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Affair of the Bear: The Oakdale Affair by Edgar Rice Burroughs

Affair of the Bear: The Oakdale Affair by Edgar Rice Burroughs

Oakdale Affair frontspiece Jack BurroughsYes, this is the 3,000th post on Black Gate. Discovered after the fact, of course. Never thought I’d be writing about a murder mystery centered on a bear for the occasion, but what the hey.

In the spring of 1917, as he was completing the last of the “New Tarzan Adventures” that would eventually fill the volume Jungle Tales of Tarzan, Edgar Rice Burroughs wrote a short novel (40,000 words) titled “Bridge and the Oskaloosa Kid.” A reader of the previous year’s The Return of the Mucker might recognize the name “Bridge” as belonging to that novel’s itinerant poet and co-hero. Burroughs liked the character so much that he spun him off into his own story: a crime drama/mystery, something different for the author.

Editor Bob Davis at All-Story found little to appreciate about ERB’s new tact when “Bridge and the Oskaloosa Kid” landed on his desk. He argued that its twist ending stretched credulity past what readers would tolerate: “Lord! Edgar, how do you expect people who love and worship you to stand up for anything like that? And the bear stuff, and the clanking of chains!” Davis may also have objected to mentions of one of the villains injecting morphine to feed an addiction. Although Davis remarked that Bridge was a “splendid character” in The Return of the Mucker and “well worth a great story,” the editor didn’t think this was it. He bounced the novel back to ERB.

Burroughs had his own doubts about “Bridge and the Oskaloosa Kid,” criticizing his performance as “rotten” even before he finished. But his name was still good for a sale in a magazine in 1917, and the novel ended up at Blue Book, printed in full in the March 1918 issue under the more economical title The Oakdale Affair. Editor Ray Long paid $600 for it, considerably less than ERB’s standard pay-rate at the time.

A year later, a movie titled The Oakdale Affair starring Evelyn Greeley premiered from World Film Company. It was the fourth film made from ERB’s work, and a rare non-Tarzan one. Somebody must have liked the book, the opinions of the author and his editor be damned!

What to make of this unofficial third novel of the “Mucker Trilogy,” a crime thriller/mystery with a vanished heiress, murderous drifters, gypsies, an enthusiastic child detective, a deadly bear, a lynch mob, a couple of dead bodies, and a chain-clanking ghost in a haunted house? Did ERB stray too far in looking for somewhere else for his poetry-loving Bridge to roam?

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Red Sonja 11

Red Sonja 11

Red Sonja 11 coverThe story opens with Red Sonja and Suumaro in the talons of a giant peacock, being flown away from the ruins of the sorceress Apah Alah’s honeymoon suite. It was explained (though not very clearly) last issue, but to catch up with the story (and the series in general), all you have to know is that a lot of crazy things happen to Red Sonja and she usually ends up stabbing most of those crazy things. Oh, and she’s blind after being covered in the blood of a peacock-blowing man-stallion (seriously, not half as sick as you’re thinking).

If you’re honest with yourself, you know how you’d react to being blinded, then clutched in the talon of a giant peacock. I’d be terrified. Red Sonja’s first line this issue: “I’d hoped that when death arrived for me – I’d at least be able to see well enough to spit in its face!” And that’s really all you have to know about Red Sonja.

The giant bird drops them on the upper section of the palace, where they are greeted by a bald woman with a crossbow named Narca. It turns out Narca is angry at the bird for trying to take Sonja and Suumaro out of the palace (even though the bird wasn’t taking them out of the palace, just the crumbling part of it). So she shoots the giant peacock with her crossbow, then has her army of albino gorillas drag its corpse to a giant vat of blood, where it is dumped.

Why is she so mad about Sonja and Suumaro’s escape attempt? Because she’s trapped there too. In her own wing of the palace. With an army of gorillas. And a blood pit that she uses for demonic summoning. And this isn’t even the dumbest prison set-up I’ve seen in the series (see issue two).

Sonja can’t see Narca, but Suumaro tells her that she’s “purely evil,” which he seems to conclude from the fact that she’s bald and shot a big bird. Then she shoots a second giant peacock and has it tossed into the blood pit as well. Some demon is apparently very thirsty.

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Steampunk Spotlight: Society of Steam Trilogy

Steampunk Spotlight: Society of Steam Trilogy

the society of steam the falling machineImagine the  gilded age… but with superheroes and steampunk technology.

That is the central premise of Andrew P. Mayer’s Society of Steam trilogy, which just published its final volume in January. The books portray a world in which the brilliant inventor Sir Dennis Darby has brought together heroes to form the Paragons, a New York City group of adventurers that fight menaces to decent society. Among the heroes is the Automaton, an intelligent steam-powered construct of Darby’s own invention.

This alone would be enough of a premise for a trilogy of novels, but the first book in the trilogy, The Falling Machine (Amazon, B&N), begins by throwing this fascinating world into turmoil… by killing off Darby himself in the first chapter, leaving his student Sarah Stanton – forbidden by gender to become a hero in society – to take a stand and see that his vision of the future has a possibility to come to pass. The trilogy therefore is not about the Paragons so much as it’s about the Paragons facing their darkest hour… with an outcome that is far from predictable.

To think about the challenge facing Mayer in writing this series, consider that this would sort of be like if the first issue of X-Men began with Professor Xavier dying. The series is trying to depict the status quo changing, but also has to — at the exact same time — depict what the status quo was. It’s a tough balancing act and Mayer does a good job with it, though there are times where it’s a little uneven, particularly in the first book, which ends with several characters dying and the ranks of the Paragons devastated by their greatest challenge: the villain Eschaton.

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Amazing Stories, January 1963: A Retro-Review

Amazing Stories, January 1963: A Retro-Review

amazing stories January 1963This issue was published almost exactly 50 years ago. This was well into Cele Goldsmith’s tenure. Goldsmith is regarded now as one of the great magazine editors in our field’s history, for what she did with Amazing and Fantastic from December 1958 through June 1965.

I immediately noticed the subtitle: “Fact and Science Fiction.” This appeared with the October 1960 issue and lasted through Goldsmith’s tenure (she was Cele Lalli by the end). 1960 was also the year Astounding Science Fiction became (starting with the February issue) Analog Science Fact and Fiction. Amazing may have been following Analog’s lead, or both may have been reacting to the Space Race, and the increased U.S. emphasis on science education.

Goldsmith/Lalli left the magazine when Ziff-Davis, her employers, sold it – she stayed on with Ziff-Davis and became a very successful editor with Modern Bride.

The cover is by Lloyd Birmingham, an unfamiliar name to me. I didn’t like it very much. As John Boston puts it: “an attempt at pompous pageantry that just looks silly.” It illustrates the lead story, “Cerebrum,” by Albert Teichner.

Interiors are by Birmingham, Leo Morey, George Schelling, and the great Virgil Finlay. There are a couple of inhouse ads, a Classified section, and two full page ads, one for the Rosicruans, and one for the 1963 Stereo/Hi-Fi Directory.

The Fact content is represented by Ben Bova’s article, “Progress Report: Life Forms in Meteorites,” the subject of which seems clear enough, though the article actually discusses the discovery of chemicals possibly related to life in meteorites, as well as where meteorites come from.

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Renovating Tegel Manor

Renovating Tegel Manor

Tegel Manor-smallWhile I was assembling my Judges Guild article on Tuesday, I stumbled on an odd reference to a revised version of one of their earliest (and most famous) products: Tegel Manor. I’d never seen a copy however, and was pretty sure it didn’t exist, so I set it aside to investigate later.

What makes Tegel Manor so famous? I don’t think I could articulate its wonders as well as the talented James Maliszewski, author of the Grognardia blog; here he is:

Tegel Manor is without a doubt one of Bob Bledsaw’s masterpieces. Describing a sprawling 240-room haunted castle, the module is a textbook example of a funhouse dungeon, utterly lacking in anything resembling an ecology and filled with many encounters for which the adjective “whimsical” is charitable at best. The contents and/or inhabitants of each room are random — in some cases literally — meaning that, here you might find nothing more threatening than some giant beetles but next door you might find a Type III demon polymorphed as a kindly old beggar…

With its random encounter charts containing 100 members of the cursed and unfortunately named Rump family (all of whose names start with the letter R) and its goofy encounters (“Four Zombies … bowing to a Giant White Rat … in a pink cape and red plumed hat”), it certainly seems that way. It’s one thing to sidestep naturalism, but Tegel Manor goes above and beyond the call of duty when it comes to “gonzo.”

But the map is a thing of beauty. Nothing — and I mean nothing — has ever beaten it… It’s filled with winding passages, secret doors, mazes, empty rooms, weird features, and more.

James’s complete review is here. Tegel Manor was originally released in 1977, and revised and expanded in later editions. A little digging revealed that Necromancer Games had contracted to do an updated version for the Old School Renaissance market — and even produced the cover at right — but Judges Guild withdrew the rights before it saw the light of day. But that’s a story that deserves a post of its own.

The Last Dinosaur Chomps Your Nostalgia on Warner Archive DVD

The Last Dinosaur Chomps Your Nostalgia on Warner Archive DVD

Last Dinosaur Warner Archive DVDIt follows that if I write about The Bermuda Depths and its manufacture-on-demand DVD release, I must also write about its sister film, the dinosaur-hunting marvel of a Saturday afternoon dreamland, 1977’s The Last Dinosauralso available on MOD DVD from Warner Archive. “Richard Boone vs. a T. Rex in a Primeval World.” You don’t need a large marketing team to work on your movie if you have a tagline like that.

The Last Dinosaur is a 1950s giant monster movie filmed in the 1970s and filtered through the visual effects style of 1960s Japanese special effects (tokusatsu) films. If that sentence gives you a frisson of joy, then the movie won’t disappoint. And The Last Dinosaur is a touch better than that description suggests, with a solid script and an excellent main character who can carry the outrageousness of a giant monster movie and make it seem like Moby Dick.

Touring around the ‘net looking for reviews of The Last Dinosaur will mostly unearth “bad movie snark” having a laugh over its economical special effects. You won’t find much of that here: I think The Last Dinosaur is a top-shelf B-budgeted “lost world” film that delivers all it should, occasional chuckles and groans included. Make all the sly comments you want about the “man-in-suit” monster effects — and there are some amusing moments — they still offer far more creativity and fun than most CGI-driven contemporary movies. Compare The Last Dinosaur to anything from SyFy and you’ll see the talent we lost when the Machines won the war.

Shot in Japan at the same time Amicus Productions in the U.K. was making their Edgar Rice Burroughs adaptations (The Land That Time Forgot, At the Earth’s Core, The People That Time Forgot), The Last Dinosaur sports a similar style that captures the spirit of ERB within a contemporary setting. It’s the best Edgar Rice Burroughs adaptation not actually based on one of his novels; if Burroughs were alive and writing in the 1970s, he might have written something just like this.

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New Treasures: Wilderlands of High Fantasy

New Treasures: Wilderlands of High Fantasy

Wilderlands of High FantasyIn the very early days of adventure gaming, there were two companies you could count on: TSR, creator of Dungeons and Dragons, and Judges Guild.

Judges Guild was admittedly second tier. While TSR was constantly innovating, with full color cover art and high production values, Judges Guild saw no reason to deviate from the look they established in 1976: rudimentary layout and typesetting, and two-color covers that looked torn from a coloring book.

But they were prolific. My weekly pilgrimages to the gaming store in 1979 rarely yielded a new TSR release — they were few and far between — but Judges Guild never let me down, and I went home satisfied with many a JG product tucked under my arm. At their peak in the early 80s, they employed 42 people and had over 250 products in print, an astounding output.

Judges Guild was founded by Bob Bledsaw and Bill Owen; their first major product (and claim to fame) was the City State of the Invincible Overlord. The ambitious setting for the City State — a massive 18 maps covering nine continents drawn from Bledsaw’s home campaign, ultimately used as the locale for numerous adventure modules — became their next major release: The Wilderlands of High Fantasy, the first licensed D&D product and the first true campaign setting for the game.

Wilderlands was different in other ways, too. Perhaps most importantly it had a true sandbox feel, rather than the tightly-focused adventures of Gygax and Co, in which players were expected to follow a linear path. It encouraged a wide-open style of gaming, focused on exploring vast and wondrous forests and rugged landscapes, rather than dungeon crawls.

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Red Sonja 10

Red Sonja 10

Red Sonja 10 coverSo this story opens with Red Sonja and the inexplicably-still-unslain Suumaro on a reconnaissance mission. They’re traveling by raft into the least-fortified part of Skranos to gather intelligence on its fortifications. After I wrote that sentence, I realized that if they already know what part of the city is least-fortified, then haven’t they already scoped out the fortifications?

Never mind. They never make it into the city this issue anyway. Before the first page is turned, Sonja, Suumaro, and the retinue of soldiers they brought with them are attacked by winged demon-people. Suumaro is all-too-familiar with the creatures, saying that his sorceress mother, Apah Alah, created them as guardians. Sonja asks what she used them to guard.

A better question might be what kind of spy mission includes the leader of the resistance movement, a woman who drunkenly challenged the entire army to kill her, a dozen armed men, and their horses? How exactly were they expecting to slip in unnoticed?

Again, never mind. We’ve got harpies to fight. Well, for a page and a half. The harpies (or whatever) kill all the other men, as well as the horses. (Have I mentioned how badly horses get treated in this series?) Leaving Red Sonja and Suumaro on the shore of a forest. Capping the trunk of one of the largest trees is a castle.

Yeah, a castle is growing out of a tree. It’s just there, by the shore between Skranos and the rebel encampment. And nobody noticed a castle growing out of a tree up until now.

And since this Red Sonja, you guessed it. She freaks out for one panel, then moves on. Because mildly freaked out is just how she’s learned to function.

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Dungeon Board Game from Wizards of the Coast

Dungeon Board Game from Wizards of the Coast

Dungeon board game from Wizards of the Coast
Dungeon board game from Wizards of the Coast

There were a lot of releases and announcements from Wizards of the Coast to get excited about in 2012, such as D&D Next, the Lords of Waterdeep board game, and the first four Dungeon Command faction packs (covered here and here). But one game slipped through the 2012 coverage here at the rooftop headquarters of Black Gate… in large part because it lacks the bells, whistles, and minis from some of these other games. But, at the same time, that’s part of its charm.

Dungeon (Amazon, B&N) is a straight dungeon crawl game at a bargain basement price ($19.99!) compared to almost any other RPG-related board game that you’ll find in the market these days. This is because there are no miniatures, just little cards and cardboard tokens.

This streamlined approach to the game design also makes Dungeon a pretty quick game to sail through. There isn’t the sort of intrigue that drew our Black Gate overlord John O’Neill into Lords of Waterdeep, but the goal is something that most gamers can get behind: the one with the most treasure wins.

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Red Sonja 9

Red Sonja 9

Red Sonja 9 coverI really don’t want to be “that guy.” Long-time comic fans know “that guy.” The one who can say with authority whether the Batmobile is stick or automatic, how Wonder Woman can find her invisible jet, and who would win in the oldest comic grudge match: Superman or the Hulk. I don’t want to be one of those fans who tells the writer that he’s writing his characters wrong.

But I’ve been following Red Sonja for a while and I think I have a feel for how she thinks, what she values. I come back every month to follow her adventures partially because I like how she handles said adventures. So when I read a story that just goes against so much of what’s been established up to this point, it just pulls me out of the tenuous suspension of disbelief I have to enter to take any of this seriously.

When the story opens and Red Sonja is having dinner with Suumaro, a man who openly keeps a harem of a chained women, something doesn’t ring true. She set them free last issue; but there’s no mention of what happened to them. She should be helping them escape from their indifferent master or, better yet, training them into a fighting force that can exact revenge. At the very least, she should run her sword through this Tarzan wannabe.

As it is, she excuses herself from the meal to go into the nearby woods and sleep in a tree. Hey, who doesn’t have to get away from it all once in a while? After drowning one of Suumaro’s generals in mammoth innards last issue, she’s now taken over his post. The rigors of command are no doubt getting to her; but honestly, why does she want to work for this creep?

Sure enough, she’s not dozing for half a page before the jerk comes trolling after her. She jumps off the limb and he moves to embrace her. She pushes him away, explaining that she’s made a vow, which I have to believe is her way of being polite. I have no idea why she’s trying to be polite to this guy.

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