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H.P. Lovecraft, A. Merritt, and Appendix N: Advanced Readings in D&D

H.P. Lovecraft, A. Merritt, and Appendix N: Advanced Readings in D&D

The Lurking Fear HP Lovecraft-smallWe’re drawing closer to the end of Gygax’s famous Appendix N, the list of influences and recommended reading he included at the back of the D&D Dungeon Masters Guide.

Over at Tor.com, Tim Callahan and Mordicai Knode continue their tireless trek through the entire list, sampling a little bit of each writer and generously sharing their impressions with us, while here at Black Gate we continue to appreciate and critique their columns. Since that’s a heck of a lot easier than actually trying to read along with such a massive project. Makes me tired just to think about it. Seriously, I need a bit of a lie down.

In the last few weeks they covered one of the most popular fantasy writers of the 20th Century — indeed, one of the most popular writers to pick up a pen, period — and a relatively obscure short story writer who was ignored for virtually his entire life, until a tiny press in Sauk City, Wisconsin, decided to make it their mission to return all of his works to print shortly after his death. Yes, we’re here today to discuss A. Merritt and H.P. Lovecraft, respectively.

Let’s start with Lovecraft. Mordicai kicks things off in fine fashion:

The guy basically invented contemporary horror — besides splatter and slasher, I suppose — and you can’t really talk about him without a sort of gleeful enthusiasm. Or at least, I can’t.

Uncaring alien godthings and cults of fishpeople get all the attention, but the stories that stick with me are the ones that get a little more surreal. Don’t get me wrong: At the Mountains of MadnessCall of CthulhuThe Dunwich HorrorThe Shadow Over Innsmouth… there are a reason that these stories are at the forefront, as the juxtaposition of modern man with truly unknowable forces is a ripe category…the ensuing cosmic creepfest and insanity in response to a nihilistic and uncaring universe might be seen as Lovecraft’s thesis.

That said, for me it is the odder tales, like The Dream-Quest of Unknown Kadath, that kick it up a notch. Hordes of cats, friendly conversations with cannibal ghouls, trips to the moon, evil ticklers, and terrifying plateaus that only exist in dreams? Yes please! I’m going to go on a limb and say that I see a little Randolph Carter in some of my favorite protagonists. Dale Cooper from Twin Peaks, I’m looking at you…

While I’m a devoted fan of Lovecraft’s longer and most famous works — I consider “The Shadow out of Time” to be one of the finest pieces of fantastic fiction ever written — there’s no question that his Dream-Quest tales are equally worthy of attention. A tip of the hat to Mordicai for not taking the easy route.

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The Rebirth of Ares Magazine

The Rebirth of Ares Magazine

Ares Magazine 2014-smallIn the early ’80’s, Simulation Publications, Inc. (aka SPI) published a magazine named Ares. It included science fiction and fantasy along with articles and a complete game in every issue. It was short-lived, lasting only 19 issues, and Dragon revived it briefly within its own pages as an Ares section (see our review of issue #3 of the original magazine, featuring the game Barbarian Kings). And so it remained as an intriguing concept that simply ceased publication.

But that wasn’t the last hope for Ares. As Yoda would say, “No, there is another.” One Small Step Games, under Michael Anderson, decided to venture into remaking the old magazine. “The big idea is to fill a void,” says Anderson, “a new magazine that combines a standalone, unique, playable board game in every issue with a collection of spectacular, new fiction.”

With pay rates of five cents per word, Ares is serious about finding great fiction. Their preferred genres include fantasy, science fiction, horror, and pulp adventure.

They plan on publishing bi-monthly, and each issue will include 80 pages of fiction and other content, wrapped around the playable game. The first game will be War of the Worlds by independent game designer Bill Banks.

On January 1, Ares will launch a Kickstarter campaign to raise funding for this endeavor. If successful, the target delivery date for the first issue is May 1, 2014.

A magazine of speculative fiction AND a playable game? That sounds like a great combination to me.

Check out their website for more information: Ares Magazine.

Vintage Bits: BattleTech: The Crescent Hawk’s Inception

Vintage Bits: BattleTech: The Crescent Hawk’s Inception

Battletech The Crescent Hawk's Inception-smallInfocom is one of the most revered names in computer gaming history. In fact, for serious collectors of PC games, there’s probably no other company that commands the respect of (or is as collectible as) Infocom.

Their heyday was the early 80s, when they released the most famous text adventure ever written, Zork (1980), alongside other classics like Enchanter (1983), Steve Meretzky’s Planetfall (1983), Brian Moriarty’s Wishbringer (1985), and Dave Lebling’s fabulously creepy Lovecraftian scarefest The Lurking Horror (1987).

But my favorite Infocom game came late in their history — indeed, after the company very nearly collapsed following the failure of their ambitious DOS database, Cornerstone, in 1986. By that time, over half of the employees had been laid off and the remnants of the company sold to Activision in a fire sale. For the first time in their history, Infocom turned to outside developers to help fill their production schedule.

It was a desperate move. Infocom had a nearly flawless reputation in the gaming industry, even as late as 1988, and expecting an untested development shop to deliver product that would meet the public’s exceedingly high expectations for an Infocom title was an exceptionally risky bet.

Fortunately, the outside developer they chose was Westwood Studios, who would later go on to develop some of the most successful games of the 90s, including Dungeons & Dragons: Eye of the Beholder (1990), Command & Conquer (1995), Blade Runner (1997) — and who virtually created the real-time strategy (RTS) genre with their groundbreaking Dune II (1992). Their first game for Infocom, and the one that really put them on the map, was one of the best titles Infocom ever released: BattleTech: The Crescent Hawk’s Inception (1988).

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Christmas in the Dungeon

Christmas in the Dungeon

dungeongame1975Whenever Christmas looms, my thoughts turn not to decorations, carols, and presents; but to dungeons. Actually, that’s not entirely true. My thoughts do turn to presents – or, rather, a single, very specific present, albeit one received not by myself, but by a good friend of mine in 1979.

Among my childhood friends, it was traditional that, during the Christmas break from school, we’d all take turns visiting one another’s homes to marvel at our respective holiday hauls. Together, we’d then play with whatever we deemed the most interesting presents. In the dying days of the 1970s, that typically meant Star Wars action figures (or perhaps Micronauts) and so it was that year. I believe that was the year that I received the much-coveted Imperial Troop Transport vehicle and so became the envy of my friends. But, cool as it was to be able to push a button on the Troop Transport and hear sound effects from my favorite movie, that wasn’t the Christmas gift that most interested me.

That honor fell instead to a strange little board game my friend Mike received. I say “strange,” because the “board” wasn’t really a board at all, but rather a folded up piece of thick paper that didn’t lay very flat on the table unless you held down the corners with books or other heavy objects. This board depicted a bunch of colored boxes connected by meandering yellow spaces, with a few larger spaces here and there. These larger spaces were all given rather evocative names like “King’s Library” and “Queen’s Treasure Room” and “Torture Chamber.” Flimsy though it might have been, the board nevertheless caught our attentions – and fired our imaginations.

The game, of course, was David R. Megarry’s Dungeon!, which was first published in 1975 by TSR Hobbies.

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Deck-Building Battles with Warmachine: High Command

Deck-Building Battles with Warmachine: High Command

WM High Command_3DFor me, a good game is really a window into another world. It’s like a miniature story that is told with a set of pre-defined rules. The war games I play are rarely just games, like tic-tac-toe or chess, but instead a single battle in a larger war, which in turn is part of the story of the rise and fall of nations and the struggles of the people within them.

It was this perspective on gaming that first drew me to Privateer Press’s Warmachine line of miniature games. Though I loved the physical look of the figures, the fact is that I’m not an artist or a visually-compelled person as a rule, so it was really the setting that drew me in, the possibility to, in some small part, take part in the stories set in this world. And the giant warjacks didn’t hurt.

In fact, the first article I wrote for Black Gate was a review of Privateer Press’s Iron Kingdom roleplaying supplements, exploring their magically infused steampunk-style world of giant mechanical behemoths. Soon after, though, my involvement in Warmachine died off. I got married, became a father, and the disposable income to buy metal miniatures and disposable time to sit painting them went by the wayside (and there was a vast increase in anxiety, as little two-year-old fingers would inevitably seek to play with “Daddy’s dolls,” as they became known in my house).

Fast forward to the present, and it’s as if Privateer Press has found a solution to getting me back involved in one of my favorite gaming worlds. In addition to a whole new Iron Kingdoms line of RPG supplements (Amazon, Privateer Press) and digital fiction set in the Iron Kingdoms (Amazon), they have released a new deck-building game, Warmachine High Command (Amazon).

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Vintage Treasures: Pirates and Plunder

Vintage Treasures: Pirates and Plunder

Pirates and Plunder box-smallBack in the early 80s, publishers were still exploring the boundless possibilities of role playing.

It occurred to more than one designer that sword & sorcery — the tiny genre Gygax and Arneson had chosen to build their fabulously successful Dungeons & Dragons upon — was a niche market at best, with very limited widespread appeal.

Yet if D&D had managed to come so far with source material of such limited public familiarity, what might a game with much broader appeal accomplish?

And so the early 80s was a time when we had an astounding array of new role playing games promoted by a host of hopeful publishers, in a wide range of genres — science fiction, action, spy thrillers, mystery, superhero, and many others. There were gangster games (Gangbusters), Arthurian games (Pendragon), games based on popular action films (Indiana Jones, James Bond), and westerns (Boot Hill). There were horror games (Chill, Beyond the Supernatural), post-apocalyptic survival games (Twilight 2000, Gamma World), games based on prime time soap operas (SPI’s infamous Dallas), and bestsellers like Richard Adams’ Watership Down (Bunnies & Burrows).

Virtually all of them failed. Turns out that D&D didn’t succeed in spite of the fact that it drew inspiration from the classic heroic fantasy listed in the famous Appendix N, but in fact because of it. Sword & sorcery offered the kind of larger-than-life heroes players wanted to play — and more importantly, no other genre came so readily pre-packaged with a catalog of terrific opponents, from orcs to vampires to dragons.

But while most of those games are long forgotten today, a handful are still fondly remembered. Pirates and Plunder, a role playing game set in the golden age of piracy, is one of the latter. At least, it’s fondly remembered by me.

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Spotlight on Interactive Fiction: Fallen London

Spotlight on Interactive Fiction: Fallen London

The Wolfstack Docks icon for Fallen London
The Wolfstack Docks icon for Fallen London

There are several styles of interactive fiction games that can be found on the Internet, and while I’ve spent quite a bit more time with the Choice of Games catalog of adventures (my bias as one of their writers), I’ve also dabbled in a number of other games. Some of them are a bit more like CRPGs (computer/console role playing games) than storytelling, and combine words, pictures, and strategy games with the plot — they’re story heavy, but you as a player don’t really drive what happens next. Others, however, are quite a bit more open-ended, and Fallen London is one of those. In fact, Fallen London‘s greatest strength — the sheer quantity of it’s material and its open-ended paths — is also its greatest challenge.

In Fallen London, you begin as an escapee from new Newgate prison in a Victorian-feeling England that is populated by devils, rubbery men (reminiscent of Lovecraftian horrors or illithids from Dungeons and Dragons), people who have died but haven’t quite given up on moving about, and other strange things. You are, of course, a criminal, but it’s up to you to decide just how much you’ll continue to be one. You choose tasks, in text accompanied by small illustrations, that challenge and improve your basic statistics: watchful, shadowy, dangerous, and persuasive. The punishments for failure can be madness, death (though that’s not as permanent as you’d think), being the center of scandal to such a degree that you have to flee to a “tomb colony,” and suspicion to the point where the police arrest you. Thankfully, it takes quite awhile to build up enough failures to face any of these consequences, and sometimes being in prison or in a tomb colony — or even going mad or dying — can be just as interesting as the rest of the game. The “storylets” (as the folks at Failbetter Games, the company that makes Fallen London and other interactive worlds) help you both explore the world and build your skills, until you become a Person of Consequence (having raised one of your stats to over 100).

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Manly Wade Wellman, Fletcher Pratt, and Appendix N: Advanced Readings in D&D

Manly Wade Wellman, Fletcher Pratt, and Appendix N: Advanced Readings in D&D

Who Fears the Devil-smallI’ve been waiting for Mordicai Knode and Tim Callahan at Tor.com to get to both Manly Wade Wellman and Fletcher Pratt as part of their ongoing exploration of Gary Gygax’s famous Appendix N — and not very patiently, either.

Manly Wade Wellman is consistently one of the most beloved authors we feature here at Black Gate. Just three days ago Fletcher Vredenburgh reviewed his Battle in the Dawn: The Complete Hok the Mighty, and a while back new Black Gate blogger Alex Bledsoe offered a fine reminiscence of Wellman’s Appalachian fantasy tales in “How I Discovered Silver John.” The most popular contest in our history was our call for The Best One-Sentence Reviews of Manly Wade Wellman, and the winners received a copy of Haffner Press’ gorgeous The Complete John Thunstone.

And Fletcher Pratt? He wrote The Well of the Unicorn, one of the 20th Century’s most acclaimed heroic fantasy novels (none other than Lester del Rey called it “The best piece of epic fantasy ever written.”) With his frequent collaborator L. Sprague de Camp, he was also the author of the very popular Incomplete Enchanter and Gavagan’s Bar series.

So I’ve been looking forward to both authors receiving the Appendix N treatment. And now at last the wait is over.

Sadly, Tim doesn’t seem to fully briefed on the greatness that is Manly Wade Wellman:

I didn’t know anything about Manly Wade Wellman before Mordicai and I embarked on this project. I had never heard of the author, outside of the mention of his name in Appendix N.

Ouch. Well, I’d read almost nothing by Clark Ashton Smith prior to last week (when I read his brilliant pulp horror story “The Vault of Yoh-Vombis“), so I guess we all have our blind spots.

The real question is: What does Tim think of Wellman now?

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And the Wall Comes Tumbling Down – The Two Towers Deck Building Game

And the Wall Comes Tumbling Down – The Two Towers Deck Building Game

The Two Towers Deck Building GameI wasn’t sure what to expect upon opening The Lord of the Rings: The Two Towers Deck Building Game (Amazon) from Cryptozoic. I was familiar with the basic concept of deck building games and had played both Ascension and Marvel Legendary, but the only deck building game I actually owned was the science fiction game Eminent Domain. Fortunately, LOTR: The Two Towers contains some engaging variations on basic deck-building strategy, resulting in a fun competitive game that is sure to entertain fans of the series for endless variations of play, especially when combined with other deck-building games in the series.

If you’ve never played one, here’s the basic mechanic behind deck-building games: Each player begins with a small default deck of cards (10 starting out in all of the above games) and goes through rounds in which they play cards from their hands to buy more cards into their discard pile. When they run through all their cards, the player shuffles it back into the deck. Many of the cards have a secondary ability, such as letting the player draw more cards out of the deck, take cards from the discard pile, or eliminate useless cards from their hand or discard pile. The goal is to gain effective cards and streamline your deck to get as many effective cards into your hand as quickly as possible.

The first thing that makes The Lord of the Rings: The Two Towers stand out is that each player gets to assume the role of one of the characters from the film: Samwise, Frodo, Legolas, Aragorn, Merry & Pippin, Gimli, or King Theoden. By drawing from a selection of oversized Hero cards, the player randomly determine which character they are (or you can just choose). Each different character gets a unique card that goes into their starting deck. For example, Frodo’s card (called “It’s Getting Heavier”) allows him to gain control of The One Ring card while Samwise’s card (“There’s Some Good in This World”) protects from possible negative results from cards and allows you to draw another card.

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Securing Gamer Posterity

Securing Gamer Posterity

pic_MirusiyaLetterThe hobby of tabletop roleplaying games officially kicked off in early 1974, with the publication of Gary Gygax and Dave Arneson’s Dungeons & Dragons. 2014, which is right around the corner, is thus the 40th anniversary of both D&D and the hobby to which it gave birth. Think about that for a moment: people have been rolling polyhedral dice and pretending to be knights and wizards for nearly four decades. If I didn’t already feel old, that fact certainly would have made feel so.

Though RPGs are still going strong after all these years, the same cannot, unfortunately, be said of many of its founding figures. We lost Gary Gygax in 2008 and Dave Arneson the following year. Many more have followed in the years since, several of whom have been noted here at Black Gate. Many others are still with us, of course; it’s my hope that we’ll take the time to honor and, above all, thank them for their contributions to our lives while we still have the chance to do so. I can’t speak for anyone else, but I have been endlessly enriched and improved because of that boxed set I cracked open at Christmas 1979. I cannot begin to imagine how different the course of my life might have run if it had not been for this crazy hobby. Roleplaying games have truly had a huge impact in making me the person I am today. I doubt I am alone in feeling this way.

Given the importance RPGs have played in so many lives and how influential roleplaying games, both as entertainments and as creative endeavors, have become, I don’t think it’s at all unreasonable to want to see their history preserved for the benefit of future gamers – and historians, some of whom will undoubtedly find value in exploring how a bunch of “let’s pretend” games came to be the wellsprings of so much of contemporary popular culture. Sadly, this hasn’t been the case. There’s no Gygax Collection at the University of Chicago nor are the Arneson Papers safely lodged at the Elmer L. Andersen Library at the University of Minnesota. If you’re interested in piecing together the early history of the hobby – and the individuals who helped create it – you’ll likely have to rely on much more scattered resources to do so, assuming you can find them at all.

Unless you’re interested in M.A.R. Barker and his fantasy world of Tékumel, that is.

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