Lords of Creation: A Tabletop RPG before its Time

Lords of Creation: A Tabletop RPG before its Time

Throughout the decades, game company Avalon Hill has been associated with tabletop war gaming, and this was especially true in the 1970s and 1980s. However, the company has been known to dip into other types of games, mainly board games of one stripe or another and sometimes even tabletop role-playing games.

One of Avalon Hill’s earliest tabletop RPGs was Lords of Creation, published in 1983 and written by Tom Moldvay, known for his earlier work on Dungeons & Dragons.

Lords of Creation is very much a game of its time, but in many way it’s also a game ahead of its time. The D&D influence is obvious in the mechanics, especially concerning character and monster stats, but this game was one of the earliest to stretch beyond the boundaries of any single genre. Lords of Creation wasn’t just a fantasy tabletop RPG, but was meant to be a game for all genres, including science fiction, mythology, noir, and more. In fact, the back of the game box reads, “The ultimate role-playing game… a game of science, fantasy, science fiction and high adventure that explores the farthest reaches of your imagination! Splendid adventures take place throughout time, space and other dimensions.”

I didn’t get many chances back in the day to play Lords of Creation, probably because it wasn’t the most popular game around even if it has something of a collector’s following nowadays. Still, the few times I played the game, it was a blast, in no small part because of Moldvay’s ingenuity in making Lords of Creation something unique, at least for the time period of its original publication.

The box itself for the game is somewhat large for a tabletop RPG, though was typical for the Avalon Hill war games of the time. Upon opening the box, one finds a 64-page rule book, a 64-page The Book of Foes (you D&D players will recognize this as similar to a Monster Manual), a Game Catalog of everything Avalon Hill had to offer at the time, and three dice, a D20, a D10, and a D6, everything you need to play the game.

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Future Treasures: Amid the Crowd of Stars by Stephen Leigh

Future Treasures: Amid the Crowd of Stars by Stephen Leigh

Stephen Leigh has had a long and successful writing career. I bought his debut novel Slow Fall to Dawn forty year ago. It turned out to be the opening volume in the Hoorka trilogy, an epic tale of space-faring assassins, recently collected in the handsome DAW omnibus volume Assassin’s Dawn.

In the four decades since Leigh has published some 20 novels and over 40 short stories, including six volumes in the Ray Bradbury Presents series and, under the name S.L. Farrell, the Cloudmages Trilogy and three volumes of the Nessantico Cycle.

His latest, Amid the Crowd of Stars, is a far-future tale of alien infection on far-flung planets. It arrives in hardcover from DAW next week. Here’s an excerpt from Publishers Weekly‘s starred review.

Leigh (A Rising Moon) puts an inventive spin on a familiar trope in this provocative tale of first contact set in the far future. Long before the novel’s start, a devastating meteor strike cut Earth off from other colonized worlds, forcing the now isolated colonists to biologically adapt to their adopted outposts. Now Earth starship Odysseus visits one such outpost, the planet Canis Lupus, for the first time. The crew finds a populace eager to visit the ancestral home world they never knew — but potentially harboring diseases lethal to earthlings. As Terran exobiologist Ichiko Aguilar explores the planet, she discovers a culture divided into Mainlander clans and the Inish: archipelago settlers whose bond with the arracht, a sentient aquatic species indigenous to Canis Lupus, represents first contact between humanity and extraterrestrial life…. Exploring big ideas about interplanetary travel, this finely crafted sci-fi saga is full of both surprises and charm.

Amid the Crowd of Stars will be published by DAW Books on February 9, 2021. It is 352 pages, priced at $26 in hardcover and $13.99 in digital formats. Read an excerpt at Tor.com.

See all our recent coverage of the best upcoming science fiction and fantasy titles in our Future Treasures posts.

An Abhorred Monster: Frankenstein by Mary Shelley

An Abhorred Monster: Frankenstein by Mary Shelley

Like most people these days, my first encounter with the patchwork creature from Mary Shelley’s novel, Frankenstein (1818), was through adaptation. I truly cannot remember whether it was a moulded plastic Halloween mask, a comic strip, James Whale’s 1931 movie Frankenstein, starring Boris Karloff, or Abbott and Costello Meet Frankenstein (1948) that I saw first. Which one doesn’t matter — that green-makeup-painted face with flat head and neck bolts was an image that was everywhere: comics, cartoons, a giant statue on top of a bar & grill on my hometown of Staten Island. In each case, Victor Frankenstein’s creation was presented as a lumbering, platform-booted monster. At some point, I learned that Shelley’s was a very different creature than that which Whale had created for the screen, but that knowledge was unable to dislodge decades of Whale’s iconic image.

While normally presented as a horror story — and there are great, horrific elements in the book — it is really one of the first science fiction novels. Victor Frankenstein is a warped version of the Enlightenment man, rejecting the supernatural entirely, pursuing material and empirical knowledge to the point “no man was meant to know”. The Creature, foreshadowing countless androids and cyborgs, is tormented by the question of his standing in the universe as a man-made being. I thoroughly enjoyed this terrific, if slightly flawed, book.

I imagine most people know the basic story of Frankenstein‘s creation. As part of a storytelling contest between herself, her lover, the poet Percy Shelley, the poet Lord Byron, and Byron’s sidekick, Dr. John Polidori, eighteen-year-old Mary Shelley conjured a scientist obsessed with creating life. The poets’ tales were never finished, but Polidori wrote one of the first vampire tales, “The Vampyre” (1819). Shelley’s idea was potent enough to turn into a full-length novel.

I saw the pale student of unhallowed arts kneeling beside the thing he had put together. I saw the hideous phantasm of a man stretched out, and then, on the working of some powerful engine, show signs of life, and stir with an uneasy, half vital motion. Frightful must it be; for supremely frightful would be the effect of any human endeavour to mock the stupendous mechanism of the Creator of the world.

Mary Shelley from her introduction to the 1831 edition of Frankenstein

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Goth Chick News: Hendrix Does It Again with The Final Girl Support Group

Goth Chick News: Hendrix Does It Again with The Final Girl Support Group

Final Girls

Back in 1992, medieval history researcher Carol J. Clover wrote Men, Women, and Chainsaws: Gender in the Modern Horror Film. Fascinated by film as just another iteration of the ancient art of oral storytelling, she theorized that horror fans are not closet sadists who relate to the violence and terror of the films. Instead, Clover argued the reverse: that horror films are designed to align spectators not with the (most often) male tormentor, but with the tormented female’s suffering, pain, and anguish. The “final girl,” as Clover calls the victim-hero, endures before finally rising up to vanquish her oppressor, with horror fans cheering her on.

Enter one of my favorite authors Grady Hendrix and his upcoming new novel The Final Girl Support Group. If you’re trying to place the name you’ve definitely read about him before, here at GCN, when I talked about his previous releases, Paperbacks from Hell, My Best Friend’s Exorcism and Horrorstör, to name a few. As he often does, Hendrix recognized a trend, as horror franchises went back to visit their “final girls” with characters such as Laurie Strode (Jamie Lee Curtis) in the latest Halloween installment, and Sidney Prescott (Neve Campbell) in Scream. When you think about it, nearly ever horror movie has a version of a “final girl,” and Hendrix decided to tell us a story about what happened to them “after.”

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Werewolf: The Apocalypse Brought to Digital Life in Earthblood

Werewolf: The Apocalypse Brought to Digital Life in Earthblood

For a solid year in college, every Saturday morning, a group of us would gather together in a friend’s dorm room and play Werewolf: The Apocalypse. This roleplaying game wasn’t made up of your traditional fantasy werewolves, no. In the dark and contemporary setting of Werewolf, the shapeshifting Garou are an ancient lineage of warriors that fight to defend Gaia, the embodiment of nature itself, from being despoiled by both corrupt influences of decay and stagnant modern technology. Your enemies were multinational corporations and corrupt demonic entities … often working together to ruin the world.

As a game where characters can transform into hulking figures of muscle, fang, and claw, it leaned a bit more into physicality than I generally go for … but there was a strong spiritual aspect to the game, as well, which did well to balance the physical. The Garou weren’t just there to kill things, but to restore a natural balance and harmony. The world was spiritually off-kilter, and the Garou were here to wrench it back into harmony … even if a lot of people had to die in the process.

Which leads me into the most recent incarnation of Werewolf, released today across a variety of gaming platformsWerewolf: The Apocalypse – Earthblood. This game definitely brings together the most crucial thematic elements of the Werewolf setting together with exceptional design and playability, into a package that’s well worth it, for both old fans of the genre and players new to it.

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Startling Stories Returns

Startling Stories Returns

The first issue of Startling Stories in 65 years, courtesy of Wildside Press and Douglas Draa. Cover uncredited.

Startling Stories was one of the grand old ladies of the pulp era. Published by Standard Magazines between January 1939 and October 1955, it was one of the few SF magazines of the 30s to outgrow its pulp roots and become a serious market of adult science fiction, eventually publishing stories by Arthur C. Clarke, Leigh Brackett, Jack Vance, Ray Bradbury, A.E. van Vogt, Henry Kuttner, C.L. Moore, Edmond Hamilton, Fletcher Pratt, and many others.

I’m delighted to report that Startling Stories has been revived as part of the stable of magazines at John Gregory Betancourt’s Wildside Press. The editor is Douglas Draa, who also helms the revived version of Weirdbook.

The first issue of the revived magazine — and the first new issue of Startling Stories in 65 years — was published on February 1st. Here’s the complete Table of Contents.

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Ellsworth’s Cinema of Swords: The Sign of the Z!

Ellsworth’s Cinema of Swords: The Sign of the Z!

The Mark of Zorro (1940)

November 27, 1920, a century ago plus a few weeks, saw the release of Douglas Fairbanks, Sr.’s The Mark of Zorro, and the beginning of the swashbuckler film as we know it. There was a lot more Zorro to follow, some of it very good indeed, so this week we’re looking at the early post-silent career of the Masked Man in Black.

The Mark of Zorro

Rating: ***** (Essential)
Origin: USA, 1940
Director: Rouben Mamoulian
Source: Fox Studio Classics DVD

Tyrone Power’s family had been on the stage for generations, and he considered himself a serious actor. He finally broke into the movies in the mid-1930s and became a popular leading man for 20th Century Fox in parts both serious and not-so-serious. Meanwhile Warner Bros. was making a pile from Errol Flynn’s swashbucklers; though Fox didn’t have Flynn, they did have Power, and Darryl F. Zanuck decided Power was going to be Fox’s sword-slinging hero. To launch him in that new role they chose to remake The Mark of Zorro, the film that had launched Douglas Fairbanks, Sr.’s swashbuckling career. It wasn’t the kind of part Power really wanted to play, but he dutifully agreed, and the result was a classic that typecast him, rightly or wrongly, for the rest of his career.

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New Treasures: The Ruthless Lady’s Guide to Wizardry by C. M. Waggoner

New Treasures: The Ruthless Lady’s Guide to Wizardry by C. M. Waggoner

C. M. Waggoner’s debut novel was Unnatural Magic (which we covered here almost exactly a year ago). Her latest, published last month by Ace, is set in the same world. I admit I’m very intrigued by the description for The Ruthless Lady’s Guide to Wizardry, the tale of a down-and-out fire witch and a young gentlewoman who team up to stop a deadly conspiracy.

Dellaria Wells, petty con artist, occasional thief, and partly educated fire witch, is behind on her rent in the city of Leiscourt — again. Then she sees the “wanted” sign, seeking Female Persons, of Martial or Magical ability, to guard a Lady of some Importance, prior to the celebration of her Marriage. Delly fast-talks her way into the job and joins a team of highly peculiar women tasked with protecting their wealthy charge from unknown assassins.

Delly quickly sets her sights on one of her companions, the confident and well-bred Winn Cynallum. The job looks like nothing but romance and easy money until things take a deadly (and undead) turn. With the help of a bird-loving necromancer, a shapeshifting schoolgirl, and an ill-tempered reanimated mouse named Buttons, Delly and Winn are determined to get the best of an adversary who wields a twisted magic and has friends in the highest of places.

Come on, I know that description is like nothing else you’ve ever read. (Romance, undead, and a reanimated mouse named Buttons! That’s a winning combo right there.) Martin Cahill at Tor.com is very taken with this book:

Waggoner’s characters absolutely shine… Agatha Christie in design and Pratchett-esque in execution… The plot… is [a] daring sequence of events that kept me enthralled and rooted to my seat for hours on end. A protection job turns into a murder mystery, turns into a revenge quest, turns into a courtship, turns into something like Breaking Bad by way of “let’s burn it down from the inside,” and ends up somewhere around the end of a Shakespearean comedy and tragedy combined.

The Ruthless Lady’s Guide to Wizardry was published by Ace Books on January 12, 2021. It is 384 pages, priced at $17 in trade paperback and $11.99 in digital formats. The cover art and design is by Jess Cruickshank. Read the complete first chapter at Tor.com.

See all our coverage of the best new science fiction and fantasy right here.

Harsh Writing Advice (™)

Harsh Writing Advice (™)

Image by dae jeung kim from Pixabay

There have been a few hot takes in writing Twitter since the last time I posted. Most of them I’ve already made comment on in older posts either here or on my personal blog; mostly refuting these hot takes… though sometimes with caveats.

Let’s see, there was the ill-conceived screed against fan fiction by an author whose published work is ironically a ‘retelling.’ I don’t have the time or the energy to go over her nonsense and point out all the ways it is, in fact, nonsense, not least of all because writing Twitter did such a thorough job of it on Twitter. It’s highly amusing, if ever you want to seek it out.

The other one I’ve noted is the recent wave of harsh writing advice (™). Twitter immediate took the original poster to task, writing some of the funniest, silliest harsh writing advice (™) I’ve read of late. This gentle mocking of the idea of harsh writing advice is, to my mind, the perfect way to deal with harsh writing advice (™).

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Twilight: 2000 — Roleplaying in a Post-Nuclear Holocaust World

Twilight: 2000 — Roleplaying in a Post-Nuclear Holocaust World

Nostalgia: noun — a wistful desire to return in thought or in fact to a former time in one’s life, to one’s home or homeland, or to one’s family and friends; a sentimental yearning for the happiness of a former place or time.

Dictionary.com

I have heard about a phenomenon in film making that when the decision makers and creators get into places of power (usually in their 40s and 50s), the public often sees an uptick in nostalgic films about the creator’s formative years. A cycle that repeats itself not unlike the cycle for fashions coming back in style (though, mercifully, some fashions remain purely historical). TV and film reboots are often the result of this nostalgia as well.

RPGs have reached the age where nostalgia is becoming more apparent — at least it is to this long-time RPGer. While Dungeons & Dragons, Traveller, Call of Cthulhu, and a few other games have had an ongoing existence through multiple editions from the late 70s and early 80s, many games have come and gone.

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