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Author: John ONeill

The Roots of Microgaming: The Classic Games of Metagaming

The Roots of Microgaming: The Classic Games of Metagaming

Metagaming ad Analog 1978-small

I’ve been writing a lot about board gaming recently. It’s been a big part of my life ever since the late 70s, when I responded to an ad for a line of new “microgames” from a company called Metagaming.

I saw the above ad on the inside cover of Analog magazine, which I started reading with the April 1997 issue, when I was 12 years old. Responding to ads in comics and magazines was something you did in the 70s; don’t look at me like that. Honestly, it was perfectly normal. You mailed a check to some address in Texas, and four weeks later a tiny package arrived in the mail containing X-ray glasses, sea monkeys, or a Polaris Nuclear Submarine. Seriously, the US Postal Service and your mother’s checkbook were all you needed to access all the wonders of the world in the 1970s.

Well, the wonder that attracted my attention in the Fall of 1978 was an advertisement for SCIENCE FICTION GAMES from a company called Metagaming (click on the image above, from the inside cover of the October 1978 Analog, for a high-res version). I’d already taken my first steps into the hobby games market with the classic wargames of Avalon Hill, including Panzer Leader and Starship Troopers. But they were massive, requiring half an hour or more of set-up, and four to six hours to play. These mini-games looked portable and promised to be “fast-playing and inexpensive… a classic wargame that you can put in your pocket and play over lunch.”

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Bringing Neglected Classics Back Into Print: The Horror Catalog of Valancourt Books

Bringing Neglected Classics Back Into Print: The Horror Catalog of Valancourt Books

The Cormorant Stephen Gregory-small The Monster Club R. Chetwynd-Hayes-small The Killer and the Slain Hugh Walpole-small The Smell of Evil-small

One of the many delights of the World Fantasy Convention, as I reported last week, is meeting the small publishers doing marvelous work in the industry. Seeing their catalogs of books spread out before you on a table in the Dealers Room can be quite a revelation. That was certainly the case with Valancourt Books.

As they proclaim proudly on their website, Valancourt Books is an independent small press specializing in the rediscovery of rare, neglected, and out-of-print fiction. They have five major lines: Gothic, Romantic, & Victorian; Literary Fiction; Horror & Supernatural; Gay Interest; and E-Classics. For World Fantasy, they crammed their table with titles from their Horror & Supernatural line. And I do mean crammed: their small table was piled high with dozens of beautifully designed trade paperbacks reprinting long-out-of-print horror paperbacks, chiefly from the 70s and 80s.

All it took was one glance to see that Valancourt Books has two significant strengths. First, their editorial team has excellent taste. They have reprinted work by Stephen Gregory, R. Chetwynd-Hayes, Hugh Walpole, Charles Birkin, Jack Cady, Basil Copper, Russell Thorndike, John Blackburn, Michael McDowell, Bram Stoker, and many, many others. And second, their design team is absolutely top-notch. Their books are gorgeous, with beautiful cover art and striking visual design. I’ve selected eight to highlight in this article, just to give you a taste of what they have to offer, and replicate (in a small way) what it was like to stand in front of their table gazing appreciatively at their assembled treasures.

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Future Treasures: Dungeon Master’s Guide from Wizards of the Coast

Future Treasures: Dungeon Master’s Guide from Wizards of the Coast

Dungeon Master's Guide-smallThe Dungeon Master’s Guide ships in less than two weeks, finally completing the rules set required to fully run Dungeons and Dragons Fifth Edition.

Truthfully, everything you really need to play is contained in the core rules, barely 25 pages of the Players Handbook (one of the reasons I think the new edition has been such a hit), but players have been waiting anxiously to complete the Fifth Edition rules set and enjoy the full scope of the game. The DMG contains magic items, optional rules, advice for Dungeon Masters, and a lot more.

The Fifth Edition Dungeons & Dragons Starter Set was published July 15, 2014; Andrew Zimmerman Jones did a forensic analysis for us here. The Players Handbook was released on August 19; Andrew reviewed it for us a few days later. The Monster Manual arrived September 30; Andrew was all over it the day before it came out. I was going to review this one, but I’m pretty sure Andrew will beat me to it.

Why wait two months to publish the DMG? No idea, but there’s probably some kind of marketing strategy behind it. The tradition of publishing D&D rules sets in three volumes goes all the way back to Gary Gygax, and he took two years to produce all three (the first Players Handbook was published in 1977; the DMG didn’t show up until 1979.) So I guess we should consider ourselves lucky it’s showing up now, instead of 2016.

Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game.

The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!

The Dungeons and Dragons Dungeon Master’s Guide was written by the Wizards RPG Team, and will be published by Wizards of the Coast on December 9, 2014. It is 320 pages, priced at $49.95 in hardcover. There is no digital edition. Get more details at the WotC website.

Vintage Treasures: Revelations in Black by Carl Jacobi

Vintage Treasures: Revelations in Black by Carl Jacobi

Revelations in Black-smallCarl Jacobi is a hard guy to collect.

Part of the problem is that he just didn’t publish many books. Five collections of horror stories in his lifetime. No novels. All of the collections were released through small presses, including Arkham House and Fedogan & Bremer, and only one was reprinted in paperback. Pretty thin pickings, especially if you like paperbacks.

However, the ISFDB listing for Carl Jocobi includes over 120 short stories, three chapbooks, and a poem, among other publications. Guy was certainly prolific enough, even if only a fraction of his output ended up reprinted in more permanent editions. He wrote for most of the major pulps all through the 30s and 40s, including Startling Stories, Wonder Stories, Ghost Stories, Thrilling Wonder, Amazing, and especially Weird Tales.

He was widely respected, too. Stephen King called him “One of the finest writers to come out of the Golden Age of Fantasy,” and his stories were reprinted in numerous SF and fantasy anthologies. They were also translated into French, Swedish, Danish, and Dutch.

On May 6th of this year, the marvelous Centipede Press released Masters of the Weird Tale: Carl Jacobi, the latest volume in their deluxe Masters of the Weird Tale series. Clocking in at 900 pages, with new and reprint art and lots of photos, it’s the definitive collection of Jacobi’s fiction. It’s also $350 retail. Considering that I recently bought a vintage collection of some 1,000 SF and fantasy paperbacks in nearly new condition for about a third that price, let’s just say that spending $350 on a single book is not a good option for me, and move on.

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New Treasures: Steampunk Soldiers: Uniforms and Weapons from the Age of Steam by Philip Smith and Joseph McCullough

New Treasures: Steampunk Soldiers: Uniforms and Weapons from the Age of Steam by Philip Smith and Joseph McCullough

Steampunk Soldiers-smallI’m a sucker for the Steampunk aesthetic — and especially the really creative fashion and fiction it’s helped create. It’s not often that a literary movement simultaneously spawns a fashion and cosplay movement, and I think that’s neat. The two have helped fuel each other, and how could they not? It’s easier to be creative when there are hundreds of artists, jewelers, seamstresses, and cosplayers out there coming up with ideas.

There’s been some terrific Steampunk-related releases in the past few months, including Sean Wallace’s Mammoth Book of Steampunk Adventures (containing a story by our very own C.S.E. Cooney), Chris Wooding’s Ketty Jay novels, Peter Cakebread’s The Alchemist’s Revenge, and Cherie Priest’s Clockwork Century series, just to name a few. But I think my favorite may be the just-released Steampunk Soldiers, a handsome illustrated hardcover that purports to be a serious historical study of the of steam-powered weaponry and equipment that abounded in the days before the Great War of the Worlds.

Steampunk Soldiers is a unique pictorial guide to the last great era of bright and colorful uniforms, as well as an important historical study of the variety of steam-powered weaponry and equipment that abounded in the days before the Great War of the Worlds.

Between 1887 and 1895, the British art student Miles Vandercroft traveled around the world, sketching and painting the soldiers of the countries through which he passed. In this age of dramatic technological advancement, Vandercroft was fascinated by how the rise of steam technology at the start of the American Civil War had transformed warfare and the role of the fighting man. This volume collects all of Vandercroft’s surviving paintings, along with his associated commentary on the specific military units he encountered.

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Give a Warm Welcome to Saga Press, Launching This Spring

Give a Warm Welcome to Saga Press, Launching This Spring

The Grace of Kings Persona City of Savages The Darkside War

There are a lot of books vying for your attention at the World Fantasy Convention. Publishers put free books in your convention bag, publicists place colorful flyers on the giveaway table, and hopeful authors hand out bookmarks and cards by the dozens. I always leave the con with my head brimming with promising new books, authors, and publishers.

Of course, I forget most of them within a day or two. Well, maybe it’s for the best. I couldn’t possibly read them all anyway.

It’s the ones that linger in my mind a couple weeks after the con that truly deserve my attention. Sort of a Darwinian survival-of-the-fittest contest, taking place in the dusty corners of my brain. Good to know those brain cells are doing something, I suppose.

It’s been over two weeks since the 2014 World Fantasy Convention now, and I’m already having trouble remembering what city it was in. (Some brains are more skilled at forgetting than others. My brain is an expert.) But a handful of books I glimpsed at the con have managed to stay with me, and a surprising number of them are from the brand new publisher, Saga Press. In fact, I’d venture to say that Saga had perhaps the most impressive slate of upcoming titles I saw at the con — and that’s saying something.

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When Stellar Empires Clash: GDW’s Dark Nebula and Imperium

When Stellar Empires Clash: GDW’s Dark Nebula and Imperium

Dark Nebula Game Designers Workshop-smallIn this new Golden Age of science fiction and fantasy board games, when all the chatter is about the latest and greatest mega-games (when it isn’t about the big Fantasy Flight Holiday Sale), I’d like to take a moment to appreciate two classic games of interstellar combat: GDW’s Imperium and Dark Nebula, originally published in 1977 and 1980.

Both may appear simplistic compared to modern games of empire-building in space, like Eclipse, EVE Conquests, or Empires of the Void. At first glance, they may seem more comparable to fast-action games like Perry Rhodan: The Cosmic LeagueAstra Titanus, or the Warhammer 40K game Relic.

But just because both are packaged in relatively small boxes with a slender set of rules doesn’t mean they aren’t ambitious and nuanced games. Both are set in the Traveller universe designed by Marc Miller and, if you’re familiar with that game, they’re a great way to play out some of the far-ranging conflicts that shaped The Third Imperium.

Although it’s probably more accurate to say that Dark Nebula shared a setting with Imperium, which gradually became part of the Traveller universe. Imperium, an ambitious two-player game of space empire conflict set in 22nd Century, was released by GDW in 1977 — the same year the company also published Traveller.  Imperium had a very intriguing backstory, with two great empires in conflict, hints of failed diplomacy, and a vast stellar empire in slow decline.

Conversely, the original boxed edition of Traveller didn’t really have a setting — it was sort of a generic system for role playing in space, and it drew on the popular vision of a galaxy-spanning human civilization found in the science fiction of the time by Poul Anderson, Isaac Asimov, Keith Laumer, H. Beam Piper, and others. (James Maliszewski did a splendid job of re-constructing the formative SF behind Traveller in “Appendix T.”) It was a game desperately in need of a rich setting, and it found one in Imperium.

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Vintage Treasures: Gateway to Elsewhere by Murray Leinster / The Weapon Shops of Isher by A. E. van Vogt

Vintage Treasures: Gateway to Elsewhere by Murray Leinster / The Weapon Shops of Isher by A. E. van Vogt

Gateway to Elsewhere-small The Weapon Shops of Isher-small

And now we come to one of my favorite Ace Doubles: Murray Leinster’s Arabian Nights fantasy Gateway to Elsewhere, paired with the classic science fiction novel The Weapon Shops of Isher by A. E. van Vogt.

Of the two, Gateway to Elsewhere is significantly lesser known. It was Leinster’s first fantasy novel, although he’d previously published two SF novels, The Murder of the U.S.A. (as Will F. Jenkins, in 1946) and The Black Galaxy (in Startling, March 1949). Gateway to Elsewhere originally appeared in a two-part serial in the seventh issue of the small circulation digest Fantasy Book in 1950/51 under the title Journey to Barkut. The entire novel was reprinted in the January 1952 issue of Startling Stories, still under the title Journey to Barkut, with a handsome cover by Earle Bergey (see below).

Two years later, it appeared as half of Ace Double D-53, with the new title Gateway to Elsewhere, and a splendid cover by Harry Barton.

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New Treasures: Hidden by Benedict Jacka

New Treasures: Hidden by Benedict Jacka

Hidden Benedict Jacka-smallBenedict Jacka’s first Alex Versus novel, Fated, was published by Ace on February 28, 2012. He’s kept up a regular schedule since, with four more following over the last two years: Cursed, Taken, Chosen, and now Hidden.

They’ve gradually been gathering some acclaim, too. In a starred review of Chosen, Publishers Weekly said “Jacka puts other urban fantasists to shame.” It called Cursed “An even more impressive tale of gunplay and spellcraft in present-day London… [a] tasty blend of magic, explosions, and moral complexity.” And Patricia Briggs, author of Shifting Shadows, called the opening volume in the series “A stay-up-all-night read.” I haven’t been able to keep up with the latest in urban fantasy over the past five years, but the Alex Versus novels are definitely near the top of my list.

With his talent for divining the future, Alex Verus should have foreseen his friends’ reactions to the revelations about his previous life. Anne Walker no longer trusts him—and has also cut all ties with the mage community after getting kicked out of the apprentice program. As a favor to Luna, Alex’s own apprentice and Anne’s best friend, he checks in on her only to be told to leave her alone.

Then Anne gets kidnapped. The Council Keepers of the Order of the Star believe Dark mages from her past may be involved. Working with the Keepers, Alex and Luna discover that Anne has been taken into the shadow realm of Sagash, her former Dark mage mentor, and they must find a way to rescue her.

But another shadow from the past has resurfaced—Alex’s former master may be back in London, and Alex has no idea what his agenda is…

Hidden was published by Ace Books on September 2, 2014. It is 293 pages, priced at $7.99 in paperback and $6.99 for the digital edition.

Game Books, Epic Fantasy, and Military Science Fiction: The Multiple Identities of R.A.V. Salsitz

Game Books, Epic Fantasy, and Military Science Fiction: The Multiple Identities of R.A.V. Salsitz

The Magickers-small Death Storm-small Night of Dragons-small The Sand Wars-small The Dark Ferryman-small

Do you enjoy the fantasy novels of Emily Drake, author of the popular The Magickers series? What about the contemporary horror of Anne Knight, author of Death Storm? Perhaps you’re more partial to the light fantasy of R.A.V. Salsitz, author of Night of Dragons and The Unicorn Dancer novels. Or the military science fiction of Charles Ingrid, author of the long-running Sand Wars series. Or maybe the dark fantasy of Jenna Rhodes (The Dark Ferryman).

Possibly the contemporary science fiction of Elizabeth Forrest (Phoenix Fire, Dark Tide) is more your thing. Or the fantasy novels of Rhondi Vilott Salsitz (The Twilight Gate). Perhaps the eleven volumes in Rhondi Vilott’s Dragon Roads gamebook series have fired your imagination.

Possibly you’ve enjoyed them all, as they’re all written by the same person.

It’s not unusual for popular writers to use a pseudonym in this industry — indeed, even multiple pseudonyms. But in a field where almost everyone seems to have a secret identity or two, R.A.V. Salsitz still stands out. She has an amazing number of pseudonyms, and has published successfully in numerous genres, including epic fantasy, horror, mystery, game books, YA, military science fiction, romance, and urban fantasy. Her first novel was Her Secret Self, published by Bantam in 1982; since then she’s published dozens more.

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