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Art of the Genre: Spelljammer Reloaded: AKA Pathjammer!

Art of the Genre: Spelljammer Reloaded: AKA Pathjammer!

Distant Worlds, or as I like to call it, 'Pathjammer!'
Distant Worlds, or as I like to call it, 'Pathjammer!'

So as you may have seen last week, I was on my annual pilgrimage to Indiana for a full week of hardcore gaming with my boys. The ‘Week 2012’ included several games like AD&D 1E, Deadlands D20, Stars Without Number, and even a go at Pinnacle’s Savage Worlds: Tour of Darkness, which was outstanding.

My responsibility during the week was to DM what is considered our ‘super campaign’ which will take up to five full days of gaming. At a bit over 14 hours a day, that equates to roughly 70 hours behind the DM screens (this week I was enticed to do 6 days and 84 hours). To do this I’ve got to come up with an original idea, typically something that will throw the players for a loop, and certainly hold their attention as we move through an epic tale of adventure.

This year, as I sat staring at my shelves of RPG books, I couldn’t help but keep coming back to the old AD&D 2nd Edition campaign setting, Spelljammer. Now Spelljammer was an interesting and inherently simple idea, take D&D and put it in space. To do this, the development team found a way to make fantasy ships fly through space while they explored worlds around the base worlds TSR had created through the 1980s like Krynn, Greyhawk, and the Forgotten Realms.

Back in the day, I’d played Spelljammer no more than three or four times on mini-adventures with my most famous elven thief, Sefron Silvershoe. Thus, my DM, Mark, dubbed the game ‘Sefron in Space’ to be funny. Because of our devotion to Forgotten Realms and other science fiction games like Paladium’s Robotech, Spelljammer didn’t stick and we quickly went back to other things.

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Black Gate Goes to the Summer Movies: Men in Black 3

Black Gate Goes to the Summer Movies: Men in Black 3

men_in_black_3Before getting into Men in Black Part the Third, I must retract a promise made in an earlier post, where I vowed to review eighteen of this summer’s genre movie releases. But the blame rests with Paramount, not with me. In a move that can best be described as a vote of “less-than-zero confidence” in their own product, Paramount has delayed the release of G.I. Joe: Retaliation from next month to March 2013. With only a month to go before its originally slated release, and with a promotional campaign already going full throttle, G.I. Joe just got banned from the summer leagues. The excuse: “3D conversion.” Uh huh. I can’t imagine how terrible the film must actually be if Paramount chose to ditch it this late and swallow a few million bucks of promotion. I estimated that The Amazing Spider-Man would viciously pound G.I. Joe in its second frame, and Paramount apparently decided that G.I. Joe’s first frame would be so poor that they didn’t want to go through the embarrassment. I wonder how much Hasbro’s Battleship flop affected Paramount’s decision to drop the toy company’s other movie of the summer?

Anyway, Men in Black 3, a.k.a. MIIIB, pronounced “Mieb” and known on Arrakis as “Mi’i’d.” The film that, whatever else it may achieve, has the distinction of taking down The Avengers from the #1 box-office slot after reigning for three weeks.

The original Men in Black was a minor miracle in the summer of 1997. (Keep in mind, this was the same summer as Batman and Robin; we were desperate.) It was compact, clever, breezy, and crackled with the chemistry between Tommy Lee Jones and Will Smith at the height of his comic powers. It also looked like ideal sequel material, but when Men in Black II arrived and stunk in 2002, the first film began to look like a perfect one-off: nothing more was needed.

Men in Black 3 is a large improvement over Men in Black II, and even though it runs more than fifteen minutes longer — the longest of the three films — the second sequel moves faster and gets back some of the click of the ’97 movie. However, the first Men in Black still seems like a one-off. Men in Black 3 is a bland film at worst, and somewhat enjoyable at its select best.

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Clarkesworld #68 plus PKD and Gnosticism

Clarkesworld #68 plus PKD and Gnosticism

cw_68_300The May  issue of Clarkesworld is currently online. Featured fiction: “Prayer” by Robert Reed, “Synch Me, Kiss Me, Drop” by Suzanne Church and “All the Things the Moon is Not” by Alexander Lumans.  There are also audio versions of all three stories, read by Kate Baker. Non fiction by Aletha Kontis, Jeremy L.C. Jones and Elizabeth Bear.  The cover art is by Jessada Suthi.

All of this is available online for free. However, nothing is really free. The magazine is supported by “Clarkesworld Citizens” who donate $10 or more. There’s also a Kindle edition.

One personal reaction to Bear’s very funny essay, “Another Word: Dear Speculative Fiction, I’m Glad We Had This Talk”: I agree that Lenny Bruce didn’t get funnier when he got angrier (his drug problems certainly didn’t help), but I found George Carlin to be more interesting the angrier he got. Maybe he wasn’t quite as funny, but his anger certainly resonated with me.  Sometimes having your “face pressed down into a trough of human misery until the bubbles stop” is necessary to remind people that life is not a television sitcom. At least the ones who haven’t already drowned.

Someone else who got less interesting when he started taking himself too seriously (and, once again, the drugs didn’t help) was Philip K. Dick. Simon Critchley examines Dick’s metaphysical worldview as expressed in Exegeiss, a posthumously published series of philosophical 133948681ramblings. While I tend to think all this stuff really is the result of a bad acid trip, Critchley as a professor of philosophy for the most part keeps a straight face. Some of you may laugh out loud not only at the source material, but the attempt at exegesis.

We last covered Clarkesworld with issue #67.

Blogging Sax Rohmer’s The Golden Scorpion, Part One – “The Cowled Man”

Blogging Sax Rohmer’s The Golden Scorpion, Part One – “The Cowled Man”

golden-scorpion-2golden-scorpion-1Sax Rohmer’s The Golden Scorpion was first printed in its entirety in The Illustrated London News Christmas Number in December 1918. It was published in book form in the UK the following year by Methuen and in the US in 1920 by McBride & Nast. Rohmer divided the novel into four sections which is how we shall examine the book over the next four weeks. “The Cowled Man” is the title Rohmer selected for the first part of the book and comprises the first eleven chapters.

Despite featuring several characters from Rohmer’s 1915 novel, The Yellow Claw, The Golden Scorpion marked a return to the style and feel of Rohmer’s Fu-Manchu thrillers which had concluded the previous year with the publication of The Si-Fan Mysteries (1917). Rohmer maintained the more realistic Limehouse crime novel approach of The Yellow Claw for his contemporaneous Red Kerry detective series which started with Dope (1919), but chose to fashion The Golden Scorpion from the same Yellow Peril weird menace cloth that made his reputation as an author. The key difference from the Fu-Manchu thrillers is that Rohmer maintains a third person narrative voice (as he had in The Yellow Claw) rather than recreating the frantic paranoia that marked Dr. Petrie’s first person narratives.

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Art of the Genre: The Art of the DM

Art of the Genre: The Art of the DM

Me at right, Murph in middle, and my personal DM Mark to left, circa 1990 as we prepare for a Shadowrun adventure.
Me at right, Murph in middle, and my personal DM Mark to left, circa 1990 as we prepare for a Shadowrun adventure.

Yes, it’s true, I’m posting a day late on my Art of the Genre blog, but hey, when you’ve been the Gamemaster for six straight days of 14 hour gaming, I think even the great John O’Neill can cut me a little slack. I’m mean, this is my vacation after all, so I think having anything, even this odd article, to post should show how much I love my readers!

Still, it was kind of tough, amid all the chaos of gaming, to settle in on a subject for this week’s AtoG. However, the more I sat around the gaming table, the more I began to understand the Art of being a Gamemaster and how that translates into something cool.

I mean, I’ve been doing this since I was a tween… well actually before the word tween even existed. Even early on I would sit at a table, screens before me, and paint pictures with words that are vivid enough to keep my friends coming back for more. And when I say coming back for more, I mean really, truly, coming back, no matter from where, for more story spinning than I’ve the right to foist on you here.

I’ve gamed with the same group of friends since middle school, and it’s not like we all live three minutes from one another. Nope, we are now stretched from Maryland to California, but one week a year, we make a sojourn back to the Midwest to roll dice like we did when we were twelve.

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Black Gate Goes to the Summer Movies: Battleship

Black Gate Goes to the Summer Movies: Battleship

battleship-teaser-posterYou sunk my interest.

And so The Avengers gets another week at #1. Welcome to the Billion Dollar Club. Have a seat next to The Lord of the Rings: The Return of the King and watch that The Dark Knight doesn’t try to steal your popcorn.

The question burning my mind as I left the theater after watching Battleship was: “Why ‘Fortunate Son’?” At the close of two hours of a rah-rah, fist pumping, pro-military glamor parade, why play one of most famous and angriest protest songs ever over a montage of alien ships getting smithereen’d? Did no one involved in the movie listen to the lyrics? “Some folks are born made to wave the flag / Oh, they’re Red, White and Blue. / And when the band plays ‘Hail to Chief’ / Oh, they point the cannon at you.” Maybe the music supervisor thought, “Oh, hell ya! People love Creedence Clearwater Revival. Let’s crank it up!” Perhaps director Peter Berg was trying to allay blame for the film, screaming “It ain’t me! It ain’t me!” Or maybe Berg filled his Navy vs. Aliens blow-em-up flick with a subversive anti-military/industrial complex message that I failed to find on my radar.

However, I will never know for certain, because there’s no way I will ever watch Battleship a second time. This is the essential Stupid Summer Movie, a Michael Bay film without Michael Bay’s obsession with disaster porn that at least gives his junk a crazy edge. If you thought the idea of adapting a strategy guessing game was a poor choice for a blockbuster movie, you were right: stick a red peg on your upper tactical screen.

Maybe the “Fortunate Sons” are the film’s heroes, who have the luck of going up against an expeditionary force of the stupidest extraterrestrials since Mac and Me. These heavily armed dreadnoughts fly twenty light years to reach Earth, but immediately smash their most crucial vessel into a satellite (they were drinking, I assume). Later, the aliens suffer defeat from the insurmountable force of senior citizens, a tourist attraction, a paraplegic, a supermodel driving a Jeep, and a tech-geek with heavy luggage.

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Kickstarter Alert: New Fire, an Aztec-inspired RPG

Kickstarter Alert: New Fire, an Aztec-inspired RPG

Kwaytlachtli of the Screaming One Warrior House
Kwaytlachtli of the Screaming One Warrior House

With 10 days left to go, I’d like to make everyone aware of the upcoming game New Fire, currently being funded through a successful but so far fairly low-key Kickstarter campaign. Most readers of the blog are probably familiar with Kickstarter through Scott Taylor’s great posts on the subject. New Fire has their game fully designed, but is seeking Kickstarter support in order to fund professional-level artwork for the product.

They’ve hit their $3,000 goal and their $6,000 stretch goal, so they’ll be releasing full-color versions of their core rulebook and are currently in the process of getting together a second stretch goal. At low levels, you can purchase a PDF copy of the book, but at higher backing levels there are hardcopy books available, as well as T-shirts, and even some design a Landmark or village for the campaign setting. (The backer goal to help design a god is, unfortunately, sold out.)

I spoke with the game’s creator, Jason Caminsky, and after the conversation was even more excited about the prospect of this game. There are three things which really make it stand out for me.

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New Treasures: Shadow Blizzard by Alexey Pehov

New Treasures: Shadow Blizzard by Alexey Pehov

shadow-blizzard2I tend to avoid fantasy trilogies until the third book is published, for the same reason that I don’t date musicians under 30. Because I’m married. Duh.

Man, that didn’t make any sense. I blame these stupid cold medications. My head feels four feet in diameter, and my thoughts seem to take… longer… to travel from one side to the other. I wish Alice were here to make me soup and send me to bed, but on Friday she left to take our son Tim to music camp in… um… I forget. Some state that has music camps.

You know what I need? A really good fantasy I can curl up with until I feel better. And now that Shadow Prowler, the third book in Alexey Pehov’s epic The Chronicles of Siala, has arrived I can do just that. Shadow Prowler is the sequel to Shadow Prowler and Shadow Chaser. Here’s what Matthew David Surridge said about the first volume in Black Gate 15:

Pehov has written a fantasy trilogy, with elves and orcs and dwarves and wizards and a quest… this first book, at least, feels fundamentally like a game of Dungeons and Dragons. The story is even structured around the exploration of an ancient burial ground, Hrad Spein, the Palaces of Bone, filled with traps, magic, and the undead… there is an enjoyable buzz of plot going on in the book. In fact, once you get over the echoes of Tolkien, in the form of the ancient artifact, the quest story, the elves and dwarves and the setting, you notice that the actual structure of the book is closer to Harry Harrison’s The Stainless Steel Rat: a thief tells the story of how he is captured by the good guys, and made to work for them.

Ancient burial grounds, traps, magic, the undead, and a reluctant thief. Yup, that could get me through this cold. Here’s the plot summary for the third volume, just for comparison:

Shadow Harold’s quest is almost at an end: he and his companions have fought long and hard to make their way to the tomb Hrad Spein, in search of the magic horn that is their only hope to defeating The Nameless One. The journey was perilous, and many in their company did not survive. Together, however, they have come further than anyone else ever has — but their struggle isn’t over just yet…

Wow. Three books, and they’re still in the same dungeon? Holy cats, that does sound like an epic game of D&D. If that’s not enough to sell you, here’s the cool book trailer.

Shadow Blizzard is 462 pages in hardcover. It was published on April 24th by Tor, and has a $26.99 cover price. It was translated from the Russian by Andrew Bromfield.

Ernie Chan (1940-2012): A Legend Passes

Ernie Chan (1940-2012): A Legend Passes

savagae-sword-of-conan-erniechanEarlier this evening I heard the sad news that one of comics’ great legends, Ernie Chan, has passed away. Ernie was set to appear at the BigWow Comicfest in San Jose this weekend, so his death comes as a real surprise to those of us who expected to see him there.

I wanted to post a tribute in the form of my favorite Chan images. You can see that tribute right here. Some of these he painted, some he penciled and inked, and some he only inked — but Ernie’s inks were some of the most powerful in the world of comics.

When I was a kid I couldn’t get enough of Conan the Barbarian and its black-and-white companion magazine The Savage Sword of Conan. But I was incredibly picky about the art in my comics — if the art didn’t blow me away, I wouldn’t buy the comic. Plus, I had the seriously limited budget of a child, so I had to be impressed by the art or I left the book sitting on the rack.

Whenever I found a Conan book that was drawn (or inked) by Ernie Chan, my money hit the counter immediately.

Rest in peace, Ernie. You will be missed…

Blogging Austin Briggs’ Flash Gordon, Part Two – “Freeland”

Blogging Austin Briggs’ Flash Gordon, Part Two – “Freeland”

9665211flash-gordon-volume-2“Freeland” was the second installment of Austin Briggs’ Flash Gordon daily comic strip serial for King Features Syndicate. Originally published between February 24 and August 21, 1941, “Freeland” was the second story in the daily companion to Alex Raymond’s celebrated Sunday strip. It is the second of two Briggs strips available in a reprint collection from Kitchen Sink Press.

“Freeland” gets underway with the ship bearing our motley crew making its way toward the Promised Land free from Ming. Flash and Dale set out in a rocketship to scout for a safe harbor and encounter a hostile tribe of what appear to be Native Americans.

Once more, Austin Briggs demonstrates his version of Mongo is more attuned to contemporary American experience or American history than the prehistoric or Medieval Europe model chosen by Alex Raymond. Briggs may also be borrowing a page from Edgar Rice Burroughs (one of Raymond’s primary inspirations) in transplanting Native Americans to another world.

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