Art of the Genre: An Interview with Matthew D. Wilson
Once again I get a chance show you all the inner workings of the Black Gate LA offices. Yep, it’s always about living the dream, so I hope you enjoy the view.
After having finally convinced my secretary, Kandline, that cosplaying an elf wasn’t required when she challenged me to afternoon games of Conquest of Nerath, I sat back in my chair and watched a trio of surfers try to catch some rather pathetic waves rolling in along our bit of the Redondo beachfront. From across the hall I could hear Ryan Harvey spouting copious amounts of venom toward Peter Jackson and his newest release of dwarf images for the upcoming Hobbit adaptation, something along the lines of ‘Rankin and Bass will be rolling over in their graves about now!’ a consistent theme.
Enter the dreaded buzz from the front desk. Yep, John O’Neill was at it again, this time his rather brief list of demands of the west coast offices ending in my traveling up the 405 to Santa Monica for an interview with Privateer Press Creative Director Matt Wilson.
Now if you know one certain fact about Matt, it’s that he’s a kind of workaholic. I dig that about him, and while he’s no longer in the Pacific Northwest exclusively doing Privateer work, his mind is ever pushing for bigger and better things at that gaming company.
Prelim: The Seventh Man is in the public domain and
I remember walking through a movie theater and seeing a teaser poster for the first Harry Potter film. It showed an owl carrying a card addressed to Harry, in the cupboard under the stairs. There it is, to the right.
Marvel Comics has published some great works over the nearly fifty years since the company took its modern form with Fantastic Four #1. One thinks of the suberb superhero comics of Jack Kirby and Steve Ditko, but there’s a lot more than that in Marvel’s vaults. William Patrick Maynard’s done some strong work on this web site looking back at some excellent series, and I encourage everyone to take a look at 
Imagine Conan in Shadizar, meeting with a beautiful woman calling herself Fortuna who pays him to find Thuris, the man who kidnapped her younger sister. Conan accepts the woman’s coin but finds himself in the middle of double and triple crosses as Fortuna — known as Brigid the Bold in the underworld — seeks for the Falcon of Maltus along with her betrayed confederates, Jubliex Cairo, Wilmer the Younger, and Gutmar.
As usual, the kind of stories I was reading and writing bled into the kind of games I was playing, and this took me down a path I did not expect. I ended cobbling together a system that was purpose built to play “sword noir.” In order to do that, I had to define the term.
Twelve
The Tiger’s Wife is an interlocking series of fabulist tales, set in an unnamed Balkan country that is obviously Yugoslavia before and after its dissolution into ethnic political states, which unfolds the life and death of the narrator’s grandfather. It’s a meditation on grief, cultural blindness and bigotry, among other things, but overarchingly the constant effort to try to live a decent life and see the decency in others, even those who seemingly don’t possess it. Written by Téa Obreht, whom The New Yorker named one of the twenty best American fiction writers under forty and the National Book Foundation’s “5 Under 35” list, it is, as you might expect given those accolades, considered a “literary” novel. Which is perhaps why you haven’t seen much mention of it in genre circles, despite the fact that it is a fantasy. However you want to classify it, it’s good and well-deserving of the hype it’s received. One thing that struck me that I don’t think I’ve seen mentioned is the similarity between Obreht and Ray Bradbury in his prime, back in the days when Clifton Fadiman was trying to sell The Martian Chronicles to the literary mainstream.