Prologomenon to Fantasy

Prologomenon to Fantasy

bullfinchOne of the things that I frequently blather about is that, when I was growing up in the 1970s, “fantasy,” as it’s understood today didn’t really exist, at least not as a mainstream, popular genre.

Don’t get me wrong: the ’70s were a decade of fantasy par excellence, especially literary fantasy, from reprintings of earlier works, such as the Lancer Books Conan series (begun in 1966) and the Ballantine Adult Fantasy series (begun in 1969), to the Tolkien imitators, like Terry Brooks’s The Sword of Shannara (1977) and Stephen R. Donaldson’s Lord Foul’s Bane (1977) – not to mention Tolkien’s own The Silmarillion (1977 once again!) – to modern classics like Fritz Leiber’s Our Lady of Darkness (guess what year?). The ’70s also saw fantasy rise to prominence in other media, like comic books, where Roy Thomas’s Savage Sword of Conan cultivated an entire generation of artists, and movies, where special effects artists continued to acquire the skills and technology to bring fantasy to life on the silver screen. And, of course, the decade also saw the appearance and flourishing of fantasy roleplaying games, beginning with Dungeons & Dragons in 1974.

Despite these strides, spearheaded by the faddish popularity of D&D and its imitators, I’d argue that fantasy didn’t really come into its own as a pop cultural phenomenon until much later. Consequently, when I first encountered Dungeons & Dragons very late in 1979, I had almost no direct experience of what we’d nowadays call fantasy. Indeed, I wouldn’t read a word of The Lord of the Rings or the tales of Conan until after I’d begun rolling polyhedral dice. For that matter, I don’t think I’d even heard of J.R.R. Tolkien or Robert E. Howard until I encountered both their names in the pages of the J. Eric Holmes-edited D&D rulebook that was my introduction to the game. The same goes for Lovecraft, come to think of it, and most of the other authors whom we typically regard as the “founders” of fantasy. In that respect, my youth is very different than that of 21st century fantasy aficionados, almost all of whom I’d bet didn’t make it to the age of 10 without at least being familiar with the characters and ideas these authors birthed.

However, this isn’t to say I had no experience with fantasy before I discovered Dungeons & Dragons, only that my introduction to it was of a different sort, one I expect I shared with many kids of my generation.

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Why I’m Here – Part One

Why I’m Here – Part One

I don't want to be this man
I don’t want to be this man

A couple of times this past summer I felt really old. Somehow the classic sci-fi/fantasy books I grew up reading weren’t well known to younger readers (really, you don’t know who Manly Wade Wellman is?!?) or even all that important anymore. In the forty-year span of my sci-fi and fantasy reading life, the genres’ audiences had changed.

Now you could be a sci-fi reader without having read Dune or planning to ever read it. Roger Zelazny’s Chronicles of Amber was “shockingly discordant and unsatisfying to actually read all the way through.” This was nuts — cats-and-dogs-living-together nuts.

After my brain stopped spasming and cooled off a little, I started to actually think. Sure, there are certain — I’d say canonical — books important to the development of fantasy and sci-fi. But if you haven’t read them will somebody revoke your fandom card? If you don’t like the books I like, does that make you less discerning than I? I doubt it.

Besides, discerning is not a word I’d use for a lot of my own book choices. I mean, there’s a certain Lord of the Rings ripoff homage published by Ballantine in 1977 that I, along with the whole fantasy-reading audience, went nuts for. (You had to be there when fantasy pickings were meager.) I still love The Sword of Shannara today. It doesn’t get less discerning than that.

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A History of Godzilla on Film, Part 1: Origins (1954–1962)

A History of Godzilla on Film, Part 1: Origins (1954–1962)

Return of Godzilla 1984 PosterOther Installments

Part 2: The Golden Age (1963–1968)
Part 3: Down and Out in Osaka (1969–1983)
Part 4: The Heisei Era (1984–1997)
Part 5: The Travesty and the Millennium Era (1996–2004)
Addendum: The 2014 Godzilla

With the release of the teaser trailer for the upcoming Godzilla from Warner Bros. and Legendary Pictures, a decade of cinematic silence has come to an end. Godzilla last appeared in 2004 in the Japanese movie Godzilla: Final Wars, which Toho Studios intended as the monster’s final bow before going on sabbatical. It’s the longest break in the iconic monster’s career, and regardless of what happens next, the forthcoming Godzilla ’14 is a reason for G-fans to celebrate. Maybe stomp a few cities. The trailer makes San Francisco look particularly stomp-able.

At this point, we only know as much about Godzilla ’14 as we’ve seen in the teaser. But it was an exciting glimpse that at least assured fans the new movie would not repeat the horrible mistakes of the first American attempt at a stateside Godzilla, the 1998 Roland Emmerich disaster.

This is the first of five (projected) installments covering the history of Godzilla on film, written and condensed for a broad audience. I hope these articles will help readers who have only a passing relationship with Godzilla — the general knowledge from pop culture osmosis — see the unusual variety of one of the longest and most durable film franchises in history. Many Black Gate readers are probably familiar with much of the information I’ll provide in these articles, but since I’ll also sling around my own opinions about the movies mixed in with the history, Godzilla fans may find parts of this worthwhile … if perhaps only to ignite arguments.

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The Cartoon Revolution Will No Longer Be Televised

The Cartoon Revolution Will No Longer Be Televised

Young-JusticeI hadn’t really kept up on children’s TV cartoon programming, not since I was part of the target demographic for it back in the ‘80s. As a young adult, I checked out the Batman series now and again, impressed by how well done it was. I became minorly obsessed with The Tick, because that was just a wonderful parody send-up of the whole superhero milieu I grew up in. The Simpsons crossed my radar, of course. But that’s about it.

I’ve been watching a lot of cartoons lately, because I have a daughter who’s almost five and a son who’s nearly three. And I’ve been pleasantly surprised. It turns out that television programming for kids has enjoyed something of a Renaissance in the last decade or so, similar to its counterpart programming for mature audiences.

But enjoy it while you can, because that era may be coming to an end…

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New Treasures: The House of R’lyeh: Five Scenarios Based on Tales by H.P. Lovecraft

New Treasures: The House of R’lyeh: Five Scenarios Based on Tales by H.P. Lovecraft

The House of R'lyeh-smallI feel like I’m in the middle of H.P. Lovecraft week.

On Sunday I talked extensively about Lovecraft, a propos of his inclusion in the latest round of Advanced Readings in D&D. This morning I invoked his name while discussing Robert Bloch’s Nightmares collection. Now here we are again, with the latest collection on adventures for one of my favorite role-playing games, Call of Cthulhu, based on the work of H.P. Lovecraft.

I bought my first CoC adventure — the classic Shadows of Yog-Sothoth — over 30 years ago (yes, I’m aware that’s longer than most of you have been alive. Shut up), and the most recent, Cthulhu By Gaslight, last April. I haven’t played CoC in years (decades, probably), but the adventures are marvelously inventive and always a pleasure to read for a veteran game master like me. But The House of R’lyeh has extra appeal for Lovecraft fans of all kinds, not just CoC players, I think: it draws directly from five of the Master’s short stories. I’m looking forward to digging in and seeing how successful it is.

The House of R’lyeh contains five Call of Cthulhu scenarios that follow or expand upon events in five of H.P. Lovecraft’s stories: “Pickman’s Model,” “The Haunter of the Dark,” “The Hound,” “Arthur Jermyn,” and “The Nameless City.” Set in Boston, Providence, the British Isles, continental Europe, and the Middle East, none of the scenarios need be played at set dates or in a set order, but they could be run in the order presented to form a loose campaign using optional link between scenarios to draw investigators from one to the other.

Alternatively, the scenarios may be used to supplement classic Call of Cthulhu campaigns such as The Shadows of Yog-Sothoth which suggests that its component scenarios should be interspersed with others.

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Vintage Treasures: Nightmares by Robert Bloch

Vintage Treasures: Nightmares by Robert Bloch

Nightmares Robert Bloch-smallI’ve been on something of a Robert Bloch kick recently.

It started with the Vintage Treasures article on The Best of Robert Bloch I wrote back in July, the second in my series on Lester Del Rey’s Classics of Science Fiction. That lead me to his Lovecraftian novel Strange Eons, first published in 1979, which I wrote about in October.

Strange Eons was fun, but honestly I think I prefer Bloch’s short stories. And he certainly has a lot of them, gathered in dozens of collections starting with The Opener of the Way, published in 1945 by Arkham House when he was just 28 years old, and ending the year he died with his final collection The Early Fears (1994, Fedogan & Bremer) — which won the Bram Stoker Award for Superior Achievement in a Fiction Collection.

As usual, I tend to gravitate towards the paperbacks. Last week I bought a copy of Nightmares, a slender 1961 paperback from Belmont which contains 10 short stories originally published in Weird Tales, Fantastic, The Magazine of Fantasy and Science Fiction, and other fine publications.

Nightmare is a selection of tales from Pleasant Dreams — Nightmares (1960), an Arkham House hardcover which contained 16 short stories and novelettes (and cost, according to a note on the copyright page, an outrageous $4). The paperback is dedicated to August Derleth, Fritz Lieber (sic), and Star Trek writer Samuel A. Peeples, author of “”Where No Man Has Gone Before” (one of my favorite episodes, incidentally, although doubtless he’s listed here for his horror work).

And yes, Fritz’s Leiber’s name was misspelled. Clearly the paperback editions were not edited as tightly as they could have been, or Fritz Leiber wasn’t yet a big name. Probably both.

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Experience the Joy of the Pulps With The Incredible Pulps

Experience the Joy of the Pulps With The Incredible Pulps

The Incredible Pulps-smallWe’ve been chatting a lot about pulp fantasy recently — for example, in our recent explorations of Appendix N, Unknown magazine, escaping our genre’s pulp roots, forgotten pulp villains, Clark Ashton Smith’s Martian pulp fiction, and much more.

I occasionally get asked what I mean by “pulp.” It’s not the most intuitive term, I’ll grant you that, especially for younger readers. For them, if it means anything it usually conjures up images of Tarantino’s Pulp Fiction, and perhaps vague echoes of noir detective stories.

“Pulp fiction” means the fast-paced genre stories written for the popular magazines of the 1920s, ’30s and ’40s, and modern fiction written in conscious emulation of that style. The most popular of the pulp magazines, including Argosy, Adventure, All-Story Weekly, and Detective Story, had reliable circulations in the hundreds of thousands. They cost a quarter or less, and were printed on cheap (pulp) paper, frequently with ragged, untrimmed edges.

The pulps are still discussed and collected today for a number of reasons. Several of the most important writers of the 20th century — including Edgar Rice Burroughs, Sax Rohmer, H.P. Lovecraft, Ralph Milne Farley, Raymond Chandler, Agatha Christie, Louis L’Amour, and Harold Lamb — got their start in the pulps. They featured some of the most famous heroes of the early 20th Century, including Doc Savage, The Shadow, Conan, Buck Rogers, Tarzan, Zorro, and many others.

But the best fiction from the pulps has been reprinted many times and — unless you’re Howard Andrew Jones, Stephen Haffner, or John C. Hocking, on the trail of an obscure or neglected author — you rarely dig through pulps for the fiction any more. No, there’s really only one reason most of us still collect pulps. And that’s the fabulous covers and artwork.

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Everything Bad Makes a Puzzle: Some Thoughts on Everything Bad is Good For You

Everything Bad Makes a Puzzle: Some Thoughts on Everything Bad is Good For You

Everything Bad Is Good For YouThere’s a certain kind of structure I’ve lately begun to notice in certain novels. These books read like puzzles, telling one story directly and overtly while implying a second story, or highly variant reading of the first story, through carefully-placed gaps, contradictions, and seemingly-irrelevant details. Throwaway references in highly-disparate points of the book might imply a completely different way to read at least the plot and often the tone or theme. It’s something Gene Wolfe does a lot; other examples I’ve noticed lately are Joyce Carol Oates’ The Accursed, Helen Oyeyemi’s White is For Witching, and Caitlín Kiernan’s The Red Tree. I’d been trying to work out what to make of this ‘puzzlebook’ technique, when as it happened I read a completely different book that seemed to have something to say about this structure — among many other things.

Steven Johnson’s 2005 non-fiction book Everything Bad Is Good For You is an argument about the structure and cognitive benefits of popular culture. Johnson suggests that video games, for example, sharpen certain kinds of problem-solving skills, and in general that the experience of games, TV shows, the internet, and to an extent film represents an engagement with increasing complexity. Most fascinating to me were his discussions of TV and of the way TV’s grown more structurally complex over the past few decades. He seems to me to have not only accurately identified how televised stories have changed but also by extension to have suggested how storytelling generally may be changing. And that in turn perhaps implies a broader context for the ‘puzzlebooks’ I seem to be coming across more and more often.

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H.P. Lovecraft, A. Merritt, and Appendix N: Advanced Readings in D&D

H.P. Lovecraft, A. Merritt, and Appendix N: Advanced Readings in D&D

The Lurking Fear HP Lovecraft-smallWe’re drawing closer to the end of Gygax’s famous Appendix N, the list of influences and recommended reading he included at the back of the D&D Dungeon Masters Guide.

Over at Tor.com, Tim Callahan and Mordicai Knode continue their tireless trek through the entire list, sampling a little bit of each writer and generously sharing their impressions with us, while here at Black Gate we continue to appreciate and critique their columns. Since that’s a heck of a lot easier than actually trying to read along with such a massive project. Makes me tired just to think about it. Seriously, I need a bit of a lie down.

In the last few weeks they covered one of the most popular fantasy writers of the 20th Century — indeed, one of the most popular writers to pick up a pen, period — and a relatively obscure short story writer who was ignored for virtually his entire life, until a tiny press in Sauk City, Wisconsin, decided to make it their mission to return all of his works to print shortly after his death. Yes, we’re here today to discuss A. Merritt and H.P. Lovecraft, respectively.

Let’s start with Lovecraft. Mordicai kicks things off in fine fashion:

The guy basically invented contemporary horror — besides splatter and slasher, I suppose — and you can’t really talk about him without a sort of gleeful enthusiasm. Or at least, I can’t.

Uncaring alien godthings and cults of fishpeople get all the attention, but the stories that stick with me are the ones that get a little more surreal. Don’t get me wrong: At the Mountains of MadnessCall of CthulhuThe Dunwich HorrorThe Shadow Over Innsmouth… there are a reason that these stories are at the forefront, as the juxtaposition of modern man with truly unknowable forces is a ripe category…the ensuing cosmic creepfest and insanity in response to a nihilistic and uncaring universe might be seen as Lovecraft’s thesis.

That said, for me it is the odder tales, like The Dream-Quest of Unknown Kadath, that kick it up a notch. Hordes of cats, friendly conversations with cannibal ghouls, trips to the moon, evil ticklers, and terrifying plateaus that only exist in dreams? Yes please! I’m going to go on a limb and say that I see a little Randolph Carter in some of my favorite protagonists. Dale Cooper from Twin Peaks, I’m looking at you…

While I’m a devoted fan of Lovecraft’s longer and most famous works — I consider “The Shadow out of Time” to be one of the finest pieces of fantastic fiction ever written — there’s no question that his Dream-Quest tales are equally worthy of attention. A tip of the hat to Mordicai for not taking the easy route.

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The Shock of the New: Chris Moriarty’s Spin State

The Shock of the New: Chris Moriarty’s Spin State

Spin StateMy reading’s defined, largely, by sheer chance. I stumble across something at a used-book sale, buy it along with a box of other books, put it on my shelf and forget about it, then finally years later take it down and read it and, often, realise I should have started in on it long before. Which is a long way around to explaining how I just now came to read Chris Moriarty’s debut novel Spin State, which was published in 2003. And why I’m only now writing about the best work of 21st-century science fiction I personally have read.

The first book of a trilogy (the second, Spin Control, came out in 2007; the third, Ghost Spin, was published earlier this year), Spin State was nominated for the Philip K. Dick Award and the Spectrum Award. A frenzied yet controlled mixture of hard sf, cyberpunk, space opera, political saga, hard-boiled noir, war story, and any number of other genres, Spin State captures the mind-shredding sense of wonder of science fiction as well as any book I’ve ever read. It’s densely written, intricately and dextrously plotted, and boasts dialogue both fiercely dramatic and bluntly true. It also always seems to aim at character, using its twists to generate powerful scene after powerful scene.

It ought to be a mess. It’s a long book, but covers much ground; it seems that every scene, every line, is doing three different things — touching off fuses to detonate later. But it never falls apart, never distintegrates into noise. It challenges you: I had to read the opening pages twice before I caught the rhythm of it. Set hundreds of years in the future, AIs possess wired human bodies, genetic constructs build interstellar Syndicates, and quantum technologies make distance something different than what we understand: you can physically be located on a space station in a far solar system but sit down to a full meal in an elegant restaurant on the Moon in the light of the environmentally ruined Earth. Technologies and politics are complex, and in fact the history of this future is complex all along the line: there’s a kind of take-no-prisoners ferocity to the unrelenting beat of new and wild ideas the book throws at you. Which is to say it’s in the best tradition of science fiction.

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