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Month: November 2013

New Treasures: The Justice Trade

New Treasures: The Justice Trade

The Justice Trade-smallIt’s been a good couple of years for science fiction role players, especially if you like your settings dark and gritty.

Last month, Chronicle City released Cold & Dark, a game of horror in the depths of unexplored space, and last year Pelgrane Press’s Ashen Stars won the 2012 ENnie Award for Best Setting.

I have to admit that what usually attracts me to a new game is the setting and especially the adventures. I’m rarely lured in by elegant system design or the promise of new character feats or something similar. But show me a tantalizing mystery on the perimeter of known space, involving derelict spacecraft or the last desperate transmissions from a lonely mining outpost, and I’m ready to suit up.

That’s one reason I’ve been so drawn to Ashen Stars. I was much impressed by the first major campaign for the system, a 140-page book of linked adventures by Gareth Hanrahan, which I raved about in my August review, “Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven.” Here’s what I said, in part:

Dead Rock Seven contains four stand-alone adventures that can be used independently to add variety to your campaign. And variety is the keyword here… players will be investigating mysterious deaths on an old asteroid mine, plunging into the underworld of the high-tech planet Andarta in search of a missing shareholder of the shady Loghos Corp, discovering the strange secrets behind a cooking contest on a space station, and more.

Dead Rock Seven left me impatiently waiting for additional adventures for Ashen Stars and Pelgrane Press finally accommodated me with the release of The Justice Trade, a brand new collection of intriguing scenarios written by Leonard Balsera, Robin D. Laws, Bill White, and Kevin Kulp.

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Plot, Plain and Simple

Plot, Plain and Simple

Writing the Novel From Plot to PrintI may have mentioned this before, but now that I’ve started talking about problems associated with plot, I’ll mention it again: There’s a lot of talk out there about plot-driven narratives versus character-driven narratives, where the former is “bad” and the latter is “good.”

Here’s the skinny: these are terms useful to the book reviewer or critic. They’re not useful to the writer and here’s why: There is no plot without character and there is no character without plot. Specifically, there’s no action without a character to perform it, and no characters without actions to define them. Nothing happens unless someone decides to do it, and unless someone does something, there’s no plot. In fact, there’s no story. This is true for every novel, every short story, every film, every TV show, and an awful lot of poetry. Regardless of genre.

There are things like allegories and satires, in which this might be debatable. Of course, the primary purpose of these is not to tell a story, but to get a particular point across, so screwing with the narrative is okay and even expected. But the best of these will at the very least pretend to include character and plot.

Last week, I talked about how badly-used plot devices often arise out of the writer ignoring character and “making” something happen, often to manipulate the reactions of readers and viewers. You can avoid this by asking yourself some simple questions right at the start. Many of us start writing with character in mind, so we ask ourselves, “Given this type of person, what kind of interesting things can happen to her?” Even if you start somewhere else, however, one of the first questions you’ll have to ask yourself is “Whose story is it?”

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Blogging Marvel Comics’ Dracula, Lord of the Undead

Blogging Marvel Comics’ Dracula, Lord of the Undead

dracula-lord-og-the-undeaduntitledMarvel Comics quickly responded to the news that the creative team behind the legendary Tomb of Dracula series had moved over to Dark Horse to relaunch the property as Curse of Dracula. Marvel put together their own creative team to try to give fans of the original series what they wanted. Glenn Greenberg wrote the script for the three-part Dracula, Lord of the Undead limited series and Pat Olliffe provided artwork that recalled Gene Colan’s work. Colan’s original inker, Tom Palmer, was back on board as well and his contributions cannot be underestimated (and were very much lacking in the Dark Horse series).

The story opens in contemporary Transylvania, where Dracula still terrorizes the locals. The scene quickly shifts to London, where we meet Dr. Charles Seward, great grandson of Dr. John Seward, who fought alongside Abraham Van Helsing to combat Dracula in the late 19th Century. Young Seward is a research scientist whose marriage is falling apart due to his obsessive devotion to his work.

Seward’s mysterious and sinister employer has hired him to develop a cure for vampirism. To this end, his employer has recently ransacked Castle Dracula and successfully captured a vampire to serve as a guinea pig. Seward’s serum makes blood indigestible for vampires, dooming them to starvation, but it also unleashes a highly contagious blood disease that threatens to wipe out the human race. The action moves quickly. Greenberg’s story seems quite uncomplicated compared with Marv Wolfman’s highly complex plotting for the two 1990s Dracula limited series he scripted. Greenberg makes good use of flashbacks and references to earlier issues of Tomb of Dracula.

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