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The Scar-Crow Men, Faustus, and Wizards: Three Posts

The Scar-Crow Men, Faustus, and Wizards: Three Posts

Marlowe's FaustThis week I read an advance copy of the second book in Mark Chadbourn’s series of espionage-fantasy-adventure novels, Swords of Albion. The Scar-Crow Men begins with the first performance of Christopher Marlowe’s play Doctor Faustus, and the story of the novel and the story of Faust end up connecting in a number of ways. It got me thinking about Faust, and why the story of Faust has flourished in the centuries since Marlowe wrote, and how many different ideas about wizards there really are.

So this post breaks down into three posts, offering ruminations on the book, on Faust, and on wizards.

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“My Firefly Atonement” or “Get Cheap RPG Books Today Only!”

“My Firefly Atonement” or “Get Cheap RPG Books Today Only!”

When a show with a large fan base – especially a large SF fan base – ends, the fans have some small amount of solace, because there’s usually a rich bounty of “extended universe” materials to keep the fix going for a while. Often the avid fan, deprived of new episodes of the show, can enjoy exploring the novels, comic books, and, yes, even role-playing game supplements which are created through license with the show … but all good things must end.

Last Chance to Buy Serenity & Battlestar Galactica RPGs

In recent years, one of the publishers that’s been dominant in the field of licensed RPG materials from such show – including SmallvilleSupernaturalSerenityLeverage, and Battlestar Galactica – is Margaret Weiss Productions, founded by (and named after) the legendary co-creator of the Dragonlance D&D setting and co-author of most of the relevant novels that established that setting, notably the Chronicles and Legends trilogies. These have been some great games, all built around MWP’s proprietary Cortex Rule System (reviewed in Black Gate 14). Serenity RPG was reviewed back in Black Gate 10 and my own review of the Supernatural RPG is slated to come out in Black Gate 15.

The problem, of course, is that both Serenity and Battlestar Galactica are based on franchises that have been over for quite some time. The licenses may have expired or MWP may have just decided it wasn’t profitable to keep the lines going, but the result was the following message in my e-mail today:

You have one day left to purchase The Serenity and Battlestar Galactica RPGs from Margaret Weiss Productions!

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Race Matters: A Writer Blogs About Process

Race Matters: A Writer Blogs About Process

bgdancersNearly a decade ago, having spent four nights reading my story “A New Grave For Monique” aloud to a late-night workshop audience, I won an award for fiction from the Santa Barbara Writer’s Conference.  The audience (and the conference in general) was uniformly Caucasian.

About a year later, I showed the story to my friend Ellie, who immediately noted that when I introduced the Haitian character, Monique, I stated in the text that she was black.  Not a foul in and of itself, except that I did not introduce any of the story’s many white characters as white, a fact Ellie was quick to note.  Had I read “A New Grave For Monique,” since published in Traps (Darkhart Press, Scott T. Goudsward, Editor), at a conference of African-American or multi-national writers, I suspect I would have won little more than a pie in the face.  And deservedly so.

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Mythpunk

Mythpunk

inthenightgarden1Back at around the turn of the century when I first started writing reviews for various SF/F on line publications, there was a lot of heated discussion about something called “The New Weird.”  Some of it got a little silly, but, recovering English majors tend to like to categorize things as some kind of shorthand for what you might expect from a literary work.  In the academy, that means things like gothic,  romance and  post-modernism, among other designations. In genre, riffing off the rock music punk rebellion — a reaction to pretentious art-rock and boring corporate rock (see, you can’t get away from categorizing) — came a series of “punk” movements, starting with cyberpunk and then steampunk and splatterpunk and whatever you could stick “punk” onto similar to the way political scandals have become a “gate” ever since  Watergate.

The latest such entry appears to by “mythpunk,” more about which you can read in this interview with Catherynne M. Valente, who is credited with coining the term in 2006 (which goes to show how clueless I am, as this is the first I’ve heard of it).  For further discussion, visit the Strange Horizons blog.

Graphic Noir: A Random Sample

Graphic Noir: A Random Sample

peter-gunn-dell-4colorNoir comics have bubbled under the surface for decades. Even the mainstream success of the Dick Tracy newspaper strip failed to bring hardboiled detectives to the forefront of the medium. Batman started off as a noir title before quickly eschewing dark corners for brightly-colored superhero theatrics for decades. TV and movie tie-in’s, usually one-off’s from publishers like Dell popped up here and there but failed to be anything more than curios.

playback1A quick look at Dell’s Peter Gunn one-shot from 1959 is a perfect example. The television series was strictly adult fare in its day with a 9:30 PM time slot so it’s strange to see a kid-friendly comic with Pete tracking down a maker of counterfeit postage stamps as the lead story.

Dell fared much better with the simultaneous publication of a TV tie-in novel by the author of the Peter Chambers series, Henry Kane. That book managed to aim for a more sophisticated audience than late fifties network television standards would allow making Dell’s dime comic all the more strange in comparison.

The advent of the graphic novel was really the medium that allowed noir titles to flourish. Darker, more adult and frequently self-contained, the graphic novel was the perfect vehicle to bring hardboiled detectives into the graphic medium. Jim Steranko may have been the first to exploit the combination with Red Tide (1976) featuring the adventures of a gumshoe named Chandler in an appreciative nod to the creator of Philip Marlowe. That seminal work was the first graphic noir in the United States, Europe having got the drop on us first.

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A Critical Appreciation of James Enge

A Critical Appreciation of James Enge

thewolfageNo sooner does our man James Enge — World Fantasy Award-nominated author, Black Gate blogger, and international man of mystery — appear on the scene with his third novel The Wolf Age, than Western Civilization finally begins to acknowledge his genius. The latest accolades are courtesy of John H. Stevens at SF Signal:

Enge has described in his Black Gate interview how he “took a big hammer” and smashed away at Morlock to transform him from a “mopey Byronic wish-fulfillment self-image” into a more flawed character. He did this to a large extent to get away from what he saw as the “wish-fulfillment” in much of fantasy fiction. But after reading Enge’s work it is clear that he has continued hammering away at fantasy to bend it into spooky and unconventional shapes…

His third novel has a richer texture to its plot, and this makes it the most enjoyable, and in some ways the most profound, of his major works to date… There is a surer hand at work here, and a smoother progress in the story than in the first two novels.

Stevens links to much of the recent coverage of James, and includes what is already my favorite quote of the year, from an interview with James at Civilian Reader:

I like Zelazny’s description of his masterwork, the original Amber series: ‘a philosophical romance shot through with elements of horror and morbidity.’ That’s what I try to write: philorohorrmorbmance.

Sample chapters from The Wolf Age are available here.

The complete Critical Appreciation of James Enge is available here.

Goth Chick News: “Slasher Films”… Really?

Goth Chick News: “Slasher Films”… Really?

image0043I was right on the verge of having a field day with this and it couldn’t have come at a better time.

It starts with today being exactly 24 hours past my usual Black Gate deadline. The events leading up to this would appear to be insignificant, but trust me when I say their aggregated affect — culminating in the toilet set being left up (again) in the “unisex” Black Gate bathroom — had wreaked utter havoc with my normally cheery disposition.

But then a ray of sunshine penetrated the underground bunker of the Goth Chick offices; a statement so rife with possibilities that I was mentally riffing on it before the final syllable was spoken.

“Slash is starting a horror movie production company.”

Oh yes, it was going to be a good day after all.

Let me back up and color this in a bit for you.

The year is 1988 and a hair band out of Los Angeles called Guns n’ Roses finally scores a number one hit with “Sweet Child o’ Mine.” There’s a guy with a wild mass of long, frizzy black locks, banging away on lead guitar who was christened Saul Hudson when he was born in Hampstead, England but was now know by the far cooler name “Slash.”

Yep, that Slash.

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Wizard and ToyFare Magazines Cease Publication

Wizard and ToyFare Magazines Cease Publication

wizard-issue-234Longtime comic magazine Wizard, once one of the most popular publications in the industry, has folded. Its sister magazine ToyFare, dedicated to pop-culture toys and action figures, has also ceased publication. Both magazines were owned by Wizard Entertainment.

Wizard was launched in 1991, near the height of the “speculator boom,” fueled by the arrival of Image Comics and the rise of superstar artists such as Todd McFarlane and Jim Lee. Dedicated to covering news, pricing trends, and personalities in the field, Wizard quickly captured a large readership and brought real production values — including glossy paper, full-color interiors, and rock-star journalism — to comic fandom for the first time.

With its regular Wizard Top 10 and Market Watch columns, which reported on the “hottest back issues” of the month and predicted future price trends, Wizard catered to a new generation of fans and buyers who purchased comics chiefly for their collectability and perceived future value.

It also shared much of the blame when the comic marketplace collapsed as those speculators, burned by numerous bad investments, fled the market in the late 90s.

toyfare-16111Two-thirds of comic book stores across the country closed between 1993 and 1997,  many major publishers were driven out of business, and even Marvel Comics declared bankruptcy in 1997.

For most of its life every issue of Wizard also had a price index, allowing collectors to track the price of their latest hot comics month-to-month (but I only read it for the articles).

At the peak of its popularity Wizard sold over 110,000 copies/month through Diamond alone.  With its final issue, that number had dropped to 17,000.

Publisher Wizard Entertainment made this announcement yesterday:

Wizard Entertainment is ceasing publication of the print magazines Wizard and ToyFare. Wizard World, Inc. will begin production of the online publication ‘Wizard World’ beginning in February. We feel this will allow us to reach an even wider audience in a format that is increasingly popular and more readily accessible.”

Wizard Entertainment continues with its other ventures, including the Chicago Comic Con and many other conventions. Their website is here.

Howard Andrew Jones Reviews Legends of Steel RPG

Howard Andrew Jones Reviews Legends of Steel RPG

legendsofsteelSavage Worlds is a gaming system designed to provide a basic framework around which games in all sorts of settings can be built, but especially games in the Sword & Sorcery genre will perhaps find the best home there. Howard Andrew Jones explores one such setting …

Legends of Steel: Savage Worlds

Jeff Mejia
Evil DM Games (70 pp, $12.00 PDF, January 2009)
Reviewed by Howard Andrew Jones

A lot of games wear their hearts on their sleeves. They’re labors of love. They almost have to be, because one doesn’t usually get wealth, fame, and women by playing and designing games. When it comes to Legends of Steel, the heart it wears on its sleeve is mine. I wasn’t remotely involved in its creation, but I’m a huge fan of sword-and-sorcery, and Legends of Steel seems to have been designed, more than most other games I pick up, with me in mind.

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Robert E. Howard: The Barbarians

Robert E. Howard: The Barbarians

The Anatomy of CriticismIn the opening pages of The Anatomy of Criticism, Northrop Frye introduced a theory of modes, of types of stories, based on the power of action held by a story’s hero. If the hero has powers superior in kind to other characters, the story is a myth; if the hero has powers superior in degree, like a Launcelot or a Charlemagne, then the story’s a romance (in the old sense of a fantastic adventure story). A hero superior to other characters but not to the world around him is a leader, the kind of protagonist you might have in an epic or a tragedy, like Macbeth or Odysseus, and so belongs to the high mimetic mode: a mode imitating life, but at a higher pitch than life is commonly lived. A hero “superior neither to other men nor to his environment” impresses us with a sense of shared humanity, and exists in the low mimetic mode. A hero with less power or agency than ourselves creates the ironic mode, a story about “bondage, frustration, or absurdity.”

Frye has a lot more to say about all these different modes, but that’ll do for a start. I’ve been thinking about Frye and his theory of modes with respect to Robert E. Howard and to Howard’s three great barbarian heroes: Kull, Conan, and Bran Mak Morn. It seems to me that the theory of modes helps to explain the substantive difference between the three characters; why their stories, as far as I’m concerned, feel so different one from another. All of them are characters of the romance mode, but a story in one mode can be pulled toward another, and I think that’s what’s happening with these characters.

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