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Author: Managing Editor Howard Andrew Jones

Alchemical Storytelling

Alchemical Storytelling

I haven’t watched much anime in my time. Frankly I haven’t gotten a lot out of the shows I’ve seen, many of which seem to consist of posing in the midst of fights and shouting at opponents. But I chanced upon something a few weeks back that began with potential and then delivered on it episode after episode. I found fabulous world building and strong character arcs.  I watched half hour after half hour the way I devour chapter after chapter in a great fantasy novel, poised on the edge of my seat wondering how things would resolve.

brotherhood2The show that so enthralled me is Fullmetal Alchemist: Brotherhood. The series is set in an alternate world in the 1900s, one very similar to our own, except that alchemy works. Those talented and diligent enough can transform matter from one state to another — fix a broken radio into one that works, or transform a metal bar into a sword. The story’s protagonists are a pair of young brothers of tremendous talent who used their powers to commit the ultimate alchemical taboo: they tried to bring their dead mother back to life. They paid a terrible price when the transmutation went horribly wrong, and spend much of the series trying to put things right.

As the young men search for solutions, they uncover  hidden layers to the way alchemy, their country, and their world, truly work. As the mysteries deepen, so do the characters and the world. I really don’t want to say much more for fear of ruining the many unfolding surprises.

If, like me, you’re unused to anime, there are a few caveats. There are occasional odd tonal shifts. For instance, when characters feel a really strong emotion (like anger or sadness) they’re often briefly transformed into caricatures of themselves, with exaggerated features. Some of the humor doesn’t translate and comes off as a bit goofy, and characters do sometimes speak over dramatically or are too revealing of their motivations when they talk. I wasn’t sure what to make of it after the first one or two shows, but kept watching… and I was glad I did. Most of the time it works, and overall it works brilliantly. Male and female characters are given strong roles, and face difficult choices.

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How to Write Magical Words

How to Write Magical Words

I’m a fan of books aimed at writers, and I’m always delighted to find another good one.

howtomagicwords-review-e1295476993801-205x300How to Write Magical Words: A Writer’s Companion debuted in January 2011. Unlike most “how to write” books that I’ve ever seen, Magical Words is presented in bite-size chunks. The authors take turns writing about various topics, presenting short essays with information, advice, and helpful anecdotes, then get out of the way for the next essay. None of which are more than four or five pages long. It’s an ideal approach for someone working in this busy modern world, or for someone under deadline, or with kids, or who wants to read a little something before sitting down to write for the day, and editor Edmund Schubert is to be commended for the structure.

The book is broadly divided into seven categories, like “Characters, Dialogue, & Point of View” or “Self-Editing,” into which each of the short essays is placed. Perhaps because the material originated on the web site magicalwords.net there’s an approachable, conversational quality to the advice — indeed, the contributing writers often react and expand upon the advice in the concluding remarks to each essay. As I read my way through the book I found myself looking more and more forward to seeing what the other writers would add, and what alternative perspective they might be able to offer. It was a lot like listening to a group of helpful professional writers as they trade tips among themselves — one has the sense that they are not so much talking at you as talking in a group in which you yourself would be welcome to drop in and ask for a few tips.

eating-cloudsWhile there are certainly tips inside for all levels of writers, I think it will probably be of most use to aspiring writers or those who are just getting their career going (and this does seem to be the intent of the magicalwords.net site). I was impressed enough with the book’s structure that I’ve decided to look further into the work of Mr. Schubert. I’ve had the pleasure of talking with him at a convention or two over the years, and I’ve read a few stories during his tenure as Editor of Orson Scott Card’s Intergalactic Medicine Show, but this is my first extended exposure to what he’s capable of, and it’s made me curious about his recently released book of short stories, The Trouble with Eating Clouds. Anyone who can offer advice on writing this polished clearly knows something about writing, so I’ll be taking a look at his work soon, along with that of the other writers in the volume, David B. Coe, A.J. Hartley, Faith Hunter, Stuart Jaffe, Misty Massey, and C.E. Murphy.

Moreover, I think I’ll definitely be dropping by magicalwords.net in the near future. They seem like a friendly bunch, and I’d like to join the conversation. Maybe I’ll “see” you there.

Pulp RPG Action with Dicey Tales

Pulp RPG Action with Dicey Tales

dicey-tales-1Anyone whose been reading the Black Gate game review column knows how much I loved Jeff Mejia’s Legends of Steel, in a large part due to his love for (and obvious knowledge of) the sword-and-sorcery genre. Jeff knew how to present the game material, provide atmospheric and plotting suggestions, and in general wrote a book so useful to sword-and-sorcery gaming that it should be picked up even by those GMs working with fantasy adventure who have no interest in the game system itself.

Now Jeff has turned to the pulps — two-fisted action featuring jungle men, rocket-pack heroes, roving archeologists, Nazis and gangsters, daredevil pilots, and more — and wrought the same kind of magic. Dicey Tales uses the acclaimed (and excellent) Barbarians of Lemuria role-playing system to provide the same kind of loving detail to one of the best eras for high-flying adventure. The e-magazine includes two action-packed scenarios, a character generation system, rules for bringing the pulp era to life, strange powers employed by pulp heroes, and more goodies. Apparently I’m not the only one who thinks Jeff has knocked another product out of the park, for Dicey Tales is already rocketing to the top of the RPGnow download list. Check it out!

Free RPG Day 2011

Free RPG Day 2011

This Saturday is Free RPG Day, and as a lifelong gamer I wanted to encourage all of you current, former, and interested potential gamers to drop by your local gaming store to see what free role-playing game products are being offered for your enjoyment.

I’m especially interested in the new Dungeon Crawl Classics role-playing game Adventure Starter. Any readers of the Black Gate game review section know what a fan I am of Dungeon Crawl Classics, so I’m expecting good things. The Adventure Starter includes an atmospheric scenario for beginning characters, as well as one for higher level characters, and I’m looking forward to running my group through them this evening.

The Adventure Starter is just half the tale, though, for the beta version of the Dungeon Crawl Classics game is available online here. It looks to be a back-to-the-basics style heroic fantasy game, with no feats, prestige classes, attacks of opportunity, etc.  Some days I like the fussy bits and customization of modern fantasy adventure games as much as the next guy, but sometimes I want to throw those books across the room and run something without so many rules, exceptions, and charts. The DCC Beta looks promising: I’ll find out this evening how it plays out, and report back.

Board Games Don’t Have to be Boring

Board Games Don’t Have to be Boring

dominant-speciesWhile my last few columns have focused on solitaire games, I thought I’d take a look at some relatively new boardgames with surprising themes and game play.

In the first, Defenders of the Realm, you and your fellow players cooperatively work to defeat evils invading your kingdom.

The second, Dominant Species, is set in the moments before the ice age and enables you and your fellow players to jockey for position to see who will best weather the coming climate change.

Though you may not find either game in your local Target or Walmart, they are beautiful, professional products. Neither’s as straightforward as, say, Monopoly or Scrabble, where you can get a feel for what to do after a brief tutorial, but for the family or game group willing to invest a little bit of time, they’re sure to provide years of entertaining play.

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Solitaire Adventure with Victory Point Games

Solitaire Adventure with Victory Point Games

astra1This February I sat down with a copy of the excellent solitaire game Astra Titanus and shared the review with Black Gate web site readers.

Astra Titanus wasn’t the only great looking game in the Victory Points Games stable, but it’s taken me a while to clear my schedule so that I could try out some more of their products.

Today I’m going to introduce you to two more, one which puts you in command of what is arguably the most famous submarine in history, Captain Nemo’s Nautilus, and the other which pits you against a horde of fantastic creatures assaulting your castle.

Be warned! You may not return alive!

Well, okay, YOU will, but you might lose the game.

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Tales of the Magatama

Tales of the Magatama

mirror-sword1I bumped into the talented Nick Mamatas at the 2010 World Fantasy Convention and discovered that he was editor for the Haikasoru line of translated Japanese fantasy novels for Viz Media. I might be well-read in foundational sword-and-sorcery texts, but I was pretty uninformed about the fantasy of Japan, and what Nick had to say was quite interesting. I was especially curious about a series of books by Noriko Ogiwara, The Tales of the Magatama, which are hugely popular in Japan, and have won numerous awards.

The second novel in the series, Mirror Sword and Shadow Prince, has just been released by Viz, so I thought it high time to talk with Nick to find out more about the series. He was kind enough to answer a number of questions, which I’ve included below.

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Twilight Sector & Astra Titanus

Twilight Sector & Astra Titanus

astraWith Black Gate 15 just around the corner I thought I’d start devoting some time to some products that arrived too late for us to cover, or that just didn’t fit into an issue nearly as large as issue 14.

I was particularly taken by two science fiction titles. The first is a campaign setting, and while it utilizes the Mongoose Traveller rules, it’s in a completely different universe from Traveller itself.

The other is a solo tactical board game. If, like me, you name “The Doomsday Machine” as one of your favorite classic Star Trek episodes, it’s a must have, but it’s pretty darned cool even if you don’t have a clue what I’m talking about.

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Robert E. Howard Birthday Celebration

Robert E. Howard Birthday Celebration

solomon-kane3Here’s to Robert E. Howard, creator of my favorite genre, sword-and-sorcery, on the anniversary of his birth. Raise high your goblets and drink deep.

What is best about Robert E. Howard’s writing? The driving headlong pace, the seemingly inexhaustible imagination, the splendid cinematic prose poetry, the never-say-die protagonists? It is hard to pick one thing, so it may be simpler to state that Robert E. Howard possessed profound and often astonishing storytelling gifts. Without drowning his readers in adjectives (he had the knack of using just enough adjectives or adverbs, and knew to let the verbs do the heavy lifting) or slowing pace, he brought his scenes to life. Vividly.

Writer Eric Knight may have most succinctly described this particular aspect of Howard’s power in an article on Solomon Kane:

“’Wings of the Night’ features a marathon running fight through ruin, countryside, and even air that only a team of computer animators with a sixty-million dollar budget and the latest rendering technology (or a single Texan from Cross Plains hammering the story out with worn typewriter ribbon) could bring properly to life.”

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William Michael Mott’s Pulp Winds

William Michael Mott’s Pulp Winds

Pulp Winds
William Michael Mott
Grave Distractions Publications (190 pp. $14.99)
Reviewed by Howard Andrew Jones

A couple of years ago I had the chance to read a cracking good heroic fiction story by William Michael Mott. I knew Mott was a Robert E. Howard fan and a pulp aficionado, but what I didn’t know was that his “Temple of the Salamander” would read like a head-on collision between some of the best features of the stories of Jack Vance, Robert E. Howard, and Clark Ashton Smith. “Temple of the Salamander” was set in the dying days of Earth, on a vast, last plateau crossed by an amazing road that may well be intelligent and is certainly dangerous. Traveling this road is the warrior Tulruhk, who is different from the rest of his tribe in part because of his curiosity and in part because he’s capable of compassion, so rare in his world that it makes his occasional act of mercy look like a saintly visit. Tulruhk aids a dying scholar and is rewarded with a chance for membership in an exclusive order dedicated to exploration. Tulruhk’s quest to gain that membership fuels the action in two of his chronicled adventures.

Mott’s drafted three stories of Tulruhk and the last plateau, and they’re collected in Pulp Winds, an anthology of his original work that includes heroic poetry, some atmospheric horror that hearkens back to Lovecraft and Shaver without emulating their sometimes difficult prose, and what may be the only homage I’ve ever read to one of Robert E. Howard’s  fight stories. If Howard had ever written a Costigan fight story with weird elements it would have sounded an awful lot like “Fisticuffs of the Damned.” I think the biggest surprises of the collection were two heroic stories featuring Jack the Giant Killer. When Mott first mentioned these  in an e-mail I was skeptical, but there’s nothing light and airy about these, and I ended up enjoying them almost as much as the adventures of Tulruhk.

Pulp Winds won’t appeal to every reader — in Mott’s work the hero gets the girl and the monsters are there for the pummeling. Which isn’t to say that they’re predictable or that there are no surprises; it’s just that Mott proudly wears his love for pulpy story elements on his sleeve. Mott wants to serve up new adventures in the style of some of the best adventure writers from the golden days of the pulps, hence the title of his collection. If you’re like me and are sometimes in the mood for some monster bashing, sword-slinging, and damsel saving, Pulp Winds delivers in spades.