The Nines

The Nines

14district9_6001This certainly sounds interesting.  I wonder if the title “District 9” was in any way inspired by director Edward Wood’s “Plan 9 from Outer Space,” infamous for its bad acting, ridiculous script and amateurish special effects.  Apparently (I haven’t seen it yet), this new film is the opposite and perhaps a welcome relief from the standard cinematic science fiction films that rely more on special effects than effective storytelling.

I’m not sure what’s with the “9” thing of late.  Equally 200px-plan_nine_from_outer_space2intriguing is another science fiction film, produced by Tim Burton, to be released on 9-09-09 called, well, you’ve already figured that out.

Gen Con 2009 Report #3 – the Electronic Game Report

Gen Con 2009 Report #3 – the Electronic Game Report

Today, I’m going to focus on some of the electronic/video games that caught my eye at GenCon. I normally don’t spend a ton of time in the video game section, because my life doesn’t leave a lot of time anymore for video games, but once upon a time I was an avid online gamer, and it is always fun to dip my toes into that genre of games now and again.

One of the games I played back in the day was City of Heroes, the MMORPG superhero game created by Cryptic Studios and NCsoft. (In fact, one of my first paying writing gigs was a review of City of Heroes for City Slab magazine.) I haven’t played City of Heroes in over four years, but apparently the partnership between Cryptic and SOE has fallen apart, with NCsoft retaining ownership of the City of Heroes intellectual property. Cryptic Studios, in turn, teamed up with Atari and Hero Games to create Champions Online, taking everything they learned from the original creation of City of Heroes and improving upon it. The graphics are slick and the game play looks pretty smooth. Visually, of course, it looks like a comic book world, and the overall appearance is much like City of Heroes, but the stats system is built upon the Champions RPG structure and it uses the Champions setting. It’ll be interesting to see how this superhero MMORPG competes with the established City of Heroes.

While that was the only MMORPG that really caught my eye, there was another online game of interest – Hero Mages. This is a free (yes, you read that correctly!) online board/strategy game, which can be played by up to four players against each other. Each player controls a magic-user (chosen from fighter mage, wizard, sorcerer, and summoner) and two guardians (chosen from bard, rogue, barbarian, paladin, psionist, soul reaver, warrior, and samurai). The goal is to destroy the enemy teams before your own team is killed. It’s a fun game and free, so check it out.

Two other stand alone games warrant mention. If bloody console-based game mayhem is your thing, then check out Dante’s Inferno from Electronic Arts. The game follows Dante as he battles his way through Hell to rescue his fair love, Beatrice, who is being held captive by Lucifer. I’m not much on these slash-em-up games even in the best of times, but if there were ever a game that made me want to pick up a gaming console and rip through some demons, this was it. The graphics were phenomenal, and the players seemed to be hypnotized by the screen.

On the other end of the spectrum, and much more my speed, was the quirky stand alone PC game Odd Society. You play one of the ODDs, a race of creatures that have recently gained freedom from The Conglomerate, to whom they were enslaved. Now they are forced to find resources and build a society for themselves. The mechanics are mostly simple point-and-click, so it’s pretty easy to get into the game quickly. The graphics on this game aren’t nearly as slick as Dante’s Inferno, but that’s part of the point … unlike the Inferno hellbeasts, the ODDs are unusual little beings that are supposed to be endearing and sort of roughly rendered, like Dr. Seuss characters.

Public Opinion In the Age of Fractured Culture

Public Opinion In the Age of Fractured Culture

broken_glassThis is a direct follow up to James Enge’s post yesterday, Metabloggery. Being completely devoid of ideas as to what to write about here this week — the previously fertile blog fields of my mind having been trampled by a Diplodicus — I thought I’d just jump on in and add my own spin on what James is talking about (which, of course, you’ve already read). In some way, my lack of a ready topic only proves we writers shouldn’t be fooling around with blogs — after all, I spent most of my free time this week writing fiction, of all things.

But James is right about the potential for trouble that arises when writers pick up the e-pen and scribble without any sort of editorial check or, quite often, without even taking a deep breath and counting to ten. Thus far, I’ve been lucky to avoid getting the dog doo of web embarrassment all over my new trainers — but only because I’m pretty strictly averse to talking politics, religion, or current affairs online (especially on my blog). Call it cowardice, or call it forbearance, but honestly I think it’s mostly just laziness. I mean, if I’m going to get into a long, drawn-out argument and be forced to commit to one side or another, let it be about something important, like Early vs. Late Heinlein, or the virtue of Conan pastiches, or whether the Dune sequels are worth reading.

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GenCon 2009 Report #2 … and Free Epic Fantasy Fiction!

GenCon 2009 Report #2 … and Free Epic Fantasy Fiction!

The first day of GenCon is over and done with. I’ve made it along one and a half walls of the dealer’s room, a massive space in the center of the Indianapolis Convention Center. I seriously believe that the dealer’s room is about the equivalent of half a city block in size, all of it open and full of vendor booths. For those who have never been, GenCon is the major event of the gaming industry, with vendors representing game developers of all stripes – role-playing games, card games (classic, collectible, tradable, etc.), electronic/video games, board games, dice and gaming supply companies – as well as authors, artists, musicians, media personalities, and so on.

For our purposes, of course, the interest is on the adventure fantasy folks, and they are out in abundance this year. I’ve already spoken a bit about the Catalyst Games people and their Shadowrun and CthuluTech lines. Another of my favorite settings is Privateer Press’s Iron Kingdoms, which I’ve reviewed previously in the pages of Black Gate (see issues 10 & 12). With the switch to new fourth edition rules for Dungeons & Dragons, the Iron Kingdoms steam & sorcery line (which is based on the d20 system utilized in 3.5) has been mostly on hold, except for supplements provided regularly in the Privateer Press magazine, No Quarter. I was told that there are plans on the drawing board to continue this line, possibly with a proprietary mechanics system. It sounds like this is very much in the preliminary phases, though, so don’t hold your breath. For now, the only new Iron Kingdoms setting or RPG material that looks like it’s on the horizon will be through No Quarter.

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Speaking of Dungeons & Dragons 3.5, it lives on in the form of Pathfinder from Paizo Publishing, this game represents an “evolution of the 3.5 rules set of the world’s oldest fantasy roleplaying game.” This monster rulebook is a brilliant marketing tactic, giving those who dislike D&D 4th edition something to spend their money on so that they can keep playing in the system they grew to love. I’ve personally not played with the 4th edition rules, but I really liked 3.5 and have heard negative things about 4th, so am pleased to see the 3.5 rules system is alive and well in some form, at least.

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On to Hollow Earth Expedition, a game from Exile Game Studio that was reviewed in Black Gate issue 12. Hollow Earth utilizes their own proprietary rule system, the Ubiquity Roleplaying SystemTM – which “emphasizes storytelling and cinematic action” (according to their website). The rules are easy to follow, as you play a pulp hero who is performing a Jules Verne-style exploration of the center of the Earth, which contains Nazis, dinosaurs, native peoples, and other strange monsters. In fact, the system is adaptable to a variety of pulp scenarios, with a recent sourcebook, Secrets of the Surface World, allowing for adventures that take place entirely on the surface as well, with mad scientists and secret societies right out of the pages of the pulp magazines. A forthcoming supplement will add to the possibilities by presenting Mars as a campaign setting, allowing for planetary romance genre adventures as well.

desolation

The Ubiquity Roleplaying SystemTM is also being utilized by Greymalkin Designs, LLC’s game Desolation, a post-apocalyptic setting … except that the world that’s been apocalypsed is a traditional high-fantasy world, complete with magical races, powerful sorcerers, and mystical artifacts. The apocalypse took the form of a “Night of Fire” which killed 90% of the population, followed by “The Long Winter” during which many others perished. You play one of survivors and hopes to continue surviving. (The first supplement, which adds new orcs, goblins, and kobolds as player races, along with other additions, is in fact called Desolation: Survivors.) Not only are magic users now scorned because of the belief they caused the cataclysm, mystical energies have become so disrupted that magic itself does not work right, and errors in casting spells result in physical damage manifesting back on the magic user. The series’ tagline “High Fantasy, Brought Low” certainly seems appropriate … and inviting.

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Finally, since this is a magazine of fantasy literature, I figure it would be nice to direct everyone to some free reading material, courtesy of new author Maxwell Alexander Drake. He’s been able to get a publisher to agree to start him out with an astounding 6 book epic fantasy series called the Genesis of Oblivion saga, and the first volume, Farmers and Mercenaries, is now available. Drake is so confident of his abilities that he’s offering the first four chapters of the book for free online (you don’t have to sign up for his mailing list to get the free sample). I’ve read the first few pages and, while I can’t say I’m hooked quite yet, I’m interested enough to keep reading the full sample and see if it hooks me. Book two, Siblings and Rivals, looks like it’s due to be out early next summer.

Metabloggery

Metabloggery

For writers, blogging is almost certainly a mistake. (For “blogging” substitute almost any kind of social networking common nowadays.) Writers make worlds out of the stuff in their heads; they can’t be wasting it on blog-posts (at least, if they think they’re going to run out of words). Further, though it may be very amusing to describe the life-and-death battle that recently occurred between your cat and a shoelace, at least to you and your cat (and housecats are a significant portion of the audience for the average blog, a fact I can prove with science-based assertions upon presentation of a relevant court order), still: if you run your mouth endlessly in public, sooner or later you will say something you wish you hadn’t. In my case, it usually involves tangled parentheses of some kind, but with regular people it can sometimes be quite serious.

Plus, saying stupid stuff is relatively harmless compared to blogging stupid stuff. Suppose someone says something stupid in your presence. Later on, you’re talking to a mutual acquaintance, i.e. me, and you say, “You’ll never believe what Whatshisname said.” (You have better things to do with your time, certainly, but bear with me here; it’s just a thought experiment.) And I don’t believe you. I say something like, “Oh, I know Whatshisname and he’d never say that. Are you sure he wasn’t being ironic?” Maddening. Someone has to do something about this irony stuff. Anyway, that’s the way it might play out in conversation. But if what’s in question is an injudicious blog-post, a convenient link will slay the Ganondorf of disbelief. That’s tough on old Whatshisname, since we won’t be buying his stupid books anymore.

So: blogging. Bad for writers, possibly.

Good for readers, though. It’s a tremendous benefit to potential readers of a book to find out that its author is a porcinely gross, foul-mouthed, bloviating bag of toothless malice squirting flatulent saliva-streaked jets of verbal poison into the eyes of any innocent web-wanderer who happens upon his blog. If they like that sort of thing, then they can support it by buying Whatshisname’s books–and if not, then not.

So, in addition to the “Blog Against Blogging Week” to save writers from themselves (which has occasionally been proposed), I counter-propose a “Blog Against ‘Blog Against Blogging Week’ Week” to save readers from writers. Eventually, everyone will be saved from everybody else, and what a relief that will be.

Gen Con 2009 Report #1

Gen Con 2009 Report #1

Welcome to the Black Gate GenCon report. My wife and I knew we were entering the looking glass when, on the walk from our parking lot to the Indianapolis Convention Center, we saw a Crusader, 2 Ghostbusters, and guy (or gal) in a white wolf costume … and, oh yes, the women in corsets. Upon our arrival at 9:30 am, the line wrapped around the block, but fortunately we didn’t have to stand in it. For us, it was straight to the Press Room and, within minutes, we were ready to Con.

This is my fourth GenCon and I’m probably close to the double digits on conventions in general, so it’s not an unfamiliar sight to me. My wife, on the other hand, still lives in … well, maybe not fear, but at least mild anxiety. There is a limit to the amount of furriness she can handle in a person, and it comes just shy of white wolf costumes on a sunny summer day.

Fortunately, GenCon has a track of activities “for the better half” – gaming widows and widowers who are dragged along to these events. One of today’s “better half” events – create your own critter. Unfortunately, we arrived a bit late for that activity, so we will leave the event critter-less. We did, however, see this beautiful rendition of the Magic: The Gathering card “Serra Angel,” but they wouldn’t let us take it with us.

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I’m a big fan of the writing seminars , but once we got through our first one (on pitching to game companies) we went into the dealer’s room. Right off the bat, we come into the Catalyst Games booth. There, the kind exhibitors inform me that it’s the twentieth anniversary of Shadowrun … a game which indirectly led me into meeting my wife, so I’m a big fan.

As part of the twentieth anniversary, Catalyst has released a Seattle city guide, Shadowrun: Seattle 2072. The book is slick, to say the least, filled with superb full color illustrations. They’ve also released a full color version of the Shadowrun 4th Edition: Core Rulebook in honor of the twentieth anniversary. The rules are still 4th edition, but if you like books with great full color illustrations, this would be a good volume to add to your collection even if you already have this edition.

Their release at the convention is an adventure module, Dusk: Dawn of the Artifacts I, which is the first in four short adventure modules that will quickly get you into the action of the game, as you search for lost mystical artifacts. The developer anticipates a new module every couple of months, followed about three months later by a fifth book, this one a full campaign book … so that’ll probably be out in about May 2010 or so, if the math comes out right.

I also learned about Catalyst Games’ CthuluTech game, a future Lovecraftian dystopian game, where the secret to unlimited energy has triggered the attention of Cthulu-style dark gods. The developer treats it very much like an “open source” concept, because he’s providing a basic structure that can be utilized in a massive number of different ways, from a mercenary-style military campaign to a more traditional Chthulu occult investigator style … or you can load up a demonic being with battletech and jack in to run it directly through neural link.

So that’s my first report, folks … on to the next booth.

My Favorite Robert E. Howard story: “Pigeons from Hell”

My Favorite Robert E. Howard story: “Pigeons from Hell”

pigeon-from-hellWhen other genre-lovers find out I’m a fan of Robert E. Howard, they often ask me what my favorite of his stories is. They probably expect I’ll name one of the Conan yarns, or perhaps a Solomon Kane or Kull story. (Kull is, indeed, my favorite Howard character.) If they already know something of my background in history, they may think I’ll name one of the Crusader stories that appeared in Magic Carpet Magazine.

But instead I say, without hesitation, “Pigeons from Hell.” And, after an inevitable moment of surprise, they always answer back: “Oh, that’s a great story! I had almost forgotten about that one!”

The irony of my love for “Pigeons from Hell” isn’t lost on me: I praise Howard for his foundational contribution to sword-and-sorcery and historical action tales, and yet my personal favorite story he wrote is a contemporary America-set horror story. But “Pigeons from Hell” is quintessentially Robert E. Howard from first word to last; Howard was an author who knew how to transform naturalism into the “weird tale,” and who also took great inspiration from the folklore of his small world of rural central Texas.

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How we live today

How we live today

I’m old enough  to remember when the first heart transplant caused a flurry of debate on the ethics of harvesting organs, even from people certifiably brain dead (not including most politicians, television newscasters  and reality show celebrities), as perhaps a violation of natural, if not God’s law.  Of course, they used to say the same thing about blood transfusions, though even in the 21st century certain religious beliefs view this as impermissable, though in the decided minority and, in one recent case, prayer in lieu of medical intervention has been ruled criminal negligence, thank god. These days, scheduling a heart transplant or most any other organ swipe out with a biological or mechanical replacement is almost like taking your car to Jiffy Lube for an oil change.  (Needless to say, I exaggerate, as an oil change is much less costly and doesn’t involve third party payers.)  Times change. When I was a kid, notions of “post-humans” with biological enhancements and AI feeds were the stuff of science fiction.  Today, they are the subject of articles such as You: The Updated Owner’s Manual in the Sunday New York Times Book Review.

Speaking of The New York Times, the magazine recently profiled Jack Vance, whose name I’ve seen but never read, something I now intend to fix post-haste.

Getting It Right — and Wrong — on Film

Getting It Right — and Wrong — on Film

braveheartThe film spares no trick in getting the celebratory atmosphere just so — for the court is alive with news that an entire treasure fleet of the hated Spaniards has been captured, the funds diverted to her majesty’s treasury, the ships scuttled or pressed into privateering service for the Crown. Elizabeth herself blushes in anticipation of receiving the hero of the hour, the man whose name is on every tongue (and has been for quite some time, truth be told), Vice Admiral Sir Francis Drake. The tension builds, the courtiers grow restless, the lavish entertainments are ignored. All necks stretch, even the alabaster column of the monarch’s herself, when the herald announces the great man’s arrival and the doors swing open.

Francis Drake strides confidently forward in ripped jeans, bowling t-shirt, and backwards pointing baseball cap.

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Brass Tak: Stargate by Stephen Robinett

Brass Tak: Stargate by Stephen Robinett

I had been reading science fiction for four or five years before I actually ran across any of the science fiction magazines. I was aware that they existed, and was extremely interested in reading them, but never saw them in bookstores. I now attribute this to the fact that bookstores generally put genre magazines with the magazines and not with the books (where I had been looking for them), and also to the fact that I wasn’t super-bright.

Anyway, when I finally found the magazines, I was a little disappointed. The first one I bought, which is still around the house somewhere, was the F&SF for December 1973. It had an adventure novelet (sic) by Jack Williamson and a more literary piece by a new-to-me author named James Tiptree jr.– “The Women Men Don’t See” was the more-ironic-than-I-knew title. Other stories included an entertaining Shelley-esque pastiche by Gary Jennings, and Richard Lupoff’s “12:01 P.M.”, which still seems to me the most nightmarish horror story I’ve ever read. Then there were the features: a snarky film review by Baird Searles, a science article by my then-hero Isaac Asimov and a cartoon by someone named Gahan Wilson, surely one of the greatest Wilsons of this or any other age. So any complaints I had were not about content. No, it was just that the thing was so cheaply made: the coarse brownish paper on which it was printed was particularly off-putting; the digest size seemed strange–neither booklike nor magaziney. I bought it, read it, enjoyed it, kept it, soon was a subscriber to the magazine, but I was dissatisfied. It didn’t match the shining Platonic ideal I’d somehow formed of genre magazines. Now I know I was looking for something like the luminously maculate pages of Black Gate, but back then all I knew was that there was a painful gap between the real and the ideal, a lesson I’ve been forgetting and relearning ever since.

[More voyages in shelf-discovery beyond the jump.]

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