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Chris Braak Reviews Cthulhu’s Reign

Chris Braak Reviews Cthulhu’s Reign

cthulhus-reignCthulhu’s Reign
Darrell Schweitzer, ed.
DAW (308 pp, $7.99, 2010)
Reviewed by Chris Braak

It is unquestionably a challenge to create a sense of drama in a set of stories that all share the premise of “human civilization has been destroyed by invincible monster-gods from space.” Cthulhu’s Reign is an anthology that sets out to do just that, using the theme of H. P. Lovecraft’s Old Ones – most often Cthulhu and his star-spawn, but not always – returning to prominence on earth after countless millennia of death/sleep. All of the book’s fifteen authors are to be commended for their imaginative takes on just what that return might look like, but there are some problems with the anthology as a whole.

The first and primary issue is that it’s just unrelentingly depressing. One story about the end of humanity out of a collection of fifteen is one thing; but a book in which every single story ends on a note of complete and utter hopelessness is exhausting. There is no reason to blame the authors; they are each separately and privately fulfilling their mandate. The problem is with the idea of the theme itself, which might be charitably described as “too much of a good thing.”

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Art of the Genre: Game Review, Paizo Bestiary Collection

Art of the Genre: Game Review, Paizo Bestiary Collection

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One day, long ago, I went to a Waldenbooks and picked up a copy of TSR’s Monster Manual II. It was my first monster compendium, the only other I’d seen was a borrowed copy of Monster Manual I with the rather mundane David C. Sutherland III cover. It was this book, covered by Jeff Easley, that taught me just what it was to hold the power in your hand over a world of fabled monsters.

Still, the journey into the realm of the enemy, the monster, was on well its way with that purchase, as was my apprenticeship in the profession of Dungeon Master. That trip has taken a long and twisting road through more realms of imagination that could be spoken of this day, but nonetheless, it’s been a truly special one.

Monsters, you see, are the key to everything that truly IS a role-playing game. Sure, you could make the argument that it’s about the players, the story, the social interaction, but at the core it all revolves around the conflict. This conflict, and the experience points born from it, is inherently tied to the realm of monsters.

Simply put, to be an effective Game Master [as the term Dungeon Master has become antiquated over the decades, I guess, although I still use it…] you need to have a plethora of monsters at your disposal.

This is true of any system, but even more so in a fantasy setting, and as I started playing Paizo’s Pathfinder upon its release, I’ve had the pleasure of filling my shelves with some of their rather incredible monster supplements.

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

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It’s the day after Christmas here in L.A. as I write this, the office quiet, but I felt like going in anyway and getting some work done. Perhaps it was because yesterday, after a wonderful feast of turkey, potatoes, and all the fixings, I took a walk with the family three miles from my home out onto the Palos Verdes peninsula. This walk, in seventy degree temperatures with a slight easterly breeze and done in shorts and a T-shirt, held an immense amount of physical beauty.

With a cloudless azure sky, and a tranquil ocean all the way to the mountainous shadows of Catalina Island, the channel is was an epic vista. Still, what strikes a writer’s soul is often the movement of it all, the flights of pelicans looking like pteranodons sailing at eye level as you walk atop the hundred foot bluffs that drop into the whitewater curls of water churning below. If you look down into the kelp fields further out from the breakers you can spy the blazing orange Garibaldi, the state fish of California, as they shine under the waves amid the deep green strands, and further out into the endless blue go the whales.

Gray’s this time of year, majestic and high breaching, they spew mist into the air in pods traveling south, their monstrous tales fully lifted from the waves before plunging down once more into the depths.

It’s a stirring event, these migrations, and as I went home I couldn’t help but think about my next article and how the artist I’d be featuring had first seen and been moved by similar events, this time humpbacks, off the western cape of South Africa.

This gift of nature, and having shared his life between England and Africa, helped shape an artist who transitioned from full-time historical military drawer to the role of visionary painter in J.R.R. Tolkien’s Middle-Earth.

So, today I bring you the next part of my argument as to why the Middle-Earth Role Playing game is the most beautiful RPG ever made.

PART TWO:

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The Natural History of Unicorns

The Natural History of Unicorns

natural-history-of-unicornsThe Natural History of Unicorns (2009)
By Chris Lavers

Some book titles can grab you across a room and demand your money. Such was the case with The Natural History of Unicorns, which I discovered not in a bookstore, but in a curio shop in San Francisco specializing in . . . actually, I have no idea what the store was really selling, except that it was next to the Pirate Supply Store (no joke, this exists, although principally to fund a writing workshop in the back) and the excellent science-fiction and fantasy bookstore Borderlands. A bit of both stores rubbed off onto this one, and so in the midst of taxidermy snakes was this book promising to tell me the Natural History of a fantasy animal. Immediate sell.

Well, almost immediate. I did check to see that the book was not crazy pseudo-science making the claim that the fantasy version of the unicorn was real and scientists were refusing to admit the truth. But the book appeared to be exactly what I wanted: a multi-discipline exploration of the development and evolution of the unicorn legend.

On the surface, the unicorn is the simplest of fantastic creatures: a horse with a single horn jutting from its forehead. Of course something like that might exist! There are plenty of horned hoofed animals, a unicorn isn’t much of a stretch.

But the unicorn carries a trainload of baggage behind it: a symbol of spirituality and Christianity, emblem of British royalty, symbol of virgin purity, a creature in roleplaying games, icon of New Age thinking, and decoration on a third-grade girl’s wall. The unicorn is indeed, as legend has often claimed, tough to hunt and harder catch.

Chris Lavers, a lecturer in natural history at the University of Nottingham, writes in a friendly, humorous style that feels like an Oxford professor during the off-hours entertaining guests around the fire with brandy in ample supply. In places, Lavers seems to channel Avram Davidson and his Adventures in Unhistory, although not quite as obtusely or wittily. (Davidson’s book has a chapter on unicorns, by the by.) The book makes for fast nonfiction reading, although Lavers does go off on a dull detour from his topic in the center of the book, occasionally relies too heavily on long quotations, and fails to explore an important avenue of unicorn history that I hoped to learn more about.

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Art of the Genre Review: Jeff Dee’s new Kickstarter

Art of the Genre Review: Jeff Dee’s new Kickstarter

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Last month I was intrigued to see that former TSR artist Jeff Dee had started a project on Kickstarter to recreate his classic images from the Egyptian pantheon in Deities & Demigods. Now, first, I didn’t really know anything about Kickstarter, but the more I looked at it the more interested I became.

If you don’t know about it, I’ll give you the Cliff’s notes version. Kickstarter is a site that provides creative people an outlet to connect with fans and take contributions for projects they might otherwise not get to do.

In this fashion Jeff, who hadn’t seen work from TSR in nearly 30 years, got to go back and recapture some of AD&D’s faded glory.

You see, in those early days of TSR things were changing fast, money was coming in like water into a sinking ship, and nobody really had any idea what they had. That being said, all of Jeff’s original works for the company were unceremoniously tossed in a dumpster to make room in the files for newer artwork, so original copies of his stuff no longer exits.

Jeff decided that it was high time he remedy that fact, and so he went out to recreate the images he did for Deities & Demigods, one pantheon at a time, with an added caveat that he’d also create several new images of Egyptian gods that the former TSR deadlines didn’t allow time for.

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Harryhausen’s Mysterious Island on Blu-ray

Harryhausen’s Mysterious Island on Blu-ray

mysterious-island-title-cardMysterious Island (1961)

Directed by Cy Enfield. Starring Michael Craig, Herbert Lom, Joan Greenwood, Michael Callan, Gary Merrill, Percy Herbert, Dan Jackson, Beth Rogan.

I have no qualms admitting that I enjoyed the 2007 Walden Media adaptation of Journey to the Center of the Earth. It surprised me how much of Verne’s novel made it onto the screen in a contemporary setting. However, the prospect of a sequel, riffing slightly (at least from what I can detect from the first trailer) on Verne’s 1874 classic The Mysterious Island, does nothing for me other than as a reminder to read that recent translation of the novel from the Modern Library that has stared at me from my “to read” stack for over a year. The new film is called Journey 2: Mysterious Island, which explains exactly what the filmmakers intend: the same thing as the last film. Maybe some younger viewers will go find the book after watching the movie, although the novel is less child-appealing than some of Verne’s other works, such as Twenty Thousand Leagues under the Sea, which children should read first anyway because Mysterious Island is a sequel to it. Will Captain Nemo show up in the new film? Who cares.

However, the marketing for Journey 2 coincides with the Blu-ray release of an earlier adaptation, the Ray Harryhausen-Charles H. Schneer Mysterious Island released in 1961. A number of Harryhausen’s classics have reached Blu-ray already, but Mysterious Island makes its high definition debut in a limited edition from a small direct distributor, Twilight Time, that specializes in film soundtrack albums. This concerns me for the release of other of Harryhausen titles. Mysterious Island is a Columbia film, and Sony Home Video released The 7th Voyage of Sinbad and Jason and the Argonauts on Blu-ray. Apparently, they preferred to farm out Mysterious Island to an independent—and on the film’s fiftieth anniversary! I may never have learned about the Mysterious Island Blu-ray if I wasn’t a soundtrack collector on mailing lists for small labels. (If you want to buy the Mysterious Island Blu-ray, go here. It’s limited to 3,000 unit, and I have no idea how fast they will sell.)

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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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