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Author: John ONeill

Gaming at the End Times: Degenesis

Gaming at the End Times: Degenesis

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Sample page from Degenesis: In the Blood adventure book

Gen Con 2019 was a journey of discovery for me. Well, more like a long painful marathon where discovery whacked me in the head with a club every few feet.

Over the course of three days I walked the floor of the massive Exhibit Hall, taking a picture with my iPhone every time I came across a booth I found interesting. I took hundreds of photos every one of those three days, and I doubt I could write up every one the interesting games I came across if I devoted the rest of my life to it. But I can talk about the highlights. So yeah. Let’s do that.

Gen Con this year seemed to be all about the board games. Titles like Raccoon Tycoon from Forbidden Games, mechanical monster game The Boldest from Stronghold Games, and the forest warfare simulator Root by Leder Games all captured my attention, but after trudging past five hundred new board games, I got kind of numb to them. New role playing releases were thinner on the ground, but the ones I did come across were very high quality, and perhaps none more so than Degenesis from Berlin development shop Six More Vodka.

Degenesis is set in a devastated Europe and North Africa, 500 years after a major asteroid impact completely reset human civilization. An alien something buried in the asteroid has begun to infect terrestrial flora and fauna, giving rise to horrific mutations. New cultures have emerged and given birth to 13 powerful cults that partner, war, and trade with each other. So far half a dozen core books and sourcebooks have been released, and they are gorgeously illustrated and beautiful in design and production.

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Vintage Treasures: City of Pearl by Karen Traviss

Vintage Treasures: City of Pearl by Karen Traviss

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Cover by Greg Bridges

Karen Traviss’s debut novel City of Pearl was a big hit here in the Black Gate offices, and it was passed around repeatedly and excitedly. We were far from the only ones who liked it — it was shortlisted for both the John W. Campbell Memorial Award for Best Science Fiction Novel and the Philip K. Dick Award, and came in third in the 2005 Locus poll for Best First Novel. It launched her career quite effectively, and it eventually became the opening novel in the 6-volume Wess’har Wars series.

City of Pearl tells the ambitious tale of the clash of several distinct alien civilizations near Cavanagh’s Star in the year 2299. In his review of the novel and its sequel Crossing the Line at SF Site, Stuart Carter wrote:

This isn’t hard SF by any means. Although the laws of physics are largely obeyed they’re not particularly important to the story; there’s no arousing military- or techno-porn, and precious little ‘common-sense’ machismo or gung-ho soldiering. It’s worth mentioning that there are philosophical similarities with The Dispossessed, but these books are, in my opinion, even deeper and more complex than Ursula K. Le Guin’s classic, and they’re still far from over.

Another glorious aspect of these two books is that they’re almost the antithesis of everything Trek: humans haring round the universe imposing their morality and point-of-view upon anyone who can listen, and always, eventually, turning out to be right, or at least admirable. And if we’re not even admirable then at least we have bigger guns than everyone else to console ourselves with. In Karen Traviss’s universe we’re seen as being far from admirable and even further from right, and it looks like being a very hard, possibly even fatal, lesson for us to learn… If you want to read something that will leave you thinking, perhaps if you’re a fan of Ursula K. Le Guin, Kim Stanley Robinson or, more generally, of intricately gloomy English science fiction, then this series is one you want to read — I promise.

City of Pearl didn’t just hit with the critics. It is still in print, 15 years long after it was originally published; an extraordinary feat by any measure. Here’s the complete list of all six novels in the series.

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Future Treasures: Upon the Flight of the Queen by Howard Andrew Jones

Future Treasures: Upon the Flight of the Queen by Howard Andrew Jones

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In his Black Gate review of For the Killing of Kings, the opening novel in Howard Andrew Jones’ new epic fantasy Ring-Sworn Trilogy, Fletcher Vredenburgh wrote:

For the Killing of Kings is proof that great, modern heroic fantasy is being written. Like Doc Smith’s Lensmen or DC Comics’ Green Lantern Corps, the Altenerai are an elite band of warriors endued with magical talents and dedicated to protecting the land and ensuring justice… Heroes are a too often forgotten commodity in fantasy these days, but not here.

I think Fletcher nailed what I loved so much about this book: it’s packed with heroes you can root for. More than that, it pits those heroes against truly overwhelming odds. The courageous men and women of the Altenerai aren’t just up against a nearly-unbeatable army of their ancient enemy; they also face betrayal from within, mysterious and sinister magic, and a conspiracy whose roots run to the very highest levels of government. To win, they’ll have to emulate the Altenerai legends of old: use bravery, guile, and magic of their own, and — especially — rely on each other. For the Killing of Kings is filled with powerful moments in which untested men and women faced breathtaking odds, and somehow find the strength to become genuine heroes.

But I think the best thing about Howard’s new Ring-Sword Trilogy may be that we don’t have to wait long for the sequel. For the Killing of Kings was released in hardcover by St. Martin’s Press earlier this year; the sequel, Upon the Flight of the Queen, will be in stores in less than two weeks. It’s already getting rave reviews — Publishers Weekly calls it “a heart-racing, action-packed thrill.” Here’s the back covers for both books, and a snippet from the PW review.

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The Game is Afoot: Beyond Baker Street by Z-Man Games

The Game is Afoot: Beyond Baker Street by Z-Man Games

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Art by Atha Kannani

When I play board games, I tend towards the big ones. I’m fond of games that take time and patience, and have a little depth to the rules. My recent favorites are Legends of Andor (yeah!) and the Pathfinder board game Rise of the Runelords, mostly because I have a fondness for titles that recreate an RPG experience.

But I don’t have time to actually play games at that scale much any more, so recently I’ve been tending towards smaller games, and especially those with an interesting storyline. Over the summer I bought Beyond Baker Street, and I’ve been rather taken with the simplicity of its rules set.

Beyond Baker Street is a cooperative mystery game for 2-4 players, which takes about 30 minutes. Players attempt to solve mysteries by gathering clues to find and eliminate suspects and uncover motives, and must work together, meaning they win or lose as a group. And it’s easy to lose — they’re in a race against time to crack the mystery before Sherlock Holmes.

The game has a fun mechanic. It’s chiefly a card game; everyone is dealt a hand, but the twist is that players hold their hands so that everyone can see their cards except them (this is apparently similar to the game Hanabi, which I’m unfamiliar with.) The game is afoot, Watson!

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New Treasures: The Monsters Know What They’re Doing by Keith Ammann

New Treasures: The Monsters Know What They’re Doing by Keith Ammann

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Cover by Lily Pressland

I’m enjoying watching role-playing seep into popular culture. It’s happening in casual and insidious ways. Like with self-help books for Dungeon Masters, a section in the bookstore that I couldn’t even imagine when I was gaming in the basement with my friends 30 years ago. Every time I see a book like Keith Ammann’s The Monsters Know What They’re Doing, I grin a little. Okay, more than a little.

The Monsters Know What They’re Doing makes for some light and entertaining reading.It’s essentially an alphabetical listing of over a hundred different giants, undead, humanoids, NPCs, and other monster types, with a 2-4 pages essay on combat tactics and “villainous battle plans” for each. Much of it is drawn from Ammann’s popular blog The Monsters Know What They’re Doing, and it’s an insightful and lively read throughout.

Personally I might have liked more in-depth pieces on fewer monsters. These essays are useful, but not in the ways I found the Third Edition Savage Species book useful. That one looked at how monsters could level up, acquire spells, familiars and special weapons and spells, and was a fantastic resource for creating that unique Orc shaman or kitted-out Kobold prince. To be honest, I don’t know how much I’d actually use The Monsters Know What They’re Doing, but it sure made fun reading. Here’s the description.

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When the Berlin Wall Falls: The Cold War Magic Novels by W.L. Goodwater

When the Berlin Wall Falls: The Cold War Magic Novels by W.L. Goodwater

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I bought W.L. Goodwater’s debut Breach earlier this year, about five minutes after picking it up in the bookstore. The back cover blurb did it for me. I’m a sucker for an original premise, and a Cold War apocalypse fantasy hit all the right buttons. Here’s an excerpt from the review at BookPage.

In the waning hours of World War II, Soviet magicians conjured a wall of pure magic, dividing Berlin in two and protecting their hold on East Germany. While the world was aghast, there was little the West could do. The wall was impenetrable except at specific, predetermined crossing points like Checkpoint Charlie. Until now. The wall is failing, and to avoid World War III, the US needs to find out why — and try to reverse the process. The CIA calls on Karen, a young researcher from the American Office of Magical Research and Deployment. As she searches for a way to repair the wall, Karen quickly realizes that the truth is never straightforward in Berlin, especially when it comes to the story behind the Wall itself….

Goodwater’s debut novel is tightly wound in the way that only good suspense stories can be. At any moment it seems that the fragile peace built between the West and East could fall apart with disastrous consequences, which is a testament to Breach’s overall success with dramatic timing… Breach combines the magical world building of The City & the City with the suspense of Cold War thrillers like Bridge of Spies, resulting in a cinematic suspense story that will keep readers on the edge of their seats until the very last page.

The second book in the series, Revolution, arrives in two weeks, and I’m very much looking forward to it. In this installment, set some years after Breach, American magician Karen O’Neil travels to Cuba to find a missing girl intertwined with a new kind of magic that threatens to upend the global balance of power. Here’s the description.

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Vintage Treasures: Cats Have No Lord and The Tangled Lands by Will Shetterly

Vintage Treasures: Cats Have No Lord and The Tangled Lands by Will Shetterly

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Covers by Janny Wurts and E. T. Steadman

Will Shetterly has a fine back-catalog of fantasy novels, most from the 80s and 90s. They include Witch Blood (1986), Elsewhere (1991), and his most famous book, Dogland (1997). With his wife Emma Bull he created and edited the popular Liavek shared universe anthologies.

He began his career as a novelist with the wonderfully-titled Cats Have No Lord, released back in April 1985. It came in sixth in the annual Locus Poll for Best First Novel (losing out to Tad Williams, Guy Gavriel Kay, Michael Swanwick, and Carl Sagan, but ahead of Geoff Ryman, Judith Tarr, Sheila Finch, and Dan Simmons — no shame placing 6th in a year like that!) Four years later he published a prequel, The Tangled Lands. In a 2012 post on his blog, Shetterly looked back fondly at Cats Have No Lord, while openly acknowledging its flaws.

Cats Have No Lord is my first novel. I had tried to write several more ambitious — meaning, more pretentious — books and gave up on them because they were awful, so I finally decided to learn how to write by writing something with everything I’d loved as a kid. If I missed any fantasy cliches of the ’70s, I don’t know what they were: this book has a spunky female thief, a mysterious swordsman, a magician, and a big barbarian. Oh, and a talking horse.

It sounds awful, but my love must’ve shown through, or maybe readers were more desperate or more kind in those days. Booklist said, “The first-rate world building, the unique cast of characters, and the author’s clever whimsey make it absorbing reading. Recommended.”

“Unique” must mean they thought I did good things with the characters, but every single one began with a trip through Central Casting to see who was available. Literally.

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A Wide Range of Stories: John DeNardo on the Best Science Fiction & Fantasy Books in October

A Wide Range of Stories: John DeNardo on the Best Science Fiction & Fantasy Books in October

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In his intro to his book roundup for October over at Kirkus Reviews, John DeNardo says:

I’m constantly surprised at the wide range of stories offered within the science fiction and fantasy genres. Just take a look at this month’s top science fiction and fantasy picks and you’ll see what I mean.

He’s certainly got a point. SF and fantasy fans are constantly making up new sub-genres and sub-sub-genres to categorize just what the hell we read every month (Weird Western, Urban Fantasy, Sword-and-Planet, Space Opera, Steampunk, Cyberpunk, Ghostpunk, Elfpunk…), and it still seems that half the new stuff is just flat-out uncategorizable.

October’s new SF & Fantasy is no different. Over at the Barnes & Noble Sci-Fi and Fantasy Blog Jeff Somers catalogs 29 October titles by Tade Thompson, Cixin Liu, Tim Pratt, Theodora Goss, and our very own Derek Künsken, but John takes a different tack, narrowing his focus to The 7 Best Science Fiction & Fantasy Books to Read This October. Here’s a few highlights from his suggestions.

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Future Treasures: The Best of Jerry Pournelle edited by John F. Carr

Future Treasures: The Best of Jerry Pournelle edited by John F. Carr

The Best of Jerry Pournelle-smallJerry Pournelle was the author of the Falkenberg’s Legion series, including one of my favorite military SF novels, West of Honor (1976), as well as Janissaries, and dozens of other novels. He’s perhaps best remembered for his bestselling collaborations with Larry Niven, including The Mote in God’s Eye (1974), Lucifer’s Hammer (1977), and Footfall (1985), which contains a barely-disguised Robert A. Heinlein as a character. He died in 2017.

Pournelle was a controversial figure in SF. He was one of the writers who paid to have a pro-Vietnam War proclamation in Galaxy Science Fiction in 1968, and he described his politics as “somewhere to the right of Genghis Khan.” His novels, like The Legacy of Heorot (1987, written with Steven Barnes and Larry Niven) contain heroes who stroke their rifle lovingly, noting that they’ve never cared for a woman as much as they care for their guns. They contain lines that will make you drop the book on your foot.

Still, he was a tireless editor and short story writer. His anthologies include 2020 Vision (1974), a book that looked 46 years into the future, at the distant year 2020; Black Holes (1978), still one of the best introductions to the enigma of black holes in SF; the long-running Far Frontiers series (seven volumes, edited with Jim Baen), and ten volumes of a gonzo series that looked forward to future conflicts with near-sexual desire, There Will Be War (1983-2015).

Pournelle is not for everyone. Obviously. But he did produce some fine short fiction, much of it still worth a look today. Baen Books will release The Best of Jerry Pournelle next week, a fat 576-page collection gathering 15 stories — including a 162-page novella previously only available as an e-book, The Secret of Black Ship Island (2012, written with his long-time collaborators Steven Barnes & Larry Niven), and two previously unpublished stories.

It also contains some of Pournelle’s non-fiction (the preface to There Will be War, Volume I), and tributes by Larry King, David Gerrold, Larry Niven, Steven Barnes, and Robert Gleason.

Here’s the description, and the complete Table of Contents.

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Ply the Space Lanes in Search of Profit: The Traveller Customizable Card Game

Ply the Space Lanes in Search of Profit: The Traveller Customizable Card Game

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Traveller was one of the first role playing games I ever played — and it definitely was the first science fiction RPG I ever played.

But that’s not what I remember about it. What I remember about it was the strange little mini-game in the back of the rulebook, essentially a set of rules for interstellar trading. Really no more than a few tables and some guidelines, it was a bare-bones simulator for an independent trade ship in the stars. It was nonetheless enough to fire our imagination, and my friends and I spent many summer hours rolling dice, struggling to keep our tiny commercial vessels profitable as we tried to find viable trade routes between Altair and Ursa Major. Other games had better combat and character generation, but none could terrify you with the specter of bankruptcy like Traveller.

I think that’s why I’m so interested in the new Traveller Customizable Card Game. While it’s not an RPG, it does promise some of the deep-space capitalist thrill that those old tables delivered. It puts you in the shoes of a independent ship captain — think Mal Reynolds in Firefly — plying the mains in search of profit and adventure. You can hire a crew, find contracts, explore, choose piracy, pay off your ship, and go bankrupt, all against the rich backdrop of the Third Imperium.

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