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Goth Chick News: A Naked Haunted House – Or One More Thing We Don’t Need to See

Goth Chick News: A Naked Haunted House – Or One More Thing We Don’t Need to See

image002“You can do that one without me. No way.”

“Come on, it’s all just theater. You’re not really going to die.”

“Nope, not happening.”

“Think of what a great write up it will make.”

“Write it up then. I can’t bring my camera in there anyway.”

Black Gate photographer Chris Z and I are debating whether or not he will accompany me to the traveling version of the extreme haunted attraction, Blackout Elements when it rolls through Chicago later this year.

For those of you who aren’t familiar with this experience, the annual version of Blackout that pops up in a different LA or NYC location every October has been compared to a voluntary prison assault that you actually pay fifty, non-refundable, dollars to have inflicted on you.

Let’s face it. An experience that requires you to sign a six-page disclaimer and memorize a safety word is not your neighborhood Jaycee’s “haunted house.” And for someone who has been through about a bazillion October attractions, this one sounded like something I really needed to do.

But apparently I was doing it without Chris Z.

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The Top 20 Black Gate Fiction Posts in August

The Top 20 Black Gate Fiction Posts in August

The Black Fire Concerto-smallThere’s a few new faces on the Top Fiction list this month.

Mark Rigney’s “The Keystone,” third and final chapter of his epic fantasy series The Tales of Gemen, broke into the Top Five. Tangent Online called it “Masterfully told… The tension never stops, starting with nightmares, followed by chases across half the world… Once I started reading, I couldn’t stop.” Both of the previous chapters made the list as well, including the opener “The Trade,” which Tangent Online called “Marvelous!” and “The Find,” which it described as “Reminiscent of the old sword & sorcery classics… A must read.”

Also making the Top Five for the first time was our excerpt from Mike Allen’s new dark fantasy The Black Fire Concerto, which Tanith Lee called “A prize for the multitude of fans who relish strong Grand Guignol with their sword and sorcery.” And Vaughn Heppner had two of his Tales of Lod in the Top 10:  “The Serpent of Thep” and “The Pit Slave.”

Also making the list were exciting stories by Howard Andrew Jones, Joe Bonadonna, E.E. Knight, Paul Abbamondi, Martha Wells, Aaron Bradford Starr,  David C. Smith and Joe Bonadonna, Ryan Harvey, Judith Berman, Robert Rhodes, Emily Mah, John R. Fultz, and Jamie McEwan.

If you haven’t sampled the adventure fantasy stories offered through our new Black Gate Online Fiction line, you’re missing out. Every week, we present an original short story or novella from the best writers in the industry, all completely free. Here are the Top Twenty most-read stories in August:

  1. An excerpt from The Bones of the Old Ones, by Howard Andrew Jones
  2. The Moonstones of Sor Lunarum,” by Joe Bonadonna
  3. The Terror in the Vale,” by E.E. Knight
  4. The Keystone,” Part III of The Tales of Gemen, by Mark Rigney
  5. An excerpt from The Black Fire Concerto, by Mike Allen
  6. The Serpent of Thep,” by Vaughn Heppner
  7. So Go the Seasons,” by Paul Abbamondi
  8. The Pit Slave,” by Vaughn Heppner
  9. The Death of the Necromancer, a complete novel by Martha Wells
  10. The Find,” Part II of The Tales of Gemen, by Mark Rigney

     

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Gateway Drug: Excalibur

Gateway Drug: Excalibur

Excalibur poster-smallFirst, I should say how delighted I am to be blogging here at Black Gate. Not only are the companions first-rate, but I’m thrilled to be able to talk about some of my favorite things: heroic fantasy, sword and sorcery, and mythology.

I came into fantasy the way a lot of people did: via Star Wars. Prior to that, I read almost exclusively hard science fiction, where the aliens and the spaceships were the point of the story, not window-dressing. But among the many other things Star Wars did for me in 1977 was nudging me into those realms of magic where not everything was concrete (or metal or plastic).

Once inspired, I read The Lord of the Rings like everyone did, although I confess that the microscopic font in the paperbacks almost scared me off, as well as the textbook-like appendices. Marvel’s Savage Sword of Conan comic led me to the original Howard stories, which I loved. But the thing that finally turned me into a bona fide, full-bore fantasy fan was Excalibur.

It came out the Summer after I graduated from high school. Much like music before Elvis, unless you know what fantasy movies were like before this, you can’t appreciate what an eye-opener this film was. Up until then, the only fantasy films around were family-friendly knock-offs of Star Wars, all aiming for that same market and all telling essentially the same story of a simple young man who sets off on a great, mostly chaste and bloodless, adventure.

Excalibur didn’t just boast sexy girls, it featured real sex. The battles were were filled with impaled knights and severed, blood-spurting limbs. The mysticism had the dark, heavy quality of church liturgy, nothing like the breezy simplicity of the Force. And in place of the serene Obi-Wan Kenobi or Gandalf, you had a Merlin who was half sage, half clown, and never as smart as he thought he was.

But the visual depiction of King Arthur was probably the single thing that changed my whole idea of fantasy.

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Get The Temple of Elemental Evil for Free at DriveThruRPG

Get The Temple of Elemental Evil for Free at DriveThruRPG

The Temple of Elemental EvilThis week, through Saturday 9/28, the classic The Temple of Elemental Evil supermodule is free at DriveThruRPG.

The Temple of Elemental Evil may be Gary Gygax’s crowning achievement as a dungeon designer. It was the last major adventure he designed for TSR and — at 128 pages — was by far the largest and most ambitious. It was written by Gygax and Frank Metzner, and originally published in 1985. It has been out of print for over a quarter century, and is one of the most collectible of all TSR adventure modules.

Interest in The Temple of Elemental Evil remains very high, even after all these years. Matthew David Surridge wrote a fascinating analysis for us in his article The Art of Storytelling and The Temple of Elemental Evil. The module has been converted to a popular computer game and the opening chapter, The Village of Hommlet, was recently revised for 4th Edition Dungeons and Dragons.

In fact, the major impediment to playing the Temple today is that it’s very difficult to find. Used copies start at $40 – $50 at Amazon and eBay.

DriveThruRPG, through their DnDClassics.com site, has eliminated that problem. They’re selling a high-quality PDF of the original module for $9.99 — complete with all the original art and maps. And if you download it before the end of the day Saturday, it’s completely free. Get it here.

DnDClassics also has a huge assortment of early TSR adventures and rulebooks — including Castle Greyhawk, Deities & Demigods, Descent into the Depths of the Earth, and numerous Planescape, Ravenloft, and Forgotten Realms titles — in PDF, at excellent prices. Check out their store for more details.

Understanding Howard’s “The Tower of the Elephant”

Understanding Howard’s “The Tower of the Elephant”

The Tower of the Elephant-smal

“This is just like Dungeons and Dragons, Daddy.”

It’s New Year’s Eve, 2012. Gamer Dad and I are having a fine old time, drinking beer and wallowing in geek culture, while our families are hanging out to see in 2013 together. We’ve played Red Box D&D in the afternoon with our boys – 7 & 9. Now, it’s storytime for the boys and, going with the theme, he and I are taking it in turns to read Robert E. Howard’s The Tower of the Elephant.

Both Dads jump in.

“No –” I begin. “Dungeons and Dragons –”

“– is like Conan!” completes Gamer Dad.

But the lad has a point. Here’s one of the more iconic Conan yarns and yet, on the face of it, it’s an episodic heist story; pretty much what you’d get if you wrote up a D&D session…

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War – What is it Good For? Violence in Fantasy Literature

War – What is it Good For? Violence in Fantasy Literature

Swords and Ice Magic-smallI grew up on pulp fantasy, enthralled by the adventures of Conan, John Carter, Elric of Melnibone, Fafhrd and the Gray Mouser, and others of that ilk.

They didn’t shirk from danger, whether it be breaking into a wizard’s lair to purloin a rare jewel, battling hordes of evil minions, or challenging the gods themselves. Violence — the bloody conflict between brawny people with big, pointy weapons — was their meat and mead.

And when it came time to unleash my inner voices and craft my own tales, I drew most heavily upon the works of those old masters. At first, I didn’t delve much into my own motivations for doing so. It was enough that I was writing stories that I enjoyed and that (eventually) others seemed to like as well.

But what was I doing? All this fictional bloodshed and the mountains of imaginary bodies piled up before the altar of reading entertainment — what was it good for? Is it wrong for me to perpetuate a style of literature where problems are so often solved with swords and arrows?

(Okay, I want to pause here and tell you that when I read back that last line, my initial reaction is, “Hell no! I’m doing a public service!” Back to the article.)

When I was planning Shadow’s Son, the first book in my Shadow Saga, the main character Caim was originally going to be a thief by profession. I even played with the idea of portraying him as a pacifist, a sort of anti-Conan. Yet, I eventually came to the conclusion that the story would be more satisfying to… well, to me, for starters… if I changed him to an assassin. Still roguish and anti-establishment, but with a much higher THAC0.

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Monster Island

Monster Island

Monster Island Runequest-smallI’ve been spending a lot of time on Monster Island for the last few weeks, wandering its haunted beaches, exploring its lovely hidden grottoes, and fleeing from its carnivorous apes.

This is hands down one of the finest sandbox gaming products I’ve ever had the pleasure to read. From what writer Pete Nash tells me, there may be other sandbox products coming from Design Mechanism and I will definitely be at the front of the line when they’re released.

But what, you ask, is a sandbox gaming product? Well, a lot of adventures are site-based. Take the most famous (and one of my least favorite) dungeons of all time, Tomb of Horrors. It doesn’t matter where you put Tomb of Horrors, really, because the entire product is about the dungeon and its contents.

Monster Island is a very different animal. First, it isn’t out to arbitrarily kill the players. Second, it isn’t just one adventure, it’s a campaign book – but not one that’s a linked set of adventures or dungeons. Instead, it describes an entire setting. It provides a host of adventure sites, setting specific monsters, random encounter charts, thumbnail adventures, background details, and the like.

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Jack Williamson, Lin Carter and Appendix N: Advanced Readings in D&D

Jack Williamson, Lin Carter and Appendix N: Advanced Readings in D&D

The Humanoids-smallMordicai Knode and Tim Callahan are making me look bad.

I know, what else is new. But seriously, these two have taken on the project of a lifetime — reading every author in Gary Gygax’s famous Appendix N (all 29) and reporting back in great detail every week at Tor.com.

I took on the project of a lazy Saturday afternoon: read their posts whenever I got around to it and report back here every two weeks or so. Sounded easy at the time. But Knode and Callahan still somehow managed to get way ahead of me. They’re relentless — since I last checked, they’ve covered Jack Williamson, Lin Carter, and John Bellairs, and meanwhile I’m still trying to figure out where the hell I left my copy of The Face in the Frost.

Okay, time to play a little catch-up. Let’s start with post 14 in the ongoing series, in which they tackle Jack Williamson’s classic SF novel, The Humanoids:

Mordicai: I’m just unclear on how it relates to Dungeons and Dragons. I mean, you could have a whole campaign about golems or Inevitables or Modrons and co-opt the plot from this book, but I think that is a stretch. Maybe the lesson you could learn from this book is that making hugely flawed characters is more interesting than making banal superhuman heroes who laugh in the face of danger and never give into the temptation to pry the ruby eyes out of the idol of Fraz-Urb’luu?

Tim: Yeah, I don’t see the Dungeons and Dragons link at all, and I am pretty darn sure Gary Gygax didn’t have any Modrons in mind when he generated his list of fave books. The Modrons are wonderful and all — who doesn’t like Rubik the Amazing Cube mashed up with Mr. Spock — but they aren’t central to early D&D. Or any D&D. Ever.

But, to be fair, Appendix N doesn’t specifically name The Humanoids as an influence, but mentions Jack Williamson in general. Probably his pulpier early stuff was what Gygax had had in mind. In retrospect, we should have read the Legion of Musketeers in Space with Falstaff and Friends book. But something called The Humanoids sounds like D&D from a distance. If you squint. And don’t read the back of the book.

Yeah, The Humanoids has nothing to do with D&D. Could have told you that. Guys, guys. You should have read our Jack Williamson feature last month. This is why we do this stuff.

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Sea-Change

Sea-Change

moldvay-basic1Fantasy literature and Dungeons & Dragons have a long history together. In his foreword to the original edition of the game (dated November 1, 1973), Gary Gygax specifically references several authors’ works, such as “Burroughs’ Martian adventures where John Carter is groping through black pits,” “Howard’s Conan saga,” “the de Camp & Pratt fantasies,” and “Fritz Leiber’s Fafhrd and the Gray Mouser pitting their swords against evil sorceries.” There are also – or, rather, were – references to Tolkien as well, but these were excised after the Professor’s estate objected (the excisions were not very thorough; even in later printings, one can still find occasional references to ents and balrogs, among other things). My own beloved “Blue Book” edition of D&D (edited by J. Eric Holmes) includes references not only to Tolkien, Howard, and Leiber, but also to Gardner F. Fox, creator of Alan Morgan, Kothar, and Kyrik, as well as to H.P. Lovecraft’s Great Old One, Cthulhu.

By now, Appendix N of the Dungeon Masters Guide is well known, both on this site and elsewhere. What many people do not know is that Gygax produced a “rough draft” of that appendix in issue number 4 of Dragon magazine (December 1976). Entitled “Fantasy/Swords & Sorcery: Recommended Reading,” its content is roughly the same as that in Appendix N. It’s primarily noteworthy for including Algernon Blackwood, though Gygax makes no reference to any titles he recommends from this great British writer of ghost tales. Another interesting aspect, at least from my perspective, is that, unlike Appendix N, which is quite clearly presented as a list of the books Gygax himself found “of particular inspiration” (to borrow his own phrase once more), this early version is presented as one of “recommended reading,” as if he were an instructor drawing up a list for an Introduction to Fantasy Literature course.

Fascinatingly enough, the 1981 edition of Dungeons & Dragons, edited by Tom Moldvay, includes an extensive “Inspirational Source Material” section that was drawn up, not by a university professor, but by a children’s librarian at the Lake Geneva Public Library. This librarian, Barbara Davis, is given a “special thanks” citation in the rulebook’s credits for “compiling part of our bibliography.”

Though it’s quite possible, even likely, that many of the titles included in the 1981 list were inspirational to Moldvay or to other members of the editorial team at TSR Hobbies, its presentation is much different than that of Appendix N. Whereas Gygax simply lists his favorite authors in alphabetical order, the later list is divided into several categories in an almost scholarly fashion. The three largest sections are “Fiction: Young Adult Fantasy,” “Non-Fiction: Young Adult,” and “Fiction: Adult Fantasy.” There are also sections for “Short Story Collections” and “Non-Fiction,” as well as a list of “some additional authors of fantasy fiction.”

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Three Against the Witch World by Andre Norton

Three Against the Witch World by Andre Norton

oie_2122256U6CJIW64Daybreak - 2250 A.D.-smallWhen I was growing up in the seventies, the most represented science-fiction author in the children’s section of my local library was Andre Norton. Her books took up more shelf space than either Robert Heinlein or Isaac Asimov. Maybe the children’s librarian was a fan.

And then there were the Andre Norton books on my father’s bookshelf. As cool as the cover of Daybreak – 2250A.D. looked, I never read it. For the next forty years, I managed to avoid anything by Norton.

Then two years ago, as I was getting my Swords & Sorcery blog up to speed, I pulled out my copies of Lin Carter’s Flashing Swords series. There in the second volume was “Toads of Grimmerdale” by Andre Norton.

Carter’s enthusiastic introduction was enough to make me give it a shot. Since I knew many of Norton’s novels were young adult, I wasn’t expecting a story about revenge. Woven from strands of darkness and shards of ice, it’s a haunting introduction to Witch World that I strongly recommend.

“Toads” was enough to make me root through the boxes of my dad’s old books, hunting for other Witch World stories. Since then, I’ve read the first three novels in the series — Witch World (1963), Web of the Witch World (1964), and Three Against the Witch World (1965) — as well as two collections of stories: Spell of the Witch World (1972) (reviewed by me at my site) and Lore of the Witch World (1980). It’s the third novel I will speak of here.

In Witch World (just reviewed here by Matthew David Surridge), Norton takes ex-U.S. soldier and blackmarketeer Simon Tregarth and tosses him through a dimensional gate. He must adjust to a world of super-science and magic, and quickly at that, for he must choose sides in a war. Simon is immediately caught up in the affairs of the witches of Estcarp and their ongoing struggle against the thuggish realm of Karsten. He joins a group of exiles and settlers from other dimensions and plunges into battle on and under the sea, in the air, and into far dimensions.

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