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Author: Jackson Kuhl

Philosopher of Gor

Philosopher of Gor

This was the most family friendly cover I could find.io9 has an interview with the author of the Gor novels, John Norman — a.k.a. John Lange, PhD and professor of philosophy at Queens College CUNY. Who knew?

Lange responds at length on Nietzsche:

In Nietzsche, the expression is ‘Übermensch’, which might be translated variously. A common translation today would be ‘Overman’. It might also be understood as a higher person, a superior person, an ideal as to what a human being might be, a comprehensible ideal toward which a human being might aspire, and such.

I confess I’ve never read any of the Gor books, although I’m certainly aware of their notorious sexy-time reputation. And, even putting that aside, the interviewer’s statement that “people frequently describe Gor as a Nietzschean society” doesn’t entice me to read them anytime soon since Nietzsche is so clearly misunderstood in popular culture. Yet while I disagree slightly with Lange’s interpretation of the Ubermensch (the reason why “The word is always used in the singular, never as though there could be more than one,” is not because there can only be one Highlander, but because Nietzsche realized the transformation was an individual experience, not a collective one, similar to the Buddhist idea of enlightenment), I think he provides a fine explanation of Friedrich’s world-view, which had nothing to do with master races and rippling pecs but rather with internal epiphanies and ideals.

Sword-and-sorcery has always been a perfect vehicle for existentialist themes. Here’s hoping, to paraphrase the interviewer, that Nietzsche becomes more popular not only among young philosophers and post-modern theorists but among fantasy writers as well. Just with fewer whips and chains.

Review: Night of the Necromancer

Review: Night of the Necromancer

Bela Lugosi's dead.Night of the Necromancer
Jonathan Green
Wizard Books (384 pp, ₤5.99, CAN$12.00, April 2010)

One of the many things I admire about the Fighting Fantasy gamebooks is how little space is wasted establishing the scenario. In Night of the Necromancer, you are a crusader returning home after a three-year campaign against vampires and diabolists when an ambush at the foot of your own castle leaves you slain in a ditch. But the dead shall be raised! A paragraph later you are reborn as a ghost, launching you on a quest to avenge your own murder.

Over the course of a single night, you explore a wonderfully atmospheric English countryside haunted by things worse than you, a landscape that is half M.R. James and half Ravenloft (you may even encounter a ghost hunter named Van Richten). Rather than a linear course, progress is made from crossroads to crossroads, allowing you to explore areas branching from a central nexus, then return to that nexus to investigate other avenues. When you’re ready, you move on to the next node, and so on.

Night of the Necromancer is a new addition to Wizard Books’ reprints of Fighting Fantasy from the ’80s and ’90s, and nearly 30 years of evolution shows in Necromancer‘s sophistication.

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Ye’d Best Start Believin’ in Ghost Stories

Ye’d Best Start Believin’ in Ghost Stories

We're naught but humble pirates.Bloodbones
Jonathan Green
Wizard Books (240 pp, ₤5.99, CAN$12.00, April 2010)

In 1982, Puffin Books unleashed The Warlock of Firetop Mountain, the first in the Fighting Fantasy line of gamebooks. The book was conceived and written by Steve Jackson (the British one) and Ian Livingstone, co-founders of Games Workshop. Although predated by solitaire RPG scenarios, Fighting Fantasy combined a choose-your-own-adventure decision-tree structure with a simple dice mechanic to mimic an RPG experience. The quick-start rules, brisk pacing, and art by New Wavey fantasists like Iain McCraig, Chris Achilleos, and Richard Corben, all bundled in a mass-market paperback retailing for $1.95, made Fighting Fantasy wildly successful. The series ran until 1995, along the way spawning ancillary media like novels, computer games, even a full-blown Fighting Fantasy RPG. Fan enthusiasm still burns bright today, with a downloadable fanzine and its own wiki.

Screw Narnia; had I ever discovered some magic wardrobe, I would have jumped with both feet into Titan. As it was, chores were done and allowances scraped together in anticipation of infrequent family expeditions to the mall bookstore. There I could pay to wade through the mire of the Scorpion Swamp, survive Baron Sukumvit’s Deathtrap Dungeon, rally freed slaves to overcome the sinister Gonchong on the Island of the Lizard King. Now I’ve been playing the books all over again, this time with my young sons, imparting to them the same vital life lessons I learned as a young boy: don’t trust strangers; never put your hand in someplace you can’t see; and if you kill someone, you might as well go ahead and take his wallet.

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