Vintage Treasures: Maske: Thaery by Jack Vance

Vintage Treasures: Maske: Thaery by Jack Vance

Maske Theary-small Maske Theary-back-small

Here’s a Jack Vance novel I haven’t read: Maske: Thaery, a science fiction adventure first published in hardcover in 1976. The Wikipedia entry does a fine job of summarizing how the book fits into Vance’s catalog, I thought.

Maske: Thaery is a science fiction novel by American writer Jack Vance, set in his Gaean Reach milieu… Maske: Thaery marks the beginning of the period when Vance’s novels were published exclusively straight to paperback, whereas prior to this the majority had first appeared in science fiction magazines, the last such examples being Durdane trilogy, serialised in The Magazine of Fantasy & Science Fiction from 1971 to 1973, The Gray Prince, serialised in Amazing Science Fiction in 1974, and Marune: Alastor 933, also serialised in Amazing Science Fiction in 1974. The twofold title of Maske: Thaery, with its separating colon, would suggest that it was originally intended to be part of a serial, similar to the Alastor novels (Trullion: Alastor 2262, Marune: Alastor 933, and Wyst: Alastor 1716), although no further volumes were written… Maske: Thaery continues Vance’s interest in richly textured, strongly xenological settings, in which an outsider protagonist comes into conflict with a bewilderingly complex social hierarchy, other examples being Emphyrio (1969) and the Durdane trilogy.

Maske: Thaery placed 12th on the annual Locus Award list for Best SF Novel in 1976. After Jack Vance’s death in 2013, I read the following tribute/review at Speculation…, which called the book “one of his best.”

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Modular: My Favorite “Do It Yourself” Products for Roleplaying Games

Modular: My Favorite “Do It Yourself” Products for Roleplaying Games

MERPThose who know me a little more than as an infrequent contributor to Black Gate Magazine might be aware that I once aspired to be a writer of fantasy stories and novels, even publishing (for a short time but longer than average life expectancy) a small press magazine with co-editor and lifelong friend Nick Ozment. A few years into my forties, however, roleplaying games have utterly subsumed my creative life. I’m currently gamemastering four games: my home game, the very first roleplaying game I ever ran in my young life, Middle-Earth Role Playing (MERP); another MERP game, this one using full Rolemaster rules (2nd edition), via play-by-post (PbP) in a G+ community; and two Modiphius Conan 2d20 games, one via PbP in a G+ community and one (same format) in a Facebook group. This last one is being conducted with Bob Byrne and Martin and Xander Page and is the subject of a new Modular series helmed by Mr. Byrne. In preparing my observations on Modiphius’s licensed Conan property, I have been thinking deeply about various… I suppose I shall call them “styles” of play. Using what I consider two fairly representative rules sets of what I mean by play “styles,” I have done a pretty extensive breakdown here. I expect I also shall have occasion to write about different styles of play in the midst of my experience with the 2d20 playtest. Right now, though, I want to talk about what can be termed the OSR (Old School Revival) — perhaps more accurately referred to as DIY (Do It Yourself) — resources that I most appreciate and are the most often used in my MERP games. Specifically, these resources help me come up with content and develop my fantasy world.

There are a number of “adventure generators” — perhaps more accurately described as “idea machines” — out there. I’m sure all of them are fantastic. You can download one for free from Astonishing Swordsmen & Sorcerers of Hyperborea at its website Hyperborea.tv. Nearly all of the products and producers that I’m going to mention in this article offer one. Even Conan 2d20 has one, though the focus of that generator, due to the nature of play that Conan encourages, is a bit different, and I expect I will analyze this at length when I get to that portion of the official playtest series. These “adventure generators” almost certainly are evolved from the “story creators” that Ozment once told me that the early pulp writers used, sometimes flicking spinners rather than throwing dice. Hey, modern GMs are under almost the same kind of pressure as those pulp writers were, though instead of needing to churn out words for pennies to put meat on the table they need to come up with an idea quick, tonight, before the players come over expecting to be wowed and entertained. Pre-made modules can do the same thing, of course, but they have to be studied first, details have to be remembered, and sometimes they just don’t work with the ongoing campaign in the way that a few randomly generated elements can result in truly inspired serendipity. All of the products I’m about to profile I own and use in PDF.

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Birthday Reviews: Tad Williams’s “Go Ask Elric”

Birthday Reviews: Tad Williams’s “Go Ask Elric”

Elric Tales of the White Wolf-small Elric Tales of the White Wolf-back-small

Cover by Brom

Tad Williams was born on March 14, 1957. He published the Memory, Sorry & Thorn fantasy series beginning in 1988 and followed up with the Otherland series in 1996 and Shadowmarch in 2004. Williams has also published a handful of stand alone novels, including Tailchaser’s Song and Caliban’s Hour. He collaborated with Nina Kiriki Hoffman on Child of an Ancient City.

Williams was a nominee for the John W. Campbell, Jr. Award in 1986 and the next year Tailchaser’s Song was a nominee for the William L. Crawford Award. Two of his novels have been nominated for Germany’s Phantastik Preis.

“Go Ask Elric” was published in 1994 in Elric: Tales of the White Wolf, a Michael Moorcock Festschrift which allowed other authors to play with Moorcock’s settings, characters, and themes. The story was translated into French for inclusion in an abridged version of the anthology as a whole. Williams later included it in his collection Rite: Short Work, which also included an essay Williams wrote as an introduction to Moorcock’s novel Gloriana.

Williams manages a successful homage to Michael Moorcock in “Go Ask Elric,” pulling in elements from Moorcock’s stories “Elric at the End of Time” as well as “the Vanishing Tower” and “Sailing to the Future.” Rather than focusing on Elric, William’s main character is Pogo Chapman, a young kid who worships Jimi Hendrix in the mid-1970s. During an acid trip, Pogo is sucked into the multiverse where he meets up with an imprisoned Elric and helps him escape. As Moorcock did in “Elric at the End of Time,” Williams switches between Elric’s point of view and Pogo’s, allowing the reader to see just how much Elric misreads the situations he is in.

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Heinlein Across the Waters

Heinlein Across the Waters

The Green Hills of Earth and Robert Heinlein-small

One of the things that I love about collecting old paperbacks is the surprises they sometimes contain. You just never know what you’ll find. It’s almost a Forrest Gump box of chocolates kind of thing.

For example. I live in Germany, and several years ago I won a Lin Carter paperback on eBay that contained a business card from a used book store in Columbus Ohio, near OSU, called the Monkey’s Retreat. The very same Monkey’s Retreat that I’d frequented back in 1984/85. So suddenly thirty years later, I’m pulling one of their cards out of a paperback sent from Essen. I have always wondered how that paperback made its way across such gulfs of space and time. I mean, 30 years and thousands of miles. The reality is probably mundane, a G.I. leaving it at his girlfriend’s apartment and having it end up on the table at a flea market, where a dealer snatched it up for a few Pfennigs.

There was another time when I found — inside an old Scholastic Book edition of Bernhardt J. Hurwood’s “true horror stories” — a lovely little hand drawn initiation to a young girls birthday slumber party. You can read about that one here.

But the latest surprise trumped all the others, and came as such a shock that it drove me out of the comfort of my warm feather bed at 11:00 P.M. on a chilly Bavarian night to spend the next few hours sending messages, doing research, taking photos and making scans.

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New Treasures: Children of Blood and Bone by Tomi Adeyemi

New Treasures: Children of Blood and Bone by Tomi Adeyemi

Children of Blood and Bone-smallAfrican fantasy and SF is experiencing a true renaissance, and while it’s tempting to give much of the credit to the astonishing worldwide success of Black Panther, in truth the trend has been building for years.

Tomi Adeyemi’s West African-inspired debut is a full-blown publishing phenomenon all on its own, for example. Publisher Henry Holt Books made a pre-emptive 7-figure bid for it last year, making it one of the biggest debut YA books of all time. Entertainment Weekly labels it “A phenomenon,” Ebony calls it “The next big thing in literature and film,” and, closer to home, Andrew Liptak features it prominently in “15 new science fiction and fantasy books to read this March” at The Verge.

Children of Blood and Bone is the first installment of a new trilogy. It follows Zélie Adeola, whose mother is killed when the king orders the death of all maji, as she fights to bring magic back to the kingdom of Orïsha, while struggling to keep her own growing power under control. Here’s the description.

They killed my mother.
They took our magic.
They tried to bury us.

Now we rise.

Zélie Adebola remembers when the soil of Orïsha hummed with magic. Burners ignited flames, Tiders beckoned waves, and Zélie’s Reaper mother summoned forth souls.

But everything changed the night magic disappeared. Under the orders of a ruthless king, maji were killed, leaving Zélie without a mother and her people without hope.

Now Zélie has one chance to bring back magic and strike against the monarchy. With the help of a rogue princess, Zélie must outwit and outrun the crown prince, who is hell-bent on eradicating magic for good.

Danger lurks in Orïsha, where snow leoponaires prowl and vengeful spirits wait in the waters. Yet the greatest danger may be Zélie herself as she struggles to control her powers and her growing feelings for an enemy.

Children of Blood and Bone was published by Henry Holt and Co. on March 6, 2018. It is 544 pages, priced at $18.99 in hardcover and $9.99 for the digital editions. Read an excerpt at Entertainment Weekly.

The 1001 Treasures of Black Blade Publishing and Goodman Games: Gary Con 2018 Report, Part II

The 1001 Treasures of Black Blade Publishing and Goodman Games: Gary Con 2018 Report, Part II

Tales from the Magicians's Skull in the Goodman Games booth at Gary Con 2018-small

New releases at the Goodman Games table, including the magnificent Tales From the Magician’s Skull

In Part I of my Gary Con 2018 report, posted here yesterday, I talked about one of the great pleasures of walking the Exhibit Hall: meeting the creative masterminds behind the most dynamic companies in old-school RPGs, like Goodman Games, North Wind Adventures, Troll Lord Games, Black Blade Publishing, Frog God, Kobold Games, and many others. Today I want to talk about the other great pleasure of a truly rich Exhibit Hall. Namely, all those marvelous gaming treasures.

I do a pretty good job staying on top of the newest releases in the adventure gaming industry. More than that, I have a staff of top-notch game writers — like Andrew Zimmerman Jones, Bob Byrne, M. Harold Page, Howard Jones, Fletcher Vredenburgh, and Gabe Dybing, just to name a few — who constantly keep me informed. And yet virtually every step through the Exhibit Hall was filled with surprises. Anyone who’s ever visited the Exhibit Hall of a major gaming con or science fiction convention knows what I’m talking about. That sense of having stepped into a virtual Cave of Wonders, packed with a dozen lifetimes worth of magical discoveries.

You can’t recreate something that overwhelming with a simple blog post. But what the hell. I’m going to give it a shot anyway. To do that, I’m going to focus on the experience of walking around a single booth at Gary Con. In this case, the largest and most well-stocked one at the show, the joint Black Blade/Goodman Games tables at the entrance to the Hall. The sixteen photos below attempt to capture a few of my delightful discoveries — as well as give you a taste of the countless tantalizing items I had to hurry past in my efforts to be a gaming journalist. Prepare yourself.

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Birthday Reviews: Alastair Reynolds’s “A Spy in Europa”

Birthday Reviews: Alastair Reynolds’s “A Spy in Europa”

Cover by SMS
Cover by SMS

Alastair Reynolds was born on March 13, 1966.

Reynolds has won the British SF Association Award for his novel Chasm City, the Seiun Award for a translation of his short story “Weather” and the Sidewise Award for his short story “The Fixation.” His various works have been nominated for the Italia Award, addition Seiun and BSFA nominations, the Philip K. Dick Award, John W. Campbell Memorial Award, the British Fantasy Award, the Arthur C. Clarke Award, and the Hugo Award. His novella Diamond Dogs was adapted as a play by Althos Low at the Chopin Theatre in Chicago.

“A Spy in Europa” was originally published in issue #120 of Interzone, edited by David Pringle, in June 1997. Gardner Dozois reprinted the story the next year in The Year’s Best Science Fiction: Fifteenth Annual Collection and Reynolds included it in his 2006 collection Galactic North. Part of the Revelation Space series, the story was translated into Japanese in 1997.

Marius Vargovic is the titular agent in “A Spy in Europa.” With the four Galilean moons divided between two political entities, the Demarchy on Europa and Io and Gilgamesh Isis on Ganymede and Callisto, Vargovic is being sent to Callisto because a sleeper agent, Cholok, has become active and has information that he needs to retrieve.

Vargovic’s exact mission is never fully laid out, but it involves getting information from Cholok about a method of undermining the floating cities of Europa, and undergoing surgery to alter his body to allow him to breathe underwater, part of the cover he has given to the local authorities.

Europa is a world of bioengineering, and one of the subspecies are the Denizens, created for slave labor and now banished to portions of the Europan sea near heated vents. Little is known about the Denizens and Vargovic tries to supplement his mission by finding out about them, a goal made easier when his rendezvous point is changed and he finds himself chased by Europan agents until he is rescued by the Denizens.

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Tell Me A Story: When does the Disbelief Get Too Heavy to Suspend?

Tell Me A Story: When does the Disbelief Get Too Heavy to Suspend?

Tell Me a Story-smallI’m going to pause in my Podcast ramblings to ask a question: When does inaccuracy pull you out of the story?

I have unusual parameters on that one. I’m a Classicist by training, which means I know far more than is healthy about the Roman Empire and Greek Civilization ca 100 BCE. But I can usually set it aside, especially for movies. “Gladiator” remains one of my all time favorites. My first piece of writing for Black Gate was a review of Clash of the Titans, and I had good things about to say about both versions!

In other words, my expectations on historical accuracy are low, especially when the movie is going for “fun”. The more seriously it takes itself, the more likely I am to give it hell for screwing up. If you want to see me apoplectic, as me about The DaVinci Code.

On the other hand, some things drive me up the wall. For example, I was recently re-listening to Blood Rites, book six of Jim Butcher’s Dresden Files.

Anyone who lives in Chicago is already nodding.

Butcher originally wanted to set his story in another city, the story goes, and his publishers required him to set it somewhere better known. He picked Chicago, despite not knowing the city at all. Which isn’t a problem for the most part.

Until you get to a scene at the climax of Blood Rites in which an important even takes place at Wrigley Field. It’s after dark, late in the evening. And Harry Dresden stops to remark how eerie the whole place is. The giant, empty, acres-wide parking lot. The silence. The ghostly nature of a place made to be full when it is completely empty.

That sound you just heard was the needle scratching across my mental track.

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Modular: Take Command of Star Trek Adventures

Modular: Take Command of Star Trek Adventures

Star-Trek-The-Command-Division-Cover-No-LogosFans love Star Trek for different reasons, and when a fan moves into gaming within the Star Trek universe, those reasons usually inform the type of character they want to emphasize in their games. Do they want to be, like Spock or Data, the science officer who can coolly reason through any problem that comes up? Do they want to be the medical officer who saves lives while chaos erupts around them? The security officer who goes hand-to-hand with a Klingon warrior? The engineer who can make any technological miracle into reality? The hotshot pilot who can maneuver through any cluster of asteroids? Or the Captain of a starship, in charge of herding together all of these elements as they explore the distant unknown regions of space?

A handful of games have been versatile enough to cater to all of these types of fans. The video game Star Trek Online just celebrated its 8th anniversary, and it has a diverse style that allows easily for group or solo play, where players can create characters and take missions that interest them. There are missions that are mostly story-driven diplomatic missions, and some that are primarily about shooting the bad guys, either on ground away missions or in starship combat.

Last August, at GenCon, Modiphius Entertainment released the public version of their tabletop roleplaying game Star Trek Adventures. I’ve been running a group through since December 2016, when the game came out in a public playtest, and have been really pleased with it through all of the transformations into the official release. The system does a great job of allowing for diverse characters and capturing the feel of an episode of whichever Star Trek series is your cup of tea. (Earl Grey, hot, of course.)

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Old School Role Playing, and Pathfinder by the Pound: Gary Con 2018 Report, Part I

Old School Role Playing, and Pathfinder by the Pound: Gary Con 2018 Report, Part I

Gary Con 2018 Black Gate report-small

My favorite gaming convention is Gary Con, founded in Gary Gygax’s home town of Lake Geneva, Wisconsin, in 2009, the year after he passed away. I attended many of the early Gary Cons, but regrettably have missed the last few years. I’d heard the convention had outgrown the local lodge and was now being held in a much larger venue a few minutes outside town, the Grand Geneva Resort & Spa, and I was very curious to see just how big it has become. So I packed up my car on Saturday morning and made the 90-minute drive north from St. Charles, Illinois, to Lake Geneva.

How much has it grown? A lot. Just a few years ago Gary Con was a few hundred gamers who gathered to remember Gary and celebrate all that he brought to gaming. But on Saturday morning I walked into a sprawling modern gaming convention, with thousands of folks happily throwing down dice in multiple buildings and numerous gaming rooms. I’m delighted to report that, while it had gotten much grander, Gary Con has lost none of its friendly atmosphere — or its focus on the kind of old-school role playing pioneered by Gygax.

The highlight of the con for me is always the Exhibit Hall, which has always felt more like an intimate gathering of friends than just a place to hawk wares. In past years I’ve met many some of the most creative minds in the OSR (“Old School Revival”) community there, including Jeffrey Talanian, author of the Astonishing Swordsmen & Sorcerers of Hyperborea RPG, Daniel Proctor, creator of Labyrinth Lord, Stephen Chenault, creator of Castle & Crusades, and Jon Hershberger, co-founder of Black Blade Publishing (OSRIC). Every year I also take the opportunity to meet up with friends such as Dave Kenzer and Jolly Blackburn of KenzerCo.

The tiny Exhibit Hall has grown enormously since I’d last attended, however. In fact, there were over 50 exhibitors spread across two halls, including Frog God Games, Goodman Games, Kobold Press, Northwind Adventures, Troll Lord Games, Hammered Game Tables, Inner City Games Designs, Pacesetter Games, Total Party Kill Games, and many more. Truly an old-school role player’s paradise!

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