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Vintage Treasures: Chaosium’s Thieves’ World

Vintage Treasures: Chaosium’s Thieves’ World

Thieve's World Chaosium-smallThere was a time when shared-world fantasy was brand new, and taking the genre by storm. That time was 1979, and the man at the helm was Robert Lynn Asprin, a midlist novelist who had never edited anything before in his life.

Robert Lynn Asprin was the guest of honor at one of the first science fiction conventions I ever attended, Maplecon 2 in Ottawa in 1979. He was a spirited and self-deprecating guest, telling stories of Joe Haldeman and Poul Anderson gently correcting his spelling and grammar (“These are the people I’m supposed to be editing?!”) as he midwifed the birth of what would become one of the most successful fantasy franchises of the 20th Century: Thieves’ World, the Ace paperback anthology that triggered an explosion in shared world fantasy over the next two decades. Thieves’ World eventually encompassed thirteen collections and over half a dozen original novels, published between 1979 and 2004.

It wasn’t the only new trend to emerge at the end of the 70s in fantasy fiction — in fact, it wasn’t even the biggest. The influence of Dungeons and Dragons was cresting at the same time, and with the publication of Margaret Weis and Tracy Hickman’s Dragons of Autumn Twilight, the first DragonLance novel, in 1984, the two genres finally collided, and neither would ever be the same again.

As fantasy fiction and gaming gradually blended throughout the 80s, it didn’t just mean that bookstores were flooded with gaming novels. Gaming stores likewise were invaded with a new generation of book-inspired titles, from Iron Crown’s Middle Earth Role Playing to Chaosium’s Call of Cthulhu, and TSR’s Conan and Lankhmar properties, just to name a few.

These two juggernauts of 20th Century fantasy, Thieves World and role playing, came together in 1981 with the release of the Thieves’ World boxed set from Chaosium, a singular accomplishment that has been called the “Rosetta Stone of early roleplaying.”

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Michael Moorcock’s Von Bek: A Review

Michael Moorcock’s Von Bek: A Review

Von BekNo matter what your opinion of Michael Moorcock, you can’t deny that he’s a versatile writer; from the pulpy adventures of Dorian Hawkmoon to the sophisticated high literature of Mother London, this man seems capable of writing anything, and Von Bek, a collection of three stories that focus around the family of the same name and their quest for the Grail, is proof.

This is especially true of the first book: The Warhound and the World’s Pain, which focuses on Ulrich Von-Bek. Here you’ll encounter the same Gothic tones and deep melancholy of the Elric books, the gung-ho adventure of Hawkmoon alongside another healthy dose of Moorcock’s boundless imagination. It is at once questioning and original, daring and clever; unafraid to show the ravages of war, but still enjoyable as simple, leave-your-brain-at-the-door adventure.

A hard to attain but perfect combination. In this tale Lucifer, wanting to redeem himself in the eyes of God, enlists Ulrich Von Bek to retrieve the Holy Grail, or, as he calls it, the ’cure to the worlds pain.’

All throughout this venture, he is hindered by Klosterheim, who has been ordered to prevent him from finding the Grail. Klosterheim’s arrogant nature, intolerable ignorance, and prejudice make him an apt and contemptible rival for our charismatic anti-hero.

I say anti-hero because Von Bek, much like Elric, is a far-cry from Conan or Aragorn in that, rather than having an immovable viewpoint on morals, Von Bek, at least at the beginning, has none. The fact that he only accepts the tangible and takes destruction in his stride makes him a compelling companion, and makes his quest — which surrounds religion and metaphysics — all the more apt, and therefore all the more interesting.

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Red Sonja: The Movie

Red Sonja: The Movie

Red Sonja filmAfter watching the Red Sonja film, many viewers will find themselves asking why the film was made. Who was responsible? How could such a thing happen?

It began in 1982, with the release of Conan the Barbarian. That film’s success led to the release, two years later, of the far cheesier Conan the Destroyer. Red Sonja appeared the following year, bringing an embarrassing end to what could have been the sword & sorcery equivalent of James Bond.

But first, the plot. After resisting the sexual advances of Queen Gedren, the evil lesbian sorceress has Sonja’s entire family murdered before ordering her men to rape her.

No, really, save your complaints until the end of the review.

Sonja is visited by a ghost that gives her the strength to best any foe in combat. After training for an indeterminate amount of time, Sonja is approached by Lord Kalidor (played by Schwarzenegger as basically Conan with pants), who takes Sonja to visit her dying sister.

Yes yes yes, her entire family was killed ten minutes earlier, but apparently her sister Varna was out with friends or something.

Varna warns Sonja that Queen Gedren has gotten hold of the Talisman (gah, think of cooler names for your artifacts), which will give her the ability to rule the world by causing earthquakes. Or something. The Talisman can only be touched by a woman, so Varna makes Sonja swear she will destroy it. After swearing an oath and building a funeral pyre for sis, Sonja goes off on her quest. She is followed by Kalidor, as well as the boy-prince Tarn and his assistant, Falkon. They fight some bandits, the phoniest-looking sea monster you’ll ever see (seriously, even the characters realize it’s just a prop), and finally the evil witch-queen herself. Spoilers, the Talisman is destroyed, Red Sonja pretty much chucks her vow, and the Conan film franchise is forced into hibernation for decades.

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Adventure On Film: Westworld

Adventure On Film: Westworld

westworld-1How any adult, in this day and age, can approach Westworld (1973) in anything remotely close to the appropriate frame of mind is beyond me. To further complicate an open, honest viewing, the film could not possibly telegraph its intentions more bluntly. Will the tourists attending Western World, Roman World, and Medieval World have the time of their vacationing lives? Well, yes –– but in short order, they will be done in by their out-of-control hosts, robots one and all, semi-sentient machines understandably tired of living out their days getting gunned down by their rich and warm-blooded doppelgangers.

Pardon me if in the course of this review I don’t concern myself with spoilers.  If the DVD’s cover doesn’t give the game away, the first two minutes of the film surely will.

Leaving, then… what? A cautionary tale, in which we fragile mortals should learn to stop messing around with simulacrums? Or is it an adventure in which the stakes are high and the six-guns are fast?

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Weird of Oz Reviews Showgirls, Teen Wolves, and Astro Zombies

Weird of Oz Reviews Showgirls, Teen Wolves, and Astro Zombies

showgirlsA non-fiction fad of the past decade has been for an author to do something outrageous for a year and then write a book detailing the experience. If you know someone who inexplicably stopped bathing for months, or who stopped shaving or cutting his hair, or who started eating all her food raw and communicating only with gestures and grunts, you may know someone who has embarked on living like a person in the Middle Ages, or like a caveman — with an eye, of course, to chronicling it all and cranking out a bestseller. Do them a favor and tell them it’s probably already been done. Writers like A.J. Jacobs (The Year of Living Biblically) have cornered the market on myself-as-the-story immersive or “stunt” journalism.

I’ve read a number of these “stunt books” by various authors; frequently they are entertaining page-turners, and they do offer interesting perspectives and provide some bizarre, oftentimes fascinating trivia. But I have also grown oversensitive to the tendency of some such writers to indulge in a bit of melodramatic self-pity: “For 200 days now I haven’t been able to [fill in the blank], and my wife is totally exasperated!” Yes, these folks put themselves through some crazy regimens of self-denial and eccentric behavior, but journalists have gone through far worse to get a story: try reporting from a war zone, for instance.

For his “stunt book,” Australian film critic Michael Adams undertook a task that puts him squarely on the radar of this blog: he decided to watch at least one bad film every day for a year in a quest to find the Worst. Film. Ever Made. Ever. As somewhat of a connoisseur of B- and Z-grade films, I eagerly picked up this comprehensive report from a fellow cinephile: Showgirls, Teen Wolves, and Astro Zombies (2010). So here, now, is a brief review of the bad-movie viewer…

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Galaxy Science Fiction, January 1951: A Retro-Review

Galaxy Science Fiction, January 1951: A Retro-Review

Galaxy Science Fiction January 1951-smallGalaxy Science Fiction’s fourth issue was published for January, 1951.  Now with 50% more illustrations, Galaxy was rolling along, ready to offer the best fiction on the market.

“Tyrann” by Isaac Asimov – This is the first part of a three-part serial of Asimov’s novel.  It was later reprinted under the title: The Stars, Like Dust.  Biron Farrill is a young nobleman visiting Earth when someone tries to kill him with a radiation bomb.  An acquaintance of Biron’s tells him that there’s a plot underway by the Tyranni.  The Tyranni, who control the galaxy by oppressing the various world leaders, killed Biron’s father and are now coming after him.

Biron flees to Rhodia in hopes of finding refuge under their leader, Hinrik V.  The Tyranni track Biron’s movement, allowing him to reach Rhodia in order to test Hinrik’s loyalty.  Soon after his arrival, however, Hinrik’s daughter and cousin confide in Biron that they are not loyal to the Tyranni and that the three of them must find a way to escape the planet without alerting the Tyranni.

I love this story so far.  The characters are great, especially Hinrik’s cousin who shows two personalities – one is a public façade in order to keep his work secretive.  Plus, their ships jump to hyperspace!

Asimov didn’t coin the term hyperspace, but he was one of its early adopters, and the way the jump is described will resonate well with Star Wars fans.  By the way, if FTL (Faster Than Light-speed) travel was good enough for Asimov and Galaxy, why is it shunned by some editors today?

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New Treasures: Dungeons of Dread

New Treasures: Dungeons of Dread

Dungeons of DreadI continue to be impressed with Wizards of the Coast’s premium reprint program. It started with an inspired effort to get Gary Gygax’s original Advanced Dungeons and Dragons rules back into print in high-quality hardcovers. We’ve discussed it before — Scott Taylor looked at the original announcement back in August; I examined the corrected edition of Unearthed Arcana here, and we invited readers to win copies by sharing stories of their game characters here.

It’s a praise-worthy undertaking indeed. But like a lot of folks I still have copies of Gygax’s bestselling rulebooks, so while I’m glad modern gamers – especially OSR players – can easily get copies of the finest RPG ever written, to me it was chiefly of academic interest.

All that changed with the release of Dungeons of Dread, which collects four classic AD&D adventure modules written by Gary Gygax and Lawrence Schick, originally released between 1978 and 1982. Dungeons of Dread puts some of the genre’s most famous early adventures – which previously existed only in yellowing softcover pamphlets – in hardcover for the first time, complete with maps and all the original black-and-white interior art.

Dungeons of Dread gathers the first four S-series adventures: Tomb of Horrors, White Plume Mountain, Expedition to the Barrier Peaks, and The Lost Caverns of Tsojcanth. I’ve discussed S1: Tomb of Horrors recently, and I admit I’m not much of a fan. A masterpiece of design, the module is a player-killer extraordinaire, and not a lot of fun. I’ve never read White Plume Mountain, but I’m certainly familiar with the gonzo Expedition to the Barrier Peaks, one of Gygax’s most esoteric creations, a module created to merge AD&D and Metamorphosis Alpha by placing adventurers at the crash site of an alien craft high on a desolate mountain peak.

But The Lost Caverns of Tsojcanth is one of the finest adventures ever created. Twice the size of Tomb of Horrors, Tsojcanth is an old-school dungeon crawl which introduced a host a new monsters (later collected in the Monster Manual II) and challenged the players to cross a dangerous wilderness and multiple levels of an ingeniously designed subterranean lair, before coming face-to-face with Drelzna, the vampiric daughter of long-deceased archmage Iggwilv. Gygax built on the plot threads he carefully laid here in its loose sequel, WG4: The Forgotten Temple of Tharizdun.

All four adventures were collected in a slightly abridged form, revised to form a connected campaign, in the softcover Realms of Horror in 1987, which is now long out of print. But this is the first true permanent edition. For me, it is also the first must-have release in WotC’s premium reprint line, and I hope it is only the first of many to come. I’d love to see, for example, similar treatment for Gygax’s Against the Giants and Descent in the Depths adventures, and of course The Temple of Elemental Evil — copies of which demand outrageous prices on eBay.

Dungeons of Dread was published by Wizards of the Coast on March 19. It is 192 pages in hardcover, priced at $39.95. There is no digital edition.

Red Sonja: The Novels

Red Sonja: The Novels

Red Sonja 1 - The Ring of IkribuIn late 1981, Red Sonja finished her orbit from Robert E. Howard character to Conan supporting cast member to comic book heroine and back to text. Writers David C. Smith and Richard L. Tierney were commissioned to write six Red Sonja novels. Their take on the character was uniquely their own, yet there’s enough of the character’s trademarks to leave no doubt these are Red Sonja novels and not just generic adventure tales with a recognizable name pasted over them.

The series began with The Ring of Ikribu, first published in December 1981. After a brief introduction by Roy Thomas (wherein the origins of the character are explained), the story opens with Asroth (an evil wizard) chewing out one of his lieutenants for failing to locate the titular ring. As punishment, he magically rearranges the lieutenant’s face into some sort of Lovecraftian unspeakable horror. Shifting locations, we learn that Asroth has seized the kingdom of Suthad with an army of ghosts. The ousted king, Olin, is gathering a mercenary army to take back Suthad and Red Sonja is one of those mercenaries. Also amongst the mercenaries is Duke Pelides, the aforementioned lieutenant who is now forced to wear a mask at all times. Olin wants the return of his kingdom, Pelides wants revenge, and Sonja just wants to get paid. Of course, as is the way with Sonja, she slowly becomes emotionally invested in those around her and eventually the money ceases to be her driving motivation. In less than two-hundred and fifty pages, the novel does a good job of conveying the sense of a long, grueling campaign without actually become monotonous.

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Torment: Tides of Numenera Breaks Kickstarter Records

Torment: Tides of Numenera Breaks Kickstarter Records

Torment Tides of NumeneraTorment: Tides of Numenera, inXile Entertainment’s isometric role-playing title, became the most funded game in Kickstarter history on Friday, raising nearly $4.2 million.

InXile was founded by Brian Fargo in 2002, after his departure from Interplay. It released an updated version of Interplay’s early computer RPG favorite The Bard’s Tale in 2004, and the popular Line Rider in 2008. It made history in April 2012, building on another original Interplay property, the much-loved post-apocalyptic RPG Wasteland (1988), assembling most of the original team and launching a Kickstarter campaign to fund Wasteland 2. The goal set was the highest in Kickstarter history at that time, $900,000, and it raised more than triple that.

On March 6, InXile kicked off their next campaign, Torment: Tides of Numenera, which draws on the setting of Monte Cook’s earlier runaway success Numenera — and the beloved Interplay/Black Isle title Planescape: Torment, originally released in 1999. The Kickstarter campaign broke the record for fastest to reach $1 million (in just over seven hours) and ended with 74,405 backers and $4,188,927.

Torment: Tides of Numenera passed the previous record-holder, Obsidian Entertainment’s Project Eternity, at $3.99 million. It recently added Chris Avellone, designer for Planescape: Torment, and The Name of the Wind author Patrick Rothfuss has also joined the team. The game is set for release in 2015; learn more at the website.

Self-published Book Review: Broken Shell Island by Dalya Moon

Self-published Book Review: Broken Shell Island by Dalya Moon

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I don’t make much effort to make these reviews spoiler-free, but I think this one may have more spoilers than usual. So be warned.

All Opal Button wanted for her birthday was a bike. Instead, her grandfather gave her his old suitcase and a one-way trip to live with his sister on Broken Shell Island. Opal had always assumed that the island was imaginary, as it was the setting of a series of children’s books written by her grandfather’s friend, Flora Fritz. On what real island could goats talk and could real stairs and doorways be drawn with chalk? It sure seems real enough when she arrives by magic suitcase, though.

She’s not the only one arriving at the island that day. The local taxman’s mail-order bride is also supposed to be coming, thus setting up what promises to be an amusing tale of mistaken identity, at least until the body of the murdered fiancée is found. But Broken Shell Island doesn’t turn into a murder mystery either (although the mystery of who killed Svetlana is an important part of the story).

At heart, Broken Shell Island is a coming of age story for Opal. It even includes a heroic quest. Of course, the original quest–to fetch bluebeeswax to polish her great aunt’s floor–gets sidetracked when her guide, a boy her age named Peter, is blinded by a snakebite. Then they’re thrown even further off course by the appearance of a daemon, a creature of the underworld summoned by the use of dark magic. This leads directly to a visit to the witches of West Shore, who aren’t really happy to see them. The witches aren’t evil (mostly), and some of them were friendly to Opal near the beginning of the book, but they do have some dark secrets, one of which sends Opal back to the beginning to try it all again. No, there’s no time loop, but Opal does end up pretty much retracing her steps, this time sans Peter, but with the help of the sheriff and the taxman, Edwin, until she manages to return to the West Shore and try again. One would think this redo would be annoying, but it actually works out fairly well. First, because the author picks up the pace and gets through the sites much more quickly, and second, because things have changed since the first time Opal visited, and more is revealed with each place revisited.

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