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Author: markrigney

Mark Rigney is the author of numerous plays, including Ten Red Kings and Acts of God (both from Playscripts, Inc.), as well as Bears, winner of the 2012 Panowski Playwriting Competition (during its off Broadway run, Theatre Mania called Bears “the best play of the year”). His short fiction appears in Witness, Ascent, Unlikely Story, Betwixt, The Best of the Bellevue Literary Review, Realms Of Fantasy, Lady Churchill’s Rosebud Wristlet, and Black Static, among many others. “The Skates,” a comic (and ghostly) novella, is now available as an ebook from Samhain Publishing, with two sequels forthcoming, “Sleeping Bear” (Feb. 2014) and the novel Check-Out Time (autumn, 2014). In non-fiction, Deaf Side Story: Deaf Sharks, Hearing Jets and a Classic American Musical (Gallaudet University Press) remains happily in print one decade on. Two collections of his stories are available through Amazon, Flights of Fantasy, and Reality Checks. His website is www.markrigney.net.
Black Gate Online Fiction: In the Wake Of Sister Blue

Black Gate Online Fiction: In the Wake Of Sister Blue

In The Wake of Sister Blue Mark Rigney-smallHaving contributed blog posts here at Black Gate since 2006 (where does the time go?), it’s time for a change. Time at last to give up on non-fiction, essays, and opinionated screeds. Time to dive headlong into an experiment I’ve long been itching to try, a serialized novel.

According to Black Gate‘s traffic stats, which of course I study daily from the basement of BG‘s vast Indiana compound, my Tales Of Gemen (“The Trade,” “The Find,” and “The Keystone“) remain perennially popular. That’s flattering – reassuring, even – and I’m grateful for your readership. Indeed, I feel sufficiently encouraged that I’m ready to offer a brand-new fantasy world in hopes that at least some of you will follow me down what promises to be a truly long and winding road.

Think of this as an experiment in tight-rope walking. I haven’t written to the end. I’m not offering you something that’s already complete. Instead, I’ll be doling out the breadcrumbs of story just as fast as I can tear them from the fictive loaf, and when we reach the end, we’ll get there simultaneously.

So the journey begins, in what I expect will be bi-weekly installments. Remember, this is dangerous territory; there’s no safety net. There’s only the story, the one unfolding in my head, the one I promise to set down as best I know how, for you.

That adventure, In the Wake Of Sister Blue, begins today.

Tell your friends. Off we go.

Read the first chapter of In the Wake Of Sister Blue here.

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Adventures in Spellcraft: Rope Trick

Adventures in Spellcraft: Rope Trick

Calling all old-school gamers, the folks who cut their teeth on the Players1st-edition-players-handbook Handbook, the Monster Manual, or even those long-lost oddities like Eldritch Wizardry and Greyhawk. For those of us still standing, which I do hope is the majority, I’d like to take a quick stroll down Memory Lane.

Don’t worry, it’s only a block or so away, just past Green Town, Illinois, and not so far from my last (highly opinionated) write-up on the ill-behaved sorcery known as Chain Lightning.

Great. Now that we’re walking, let me ask, do you remember that clever little escape hatch spell, Rope Trick? Very handy for “taking five” in the midst of a battle not otherwise going well. Very useful for getting undisturbed shut-eye while camped overnight in hostile territory. Very helpful when the goal of your particular role-playing adventure is to drive the GM bats.

The basics, for those who may not recall, is that the casting of a Rope Trick causes a length of rope to suspend itself vertically in mid-air. Anyone shinnying up the rope will disappear, arriving in a pocket of extra-planar space. The Players Handbook phrased it this way:

The upper end is in fact fastened in an extra-dimensional space, and the spell caster up to five others can climb up the rope and disappear into this place of safety where no creature can find them.

(I’m on page seventy-one, second level magic user spells, for those of you following along on the app.)

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Adventures In Commitment: To Watch Beyond the Pilot?

Adventures In Commitment: To Watch Beyond the Pilot?

Sleepy OneWe live in a Golden Age of television. Quality work springs up every season, clamoring for our attention. Thing of it is, the hours available in any given day have not kept pace. Days on planet earth continue to mete out a mere twenty-four hours total, and I (for one) need to be sleeping for at least seven of those.

For what, then, will I give my precious time?

With books, I have a rule. If a series remains unfinished, I refuse to delve. I call this “The Robert Jordan Rule,” and at present, I am busily applying it to George R.R. Martin. However, I’m feckless, and inconstant besides. I have not applied said rule to Patrick Rothfuss, and I beg you not to apply it to my own burgeoning series of Renner & Quist adventures, the latest of which, Bonesy, arrived September First.

The Robert Jordan Rule proves equally impossible to apply to television. Hardly any series is made with an end point in mind. Most simply peter out when audiences wane, budgets get slashed, or the makers finally admit they have no idea how to wrap things up (and possibly never did). What, then, to do? Does any criteria exist for what show next to watch?

To begin, we must invoke Elton John and Bernie Taupin. Take Me To the Pilot!

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Adventures In Benign Cults: Parable Of the Talents

Adventures In Benign Cults: Parable Of the Talents

Parable Of the Talents-smallIf a book vaults from mere printed text to a work of serious literature by virtue of posing a question, and then exploring it through the course of the story, then Octavia Butler’s The Parable Of the Talents fits the bill very neatly indeed.

Its primary question seems to be discovering meaning in what is for Butler a necessarily godless world, but it takes on secondary questions galore. Among these: what is the difference, if any, between a religion and a cult? How fine is the line between healthy determination and destructive obsession? And just how often do we reject others simply on the grounds that they challenge those (shaky) convictions on which we’ve built our lives? In other words, we blame and hold accountable people who represent our own failings.

Butler has a field day with all of these and more in charting the life of Lauren Oya Olamina, founder of Earthseed, a cult that locates God in change — the concept of change — and sets its sights on the stars when life on earth (or at least in the Disunited States of the 2030s) is nothing but chaos.

Formally, Butler’s Parable Of the Talents (the sequel to Parable Of the Sower) is epistolary work. The story is related through select journal entries, mostly Olamina’s, with other voices interspersed. These include her husband, her lost daughter, and her estranged younger brother.

First published in 1998, Parable Of the Talents won the Nebula Award in 1999. Like a good many other Nebula winners (such as The Speed Of Dark, which I wrote about here recently), this is not hard science. If you’re looking for the nuts and bolts engineering or chemistry found in Kim Stanley Robinson or Andy Weir, look elsewhere. Butler’s near-future tale focuses on social disintegration, and its rebirth via the benign (?) cult of Earthseed.

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The Speed Of Dark: Paksennarion vs. Autism

The Speed Of Dark: Paksennarion vs. Autism

A Dark coverWhile wandering the aisles of Powell’s Books in Portland, Oregon – the kind of store that first leaves my jaw on the floor, then leaves my irises doing swirls straight out of an animated Warner Brothers short – I found myself in the Fantasy & Sci-Fi aisle.

Can’t imagine how that happened. Especially when my shopping list could also have led me to Photography, Sports (Tennis), Literature, Horror (Anthologies), and “Unisex Apparel.” Suffice it to say that I wound up face to face with my old buddy, Elizabeth Moon. Plenty of space opera on those shelves, sure, but also the various editions of the trilogy that made her name, her Deed Of Paksennarion series, together with the two less popular follow-ups, Surrender None and Liar’s Oath.

Then came the surprises. Turns out, Ms. Moon has resurrected Paks’s world, and some few of the characters from the various Paksennarion books in Oath Of Fealty, Kings Of the North, etc.

I was sorely tempted. I was. But in the end, I decided to let my fond memories remain exactly that: fond memories. As books with second-world settings go, and especially of the sword-swinging variety, I rate the Paksennarion trilogy very highly indeed, and as for Surrender None, well, I flat out love it.

The risk of spoiling all those warm recollections was just too great.

Even so, I would have picked up one of those newer titles – risk be damned, you only live once – but then I chanced upon a Moon title that didn’t seem to fit with her other work. The cover was different, for one thing. Not illustrative. Conceptual. No high fantasy or space opera here. No, indeed. But it had to be speculative fiction of some sort, since this unlikely loner of a book, The Speed Of Dark, had won the 2004 Nebula Award.

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The Worst AD&D Spell Of All Time

The Worst AD&D Spell Of All Time

Arcana UnearthedSo there we stood, surrounded. Demons in all directions, converging fast – and we’re not talking garden variety patsies. Even for our major league party, the future looked bleak, bloody, and painful. On the plus side, we had our pizza in place, our dice at the ready. Beers and sodas hovered with popped caps and bated breath, anticipating action.

“Initiative!” cried the DM.

We each rolled. One of the demons, which just happened to moonlight as a spell-caster, moved first — and what did that pipsqueak no-good blackguard cheat of a demon cast our way?

Chain Lightning.

At fifteenth level.

Two hours later, with the pizza cold and stiff, the beers stale and the sodas flat, we finally finished adjudicating the effects of that single spell. We were in shock, and grumbling to beat the band. The DM, equally weary and perplexed, said, “Okay. Still first round. Who gets to take the next action?”

That I no longer recall, but this I know: we won the battle, and the demons lost. So did Chain Lightning. We made a solemn pledge that very day to never again allow that spell to eclipse the glory of our triumphant campaigning. Banned it was, all but ripped from the pages of the rulebook. And good riddance, too.

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Adventures In Cards: Munchkin!

Adventures In Cards: Munchkin!

Munchkin coverHow was my day, you asked? Well, I’ll tell you. My Halfling wizard and I spent the last hour fleeing from a Gazebo, leveling up by way of a Drooling Slime, and staying alive by means of the Kneepads Of Allure and a (basic but useful) Huge Rock.

What on earth could cause such havoc and silliness? Surely not Dungeons & Dragons?

Nope. It’s D&D’s hell-spawn little brat of a brother, the card game Munchkin. Now possibly I’m late to the table on this (I often am), but Munchkin has to be the geekiest, most asinine, not to mention juvenile, card game going. It’s also a diverting homage to AD&D, and better yet, it makes both kids and grown-ups laugh.

Consider Munchkin’s very own press: “…the mega-hit card game about dungeon adventure… with none of that stupid role-playing stuff.”

Of course D&D remains a clear progenitor, and possibly Munchkin owes something to Magic: the Gathering, but it strikes me that Munchkin’s most direct sire is a horse of a very different color, the irreverent and insouciant Killer Bunnies, which, if you’ve never played it, is a must for any gaming fan’s bucket list.

That said, you’ll need a lot of patience (or a sensai) to figure out how to play Killer Bunnies. But. Once you’ve “mastered” this obscenely complicated, impossible-to-predict killing spree of a game, enjoyment and strategy abound. I’d even be willing to state in a court of law, no less, that killing rabbits has never been so pleasurable, or so downright wicked neat. After all, who wouldn’t want to do in a (purple) Congenial Bunny while wielding a piece of flying burnt toast?

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Adventures In Shape-Shifting: Robert Stallman’s The Orphan

Adventures In Shape-Shifting: Robert Stallman’s The Orphan

The Orphan Robert Stallman-smallI write this on an emotional high, a plateau from which I never wish to descend, for I’ve just managed the impossible: I’ve gone back in time. The vehicle employed? A book, prose, a worn paperback. It’s Robert Stallman’s The Orphan.

I first encountered this title somewhere in the Dark Ages, probably around 1980. I re-read it perhaps two years later, along with its two sequels, The Captive and The Beast. Even though large swaths of plot have faded from my mind over the years, I have never, ever forgotten the book’s opening lines.

I am and will be. There is no time when I am not.

This is the first lesson.

My need creates myself.

This is the second lesson.

Alone is safe.

This is the third lesson.

I’ve spent the last thirty-five years considering those quotes (and the ideas behind them), polishing each like a gem-cutter finishing off a jewel. I’ve road-tested them, too, as a survival mechanism when, in my earliest teens, I tried out (as actors might try a cape) the attitude of Kipling’s cat, the one that walked by himself. It was necessary, in a way, but also foppish, affected. Even so, I found in The Orphan echoes of that chilly, solo stance — the same adopted in Westerns by virtually every gunslinger known, from Joel McRae to John Wayne and back again.

So once upon a time, my time, these lines held great personal weight. They were talismans, of a sort, and in picking up this gorgeous, dangerous title afresh, I was face to face with my past and the self I have since become.

For a moment, I had to look away.

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The Camera Can Lie: FairyTale: A True Story

The Camera Can Lie: FairyTale: A True Story

Cottingley FairiesNews flash: Sir Arthur Conan Doyle, having created literature’s greatest rationalist in the form of Sherlock Holmes, spent his later years heavily invested in the occult, the supernatural, and the possible existence of (yes) fairies.

Of course, people have always evinced a desire to believe — sometimes in this, sometimes in that — and so it is perhaps not so surprising that Conan Doyle played a large role in one of history’s great photographic deceptions, that of the so-called Cottingley Fairies.

In fact, he was one of those most willing to champion the trumped-up, cheap-looking fakes (black and white stills of young girls posing in shrubbery with paper cut-outs of highly Romanticized winged fairies) His role in this debacle (the girls only recanted decades later) is the subject of a FairyTale: A True Story (1997), a film well worth revisiting given our drone-happy, GPS-driven, target-rich world.

You see where I’m going with this, yes? Given our present era of photo manipulation and computer generated graphics, our collective ability to dupe the unwary has never been greater, and just like statistics, images lie.

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Adventures In Gaming: The Temple Of the Sea Gods

Adventures In Gaming: The Temple Of the Sea Gods

DSC05298I first created this adventure back in 1986, as a discrete part of a longer cycle in which the characters involved were questing for several potent artifacts intended to aid them in defeating their world’s largest dragon. One of those items was hidden here, in this temple.

For purposes of exhuming this module, I’ve made a number of things generic (both for the sake of easy translation to your gaming world, and to avoid any possible AD&D copyright issues). Even the particular “sea gods” to whom this temple system is consecrated can be adapted to fit your specific mythos. In fact, you can adapt pretty much any part of this; it’s for you, after all. For you to enjoy and hopefully put to use.

Character Motivation

If the player characters aren’t in pursuit of some massive relic (see above), then one fine reason to explore these halls is the usual mix of adventure seeking and treasure hunting. The bear went over the mountain, after all, and that OCD chicken keeps right on crossing the road. As a backup incentive structure, there’s always altruism. As you’ll see from the setting, the locals are beset by dangerous winged beasties, and it could be up to your particular band of heroes to free them from this (truly lethal) scourge.

Setting

A windy, treacherous tidal river. Dark, choppy water. Deep. Cold. Steep bordering cliffs, with multiple ravines and gorges forking off the main channel. What steadings there are bar their doors at night and keep a watch around the clock. Out of one of those ravines, often at dusk but not always, predatory bat-like creatures fly, and while you can fend off one or two, if they catch you in your boat or on the road, alone, and they come in a flock…

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