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Josh Wimmer Reviews Everything I Need to Know I Learned From Dungeons & Dragons

Josh Wimmer Reviews Everything I Need to Know I Learned From Dungeons & Dragons

everythingineed-toknowilearnedfromdungeonsdragonsEverything I Need to Know I Learned From Dungeons & Dragons
Shelly Mazzanoble
Wizards of the Coast (192 pp, $12.95, September 2011)
Reviewed by Josh Wimmer

I have my first-edition AD&D Monster Manual open on my desk, and I’m looking at the entry for “mimic.” As many of you will likely recall, a mimic is a creature that disguises itself as something else — a chest, maybe, or a door — to fool unwary adventurers.

That is where my head went after reading Shelly Mazzanoble’s second book; she is a bit of a mimic. I don’t mean that she cannot stand sunlight or that she resembles stone or wood — hey, this is not a perfect analogy — or even that her armor class is only 7. I bet it is at least 5. She strikes me as dexterous (not to mention closer to chaotic good than true neutral).

No, what I mean is that Everything I Need to Know I Learned From Dungeons & Dragons, while delightful, struck me as only tangentially “One Woman’s Quest to Turn Self-Help Into Elf-Help,” as the subtitle puts it.

Mazzanoble is fun to spend time with. Most of the book is concerned with her relationships with her mom, Judy (this is the mom ur-name, I think), and boyfriend, Bart. Judy has a lot of advice to offer, much of it on the subject of Mazzanoble and Bart’s love life. Mazzanoble clearly adores her mother — they talk daily, which I can accept intellectually is a beautiful thing, for someone else who is not me — but she gets justifiably fed up when Judy starts sending her an unending stream of books like The Secret.

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New Treasures: Warhammer: Dreadfleet

New Treasures: Warhammer: Dreadfleet

dreadfleetThere are games that are perfect for an impulse buy, and there are games you need to budget for. And then there are games that you lust after for months, scrimping and saving, until you’ve collected enough pennies to seal the deal.

Such a game is Dreadfleet, a prize I’ve been eyeing for many months. It finally arrived on Friday, and I’ve been cooing over it ever since. I haven’t had a chance to try it yet, but I’m sure if I leave it out where Drew can find it, he’ll ask to play it with me.

Dreadfleet is a tabletop miniatures board game from Games Workshop, which means it comes packed with dozens of great toys and a fabulous back story. The back story this time deals with the dread pirate Captain Roth, sailing the high seas to avenge the death of his family at the hands of the Vampire Count Noctilus. Dreadfleet is set in Games Workshop’s popular Warhammer universe, and was designed by Phil Kelly with art by John Blanche and Alex Boyd.

Captain Roth’s hunt for the legendary Dreadfleet has led him deep into the fabled Galleon’s Graveyard. With the aid of the world’s most dangerous pirate lords, the Captain intends to send the Vampire Count Noctilus to a watery grave. Yet the count has allies too, each at the helm of a gigantic and unnatural warship. Can the pirate lords battle through legions of skeletal sailors, zombie sea monsters, and hurricanes of raw magic to slay the master of the Galleon’s Graveyard once and for all?

Dreadfleet is a game for two players that allows you to enact an intrepid vampire hunt in a nautical otherworld. One player commands the pirate lords of Sartosa whilst the other controls a coalition of dark and dangerous Undead captains. Dreadfleet is quick to learn but hard to master, and provides countless hours of swashbuckling fun, thunderous broadsides, and heroic derring-do as you navigate twelve exciting scenarios. Will the Captain get his vengeance upon his deathless nemesis, or will the Galleon’s graveyard claim their lives too?

Vampire lords, zombie sea monsters, undead pirates, strange magics… what more could you ask for? The action takes places on a gorgeous seascape mat measuring 5 feet by 3.5 feet, involving 10 miniature warships averaging around three to four inches. The miniatures come unpainted and require assembly, so bear that in mind if you expect to pick it up and be playing in minutes.

The game is designed for two players, but includes scenarios playable by up to ten. Although Games Workshop has a reputation for producing countless supplemental miniatures (just look at their Warhammer 40,000 line), as far as I can tell, Dreadfleet is a stand-alone product with no plans for auxiliary units.

Dreadfleet was published by Games Workshop in October 2011; it retails for $114.99. It is recommended for ages 12 and up.

Meeting Your Heroes: David Kyle

Meeting Your Heroes: David Kyle

a-pictorial-history-of-science-fictionThere are a handful of people whom I credit with introducing me to science fiction.

The first was my classmate John MacMaster, who brought me two science fiction novels when I was bedridden for a few days in the seventh grade. The second was Jacques Sadoul, whose 2000 A.D.: Illustrations From the Golden Age of Science Fiction Pulps turned my early curiosity into a full-fledged obsession with early SF and fantasy magazines. The third was Isaac Asimov, whose pulp anthology Before the Golden Age and Foundation Trilogy thoroughly captured my young imagination.

The man who cemented that early interest, and who brought all my young obsessions together — monster movies, pulps, magazines, comics, Star Wars, and even Isaac Asimov — and showed me that they were all aspects of the rich branch of art and literature known as Science Fiction, was David Kyle.

He did this through two magnificent books that I read over and over again as I lay in bed much too late on school nights: A Pictorial History of Science Fiction (Hamlyn Publishing Group, 1977) and The Illustrated Book of Science Fiction Ideas & Dreams (Hamlyn, 1977).

Both books were very popular in the 70s, especially following the release of Star Wars and the surge of interest in all things science fiction. Deluxe oversize hardcovers copiously illustrated with pictures of early SF writers, pulp art, and numerous books cover and movie stills, they were immaculately designed and gorgeous to look at. But it was Kyle’s text that really drew me in. Here was a man who had been a part of science fiction since its earliest days — a Futurian who attended the first Worldcon in 1939 and a founder of Gnome Press in 1948 with Martin Greenberg — and who still spoke of it with wonder and deep appreciation.

It’s through Gnome Press that David made perhaps his most significant contribution to science fiction, publishing nearly a hundred of the most important books in the genre — including first editions of Robert A. Heinlein’s Sixth Column and Methuselah’s Children, The Coming of Conan and Conan the Conqueror by Robert E. Howard, I, Robot and Foundation by Isaac Asimov, Clifford D. Simak’s City, C.L. Moore’s Judgment Night and Shambleau and Others, Two Sought Adventure by Fritz Leiber, plus Arthur C. Clarke, Edward E. Smith, L. Ron Hubbard, Leigh Brackett, Murray Leinster, A. E. van Vogt, and many others. He kept the most important writers in the field in print at a time when they appeared only in magazines, and is directly responsible for introducing them to a whole new generation.

I first met David Kyle at the World Fantasy convention in 1984, in my home town of Ottawa, where I was able to shake his hand and say a few words of appreciation. But it was at Worldcon three weeks ago that I had a chance to talk with him at length, and really get to know one of the most important early writers and publishers in the industry. It was one of the highlights of the con for me.

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A Circle of Cats by Charles de Lint and Charles Vess

A Circle of Cats by Charles de Lint and Charles Vess

a-circle-of-catsIt’s always a pleasure when two creators I admire collaborate. Case in point: A Circle of Cats, a Charles de Lint short story gorgeously illustrated by Charles Vess.

Although it’s very short (48 pages, at least half of which is full-color artwork), A Circle of Cats is a complete and satisfying tale. It tells the story of Lillian, a 12-year-old orphan who lives on the edge of a vast and very old wood with her aunt. One day, after all her chores are done, Lillian chases a deer into a part of the woods she’s never explored before. Falling asleep at the foot of a great gnarled tree, she disturbs a snake that strikes her three times.

As she lays dying, a circle of cats forms around her, for Lillian has found their ancient gathering place. The cats decide to intervene, and when Lillian awakens, she finds herself in the body of a kitten.

What Lillian finds as she explores the woods as a cat, and the strange creatures she meets, form the bulk of the tale. But as night arrives and her elderly aunt begins a desperate search deeper and deeper into the woods for her, Lillian’s efforts to find a way to return to human form become more determined. Ultimately, she learns that getting what she wants will require help from friends she didn’t know she had, and an unusual sacrifice.

Fans of de Lint and Vess’s earlier collaboration, the massive illustrated fantasy Seven Wild Sisters (Subterranean Press, May 2002), will find both the setting and some of the characters familiar, including Aunt Lillian, The Apple Tree Man, and The Father of Cats. De Lint and Vess also collaborated on Medicine Road (Tachyon Publications, June 2009), featuring the further adventures of the red-haired Dillard twins, Laurel and Bess, from Seven Wild Sisters.

While it is primarily intended for young readers, A Circle of Cats is still a fine introduction to Charles de Lint’s fiction, as it has all the hallmarks of his work, including fascinating characters, magical settings, and a story richly suffused in myth. Vess, the artist behind The Book of Ballads and three books with Neil Gaiman (Instructions, Blueberry Girl, and the illustrated version of Stardust), delivers his usual excellent artwork.

A Circle of Cats was published in hardcover by Viking Juvenile in June, 2003. It is 48 pages in full color, with a cover price of $16.99.

Vintage Treasures: Into the Aether, by Richard A. Lupoff

Vintage Treasures: Into the Aether, by Richard A. Lupoff

into-the-aetherWhew. What a week. About two hours ago I returned from Canada, where my family celebrated my mother’s 75th birthday on the shores of Lake Huron. It was great to see everyone again, even if it did mean sixteen hours of driving — and writing my last few blog articles in advance, so I could schedule them for publication while I was on the road.

Now that I’m back, I’m pretty tuckered. All I want to do is curl up next to a window, watch the wind and the rain, and read a good book. I’m not up to any of the imposing fat fantasies that pass for novels these days, and as I made a pass through my library, my hand alighted on a slender paperback from 1974 with an enticing Frazetta cover: Richard A. Lupoff’s Into the Aether.

Subtitled “Being the Adventures of Professor Thintwhistle and His Incredible Aether Flyer on the Moon,” it looks like just the kind of fantasy romp I need tonight. Here’s the enticing text on the back cover:

When the ‘Chester A. Arthur’, the world’s first and only coal/steam/paddlewheel-propelled spaceship rose into the skies over Buffalo Falls, Pa., who would have expected what followed?

Will Professor Thintwhistle and his crew be able to return to earth? Will Miss Taphammer ever find them? Will Jefferson Jackson Clay’s foul plot succeed? And what of the King of the Cats?

Find the answers to these and more thrilling questions in Into the Aether.

Richard A. Lupoff was fairly respected among my circle of discerning science fiction readers when I first purchased it, lo those many decades ago. His most popular novel was probably Sandworld, featuring as it did a desert planet and alien vampires, but his sword & sorcery epic Sword of the Demon was also highly regarded. I’ve never had a chance to read Into the Aether though, and it sounds like a lot of fun.

One of the definite rewards of having a library is that no purchase is ever truly wasted. I’m not sure precisely how long this book has been patiently waiting on my shelves, but for the next few hours I expect to be happily transported back to 1974. And from there, on to the moon.

Into the Aether was published in January 1974 by Dell. It is 220 pages in paperback, with an original cover price of 95 cents.

John Myers Myers, Silverlock, and the Commonwealth of Letters

John Myers Myers, Silverlock, and the Commonwealth of Letters

SilverlockIt’s been said that this is the age of the mash-up: of art formed from the fusion of other works of art. A film like The Avengers blends together characters from five other movies. Fan-fiction interrogates texts we thought we knew, crossing characters from one tale over into another. At an extreme, a work like Alan Moore’s League of Extraordinary Gentlemen imagines a world where every character derives from some other source, comes from some other story; imagines a world where all stories overlap and so make a strange collective setting. In fact, though, this is really nothing new. Crossovers, it has been said, date back to Homer writing of heroes coming together to fight the Trojan War. And League of Extraordinary Gentlemen-style mash-ups have precedents as well; I have not read Philip José Farmer’s Riverworld books, nor have I read John Kendrick Bangs’ Associated Shades novels, which date back to the 1890s, but I have read John Myers Myers’ 1949 novel Silverlock, and came away from it with a few thoughts.

Silverlock imagines a Commonwealth of Letters inhabited by the world’s great fictional characters. Into this Commonwealth comes one A. Clarence Shandon, gifted with a white streak in his hair from which he’s nicknamed ‘Silverlock.’ A former business student, Shandon’s completely ignorant of books and literature, so does not fully realise into what sort of land he has fallen: a land where every character, every name, comes from fiction or mythology. The book follows Shandon through the Commonwealth, as he is forced to learn and grow in the course of a three-part journey.

The book is greatly beloved by some. My copy has essays by Poul Anderson, Larry Niven, and Jerry Pournelle praising it to the skies. For myself, I enjoyed it, with reservations. It’s a fun book, but I couldn’t help but feel that Myers bit off more than he could chew — or, perhaps, that the idea was setting up greater expectations (as it were) than he or anybody could fulfill. Still, the book did seem to me to be worth writing about, because whether or not it’s wholly successful in itself, it raises a host of interesting questions about the nature of fictional characters, and how they work, and how we read them, and how these things may change in time.

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Boxed Set of the Year: American Science Fiction: Nine Classic Novels of the 1950s, edited by Gary K. Wolfe

Boxed Set of the Year: American Science Fiction: Nine Classic Novels of the 1950s, edited by Gary K. Wolfe

american-science-fictionWe’re lucky enough to receive a lot of review books here at the Black Gate rooftop headquarters. Having the latest fantasy and SF novels arrive at our door before they’re available in stores never gets old, let me tell you.

Of course, cataloging them all and dropping them in the mail for our trusted circle of reviewers gets a little routine after a while. But it’s worth it for those special titles that come in once or twice a month, the ones you drop everything to gawk at. I’ve been a blogger for 16 years, and a publisher and editor for over a decade, but at heart I’m still a fanboy. And every month there’s at least one new book that proves it.

And then there are those special items that come in once or twice a year that you know that you’re not going to bother cataloging or telling the reviewers about. Because you’re never going to part with it. Such a treasure arrived a few weeks ago.

I’m talking about American Science Fiction: Nine Classic Novels of the 1950s, a two-volume set published by The Library of America and edited by Gary K. Wolfe. If I were stranded on a desert island tomorrow, this is the one item I would bring. For one thing, it’s big enough to practically be a life raft.

But just don’t take my word for it. Here’s what Western Civilization’s finest Arbiter of Taste, the distinguished Mr. James Enge, had to say on Wednesday:

Wow. Fritz Leiber, Leigh Brackett, Pohl & Kornbluth, Blish, Heinlein, Matheson, Bester, Sturgeon, and Burdys — all swept into the Library of America, and in appropriately lurid covers, too. Overdue, but somehow I never thought I’d see it.

Indeed. American Science Fiction: Nine Classic Novels of the 1950s is a gorgeous set of volumes collecting the most essential SF of perhaps the most important decade in the history of the genre.

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Dredd Sentences You to a Bloody Good Time

Dredd Sentences You to a Bloody Good Time

dredd2012posterThe Charge: Attempting to re-start a film franchise about a classic comic book character.

The Verdict: Guilty.

The Sentence: Director is hereby ordered to make more Judge Dredd Movies.

Any Last Words: I am the law.

The upcoming re-make of RoboCop now feels even more unnecessary than it did before. Dredd has just handed us an over-the-top violent buddy cop SF flick that fills up that niche for the next year, maybe two. Dredd is an old-style Paul Verhoeven film in feel, although missing much of his satirical glee, and hits perfect for a September action movie, trading in any “mainstream” credentials for hard-R blood and guts on a narrow budget. It’s a wet blast for action fans and dark SF junkies.

You may recall a similar film, Judge Dredd, from 1995, which starred Sylvester Stallone as the dispenser of justice in the fallen future. Based on the character created by John Wagner and Carlos Ezquerra that appeared originally in the UK anthology magazine 2000 AD, the Stallone movie was a big-scale epic aiming for broad appeal to become a summer blockbuster, hence the inclusion of a comic sidekick played by Rob Schneider and the sanding away at the harsher elements of the setting. Because of Stallone’s celebrity status, he spent much of the film without the Judge’s eye-shielding helmet on, which the character never removes in the comics. I haven’t seen Judge Dredd ’95 since it was in theaters, but I do recall enjoying it.

I can’t imagine I would feel the same way about Stallone’s colorful but silly film if I watched it today, and this new take on Wagner and Ezquerra’s character has crushed any wish to revisit it. Costing a tight $45 million (pocket change among today’s blockbusters), the British/South African production Dredd sticks closer to source material and ditches any compromise for the general audience: it is authentically brutal dystopian action that works on the simple plane of crunchy ultra-violence.

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New Treasures: Cult Magazines: A to Z

New Treasures: Cult Magazines: A to Z

cult-magazine-atozYou get to meet a lot of great people at science fiction conventions. For some, the draw is the Featured Guests, and it’s certainly cool to meet Neil Gaimen, Pat Rothfuss, John Scalzi, Connie Willis, and other top-selling authors.

For me though, the true delights are in meeting exciting writers and artists I’m not always familiar with. A few years ago, as we were setting up our booth at Dragon*Con, author Rob Thurman, who had the booth next to us, wandered over and introduced herself. She turned out to be extremely cool and delightfully entertaining, and when I finally staggered home, bone weary from five days in Atlanta, I dropped into my big green chair with one of her Cal Leandros novels. If it hadn’t been for lucky booth placement, I might never have discovered what an entertaining writer she was.

The same thing happened at Worldcon in Chicago two weeks ago. During the rare slow moments in the Dealers’ Room, I was able to wander a bit and check out the nearby booths. I discovered to my surprise that we were next to Nonstop Press — publishers of Science Fiction: The 101 Best Novels 1985-2010, The Collected Stories of Carol Emshwiller, and Cult Magazines: A to Z.

Nonstop’s Emshwiller: Infinity x Two: The Art & Life of Ed & Carol Emshwiller, by Luis Ortiz, is one of my favorite art books. The distinguished Mr. Ortiz was in the booth, and I was able to introduce myself. He had several intriguing new titles on display and — keeping a wary eye on the empty Black Gate booth — I was able to peek at them.

My eye was drawn immediately to Outermost: Life + Art of Jack Gaughan, a beautiful 176-page hardcover packed with over 500 images, many familiar from countless Ace and DAW paperback covers of the 60s and 70s. Over lunch, Rich Horton had talked about Robert Silverberg’s captivating memoir of writing SF in the 50s, Other Spaces, Other Times: A Life Spent in the Future, and there it was. I couldn’t resist Damien Broderick & Paul Di Filippo’s entertaining Science Fiction: The 101 Best Novels – 1985-2010 either.

But the most fascinating book on the table, by a considerable margin, was Cult Magazines: A to Z, edited by Earl Kemp and Luis Ortiz, a gorgeous oversized softcover jam packed with articles and full-color pictures of hundreds of pulp, horror, science fiction, fantasy, comic, monster mags and men’s magazines published between 1925 and 1990.

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Blogging Sax Rohmer’s The Mask of Fu Manchu – Part Two

Blogging Sax Rohmer’s The Mask of Fu Manchu – Part Two

mask-of-fu-manchu1roh_fu5_djSax Rohmer’s The Mask of Fu Manchu was originally serialized in Collier’s from May 7 to July 23, 1932. It was published in book form later that year by Doubleday in the US and the following year by Cassell in the UK. It became the most successful book in the series thanks to MGM’s cult classic film version, starring Boris Karloff and Myrna Loy, that made it into theaters later that same year.

The second part of the book sees Sir Denis Nayland Smith of British Intelligence, the renowned archaeologist Sir Lionel Barton, his foreman (and the book’s narrator) Shan Greville, and the expedition’s photographer Rima Barton (Sir Lionel’s niece and Shan’s fiancée) make their way from Ispahan to Cairo, where they are reunited with Dr. Petrie, Sir Denis’s oldest friend (and the narrator of the first three books in the series). Believing that Dr. Fu Manchu is behind the El Mokanna uprising that has already spread to Egypt, Petrie is relieved that his wife is safely visiting her in-laws in Surrey at present and out of harm’s way.

While Petrie drives the group into town, an incident occurs where it appears Petrie has struck a pedestrian. An angry mob, resentful of the British colonialists, soon gathers. While Petrie examines the victim and concludes the man had been dead three hours before his corpse was pushed in front of Petrie’s car, Sir Lionel is nearly abducted. The aim of the accident was to get at the large trunk he carries with him, containing the relics of El Mokanna’s tomb from his recent excavation in Persia. The timely arrival of the colonial police is all that saves them from the enraged mob.

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