficult to win. John O’Neill is a huge fan of the game, and he got me interested some years back when he gave me an extra copy he had lying around.

When I heard rumors of an unofficial redesign over at BoardGameGeek, I dropped by to take a look and was incredibly impressed. Someone — Todd Sanders, as it turns out — had gotten permission to create a new game board, pieces, and redesign the layout of the rule and event books.

The result was brilliant, beautiful, and a completely professional product.

It’s available, free, for anyone who wants to download the files and create their own version of the game (the original version of Barbarian Prince is also available for free download, courtesy of Reaper Miniatures and Dwarfstar Games).

I contacted Todd to learn more about his redesign and what had inspired it, and discovered he was responsible for a number of stunning games of his own creation.

We talked last week about game design, Print and Play games, and, naturally, Barbarian Prince. Larger versions of the lovely game boards can be seen by clicking on their pictures.

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My Sword is Bigger than Yours, or, When Size Really does Matter

My Sword is Bigger than Yours, or, When Size Really does Matter

v-next-book

After meeting Violette Malan at ConFusion in Detroit a few weeks back, I wanted to find out a little more about her take on the genre near and dear to my heart, sword-and-sorcery. I asked her if she’d be interested in dropping by Black Gate to say a few words about how she approached her own work in the field, and here’s what she had to say:


When I found sword and sorcery in my teens, there weren’t a lot of strong female protagonists for me to relate to. Jirel of Joiry comes to mind, maybe Red Sonya – but they were already very old by the time I got to them. When I think now of the books and stories I read then, I’m hard pressed to come up with female characters, let alone female protagonists. There must have been some. You know, needing rescuing or marrying or something, but I didn’t find them memorable then, and I don’t really find them memorable now. Okay, I do remember the women that Fafhrd and the Grey Mouser loved, they were well-drawn, significant people. But we all know what happened to them, don’t we? They pretty much continue the tradition of female characters in western literature: if it’s a comedy they marry, if it’s a tragedy, they die. (Hint: for all their humorous elements, the F&GM stories aren’t comedies)

Flash forward a few years and I’m a writer of sword and sorcery, not just a reader. I’m a woman, living in a post-feminist western society, a person who’s written feminist literary criticism (okay, on 18th-century pastoral poetry, but it still counts). Now I get to actually create the kind of female characters I used to imagine when I was young. Protagonists, mind you, real, more-or-less human women. Not the good (or evil) fairies, queens, and goddesses that sociologists and feminist critics call examples of women as “other”.

How was I going to do that? Keeping in mind that – unlike the men – I didn’t have a lot of models I could use as a guide. And keeping in mind that I wanted to avoid either caricature, or cliché. (I think the phrase “no chain mail bras” will cover what I mean by that). I’m not going to talk about how a writer goes about forming any strong character – there are certain elements that apply no matter who or what the character might be. Instead, I’m going to address my own particular dilemma, how to create a strong, female, sword and sorcery protagonist.

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Revisiting The Chronicles of Amber

Revisiting The Chronicles of Amber

amberIn my never-ending quest to bring heroic fiction and sword-and-sorcery to a wider audience, I have been writing essays for National Public Radio. Last May they carried an article I drafted about three books reprinting pulp (and slick)  magazine treasures.

Today, as part of their Guilty Pleasures series, I waxed on about one of my very favorite series, Roger Zelazny’s Chronicles of Amber. I can’t say as I feel especially guilty about loving the first Amber series, although I do always have to mention a few caveats when I recommend it. For instance, I usually emphasize that I didn’t care nearly as much for the later sequel volumes.

I discovered Zelazny’s Amber at about the same time I read Fritz Leiber’s Swords Against Death and a whole slew of Michael Moorcock novels. As a young teenager, those stories effectively blew my mind. I can honestly say that there’s no fantasy series that had as great an impact upon me. Even today, some twenty years after my last reading, I can still quote portions extensively. If you’re a fan of heroic fiction and sword-and-sorcery, you really owe it to yourself to give it a try

If you want to know more about Amber, check out the article, and if you’re wanting to see more coverage of genre work at NPR I hope you’ll Like, Tweet, Recommend, or whatever else the page.