Gothic Noir in the Tradition of Weird Tales: The Weird Tales of Dorgo the Dowser, Book One: Mad Shadows by Joe Bonadonna

Gothic Noir in the Tradition of Weird Tales: The Weird Tales of Dorgo the Dowser, Book One: Mad Shadows by Joe Bonadonna

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Joe Bonadonna’s first swords and sorcery collection Mad Shadows: The Weird Tales of Dorgo the Dowser, which won the 2017 Golden Book Readers’ Choice Award for Fantasy, is one of the most successful modern S&S offerings — especially among our readers. It contains many fine stories, including the novelette “The Moonstones of Sor Lunarum,” perhaps the most popular piece of online fiction ever published at Black Gate.

Mad Shadows was originally published in January 2011, and last month Pulp Hero Press released a second revised edition with a new cover, new maps, revised text, and an expanded Afterword on Heroic Fantasy and Sword & Sorcery. In his 2012 review Fletcher Vredenburgh wrote “Mad Shadows is good stuff. It’s got no pretensions to be anything other than a worthy addition to the canons of S&S and there it’s wildly successful.” And in his BG article “The Coming of Dorgo the Dowser,” William Patrick Maynard wrote:

Joe Bonadonna describes his fiction as ‘Gothic Noir’ and it is entirely appropriate. As much as Mad Shadows succeeds in carrying on the tradition of Weird Tales, the brooding, darkly-humored Dorgo could have easily found a home in the pages of Black Mask if only his (dowsing) rod shot lead rather than divined spirits. The six stories in Mad Shadows offer a mixture of traditional sword & sorcery necromancers and demons as well as werewolves, vampires, witches, and bizarre half-human mutations that H. P. Lovecraft would happily embrace.

Joe followed up his original collection with Mad Shadows II: Dorgo the Dowser and The Order of the Serpent in 2017 (which Fletcher reviewed for us here). Read an excerpt right here at Black Gate.

The Weird Tales of Dorgo the Dowser, Book One: Mad Shadows was published by Pulp Hero Press on December 8, 2019. It is 282 pages, priced at $14.95 in paperback, and is available worldwide in paperback and Kindle editions. Check it out, and read all our previous coverage of Dorgo’s adventures here.

New Treasures: War Girls by Tochi Onyebuchi

New Treasures: War Girls by Tochi Onyebuchi

War Girls-smallTochi Onyebuchi’s debut Beasts Made of Night made a big splash in 2017. VOYA said it was “Unforgettable,” and Buzzfeed called it a “compelling Nigerian-influenced fantasy… [with] brilliant worldbuilding.”

His latest is the science fiction novel War Girls, which he describes as “Gundam in Nigeria.” I’m always on the lookout for something new, and that’s definitely a pitch I don’t hear every day. Booklist calls it “Brilliant,” and in a starred review Publishers Weekly said:

Set amid the horrors of war in a world ravaged by climate change and nuclear disaster, this heart-wrenching and complex page-turner, drawn from the 1960s Nigerian civil war, will leave readers stunned and awaiting the second installment.

Here’s the publisher’s description.

Two sisters are torn apart by war and must fight their way back to each other in a futuristic, Black Panther-inspired Nigeria.

The year is 2172. Climate change and nuclear disasters have rendered much of Earth unlivable. Only the lucky ones have escaped to space colonies in the sky.

In a war-torn Nigeria, battles are fought using flying, deadly mechs and soldiers are outfitted with bionic limbs and artificial organs meant to protect them from the harsh, radiation-heavy climate. Across the nation, as the years-long civil war wages on, survival becomes the only way of life.

Two sisters, Onyii and Ify, dream of more. Their lives have been marked by violence and political unrest. Still, they dream of peace, of hope, of a future together.

And they’re willing to fight an entire war to get there.

War Girls is the opening novel in a new series. It was published by Razorbill on October 15, 2019. It is 464 pages, priced at $18.99 in hardcover and $10.99 in digital formats. The cover is by Nekro. Read the complete first chapter at Gizmodo, and listen to an audio sample here.

See all our recent New Treasures here.

The Joy of Starter Kits, Part Two

The Joy of Starter Kits, Part Two

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Dungeons and Dragons Basic Set Second Edition,
edited by Tom Moldvay (TSR, 1981). Cover by Erol Otis.

I often wonder how new players discover role playing these days.

I mean, I know how it happens in theory. You’re introduced to the concept through video games, or friends, or a gaming club, or maybe Stranger Things. The whole thing sounds pretty cool. Eventually you take the plunge and shell out for a set of hardcover rule books and dice, and become a genuine RPG gamer. Sure, it’s a commitment. But it’s no more expensive than other pastimes of the idle rich, like polo or yacht racing.

It’s that initial expense that gets me. The D&D Players Handbook, the most fundamental RPG book on the market, retails for $49.95 — and it’s only one of three you really need. And that doesn’t even include dice. God knows how pricey those are these days.

It used to be easier. You used to be able to try D&D the same way your tried Monopoly, with an impulse buy of a single reasonably-priced box. That’s how I got started in the fall of 1979, when I bought the D&D Basic Set after seeing a few magazine ads in Analog and picking up a copy at the local gaming store. The sheer financial (not to mention emotional) commitment required of modern RPGs is a serious barrier to entry, and many game publishers have gradually come to that realization.

In Part One of this article I looked at some of the games that have embraced the old idea of the Starter Kit, an inexpensive box set that includes everything new players need to learn the fundamentals of role playing and have a few adventures. This new generation includes Pathfinder, Starfinder, Battletech, Numenera, Shadowrun, and others. In Part Two we look at Call of Cthulhu, Traveller, Star Trek Adventures, Warhammer, Star Wars, and the new breed of Dungeons and Dragons beginner boxes.

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A Lasting Exploration of What the Beatles Mean: Across the Universe: Tales of Alternative Beatles edited by Michael A. Ventrella and Randee Dawn

A Lasting Exploration of What the Beatles Mean: Across the Universe: Tales of Alternative Beatles edited by Michael A. Ventrella and Randee Dawn

Cover by Dave Alvarez
Cover by Dave Alvarez

Although the Beatles, as comprised of John, Paul, George, and Ringo, only existed as a band from August 1962 until April 1970, they left an indelible mark on the music and culture of the world that is constantly being discovered, explored, and reinvented. One of those reinventions occurred in 2019 with the release of the film Yesterday, in which singer Jack Malik discovers he is one of the few people in the world who remembers the Beatles and builds a career out of recreating their songs. Even before that film was released, however, editors Michael A. Ventrella and Randee Dawn were at work creating the anthology Across the Universe: Tales of Alternative Beatles.

At lunch in the executive dining room of Black Gate Tower a couple of weeks ago, our esteemed editor and I were finishing our desserts (wild honey pie for me, Savoy truffle for him), when he asked my opinion of Yesterday. I described what I liked about it, what I felt could have made it better, and explained that I viewed a world without the Beatles or Coke as essentially dystopian. I told him why the alternative ending would have improved the film and, at the same time, opened up other questions that it hadn’t addressed.

Two days later I was summoned into the presence of the giant, floating holographic head that gives Black Gate writers their assignments, and presented with a copy of Across the Universe. Our conversation at lunch had been sounding me out for my knowledge of all things Beatle.

Jody Lynn Nye has cast the Fab Four as powerful elemental wizards and follows the adventures of George, the water mage, as he strikes out on his own and finds himself face-to-face with a powerful enemy. The story explores the difficulties of making it on your own when you’re used to working in a group, but also points out how experiences continue to inform a person’s actions. Nye also looks beyond Harrison’s career with the Beatles and even his solo career for her source material.

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Blogging Marvel’s Master of Kung Fu, Part Ten

Blogging Marvel’s Master of Kung Fu, Part Ten

MOKF 44Master of Kung Fu #44 kicks off an eight-part story arc that builds upon the events of the series’ preceding six issues while also serving as the culmination of the ongoing storyline involving Shang-Chi’s father Fu Manchu and sister Fah lo Suee and their decades-long battle for control of the Si-Fan. Marvel approved a six-part story with some reluctance, but the team of writer Doug Moench and artist Paul Gulacy were making the series one of Marvel’s very best of the 1970s and had the clout to push boundaries further so long as sales and critical recognition continued. Of course, the first thing the two men did was plot a prelude and epilogue which extended the story from six chapters to eight. The results are both more and less than what one might reasonably expect, though they certainly succeed in terms of ambition and scope.

The principal difference in quality is Gulacy’s art. While never disappointing, he simply fails to match the standard of the previous five issues he illustrated. The challenge of maintaining such a high standard month after month was wearing and would result in Gulacy’s decision to leave the series that had brought him such acclaim. Likewise, Moench remained one of Marvel’s most overworked writers and despite the care he took in structuring the story, it was inevitable that moments appeared rushed and even underwritten. It was never a question of Moench’s skills, simply that he also could not maintain the same high level of quality writing when juggling so many titles each month.

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One of the Most Richly Detailed Settings in Fantasy: The Maradaine Novels by Marshall Ryan Maresca

One of the Most Richly Detailed Settings in Fantasy: The Maradaine Novels by Marshall Ryan Maresca

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The Maradaine Constabulary trilogy by Marshall Ryan Maresca (DAW). Covers by Paul Young.

Marshall Ryan Maresca is one of the hardest working writers in fantasy.

It started in 2015 with his debut novel The Thorn of Dentonhill, which introduced Veranix Calbert, diligent college student by day and crime-fighting vigilante by night in the crime-ridden districts of the port city of Maradaine. The book was an unexpected hit, and was nominated for the Compton Crook award. I’ve quoted Library Journal‘s pithy review (“Veranix is Batman, if Batman were a teenager and magically talented”) a few times here, mostly because it’s the quote that first got my attention.

You’d expect a sequel or two to follow after that, but Maresca has delivered far more — he’s produced no less than eleven full novels set in what the Barnes & Noble Sci-fi and Fantasy Blog calls “One of the most richly detailed settings in fantasy… In one fast-paced, funny, highly readable novel after another, Maresca continues to build out every nook and alleyway of Maradaine.” All told the fast-growing Maradaine Universe has grown to three full trilogies, with a fourth underway.

While they share a setting, each series has a different focus and cast. The Maradaine trilogy follows the adventures of Veranix Calbert, struggling magic university student by day and armed vigilante by night; the Maradaine Constabulary books are gritty fantasy mysteries focused on Inspectors Satrine Rainey and Minox Welling in the city constabulary; The Streets of Maradaine are caper novels featuring Asti and Verci Rynax, former thieves attempting to go straight but dragged back into their old lives; and Maradaine Elite blends fantasy and political intrigue as it follows Dayne Heldrin and Jerinne Fendall, hopeful members of the Tarian Order.

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All the Leftovers: The Early Asimov by Isaac Asimov

All the Leftovers: The Early Asimov by Isaac Asimov

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The Early Asimov (Doubleday, 547 pages, $10 in hardcover, September 1972)
By Isaac Asimov
Cover by Barry Kiperman

This is a book I’d never read before, and debated recently about whether to ever read it. On the one hand, life is too short to read every book one might have accumulated, and this book consists, frankly, of all the stories from Asimov’s early career that had not already been included in 10 earlier collections — all the leftovers. (Those 10 include I, Robot as well as the three Foundation “novels,” since those were largely comprised of earlier magazine stories.)

Thus I had passed over it several times before. On the other hand, I kept noticing early stories by Asimov in various anthologies, and realized that I’d never read those stories, or only a couple of them via those anthologies. So why not catch up on the others and just read through this 1972 book? An attraction is the substantial, autobiographical notes Asimov provides, detailing how each story was written and submitted; the book is subtitled “Or, Eleven Years of Trying.”

Such notes proved so popular here that he provided similar notes in subsequent books (like the anthology Before the Golden Age) and then in two lengthy volumes of autobiography over the next eight years.

So before considering individual stories, here are the broad takeaways from reading this book.

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Weirdbook #41 Now Available

Weirdbook #41 Now Available

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Cover by Iuliia Kovalova

2018 was a good year for Weirdbook, with three big issues. 2019 was a little more modest, with just one issue in June. (Although editor Doug Draa reports another one is in the pipeline…. possibly a John Shirley issue.)

Issue #41 contained stories by Darrell Schweitzer, Adrian Cole, K.G. Anderson, Steve Dilks, S. L. Edwards, and many others, plus poetry by Ashley Dioses, K.A. Opperman, and others. The cover is by Iuliia Kovalova, with interior art by the great Allen Koszowski. The issue is dedicated to two contributors who passed away in the last year, whom editor Doug Draa salutes in his editorial.

On a very sad note, we lost two giants of the field over the last four months.

Paul Dake Anderson left us on the 13th December 2018, and Wilum Hopfrog Pugmire crossed over on the March 26th, 2019. Both were Weirdbook contributors to whom I will forever be indebted. Knowing them has enriched my life. Both were great writers and ever greater human beings. They will be sorely missed by their fans, friends and families, The world is a lesser place without them.

Jason McGregor has a lot to say in his lengthy and detailed Tangent Online review, which looks at every single one of the 29 stories. Here’s a few excerpts.

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Vintage Bits: Robert Clardy, Synergistic Software, and the Birth of the Personal Home Computer Role Playing Game

Vintage Bits: Robert Clardy, Synergistic Software, and the Birth of the Personal Home Computer Role Playing Game

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In 1978 Robert Clardy released his first computer game, Dungeon Campaign, for the Apple II. Dungeon Campaign, and Don Worth’s beneath Apple Manor, are widely regarded as the very first personal computer role playing games. While greatly inspired by pen and paper Dungeons & Dragons, there were no proven concepts or templates to work from, and it was very much a trial and error effort to figure out what features and elements would work, and not least what was achievable with the limited technology at the time. Today these pioneering games might seem extremely primitive and somewhat quirky, especially from what we now perceive as the standard template in computerized versions of role playing games, but at the time they were truly innovative.

In the mid-’70s computers, how they were used, and who had access to them, started to significantly change. The landscape was starting to move away from mainframes, which took up entire rooms or even floors, to hobby kits that with the right skillset could be turned into a more or less useful (or useless) device, to an environment where non-technical users could buy an off the shelf personal computer powerful enough to run somewhat sophisticated software.

This change in computing can very much be credited to the 1977 Personal Computer trifecta, the year we tend to refer to as the birth year of the personal computer as we know it. It was the year Commodore, Apple and Tandy Radio Shack all released their own take on accessible personal computers. These machines were not only powerful enough to be useful, they were also mass-produced and marketed to the average consumer, who frequently lacked the technical skillset earlier machines required.

The advent of computer role playing games, especially on mainframes and later personal computers, has its roots in the remarkable human nature to innovate – making machines do something they were never intended for. People with access to these mysterious computer colossuses quickly saw the potential for more than just boring analytics and data-crunching.

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From Buffalo Castle to Choose Your Own Adventure: The Evolution of Solitaire Board Games

From Buffalo Castle to Choose Your Own Adventure: The Evolution of Solitaire Board Games

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I’m old enough to remember when Choose Your Own Adventure books first appeared in bookstores and supermarkets in the late 70s and early 80s, and what a sensation they created.

I remember thinking how simplistic they were, especially compared to the more sophisticated solitaire fare already available in gaming stores at the time. Like Rick Loomis’ groundbreaking Buffalo Castle (Flying Buffalo, 1976), the first solo adventure for Tunnels & Trolls (and considered by some to be the first published adventure gamebook, period); Steve Jackson’s bestselling Death Test for The Fantasy Trip (Metagaming, 1978); and especially Jeffrey C. Dillow’s brilliant collection of early solo adventures, Wizards and Warriors (Prentice Hall, 1982), which I played to death and passed around repeatedly to my gaming group.

But there was something powerfully appealing in the very simplicity of Choose Your Own Adventure titles, and it didn’t take long for me to become a convert. I wasn’t the only one. Bantam published its first Choose Your Own Adventure book, The Cave of Time by creator Edward Packard, in 1979, and the series quickly surpassed role playing in popularity, selling more than 250 million copies. That’s more — far more — than virtually any RPG or fantasy or series in history. (For comparison, The Lord of the Rings has sold 150 million copies over the past 70 years, and George R.R. Martin’s Game of Thrones novels a scant 90 million. Only J.K. Rowling’s Harry Potter novels, at 500 million, offer real competition). Bantam produced 184 titles in the series between 1979 and 1998.

Role Playing has evolved and expanded enormously since the 70s. You can’t say the same of Choose Your Own Adventure… but the franchise isn’t as dead as you might think. Most interesting to serious games is a pair of cooperative adventure board games released by Z-Man Games that capture the spirit of the CToA line, and take it in some intriguing new directions.

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