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Author: John ONeill

Desperate Heroes in the Oldest City in the World: The City of Kings by Frank West

Desperate Heroes in the Oldest City in the World: The City of Kings by Frank West

The City of Kings at Gen Con 2019 2-small

The City of Kings at Gen Con 2019

My trip to Gen Con this year was a little overwhelming, to be honest. I’d been invited as a guest to the Writer’s Symposium, and I had a fairly packed schedule of panels and presentations. But I did find the time to wander the enormous — and I do mean enormous — Exhibit Hall, jammed end to end with hundreds (maybe thousands?) of booths, all packed with vendors selling games. It was too much to take in all at once, so I learned to snap a photo or two every time I saw something interesting. I brought home plenty of treasures, but there was no way I could afford (or carry!) even a fraction of the items that caught my eye. So in the five months since I’ve returned from Indianapolis I’ve slowly been sifting through hundreds and hundreds of photos, trying to make sense of it all, and occasionally ordering a game or two that I find irresistible.

This has been a fun process of discovery, actually. Just this week, based on my photos and a small amount of internet research, I took a chance on The City of Kings, an ambitious Kickstarter-funded game designed by Frank West, and I’m enormously glad I did. The display at Gen Con was one of the more impressive sights in the hall — the massive game box comes absolutely packed with content, weighing in at nearly 8 pounds — but I didn’t get the chance to spend much more than 60 seconds in the booth. But of the hundreds of titles I saw, it was one of a handful that really stuck in my mind, and when I had a few extra dollars after Christmas I splurged on the core set.

The City of Kings is a fully cooperative fantasy adventure board game, meaning you and up to three friends must work together. You play the surviving leaders in the oldest city in the world, faced with the nearly-impossible task of overcoming the armies of Vesh over a series of seven stories and twelve scenarios. Each story offers different challenges and objectives. The game is playable with 1-4 players (yes, it has a solitaire option); story games run from 90-180 minutes, and the simpler scenarios 45-90 minutes.

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There Will Never Be an End to Wonder: James Davis Nicoll on Poul Anderson

There Will Never Be an End to Wonder: James Davis Nicoll on Poul Anderson

Brain Wave Poul Anderson

Brain Wave by Poul Anderson (Ballantine Books, 1954). Cover by Richard Powers.

Poul Anderson was one of my favorite science fiction writers when I first discovered the genre. That interest didn’t survive into adulthood. While I still read Vance, Zelazny, Delany, I probably haven’t picked up a Poul Anderson novel in 30 years. It’s mostly neglect, rather than any conscious choice. It’s simply been too long since a Poul Anderson book survived the cut in my to-be-read pile.

I finally read James Davis Nicoll’s Tor.com article Celebrating Five Favourite Works by Poul Anderson, published on the 93rd anniversary of his birth, November 25, and it was a fine reminder of why Anderson’s work used to appeal to me… and why much of it maybe still does. Here’s Nicoll on the the 1953 novel Brain Wave.

The Earth emerges from an intelligence-suppressing field. Every creature that can think suddenly finds itself five times smarter. All humans of normal intelligence wake to find themselves geniuses. Animals discover that they can now think around the barriers used to control them. Human institutions crumble because humans are too bright to believe in them, while the agricultural systems on which we depend are themselves threatened by animals no longer willing to be stock or prey.

This could very easily have been an apocalyptic tale (superhuman humans shrug and carry on eating creatures that now fully understand what’s going on) — but that’s not the direction in which a comparatively young Anderson took his novel. Instead, the various viewpoint characters do their best to find new, better ways to live.

That’s a strongly appealing review, especially for a 66-year old book. But in many ways that matter, Anderson still speaks to modern readers. As Nicoll writes in his review of The Enemy Stars, “Anderson delivered on the promise. He took worldbuilding very seriously. He understood the sheer immensity of the universe… There will never be an end to wonder.”

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Vintage Treasures: The Space Magicians, edited by Alden H. Norton and Sam Moskowitz

Vintage Treasures: The Space Magicians, edited by Alden H. Norton and Sam Moskowitz

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Cover artist unknown (which is kinda tragic)

And so my quest to write up all the interesting science fiction anthologies of the 20th Century brings us to The Space Magicians.

This is kind of an oddball anthology. Yes, it has a theme. (That theme is not space magicians.) The idea appears to be a collection of rare and hard-to-find science fiction tales by “science fiction’s major talents… each one a masterpiece in its own right,” and each of which has never been reprinted in paperback before.

The result is an eclectic mix of pulp tales by, yes, seven major SF writers: John Wyndham, Henry Kuttner, Isaac Asimov, Clifford D. Simak, Eric Frank Russell, Robert Bloch, and Robert W. Chambers. The stories within originally appeared between 1899 and 1953, in Wonder Stories, Super Science Stories, Astonishing Stories, Science-Fiction Plus, Universe Science Fiction, and other fine venues. They include the first reprint of Asimov’s “Half-Breed,” written when he was 19 years old, and Robert W. Chambers science fiction story “In Search of the Unknown.”

The stories are packaged in a 206-page paperback with a gonzo wraparound cover featuring cartoon characters on a gloriously colorful alien landscape. The artist, tragically, is unknown. The editors offer a chatty two-page introduction in which they wonder aloud why none of these stories have been reprinted, and tell us a bit about each one to whet our appetite. Here’s the complete intro.

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Future Treasures: Fighters of Fear: Occult Detective Stories edited by Mike Ashley

Future Treasures: Fighters of Fear: Occult Detective Stories edited by Mike Ashley

Fighters of Fear Occult Detective Stories-smallMike Ashley has been editing anthologies since at least 1977 (with the Year’s Best volume SF Choice 77 from Orbit), and in the last 40 years he’s produced dozens, including no less than 19 volumes of The Mammoth Book of.. (such as The Mammoth Book of Science Fiction, The Mammoth Book of Sorcerers’ Tales, etc.), and over a dozen for British Library Publishing, including Lost Mars: The Golden Age of the Red Planet and Moonrise: The Golden Era of Lunar Adventures. He’s also edited multiple volumes of the Stark House Algernon Blackwood.

His latest is Fighters of Fear, a collection of 31 classic occult detective tales from Arthur Machen, Robert W. Chambers, William Hope Hodgson, Victor Rousseau, Sax Rohmer, Seabury Quinn, Henry S. Whitehead, Manly Wade Wellman, Joseph Payne Brennan, Jessica Amanda Salmonson, and many, many others — including a handful that have never before been reprinted.

It’s a fat 624-page volume that belongs in the library of every serious fantasy fan, and it’s easily one of my most anticipated volumes of winter. It got a starred review from Publishers Weekly, pretty much unprecedented for a collection of generally obscure, mostly 19th Century genre fantasy. Here’s a snippet:

Ashley… has never been better in conveying his genre expertise than in this impressive assembly of 31 short stories featuring psychic or occult detectives from the mid-19th century (Joseph Sheridan Le Fanu’s “Green Tea”) to the late 20th century (Jessica Amanda Salmonson’s “Jeremiah”). While usual suspects Arthur Machen and William Hope Hodgson are deservedly included, the volume’s real value lies in its introducing fans of those writers to more obscure authors, such as Max Rittenberg, whose “The Sorcerer of Arjuzanx,” concerning a possible case of bewitchment at Lourdes, makes the case that his consulting psychologist, Xavier Wycherley, merits having all his stories republished. And few setups are more tantalizing than Victor Rousseau’s “The Woman with the Crooked Nose,” in which a man consults a doctor after seeing a ghost resembling a dead woman in every particular, except that it has a straight nose, unlike the deceased.

It’s been a lean few years for occult detective fans. The most recent really comprehensive anthologies I can think of were Stephen Jones’ Dark Detectives: An Anthology of Supernatural Mysteries (Fedogan & Bremer, 1999), Paula Guran’s Weird Detectives (Prime, 2013), and of course The Complete Tales of Jules de Grandin, by Seabury Quinn (Night Shade Books, 2017-18). And we mustn’t forget Occult Detective Magazine, which just published its 6th issue last month.

Fighters of Fear will be published in trade paperback in two weeks. Here’s the complete description and Table of Contents.

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Gothic Noir in the Tradition of Weird Tales: The Weird Tales of Dorgo the Dowser, Book One: Mad Shadows by Joe Bonadonna

Gothic Noir in the Tradition of Weird Tales: The Weird Tales of Dorgo the Dowser, Book One: Mad Shadows by Joe Bonadonna

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Joe Bonadonna’s first swords and sorcery collection Mad Shadows: The Weird Tales of Dorgo the Dowser, which won the 2017 Golden Book Readers’ Choice Award for Fantasy, is one of the most successful modern S&S offerings — especially among our readers. It contains many fine stories, including the novelette “The Moonstones of Sor Lunarum,” perhaps the most popular piece of online fiction ever published at Black Gate.

Mad Shadows was originally published in January 2011, and last month Pulp Hero Press released a second revised edition with a new cover, new maps, revised text, and an expanded Afterword on Heroic Fantasy and Sword & Sorcery. In his 2012 review Fletcher Vredenburgh wrote “Mad Shadows is good stuff. It’s got no pretensions to be anything other than a worthy addition to the canons of S&S and there it’s wildly successful.” And in his BG article “The Coming of Dorgo the Dowser,” William Patrick Maynard wrote:

Joe Bonadonna describes his fiction as ‘Gothic Noir’ and it is entirely appropriate. As much as Mad Shadows succeeds in carrying on the tradition of Weird Tales, the brooding, darkly-humored Dorgo could have easily found a home in the pages of Black Mask if only his (dowsing) rod shot lead rather than divined spirits. The six stories in Mad Shadows offer a mixture of traditional sword & sorcery necromancers and demons as well as werewolves, vampires, witches, and bizarre half-human mutations that H. P. Lovecraft would happily embrace.

Joe followed up his original collection with Mad Shadows II: Dorgo the Dowser and The Order of the Serpent in 2017 (which Fletcher reviewed for us here). Read an excerpt right here at Black Gate.

The Weird Tales of Dorgo the Dowser, Book One: Mad Shadows was published by Pulp Hero Press on December 8, 2019. It is 282 pages, priced at $14.95 in paperback, and is available worldwide in paperback and Kindle editions. Check it out, and read all our previous coverage of Dorgo’s adventures here.

New Treasures: War Girls by Tochi Onyebuchi

New Treasures: War Girls by Tochi Onyebuchi

War Girls-smallTochi Onyebuchi’s debut Beasts Made of Night made a big splash in 2017. VOYA said it was “Unforgettable,” and Buzzfeed called it a “compelling Nigerian-influenced fantasy… [with] brilliant worldbuilding.”

His latest is the science fiction novel War Girls, which he describes as “Gundam in Nigeria.” I’m always on the lookout for something new, and that’s definitely a pitch I don’t hear every day. Booklist calls it “Brilliant,” and in a starred review Publishers Weekly said:

Set amid the horrors of war in a world ravaged by climate change and nuclear disaster, this heart-wrenching and complex page-turner, drawn from the 1960s Nigerian civil war, will leave readers stunned and awaiting the second installment.

Here’s the publisher’s description.

Two sisters are torn apart by war and must fight their way back to each other in a futuristic, Black Panther-inspired Nigeria.

The year is 2172. Climate change and nuclear disasters have rendered much of Earth unlivable. Only the lucky ones have escaped to space colonies in the sky.

In a war-torn Nigeria, battles are fought using flying, deadly mechs and soldiers are outfitted with bionic limbs and artificial organs meant to protect them from the harsh, radiation-heavy climate. Across the nation, as the years-long civil war wages on, survival becomes the only way of life.

Two sisters, Onyii and Ify, dream of more. Their lives have been marked by violence and political unrest. Still, they dream of peace, of hope, of a future together.

And they’re willing to fight an entire war to get there.

War Girls is the opening novel in a new series. It was published by Razorbill on October 15, 2019. It is 464 pages, priced at $18.99 in hardcover and $10.99 in digital formats. The cover is by Nekro. Read the complete first chapter at Gizmodo, and listen to an audio sample here.

See all our recent New Treasures here.

The Joy of Starter Kits, Part Two

The Joy of Starter Kits, Part Two

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Dungeons and Dragons Basic Set Second Edition,
edited by Tom Moldvay (TSR, 1981). Cover by Erol Otis.

I often wonder how new players discover role playing these days.

I mean, I know how it happens in theory. You’re introduced to the concept through video games, or friends, or a gaming club, or maybe Stranger Things. The whole thing sounds pretty cool. Eventually you take the plunge and shell out for a set of hardcover rule books and dice, and become a genuine RPG gamer. Sure, it’s a commitment. But it’s no more expensive than other pastimes of the idle rich, like polo or yacht racing.

It’s that initial expense that gets me. The D&D Players Handbook, the most fundamental RPG book on the market, retails for $49.95 — and it’s only one of three you really need. And that doesn’t even include dice. God knows how pricey those are these days.

It used to be easier. You used to be able to try D&D the same way your tried Monopoly, with an impulse buy of a single reasonably-priced box. That’s how I got started in the fall of 1979, when I bought the D&D Basic Set after seeing a few magazine ads in Analog and picking up a copy at the local gaming store. The sheer financial (not to mention emotional) commitment required of modern RPGs is a serious barrier to entry, and many game publishers have gradually come to that realization.

In Part One of this article I looked at some of the games that have embraced the old idea of the Starter Kit, an inexpensive box set that includes everything new players need to learn the fundamentals of role playing and have a few adventures. This new generation includes Pathfinder, Starfinder, Battletech, Numenera, Shadowrun, and others. In Part Two we look at Call of Cthulhu, Traveller, Star Trek Adventures, Warhammer, Star Wars, and the new breed of Dungeons and Dragons beginner boxes.

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One of the Most Richly Detailed Settings in Fantasy: The Maradaine Novels by Marshall Ryan Maresca

One of the Most Richly Detailed Settings in Fantasy: The Maradaine Novels by Marshall Ryan Maresca

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The Maradaine Constabulary trilogy by Marshall Ryan Maresca (DAW). Covers by Paul Young.

Marshall Ryan Maresca is one of the hardest working writers in fantasy.

It started in 2015 with his debut novel The Thorn of Dentonhill, which introduced Veranix Calbert, diligent college student by day and crime-fighting vigilante by night in the crime-ridden districts of the port city of Maradaine. The book was an unexpected hit, and was nominated for the Compton Crook award. I’ve quoted Library Journal‘s pithy review (“Veranix is Batman, if Batman were a teenager and magically talented”) a few times here, mostly because it’s the quote that first got my attention.

You’d expect a sequel or two to follow after that, but Maresca has delivered far more — he’s produced no less than eleven full novels set in what the Barnes & Noble Sci-fi and Fantasy Blog calls “One of the most richly detailed settings in fantasy… In one fast-paced, funny, highly readable novel after another, Maresca continues to build out every nook and alleyway of Maradaine.” All told the fast-growing Maradaine Universe has grown to three full trilogies, with a fourth underway.

While they share a setting, each series has a different focus and cast. The Maradaine trilogy follows the adventures of Veranix Calbert, struggling magic university student by day and armed vigilante by night; the Maradaine Constabulary books are gritty fantasy mysteries focused on Inspectors Satrine Rainey and Minox Welling in the city constabulary; The Streets of Maradaine are caper novels featuring Asti and Verci Rynax, former thieves attempting to go straight but dragged back into their old lives; and Maradaine Elite blends fantasy and political intrigue as it follows Dayne Heldrin and Jerinne Fendall, hopeful members of the Tarian Order.

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Weirdbook #41 Now Available

Weirdbook #41 Now Available

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Cover by Iuliia Kovalova

2018 was a good year for Weirdbook, with three big issues. 2019 was a little more modest, with just one issue in June. (Although editor Doug Draa reports another one is in the pipeline…. possibly a John Shirley issue.)

Issue #41 contained stories by Darrell Schweitzer, Adrian Cole, K.G. Anderson, Steve Dilks, S. L. Edwards, and many others, plus poetry by Ashley Dioses, K.A. Opperman, and others. The cover is by Iuliia Kovalova, with interior art by the great Allen Koszowski. The issue is dedicated to two contributors who passed away in the last year, whom editor Doug Draa salutes in his editorial.

On a very sad note, we lost two giants of the field over the last four months.

Paul Dake Anderson left us on the 13th December 2018, and Wilum Hopfrog Pugmire crossed over on the March 26th, 2019. Both were Weirdbook contributors to whom I will forever be indebted. Knowing them has enriched my life. Both were great writers and ever greater human beings. They will be sorely missed by their fans, friends and families, The world is a lesser place without them.

Jason McGregor has a lot to say in his lengthy and detailed Tangent Online review, which looks at every single one of the 29 stories. Here’s a few excerpts.

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From Buffalo Castle to Choose Your Own Adventure: The Evolution of Solitaire Board Games

From Buffalo Castle to Choose Your Own Adventure: The Evolution of Solitaire Board Games

Buffalo Castle Rick Loomis-small Death Test The Fantasy Trip-small Wizards and Warriors Jeffrey Dillow-small

I’m old enough to remember when Choose Your Own Adventure books first appeared in bookstores and supermarkets in the late 70s and early 80s, and what a sensation they created.

I remember thinking how simplistic they were, especially compared to the more sophisticated solitaire fare already available in gaming stores at the time. Like Rick Loomis’ groundbreaking Buffalo Castle (Flying Buffalo, 1976), the first solo adventure for Tunnels & Trolls (and considered by some to be the first published adventure gamebook, period); Steve Jackson’s bestselling Death Test for The Fantasy Trip (Metagaming, 1978); and especially Jeffrey C. Dillow’s brilliant collection of early solo adventures, Wizards and Warriors (Prentice Hall, 1982), which I played to death and passed around repeatedly to my gaming group.

But there was something powerfully appealing in the very simplicity of Choose Your Own Adventure titles, and it didn’t take long for me to become a convert. I wasn’t the only one. Bantam published its first Choose Your Own Adventure book, The Cave of Time by creator Edward Packard, in 1979, and the series quickly surpassed role playing in popularity, selling more than 250 million copies. That’s more — far more — than virtually any RPG or fantasy or series in history. (For comparison, The Lord of the Rings has sold 150 million copies over the past 70 years, and George R.R. Martin’s Game of Thrones novels a scant 90 million. Only J.K. Rowling’s Harry Potter novels, at 500 million, offer real competition). Bantam produced 184 titles in the series between 1979 and 1998.

Role Playing has evolved and expanded enormously since the 70s. You can’t say the same of Choose Your Own Adventure… but the franchise isn’t as dead as you might think. Most interesting to serious games is a pair of cooperative adventure board games released by Z-Man Games that capture the spirit of the CToA line, and take it in some intriguing new directions.

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