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Year: 2013

Teaching and Fantasy Literature: Stephen King’s “On Writing”

Teaching and Fantasy Literature: Stephen King’s “On Writing”

I confess: I’m horror-illiterate. Being horrified on my way to some other reading experience is often worthwhile, but reading just to poke my amygdala with a stick is, for me, a joyless enterprise. Some horror writers are manifestly brilliant; I’m still not their audience. Chalk it up to an inherited predisposition to PTSD.

And yet Stephen King’s On Writing: A Memoir of the Craft is one of my favorite writing books. It’s unusual among writing books for its combination of memoir and manual. The memoir could have stood on its own; the manual could not. King knows that most of the true and useful things that can be said in a book to a beginning writer have been said many times, so he finds a way to say those things in a context that spins together cautionary tales, zany vignettes, and roaring triumphs. When he talks about what a writer needs in the way of work space, he shows us the corner of an attic where he wrote his first stories as a child, the laundry room in a trailer where he wrote his first novels, the uselessly enormous and overcompensating desk he bought during the early coke-snorting days of his wealth, and the study-turned-family-room where his kids lounge on couches while he writes contentedly in a corner. There’s something practical, and something human, to be learned from each of those workspaces.

The book is structured in four main movements: two central sections of advice on craftsmanship, bracketed by two sections about the writing life in general by way of King’s own writing life. The opening movement is cheekily titled “C.V.” A C.V., or curriculum vitae, is what an academic has instead of a resume. For a writer who has been so many times disdained by academics to appropriate the term, and then interpret the Latin curriculum vitae literally as the course of his life, is gutsy.

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A Slew of Old D&D (and AD&D) Books Now Available Digitally

A Slew of Old D&D (and AD&D) Books Now Available Digitally

Fiends Folio for Advanced Dungeons & Dragons, 1st Edition
Fiend Folio for Advanced Dungeons & Dragons, 1st Edition

Yesterday, Wizards of the Coast officially released the first wave of backlist products available in digital format. These books are available in PDF format through DriveThruRPG, and you can access all of the Wizards of the Coast titles there … or through their new website, DnDClassics.com.

The move to make their classic backlist titles available was originally announced back at their GenCon keynote (which I liveblogged back in August). The ultimate plan is to have every Dungeons & Dragons resource ever published available, but that’ll obviously take a while.

They appear to have started with collection of about 86 products, ranging from some core rulebooks, adventure modules, setting manuals, and so on. Even in just this first wave of products, we’ve got access to some truly classic material, such as the Basic Set Rulebook and the original Fiend Folio for Advanced D&D.

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Game Over? Atari’s U.S. Operations File for Chapter 11 Bankruptcy

Game Over? Atari’s U.S. Operations File for Chapter 11 Bankruptcy

atariAtari, one of the most storied game manufacturers in history, has filed for bankruptcy protection in the United States, and has indicated it plans to to sell off its logo and most profitable videogame franchises.

Atari was incorporated on June 27, 1972 by videogame pioneer Nolan Bushnell and his partner Ted Dabney. Their first games included Pong, Asteroids, and Centipede. By the end of the 20th century, the company had fallen on hard times and essentially vanished. In 1998, Hasbro Interactive acquired Atari’s assets, including the name.

At this point, following the Atari brand gets a little tortured. The company currently operating under the name Atari was founded as GT Interactive in 1993 (long-time gamers may remember GT Interactive as publishers of Doom II, Unreal, Heretic, and Imperium Galactica). They changed names to Infogrames in 1999, and in 2003 licensed the Atari name and logo and changed their name to Atari Inc.

Through all the changes, Atari remained a premiere publisher, especially for fantasy fans. It owns or manages more than 200 brands, and in the last decade alone published Neverwinter Nights (2002), The Temple of Elemental Evil (2003), Master of Orion 3 (2003), Dungeons & Dragons: Dragonshard (2005), Dungeons & Dragons Online (2006), Star Trek Online (2010), Daggerdale (2011), and The Witcher 2 (2011). Its most recent release of note is the PC version of Baldur’s Gate Enhanced Edition.

The bankruptcy is intended to sever ties with its troubled French parent, Atari SA (previously called Infogrames), and secure additional funding to continue operations.

Atari US employs roughly 40 people and is seeking $5.25 million, primarily to develop games for digital and mobile platforms.

Adventure on Film: Terry Pratchett’s Hogfather

Adventure on Film: Terry Pratchett’s Hogfather

Hogfather DeathHaving been all but dared, following my rather critical summation of The Color Of Magic (2008), to view a subsequent Pratchett adaptation, Hogfather (2006, made for TV), I confess I embarked on this quest with great trepidation, especially when I learned the production team responsible was essentially identical to that assembled for Color.

However, I am happy to report that Hogfather is a much superior effort. First, the comedy is spot on. Second, the concept of assassinating Santa Claus (or whatever) is fine dramatic fodder. Third, the film continually asks questions that we (the viewers) really want answered.

Questions such as, who is this Susan woman who looks like Keira Knightley (but turns out to be Downton Abbey‘s Michelle Dockery), and why exactly is she posing as a monster-fighting governess, when it’s perfectly clear she’s some sort of extremely powerful something or other –– and when do we get to find out what?

Great art has been made from less.

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The King of Asgard: Jack Kirby’s Thor

The King of Asgard: Jack Kirby’s Thor

Journey Into Mystery 83Journey Into Mystery first appeared in 1952, one of a number of anthology titles from publisher Martin Goodman’s line of comic books. Over the years, the title featured a lot of short horror, fantasy, and science fiction tales, many of them collaborations between editor/scripter Stan Lee and artists like Steve Ditko and Jack Kirby. Until 1962. At that point Goodman’s comics were beginning to change direction, following a revival of interest in the super-hero genre. A team book, The Fantastic Four, had taken off. A solo book had followed, The Incredible Hulk. Heroes would now be his company’s main product, and the line would soon come to be known as Marvel Comics. The horror anthology books would be taken over by recurring super-hero characters, and Journey Into Mystery would be the first of the bunch. So with issue 83, in August 1962, in a story credited to Stan Lee and artist Jack Kirby, it introduced its new lead: the mighty Thor, Norse god of thunder.

Donald Blake, a physician with a leg injury, takes a vacation in Norway. There, he stumbles across an invasion of the planet Earth by Stone Men from Saturn. Fleeing the aliens, and losing his cane in the process, Blake stumbles into a cave, where he finds a gnarled walking-stick lying on an altar-like stone. In frustration, he slams the stick into the cave wall and is transformed into Thor, vastly strong and able to summon storms at will. He defeats the Stone Men and embarks on an increasingly fascinating series of adventures.

Kirby drew the book sporadically between issues 83 and 100, then consistently from 101 through to the point where he left Marvel — number 179, with a fill-in by Buscema on the issue before. While, as I’ve said before, it’s difficult to make definitive statements about who did what creatively in the early Marvel comics, it’s safe to say that Kirby was the primary creative force here as with most of his other books. The Marvel method meant that he was structuring and probably plotting stories, as well as suggesting dialogue beats. I think Thor represented one of his great accomplishments, a working-out of some of his major themes; evolution, myth, life, and death. It’s not only an anticipation of his later New Gods series, but a powerful work of children’s literature in its own right — and, like much of the best children’s literature, it can be read for pleasure by receptive adults as well.

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Red Sonja 7

Red Sonja 7

Red Sonja 7 coverRemember when Red Sonja killed that king way back in Savage Sword of Conan 1? People are still giving her crap about it. Honestly, that must have been twenty issues ago, at least. I’m sure that the statute of limitations in the Hyborian Age was something like six months for regicide; but people still bring it up.

But first, this story begins with Sonja trying to cross a rope bridge. A frayed rope, rotten wood-plank bridge. She decides that the risk of the bridge snapping is outweighed by her need to sleep indoors that night, so she braves it. And she’s doing fine, stepping lightly. Folks make fun of her chain mail bikini, but I’m sure a woman in full-body plating would have fallen through the rotten panels of that bridge. So Sonja’s choice of armor actually saves her life this time. The bridge is more than able to bear the weight of Sonja, her bikini, and her sword.

And her horse.

Because, really, how much could a horse weigh? (900 pounds on the light side … thanks, Yahoo) So Red Sonja, when presented with the option of placing one-hundred pounds of weight or one-thousand pounds of weight on a rickety bridge, chooses the latter because … I honestly don’t know.

Well, surprising no one (least of all, the horse), the bridge falls apart just as she’s about to set foot on the other side. Sonja manages to grasp on to a rocky ledge. Sonja’s horse, on the other hand, goes the way of so many horses before it. Really, how many horses has she lost since her first appearance? Despite her vow, it’s actually safer to flirt with Sonja than to be her horse.

And I just remembered that she did fall in love with a horse already, back in Red Sonja 1, so the joke I was planning to tell has been told. And that is one of the reasons I love this character: no matter how absurd a situation I can imagine her in, chances are she’s already done it.

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Yes, The Mucker by Edgar Rice Burroughs Really Is That Good

Yes, The Mucker by Edgar Rice Burroughs Really Is That Good

Mucker First EditionI spent last year on an extended trip to Mars exploring Edgar Rice Burroughs’s fantastical version of the Red Planet. But after reviewing all eleven books in the Barsoom series, the time had arrived to return to Earth and the early phase of ERB’s career. Spending too much time with the final sputterings of Burroughs’s Martian stories, when much of his talent was ebbing, has a strong depressive effect. Let’s relive the enthusiasm of youth. Or middle age, in the case of Edgar Rice Burroughs. Yeah, he was a late bloomer.

So, on the centennial of its writing, I land back on Earth with one of ERB’s grubbiest, most “realistic,” and finest works of adventure, The Mucker.

The Mucker and its closely entwined sequel written two years later, The Return of the Mucker, have long held high positions in the canon of ERB’s work — but only for enthusiasts. The general reading population, who might pick up a few Tarzan books or go through the first three Martian novels, has scant familiarity with this oddly titled work. Perhaps it’s the strangeness of the name “Mucker” — is this about the adventures of a sewer worker? — or simply that it doesn’t belong to one of the author’s famous franchises, but the book usually inspires shrugs of ignorance when brought up, mixed with measures of curiosity. Of all Burroughs’s novels, this is the one about which I get the most inquiries: “Hey, is that ‘Mucker’ thing worth reading? I’ve heard good things, but I just never got around to it.”

Let me answer the question for everyone who has asked or planned to ask: Yes, The Mucker (and its sequel) is good. Actually, superb. Burroughs gathered all the conventions from the stories and novels of the first fifteen years of pulp writing, most of which are unreadable today, and condensed them into a rollicking action yarn with fistfights, shipwrecks, cannibals, sword duels, a lost civilization, kidnappings (and not just of women), street brawls, piracy, and prizefighting. And he wrapped this all around one of his most interesting heroes, a man who goes from an alley thug without an ounce of sympathetic qualities (aside from questionable criminal “honor”) to a reformed hero in a tangled love tale.

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Speculate! Interviews Howard Andrew Jones

Speculate! Interviews Howard Andrew Jones

bones-of-the-old-ones-contest-win11Gregory A. Wilson and Bradley P. Beaulieu interview Black Gate Managing Editor Howard Andrew Jones for episode 65 of Speculate!, the Podcast for Writers, Readers, and Fans.

We kick off 2013 with an interview of author Howard Andrew Jones, who writes both original world novels and books set in Paizo‘s Pathfinder universe, adding to our ever-growing list of speculative fiction authors who enjoy gaming almost as much as they enjoy writing! We cover the influences on Howard’s work (including an abiding interest in 1,001 Arabian Nights), his fascination with the short story writer and novelist Harold Lamb, and the differences between writing an original world book like The Bones of the Old Ones and a shared world book like Plague of Shadows.

The interview covers a lot of ground — everything except, apparently, Howard’s growing herd of horses.

Gregory A. Wilson’s first novel, The Third Sign, was published by Five Star Press in 2009, and Bradley P. Beaulieu’s The Winds of Khalakovo and The Straits of Galahesh were published by Night Shade Books. Next episode, they talk about the state of the field with Michael Stackpole and Matt Forbeck.

Listen to the complete 38-minute podcast here.

Black Gate Online Fiction: “A Princess of Jadh” by Gregory Bierly

Black Gate Online Fiction: “A Princess of Jadh” by Gregory Bierly

Princess of Jadh2Naome Amryth, Priestess of the Sea, battles the inevitability of dark prophecy — and worse things — in Gregory Bierly’s heroic adventure, a sword & sorcery tale in classic pulp style.

Pink dawn was on the mountains when Naome saw the first of the flying creatures. It paid her no notice, but flew on with speed along the curve of the coastline, toward Jadh.

Suddenly the sky was filled with the thump of fell wings. The grotesque creatures were some sort of winged baboon, but not like any seen on Earth. Each was as large as a horse, and great ram horns curled down from the crown of their massive foreheads. Savage yellow fangs overhung the jaws of these demons. The baboons flew with stupid purpose, ignoring one another and Naome’s boat as they rushed toward Jadh.

It was the most terrifying vision Naome had ever beheld. Nausea overcame her as she wondered if these hellspawn were searching for her. Thousands of baboon demons croaked overhead and Naome began to sense her doom, and that of Jadh, which she knew lay at the end of their mindless journey.

The last of the croaking horrors disappeared into the south. She trembled and wept, and then reversed course, paddling hard. She knew she would be late, far too late to give warning to her father and sisters. A demon host was coming to Jadh, and it was her fault entirely.

Greg Bierly is a climatologist, professor of geography and director of the honors program at Indiana State University. This is his first fiction sale.

You can see the complete catalog of Black Gate Online Fiction, including stories by E.E. Knight, John R. Fultz, Mark Rigney, C.S.E. Cooney, Donald S. Crankshaw, Aaron Bradford Starr, Sean McLachlan, Judith Berman, Howard Andrew Jones, Harry Connolly, and Jason E. Thummel, here.

“A Princess of Jadh” is a complete 13,000-word swords & sorcery novelette offered at no cost, with original art by Rachel Patterson.

Read the complete story here.

Oz’s Alembic: A Brief Introduction

Oz’s Alembic: A Brief Introduction

DSCN0009
Photo taken by author at House on the Rock in Spring Green, WI

Hello, fellow connoisseurs of fantasy and horror, and welcome to the first installment of my yet-to-be titled Sunday blog. In a much earlier time of my life (and sometimes it seems like another life altogether), I was a youth pastor with aspirations to be a full-time preacher (for those who know me and are chuckling right now: yes, believe it or not), so perhaps it’s fitting that I’m on Sunday; this is my Sunday sermon.

In coming weeks, I’ll be jawing about everything from obscure fantasy comics (e.g. Arak, Son of Thunder) to the origin of seminal Dungeons and Dragons monsters (rust monster, anyone?) to the latest Hollywood blockbusters. My interests, even when limited to the boundaries of the fantasy genre, are broad.

But for this first installment, I’d like to share the perspective I bring to these topics. I’ll also share — briefly — my credentials, but I’ll keep that short and sweet, because too often that can devolve into sounding like you’re tooting your own horn (as my wife would say), which is why — a little insider fact of the trade here — most authors’ bios are in third person even though they’re usually written by the author.

My tastes always have been rather eclectic, but with fantasy and horror consistently predominant. My imagination is attracted to the peculiar slant, the odd angle, the ghost lurking in the corner of the dusty room. J.R.R. Tolkien and C.S. Lewis were my early masters, and E.A. Poe and E.R. Burroughs. Later, H.P. Lovecraft pulled up a seat at the table, and R.E. Howard and T. Powers (all right, Tim. Enough with the initials!). And many others, from Hayao Miyazaki to Joss Whedon.

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