Weird of Oz Reminisces: A Friend of the Imagination

Weird of Oz Reminisces: A Friend of the Imagination

cobra_hiss_When I say “a friend of the imagination,” I do not mean an imaginary friend. Shane was, and is, real. The only son of one of my mom’s dear friends, he loomed large in the first decade of my life, though I only saw him about once a year.

I’m sure that when you cast your mind back to that first, formative era — to the halcyon days of youth that began your journey and shaped its course in ways both obvious and subtle — you recall some friend or acquaintance who holds a special place in your own private history’s pantheon of important people. Perhaps he or she first introduced you to something — an idea or hobby or sport — that would prove to be a lifetime love, a lifelong pursuit.

Shane was one such person, a boy who unwittingly (and, perhaps to this day, unbeknownst to him) enriched my creativity and broadened my imagination. I can’t help but think his example had some impact on my career as a creative writer; it was, at least, one branch in the confluence of influences that brought me here to this moment, writing a blog for Black Gate.

Shane’s mom had grown up with mine but moved to California, so about once a year she and her son came to visit us in Arizona. These visits account for some of my earliest and fondest memories. To them I can trace important moments in the unfolding path I have followed. Granted, some of these imaginative leaps might have come in other circumstances had Shane never come from that faraway country sung about by the Beach Boys. There were many other seminal formative events, particular authors and movies (it is a time of life that is littered with such discoveries, naturally), but Shane happened to be the one who nudged my imagination along on almost an annual basis throughout my grade-school years, like a sensei who periodically appears and says, “All right. You’re ready for the next level. And this one is particularly rad and gnarly.” (Okay, I can’t recall if he actually used ‘80s surfer slang, but I think he did use some. We all did. It was in the air.)

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Jonathan Lethem’s Amnesia Moon

Jonathan Lethem’s Amnesia Moon

Amnesia MoonNot long ago, I came across a copy of Jonathan Lethem’s second novel, Amnesia Moon. I was curious: Lethem’s best known for his recent work in mainstream mimetic fiction, but his early novels were science fiction and he also wrote an odd take on Steve Gerber’s already-odd character Omega the Unknown for Marvel Comics in 2007. More, between 2007 and 2009, he edited three volumes for the Library of America collecting various novels by Philip K. Dick; another book Lethem edited — The Exegesis of Philip K. Dick, containing extracts of a journal in which Dick recorded his visionary experiences — was published in 2011. Lethem’s also written an introduction for a recently-released collection of Dick’s short fiction and explored the influence of Philip K. Dick on his work and life in an extended essay at his web site. Given all this, I was interested in seeing what Lethem’s early science fiction was like.

Reading Amnesia Moon, the Philip K. Dick influence is immediately and strongly apparent, in setting, tone, imagery, and structure. The novel takes place in the west of a near-future post-apocalypse United States, but nobody can really remember what the apocalypse was, or how long ago it happened. Robot evangelists preach the gospel at city corners. Some characters live only as drugs, visible only after they’re injected into the veins of someone else. Dreams are communicable. But more than any of this, the book seems to restart itself at unpredictable intervals, dropping all the narrative strands to begin what at first seems a different story, which then intersects or transforms the overall tale.

Still, Lethem’s book isn’t just a rehash of earlier work. It’s strongly evocative of Dick’s writing, yes, but has a voice of its own. Its theme, I think, is the connection between people, the communities and relationships that they make. So it insists on the reality of the perceptible universe, on the otherness outside oneself, in a way that seems to me to be unlike Dick; Lethem’s asking much the same questions, but suggests different answers. As a result, though Lethem’s style is as spare and fast-moving as Dick’s, the characters have a reality and solidity subtly unlike the characters in Dick’s fiction.

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For Want of a Nail… Jack Campbell on The Lost Fleet: Beyond the Frontier: Guardian

For Want of a Nail… Jack Campbell on The Lost Fleet: Beyond the Frontier: Guardian

The_Lost_Fleet_Beyond_the_Frontier_GuardianThere’s an old poem in which the lack of a nail in a horseshoe causes the loss of a battle and a kingdom. The poem is usually seen as a proverb about how small things can cause major outcomes. But it also contains an important lesson for storytellers. In SF and fantasy, we create worlds that can include anything that we want them to have. That can produce cool stories, or it can create traps that ruin stories.

What is any story about? A problem. Whether it is one ring that has to be destroyed or a love triangle that threatens a kingdom or an invasion by aliens who really don’t like humans, the problem drives the story. The characters have to figure out how to solve that problem, which might require a lot of walking down the yellow brick road, the occasional detour, and numerous dangers, threats and other opportunities to excel.

As characters face all of the obstacles in their path, the writer faces the trap. Because, you know, if your hero only had a nail right now, that horseshoe would stay on, the battle would be won for certain and the kingdom saved. If your spaceship only had a means to counter that alien weapon, maybe by recalibrating the frequencies on the thingamajig, then the aliens would be defeated just like that.  Or if someone invents just what they need just when they need it, or someone finds a bottle with a magic genie inside, or God decides to intervene…

There’s a phrase for that trap. Deus ex machina (literally “god from the machine”). Ancient playwrights came up with the idea when they couldn’t figure out how to fix their plots.

No predicament is impossible when a god can step in. Got a dilemma that you can’t resolve? The Deus appears and fixes everything. The horseshoe has the nail. The thingamajig can destroy all of the aliens. It’s all happily-ever-after.

And readers are left feeling cheated. Where was the conflict? Where were the tough decisions? The sacrifices, the drama, the pain that we all know from real life are required to fix serious problems? The truth is that easy solutions make for bad stories.

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Black Gate Online Fiction: “Devotion” by Robert Rhodes

Black Gate Online Fiction: “Devotion” by Robert Rhodes

Robert Rhodes-smallA resourceful swordsman find himself very far from home indeed, caught up in a sorcerous trap with a surprising twist.

Piran’s blood ran cold, and his vision dimmed. But the numbness passed like a chilling wave, and he cut down through the witch’s cloak. She screamed and crumpled to the ground.

On the bloodstained leaves of the forest, she seemed pitiful. A sunken cheek bore a sinuous brand, marking her not as a spy but as the slave — escaped? — of a lich-lord in the cruel South. Something glistened beside her gnarled fingers — an arc of silvery liquid spilling from a milkglass phial.

Piran closed his eyes and gave thanks. He’d struck before she finished her devilry. But only just, for his muscles ached with a strange weariness.

“She’s dead,” he said over his shoulder to Amara and Ferris. He grinned and reached for the phial.

Until he realized he was alone.

Robert Rhodes has appeared in Heroic Fantasy Quarterly and other markets. He was the author of the “20 Heroes in 2010” series at FantasyLiterature.com, and his essay “Servants of the Secret Fire: Why Fantasy & Science Fiction Matter” won second-place in Pyr’s fifth anniversary contest. Most recently, his story “The Dead Travel Silently” won first-place in the forthcoming Stealth: Challenge anthology from Rogue Blades Entertainment. He is an attorney who lives in Spartanburg, South Carolina, and prosecutes child and elder abuse cases.

The complete catalog of Black Gate Online Fiction, including stories by Jason E. Thummel, Ryan Harvey, Steven H Silver, Nina Kiriki Hoffman, Emily Mah, C.S.E. Cooney, Howard Andrew Jones, Harry Connolly, and many others, is here.

“Devotion” is a complete 5,000-word tale of adventure fantasy offered at no cost.

Read the complete story here.

New Treasures: Firebrand by Gillian Philip

New Treasures: Firebrand by Gillian Philip

Firebrand Gillian PhilipHere in the U.S., Gillian Philip is known primarily for her Carnegie Medal–nominated contemporary novel, Crossing the Line, and the YA dystopian title, Bad Faith. In the UK however, she’s also known for her popular YA fantasy series, Rebel Angels, which the Sunday Times of London called “The best fantasy of 2010.”

Filled with twisted court intrigue — and even more twisted monsters from the realm of faery — Firebrand seems like exactly the kind of fast-paced adventure Black Gate readers are interested in.

Now Tor has brought the first volume, Firebrand, into print on this side of the pond, in a handsome hardcover edition with a new cover by Steve Stone.

At the end of the sixteenth century, religious upheaval brings fear, superstition, and doubt to the lives of mortals. Yet unbeknownst to them, another world lies just beyond the Veil: the realm of the Sithe, a fierce and beautiful people for whom a full-mortal life is but the blink of an eye. The Veil protects and hides their world… but it is fraying at the edges, and not all think it should be repaired.

Discarded by his mother and ignored by his father, sixteen-year-old Seth MacGregor has grown up half wild in his father’s fortress, with only his idolized older brother, Conal, for family. When Conal quarrels with the Sithe queen and is forced into exile in the full-mortal world, Seth volunteers to go with him.

But life beyond the Veil is even more dangerous than they expected, and Seth and Conal soon find themselves embroiled in a witch-hunt—in which they are the quarry. Trapped between the queen’s machinations at home and the superstitious violence of the otherworld, Seth must act before both of them are fed to the witch-hunters’ fires…

The second and third volumes, Bloodstone and Wolfsbane, are already in print in the UK. Interestingly, while all three books are marketed as YA there, Tor has mainstreamed them here in the US. It’s an interesting switch, and I’m curious to see how the market reacts.

Firebrand was published by Tor Books on February 19. It is 365 pages, priced at $24.99 in hardcover and $11.99 for the digital edition.

The Kids Are Alright: The Fate of the Novel lies in the Hands of Teenagers

The Kids Are Alright: The Fate of the Novel lies in the Hands of Teenagers

Dinner at Deviant's PalaceLike many authors, I teach writing to help make ends meet. Teaching part-time at a college and an arts high school doesn’t exactly make you rich, but I for one find it very satisfying. One of the obvious perks for me is getting to teach alongside steampunk progenitors Tim Powers and James P. Blaylock, both of whom are fascinating, brilliant men.

The other perk — the less obvious one — is the students themselves.

On one hand, I often find myself wringing my hands like an old fuddy-duddy about how this youthful generation is enslaved by technology. I’ve had two college students this year write about how they were “catfished,” for example, and it’s hard to understand a generation that has made the act of duping someone into having a phony online relationship so commonplace.

And then there’s their obsession with smart phones, providing a constant distraction in the classroom and leading students to shamble mindlessly down the hallways between classes with their phones in their faces, heedless of who or what they bump into. The zombie apocalypse is here already, I tell you!

On the other hand, I’m constantly inspired by my students, both by their creativity and their exuberance for crossing genres and mediums. And really, it all stems from the ubiquity of technology in their lives. Yes, even those damned smart phones.

At the behest of a handful of my high school students this year, I taught a class called Writing for Alternative Mediums (WAM), meaning writing for video games, phone apps, web comics, and whatever else the kids could dream up.

Like any savvy teacher who has no expertise or experience on a given topic, I “taught” the course as a seminar, meaning the students were forced to perform their own self-guided research, develop a project, and then present their work to the class.

The big winner ended up being me.

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Vintage Treasures: The Awful Green Things From Outer Space

Vintage Treasures: The Awful Green Things From Outer Space

The Awful Green Things From Outer SpaceI keep promising myself I’m going to stop obsessing about games that have been out of print for decades.

Clearly, I’m a man of little character. Let’s not dwell on that. Let’s dwell instead on one of the great mini-games of all time, Tom Wham’s The Awful Green Things From Outer Space.

First, a bit of history to support that claim. The Awful Green Things From Outer Space originally appeared as an insert in Dragon Magazine #28 (published in 1979). That’s pretty great.

Great enough to be reprinted as a full-fledged standalone game by Dungeons and Dragons publisher TSR in 1980, anyway. In 1988, Steve Jackson Games, publishers of GURPS, acquired the rights and revived Awful Green Things as a pocket game, alongside other mini-games like Ogre, GEV, Car Wars, and Illuminati.

Even in august company like that, Awful Green Things stood out for its gonzo humor and original design. I was going to paraphrase the text on the back, but there’s really no way to distill it. Here it is in its entirety:

The crew of the exploration ship Znutar just wanted to cruise around the Galaxy, discovering strange new worlds and playing pool. But then their ship was invaded by the Awful Green Things. And suddenly they were fighting for their lives!

In this wacky two-player game, one person takes the part of the Awful Green Things. Every turn the monsters multiply and grow… especially if they can eat somebody! The other player commands the crew, frantically trying weapon after weapon in hopes of defeating . . . The Awful Green Things from Outer Space!

The pocket edition consisted of a resealable box about the size of a paperback, 137 full-color counters (and a ziplock bag to keep ’em in), 24 pages of rules; and a 12″ x 21″ color map. The game was copiously illustrated by creator Tom Wham and Beverly Hale. My copy doesn’t have a price tag, but I think it was around 8 bucks. You can buy an updated, boxed edition from Steve Jackson Games for $24.99, but the pocket edition is still the one to get if you can find it.

Self-Published Book Review: Avarice by Annie Bellet

Self-Published Book Review: Avarice by Annie Bellet

AvariceWe’ve been told that we can’t judge a book by its cover, yet we do it all the time. A good cover can catch our eye and attract our interest. The art and title alone can usually tell us whether it’s gritty sword and sorcery, epic fantasy, or paranormal romance. The cover tells us more about the setting and mood of the story than even the jacket copy, and continues to influence us even after we start reading.

And unfortunately, self-published authors usually lack the budget and the specialized skills to do a great cover. Often, self-published covers look amateurish. Some authors decide to forgo a cover altogether, deciding that it’s better to have no cover than a bad cover (my wife takes this approach). This month’s novel, Avarice by Annie Bellet, is a notable exception. It’s not just that the cover is beautiful in itself, it’s that it instantly tells you what the story is about. Between the illustration and the title of the series (Pyrrh Considerable Crimes Division) an experienced reader of genre fiction has a pretty good idea what this book is about. I’ll give you a moment to guess before I reveal the answer below the fold.

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The Summer Movies… Again: Iron Man (3) Three

The Summer Movies… Again: Iron Man (3) Three

Iron Man 3 Poster MainIron Man Three (2013)
Directed by Shane Black. Starring Robert Downey Jr., Don Cheadle, Gwyneth Paltrow, Guy Pearce, Ben Kingsley, Rebecca Hall, William Sadler, Miguel Ferrer, Jon Favreau, Ty Simpkins.

For people worried that the individual Iron Man series within the greater Marvel Cinematic Universe was in trouble, have no fear: Iron Man is back on track because Shane Black has got your back.

Iron Man Three (yes, that’s what the end credits call it, and therefore it’s the official title) starts off the Marvel Movie-verse Phase 2 with a self-contained story that feels like a great five or six-issue comic book arc. You remember: the kind that Marvel used to pull off in the days before they “evented” everything to death with Skrull infiltrations and Norman Osborne conquering the world. I hear that currently the mad robot Ultron is doing the heavy lifting for Marvel’s crossover event. Maybe this means we’ll see him in Avengers 2.

This compressed approach for Iron Man Three was the correct choice coming off the huge success of The Avengers; the new Iron Man flick needed to show that Marvel’s individual heroes could still carry their own installments — their own magazine titles, so to speak — without the support of crossover mania. With Iron Man Three as the best of the Iron Man movies so far, it promises that Thor and Captain America will have superior returns in their own follow-ups. That will be quite a feat for Cap, considering how great Captain America: The First Avenger is. But it’s in the realm of the possible, as Shane Black shows everyone with Shellhead the Third.

This is a movie that will also ignite a huge debate over its changes to the comic canon. (Wait, what do I mean “will”? The battle has already started in a forum near you.) Although the script by Black and co-writer Drew Pearce uses the popular Warren Ellis Extremis storyline from 2005–06 as a starting point and features one of Iron Man’s main villains, The Mandarin, they have fashioned a story that stays true to its own internal character logic and freely jettisons major sections of Marvel Comics history both to goose the audience and give them unexpected thrills. It’s actually a touch annoying to write a standard “review” in the modern Internet spoilerphobe understanding for a film like this where I have to dodge talking about major plot points. The thrill in writing about a movie like Iron Man Three comes from getting geeky and detailed about how it toys with famous characters and undercuts expectations.

But I’ll play by the rules here — for now. You do deserve to see Iron Man Three knowing only as much as you’ve seen from the marketing. And that means I’ve negated the rest of what I am going to say. Nonetheless, onward…. and I do promise a minimum of “spoilers.” (I hate that word. Can we ditch it? I’ve found out “spoilers” before and yet not had the film “spoiled” for me. We need a better term. How about “twists”? There you go: we’ve already got a good word. Occam’s Razor Rules!)

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New Treasures: Bronze Gods, by A.A. Aguirre

New Treasures: Bronze Gods, by A.A. Aguirre

Bronze GodsAnn Aguire is a very, very busy woman.

In the last five years alone she’s written six novels in the Sirantha Jax science fiction adventure series (Grimspace, Wanderlust, and four others); five Corine Solomon urban fantasies (beginning with Blue Diablo and Hell Fire); the YA post-apocalyptic dystopian Razorland trilogy (Enclave, Outpost, Horde); the paranormal romantic suspense Skin series (written as Ava Gray; four volumes beginning with Skin Game); the apocalyptic romance Dark Age Dawning (three so far, co-written with Carrie Lofty, under the name Ellen Connor); and the upcoming dark SF series The Dred Chronicles (starting with Perdition, scheduled for release in August).

That’s 22 novels since 2008. Allow me to express my sincere admiration, with a heartfelt WOW.

Now, you’d think someone with six series on the go already wouldn’t feel particularly pressured to launch a new sequence of steampunk noir fantasy novels. But apparently, you’d be wrong.

The Apparatus Infernum novels are co-written with her husband Andres Aguirre, and released under the name A.A. Aguirre. They sound like an appealing mix of steampunk and mystery.

Here’s the back cover copy for Bronze Gods, the first volume.

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