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Steampunk Spotlight: Victoriana RPG update

Steampunk Spotlight: Victoriana RPG update

jewelempireA couple of weeks ago, I began my exploration of steampunk – one of the most popular subgenres in speculative fiction today – with a review of the upcoming board game Kings of Air and Steam, currently being funded through Kickstarter. (There’s still about another day before the deadline to pre-order a copy at a huge discount.)

Kings of Air and Steam focused on the more mundane aspects of the steampunk setting – shipping merchandise by airship and railroad. There’s certainly a lot more to steampunk than that and one game which embraces the more fantastic end of the spectrum is Victoriana RPG.

What is Victoriana?

Picture a traditional fantasy adventure setting, such as those made popular by Tolkien and Dungeons & Dragons, complete with elves, dwarves, sorcerers, undead, monsters, and so on. Now advance that world about 500 years, from the classic Middle Ages setting into the Victorian era. That is, essentially, the basis of Victoriana.

I favorably reviewed the Victoriana core rulebook and several supplement books in Black Gate #15 (now also available in Amazon Kindle format), but they’ve come out with three new sourcebooks since then. How do these new supplements stack up? If you really want to explore the world of Victoriana, these are definitely what you’ve been waiting for, although you will need at least the core rulebook to get started.

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Game Review: Castle Ravenloft

Game Review: Castle Ravenloft

61sthemncpl_sl500_aa300_I recently received a copy of Castle Ravenloft and I wanted to take a moment this Saturday to talk about it. Not that I’m looking to pitch or anything, but I’ve had the chance to play several of the ‘big box’ games rolling off the presses this year and it’s been kind of fun to compare what I’m seeing with each.

To me, Castle Ravenloft is a bastion from my youth, a place where I went only because I was dragged there by my DM, Mark, as a particularly creepy and nasty torture for my Dungeons and Dragons characters.

When I had the chance to crack the seal on this newest piece of the Ravenloft legend I was immediately taken back to my youth while also being brought forward in time to the newest incarnation of D&D thought up by the creative minds of Wizards of the Coast.

First off, know that this is a HUGE box, and as I started pulling stuff out of it I kept getting flashbacks to GenCon 2011 when I was trying to put together a physical copy of King Snurre Ironbelly’s throne room for the climax of my current Against the Giants Campaign. As I walked that huge conference hall in Indianapolis I was amazed at the cost of creating a dungeon and the denizens that populate it. I mean, I could have spent my entire budget trying to do it, and yet this box held four times the quantity of stuff I would have needed to run a successful dungeon.

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Goth Chick News: The Best Book to Not Read on a Plane

Goth Chick News: The Best Book to Not Read on a Plane

image0021Until recently, reading on a plane was one of my personal joys.

As an electronics geek (admitting it is the first step) it is a rare thing indeed for me to find myself in an environment where connectivity isn’t possible.  Okay, I know that some flights are now offering Internet in the sky, but I prefer to ignore this for the time being in the name of preserving the one place where I can guiltlessly escape email, IM and my cell phone.  And though it is still possible to “work” while disconnected, I generally ignore this as well and relish the opportunity to sink uninterrupted into a novel.

And this was precisely what I did on a recent getaway to my favorite US destination; New Orleans.  I boarded the American Airlines jet and settled back in my window seat with Chris Bohjalian’s fourteenth novel, The Night Strangers.

Things went all wrong shortly thereafter.

We had only just pushed back from the gate when the plane came to a rather abrupt halt and the engines shut down.  The pilot’s voice sounded a tad embarrassed when he explained our aircraft had just experienced an “electrical abnormality” and mechanics were being called to look into the issue before we would be cleared to take off.

Now, as someone who has clocked countless hours on airplanes, this “electrical abnormality” didn’t concern me all that much.  I imagined that some unexpected red light was blinking away in the flight deck that probably wouldn’t have meant much if it had occurred aloft, but as it had started up while we were still on the runway, the crew was obligated to halt our journey and have it looked at.

I went back to The Night Strangers.

In case you’re not familiar (I certainly wasn’t prior to picking up his latest book), Chris Bohjalian is a New York Times bestselling author, and his latest outing The Night Strangers is a ghost story inspired by both a door in his basement and Sully Sullenberger’s successful ditching of an Airbus in the Hudson River.

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A Review of The Prow Beast

A Review of The Prow Beast

the_prow_beastThe Prow Beast
Robert Low
Harper Collins UK (358 pp, $24.95, 2010)
Reviewed by Bill Ward

It was with some sorrow that I came to the last page in Robert Low’s The Prow Beast — the fourth and, sadly (for now?), final book in the excellent Oathsworn saga. Beginning with 2007’s The Whale Road, the Oathsworn series has followed Orm Ruriksson’s intrepid band of adventurers the length and breadth of the Viking world in the 10th Century, from Scandinavia to Constantinople, from Jerusalem to the steppes of Russia, all the while taking them from an obscure band of raiders to far-famed men the subject of song and saga. And it is this fame that lies heavily around the necks of the Oathsworn in this final volume, for their reputation makes them both a target and an ill fit for a settled life away from the sea.

The novel begins with a bang, in the middle of a grim sea-fight against desperate odds — and a wildly dangerous pack of ulfhednar, the ‘berserkers’ of Viking lore. Orm, our narrator for the whole of the saga, then backtracks to explain how his men’s current predicament came to pass, and how the alliance of revenge-fueled Randr Starki and Pallig Tokeson, King of the Joms, was born. A perfect storm of factors collides upon the Oathsworn, who find themselves hated, their treasure coveted, and the pregnant Queen with whom they were entrusted, Sigrith, wife of the King of Sweden, hunted by rivals who do not wish to see her birth an heir to the throne. The Oathsworn’s Hestreng Hall is looted and burned, their longship the Fjord Elk destroyed by Greek fire, and the remnants of the Oathsworn and their families find themselves hunted and on the run. And that is just the beginning.

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Godzilla & Rodan & Mothra & Alice: Destroy All Monsters on Blu-ray!

Godzilla & Rodan & Mothra & Alice: Destroy All Monsters on Blu-ray!

destroy-all-monsters-japanese-posterLast month, the second Godzilla film to reach Blu-ray in North America made its thundering, skyline-flattening debut, courtesy of Media Blasters: the 1968 science-fiction monster mash Destroy All Monsters (Japanese title: Kaiju Soshingeki, “Charge of the Monsters” or “Monster Invasion”). The only Godzilla movie to beat it onto Blu-ray is the 1954 original, which will get a re-release as part of the Criterion Collection in January 2012. (The Criterion Collection! Godzilla has gained a well-deserved highbrow victory and sits on the same shelf with Kubrick and Bergman!) Later this month will see the third Godzilla Blu-ray release, 1973’s Godzilla vs. Megalon. This is arguably the worst movie of the long series, but I welcome it onto Hi-Def nonetheless: three cheers for glittering mediocrity!

But Destroy All Monsters is anything but mediocre: like Universal’s House of Frankenstein over twenty years before, it pulls together all the science-fiction candycorn goodness available to give audiences a mad monster party for the ages. The plot is simplistic, the characters even more so, but the movie pops with color and spectacle of a bygone age of entertainment without irony. It isn’t the best of the Godzilla series, but until 2004’s Godzilla: Final Wars, no monster movie could boast a larger monster cast. Eleven of Toho Studio’s stable of big beasts crowd into its hundred minutes, and the result is a giddy confection no ten-year-old or ten-year-old at heart can resist. If geekdom has a defining film, here it is.

Destroy All Monsters was one of the first of Japan’s giant monster films to reach DVD in North America. At the time it seemed like a miracle to have a Godzilla film available in a letterboxed edition. However, the 1999 disc from ADV Films is the textbook example of a barebones release: the only language option is the inferior of the two English dubs (I’ll explain the dubbing situation later), the picture isn’t enhanced for widescreen TVs, and the disc doesn’t even have a menu. As better quality Godzilla DVDs came out in the 2000s, Destroy All Monsters became a black hole on collectors’ movie shelves. ADV re-released the movie to DVD in 2004 packaged with a soundtrack album as part of Godzilla’s Fiftieth Anniversary, but the movie disc is exactly the same.

The Media Blasters/Tokyo Shock Blu-ray fixes all these problems: not only is the film in glorious Toho Scope 1080p, but the disc contains both English dubs, the original Japanese mono soundtrack, a 5.1 lossless re-mix, and commentary from two Japanese fantasy film scholars, Steve Ryfle and Ed Godziszewski, who have done informed and lively commentaries for previous Godzilla DVD releases.

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Art of the Genre: Maztica Memories

Art of the Genre: Maztica Memories

Fred Field's wife?  Only he can tell us...
Fred Field's wife? Only he can tell us...

After taking a moment to pull down the Dragon Mountain Boxed Set, I thought it might be fun to do the same with other lesser known boxes that came out of TSR around 1990. That period was actually the beginning of the end for the role-playing giant, Gygax ousted, sales flagging, and the need for fresh ideas and worlds seemingly all that the company could see as its savior.

As we are well aware, the next wave in the gaming industry wouldn’t come from the RPG table, but instead from cards, ala Magic the Gathering, but still TSR struggled to not only survive but come up with something fresh enough to gather new players.

It was here that we find various new titles rolling hot off their press, but many of the games in that period simply turned into boxed campaign settings along the lines of Maztica, which in itself is set in The Forgotten Realms.

This campaign was written by TSR staff author Douglas Niles, and although not as famed in novel fiction as Weis and Hickman, by 1990 Niles was pleasantly entrenched in the Forgotten Realms with his Darkwalker on Moonshae Trilogy. He also penned the Maztica Trilogy, including Ironhelm, Viperhand, and Feathered Dragon, but I’ve never read these three books so I can’t speak as to their worth for the purpose of supporting this setting.

Niles was challenged in this project to create a Mesoamerican world that mingles with the fantasy setting of the Forgotten Realms. In my opinion, after several so-so attempts at reading this set, he fails to deliver on what would make such a setting uniquely cool, ala demi-humans! The work tends to bog down in a kind of repetition of real-world conquistadors waging a campaign against indigenous peoples of the far south continents where the only change in the story line is that the priests actually had working magic.

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Game Review: The Paizo ‘Ultimates’ both Combat and Magic

Game Review: The Paizo ‘Ultimates’ both Combat and Magic

ultimate-combat-300

Ultimate… by Websters the definition [d] reads: the best or most extreme of its kind. Thus, Paizo entails that two of its creations for 2011 are the very pinnacle of gaming mechanics gold.

After spending two years in the Pathfinder universe and plumbing the depths of the system with the Pathfinder Core Rulebook and then the Advanced Player’s Guide, I wasn’t convinced that there was an obvious need for any further bulk supplementation of the system.

You see, this is the crux of ‘old gamers’, a belief that what they’ve pre-built into their own world is ‘enough’ and they can just coast on their own imagination thereafter. Now I’d never say this is a false statement, but with many Grognards, they fail to take into account that the more information you have, the better your personal worlds and systems will be.

Do you need to implement every detail of every supplement ever written? Absolutely not, but the opportunities involved in finding different wrinkles, classes, items, etc can only help to make a world richer for both players and game-masters alike.

This brings me to Paizo’s two Ultimates, those being Magic and Combat. Now make no mistake, when Paizo chose the word Ultimate they weren’t kidding around. These books are chocked full of the kind of stuff that truly needs unearthing.

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The Walking Dead Season 2: Stop and Smell the Dessicated Roses

The Walking Dead Season 2: Stop and Smell the Dessicated Roses

the-walking-dead-season-2Warning: Some spoilers follow

Season 2 of AMC’s The Walking Dead is nearing its midseason point, and apparently it sucks, at least according to a vocal minority of viewers. Why? Too much talking and not enough action. With a name like The Walking Dead, each episode should be wall-to-wall flesh munching zombies and humans gunning down undead with head shots on the wing. Or so the detractors say.

Me? I’ve been enjoying the heck out of the series, and think it’s pretty darned perfect as far as serialized television goes. The Walking Dead isn’t just about zombies. It’s also a human drama, and I’m hooked.

But I guess characterization and engagement with philosophical and moral questions aren’t what the zombie diehards want. Here’s a real sampling of some of the comments I’ve found:

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

isengard

Yes indeed, I bring you another tale of art before you attempt to burst the buttons off your jeans with a hearty Thanksgiving feast. All winter holidays are something strange here in L.A., and it’s hard to think about turkey, snow, and roasting anything when the sun is bright and ocean breeze carries the promise of white-tipped surf and meditative tranquility.

Art, however, never takes a holiday [nor do we here at Black Gate L.A. since John O’Neill thinks days off are a grand waste of time]. That being said, I began a project some time ago that is very dear to my heart, so much so that Ryan Harvey doesn’t even argue with me about it which is saying something.

Below, I’ll lay the groundwork for my argument in case you who read this would like to contradict me, but I warn you, my passion is unmatched, and without vacations I’ll simply outlast you. Today, then, begins Part One of a small series dedicated to this topic, and I hope you’ll take the time to read them and educate yourself.

Part One:

I would argue that the prettiest role-playing game ever produced was Iron Crown Enterprises the Middle-Earth Role-Playing. Certainly the game’s popularity in the RPG boom decade of the 1980s was only rivaled by the gorilla in the room of TSR’s AD&D, statistics from the time indicating MERP was second in sales totals for the decade behind the RPG giant.

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Let’s Play White by Chesya Burke

Let’s Play White by Chesya Burke

lpw_smallChesya Burke’s new short story collection newly out from Apex Publications provides a take on the horrific and strange from, as you might expect from the title, an African-American perspective. The title comes from the opening story, “Walter and the Three-Legged King,” in which the down on his luck protagonist is advised by a talking rat, one that he’s maimed by tearing off its leg, that “let’s play white” is the only way for him to get a job and avoid getting thrown out of his apartment.  The notion that you have to “play the game” in a job interview is hardly the province of any particular race, however; moreover, the no-doubt low paying  job of doorman the protagonist hopes to land might actually have less to do with “playing white” than “playing subservient,” which is why ethnic minorities probably hold a larger percentage of these kinds of positions.

Of course, sf and fantasy have been a natural home for ethnic writers to explore the state of “otherness” in which alien creatures and societies symbolize the psychology of oppressed racial and sexual minorities.  Burke’s stories are more grounded in the everyday realities of the disenfranchised, realities that are disrupted by cultural myths such as the actually benevolent but of course misunderstood village witch (“The Teachings and Redepmtion of Ms. Fannie Lou Mason”), zombies (“Cue Change”) voodoo (“Chocolate Park”), diviner-healers (“The Unremembered” and “The Light of Cree”)  and the evil eye (“I Make People Do Bad Things”).  Some of the scariest, however, are the most realistic.

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