Browsed by
Author: James Maliszewski

Choice of the Petal Throne

Choice of the Petal Throne

petalthrone_fullIn my opinion, the hobby of roleplaying has only ever produced two fantasy settings to rival Middle-earth in terms of depth and creativity: Greg Stafford’s Glorantha and M.A.R. Barker‘s Tékumel. Of the two, I suspect Glorantha is the better known, at least in the roleplaying world, if only because the RPG with which it was long associated, RuneQuest, was very successful, particularly in Europe (where it was, at various times, more popular than even Dungeons & Dragons if you can believe it).

Tékumel, on the other hand, has languished in semi-obscurity, despite the fact that the RPG in which it first appeared, Empire of the Petal Throne, was published only a year after D&D, making it one of the most venerable of its kind. Part of the reason why that is the case is that, unlike most fantasy settings, Tékumel owes little to the histories or legends of the West’s Classical and Middle Ages. Instead, its primary inspirations are ancient Egypt, pre-Columbian Mesoamerica, and Mughal India – all seen through the lens of sword-and-planet writers like Edgar Rice Burroughs and Jack Vance. Consequently, the setting’s peoples, flora, fauna, mythologies, and elaborate social systems are quite unlike those to which most roleplayers (especially in North America) are accustomed. Add to that the unfamiliarity of Tékumel’s constructed languages – Barker was a professor of linguistics – and you have a recipe for supposed inaccessibility.

I think that’s a shame – and not just because I’m personally very fond of Tékumel.

The truth is that Tékumel’s “inaccessibility” is (mostly) on the surface. The names (like Mu’ugalávya and Tsatsayágga, to cite two examples) and scripts are intimidating at first, I’ll admit, but, with time and effort, they become much less so. The same is true of Tékumel’s lengthy imaginary history and its complex religions and societies. Once those initial barriers are overcome, what you’ll find is a fantastic setting filled with amazing opportunities for adventure, from treasure-hunting expeditions into subterranean labyrinths to cutthroat imperial politics to visitations to other planes of existence.

Even so, overcoming Tékumel’s initial alienness isn’t easy, as there is no straightforward way to learn about the setting, which is why I am so very pleased to see the release of Choice of the Petal Throne.

Read More Read More

Forgotten Father

Forgotten Father

merrittThe tastes of one generation are not necessarily those of another and literature is no more exempt from the alienating power of time than any other form of art. Realizing this doesn’t make it any less surprising when one encounters an artist wildly popular in his own day but largely unknown in the present. Such an artist was Abraham Grace Merritt, who was born today in 1884.

A journalist, editor, and writer, Merritt’s short stories and novels were highly regarded before the Second World War. Among his most ardent admirers was H.P. Lovecraft, who, in a letter to R.H. Barlow wrote of his having met the man in person:

I was extremely glad to meet Merritt in person, for I have admired his work for 15 years. He has certain defects — caused by catering to a popular audience — but for all that he is the most poignant and distinctive fantaisiste now contributing to the pulps. As I mentioned some time ago — when you lent me the [Dwellers in the] Mirage installment — he has a peculiar power of working up an atmosphere and investing a region with an aura of unholy dread.

HPL would later, along with Robert E. Howard – whose own birthday later this week is certainly deserving of commemoration – collaborate with Merritt on a round-robin story called “The Challenge from Beyond.” It’s not a particularly noteworthy piece, for any of the writers involved, but it’s evidence that, once upon a time, Merritt was at least as highly esteemed as Lovecraft and Howard, two writers whose literary stars have risen since their lifetimes, in contrast to their older colleague.

Read More Read More

The Shade of Klarkash-Ton

The Shade of Klarkash-Ton

None strikes the note of cosmic horror as well as Clark Ashton Smith. In sheer daemonic strangeness and fertility of conception, Smith is perhaps unexcelled by any other writer, living or dead.

casSo wrote another great writer of cosmic horror, H.P. Lovecraft. Even given the Old Gent’s tendency toward hyperbole when extolling the virtues of his colleagues, I find it hard to disagree, particularly on this, the 122nd anniversary of Smith’s birth in Long Valley, California.

Of the “Big Three” – Lovecraft, Howard, and Smith – who wrote for Weird Tales during the 1920s and 1930s, CAS is the only one to have lived long enough to have died of old age and yet he’s also probably the least understood and celebrated. That’s a great pity, not just because he’s probably my favorite of that glorious triumvirate, but also because his works are quite unlike any other fantasy or science fiction writer before or since. Jack Vance probably comes the closest to conjuring up the shade of Smith, but there are lots of subtle differences between the two authors that make such a comparison facile.

For one, Smith considered himself primarily a poet rather than a writer of fiction. Even his most straightforward prose pieces possess a poetic character to them that transcends his florid vocabulary and indulgence in archaisms. There’s an incantatory rhythm to his writing that demands it be read aloud; I frequently find myself doing just that when I read a Smith story. It’s a very strange and powerful thing. Rarely have I encountered a writer whose written words so cried out to be spoken (intoned?). When you do so, the experience is like few others in literature. Smith’s writing is luxurious and appeals to all his reader’s senses, including the mind’s eye – that part of the imagination that doesn’t just conceive of people and things and places that have never existed but that strains at the edges of infinity. I find myself at a loss to describe precisely what I mean, but then that’s part of my point. Smith’s work often gives voice to the ineffable in ways that are both exhilarating and terrifying. Few others writers I have encountered can do that.

I make no secret of the fact CAS is my personal favorite of the Big Three of Weird Tales and the one whose works I most wish I could emulate. Though I strive mightily against it, I fear that my own writings evince a style more in keeping with the antiquarian Lovecraft than with the otherworldly poetry of the Bard of Auburn, though not for lack of trying. Smith’s genius is elusive and not easily reproduced.

Read More Read More

A World without Tolkien

A World without Tolkien

NPG x88898; John Ronald Reuel Tolkien by Pamela ChandlerI like to commemorate the birthdays of authors whose works I’ve enjoyed or that have exercised an influence over me in some way. Unfortunately, I only write one day a week here at Black Gate. Consequently, the odds that an anniversary of one of the handful of writers I hold in high esteem should fall on a Tuesday aren’t high enough that I can consistently write commemoration posts on the day in question. Sometimes, like last week’s post about Fritz Leiber (which proved surprisingly popular, if the comments it generated are any indication – thank you), the calendar cooperates somewhat and my post can appear a day before or a day after the intended date. It’s a bit of a cheat, but not one so egregious that my over-developed sense of propriety feels it’s “wrong.”

January is the birth month of multiple writers I esteem highly. As fate would have it, the birthdays of two of them happen to fall on Tuesdays in 2015, which makes my job a lot easier next month. In a couple of other cases, though, the birthdays fall on days of the week far enough away from my regular slot that I really do feel as if I’d be acting out of turn by devoting a post to them. Yet, in both of these cases, the author is such a colossal figure in the field of fantasy – never mind in my own personal pantheon of fantasists – that it would seem wrong to let his birthday pass without comment.

This long-winded preface is my way of saying that, while J.R.R. Tolkien’s 123rd birthday isn’t until this coming Saturday (January 3), this post is nevertheless about him and the incredibly long shadow he has cast over the field of fantasy fiction. Indeed, it is not an exaggeration to say that, for good or for ill, the contemporary popular understanding of what fantasy is derives almost entirely from his novels The Hobbit and The Lord of the Rings. I can scarcely think of another author whose idiosyncratic vision has so transformed the commonplace conception of the genre in which he wrote that it is now seen as not merely normative but exhaustive.

Which is why I’m now going to spend a few hundred words considering just a few of the things fantasy (and fantasy gaming) owe largely, if not necessarily exclusively, to Tolkien.

Read More Read More

He Sought Adventure

He Sought Adventure

fritz-leiberOver the past six years, I’ve spent a great deal of time exploring the literary antecedents of Dungeons & Dragons (and, by extension, many other early roleplaying games). It’s been a (mostly) fun journey, not least of which because it gave me the opportunity to re-acquaint myself with writers and stories I hadn’t read for years and that exercised powerful influence over my youthful imagination. Sometimes, it’s also afforded me the opportunity to take a look at authors to whom I didn’t pay much attention in the past, but who were important figures in fantasy and science fiction in their own right and not simply because of their contributions to the goulash of ideas and concepts Gygax and Arneson drew upon in creating those little brown books that changed the world.

One of the fruits of the last six years is my growing sense that, if I were to pick a single author whose stories, characters, ideas, and – above all – ethos summed up D&D for me (and perhaps for Gygax as well, though I wouldn’t dare claim to speak on his behalf), it would not be Robert E. Howard or Michael Moorcock or Poul Anderson, or even J.R.R. Tolkien, all of whose fingerprints can clearly be found on the pages of the game. No, it would be Fritz Reuter Leiber, Jr., born 104 years ago tomorrow (December 24).

I’m not ashamed to admit that, for the most part, I encountered most of the literary progenitors of Dungeons & Dragons only after I’d started playing the game. I was already familiar with certain works of fantasy, all of which played a role in preparing me for the hobby of roleplaying. However, writers like Howard, Lovecraft, and even Tolkien weren’t ones I came across “in the wild,” so to speak. Rather, they were all recommended to me by the older guys who haunted the hobby shops and game stores my friends and I visited regularly. They kept saying, “If you like D&D, you’ve got to read this!” And so we did, because we were simply ravenous for more fantasy goodness.

Fritz Leiber was different. I’d, of course, seen his name, both in Gygax’s Appendix N and in the very text of the hallowed J. Eric Holmes-edited D&D rulebook, but – strangely, in retrospect – I can’t recall anyone’s ever recommending him to me the way they had with other seminal fantasy authors. Instead, I had to find him for myself.

Read More Read More

The Coolest RPGs I’ve Never Played

The Coolest RPGs I’ve Never Played

jorune2eDungeons & Dragons was the first roleplaying game I encountered – 35 years ago this month, as it turns out – and, except for a stretch during the 1990s, when I foolishly cast it aside, it’s remained my favorite RPG ever since. Nevertheless, it was never my only roleplaying game. Indeed, once my friends and I had been bitten by the RPG bug, we soon tried our hands at pretty much any game we could find.

In those heady days, we played a lot of games, not merely because we had voracious appetites for all things roleplaying, but because there were so many RPGs from which to choose. From our perspective, it seemed as if there were new roleplaying games appearing on hobby store shelves every month, even if an examination of the timeline of RPG releases reveals otherwise. At any rate, there were certainly more games released than we could possibly afford to buy, let alone play. Consequently, after periods of experimentation, we tended to stick toa  handful of games that became our standbys. It was to these games that our hearts belonged and that we spent untold hours playing together.

That didn’t stop my eye from wandering. Over the years, there were a number of games I picked up simply because they looked cool – so cool, in fact, that I didn’t actually care whether or not I’d ever get the chance to play them with my friends. Nowadays, I tend to look askance at such behavior. I find something perverse in treating a game simply as reading material, which is why I’ve been slowly paring down my collection only to those games I actively play or am likely to play in the foreseeable future.

And yet, hypocrite that I am, I’ve made a few exceptions over the years. My shelves are home to a handful of games I’ve never actually played (nor am I likely to), but that I keep around because I find them inspiring nonetheless. In my defense, each of the three games I discuss below is one that I’m not at all convinced can be played as written, at least not easily (a claim that will no doubt result in a flurry of comments from indignant middle-aged men regaling me with tales of their decades-long campaigns using one or more of these RPGs).

Read More Read More

A Red & Pleasant Land

A Red & Pleasant Land

araplWhen I started school in the mid-1970s, our teachers used the New Macmillan Reading Program. The books in that program, in addition to featuring original stories, also included excerpts from world literature. I credit those readers with instilling in me a lifelong love of reading; to this day, I still remember many of the stories I read within their pages. In the seventh grade – this would have been 1981 or ’82 – one reader included a lengthy excerpt from Lewis Carroll’s 1871 novel, Through the Looking-Glass and What Alice Found There.

The excerpt in question dealt with Alice’s encounter with Humpty Dumpty, in which the anthropomorphic egg boasts that  “When I use a word … it means just what I choose it to mean—neither more nor less.” He illustrated his point by quoting from the nonsense poem Jabberwocky. I can’t begin to tell you how profoundly I was impressed with and affected by this excerpt. Humpty Dumpty’s perspective was (and is) abhorrent to me and, along with Alice, I found myself feeling anger at his articulation of it. Despite that, I eventually memorized the whole of Jabberwocky (which I can still recite to this day) and headed to the library to read the whole book, as well as its predecessor, Alice’s Adventures in Wonderland.

I should clarify that, before this point, I was, of course, already broadly familiar with Wonderland and its denizens. Some of that familiarity was achieved via “cultural osmosis” – the same way I “knew” about, say, Davy Crockett or the Headless Horseman. These were things “everyone” knew about, regardless of whether or not they’d ever actually read a book (or even seen a TV show or movie) on the subject. And, as it happened, I had seen Disney’s 1951 film adaptation, inadequate though it was.

Seventh grade also coincided with the high water mark of the early years of my involvement in the roleplaying hobby. By that point, I’d been playing Dungeons & Dragons and other RPGs for a couple of years. My friends and I considered ourselves “veterans” and prided ourselves on how many different games we’d tried. I was also deep into the idolization of Gary Gygax. I hung on the man’s every word in the pages of Dragon magazine (though, to my credit, I never got around to building a literal shrine to him in my basement). It was probably through one of Gary’s articles that I first encountered the idea of combining D&D and Wonderland, an idea that initially struck me as bizarre, but that slowly grew on me as my love for both Carroll and RPGs did. Besides, I reasoned, if such a pairing was good enough for Gygax’s fabled Greyhawk campaign, who was I to think otherwise?

Read More Read More

The Doom That Came to Lovecraft

The Doom That Came to Lovecraft

santhulhuI turned 45 right before Halloween and once again I feel the cold claws of senescence tighten their grip around my throat. I used to pride myself on my memory, which, while not truly “photographic” – assuming such a thing even exists – was always extremely keen. Note that that I said “was.” Lately, I’m finding it harder and harder to keep the details of my wasted youth straight in my mind.

A good case in point concerns when I first encountered the writings of H.P. Lovecraft. I know for certain that it was after I first started playing Dungeons & Dragons, but before Chaosium released its Lovecraft-inspired RPG, Call of Cthulhu. That suggests, then, the likeliest date is sometime in 1980, since, by then, I’d not only have acquired a copy of Gary Gygax’s masterwork, the Dungeon Masters Guide, whose Appendix N cited HPL as one of “the most immediate influences upon AD&D,” but had also made the acquaintance of older players who frequently extolled the virtues of pulp literature to my friends and I.

What I do remember is that, at the time, the very name “Lovecraft” sounded fantastical to me. I almost couldn’t accept that it was a real name, since I’d never heard of anyone with such a moniker before. This probably contributed greatly to the reverence in which I’d later hold his writings, a reverence that has only increased as I’ve grown older and had occasion to read and re-read his stories countless times.

What I also remember was that, not long after learning about the Gentleman from Providence, I rushed to my local library to find copies of his “books,” not yet realizing that most of his output consisted of short stories. What I found were battered copies of some of the Ballantine Adult Fantasy collections, along with the Scholastic Book Services edition of The Shadow over Innsmouth and Other Stories of Horror. The latter had a lasting effect on my imagination, thanks to its creepily comical depiction of a spectral inhabitant of the titular New England town. From then on, Lovecraft’s creations struck a powerful chord with me and, as I later learned, with so many of my fellow gamers. They were the epitome of horror.

How times have changed.

Read More Read More

Those Thrilling Days of Yesteryear

Those Thrilling Days of Yesteryear

boothillAs my children will tell you, a frequent refrain around my house is “I’m so glad I was a kid in the 1970s.” I say it often enough that my teenage daughter – Lord, help her – is starting to wish she’d grown up during the “Me” Decade as well. I could probably write several posts about why I say this and why I say it with conviction, but I’ll spare my readers such blather at this time. However, I will explain how it’s pertinent to the present post.

Television during the 1970s was a funny thing. Outside of “prime time,” first-run programming was broadly limited to game shows, soap operas, news broadcasts, and, of course, Saturday morning cartoons. That left a lot of air time to be filled, which, coupled with new rules passed by the Federal Communications Commission intended to foster the creation of local content (but generally didn’t, at least in my neck of the woods), meant that I saw reruns of many, many old TV shows and almost as many old movies.

Even though I started watching most of this stuff because there was nothing else on, in retrospect, I’m glad that I did so. Not only did it expose me to content, genres, and actors with which I might otherwise have never become familiar, it also provided me with pop cultural connections to my parents, grandparents, and even just the older guys I’d later encounter in the hobby shops. That’s why, to this day, I’m very much a man out of time, with the tastes and interests of the generation before mine, such as my abiding interest in the Second World War. I suspect many of my age peers are similar in this respect.

One of those pop cultural connections to earlier generations was the Western, a genre that had peaked during the 1960s and was well on its way out the door by the time I was born. Yet, thanks to syndication, I got to see plenty of Westerns (as well as shows, like Gunsmoke and Bonanza, which were still being produced in my early childhood). It’s no surprise, then, that, once I discovered roleplaying games, I’d seek out any that recalled the Western TV shows and movies I’d enjoyed. The first – and, as it turned out, only – one I ever played was TSR’s Boot Hill, co-authored by Brian Blume and Gary Gygax.

Read More Read More

In the Mail

In the Mail

AE08Despite what my post last week may have implied, I too have been culling my RPG collection. This isn’t driven so much by a concern about space – that’s what garages are for, after all – but utility. In the thirty-five years I’ve been involved in this hobby, I’ve accumulated a lot of games, but how many of them do I actually play with any regularity? Heck, how many of them do I play at all?

The answers to those questions are surprisingly short, as I’ve discussed before. Of course, I’m not so stonyhearted that I’d consign to the flames (or at least eBay) any RPG I hadn’t played in the last year or two. I’m a hopelessly sentimental guy who revels in nostalgia and youthful memories. That’s why I keep around Gamma World and Gangbusters, neither of which I’ve played in decades. I used to play these games with great regularity and I hold out hope that I will get to do so again (plans are afoot for a new Gamma World campaign later this month!). But Blue Planet or Spycraft or even D&D settings like Planescape or Dark Sun? Nah.

Overall, then, my RPG collection is growing smaller, though I prefer to think of it as growing more “focused.” That said, its size isn’t wholly on a downward trend. That’s because, while I’m buying very few new games, I’m continuing – even increasing – my purchase of RPG fanzines.

When I was a kid, gaming fanzines weren’t on my radar. I read Dragon and, later, White Dwarf, and was vaguely aware of Different Worlds, but all three of those were professional magazines produced by game companies rather than photocopied (or “Xeroxed,” as we said back in the day) pages lovingly stapled together in someone’s basement and then sent through the mail. I dimly recall hearing about Alarums & Excursions, probably from one of the older guys who hung around the hobby shop, though, as they would have been quick to point out, A&E is an amateur press association, not a ‘zine, a distinction that’s still somewhat obscure to me even today.

Regardless, fanzines played a vital role in the early days of the hobby, disseminating not only news and reviews, but also ideas derived from what players and referees were actually doing with RPGs at the time. Reading them, one could see the myriad ways that roleplaying games were being interpreted and expanded upon, which in turn sometimes gave birth to whole new games and approaches to gaming, something that, even now, sets them apart from the slicker, better produced “pro ‘zines” that followed in their wake.

Read More Read More