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Zombies Need Brains Needs You

Zombies Need Brains Needs You

ZNB RazorsThose who know me, or who have read some of my previous posts on the subject, know that I’m a big fan of anthologies, particularly those featuring original stories. For my general remarks on the subject, you can look here. I’ve mentioned that the anthology is a wonderful thing for readers, who can encounter authors new to them, sample the work of people they’re not familiar with, and, in the case of the themed anthology, explore an idea that interests them.

The original anthology can also be a god-send for writers – in part because it’s an easy way for new readers to learn about us, and find out whether they like our style. But it’s also the all-important entry-level step for a lot of new and previously unpublished authors, particularly when the anthology, like the ones Zombies Need Brains publish, is recognized as a qualifying market by SFWA.

But even established writers benefit from anthologies. You get to explore an area or a theme that interests you, but that you don’t have a novel-length idea for. You get to write a short adventure for established characters – again, something cool that just isn’t novel-length. You can re-visit complex imaginary worlds, and sometimes, you can give new characters or worlds a test run before you run the larger version.

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GenCon 2017 Pt. 4 – Catch Up Edition

GenCon 2017 Pt. 4 – Catch Up Edition

Company of Iron_TOPI’ve covered a number of new games that I saw at Gen Con, including fantasy deck-building games, science fiction games, and youth games. Some games, though, are hard to classify under a large thematic umbrella, defying the tight boxes of genre. Here I’d like to touch on some of those games.

Privateer Press

One of my favorite miniature war games is Warmachine, created by Privateer Press. In fact, my first article with Black Gate was an essay on their Iron Kingdoms RPG line. At that time, the Iron Kingdoms RPG was built on the D20 system, and it’s now a standalone RPG line … but Privateer Press is really known for their miniature line.

In Warmachine, you create an army commanded by a unique warcaster, and comprised of their large, magical, steaming metal constructs called warjacks, supported by units of troops, solo soldiers, and officers. Their companion game, Hordes, is fully compatible, but the warlocks in Hordes use a slightly different magical mechanic to command their feral, rampaging warbeasts. You assemble an army by picking one of the available factions, and then buying, assembling, and (hopefully) painting your miniatures to represent your completed army. The folks over at Penny Arcade have recently begun broadcasting full games of Warmachine for your viewing pleasure, if you want to see what it’s all about. But Privateer Press has major expansions on the horizon for their game lines.

This summer, Privateer Press released Grymkin: The Wicked Harvest, a dark fey-themed faction for Hordes. These are some truly great miniatures, from the child warlock known just as The Child (complete with her companion and protector, Dolly) to the warlock The Dreamer (along with three solos representing fragments of her dream power) to the grotesque porcine Piggybacks and the darkly amusing Neigh Slayers. Words really can’t do these miniatures justice, so check them out on the website.

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Modular: The Traveller Central Supply Catalogue Page by Page: Survival Gear, Electronics and Computers…

Modular: The Traveller Central Supply Catalogue Page by Page: Survival Gear, Electronics and Computers…

Traveller Central Supply Catalogue
(Click through to first article)
256 Traveller rescue ball
Rescue Ball

I’ve finally started making use of the Mongoose 2 Traveller Central Supply Catalogue. As predicted, it’s been handy to have two sets of armour listings, which is as far as I got last time with my page-by-page.

The players — all 13-14 year old boys — liked the catalogue just to look at. Rules aside, it added coolness to our Traveller sandbox game. One or two of the items proved invaluable, including the Diplomatic Vest, which the rogue character leapt on with unholy glee. (He should, however, have considered something more powerful than the flechette gun.)

So, now we’re onto Survival Gear, Electronics, and Computers, sections that continue the faux catalogue conceit.

2. Survival Gear

As with Armour, this section duplicates and expands on the equipment in the core rules. For example, it tells us more about “Artificial Gills” to make clear that these must be worn with a mask, and includes lots of new items.

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Dilvish, the Damned by Roger Zelazny

Dilvish, the Damned by Roger Zelazny

“Have you given any thought to what you are going to do if — rather, when — you make it to the top?”

“Look for trouble,” Dilvish said. “Defend myself at all times. Strike instantly if I see the enemy.”

Black and Dilvish to each other in “Tower of Ice”

oie_1271358c5k3rMonDilvish, the Damned (1983), by Roger Zelazny, had been on my list of books and stories to avoid because of who recommended them. With this book, it was someone I played D&D with. In fact, he introduced me to the original D&D rules back in 1977 or ’78.

He was, and remains, the most voracious reader I’ve ever known, though he rarely reads outside of sci fi and fantasy. He would always tell me about whatever book he was reading — often read while he walked the mile and half to my house. When he’d describe a book to me, though, it was always about how cool and awesome the most powerful characters were. Big cowls and fancy wizardly skullcaps were symbols of greatness. The more absurdly godlike the protagonists were, the better.

A few years ago, he told me he was disappointed that the Twilight books didn’t end in an epic all out vampires vs. werewolves war. That Stephenie Meyer wouldn’t do that really didn’t make sense to him. It’s that sort of take on books that led me to take for granted that any book he suggested was going to annoy me as much as it excited him. I’ve overcome that block slowly. It took me nearly thirty years and a lot of positive recommendations to read Roger Zelazny’s Amber Chronicles. Even loving those — which I do — it took me another decade to pick up Dilvish, the Damned.

Dilvish is heir to both a Human house and an Elvish house, and a heroic warrior of great prowess. Two centuries ago, he came up against the powerful, evil sorcerer, Jelerak. The wizard, far stronger than Dilvish knew, turned the half-elf to stone and imprisoned his soul in Hell. It is only when Portaroy, a town once saved by Dilvish, comes under a new attack, he is freed to return to the mortal world with a metal horse named Black, and a desire to avenge himself on Jelerak.

Dilvish is part of the rebirth of swords & sorcery in the mid-60s alongside Elric and the Lancer Conan. Several of Zelazny’s stories were reprinted in S&S anthologies from the 1970s. Some of the stories are at least equal to those of Moorcock and Leiber, and way better than most by Lin Carter and John Jakes. Dilvish, the Damned is a 1983 fixup of all eleven Dilvish short stories. The first was originally published in Fantastic in 1965, and the last two first saw light of day in this collection.

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Modular: Picking Pathfinder

Modular: Picking Pathfinder

I’m curPatfhinder_Corerently running a Swords & Wizardry (S&W) campaign for a few friends. I wrote here about why I chose S&W instead of my preferred system, Pathfinder. In fact, that post served as the genesis for this Black Gate feature,  Modular. But now, I’m going to look at some of the strengths of Pathfinder and why, when this S&W campaign is done, I’m going to transition the group to a Pathfinder adventure.

So, though I had both played and run Pathfinder, I chose S&W for reasons I talked about in that prior post. I wanted a more story-driven, less mechanics-based system. Also, because two-thirds of the party was new to pen and paper RPGing, I wanted something lighter in the rules department. And there’s no comparison between the two in that regard. The S&W Core Rules comes in at just over 140 pages. The Pathfinder Core Rulebook is almost 600!

Now, I explained in that first post that while I was still reading RPG products, I had stopped playing during 3rd Edition Dungeons & Dragons (D&D): there simply hadn’t been time for it.

But I wanted to get back into playing, and the choice seemed to be between Pathfinder and the newly released 4th Edition. Now, I had only ever played D&D, going back to 1st Edition. I mean, it was synonymous with role playing games and 4th Edition was the natural choice. But as I researched both systems, Pathfinder clearly seemed to be the way to go.

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Modular: The New Mongoose Traveller #3 — Random Adventures, Or How I GM’d With No Prep

Modular: The New Mongoose Traveller #3 — Random Adventures, Or How I GM’d With No Prep

(Read First Article)
(Read First Article)

Spacers in Ganelon Navy uniforms cram the bar. These guys have a reputation for trashing bars and brawling with strangers. However, this evening, they are beyond well behaved. They keep their hands off the waiting staff, even tip them generously. They are almost painfully polite — “I’m sorry I nearly jostled you! Please accept my apologies, and further apologies on behalf of my ship and indeed my culture…”

This is a problem!

Or at least a problem for the three hard-up traveling companions huddled around a small corner table… let’s call them Travellers... sipping beer from bulbs designed to cope with the 0.15G (these are real!). They have a contract to catch the Ganelon spacers behaving badly so as to compromise that star kingdom’s naval goodwill tour. So far, they are not seeing any bad behaviour.

Somewhat direct in mentality, Charadack, the retired marine sergeant in the group, starts loudly boasting about a battle in which the Imperium forces utterly thrashed those of Ganelon Star Kingdom. Perhaps he can provoke an assault?

After about fifteen minutes, a Ganelon officer carefully navigates the crowded bar and addresses Charadack: “I hear you are talking about your great victory. May I compliment you and the entire Imperium for your chivalry? You are brave and noble fighters, and indeed were exceptionally polite and gracious to the POWs captured as a result of  your glorious success…”

At this point, our Travellers are starting to freak out. What is going on?

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The Poison Apple: A Cosplayer’s Best Friend, Interview with Photographer Bruce Heinsius

The Poison Apple: A Cosplayer’s Best Friend, Interview with Photographer Bruce Heinsius

Josephine Chang as Silk

Josephine Chang as Silk

I wanted to preface that when I first met Bruce, we were both working as Still Photographers in Hollywood, and he was on Power Rangers, which has made a comeback with a new feature film after twenty-five years or so.

BH: I worked on the television show the first season shooting everything from action on the set to special shoots for calendars, trading cards, video box covers and magazines.

You and I have been out of touch for a while, but we reconnected on Facebook, because you took photos of someone else I was already friends with, and that’s when I noticed you started taking photos of cosplayers at conventions. Why don’t you share with the readers how you got involved with that?

Back in 2006, I was supposed to be doing a movie shoot. When I showed up, the person who hired me apologized and said he forgot to tell me it was cancelled because everyone was going to a cosplay event instead. So, I tagged along and was surprised how many comic book and animé characters were there. I wasn’t really doing action photos on that first event, but I still tried to create good portraiture while photographing people in costume.

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World Weaver Press Open for Submissions, Both Novels and Short Stories for a New Anthology

World Weaver Press Open for Submissions, Both Novels and Short Stories for a New Anthology

solarpunk-banner-submissions_2_origCongratulations are in order for World Weaver Press. Their Kickstarter Campaign is funded! (But don’t neglect those stretch goals, they still have cool stuff they want to do.) This means the Brazilian anthology, Solarpunk: Ecological and Fantastic Stories in a Sustainable World will be coming out in English. It also means that World Weaver will be releasing another solarpunk anthology of original stories written in English called Glass and Gardens: Solarpunk Summers. They’ve posted their call for submissions, and in it they say:

Solarpunk is a type of eco-conscious science fiction that imagines an optimistic future founded on renewable energies. It might take place in a wind-powered skyscraper or on a solar-powered robotic farm, in a bustling green-roofed metropolis or in a small but tech-saavy desert village. Often coupled with an art nouveau aesthetic, and always inclusive and diverse, solarpunk stories show the ways we have adapted to climate change, or the ways we have overcome it.

For this anthology, I want to see solarpunk summers. Show me futuristic stories that take place in summer, whether that involves a summer night in a rooftop garden, or characters adapting to extreme heat and weather, or an annual migration to cooler lands. Keep it planet-based (Earth or other), and optimistic. Solarpunk worlds aren’t necessarily utopias, but they definitely aren’t dystopias.

We’re a northern hemisphere publisher, but southern hemisphere summers are also welcome!

Their site even provides suggested reading for inspiration.

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Fantasia 2017, Days 7 to 9: The Laplace’s Demon

Fantasia 2017, Days 7 to 9: The Laplace’s Demon

The Laplace's DemonAfter two days off, I returned to Fantasia on June 21 fit, trim, and rested. Randomness defines my festival schedule — it happened that the previous two days had nothing I wanted to see. But that Friday afternoon I was looking forward to one of the most intriguing movies listed in Fantasia’s catalogue: The Laplace’s Demon, directed by Giordano Giulivi.

A team of scientists has worked out how to calculate the complexities of glass shattering. Their mathematics imply a deterministic universe, if the code can be more fully cracked. The movie begins with them on their way to a mysterious island, summoned to the mansion of a reclusive genius. There, in his empty mansion, they find the terrible truth — their host, speaking to them by videotape, is playing a terrible game. He’s gone further than them, pushed the math beyond human sanity. Now the researchers are elements in a vaster experiment: the horrific mechanisms in the isolated house will eliminate them, one by one, if the equations are correct. Can they find a flaw in the math and save themselves? Is there room in the universe for free will?

Watching the film play out I saw science-fiction and mystery and horror blend in a classic plot framework. The movie feels like an artifact from Hollywood’s Golden Age, some previously-unknown Val Lewton piece, a forgotten film by James Whale. It’s shot in a heavily-shadowed black and white, much of it in one elaborately-furnished room filled with dark corners and rich art-nouveau details. Close-ups and odd foreshortening adds to an air of unreality, fostered by an unusually tasteful use of CGI. The characters here are caught in a metafictional plot, which can be predicted but not evaded. Clever, well-crafted, it evokes Halloween frissons of delicate horror, surprising while generating a sense of inevitability, moving to a creaky but effective plot climax that resolves its themes with the bleakness of a death’s-head inevitable grin at a deterministic universe.

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Modular: Dungeon Delving Tips – Part II

Modular: Dungeon Delving Tips – Part II

Delve_ESEarlier this year, Modular looked at the first dozen tips for dungeon delving from Creighton Broadhurst of Raging Swan Press. Today, we follow up and tackle thirteen more to get to 25. Good dungeon delving used to be a lot more important than it is today.

While characters seemed to die at a great pace in Gary Gygax’s original campaigns, for most of us who grew up on pen and paper, our characters were not disposable. We tried hard to keep them alive. Necromancer Games (who you surely read about here!) even put out a 3rd Edition D&D supplement, Raise the Dead, containing party quests to bring back that lost character.

In today’s MMO/video game world, death is simply something you undo by reloading the most recent saved game. A character can die dozens of times and we still get to play them over and over again.

But when death is a real threat, that party delving into the dungeons deep needs to employ strategies and tactics to accomplish the goal and get back out alive. Every character mattered (Kinda like, ‘No one left behind’ as a party slogan). So, here are thirteen more tactics to add to the first dozen to help keep your party alive.

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