The Golden Age of Science Fiction: H. Warner Munn

The Golden Age of Science Fiction: H. Warner Munn

H. Warner Munn
H. Warner Munn

The Balrog Award, often referred to as the coveted Balrog Award, was created by Jonathan Bacon and first conceived in issue 10/11 of his Fantasy Crossroads fanzine in 1977 and actually announced in the final issue, where he also proposed the Smitty Awards for fantasy poetry. The awards were presented for the first time at Fool-Con II at the Johnson County Community College in Overland Park, Kansas on April 1, 1979. The awards were never taken particularly seriously, even by those who won the award. The final awards were presented in 1985. Although the Balrog Award for Poet was presented each year of the Balrog’s existence, it only went to four different winners, with H. Warner Munn winning the award twice and Frederick Mayer winning it three times.

H. Warner Munn was born on November 5, 1903 and died of cancer on January 10, 1981. Munn’s mother died when he was an infant and he was raised by his grandmother, who was a correspondent with Jules Verne and H.G. Wells. Munn began his own correspondence with H.P. Lovecraft who suggested that Munn try telling a story from a werewolf’s perspective. The resulting novelette “The Werewolf of Ponkert” became Munn’s debut story when it appeared in the July 1925 issue of Weird Tales.

Munn and Lovecraft were not only correspondents, but also knew each other, visiting at each one’s homes in Providence, Rhode Island and Athol, New York. During this time, Munn helped Lovecraft formulate and eventually write the story which would become “In the Mountains of Madness.”

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Exploring Pathfinder‘s Age of Lost Omens

Exploring Pathfinder‘s Age of Lost Omens

LostOmensWorldGuideWith the release of Pathfinder Second Edition at GenCon in August, Paizo set out to once again re-capture fire in a bottle. They’d done it once before, a decade ago, when they took the ruleset of Dungeons & Dragons 3.5e, slapped it together with a ton of house rule modifications and other changes, and then rebranded it as the Pathfinder RPG. Here they were taking that very same Pathfinder RPG, which had itself grown wildly successful, and trying to create a new and compelling variant of that.

Having played a handful of the Pathfinder Second Edition games now, I’m finding quite a lot to like about it the system. But one of the things that drew me so powerfully to Pathfinder First Edition was when I got my hands on the Inner Sea World Guide. While the rules were great, the dynamic nature of the setting, with the rich diversity of nations and storytelling options, was what really engrossed me.

And clearly I’m not alone, because one of the first releases that Paizo planned to follow-up the release of Pathfinder Second Edition was the Lost Omens World Guide (Paizo, Amazon). The default setting for Pathfinder (both editions) is the Age of Lost Omens on the world of Golarian, and thus the name of the guide. This re-introduces the core of the Pathfinder setting, while at the same time introducing a quick infusion of new character creation and advancement options to supplement the basic rules.

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I Admit, I’m Intrigued

I Admit, I’m Intrigued

The Witcher USA

Good morning, Readers!

So, the main trailer and release date for Netflix’s new nerd acquisition, The Witcher, dropped a fortnight or so ago. Knowing that I streamed the lengthy final game (and its DLCs) in the trilogy not all that long ago and had a good time with it, a number of my friends directed me towards the trailer when it dropped. I may have also had and voiced opinions about the news that Netflix acquired the rites to The Witcher, and then had more opinions when Henry Cavill was announced in the titular role.

A few things to note about me and my opinions. They’re horribly ill-informed. My experience with The Witcher is the third game (The Wild Hunt). That’s it. If you’re curious about how I felt about the game, you can check out my review on Chalgyrs here. I’ve not read the books on which the game was based, though I do plan to (should I make it a thing to do, and then share my thoughts here, do you think?). I don’t have as strong an emotional attachment to the world, the characters or the story as I might have had I read (presuming I enjoyed them) the books, or even had followed the games from the first.

But about the Netflix series….

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Vintage Bits: Star Saga, an Innovative Hybrid Sci-Fi Computer RPG Series

Vintage Bits: Star Saga, an Innovative Hybrid Sci-Fi Computer RPG Series

Star Saga Masterplay-small

While numerous computer games and genres have been inspired by board games and books, ranging from chess to more complex strategy games and even J.R.R Tolkien, the computer roleplaying game widely has its origins in pen-and-paper tabletop games like Dungeons & Dragons.

By the late ’70s and early ’80s Dungeons & Dragons had become a cultural phenomenon, and heavily influenced the earliest computer games. Computer roleplaying games, CRPG’S, derive much of their terminology, settings and game mechanics from this classic tabletop game. Typically this includes a central character (or party) which the player assumes the role of, taking responsibility for their actions within the narrative.

The character typically has to be victorious by completing different quests while exploring the world, solving puzzles, and engaging in combat – all while a game master (or dungeon master) controls all aspects of the game and its storyline.

From the earliest mainframe CRPG games to the huge success of the genre on personal computers up through the ’80s, games had almost exclusively been limited to the small phosphorous screen – maybe with a little aid from notes or drawn-out maps.

The Star Saga adventure roleplaying series created by Masterplay in the late ’80s would turn this upside down and put almost the entire game back on the table, only using the computer as game master to do the more tedious and cumbersome aspect of “bookkeeping” throughout the game.

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A (Black) Gat in the Hand: Steve Scott on John D. MacDonald’s ‘Park Falkner’

A (Black) Gat in the Hand: Steve Scott on John D. MacDonald’s ‘Park Falkner’

MacDonald_BreatheNoMoreEDITED“You’re the second guy I’ve met within hours who seems to think a gat in the hand means a world by the tail.” – Phillip Marlowe in Raymond Chandler’s The Big Sleep

(Gat — Prohibition Era term for a gun. Shortened version of Gatling Gun)

Steve Scott runs The Trap of Solid Gold. It’s not just a blog dedicated to my favorite author. It’s THE blog dedicated to the late, great John D. MacDonald. It is absolutely the best place on the web to read about JDM. Period. I was going to do a post on an early, quickly aborted attempt by MacDonald to write a series character – if two stories qualifies as a series. Then I remembered, I had read a post by Steve on one of those stories. Turns out, he’d covered both of them. And his essays were FAR better than anything I could have come up with. So, I got permission from Steve to combine them and run a long post as part of A (Black) Gat in the Hand. Woohoo! Read on about the not-a-private eye, Park Falkner

Story One – “Breathe No More My Lovely”

Long before Travis McGee was even a random thought in the mind of author John D MacDonald, before he had established himself as a first-rate writer of crime fiction, before he had even a full year of life as a published author, MacDonald began experimenting with a “series” character. In two early Doc Savage submissions, “Private War” in December 1946 and “Eight Dozen Agents” in January 1947, he created a hero he called Benton Walters. Having never read either of these stories, I don’t know if Walters was a private eye, a secret agent or a super hero.

According to Ed Hirshberg, he was a “war veteran… working at a humdrum civilian job somewhere in the northeastern United States…” who was disillusioned with his “unexciting” postwar job. Sounds like a great idea for a series. I do know that MacDonald quickly dropped the idea, writing to Babette Rosmond (the editor of Doc Savage):

“Honest to God — I’m never going to start another series. They are limiting and I hate them.”

Sixteen years later Travis McGee was attempting to have a quiet evening a home while Chookie McCall was dancing up a storm in the lounge of The Busted Flush.

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The Game is Afoot: Beyond Baker Street by Z-Man Games

The Game is Afoot: Beyond Baker Street by Z-Man Games

Beyond Baker Street-small Beyond Baker Street-back-small

Art by Atha Kannani

When I play board games, I tend towards the big ones. I’m fond of games that take time and patience, and have a little depth to the rules. My recent favorites are Legends of Andor (yeah!) and the Pathfinder board game Rise of the Runelords, mostly because I have a fondness for titles that recreate an RPG experience.

But I don’t have time to actually play games at that scale much any more, so recently I’ve been tending towards smaller games, and especially those with an interesting storyline. Over the summer I bought Beyond Baker Street, and I’ve been rather taken with the simplicity of its rules set.

Beyond Baker Street is a cooperative mystery game for 2-4 players, which takes about 30 minutes. Players attempt to solve mysteries by gathering clues to find and eliminate suspects and uncover motives, and must work together, meaning they win or lose as a group. And it’s easy to lose — they’re in a race against time to crack the mystery before Sherlock Holmes.

The game has a fun mechanic. It’s chiefly a card game; everyone is dealt a hand, but the twist is that players hold their hands so that everyone can see their cards except them (this is apparently similar to the game Hanabi, which I’m unfamiliar with.) The game is afoot, Watson!

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New Treasures: The Monsters Know What They’re Doing by Keith Ammann

New Treasures: The Monsters Know What They’re Doing by Keith Ammann

The Monsters Know What They're Doing-small The Monsters Know What They're Doing-back-small

Cover by Lily Pressland

I’m enjoying watching role-playing seep into popular culture. It’s happening in casual and insidious ways. Like with self-help books for Dungeon Masters, a section in the bookstore that I couldn’t even imagine when I was gaming in the basement with my friends 30 years ago. Every time I see a book like Keith Ammann’s The Monsters Know What They’re Doing, I grin a little. Okay, more than a little.

The Monsters Know What They’re Doing makes for some light and entertaining reading.It’s essentially an alphabetical listing of over a hundred different giants, undead, humanoids, NPCs, and other monster types, with a 2-4 pages essay on combat tactics and “villainous battle plans” for each. Much of it is drawn from Ammann’s popular blog The Monsters Know What They’re Doing, and it’s an insightful and lively read throughout.

Personally I might have liked more in-depth pieces on fewer monsters. These essays are useful, but not in the ways I found the Third Edition Savage Species book useful. That one looked at how monsters could level up, acquire spells, familiars and special weapons and spells, and was a fantastic resource for creating that unique Orc shaman or kitted-out Kobold prince. To be honest, I don’t know how much I’d actually use The Monsters Know What They’re Doing, but it sure made fun reading. Here’s the description.

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Absolutely Spectacular: Mister Miracle by Tom King and Mitch Gerads

Absolutely Spectacular: Mister Miracle by Tom King and Mitch Gerads

Mister Miracle cover

So my ongoing quest to read as many of the classic comics has covered a lot of ground. I read and blogged about The Immortal Hulk. I covered Image’s Lazarus. Two weeks ago I blogged about Tom King and Gabriel Hernandez Walta’s Vision. A while ago I talked about a significant chunk of Kirby’s Fourth WorldThe last two bring me to DC’s 2017 series Mister Miracle by Tom King and Mitch Gerads.

In addition to Marvel’s VisionTom King has previously written DC’s Omega Menco-written DC’s Grayson, and Vertigo’s Sheriff of BabylonHis striving for the artistic in comics, and his admiration for Alan Moore are both well-known and he seems to swing for the fences on every outing. That kind of innovation will come with some misses. I know a lot of fans didn’t respond well to King’s Batman or Heroes in CrisisHis natural medium seems to be the maxi-series starring characters who aren’t central to their fictional universes. In Mister Miracle, he and Gerads hit a home run, the kind that netted them four Eisners, a Hugo nomination, and big sales.

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Ralph Arnote: In the Middle of Interesting Stories

Ralph Arnote: In the Middle of Interesting Stories

Fallen Idol Ralph Arnote-small False Promises Ralph Arnote-small Evil's Fancy Ralph Arnote-small

Paperback editions of Ralph’s Willy Hanson novels: Fallen Idols (Tor, 1992), False Promises (Forge, 1995), and Evil’s Fancy (Forge, 1996)

Note: Most of this comes straight out of my wee tiny brain. So, dates may be off, but I’m telling these stories as best as my memory allows. I also have a few people from the industry vetting some of my stories.

Ralph Arnote was in the middle of many interesting book and magazine stories. Ralph was manager of sales for Ace (where I worked for him), for Ballantine, and Beagle Books, and, he finished his sales career heading up sales for Tom Doherty and Tor Books.

After retiring, Ralph wrote several novels for Tor. We lost Ralph in 1998 after a heart attack. Harry Hills called and let me know Ralph had passed.

During a brilliant career, Ralph was known and welcome everywhere. He always wanted to build a ship, sail to Singapore, and drink a Singapore Sling at Raffles. I’m certain Ralph had his share of Singapore Slings, but he never got around to building that boat.

One of my favorite stories, Ralph was working for Capital Distribution. Capital was a small magazine and book distributor. Ralph had just lost his book line, so he had a sales force but nothing to sell.

That year, the ABA (American Booksellers Association) met in Washington DC. One afternoon, Ralph was dining al fresco, when an older gentleman asked to share Ralph’s table. This man was Ian Ballantine, founder of many successful publishing companies, one of the people, if not “the” person who brought paperback books into their greatest glory (Several Ian Ballantine stories will appear here at a later date.).

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The Golden Age of Science Fiction: The Book of the Dun Cow, by Walter Wangerin, Jr.

The Golden Age of Science Fiction: The Book of the Dun Cow, by Walter Wangerin, Jr.

Cover by Ronald Keller
Cover by Ronald Keller

Cover by James Marsh
Cover by James Marsh

Cover by Carl Lundgren
Cover by Carl Lundgren

The National Book Awards were established in 1936 by the American Booksellers Association. Although the Awards were not given out between 1942 and 1949 because of World War II and its aftermath, the awards were reestablished in 1950 and given out annually since then. Since 1950, only US authors are eligible for the award, which is designed to celebrate the best of American literature, expand its audience, and enhance the value of good writing in America. From 1980 through 1983, the American Book Awards were announced as a variation of the National Book Awards, run by the Academy of the American Book Awards. While the National Book Awards were selected by a jury of writers, the TABA program relied on entry fees, committees, and voters made up of groups of publishers, booksellers, librarians, and authors and critics. The change was controversial and a group of authors including Nelson Algren, Saul Bellow, Bernard Malamud, Joyce Carol Oates, Philip Roth, and Susan Sontag, among others, called for a boycott of the award. The American Book Award included genre categories, presenting awards for mysteries, science fiction, and westerns. Two awards were presented in the science fiction category, one for hardcover, one for paperback. The genre awards were abandoned after a single year. The only winner of the National Book Award for Paperback Science Fiction was Walter Wangerin, Jr.’s The Book of the Dun Cow, which had originally been published in hardcover in 1978 and reprinted in paperback in 1979. The Awards were presented in New York on May 1, 1980 at a ceremony hosted by William F. Buckley and John Chancellor. Isaac Asimov presented the science fiction awards.

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