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Category: Editor’s Blog

The blog posts of Black Gate Managing Editor Howard Andrew Jones and Editor John O’Neill

X-Plorers: Space Exploration the Way it Should Be

X-Plorers: Space Exploration the Way it Should Be

x-plorersI have to admit I’ve been generally disappointed with science fiction role playing games. It’s true that I’ve discovered some recent gems — especially Ashen Stars and Rogue Trader — but I don’t really get to game much these days, so they’re mostly of academic interest.

You know what would have been great? Discovering a fast-paced, easy-to-learn science fiction RPG when I was still gaming every weekend. One that captured the spirit of 1950s sci-fi, when space exploration meant wide-eyed explorers stepping gingerly out onto mist-shrouded planets, clutching futuristic sidearms and highly unreliable sensing equipment.

I’m talking about the science fiction of Forbidden Planet and Planet of Vampires, where every alien landscape concealed ancient secrets, unknowably strange artifacts of long-dead races, and sinister lifeforms. When an alien encounter meant checking first to make sure the safety was off.

A key feature to this ideal science fiction game, of course, would be that it’s rules-light. Something you and your friends could learn in an afternoon at most, and be deep into your first encounter with space vampires on the rings of Saturn before the evening news.

Believe it or not, at long last my ideal science fiction role playing game seems to have finally arrived: X-plorers, from Brave Halfling Publications. X-plorers celebrates the spirit of pulp science fiction in all the best ways, and it unapologetically embraces those things that made it great, including robots, space pirates, and aliens with tentacles.

There’s even an entry in the Sample Creatures section for Vampire Moths. You see? That’s what I’m talking about.

And yes, it’s a very quick read — about 25 pages of core rules. The chapter on Playing the Game is shorter than the Equipment chapter. These guys know how to write a rulebook.

X-Plorers was written in 2009 by David Bezio, and first published by Brave Halfing in 2011. I have no idea why I haven’t seen it before now, but I’m glad I spotted it on the New Arrivals shelf of my local game store when I did. It is 40 pages, professionally illustrated, and priced at $12.95; a PDF version is available for $5.95. Complete details at the Brave Halfling website.

The Paris Fashion Week of Fantasy Games, Part II

The Paris Fashion Week of Fantasy Games, Part II

Some of the games I purchased at the Paris Fashion Week of Games. Click for bigger version.
Some of the games I purchased at the Paris Fashion Week of Games. Click for bigger version.

Last Monday I talked a little bit about the Fall Games Auction at Games Plus in Mount Prospect, Illinois. I compared it to Paris Fashion Week because, much like a fashion show, it’s an opportunity to see everything new all in one place.

And not really in a leisurely, browsing-in-a-bookstore fashion, either. While you’re gawking at a fabulous fantasy game you never even knew existed, people all around you are bidding in a frenzy, intent on making sure you never see it again. On average, you get an 8 to 10-second glimpse at each treasure before it’s gone forever.

Unless you outbid all those other bastards, of course.

There’s a perfectly natural outcome to this mad situation. It’s known as “auction fever.” Don’t ask how I know this. (I refer you, without comment, to my March article on my last trip to Games Plus, “Spring in Illinois brings… Auction Fever.”)

In any event, I attended the Fall auction with much greater spousal oversight over my finances, and severely diminished resources. Still, I was able to come away with a host of treasures, and a lenghty list of exciting new science fiction and fantasy games to track down and investigate.

I’m not going to turn this into a catalog of new games I discovered over the span of five hours. For one thing, that would take a lot of pixels. Instead, I think I’ll focus on the most interesting items I brought home with me, and a few of the tantalizing ones that got away.

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Vintage Treasures: World of Wonder, edited by Fletcher Pratt

Vintage Treasures: World of Wonder, edited by Fletcher Pratt

world-of-wonder2I’m gradually making my way, with considerable delight, through the vintage science fiction and fantasy anthologies I bought for a few bucks from the collection of Martin H. Greenberg.

I’ve already covered From Off This World (1949) and The Giant Anthology of Science Fiction (1954), both edited by Leo Margulies and Oscar J. Friend. This week, I’ve been fondling Fletcher Pratt’s 1951 World of Wonder, subtitled An Introduction to Imaginative Literature.

Pratt, author of The Well of the Unicorn and The Blue Star, was already a noted fantasy author in his own right by 1951. The science fiction anthology was still a relatively new beast, but the handful that had been published at that point had been generally well received.

Nonetheless, Pratt felt it necessary to grouse about lack of respect in his lengthy introduction:

Now let us not kid ourselves. The stories in this book are fiction, they are literature, whatever definition one chooses to give to those often-disputed terms. A good many people tend to look down on science fiction and fantasy (there is no word that really covers both exactly) because the bulk of it has appeared in magazines with garish covers. They forget that the color of the skin is no guarantee of the flavor of the apple.

Like many books in Greenberg’s collection — especially the vintage anthologies — this one had notes scrawled in the margins, the most prominent being “Fantastic — use. Conflict resolution?” beside H. Beam Piper’s “Operation RSVP.” Greenberg reprinted “Operation RSVP” in Amazing Science Fiction Anthology: The Wild Years 1946-1955 (which I discussed back in June.)

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The Paris Fashion Week of Fantasy Games

The Paris Fashion Week of Fantasy Games

empires-of-the-voidSix months ago, I attended the Spring Games Auction at Games Plus in Mount Prospect, Illinois, the premiere auction in the country for serious game collectors. Last Friday, I was checking the calendar. They occur every six months, which meant the next one was… holy cats! Saturday morning. I packed up my rental car the next morning and headed out, after making a blood oath to my wife Alice that I would be fiscally responsible this year. Or at least act within the bounds of forgiveness, I told myself.

The auction did not disappoint. The Saturday auction focuses on science fiction and fantasy board games, as well as role-playing games of all kinds. They start promptly at 10:00 am and run for the next seven hours, rattling off about ten games per minute; hundreds every hour, and thousands over the course of the day. For me, it’s the Paris Fashion Week of games — my chance to see all the latest and greatest in new games without having to leave the comfort of my metal folding chair.

Just as last time, the real wonders weren’t dusty artifacts from the early days of gaming, but a panorama of gorgeous and enticing new titles. And again, my knowledge of modern science fiction and fantasy gaming proved woefully inadequate, as time after time, games I’d never seen before made their way to the auction block.

Now, it’s dangerous to be ignorant at an auction. It’s easy to overbid on an item that looks expensive and rare, only to find Amazon has it on clearance for ten bucks. It’s even easier to drop out of the bidding when the going gets tough, confident you can find it cheaper online — only to find copies commanding outrageous prices on eBay. I’ve done both, and while most collectors agree that the greater pain is the memory of that rare item that got away, that’s because they haven’t met Alice and her corrective-therapy broomstick of agony.

So I played it safe this time. I watched a lot of marvelous games go to other bidders, jotting down the titles as they did. I gave up on a used copy of Fantasy Flight Games’ Sky Traders, a game of intrigue and trading in an era of skyships, when bidding shot past $27; it’s in stock at Amazon for $35. Same with Guards! Guards!, a fabulous-looking Discworld game from Z-Man Games, which sold for $40 (new for $57 online), and — perhaps the hardest to let go — a magnificent space combat game based on David Weber’s bestselling series, Honor Harrington: Saganami Island Tactical Simulator, which the fellow next to me bought for $40 (cheapest copy I can find online is $75). And plenty of others, including Zombietown, Dark Minions, Peregrine Games’ Prince of Chaos, and the curious Gnomes of Zavandor.

Later this week, I’ll talk about those items I did bring home, including Empires of the Void, a terrific-looking space exploration game from Red Raven Games. That post will be much more cheerful, I promise.

Weird Tales 360 Arrives This Week

Weird Tales 360 Arrives This Week

weird-tales-360-smallWeird Tales 360,  the first issue helmed by new editor Marvin Kaye, is scheduled to ship this Friday, October 19.

It’s an auspicious and entirely appropriate number, I think. After changing direction several times over the last few years, Weird Tales has now turned 360-degrees and returned to where it started: publishing classic weird fiction.

The theme of the first Kaye issue is “The Elder Gods,” and the table of contents makes it clear that he is whole-heartedly embracing the Lovecraftian fiction that helped make Weird Tales one of the most sought-after magazines of the pulp era:

FICTION: THE ELDER GODS

  • “The Long Last Night” by Brian Lumley
  • “Momma Durtt” by Michael Shea
  • “The Darkness at Table Rock Road” by Michael Reyes
  • “The Runners Beyond the Wall” by Darrell Schweitzer
  • “Drain” by Matthew Jackson
  • “The Thing in the Cellar” by William Blake-Smith
  • “Found in a Bus Shelter at 3:00 am, Under a Mostly Empty Sky” by Stephen Gracia

FICTION: UNTHEMED

  • “To Be a Star” by Parke Godwin
  • “The Empty City” by Jessica Amanda Salmonson
  • “Abbey at the Edge of the Earth” by Collin B. Greenwood
  • “Alien Abduction” by M. A. Brines

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Vintage Bits: Black Isle Resurfaces

Vintage Bits: Black Isle Resurfaces

black-isle-smallInterplay, publisher of some of the most acclaimed fantasy role playing games of all time – such as the Bard’s Tale series, Wasteland, Dragon Wars, Baldur’s Gate, Fallout, and Icewind Dale — has announced that the legendary development studio behind many of its most popular titles, Black Isle Studios, has reformed.

Black Isle was owned by Interplay and created in 1996 by Feargus Urquhart. It was formed from the crack team of developers who had created Fallout. Over the next few years, they developed many hits, including Fallout 2, Planescape: Torment, and Icewind Dale. Working with a tiny outfit in Canada named BioWare, they also produced Baldur’s Gate and Baldur’s Gate II: Shadows of Amn.

Interplay began to experience serious financial difficulties in 2001-2002, after publishing a number of high-budget failures such as Messiah and Kingpin. Black Isle was dissolved as Interplay imploded, a move that shocked the industry. All the employees were laid off on December 8, 2003.

Their last titles were the poorly-received PC game, Lionheart, and Baldur’s Gate: Dark Alliance II for the Playstation 2. At the time they were dissolved, they were working on Baldur’s Gate III: The Black HoundBaldur’s Gate: Dark Alliance III and Fallout 3, none of which ever saw the light of day. A nearly bankrupt Interplay eventually sold the rights to the Fallout series to Bethesda, who developed and released its own version of Fallout 3 in 2008.

The closing of Black Isle was a serious blow to RPG gamers, and it marked the end of Interplay as a force in the industry. As someone whose all-time favorite games include Dragon Wars and Icewind Dale, I saw it as the end of an era. Interplay survived for most of the next decade by re-packaging its classic games, especially Fallout, Baldur’s Gate, and Icewind Dale, as well as their sequels.

Most of the star developers associated with Black Isle, including Feargus Urquhart and Chris Avellone, are not on board for this new iteration. Urquhart and Avellone founded the successful Obsidian Entertainment (Star Wars: Knights of the Old Republic II, Neverwinter Nights 2). But Mark O’Green and Chris Taylor (designer of the original Fallout) have both reportedly returned.

No announcement yet on what titles the resurrected Black Isle is working on. But I’m certainly looking forward to finding out.

Mystery 101: Books To Die For is a Complete Course in Mystery Fiction

Mystery 101: Books To Die For is a Complete Course in Mystery Fiction

books-to-die-for-smallI don’t read much mystery fiction, and if I’m honest with myself it’s because I feel a little lost in the mystery section of the bookstore. I don’t know the authors or the major titles, and there are just so many choices it’s overwhelming. Safer to take my money and retreat back to the science fiction aisle, and buy that Asimov reprint.

But if I were a little more adventurous, or had a knowledgeable friend to hold my hand, I bet I’d find a lot of great reading in those shelves. There’s always a ton of old ladies buying mystery paperbacks, anyway. And if there’s a more discerning paperback reader than the American old lady, I haven’t met her.

It’s very possible that knowledgeable friend arrived in the mail this week, in the form of Books to Die For: The World’s Greatest Mystery Writers on the World’s Greatest Mystery Novels, a fabulous book that looks like it could open the door to a lifetime of mystery reading.

With so many mystery novels to choose among, and so many new titles appearing each year, where should a reader start? What are the classics of the genre? Which are the hidden gems?

In the most ambitious anthology of its kind yet attempted, the world’s leading mystery writers have come together to champion the greatest mystery novels ever written. In a series of personal essays that often reveal as much about the authors and their own work as they do about the books that they love, 119 authors from 20 countries have created a guide that will be indispensable for generations of readers and writers. From Agatha Christie to Lee Child, from Edgar Allan Poe to P. D. James, from Sherlock Holmes to Hannibal Lecter and Philip Marlowe to Lord Peter Wimsey, Books to Die For brings together the cream of the mystery world for a feast of reading pleasure, a treasure trove for those new to the genre and for those who believe that there is nothing new left to discover.

Even if you’re not in the mood for a mystery novel marathon, Books To Die For is perfectly suited for browsing, with brief personal essays from the world’s most illustrious mystery writers, chatting about the finest mystery novels ever written. The book is arranged chronologically, starting in 1841 with Edgar Allan Poe’s The Dupin Tales; the second entry is Charles Dickens’ Bleak House (covered by Sara Paretsky). The last one is The Perk, by Mark Gimenez, published in 2008.

In between are 118 enthusiastic mini book reviews, most averaging two to four pages, by writers including Rita May Brown, Linda Barnes, Carol O’Connell, Chuck Hogan, Joseph Finder, Charlaine Harris, Joe R. Lansdale, Laura Lippman, Max Allan Collins, Phil Rickman, Bill Pronzini, Jeffery Deaver, F. Paul Wilson, John Connolly, Joseph Wambaugh, Elmore Leonard, Eoin Colfer, Anne Perry, and many, many others.

Books To Die For is edited by John Connolly and Declan Burke; it was published by Atria on October 2. It is 560 pages in hardcover, and priced at $29.99. The digital edition is $14.99.

Adventures Fantastic on “The Duelist”: “Black Gate‘s Online Fiction Debut Has Set a High Standard”

Adventures Fantastic on “The Duelist”: “Black Gate‘s Online Fiction Debut Has Set a High Standard”

jason-e-thummelOur first Online Fiction Feature of 2012 was Jason E. Thummel’s adventure fantasy novelette “The Duelist,” posted last Sunday. Adventures Fantastic was one of the first to review it this week:

Was it worth the wait? The answer is “Yes!”… This is a tale of a drunken duelist who is the top in his field… the plot is a solid sword and sorcery story. First I like the protagonist, Androi Karpelov, because even though he’s a very flawed hero, he’s still a man with honor. And he’s willing to take great risks to satisfy that honor… The story moves at a nice clip, never dragging.

Black Gate‘s online fiction debut has set a high standard of quality. That’s a good thing.

Thummel is also the author of the novel The Spear of Destiny and the short story collection In Savage Lands… I liked them a lot. Look for a review sometime in the next few months. This is a writer whose work I’m going to keep an eye out for.

I’m looking forward to more of Black Gate‘s fiction offerings. It’s been one of my favorite publications for a long time.

Author Donald Crankshaw turns a critical eye to our format at the Back of the Envelope blog:

How well does Black Gate‘s new format work for reading stories? Are they comfortable to read? Is it easy to keep track of your place? I find these questions particularly interesting… the story uses the same unusual color-scheme, light blue letters on a black background, as for Black Gate‘s blog… Surprisingly — or perhaps not so surprisingly, assuming that their web designer knows what he’s doing — I found the blue-on-black color scheme to be comfortable to read, and had no trouble with eye strain. Another thing that surprised me was that the lettering was large enough to read clearly on a mobile device…

Black Gate‘s blog posts have in-line commenting on the article page. This is how I prefer to see comments on blogs, but it can work to the detriment of long stories, partly by making a long page even longer, and partly because spamming and trolling can distract from the story. The solution Black Gate came up with works well. The story does not contain in-line comments, but a link to the blog post announcing the story, allowing readers to comment there. It also keeps all the comments in one place, to prevent a proliferation of pages.

Overall, I think the formatting that Black Gate used worked well. My only real concern is how well it will handle even longer stories, and I suppose we’ll see that when it happens.

Our complete schedule of upcoming fiction is here.

Rediscovering the Joy of the Boxed Adventure: Warhammer Fantasy Roleplay

Rediscovering the Joy of the Boxed Adventure: Warhammer Fantasy Roleplay

the-witchs-song-smallIf you’ve been gaming as long as I have, you’ll remember when the great adventures of the day — Gygax’s Tomb of Horrors, say, or Descent Into The Depths of the Earth — came packaged as slender stapled sheets wrapped in a two-tone cover. Color arrived years later, and adventure modules got thicker and more elaborate. In the mid-80s TSR dazzled gamers with the first boxed adventure sets, including the World of Greyhawk, The Ruins of Undermountain, and the fabulous Menzoberranzan, home of the Drow.

These weren’t just game modules — they were entire campaigns, weeks or even months of epic subterranean exploits crammed into a cardboard carton. There was nothing like opening up Dragon Mountain or Dark Sun for the first time, and seeing reams of folded maps and dense booklets promising near-limitless adventure.

Alas, it was not to last. TSR published its last boxed adventure in the late 90s. By the time Third Edition D&D arrived they had vanished, replaced with bland adventure books. Boxed sets were too expensive to produce, pundits said. And modern gamers want to be able to flip through books before they buy, see what they’re getting. The rest of the gaming industry followed D&D‘s lead, and the beloved boxed set appeared to have disappeared for good.

But nobody seems to have told Fantasy Flight, publisher of Warhammer Fantasy Roleplay. Since 2009, they have been producing a top-flight line of boxed adventures for the Warhammer RPG, including The Edge of Night, The Gathering Storm, and the latest, The Witch’s Song:

Something unnatural is stirring in the small fishing village of Fauligmere. Legends of a swamp witch are whispered among the superstitious townsfolk. And if it weren’t for the haunting voice coming from the mists of the Cursed Marshes, you might laugh at such tales. But in Fauligmere, nothing is as it seems.

The Witch’s Song is a standalone adventure for Warhammer Fantasy Roleplay, introducing new rules and options for hedge wizards and witch characters. This boxed adventure features a full-colour book detailing this mysterious adventure in a suspicious town, as well as all the sheets, cards, and tokens a GM needs to bring the story to life. Players must investigate the mysteries that plague Fauligmere, gain the favour of the people, and learn the truth behind the town’s legacy. Can you resist the lure of the witch’s song?

Typical for Fantasy Flight, the production values and art are top-notch. Best of all, they don’t skimp on that most essential aspect of the boxed adventure: the goodies. The Witch’s Song, for example, is packed with dozens of play aids, including action cards, location cards, creature cards, player handouts, party sheets, and more — most illustrated in full color.

Is it too much to believe this is the start of a new trend? In May of last year, Wizards of the Coast released The Shadowfell, the first D&D boxed adventure in more than a decade. Since then, they’ve followed up with Madness at Gardmore Abbey. It’s still too early to declare a true return of the boxed adventure, but I’m keeping a weather eye out.

New Treasures: The Demoness of Waking Dreams by Stephanie Chong

New Treasures: The Demoness of Waking Dreams by Stephanie Chong

the-demoness-of-waking-dreams-smallOne of the critiques I get about my New Treasures column is that I don’t cover much Paranormal Romance.

That’s probably true. A lot of it arrives here at the rooftop headquarters, but I can’t get Howard or Mike Penkas to read it. As for me, I like to focus on the week’s most exciting titles for New Treasures, and I just don’t know that much about what’s really exciting in Paranormal Romance.

Yeah, that sounds like an excuse to me too. There’s a lot of good work being done in the sub-genre — it’s been the most popular form of fantasy for at least the last three years — and we’re not doing a service to anyone by neglecting it. I should just jump in with both feet and educate myself.

So where do I start? I have a tried and true system for selecting books: I go with the best covers. And this week that meant my hands wandered towards Stephanie Chong’s second novel, The Demoness of Waking Dreams.

Ex-cop Brandon Clarkson is an angel with an edge. His tough exterior is the perfect camouflage for his job — hunting down the most dangerous criminals on earth. A self-reliant and demanding lone wolf, Brandon is the perfect angel to track and capture demoness Luciana Rossetti.

Beneath the surface of Luciana’s cool, green-eyed beauty lurks the heart of a malevolent killer. In the winding streets of Venice, she lures Brandon into her dark world of pleasure.

They are perfectly matched. Angel and demon. Man and woman. But only one can win the battle of wills, of strength and of desire.

My first thought was to pass this off to my teenage daughter Tabitha to get her take on it. But flipping though it, I discovered some pretty steamy scenes that would probably get me in trouble. For the sake of propriety, this is a mission I should undertake myself. Yeah. That would be best.

Chong’s first novel, Where Demons Fear to Tread, is part of the same series (The Company of Angels), but seems to deal with different characters. This volume seems to be suitably standalone.

The Demoness of Waking Dreams was published by Harlequin MIRA on August 28, 2012. It is 359 pages for $7.99 in paperback ($6.99 for the digital edition).