Viking Gods: Big battles on a small scale

Viking Gods: Big battles on a small scale

In many ways the early 1980s were the heyday of classic microgames, also called minigames, with the popularity of such games as Car Wars and Revolt on Antares, but those were far from the only games available. For instance, TSR Inc. made its fair share of microgames, including Viking Gods.

Published in 1982, Viking Gods allowed players to take part in the battle to end all battles, Ragnarok. A game for two players, one player took the side of the Forces of Chaos while the other player was in control of the Gods of Asgard. Each side in the battle had a mission. The job of the Forces of Chaos was to storm across the Rainbow Bridge and destroy Yggdrasil, the sacred tree. The side of the gods had the job of either killing Loki or destroying his army while defending the tree.

A somewhat simple war game, Viking Gods still packed lots of combat. All you needed were the included map, the game pieces, and a pair of six-sided dice. When it was their turn, players were allowed to move their cardboard pieces two spaces across a map until they came up against enemy forces. Then combat could begin. Using the combat chart at the bottom of the map, the dice were rolled to determine the outcome of battle. Depending upon that outcome, forces could be pushed back a space or they could be defeated, wiped out. Another option was the battle could lead to a draw.

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Against the Darkmaster Brings Me Home

Against the Darkmaster Brings Me Home

My nostalgic roleplaying game (rpg) is Middle-Earth Role Playing (MERP). That’s not a good one to bring to a table of what I term “casual” gamers. Casual gamers are the kinds who say, “Tell me what dice to roll?” MERP requires a level of energy and investment that leaks away while the GM performs all the calculations and looks up all the results on various tables. As one of my gamers tellingly noted, a few years ago when I was struggling to run it for a passive group, “Gabe’s apparently playing his own private game over there as we sit here waiting patiently for results.”

I’m not blaming the game, of course. This is the unavoidable result of this kind of game coupled with certain players. But I didn’t give up on this game until the player characters (PCs) randomly encountered a Wyvern. “Oh, man,” I chuckled, “this is going to be dangerous for you guys.” Well, it wasn’t. A lucky first hit Stunned my monster. Whether the effect lasted for one Round or eight really didn’t matter, because those PCs circled it and protracted that effect by wailing on it, as if they were those guys in Office Space, surrounding and battering at an office copier.

This is what we call being stun-locked, a known “problem” in Rolemaster systems. When it happened in my MERP group, I told my players, “I don’t think I want to play this anymore.”

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Goth Chick News: First Up on the Show Circuit – Days of the Dead

Goth Chick News: First Up on the Show Circuit – Days of the Dead

As signs of life begin to emerge following the zombie apocalypse that was 2020, our thoughts naturally turn to the fate of the many trade shows and live events we normally cover for Black Gate. Earlier this year I posted a list of tentative in-person conventions which hopeful organizers were busy planning. Now this week I am nearly giddy to report that the first one, Day of the Dead Chicago, which we have been covering for nine years, successfully occurred last weekend.

As you would expect, things were a little different in this brave new world, but let’s start with what was the same.

Days of the Dead is a horror and pop culture convention that has been around since 2011. That makes 2021 a big tenth-anniversary year for the event which began here in Chicago, and has since expanded to Las Vegas, Indianapolis and Atlanta. This year, DotD was hosted at the same suburban-Chicago hotel where it moved to in 2019. It had far outgrown its previous location where vendor booths and even some celebrity tables had been relegated to the hallways between banquet rooms, making Black Gate photog Chris Z and I repeatedly wonder what would happen if someone yelled “fire!” The new hotel is far better equipped to host the show which in past years has drawn upwards of 4000 guests over the weekend it occurs. But, if you can believe it, the very-scaled-back hotel bar was bereft of Fireball, depriving us of our customary pre-convention shot.

Bloody hell.

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Meeting a Great Australian Fabulist, Angela Slatter: The Tallow-Wife and Other Tales, Tartarus Press and All the Murmuring Bones, Titan Books

Meeting a Great Australian Fabulist, Angela Slatter: The Tallow-Wife and Other Tales, Tartarus Press and All the Murmuring Bones, Titan Books

The Tallow-Wife and Other Stories (Tartarus Press, February 24, 2021) and All the Murmuring Bones
(Titan Books, March 9, 2021). Covers by Kathleen Jennings, and unknown

Any new book by Angela Slatter is a reason to rejoice for any lover of good dark fantasy.

Slatter is a very talented Australian writer, a born storyteller or, to be precise, a great fabulist, an author of modern, complex fairy tales for grownups. The Tallow-Wife is a collection of stories and novellas the core of which is the long title story, a dark comedy portraying the downfall of a family hiding some unspeakable secrets. But, in turn, that narrative and the rest of the volume are strictly connected to the characters and events described in two previous books, also published by Tartarus Press, Sourdough and Other Stories and The Bitterwood Bibles and Other Recountings.

Thus, although each tale can be read as a stand alone story, the task may be a bit difficult — although always quite enjoyable thanks to Slatter’s exceptional storytelling ability — if you’re not already familiar with the characters and their previous predicaments and adventures. In fact all the stories are interconnected to form a complex mosaic.

Indeed in her Afterword the author admits,

My brain was trying to write The Tallow-Wife as a novel — to connect everything. But the fractured structure, the untidy threads are the whole point. In hindsight perhaps I should have just written a novel… I wanted to finish off some arcs that I’d left in the previous books.

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New Treasures: The Best of Walter Jon Williams

New Treasures: The Best of Walter Jon Williams

The Best of Walter Jon Williams (Subterranean Press, February 28, 2021). Cover by Lee Moyer

Walter Jon Williams began his writing career in the early 80s designing games for Fantasy Games Unlimited, most notably the Age of Fighting Sail role playing game Privateers and Gentlemen (1983). He had more success with science fiction in the following years, and his work — especially his novellas, which he’s justly famous for — have been nominated for numerous awards. With The Best of Walter Jon Williams, Subterranean Press has produced one of the most important collections of the year, gathering the most vital work of one of the most successful short fiction writers in the field. Here’s the jacket copy.

With the publication of his debut novel, The Privateer, in 1981, Walter Jon Williams began one of the most varied and prolific careers in contemporary popular fiction. His work encompasses cyberpunk (Hardwired), military SF (The Dread Empire’s Fall series), humor (The Crown Jewels), even disaster fiction (The Rift). But much of Williams’s best work takes place in the shorter forms, as this generous volume, filled to overflowing with award-winning and award-nominated stories, clearly proves.

With one exception, The Best of Walter Jon Williams reflects its author’s affection for — and mastery of — the novella form. That exception is “The Millennium Party,” a brief, brilliant account of a virtual anniversary celebration unlike any you have ever imagined. Elsewhere in the collection, Williams offers us one brilliantly sustained creation after another. The Nebula Award-winning “Daddy’s World” takes us into a young boy’s private universe, a world of seeming miracles that conceals a tragic secret. “Dinosaurs” is the far future account of the incredibly destructive relationship between the star-faring human race and the less evolved inhabitants of the planet Shar.

“Diamonds from Tequila” is a lovingly crafted example of SF Noir in which a former child actor attempts a comeback that proves unexpectedly dangerous. “Surfacing” is a tale of alienation featuring a research scientist more at home with the foreign and unfamiliar than with the members of his own species. Finally, the magisterial “Wall, Stone, Craft” offers a brilliantly realized alternate take on a young Mary Godwin, future creator of Frankenstein, and her relationships with the poets Percy Bysshe Shelley and Lord Byron, culminating in the creation of a monster who would “stalk through the hearts of all the world.”

These stories, together with half a dozen equally substantial tales, are the clear product of a master craftsman with a seemingly limitless imagination.

The Best of Walter Jon Williams contains eleven novellas and one short story, plus an introduction by Daniel Abraham (one half of the joint-pseudonym James S.A. Corey), and Williams’ extensive Story Notes (13 pages). Here’s the complete Table of Contents.

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Ellsworth’s Cinema of Swords: Bard’s Tales

Ellsworth’s Cinema of Swords: Bard’s Tales

Romeo and Juliet, 1936

William Shakespeare was the greatest playwright in history (fight me!), but his record as a screenwriter is, shall we say, uneven. There’s a long list of films adapted from or inspired by the works of the Bard of Avon, but most of them are considerably less memorable than their sources. However, sometimes a filmmaker steps up and meets the challenge and the result is a movie one can watch over and over with admiration and pleasure. Here are three films based on Shakespeare that also play regularly at our notional Theatre of the Crossed Swords. [Insert favorite Shakespeare quote here!]

Romeo and Juliet

Rating: *****
Origin: USA, 1936
Director: George Cukor
Source: Warner Bros. DVD

What’s Romeo and Juliet doing in the Cinema of Swords? Isn’t that a love story? It is, but this version is a love story punctuated by four superb rapier duels, three of them involving Basil Rathbone, and one of those is against Leslie Howard — that’s right, Sherlock Holmes crosses swords with the Scarlet Pimpernel!

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The Lost Art of Narrative Music Videos

The Lost Art of Narrative Music Videos

Image by Thomas Budach from Pixabay

A few weeks ago, actually probably a couple of months ago, now that I think about it, an artist I have been following for a while dropped a music video. Ordinarily, I’d not really mention it here, though I do think the artist in question is extraordinary and the song is a bop, as the kids say. It wasn’t the song that kept me watching, however. Most times with music videos, I open them on my YouTube, then go to a different tab to do work.

Not this time.

What I watched wasn’t really a music video. I mean, it was a video and it did feature a single song, and was created for the specific purpose of presenting the song to the world. However, the video itself was a story – a short film. It had an inciting incident, the hero’s lowest point, and a satisfying conclusion. This tale was specifically, it was a short cyber-punk Robin Hood tale. The visuals were spectacular, the acting quite good (if somewhat melodramatic), and the story compelling.

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Twilight: 2000‘s Polish Campaign: Part III

Twilight: 2000‘s Polish Campaign: Part III

The Black Madonna (GDW, 1985), part V of The Polish Campaign for Twilight: 2000

This is Part III of a detailed review of The Polish Campaign, a 6-part adventure sequence published by GDW in 1985 for their Twilight 2000 role playing game. The campaign covers Escape from Kalisz, The Free City of Krakow, Pirates of the Vistula, The Ruins of Warsaw, The Black Madonna, and Going Home. Part I, which looks at The Free City of Krakow and touches upon Escape from Kalisz, is here. Part II, which looks at Pirates of the Vistula and The Ruins of Warsaw, is here.

Twilight: 2000’s Polish campaign is iconic in the world of RPGs for providing supplements and adventures that fit its sandbox emphasis. Many RPGs rely on set adventures with expected scenes and outcomes, and many game masters (GMs) use those preset stories. While this is all well and good (nothing wrong with it), most GM plans do not survive contact with the players.

Sandbox games flip the script. What do the players want to do? The GM then reacts to this, often relying on random encounter tables. However, pure sandbox play can pose problems around ongoing interest. Humans like stories because they have beginnings, middles, and endings. The Polish campaign proved extraordinarily successful at negotiating the balance. The books are not pure adventure nor pure sourcebook.

The Black Madonna is, perhaps, the most famous supplement. So popular is it that Free League added a revision by the original author, Frank Frey, as a Kickstarter digital stretch goal for their forthcoming edition of Twilight: 2000It is interestingly within the campaign the one that seems “out of sequence.” The previous supplements, Pirates of the Vistula and The Ruins of Warsaw, provided numerous incentives to the players to make their way from Krakow to Warsaw. The Black Madonna’s primary area of operations is northwest of Krakow and in Silesia.

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Nero Wolfe’s Brownstone: 2020 Stay at Home – Day 31

Nero Wolfe’s Brownstone: 2020 Stay at Home – Day 31

So, last year, as the Pandemic settled in like an unwanted relative who just came for a week and is still tying up the bathroom, I did a series of posts for the FB Page of the Nero Wolfe fan club, The Wolfe Pack. I speculated on what Stay at Home would be like for Archie, living in the Brownstone with Nero Wolfe, Fritz Brenner, and Theodore Horstmann. I have already re-posted days one through thirty. Here is day thirty one (April 20). It helps if you read the series in order, so I’ve included links to the earlier entries.

Day Thirty One – 2020 Stay at Home (SaH)

During breakfast, Fritz told me that some items were becoming scarce, or even no longer available. Granted, we didn’t exactly buy off-the-shelf goods from chain supermarkets. But it was inevitable that some things would become harder to find. Especially since Wolfe’s taste ran to imported items. Fritz assured me we were well-stocked with Greek honey.

Milk can still be found, but he did say that once in while he might have to try two or three stores. I thanked him for his efforts to keep calcium supplies up. He said that with more and more meat processing plant workers getting sick, fresh meat was soon going to become more scarce. I told him I knew that he’d do his best, but Wolfe would just have to adapt, like the rest of us. He certainly would complain about it, though.

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Rod Serling’s Night Gallery: The Art of Darkness

Rod Serling’s Night Gallery: The Art of Darkness

The Night Gallery on DVD

Few things in life are more trying than playing second fiddle to a sibling whose charm, poise, good looks and dazzling achievements you can never hope to match. Just ask Night Gallery, forever standing in the shadow of one of the most legendary and beloved of all television shows, The Twilight Zone. (At this point I am morally – if not legally – required to disclose that I am a spoiled youngest child who got every freakin’ thing he ever wanted, at least according to my sister.)

In case you need reminding, Night Gallery was an outré-story anthology show hosted by Rod Serling that ran for three seasons on NBC, from 1969 through 1973. Each hour-long episode featured two, three, or even four separate stories (at least until the third season, when the show’s running time was cut back to a half hour), which Serling, in his role as the curator of a museum of the macabre, would introduce with a painting (or occasionally a piece of sculpture) illustrative of the tale, hence the series name.

Night Gallery shares many qualities with its predecessor, but several things distinguish it from the earlier show. Like Twilight Zone, Night Gallery was created by Rod Serling and he wrote some or all of over half of the episodes, but he did not produce the series. This was a big change and it meant that he had far less authority over Night Gallery than he did over his previous creation. (As the creator and face of the show, he thought that his wishes would be respected even without the producing title, but it often didn’t turn out that way.)

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