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“My Firefly Atonement” or “Get Cheap RPG Books Today Only!”

“My Firefly Atonement” or “Get Cheap RPG Books Today Only!”

When a show with a large fan base – especially a large SF fan base – ends, the fans have some small amount of solace, because there’s usually a rich bounty of “extended universe” materials to keep the fix going for a while. Often the avid fan, deprived of new episodes of the show, can enjoy exploring the novels, comic books, and, yes, even role-playing game supplements which are created through license with the show … but all good things must end.

Last Chance to Buy Serenity & Battlestar Galactica RPGs

In recent years, one of the publishers that’s been dominant in the field of licensed RPG materials from such show – including SmallvilleSupernaturalSerenityLeverage, and Battlestar Galactica – is Margaret Weiss Productions, founded by (and named after) the legendary co-creator of the Dragonlance D&D setting and co-author of most of the relevant novels that established that setting, notably the Chronicles and Legends trilogies. These have been some great games, all built around MWP’s proprietary Cortex Rule System (reviewed in Black Gate 14). Serenity RPG was reviewed back in Black Gate 10 and my own review of the Supernatural RPG is slated to come out in Black Gate 15.

The problem, of course, is that both Serenity and Battlestar Galactica are based on franchises that have been over for quite some time. The licenses may have expired or MWP may have just decided it wasn’t profitable to keep the lines going, but the result was the following message in my e-mail today:

You have one day left to purchase The Serenity and Battlestar Galactica RPGs from Margaret Weiss Productions!

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Charlene Brusso Reviews Magic in the Blood

Charlene Brusso Reviews Magic in the Blood

magic-in-the-bloodMagic in the Blood
Devon Monk
Roc (360 pp, $6.99, May 2009)
Reviewed By Charlene Brusso

Urban fantasy walks a fine line between engaging the reader with magic that feels real, while operating in a gritty modern setting that seems as far from magical as possible. Devon Monk’s series (starting with Magic to the Bone) is set in gray, yet somehow inviting, Portland, Oregon, offering many repurposed old buildings, and lots of colorful characters in addition to the incessant rain.

Our heroine, Allie Beckstrom, is a Hound, a magically gifted person who can sniff out the caster of any spell: really sniff, that is. Hounding can be a good way to make a living, but magic has its price since “using magic means it uses you back.” Cast a spell without deflecting the painful backwash means aches, pains, exhaustion, and worse, depending on the strength of the spell. There are rules. Legally, spells can only be cast on a person with their consent. And “Offloading” the bad side effects of magic onto another is strictly forbidden.

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Rich Horton Reviews Song of Time

Rich Horton Reviews Song of Time

song-of-timeSong of Time
Ian R. MacLeod
PS Publishing (253 pages, $14.95, October 2008)
Reviewed by Rich Horton

Ian R. MacLeod is one of the supreme SF writers of recent years, especially at novelette and novella length, and so it is something of a disappointment that his novels seem to have struggled to find an audience. His newest work is so far only out in the U. K. from the excellent but definitely small outfit PS Publishing. Yet in considering this book I am inclined to understand its failure (so far!) to attract a trade publisher. Song of Time is not a high concept book. Indeed it is difficult to capture it with a single thematic statement. (His two Ace novels, on the other hand, were distinctly about the magical substance aether and the ways in which its use paralleled the Industrial Revolution.) Thus it is, I imagine, a bit harder to “sell” the book. And I must also add that while that is not always a shortcoming, in the present case I think it is rather. About which more later.

Song of Time opens with an aging woman rescuing a drowning man from the ocean off her Cornish house. The man, whom she calls Adam, is a mysterious figure – he has no memory, but he knows – or learns quickly – a great many things, some of which are quite unexpected. He is also a remarkably quick healer, and otherwise unusually constructed. Thus a puzzle is established – but really the book is not about this puzzle (though in the end it is solved, quite satisfactorily).

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Howard Andrew Jones Reviews Legends of Steel RPG

Howard Andrew Jones Reviews Legends of Steel RPG

legendsofsteelSavage Worlds is a gaming system designed to provide a basic framework around which games in all sorts of settings can be built, but especially games in the Sword & Sorcery genre will perhaps find the best home there. Howard Andrew Jones explores one such setting …

Legends of Steel: Savage Worlds

Jeff Mejia
Evil DM Games (70 pp, $12.00 PDF, January 2009)
Reviewed by Howard Andrew Jones

A lot of games wear their hearts on their sleeves. They’re labors of love. They almost have to be, because one doesn’t usually get wealth, fame, and women by playing and designing games. When it comes to Legends of Steel, the heart it wears on its sleeve is mine. I wasn’t remotely involved in its creation, but I’m a huge fan of sword-and-sorcery, and Legends of Steel seems to have been designed, more than most other games I pick up, with me in mind.

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Centurion: How Many Times Can I Use “Brutal” in a Review?

Centurion: How Many Times Can I Use “Brutal” in a Review?

2852-FINAL_CENTURION 70x100op 50 %.inddCenturion (2010)
Directed by Neil Marshall. Starring Michael Fassbender, Dominic West, Olga Kurylenko.

If you did not see Centurion during its U.S. theatrical release, that’s probably because you blinked. The British film ran in only a small number of theaters in August on limited engagements, with a simultaneous release on Video on Demand. It played at the Nuart Theater a few miles from my home for a week, and I was unable to get to it. I regretted it at the time because the trailers got my thrill glands pumping: a bloody historical action movie starring a Roman legion. Now that is my kind of fun! I also had faith in director Neill Marshall; I had enjoyed all of his previous movies, and they more than proved that he could handle violent mayhem.

Now that Centurion is on DVD and Blu-Ray, I’ve been able to see what Mr. Marhsall did with the murky historical legend of the Ninth Legion: he made a bloody historical action movie out of it.

Centurion is as straightforward as they come, something the director admits: “It’s not meant to be historically perfect. I’m picking up on a legend and exploring it . . . it’s an action thriller.” The Ninth Legion, which supposedly vanished on an expedition to Scotland in the second century, serves as a springboard for Marhsall to return to the territory of “soldiers-behind-the-lines” from his first movie, the werewolf thriller Dog Soldiers, and sprinkle it with Xenophon’s Anabasis and various World War II movies featuring tough guys doing what has to be done. It is a stripped-to-the-bone bloodletting, filled with decapitations, throat-slittings, head-crushings, and any other mutilation you care to mention.

Not every movie needs deep psychological character explorations or nuanced drama. Centurion knows what it wants, runs after it, and spikes it gorily to the ground. If you think you might enjoy this film, then you will enjoy it — Marhsall delivers the goods as promised.

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A Review of The Time Ships by Stephen Baxter

A Review of The Time Ships by Stephen Baxter

time-shipsI’m not entirely sure how to review a sequel that’s written by a different author. I’m even less sure how to proceed if that sequel happens to be for a classic.

It’s not enough that it be a good book on its own. It also has to carry over themes from the original, and ideally, it should measure up to the original — which is almost impossible, because classics tend to become classics because the ideas in them are unique, cutting edge, or at least presented in a fascinating new way.

The Time Ships, by Stephen Baxter, is a sequel to H. G. Wells’ The Time Machine, and that’s one of the most impossible legacies in science fiction.

It’s a very good book, but it isn’t revolutionary in the way the original is — in part because it really can’t be. To top The Time Machine, you’d pretty much have to invent a new genre.

When The Time Machine ends, the nameless Time Traveller promises to be right back, departs for the future, and vanishes forever. The Time Ships repeats this scene from his perspective (in the original, we see it from the Writer’s point of view) and explains what happened to him.

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Chris Braak Reviews The Magicians

Chris Braak Reviews The Magicians

the-magicians-by-lev-grossmanThe Magicians
Lev Grossman
Viking (416 pp, $16.00, August 2009 – May 2010 paperback edition)
Reviewed by Chris Braak

Lev Grossman’s The Magicians makes an admirable attempt at an ambitious premise: is it possible to use the form and structure of Harry Potter to tell a story about ennui, dissipation, and cynicism? What is the difference between the childhood wonder evoked by the “you’re such a special child” childrens’ fantastic literature — with its black and white morality, its uplifting sense of meaning and hope — and the obdurate, insistent messiness of real grown-up life?

The Magicians follows Quentin Coldwater, a brilliant, industrious high school student who spends his time working obscenely hard at schoolwork for ends that are not entirely clear to him, as he is selected for and matriculates at a secret school for wizards in upstate New York. The story self-consciously mimics such similar novels as Harry Potter and the Sorcerer’s Stone, except it equally self-consciously subtracts the moral clarity, the battle against ultimate evil, and the soul-building trials of its main character’s childhood.

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Gemmell’s Legend Remains a Rousing Call to Arms

Gemmell’s Legend Remains a Rousing Call to Arms

legendI love pre-battle speeches. Arnold’s “Then to hell with you!” prayer to Crom before the battle of the mounds, and Theoden’s exhortation to the Rohirrim just before their charge on the Pelennor Fields (“spears shall be shaken, shields shall be splintered!”), to name two, make me want to pick up spear and shield and wade into the fray (of course Kenneth Branagh’s Band of Brothers/St. Crispin’s Day speech from Henry V remains the best). Even though I’d never want to fight in a real shield wall, the power of these speeches admittedly gives me second thoughts.

That’s probably why I loved reading David Gemmell’s Legend (1984) so much. Gemmell’s debut novel is more or less a buildup to (and execution of) a monumental battle scene, and its rousing inspiration speeches don’t disappoint. In terms of the printed page Legend ranks right up alongside Steven Pressfield’s spectacular Gates of Fire for galvanizing battle-speeches.

Here’s one sample as delivered by Druss, the eponymous “legend” from whom the novel derives its name. Druss is an aging warrior and a veteran of innumerable battles who dusts off his axe Snaga and treks to the defense of the fortress Dros Delnoch, like an aging athlete coming out of retirement to prove he can still play. On the eve of the final battle, he rouses the outnumbered Drenai to stand with him, one last time:

Theoden leads the charge...
Theoden leads the charge...

“Some of you are probably thinking that you may panic and run. You won’t! Others are worried about dying. Some of you will. But all men die. No ever gets out of this life alive.

I fought at Skeln Pass when everyone said we were finished. They said the odds were too great, but I said be damned to them! For I am Druss, and I have never been beaten, not by Nadir, Sathuli, Ventrian, Vagrian, or Drenai.

By all the gods and demons of this world, I will tell you now — I do not intend to be beaten here, either!” Druss was bellowing at the top of his voice as he dragged Snaga into the air. The ax blade caught the sun and the chant began.

“Druss the Legend! Druss the Legend!”

If you like the above monologue, you’ll probably love Legend. If not, well, there’s always Magic Kingdom for Sale: Sold.

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A Review of Daemon World (Warhammer 40,000)

A Review of Daemon World (Warhammer 40,000)

daemon-world-newDaemon World
Ben Counter
BL Publishing (414 pp, $7.99, 2009 (originally published in 2003))
Reviewed by Bill Ward

The world of Warhammer 40,000 takes ‘dark’ to a whole new level, with a constellation of warring races in various shades of gray (for example, the ‘good guys’ of the Imperium have no qualms about eradicating entire planets within their own empire), a bleak, medieval gothic aesthetic oozing with fanaticism, intolerance, and cruelty, and an essentially hopeless outlook for humankind.

Indeed, the series tagline, “In the grim darkness of the future there is only war,” gets at the heart of the 40k setting, though it misses somewhat the undercurrent of black humor and parody that have been present in this universe since its inception. But the enormously popular world of the 41st millennium is more than just a space opera version of Warhammer Fantasy – despite its space elves and orks, Warhammer 40,000 is a unique and appealing setting that has been steadily accruing a history and a body of lore for over twenty years, all of which makes it much more complex and interesting than it may appear at first blush. It is a richly detailed, dark fantasy of the future that synthesizes everything from Paradise Lost to Star Wars, H.R. Geiger to H.P. Lovecraft, Dune to Starship Troopers.

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Howard Andrew Jones Reviews HeroScape

Howard Andrew Jones Reviews HeroScape

Heroscape expansion packs

In 2004, I made my first trip to GenCon and was overwhelmed by the experience. I don’t remember much about the specific tables I visited, but I do remember coming across this new game, HeroScape, which applied a modular style to tactical war gaming – not just in the building of the army (which was usually modular in some sense), but in the design of the playing surface and terrain.

Just as Howard describes himself below, I was also the sort of person who always chose storytelling games over wargames. I had bought some Warhammer units, but had spent so much time painting them that I’d never actually gotten around to playing the game … and even if I had, the lack of terrain would have annoyed me.

With HeroScape, all of these elements came packaged together in a master set, and you could expand on the experience easily enough with various expansion packs. Six years later, Howard describes his experience with the current incarnation of the game.

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