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Art of the Genre: Interview with Jack Crane

Art of the Genre: Interview with Jack Crane

dragontreeentsYou know, sometimes your boss just refuses to let you enjoy your life… It’s no different here at Black Gate L.A. even though our intrepid editor-in-chief John O’Neill is thousands of miles away in Illinois.

I mean, take this month as a perfect example. On any given day the sun is shining, my office partner Ryan Harvey is talking non-stop about the upcoming release of Captain America: The Winter Soldier and Kandi, our secretary, is whispering/weeping to her agent about her lack of a callback, but all in all life is pretty good.

Then wouldn’t you know it, I get a text from the aforementioned Mr. O’Neill to gather up my winter gear and before you can utter the words ‘polar vortex’ I’m on a flight to Pennsylvania for an interview.

Now granted, it is an interview of a lifetime, breaking bread and talking shop with legendary Dragon Magazine cover artist Jack Crane, but nonetheless couldn’t Dr. Evil himself have picked early autumn to get this copy?!

Anyway, off I went to brave the cold, first to Philadelphia and then on up the Westchester Pike to the fine and frosty town of elven thousand souls, Broomall, PA. If you’ve never been to Broomall, I wouldn’t suggest going when it is -8 degrees, but still it is a fine little piece of Americana.

With my sightseeing limited, I headed to Phil A Mignon, a nice down home pizza and burger joint to meet with Jack before going to his studio. My order, well a ‘filet cheese steak’ of course, and some highly recommended raspberry peppercorn wings. It was darn fine food, and the filet was incredible compared to the standard greasy Philly steaks.

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At the Intersection of Merritt and Howard

At the Intersection of Merritt and Howard

merrittI’m a big proponent of taking note of literary anniversaries, particularly of the birthdays of authors of whom I am fond. January is chock full of such birthdays – J.R.R. Tolkien on January 3; Clark Ashton Smith on January 13; Edgar Allan Poe on January 19. Had my weekly blog slot fallen on one of those dates, I almost certainly would have taken the time to commemorate their births, since they’ve all exercised an unshakeable influence over my imagination.

As it happened, though, my slot this week didn’t fall on the birthdays of any writer of my acquaintance. Instead, it fell between the birthdays of two scribes whose memories I hold dear. Yesterday was the birthday of Abraham Merritt and tomorrow is that of Robert E. Howard. Over the years, I’ve written multiple celebrations of these men and their contributions, both to the world of letters and to my own life. I think this only just, given how much enjoyment Merritt and Howard have offered to me, despite being decades in the grave before my own birth (indeed, both died before the births of my parents). And so I shall continue my practice this year.

The difficulty, though, is in finding something new to say about these men that I have not said before. That’s a tall order and, whenever this time of year rolls around, I worry that I’ll simply repeat things I’ve said many times before. Perhaps that’s not an unworthy anxiety, especially since truths does not become less true if they are repeated often.  The truth is that Merritt and Howard have each, in their way, made me the man I am today and it’s difficult to conceive of a version of myself that had not discovered and devoured their works.

Just as true, though, is the fact that I first made their acquaintance thanks to Dungeons & Dragons – and it’s on this foundation that I shall build this year’s commemoration of these two titans of fantasy.

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Margaret St. Clair, Andrew Offutt, and Appendix N: Advanced Readings in D&D

Margaret St. Clair, Andrew Offutt, and Appendix N: Advanced Readings in D&D

The Green Queen Margaret St Clair-smallI think I’ve read — and written — more about Gygax’s Appendix N in the last year than I have in the past three decades.

I’m not sure why there’s been such a recent surge of interest in a relatively short addendum to a 1979 gaming volume, to be honest, but I credit James Maliszewski. He’s examined Appendix N more diligently than any other fan writer, with several intriguing articles on his popular gaming blog Grognardia over the years.

Those include “My Appendix N” (from May 8, 2009), in which he answered the question “What fiction has influenced your campaigns, play styles, and writings?”; “Appendix N 2.0” (June 28, 2010), which reviewed the more extensive list of recommended books Gygax compiled thirteen years after the publication of the DMG, for his 1992 fantasy RPG Mythus Magick; and “Appendix N, 1981 Edition” (June 15, 2011), examining the fantasy authors “whose works are relevant to D&D,” as cited by the authors of What is Dungeons & Dragons?

Perhaps most fascinating, one of James’ earliest articles on the subject was “Addendum to Appendix N,” (November 25, 2008), in which he published Gygax’s answer to the question “How would Appendix N change if you’d written it in 2007 rather than 1979?”:

The fact is that I wouldn’t change the list much, other than to add a couple of novels such as Lanier’s second Hiero yarn, Piers Anthony’s Split Infinity series, and the Disc World books.

I would never add other media forms to a reading list. If someone is interested in comic books and/or graphic novels, they’re on their own.

I think it’s probably safe to say that James has been the king of Appendix N scholarship for the past five years. (Read the complete text of Gygax’s original Appendix N here).

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New Treasures: RuneQuest 6 by Pete Nash and Lawrence Whitaker

New Treasures: RuneQuest 6 by Pete Nash and Lawrence Whitaker

Runequest Sixth Edition-smallIt takes a lot to get me to try a new role playing system. I’m fairly happy with the ones I already play — first edition Advanced Dungeons and Dragons, Call of Cthulhu, and Steve Jackson’s Melee and Wizards games — and I barely have time to devote to those at it is.

I’m not sure what it was that originally drew me to try RuneQuest. I think it might have been the promise of a wholly different flavor of fantasy. AD&D was medieval villages, magic users, and Gygax’s Against the Giants. RuneQuest was talking animals, bronze age warriors from strange ancient cultures, and Paul Jacquey’s enigmatic Duck Tower (“What? A tower of ducks? That’s so weird. What’s with all the ducks in armor? Seriously? Mike, come check this out.”)

So I dragged my brother Mike to a RuneQuest game on the campus at Carleton University in Ottawa, where we soon found ourselves in the thick of a fast-action melee. In our first exposure to critical hit tables, Mike’s grizzled dwarf fighter fumbled an epic axe hit at the height of the battle, and managed to slice off his own leg. To this day, I can’t mention the word “RuneQuest” without Mike growling, “Yeah. Best system in the world.”

Needless to say, Mike didn’t play much after that. But I kept up with the various incarnations. A big part of my fascination was the result of Chaosium’s support efforts, especially the amazing Pavis and Big Rubble boxed sets. I still consider them some of the finest gaming products ever created, and have been much impressed with the recent reprint editions from Moon Design Publications.

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Ol’ Standbys

Ol’ Standbys

holmesI first encountered roleplaying games in late 1979, which means that, by year’s end, I’ll have been rolling polyhedral dice and pretending to be an elf for 35 years. The mind boggles when I ponder this, since it attests to the fact that, with a few notable exceptions, like breathing and eating, I’ve spent more time playing RPGs than I have almost any other activity in my earthly existence.

As I make my way through mid-life, I find myself thinking back to my early days of gaming often. One of the things that strikes me is how focused my friends and I were on a handful of games, which we played with incredible gusto. It must be remembered that, even back in those days, there were an incredible number of RPGs available – not as many as today, certainly, but more than even a group of tweens and teens as gung-ho for roleplaying games could play. That’s not to say we didn’t dip our toes into a lot of pools, so to speak; I’d venture to guess that, between 1979 and 1984, the period during which our mania was at its zenith, we tried many dozens of games (you find a fairly complete list of all the RPGs published, by year, between 1974 and the present here – there are a lot of them).

Despite that, we had our favorites, the ones to which we’d return again and again, after the shine had worn off the latest boxed set to appear on the hobby shop’s shelves. Perhaps unsurprisingly, these games were all among the earliest ones to which we’d been introduced by the older kids and adults who acted as our “mentors” as we learned the ropes of this strange pastime. But what is surprising, I think – at least to me – is that, for the most part, these same RPGs are the ones that still hold my attention today. Granted, I’m not a neophile; I don’t instinctively seek out new games as soon as they’re released, as many of my fellow gamers do. Even so, I must confess to being a little shocked to discover that, if I look back on the gaming I’ve done over the last decade or so, it was almost entirely devoted to the same three games I’ve enjoyed since I was a kid.

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Game & Comic Wrestlemania: Slammed and Rival Angels

Game & Comic Wrestlemania: Slammed and Rival Angels

Slammed art by Jason Wiser
Slammed art by Jason Wiser

There’s an odd intersection of SFF and professional wrestling fandoms. It surprised me when I first encountered it, but since then, I’ve become a devoted reader of Rival Angels, a woman’s pro wrestling comic by Alan Evans, and one of my favorite Choice of Games titles is Slammed by Paolo Chikiamco. Since neither is technically fantasy (although there’s definitely an element of the fantastic to pro wrestling), I’m stretching the inclusion criteria a bit for my spotlights by covering both of them together. If you’re not into the WWE, read on to see if you can be convinced that the best wrestlemania might not be on Pay Per View…

In Slammed, you play an up-and-coming professional wrestler, trying to make your name in the world and striving to compete for one of wrestling’s biggest titles. From the beginning, Chikiamco has the characters — and the PC — acknowledge that wrestling is scripted, and that a lot of the challenges revolve around how you choose to portray yourself to the fans. Are you going to be a face — a “kayfabe” — who’s a hero, or are you a trash-talking villain on stage (but a consummate professional in the locker room)? But while your career provides the context for the story, the real plot is about your relationship with a wrestler from your past — a college friend who once held you responsible for a tragedy that impacted her wrestling career. (Note: she was female in my game; she may be male in other playthroughs.) Now at the top of her game and a rising star in her own right, will she reach out to you as an ally? Or will you be enemies? And how much of the truth will you reveal to your fans?

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DC vs. Marvel – A Deck-Building Face-Off

DC vs. Marvel – A Deck-Building Face-Off

DC-DBG-Heroes-Unite-componentsThere are two deck-building games out built around the major comic book franchises: DC and Marvel. I’ve had the chance to play them both, so want to share how they stand up against each other. For this comparison, I’m playing the core Marvel Legendary game (Amazon) and the upcoming stand-alone Heroes Unite (Amazon) expansion to the DC Comics deck-building game.

Game Scenario:

One of the first points of difference is the basic scenario being played out, which leads to slightly different thematic feels for each game. In both games, there are two basic actions in play: acquiring heroes and defeating villains. The games are very different in their approach to this, however, and each approach has different benefits and drawbacks.

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Ares Magazine Kickstarter Begins!

Ares Magazine Kickstarter Begins!

Ares Magazine 2014-smallLast month, I wrote a post about the Rebirth of Ares Magazine. Today, their Kickstarter campaign goes live.

Check it out here. They’ve got a great preview movie along with some other teasers, including an awesome illustration for a story I wrote.

If you’d like to see a magazine with both fiction and a playable game in each issue, jump in with your support today.

“A Fighting Fantasy Gamebook In Which YOU Are The Hero!”: The Warlock of Firetop Mountain

“A Fighting Fantasy Gamebook In Which YOU Are The Hero!”: The Warlock of Firetop Mountain

The Warlock of Firetop MountainIt’s a time for looking back, as the old year ends. Now so it happens that on a Boxing Day sale I picked up a book I loved as a child; and therefore it seems fitting to write a little about it, now, glancing back down the vanished days of this and other years, and to try to again see the pleasure I once had. Will it come again, as I work through the text? If I work on the text, then no. Because this text, more than most, is not made for working. It is a thing to be played.

This is not a story I once loved, except in a way it is. There’s no strong central protagonist, except that in a way there is that as well. It’s a book-length riddle. It’s a maze through which you must find your way, filled with wrong turnings and frustrating locks. It is a story you can shape with a pencil and two dice: you are a hero with a sword, who must explore a wizard’s underground lair, before finally defeating the great mage in battle and taking his treasure. You choose your own adventure, flipping from one numbered section to another depending on the decisions you take faced with a given situation. More than most novels, the reader must shape the story; for the reader is the hero. This is The Warlock of Firetop Mountain, written by Steve Jackson and Ian Livingstone. First published in 1982, it was the first of what became a line of several dozen gamebooks, as well as a full-fledged role-playing game. Warlock inspired direct sequels, a computer game, and even several non-interactive novels. You can learn more about the books at their web site.

Not long ago, Black Gate’s redoubtable Nick Ozment looked at The Warlock of Firetop Mountain and several other of the Fighting Fantasy gamebooks. Nick remembered playing other Fighting Fantasy books, but not this one specifically. My experience roughly mirrored his: it was relatively easy to get to the end of the book, but incredibly difficult to actually win a complete victory. Nick liked the art — Firetop’s profusely illustrated by Russ Nicholson (you can see some of these pictures below) — but found the conception of the book’s dungeon improbable. I agree with both points. But I found myself wondering if there wasn’t something else to say about the book. I remembered playing through it in the early 80s, drawing out maps, trying again and again to make it through to the end. Why was I held so deeply in the book’s spell? Does it hold up?

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Vintage Treasures: Parlainth: The Forgotten City, an Earthdawn Campaign

Vintage Treasures: Parlainth: The Forgotten City, an Earthdawn Campaign

parlainth-smallMany years ago, when I was unemployed and trying to get a new website off the ground, I made a lot of calls to publishers large and small. I’d introduce myself, talk fast about how many readers there were on the web, and try and sound a lot bigger than I was.

Didn’t usually work. This was the mid-90s, and there were lots of publishers who didn’t even have a website. But occasionally one would take a chance, and agree to send me some sweet review copies.

One such publisher was FASA, one of the leading RPG game makers of the day. I’ll always remember opening the first box they sent me, and gaping in surprise at the contents: every single Battletech supplement in print — nearly 1,000 bucks worth of premiere product. A treasure trove far beyond my expectations.

And a textbook bittersweet moment, because what I was really hoping for was material for Earthdawn.

Earthdawn was a fantasy role-playing game designed by Greg Gorden and first released by FASA in 1993. Over the next few years they produced 20+ supplements, all with gorgeous cover art by folks like Janet Aulisio, Brom, Les Edwards, and many others. Set on the same world as Shadowrun, but thousands of years earlier, the key theaters were where the nations of Russia and Ukraine exist today, in the gorgeously detailed land of Barsaive.

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