Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Tuesday, July 22, 2025

Recent Arrivals: A Calm Before the Storm

The recent arrivals at Grubb Street ...
So things have been trickling into Grubb Street for the past few months - gifts from friends, kickstarters fulfilling, and the odd store pickup. But I want to gather them all in one place because the Washington State Primary primary ballots have arrived and I feel obligated to slog through this off-off-year election.  So here we go with the fun stuff first. 

The Sassoon Files 2nd Edition by Jason Sheets, Damon Lang, Andrew Montgomery, and Jesse Covner, Sons of the Singularity 272 page hardbound, 2025. Kickstarter. This is the 2nd Edition, and I should note that the 1st edition had problems seeing print since doing a project about pre-communist China hit some push-back from printing in China. The setting is Shanghai, which is touched on all-too-briefly in the classic Masks of Nyarlathotep and gets a deeper look in The Nyarlathotep Companion. I was the Keeper on a long-running Masks campaign (Which I may someday bore the heck of everyone here by talking about it - unsurprisingly, I have things to say).

But anyway ...

Sassoon Files is really good, and attempts to capture the flavor of Shanghai in the pre-war era. It is at the time where the city is overseen by a bunch of Western powers that broke it up into rival fiefdoms, have native Chinese movements verging on a split between Communists and Nationalists in the wake of the death of Sun Yat-Sen, has a collection of local criminal organizations of varying levels of control, and is in general being a hub of intrigue and adventure in a historical sense. And add new mythos cults, deep ones, ancient mystic relics elevates the entire setting. On the down side, the timing of the adventures overlap with each other and with Masks, so the Keeper may have to do some re-orging to run everything, and while the players can throw in with gangsters or the communists, they always tend to come back to dealing with Victor Sassoon, a wealthy bon vivant with a eye towards protecting the city from Mythos threats. Hence the title.

Daggerheart Core Set by Spenser Stark et. al, Darrington Press, 266-page hardbound, boxed set of 280 cards, 2025, Midgard Comics and Games. This is the most recent of the declared "D&D-Killers" I've encountered over the years, and has an excellent pedigree with the Critical Role folk. The book is colorful, well-organized, and hits all the beats of traditional RPGs, though it adheres to the more free-form Powered by the Apocalypse/Blades in the Dark style of play (I have opinions, but that will wait for another day as well). I'm not sold on the plethora of cards that came with the rules, but that may just from previous experiences, and I'll see how well they fit into the game. So this one is under investigation. I got this from my local friendly comic shop, which has a small section of RPGs and discovered that customers were amazed they had it, since it had sold out in more traditional gaming venues. 

The Excellent Prismatic Spray Volume 1, Issue 2, 72-page squarebound, Pelgrane Press, 2001, from the collection of John Rateliff. John (known the blogosphere as Sacnoth) has been clearing out his collection, mostly on Ebay with the aid of Bill Webb, but occasionally something offers something up to the rest of the gang. This is the 'zine for The Dying Earth RPG, which is in the category of "Great RPGs I've read but will probably never play" - the gaming version of tsunduko. The game and 'zine both emulate the flowery, ornate, robust, superfluous language of Jack Vance's books perfectly, and to be frank, the game deserves to be featured in those podcasts where they talk about games that are no longer published. In addition, this particular volume contains a four-page essay by Gary Gygax on "Jack Vance & the D&D Game".

Curse of Candlelight Manor, by Heidi and Erik Gygax-Garland,  32-page self-covered digest booklet, 2023, Gaxland  Pooduction,  Shadows over Lake Geneva, A Sanguine Horror by Heidi and Erik Gygax-Garland, 32-page saddle-stitched booklet, 2023, both also from the collection of John Rateliff. Heidi is Gary Gygax's daughter, and she and her husband are continuing the family tradition. Curse is a wonderful, short, old-school style adventure written for 5E, and set in a haunted house. Sanguine is usable for both 1E and 5E, and is a modern adventure set in Lake Geneva of 1948, dealing with the old Oak Hill Sanitarium, which is one the site of now Colonial View Condos where I lived in the early 80s. I am really curious if the maps provided are based on the original Sanitarium. Both are volume 2s in a series, so I'm going to have to pick up the first volumes the next time I am at GaryCon.

Gamemasters: The Comic Book History of Roleplaying Games by Fred Van Lente, Tom Fowler, and Bill Crabtree, 112-page hardbound, Clover Press, 2025, Kickstarter. Fred Van Lente has done one of my favorite comic book series, Action Philosophers, so I was very interested in seeing what he did with the more recent history of RPGs. He covers the basics of history (sort of what you'd read in the first Playing at the World, traveling through Chess, miniatures, wargames, and the Braunsteins which birthed modern RPGs, as well as covering the more real-life salacious and scandalous adventures over the years (Dallas Eggbert, the FBI raid on Steve Jackson). But where it excels is when it starts talking about other, non-D&D RPG games, like Call of Cthulhu, West End's Star Wars and (ahem) the original Marvel Super Heroes by myself and Steve Winter. Its pretty good, though I have to note that liberties were taken in presentation (Yes, Lake Geneva had a Playboy Resort, No, there were no Playboy Bunnies at the first GenCon (At least in uniform)), and some of the stories are of the "yeah ... kinda", but its an excellent, entertaining look at our hobby and industry.

An Infinity of Ships by by Adam Good and Jamie Peters, Illustrated by Rob Turpin, 152-page digest hardcover, published by STATIONS, 2025, Kickstarter. I love the art and idea behind this one - the ability to create your own spaceships. But not a formulaic "Here is how many credits the astronavigation unit costs", but a more free-form "Here, roll on a huge number of tables and tell me what you and you players can make of it". It is more inspirational than instructive. The ships themselves range from mechanical to organic to beyond, and the AI ranges from simple servants to godlike commanders. The names are out of IMBanks novels.("for example, "This Could Have Been an Email"). It doesn't try the define the universe that these ships operate in, but in covering all types and options (and running light on operating systems), they portray a radically diverse and chaotic galaxy where there are few known constants. Still, worth hacking about with it. The Kickstarter included stickers, bookmarks, and 115 cards to randomly create ships on the fly.

... and one that arrived after I took the photo.

The Old Margrave by Matthew Corley et. al, 256-page hardbound, Kobold Press, 2025, Tales of the Valiant Game Master's Guide Pocket Edition by Celeste Conowitch et. al. 304-page softbound digest, Kobold Press, Tales of the Valliant Game Master's Map Folio, 6 24" by 36" double-sided maps, gift of the publisher. The Old Margrave is an ancient forest just to the East of Zobeck, the main city of Kobold's Midgard campaign setting. Its a wonderful forest location for adventure, and the book (for 5E and their Tales of the Valiant) has new heritages, lineages, spells, subclasses, and a huge adventure arc set in the forest. Speaking of Tales of the Valiant, the Pocket Edition of the ToV GM's Guide is a digest-sized reprint of the original book, in a handier and portable format. And while my current gaming style (sitting around a living room or online) does not use maps and miniatures, the Map Folio hosts a number of locations (Inn, Gate, Fort, Tower, Villa, Lighthouse) that can be ported into any adventure.

Ticket To Ride Legacy: Legends of the Old West by Rob Daviau, Matt Leacock, and Alan Moon, Big box of a boardgame, Days of Wonder, 2023, Gift from Ed Stark, who was out here visiting for a wedding. The original Ticket To Ride has been a go-to game for our game days on Grubb Street, and a source of contention between the Lovely Bride and the mighty Stan! This version is a Legacy game, which means that as you play it, you modify the game materials that will affect future plays. In this case, you start with the Eastern Seaboard, and work west over time, with specialized rules as you add more pieces to the game. And ultimately you have a finished version for replay. Now we just have to find a regular gaming group to meet up with, since our own gaming groups are different and on different days. Ah, the challenges of game players.

And that's it for this round. Now I settle into the more boring stuff about very local politics. Its cool if you find something else to read. I'll understand. 

More Later, 

Thursday, March 13, 2025

Recent Arrivals: Winter Festival

 So, things have been trickling into Grubb Street for the past few months. Some are Kickstarter resolutions, while other a bit of retail therapy.

The current situation is a mess as far as new game offers are concerned. The raw mess that is tariffs and trade wars threatens this entire cottage wing of the industry. We're already paying 20% over the initial investment with increased shipping costs, and it is only going to get worse. In addition to the added cost is the fact that we now have another step in the process - you order, you pay, and then you have to confirm and pay again wherever the wheel of financial fortune shows up. When I worked for Amazon, we obsessed with the idea of reducing the number of clicks needed to get somewhere. We're not doing it here, and it's going to hurt us, badly.

In any event, here are the latest things from the outside world.

Hamil's House of Oddities by Jon and Brynn Hage , Sleeping Giant Games, 304-page hardbound, Kickstarter, and Shadow's Reach by Jon and Brynn Hage  Sleeping Giant Games, 252-page hardbound, Kickstarters. This is one of the more beautiful projects to come across my transom in the past year. The main book (Hamil's) is a 5E adventure, while the Shadow's Reach is campaign, treasure, and monsters/characters. There's not a lot of text on each page, but it has a calm, cozy look to it, and really nice b/w art. This is the sort of thing I look for in Kickstarters - nice, personal products. 

Playing at the World, 2E Volume 1: The Invention of Dungeons & Dragons by Jon Peterson, the MIT Press, 374-page trade softbound, Gabi's Olympic Cards and Comics, Lacy, WA. Hang on, didn't I already get the original Playing at the World? Well, yeah, but that version covered everything, from German Kriegspiels and HGWell's Floor Games to the almost-present day. This is both cut down to the "juicy bits" about D&D itself, and expands in that Peterson has gained access to previously unavailable information. I'm looking forward to a reread (though right now on my reading list I am obsessing over the various colonial struggles in and around what is now Pittsburgh).

Triangle Agency, Normal Briefcase Collection, by Caleb Zane Huett and Sean Ireland, Haunted Table Games, Boxed set containing 300-page hardbound book, 216-page mission book, ring-bound character sheet booklet, dice, 2024, Kickstarter. I don't think I've ever been as intimidated by a game as by this one. It arrived, I opened the "Normal Briefcase" box, found it completely packed, carefully put the components back into the box, and and set it aside for when I could properly examine it. That was about four months ago. Anyway, finally cracking the game, it is pretty impressive, and fairly daunting. It is a corporate supernatural game where you are employed by the Triangle Agency to investigate anomalies. The game runs off four-sided die, but only the 3s matter. The books themselves are laid out as orientation manuals for the new "employees", and are spot-on happy-talk versions you'd find when you start at Amazon. Impressive and a little frightening.

Changed Stars by Patrice Daniel Long, Leland Andercheck, Dieselshot Express, 304-page hardbound, 2023, Kickstarter. This was definite whim purchase, but I'm pretty happy with it. SF set in the future of the Orion Arm, where humanity expanded out, acted like a bunch of militaristic a-holes, lost the war and was transformed into less a-holes. Original system, diverse alien species, lots of cool-looking ships, a very Star Trek Next Generation meets Traveller vibe. Merits a more thorough read-through.

Aetherial Expanse: Setting Guide by Joe Raso (project lead) and James J. Haeck (Story), Ghostfire Games, 294-page hardbound, 2024, Kickstarter. This one has an interesting provenance - it is the campaign setting book for a series of pdf adventures. But it is also another take of D&D IN SPAAAACE, so I'm naturally interested in it. Space in this case is an astral sea dotted by various island nations. They look like they've expanding in how to handle ship movement and combat within the D&D system (though I've been partial to the methodology laid out in Secrets of Saltmarsh, no one else seems to have picked up on it). Ship hit points seem a bit light, but I can do a bit more digging on that.

The Grey Knight by Larry DiTillio, Moon Design Publications, 84-page hardbound, 2024 (original 1986), Gabi's Cards and Comics, Lacey, Washington. I can't say a lot about this one, since a colleague is running the original version of this adventure using original Pendragon rules (character generation was complex for the time). This looks like it has added some additional material and tied it in more tightly with their starter set. The graphic quality is high. But I'll wait until our current campaign wraps before delving too deeply into it.

Arkham by Mike Mason, Keith Herger, Bret Kramer, Chaosium, 268-page hardbound w/ two full-color maps and a facsimile newspaper, 2023, Gabi's Olympic Cards and Comics. Another whim purchase and a good one. Arkham was HPLovecraft's setting for many of his stories. He did a sketch map for it, which was expanded by others (most notably cartoonish Gahan Wilson), each new version adding stuff to it. Chaosium has done several editions of the town, and this one is probably the best yet. Not only does it have a lot of the characters, locations and creatures of the haunted city, but also a lot of good info on how to use all this information and playing characters in the 1920s. Eminently browsable. 

Urban Shadows by Mark Diaz Truman and Marissa Kelly, Magpie games, 320 pages, 2024, Kickstarter. This is 2nd edition of the game, the first being 10 years previous, much like the current D&D. Powered by the Apocalypse, and hews more tightly to all the options presented there than, say, Brindlewood Bay. We have moves, we have play books, we have a lot of player empowerment. Has a heavy scent of the World of Darkness in its urban fantasy with factions as different character ancestries. The interior is very, very purple, but it is an impressive volume, 

Swyvers by Luke Gearing and David Hoskins, Melsonian Arts Council, 96-page hardbound, 2024, Kickstarter. This is an odd and amusing little duck. deep in the alleys of a Londonish fantasy city. Players are thieves and knaves of the worst sort. The rules are light and portable, and the book is filled with random tables. Also, you play blackjack to cast spells. Yeah, this is not too deep, and good for making stuff up as you go. The included adventure involves cheese thieves. Production values are nice and fit the setting well. Worth trying out once or twice. 

Found Worlds by Todd Lockwood, 352-page hardbound, Gift from a Friend. An art book? Here? Sure. Todd Lockwood is a brilliant artist, and an excellent heir to the classic TSR Artdogs. The book covers the full career, but of course the stuff that connects with me is the TSR/WotC material, particularly in crystalizing the look and feel of 3E. Heavy stock, beautiful colors, captures the detail o his art.  

That's if for now. I'll be heading for Gary Con next week in beautiful Lake Geneva Wisconsin, and may have a bit more after that.

More later, 

Saturday, January 25, 2025

Theatre: Jack and Tollers

 Lewis & Tolkien by Dean Batali, Directed by Karen Lund, Taproot Theatre, January 22- March 8 

CS Lewis and JRR Tolkien. In the real world, they were compatriots, fellow professors, members of the Inklings writing group, occasional pranksters, and good friends. In the world of fantasy literature, their followers and fans rival the Tupac/Biggie rivalry. I will admit I'm on Team Tolkien, but let me back up a moment for some background before weighing in on the play itself.

The Lovely Bride and I had a busy Saturday, with Tai Chi class in the morning, a light lunch at the Greenwood restaurant Razzi's, then joining up with friends John and Janice for this play. Then we had additional errands (grocery shopping, getting more bird seed and cat litter), before returning home. At our age, that's a big day.

And we got to break in the Isaac Studio Theatre, which is a nice, smaller venue than the main Taproot Stage. I've described Taproot's main theater as a jewel box with a thrust stage and 225 seats. The Isaac is even smaller with 150-some seats laid out in a more traditional manner with a high-rise of comfortable seats looming over a small stage. Perfect venue for a play about two men in a bar. Lewis and Tolkien reunite after many years apart at the Eagle & Child, their favorite pub, to reminisce, reconnect and settle a few old scores. 

Now, my mental image of Tolkien, supported by interviews over the years, is that of a scholarly Hobbit. Brilliant in his chosen field (Middle and Old English), who in his spare time side wrote what would become defining books of British Literature. He sits there in a highbacked chair, smoking a pipe and discussing Beowulf. Not something for dynamic playgoing, I will admit. So I had make some strong mental adjustments for both the Tolkien and Lewis as presented on the stage. 

Jeff Allen Pierce's Tolkien is much more animated. Gruff, grumpy, and defensive. More conservative and Catholic than usually presented. Tolkien and Lewis were both religious, but from his writing, I always put Lewis down as being more hard-core to his faith. Narnia, Perelandra, and the Screwtape Letters all drip with Christianity. Tolkien's works were also extremely moral, but he lacked all the bells and whistles, or rather, the allegory, found in Lewis's works. The play's Tolkien is much more emotional, loud, pedantic, and often loud.

Lewis (Peter Cook), on the other hand, is more aloof, controlled, and professorial. He comes off as the more cerebral of the two, more in command of his emotions. He is more in line with what I think of as a Oxford Don. He comes off as man hurt by the end of their friendship, but has let the years scab over it, while Pierce's Tolkien still grapples with the situation. Of the two, he is the better man.

Both actors are good in their roles, as is Chloe Michele as Veronica, a waitress of the bar, whose character is often referee and audience for their set-too. She pops in regularly both to take the edge off both men, and break up the back-and-forth as they argue. 

The play succeeds when talking about the relationships between two men who have grown apart. The Lovely Bride got it and was moved the by tragedy of their breakup and the hope of restoration. For my part, I had to turn off the part of my brain where I kept comparing the two against my imaginary versions and instead broke them down into component parts - effectively, a priest and a rabbi walk into a bar. And in those terms, it worked.

Also, forgive this pedantic digression, but when you say someone is an apologist, it does not mean in these circumstances that they are sorry for what they may have done. Rather they are offering a reasoned argument for someone. That's unclear in many cases, but the Apology of St. Paul (Acts 22), for example, is not that he's sorry for being a Christian, but a thoughtful explanation of Christianity.  We toss the word around here a bit assuming that the audience would pick it up correctly, but I don't know if that's the case.

Anyway. Was it a worthwhile afternoon? Yep. Did it work as a play? Also yes. Should you go see it? Yes - the Saturday matinee had a full house and has already been extended two weeks. But as history, even as historical fiction, it fails to live up to expectations. And mind you, expectations were high.

More later, 


Sunday, October 13, 2024

New Arrivals: PreConventional Entry

 So later this week I'm heading out to Gamehole Con in Madison, Wisconsin, along with a whole host of friends, colleagues, fans, and fellow professionals. So I want to get all this out the way before I add more to the pile.

The vast bulk of these come from Kickstarters resolving, and arriving on the doorstep. So I may comment on the process as well as the product.

Let's start.

Ryder's Intergalactic Guide to Robots by Jake Parker, JP Creative, 128-page landscape-formatted softbound, 2024, Kickstarter. Jake Parker did Kepler's Guide to Spaceships last year, and I thought well enough of it to get the next volume. Parker wraps a story around a collection of autonomous robots, worker mechs, AI-guided vehicles, and warbots. I love the variety, and am sure there is a full universe in here somewhere, just waiting to come out.

Sentai & Sensibility, by Bug Boll, 9th Level Games, 108-page digest-sized softbound, 2024, Kickstarter. This is one of the stranger games I've picked up, but I'm glad I have. It's a combination of Japanese tokusatsu (live action with extensive special effects) with Regency Romance, in Boll's words, "Power Rangers as written by Jane Austen". You are one of the Gentlefolk (gentry), who can become a heroic Ranger when danger threatens, and with the rest of your allies (sentai) you combine to form a colossus (Voltron) to battle kaiju (giant monsters). The rule system is interesting in that your class (Station) determines the die you roll, and different type of challenges (Dance Moves) require different results, such that the physically weakest class is also the best at social interactions. The challenge is that all of this is buried under a mass of unique terminology set for the Regency era, so you're learning new terms to go with new mechanics. The Kickstarter comes with a deck of cards (characters, classes, and rules) and some standups, which are very nice, but now I have to make sure they don't get separated in my mess of an office. 

The Electrum Archives Issues 1 & 2 By Emiel Boven and Ava Islam, Cult of the Lizard King, 70-page and 78-page Digest-sized softbound books w/ four-panel paper maps, 2024, Kickstarter. This is a game system masquerading as a campaign setting. It is set in Orn, a desertified world that has seen several rulers and conquerors (and their ruins) over its long history. It is alien in many ways, and its magic runs off of ancient ink, which is also the coinage. Five attributes, three character classes, and a whole lot of weirdness which really tickles my Tekumel-based biases. The rules are presented cleanly and clearly, and while the players need a bit more investment (Spell names are random-rolled, and you get to figure out what they mean with your GM/Seer), it looks absolutely fascinating. My only gripe? I saw it for sale at GenCon a month before I got it in my hands. Yeah, it would be nice for the original funders to get their copies. 

Historica Arcanum: Era of the Crusades, Sarp Duyar &  Doga Can Sayilkan (Project Leads), Meta Creative 272 page hardback,  and Historica Arcanum: The Sigil of Jerusalem,  240-page hardback, two full-color maps, slipcased, 2024, Kickstarter. Meta Creative, out of Istanbul, rates up there with Free League for producing beautiful-looking books. They've concentrated on historical fantasy, expanding out the 5E system into Cairo and Jerusalem in the 13th century. There are new classes, the the system is growing outwards with new Professions, and a Deck of the Damned to make combat more stressful (with the stress mechanic developing in a similar fashion to CoC's Sanity Rules). Sigil of Jerusalem repeats some of the player-facing material, and launches into a conspiracy in Jerusalem itself.  Metis does itself a great favor in its release schedule, as this showed up on my doorstep JUST as they were launching their new Kickstarter. 

Campaign Builder: Castles & Crowns, by Richard Green, Tim Hitchcock, Brian Suskind (Lead Designers), Kobold Press, 272-page hardbound,2024, Kickstarter. Kobold hews closer to 5E than a lot of the other D&D Descendants listed here. This is the second volume of their Campaign Builder series, and deals with the elites - nobility and the court. And it is a toybox of new heritages, subclasses, settings, factions, kingdom types and monsters. It works closer to traditional Western European D&D, but has a lot of good foundational material for kingdom building. Yes, I Kickstarted this, even though I could have mooched a copy off chief Kobold Wolfgang Baur, but I wanted to see what was in it. 

Never Going Home by Braden Aten and Matthew Orr, Wet Ink Games, 118-page softbound, 2019, Purchased from Grandcon (Grand Rapids) from Pete Petrusha, who had a booth there, This was originally Kickstarted, but I don't know why I didn't go in for it at the time. It is an original system using both dice and cards for resolution and resources. The setting in 1916 in the trenches of WWI. In the Battle of the Somme, a tear between worlds has unleashed a horde of nastiness on the battlefield. Where your unit is. Your squad has to deal the the atrocities of the battlefield as well as horrible things that crawling into our reality. 

Sol System by a small host of talented people, Green Ronin Publishing, 112-page softbound, 2024, Midgard Comics. Designed for The Expanse RPG, this is very much an old-school sourcebook, with tons of subject matter and just a smattering of RPG rules. It handles a lot of the factions, corporations, religions, and criminal operations in the sol system, an expansion of the trade rules from the original book. This is much more in the "readable" column than the must use to play column, but given that the company is upgrading the core rulebook to handle the current situation in the universe, it's pretty cool.

Astro Inferno by Andreas Ruu, Haxan Studios, 384-page hardbound, 2024, Kickstarter. Astro Inferno is the most recent arrival here, and requires a bit more thought. It is both stylish and convoluted. Set in a post-apocalyptic demonic SF universe, it uses a lot of unique mechanics and, like Sentai & Sensibility, buries them under a mass of setting-related names and descriptions. It is a beautiful art-game, with excellent production qualities, and a variety of hard-to-read fonts, including that jagged-lightning typography favored by heavy metal bands. Long ago, at TSR, we received a copy of Wraith, from White Wolf, which used this iconography for its cover, and could not decide what the title was - we finally settled on "Noseroids". It's the same thing here. Yeah, this one's going to be a tough climb to wrap my brain around.

And that's it for the moment. I will be at Gamehole Con later in the week, and will probably find some more cool stuff there. 

So definitely More later. Noseroids.



Sunday, September 22, 2024

Edition Wars: Player's Handbooks

 So I got a copy of the new D&D Player's Handbook, and it's pretty good, but my problem is what to call the darned thing. The official WotC version is that it is just D&D. Not a new edition. Not a halfway 0.5 revision. Just D&D. OK, but how do I separate it from all the other D&Ds we've played over the decades? This got me quickly rabbit-holing down the various flavors of Dungeons & Dragons, and what it means to have a new edition. And if the latest version is really counts as a new edition or not. 

And for the purposes of this discussion, I'm going to be talking about the main line development of the hardback books. There are a lot of interim points in this lineage that I'll touch on in passing (like Unearthed Arcana and the 3.5 edition), as well as the alternate D&D line of the three Basic Boxes, the BECMI line, and the D&D Cyclopedia. Not to mention the Open Gaming and OSR clones. Like I said, it is real easy to rabbit hole. I'm going to look at seven products and see where they differ.  And what I'm looking at is primarily significant rule changes, particularly character creation and combat. To a lesser degree, I'll track presentation, because that evolves as well. Also influential on the discussion is who is writing these various editions, who is playing them and how the market has changed over the years, though that's really a story for another day.

Enough caveats? OK, let's get to it.

Let's start with the Original Gangster D&D - the little brown booklet in the woodgrain (later white) box. Dungeons and Dragons Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures by Gary Gygax and Dave Arneson. in particular Volume 1, Men & Magic. Written and presented by people knowledgeable in wargaming, it required some understanding of miniature gaming. The original presented classes are Fighting-Man, Magic-User, and Cleric. The Races are Dwarves, Elves, and Hobbits (Changed to Halflings in later editions). The combat system was literally opaque to anyone who has not played Chainmail, but has as an Alternative Combat System the Attack Matrices for Men Attacking and Monster Attacking. These charts were the ones we were using back in the 70s when I started playing.

And while it doesn't tell you specifically how to create a character, it does state that "Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role". Putting aside the note that the DM (not called as such yet) is rolling the players' ability scores, it does make generating ability scores the first step in character creation, followed by race, class, and everything else (including modifying those ability scores depending on class).

That's OD&D, our ground zero. The next step is Advanced Dungeons & Dragons Players Handbook (no apostrophe) by Gary Gygax, later called 1st Edition. And it stuns me when I see the quantum leap between those original booklets and what we find here. Big, sturdy hardback. Tiny type. A lot more definition on the rules, often with unique cases for specific situations. Character Classes are now Cleric, Fighter, Magic-User, Thief, and Monk, with the subclasses of Druid, Paladin, Ranger, Illusionist, and Assassin. Bards are there, but are in the back of the book as high-level play. Most of these classes showed up in other OD&D products or the Strategic Review, before becoming Core Canon. Races added the Half-Elf, Half-Orc, and Gnome. The attack matrices have moved to the Dungeon Masters Guide, but are the recognized method of combat (there was a year between PH and DMG - we used the tables from the original set during this lull). Saving throws are situational, as it was in the original flavor D&D, and it mattered you we being hit by a wand or dragon's breath.

In character generation, the player generates abilities first, then race, class, alignment, name, starting gold pieces, and hit points. Methods of ability score generation were also moved to the DMG, and four methods were provided; 1) roll four dice, drop the lowest, put the rolls in any order on your sheet. 2) roll 3 dice 12 times, keep the highest six, put them in any order 3) Roll in order listed, roll 3d6 six times each, keep the highest. 4) Roll 3d6 , in order, for 12 characters, then chose the character you want to run. Yeah, it sounds overly complex, but it fits with the complexity of the rest of the game. The ability scores in order were Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. These were the Prime Requisites of Fighters, Magic-Users, Clerics, and Thieves, respectively, plus hit points and the dump stat (unless you were aiming at being a paladin).

The sheer massiveness of all this says that AD&D is clearly a different edition of the game, though still backwards compatible, in part because there was so much NOT Covered in the original. This was the version that showed up in the mall bookstores in the late seventies.

Then comes Second Edition, or rather the Advanced Dungeons & Dragons 2nd Edition Player's Handbook (note the apostrophe) by David "Zeb" Cook. Again, there's a presentation change as the accessible printing tech improves. Now we have a second color in the book, with full-color pages. The contents reflect the changes provided through a lot of the other 1st edition hardbacks, and excluded some (goodbye, Comeliness from the Unearthed Arcana, You are not missed.) from the canon. 

Races/Species through the Editions

The 2nd Edition has the least number of changes between the editions - THAC0, which was being used in conventions and embraced by the RPGA, is now fully incorporated (goodbye, attack matrices). The Half-Orc disappears from the racial lists. Classes are reorganized under four general groups - Warrior (with Fighter, Ranger, and Paladin all presented as equal classes), Wizard (Mage and Specialist Wizard, with Illusionist as a detailed example), Priest (Cleric, and Priest of a Specific Mythoi, with Druid as the specific example), and Rogue (Thief and Bard). The ones outside the "Big Four" character classes are presented as optional, but everyone used them in their base games anyway. 

One of the major changes has been presentation and organization of the book - the order of chapters in the Player's Handbook, sketched out by editor Steve Winter- Ability Scores, Races, Classes, Alignment, Proficiencies, Money/Equipment, Magic, Experience, Combat, Treasure, Game and Combat Mechanics). This basic outline would remain pretty much intact until the most recent Player's Handbook.

Of the editions, the transfer between 1 and 2 is the slightest as far as core rules are concerned - a lot of this is necessary housekeeping. During the design there was discussion of more radical changes ("Hey kids! We're gonna nuke the Cleric!"), but in general this was a clearing of the kudzu and ivy that had grown up around the core rules. The arrival of 2nd Edition came along with the spread of the "Big-box bookstores", which needed a lot of content to fill its shelves. 

The Third Edition, now (no longer Advanced)  Dungeons & Dragons Player's Handbook Core Rulebook I by Jonathan Tweet, Monte Cook, and Skip Williams, was a major overhaul. THAC0 is banished. Higher armor classes are now better.  Saving throws move from individual cases to three general classes (Fortitude, Reflex and Will). Feats and Skills are added. The races snap back to the 1st edition list with the return of the Half-Orc. The classes are Barbarian (back from Unearthed Arcana), Bard, Cleric (now with Domains), Druid, Fighter, Monk, Paladin, Ranger, Rogue (Formerly Thief), Sorcerer (new), and Wizard (With Illusionist as alternative, as opposed to a subclass). 

Ability scores are re-arranged - Strength, Dexterity, Constitution (the physical scores), followed by Intelligence, Wisdom, and Constitution (the mental/social scores). More importantly, we see the rise of the ability modifiers as opposed to the ability scores themselves. The ability scores are rolled with four dice, drop the lowest, then assign. The order for character creation is Ability Scores, Class and Race, Assign/Adjust Ability Scores, Record Racial and Class Features, Select Skills, Select a Feat, Equipment, Record final you Skill and Combat Numbers, Finally Name, Gender, and Appearance.  

Character Classes through the Editions
Reversing the AC also has the effect of solidifying the D20 roll. THAC0 is abandoned for a more straightforward and modifiable die roll, though the result in play was often that the players and DM were hunting for plusses to see if they could boost the die roll into a success. 

Presentation is upgraded as well - full-color throughout, and the art is more diegetic - looking like sketches that could be from within the fantasy world itself, he covers looked like ancient tomes, the pages looking like old parchment. It had a Conversion Manual to bring your game from 2nd to 3rd. They did eventually do a 3.5 revision, but kept the same layout, adding new abilities, class features, and skills, but it is not thought of as a new edition - it kept the 3 designation. Tap this one with the rise of the Internet booksellers. 

Fourth Edition is the red-headed stepchild of the lineage, which is a pity, because it was a pretty good design, and if it was not D&D, it would have hailed as an important rival to D&D. On the cover it is Dungeons & Dragons Player's Handbook: Arcane Divine and Martial Heroes,  Roleplaying Game Core Rules by Rob Heinsoo, Andy Collins, and James Wyatt. Ability Scores remained the same, though Constitution and Dexterity switched places.  There are now three methods of rolling Ability Scores - 1) A standard array of six numbers, assigned by the player, 2) six basic scores, and spending 22 points to raise them, and 3) Roll four dice, drop the lowest, and assign them to your abilities. 

The order of character creation is Race, Class, Ability Scores, Skills, Feats, Powers, Equipment, Number Skills (AC, hit points, attack and damage bonuses), Character Details (everything else).  Race is missing the Half-Orc and the Gnome, but added now are the Dragonborn, Eladrin and Tieflings. Classes simplify to Cleric, Fighter, Paladin, Ranger, Rogue, Warlock (new), Warlord (new), and Wizard. Bard, Barbarian, Monk, Druid, and Sorcerer are all absent. Subclasses (called Paragon classes) branch off at 11th level. They also delve into general character roles (Controller, Defender, Leader, and Striker), but don't do much with that concept elsewhere. 

But the big change here (the one that may have irritated a lot of people) was Powers - called different things (Prayers, Exploits, Spells), they a pretty much spells for every class and every level. And while this created a more balanced game, it also turned each class into a similar style of play (tracking your cards), and people did not care for that. This system, though, did survive in many of the D&D board games that showed up during this period.

Now, Fifth Edition, or simply the D&D Player's Handbook by Mike Mearls and Jeremy Crawford, (2014). In some ways it is a throwback to Third Edition. Ability Score order is the same as Fourth. You choose Race, Class, Ability Scores, a grab bag of descriptions ( alignment, ideals, bonds, flaws, and background), then equipment. The core classes change again to 12 total - Barbarian (back), Bard (back), Cleric, Druid (back), Fighter, Monk (back), Paladin, Ranger, Rogue, Sorcerer (back), Warlock, and Wizard.  Races are everything from Fourth, minus the Eldrin, plus the return of the Half-Orc, and Gnome.

A big system change for this one was the use of advantage and disadvantage. Allowing rerolls was previously used for feats (lucky) or racial traits (halflings). Now they become situational, where you can roll two die and take the highest (or lowest in case of disadvantage). More importantly, any number of advantages can be negated by a single disadvantage, and vice versa. This helps avoid the hunting for bonuses seen in Fourth Edition.

And then, (FINALLY) we get to the new kinda-edition, also called the Dungeons & Dragons Player's Handbook. Bigger and beefier in page count. Completely revised text. Art is not nearly so bad as the Internet will tell you (though I did get the Gold Dragon cover, since I liked it better). 

Part of the big change between PHs is organization. Mention of proficiencies, saving throws, skills, combat, and difficulty classes are moved to the front of the book, BEFORE you get to character classes, More importantly, there is a detailed rules glossary in the back, which allows them to mention something important in the front matter, then get into the gritty details later on. Combat comes early as well and that works out just fine, since I usually tend to start flipping pages when I have to deal with pages of each new character class abilities. This is the first edition I've seen where things like mounted combat is not relegated to a detailed discussion in the back (or the DMG), where most people never see it. 

Creating a character is very different: Class, Origin, Ability Scores, Alignment, Details.  Same twelve classes as 5.0. Origins are a new thing, a combination of species (formerly race, which grant special abilities), backgrounds (which affect ability scores, skills, and feats), and languages.  We change up the species again, as the core species are Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath,  Halfling, Human, Orc, and Tiefling. Half-elf and Half-orc are gone again. As with the other editions, there is stuff that has been tried out in other products and then added to the core (like, say, Ranger abilities, which I have opinions on, but that is another discussion). Subclasses are back, but framed as a career choice when you hit 3rd level, similar to d20 Modern.

So, after all this, is this a new edition? If you compare it to the 1st to 2nd shift, the answer is definitely yes. In addition to changes in the system, it has been completely rewritten with an eye to clarity and presentation. If you look at the difference between 3 and 3.5, there are definite differences that could merit that designation as well (5.5). But if you compare it to its predecessor Fifth Edition, though, the core mechanics are all still there. It all depends where you draw the line as Core Canon. Does breaking up Race into Species and Background change everything? Do adding more Species/Races options count as a new edition? Is the way we handle subclasses enough of a change? The d20 resolution system first presented in 3rd edition is still there, and the Ability Score Modifiers are a piece that have survived since them. 

Ultimately, I am good with calling the game Dungeons & Dragons in general usage, and when I'm talking about this particular version, I've decided to use the designation D24. As in the year of release. Here's my reasoning - the game will continue to evolve, particularly with the expansion of D&D Beyond and its table-top initiative, Sigil. Much like the old Strategic Review, or new options provided in hardbacks like Tasha's, there will continue to be expansion and development. But for Core Canon, which this is until the next edition shows up, I'm going with D24

And that's my TED talk. More later, 


Tuesday, September 17, 2024

New Arrivals: The Gen Con Haul

 So, I was invited out to Gen Con back in early August as a Guest of Honor this year in Indy, and despite the Covid, it was pretty darn good.

The official house was 71,000 gamers, all of whom I suspect were on the exhibit floor at the same time as I was. The convention had spread out even more than the last time I attended, which surprised me, and worked into every nook and cranny of the surrounding hotels (and they are building more hotels in Indianapolis, which bodes well for future conventions). I had been invited to sit of several panels for the 50th anniversary of D&D (Here are some videos), and helped out with the Writer's Symposium as well. And I picked up a lot of stuff, including huge blisters on both feet from all the walking around (and Covid).

I will confess I packed a large suitcase, half-empty, just to account for all the things I was intending to bring back. I also sent a copy of Shadowdark to a colleague who asked for it, and it was a good thing, because they sold out of the last of their print run at the con itself. 

OK, so what do we have? 

Gen Con Program Booklet by Peter Adkison and many diverse and talented hands, 170-page magazine format. This bears out a call-out because of how much it shows the depth and diversity of Gen Con as it celebrated 50 years of D&D. Stuffed with ads from exhibitors but also showing the maps of all the locations, it covers the history of D&D, the guests of honor (I'm on page 91), the writer's symposium, the costume contest (one of my old D&D group from college is on page 125), and all sorts of subcons and special interest groups. An excellent memento of the convention.

Legions of Carcosa by John Harness, Kira Magrann, Sarah Saltiel and Monica Valentinelli, with Daniel Kwan, Pelgrane Press, 200-page hardbound, 2023, Gen Con, and Black Star Magic,  by Robin D. Laws, Sarah Saltiel, Gareth Ryder-Hanrahan, and Ruth Tillman, Pelgrane Press, 184-page digest-sized hardbound, 2023 Gen Con . Pelgrane's The Yellow King is one of the more intriguing games I have in my collection and one of the more challenging. Its system is a simplified version of their Gumshoe system, which uses condition cards as opposed to more traditional hit points and the like, yet it remains a bit of a mental climb for me. The setting itself is four settings based on the work of Robert Chambers, who in the 1890s created an alternate 1920s with a dictatorship in America with suicide booths in the major cities. The game itself has four separate time periods to it - Paris in the 1890s, during the Continental Wars, and post-war, post-dictatorship US, and a modern era. So all this is background. Legions of Carcosa is a monster book, Black Star Magic is a book of spells. Nice additions, though I know I'll have to do a bit more digging to see how they can be implemented. 

The Fifth Imperative by Robin D. Laws, Pelgrane Press, 192-page softbound digest, 2022, Gen Con  Also from the Pelgrane Press and also dealing with the alternate history of The Yellow King. This one is set in the period following the dictatorship, and involves politics and otherworldly conspiracy. I really like the lateral development and fiction books that Robin D. Laws and Pelgrane put out, and usually don't see enough of them through my standard purchasing venues. So this will likely end up as a "plane book" to be read en route to conventions.  

Hamlet's Hit Points by Robin D. Laws, Gameplaywright Press, 196-page softbound digest, 2010, 2015, Gen Con. This is the third time I have purchased this book. On the two previous occasions, I have recommended it others, loaned it out, and never saw it again. It is an interesting examination and mapping of beats and pacing within narrative stories. For Laws, such beats are instances with specific purposes, be them - Dramatic, Commentary, Anticipation, and the connective tissue of Pipe, and combine to create Hope and/or Fear in the audience. He then uses this analysis to examine Hamlet, Casablanca, and Dr. No, under this lens. It's an interesting approach, and the only thing I can ding it with is the each beat is considered as a single unit - a particularly positive beat gets the same weight as a negative beat, so that the progress of beats is downward, regardless of resolution. But that's just a quibble. I'm glad I got another copy of this. No, you can't borrow it. 

Pendragon Core Rulebook by Greg Stafford, with input from myriad others, Chaosium Inc./Moon Design Publications, 254-page hardback, 2024, Gen Con. I'm a fan of Chaosium's games - I've played a lot of Call of Cthulhu. I've played almost no Runequest (but love the lore). Pendragon falls between those two poles, where I've done a bit as both player and gamemaster. And so a goal of this trip was to pick up the new version (I would have also picked up some Miskatonic Library volumes, if they had any on-hand, just so you know). The latest version is polished and is incredibly readable. The downside is that this is primarily a Player's Guide, with a lot of good information for players. For a GM, it would more of an uphill stroll, and hopefully there is a GM resource in the works. In the mean time, I would still likely spring the Starter Set on my players.

Kaiju Preservation Society by John Scalzi, Tor Books, 266 page Trade paperback, Gen Con. So what's the deal with including all these books here? Well, they were part of the Gen Con swag I returned from Indy with. This volume was a reward for helping out the Writer's Symposium, spending part of an afternoon stuffing swag bags for the attendees. A good group activity. The book itself deals with a slacker taking on a temp job that takes him to another dimension filled with giant monsters. That's about all I know about it right now. Kate's read it on Kindle (I have a hard time concentrating on devices when I have other options to engage with) and says its pretty good. It becomes another plane-trip book. 

Miseries and Misfortunes: Roleplaying in 1648 by Luke Crane, Burning Wheel, six softbound digest volumes for 852-pages total, 2022-2023, Gen Con. This is the sort of thing I love at Gen Con - finding something I had never heard of before, something that is much tougher in this Internet Age. So I was delighted I found the six volumes of this game at the Burning Wheel booth and snapped them up. The gamer takes place in the post-Richelieu, post- Louis XIII era of the Musketeers Cycle, where you had the underaged Louis XIV, the Queen Regent, and a noble revolt known as the Fronde. While it notes its descent from Basic D&D, it has morphed from those early designs into a completely different animal with a lot of different mechanics. The books themselves are 1) a system book for game mechanics, 2) a character creation book (which should be read first so you know what they're talking about in book 1, 3) a book on magic, 4) and expansion to books 1-3, 5) an adventure set in Catalonia, and 6) a MASSIVE book on Paris itself. So yeah, I'm pretty pleased with myself.

Religion in the American West: Belief, Violence, and Resilience from 1800 to Today.  Edited by Jessica Lauren Nelson, University of New Mexico Press, 196-page hardbound, 2023. So at Gen Con, my hosts put me up at the Fairfield, which was one of a collection of interconnected Marriot-branded lodgings. My room faced the Eiteljorg Museum of American Museums and Western Art. And since I had arrived a day early, I actually had the chance to see something in the city where I was. And it is an excellent museum of Native American and European Western art, and I would recommend it just on the basis of that. But the special exhibit was on Religion in the American West, and covered both the stuff most folk know about (The Mormons, the Spanish missions), as well as lot of things that tended to get pushed to the back (Presbyterians and their influence on the Erie Canal, the rivalry between Catholic priests and Protestant ministers among the Native Americans). It was a good exhibit, and I went back on Sunday to get the book (which was half-price since that was the last day of the exhibit). Look forward to reading it. 

Fifty Years of Dungeons & Dragons, Edited by Premeet Sidhu, Marcus Carter, and Jose P. Zagal, the MIT Press, 372-page Trade paperback, 2024, Gen Con. Purchased at the MIT press booth, no less. The 50th anniversary of D&D has encouraged a spurt of commentary and analysis. This volume is a collection of essays from a number of talented individuals. I've been reading this is bits and pieces, and there are parts I find engaging, and those that I give the hairy eyeball and raised eyebrow at. The final collection probably should have had one more pass through it by a well-intentioned grognard or two to catch the nits. One obvious nit? For a document that pushes cultural accuracy in many of its essays, the cover shows two Viking-types fighting what I would guess to be a Lindwyrm. And the Vikings have wings on their helmets. Its a minor thing, but triggers that eye-roll thing. 

The Egg of the World: A Guide to Gaming in the World of Tekumel by Victor Raymond, 256 page ringbound draft, 2022. Gift of the Author. It is well known that I am a fan of Empire of the Petal Throne, but recognize that the very alienness and completeness of the world is a major stumbling block for new players. There's a lot to grok - no only all the strange names and alien creatures, but the non-Western-European concepts of rigid class and clan. The original EPT had 11 pages of backstory for the world at the start, before digging into it properly. So this volume sorts out a lot of this for the referee, hitting the important points of what makes a Tekumel campaign, as well a host of scenarios, adventures, factions and patrons that can be grist for your mill. This is a referee's source material to get your players into EPT without overloading them, and allow them to experience the world as opposed to confronting them with a big data dump. I'm looking forward to seeing this in its final form. 

Questionable Content by Jeph Jacques, TopatoCo Books, 592 page trade paperback, Gen Con. Look to the blogroll to the right, and you'll see QC listed. And I check it out on weekdays. At Gen Con, I hunted down Jacques among the teaming thousands and myriad booths. He had already sold out of Volumes 1 and 2, but I bought Vol 3 and he included a drawing of Hannalore (I have friends who are artists, but it still lifts my heart when someone does that). Anyway, Questionable Content has been around for twenty+ years, and deals with the relationships of Marten and Faye, who were a couple back at the beginning, then broke up and dated others, then broke up with those others a few more times and now are in pretty stable relationships. This is of the era when Hannalore, who grew up on a space station, shows up more, Marten still has a band, and has such things a whether Penelope, the new employee, is really the superhero Pizza Girl and the threat of the the VespAvenger and her transforming robot scooter. The writing is smart, the characters are intelligent, and the strip remains excellent. The strip has evolved as it deals more with robots and SF elements, and there are a host of characters that rotate in and out, sort of like Doonesbury. I really like the strip, and you can rabbit hole through the archives if you don't want a physical copy. So check it out. 

Neoclassical Geek Revival Second Edition Acidic Rulebook (it is acidic instead of basic, get it?), by Zzarchov Kowolski, Neoclassical Games, 170 page hardback digest, Gen Con.  I'd seen mentions of this product elsewhere, and was delighted to see it with a booth (low-tech and high pressure), so I picked up the core book and a couple support products. I expected another OSR-clone hewing close to the original little booklets, but instead discovered that they took the core concepts and headed for the exits, changing them over time to produce something completely unique. The tone of the books are that same jaunty in-your-face attitude of the guy across the gaming table explaining his house rules, but everything has changed dramatically, such that you're learning a completely new game. The part that is most like original D&D is the presence of a GM (mentioned briefly) and the 1st edition tendency to create a new system whenever confronted with a new challenge. It's really impressive. I also picked up Havenvale (16 pages), a tidy little starting area in a mountain valley, and The Price of Evil (32 pages), a way to create haunted houses with a deck of cards. 

Whew! And that's the lot. And more have shown up, but we'll deal with them later. So, more. Later.



Sunday, July 07, 2024

Book: Which King? That King!

 Witch King by Martha Wells, Tordotcom, 2023

Provenance: Christmas gift from the Lovely Bride. She also got me a copy of the latest Murderbot book, by the same author, but I went with this one first. And while I have a lot of other books in the reviewing queue, I thought to jump this one forward while it is still fresh in my mind.

Review: This was a very enjoyable, challenging and rewarding read. It is a fantasy novel, but it bends (but not breaks) a lot of the traditional tropes, creating a distinct world and and engaging story. I'll admit, this was the bedside book for several months, and was put aside three times due to its complexity, but always lured me back.

The story is told in two parts, a present and flashback. Kaiisteron, Prince of the Fourth House, is a demon, a otherworldly race that takes over the recently deceased to live in this world. In the past narrative, his plains-dwelling adopting people were overrun by powerful invaders, the Hierarchs, and he was taken prisoner. The story there is his escape of bondage how he helped create a rebellion. In the present, some 60 years later, the Hierarchs have been defeated and a new empire is rising, Kai awakens from being imprisoned again by persons unknown, alongside Zeide Daiyahah, a Witch. In order to figure out what is going on, the two need to find Zeide's wife, who is a Marshall of the Blessed Lands, and has also vanished without a trace.

That's about as organized as I can make it. Wells has created a world with extremely diverse peoples and types of magic. The demons can drain life, and Kai learns to transfer between bodies as well. Witches are the progeny of Demon/Mortal mating, and have elemental powers. The Blessed are angelic figures pulling from a central power core for their spells.  And the conquering Hierarchs use as similar central well of power, but pull from death magic. And that's pretty much the reason for invasion, which eliminates a host of unique cultures, and gives them more power from their deaths. 

Kai is our viewpoint character, in that we only learn about the world through him, and he shares only as much as he needs to. There is not a lot of exposition here - no explanation of a timeline, no lecture on how the world came to be, no moment when one character turns to another and say "As you know ...". There is a list of Dramatis Personae at the front of the book, a needed tool since there are a large number of allies and enemies for Kai and Zeide. And there is a map, is a bit more perfunctory than your standard issue fantasy, giving me general locations with a lot of space in between.  

And we are dealing with two Kais, here. In the past, Kai is swept up by the Hierarchs' assault. In the present, the Hierarchs have been overthrown and a new Rising World coalition has formed, verging on becoming its own empire. But you have to put that together, and that requires a bit more from the readers than your standard fantasy. Even the intro italicized excerpts from in-world histories fronting the chapters makes little sense in and of themselves, and only when I finished the book did I go back and re-read those sections, just to get a handle on what the world-building was. Wells shows and not tells, and what she shows is often colored by Kai' viewpoints in the two eras.

And there are two eras to Kai's personality as well. Past-Kai is a junior demon coming to terms with his role among his people, and as such more innocent. Present-Kai has lived through an empire's rise and its fall and is much more cynical and untrusting. You can see how the character had grown (and been harmed) over the interim. And it is not impenetrable as, say, aGene Wolfe novel but it takes some awareness to understand.

Magic is similarly not explained, but demonstrated. Spells are intentions, magicians are expositors, constructs are amalgams or chimera. Its more than just a renaming, but rather a reconfiguring of traditional tropes, and you the reader are expected to keep up. 

AND Wells turns a couple fantasy-tropes upside down, literally such as when Kai talks about the Top of the World being the south pole. Pale-skinned folk come from the colder southern islands. There are a lot of matriarchies, which are not presented as exceptions but as norms. Gender preference and identity is fluid. Women in Kai's orbit are the majority, not the token minority. 

And, all this works. Wells is fantastic writer who has created an involved world with a complex story to it. She skips of the epic bits - how the Hierarchs specifically captured Kai, and how the new alliance drives out the Hierarchs. It concentrates on the important bits for Kai - survival in the past, and discovery of a conspiracy in the present. As I said, I put the book aside several time, but each time I re-engaged, I found myself swept up in it. 

This one is up for a Hugo, and yeah, I can see that. It is a doorstop fantasy novel, and I am relieved to know that it is (currently) only a solitaire. While I really like Wells' shorter, more contained works, the presentation of world and the flow of the narration is excellent, and I would not be surprised if it took the award this year.

But yes, it does put demands on you, the reader. And it rewards them. 

More later. 

Sunday, April 28, 2024

Recent Arrivals: Gary Con Edition

Buckle in, chums. This is going to be a long one. I blame Gary Con.

Gary Con itself is a great little convention in Lake Geneva, Wisconsin celebrating the life and works of Gary Gygax. It is ringleadered by Gary's son Luke, his family, and a host of extremely talented people. It is one of the best-organized small conventions I have attended. Right now it is straining at the seams as we had a not-so-small 4000 people at the Grand Geneva (once upon a time the Playboy Resort) at the edge of town. It is a great little con, and it continues to impress. 

A few things on this list showed up since last time, but with the convention a whole slew of new products came in. Part of this is because I was a guest of the convention, and as such had a swag bag of stuff (thanks, folks!). And part of it is because there are good small publishers that I only find at conventions like Gary Con.

Let's do the Gary Con material first.

Gary Con Event Guide #16, Luke Gygax, the Gygax family, and a host of talented people, 56-page saddle-stitched magazine format, 2024.  A gift from a fan (whose name I missed - I was sitting doing autographs, admired the book (which I had not seen up to that point) and he presented me a copy).  I offer this as exhibit A for the organizational skills behind Gary Con. It is an impressive volume in heavy stock, with ALL the guests of honor, maps of the Grand Geneva done in 1st Edition style, adverts for various sponsors, and a cover by Erol Otus. I remain impressed.

Expert Level Dice Set, Gaxx Worx, Seven polyhedral dice (well five polyhedrals and two percentage dice, to be accurate), plus a white crayon, swag bag at Gary Con. I'll be honest, this really, really made me smile, and I am SO torn between the temptation of leaving it intact in the packaging or taking it out and PLAYING with the dice. Part of that delight, for the younger folk here, is that early on, we didn't ink the dice, but instead provided a white crayon for the players to fill in the numbers themselves. It's a heady whiff of nostalgia. Some folk were selling these off Ebay after the event, but you're patient, you probably can get them for a more reasonable price here.

Gary Con DM Screen, four-panel plasticized DM Screen with paper inserts, swag bag, I assume this is another Gaxx Worx project, but to be honest I don't have anything on the item to indicate an owner. The panels have cartoons on them involving Demogorgon, an Aboloth, and (I think) Acerak on them. The interior (removable) sheets have useful information from 5E. It reminds me that I shlep my ancient and decaying AD&D 1e DM Screen around because it contains n all the to-hit and saving throw charts from the era. This, I'll admit, I like.

D&D 50th Anniversary Placard by Tim "Ollie" Cahoon. TSR Veteran Ollie Calhoun had these printed (3D Plastic) up and was passing them out at the TSR reunion party (which he also organized). I just wanted to show it off and say thank you to Ollie - great work!

Echoes from Fomalhaut by Gabor Lux and others, 4 issues, First Hungarian D20 Society, Various page length (40-54 pages), 'Zine  digest format, 2018-2022. Purchased from the Black Blade booth at Gary Con (as an aside, the Black Blade is exactly the sort of place I frequent at conventions - carrying stuff I can't find at the Friendly Local Shop).  I like 'zines, They tend to be handmade, personal takes on the chosen gaming system. This collection comes from the First Hungarian D20 Society, translated into English. And these 'zines are pretty cool - each one contains a couple dungeons, some additional articles, and a separate B/W map. Very artisanal - the maps are hand-drawn. I picked up issues 1-3 and issue 10, and will seek to fill out the rest of the collection at future cons.

Cosmology of Role-Playing Games by Alyssa Faden, Cave Geek Art and Frog God Games 24" by 36" poster. Purchased at the Frog God Games booth. OK, in the picture above, it is UNDERNEATH everything else, but you can see it in all its glory here. Faden has researched 1300-some RPGS and laid them out in a timeline with TSR as the big bang in the center, and the other games spreading out to the right and left over time. The end collections are further gathered by publisher (The White Wolf wing or the West End arm of the galaxy). There was a larger version hanging on the wall at Gary Con, which quickly became the "Where's Waldo" experience for all the game designers. 

I Choose to Rise by Dr. Artika Tyner and Merle M. Rasmussen, 52-card deck, Planting People Growing Justice Leadership Institute, 2022, gift from the designer. Long ago and far away Merle created Top Secret for TSR, and recently has been more active in game design (with, among other things, a new version of Top Secret). I Choose to Rise is a point-scoring card game based around Black history, and the Rise in the title reflect the suits (Respect, Integrity, Self-Awareness, and Engagement). The cards themselves feature famous Black leaders, athletes, and entertainers. 

DM Offerings - Ran a few games at Gary Con, and some of the players brought small gifts for the DM. These are appreciated (thank you) but definitely not required. Andy was in two games, and brought dice each time (including some nice ruby jeweled dice), while Sypros gave me a small bag containing a Waterdhavian coin and a Magic Card for a character I created that I never knew had been turned into a card (Jodah, Archmage Eternal). The card's flavor text a pull from one of my books. Thank you both.

Preludes to Adventure: In the Days of Our Youth by Jon Cook, Renaissance Tactical Studies, 24 page squarebound, 2022, Prologue to the Story: Lambethfield Faire by Jon Cook, Renaissance Tactical Studies, 36-pages, 2023, Gift from the Author. Another gift to the DM, but this one has more text. This is what the kids today would call "Session Zero" stuff - the adventures you have before you start adventuring. Days of Our Youth provide four intros to 1 or 2 characters each, while Lambethfield Faire holds some springboards for adventure. The text is straightforward, the format is open, and while the project uses art in the public domain, it then credits the original sources. That's nice.

Shadowdark by Kelsey Dione,  The Arcane Library 326-page digest-sized hardback, 2023, Black Blade Booth at Gary Con. Longtime TSR Vet Steve Winter clued me in on this, and I saw a LOT of this being played at Gary Con itself. I'm not surprised. Imagine taking 5th Edition and doing an OSR version of it. Four classes, three alignments, three type of armor. Add some modern tweaks - Ancestries instead of Races (but the standard Elf-Dwarf-Halfling mix is there). Advantages and Disadvantages. And some interesting wrinkles - Initiative starts with high roll and goes clockwise. A good chunk of the book is monster stats and random encounter tables. The book itself is clear and heavy - it's the one with the weird beholder on the cover in the picture - not putting the name on the cover is a thing these days. Picked it up with a Shadowdark Zine Cursed Scroll (Also Kelsey Dione, The Arcane Library, 64-page digest), which in the tradition of early D&D zines has more classes, spells, and an adventure. 

Night Shift: Veterans of the Supernatural Wars Quick Start Rules and Adventure by Derek Stoelting, Elf Lair Games, 32-page saddle-stitched booklet, 2019, Either in the swag bag or from the designer of the Night Shift game, I'm really not certain at this point. This is not only an introduction to the world of Night Shift (Which feels very Buffy the Vampire Slayer/Forever Knight in tone) but for the OGRES system (Oldschool Generic Roleplaying Engine System) which is close enough to D&D that it includes an OGL statement. Classes include thing like Sage, Veteran, and Chosen One. Looks interesting.

Wildspace Magazine: Rock of Bral, David "Big Mac" Shepheard, Editor and a variety of authors, The Piazza,  2024(?), 64-page perfect bound,  Free magazine but presented to me by Lee at one of my signings. This is pretty impressive - heavy stock, full color, cover that echoes the Spelljammer module covers of yore. The insides echo with classic magazine fare - short fiction, locations, NPCs, and an adventure. Neat stuff, and great to see that people are still creating and developing for this corner of fantasy reality.

So, what about things that were NOT Gary Con related?

Candela Obscura by Spenser Starke and Rowan Hall, Darrington Press/Illuminated Worlds, 204 page hardbound, 2023, Purchase from MOX Boarding House in Bellevue. This is part of a Critical Role series of live-plays (which I haven't seen). and was curious about what sort of system they would create free of the shackles of traditional D&D-style fantasy. I need to do more reading, but it does feel more like a descendent of Blades in the Dark, with clocks and roles, but some wrinkles like dice tricks (if a die is Gilded or not). The concept is a small group of professional paranormal investigators in a fantasy turn-of-the-twentieth city investigating the paranormal. Sort of a heroic horror genre. I'd want to read a bit more of it (There's a lot of unique terms to wrap my brain around) before taking it out for a spin.

Dr. Grordbort's Scientific Adventure Violence, by T.G. Crackle, Brian Saliba, and Zach Theiler, Exalted Funeral/Stardog Limited Partnership, 332-page hardback, 2024, Kickstarter. This is a Space-1889ish version of 5E based on the art and designs of Greg Broadmore of Weta Workshop. Broadmore has a lot of weapons, ships and other steampunk/raypunk designs, and they built a campaign setting around them. They addressed the inherent colonialism of the era by identifying the colonial leaders as being asshats, a variation of the "Are we the baddies?" trope, and while not pushing the PCs towards being rebels, they definitely give a head-nod to it. OK, that's cool. More irritating is the fact that there is no character sheet in the book, even though credit is given to the character sheet designer and have made some mods to how being on a different planet affects your 5E stats (It is the PDF material, but that's not helpful to people picking it up at the local hobby shop). A separate booklet, repeating all the information on how devices malfunctions, came with the Kickstarter, but that's missing a character sheet as well.

Aquellaire: The Demonic Medieval Role-Playing Game by Ricard Ibanez, translated by Cabell Venable and Lester Smith, 568-page hardback, Nocturnal Media, 2015, purchased at Apparition Books, Renton. I found this massive tome at Apparition Books in Renton, which is a small one-person operation with an curated collection heavily into the occult and mythology. The owner has recently expanded to the tune of adding several additional shelves on top of his original collection, and has started carrying used RPGs as well. Anyway, Aquellaire is a translated  Spanish RPG that set in the Iberian peninsula in the 14th and 15th centuries, before its unification into what we think of as Spain. Players are demon-hunters, and the huge book is filled with data on demons, spells, and the social world of pre-Empiric Spain. Physically, it is a solid book, though my ancient eyes could do without the Italicized/Bold text peppered through the text, and the Gothic section headers. 

The Blessed and the Blasphemous by Francis Acquarone, Patrick Chandler, DanBass, Jason Sheets, and Jesse Covner, 340 page hardback, Sons of the Singularity, 2023, Kickstarter. Another mammoth text, this one wrapped around a single adventure for Call of Cthulhu from Chaosium. You actually have to do some digging in the text to figure out exactly what is going on - Several groups in pre-WWII Morocco are trying to bring back a Mythos entity. Your job is to stop them. A lot on the cultural and political situation of the region, much of it repeated elsewhere in sidebars. Kickstarter came with a Boxed Campaign Dossier Set that includes handouts, character sheet, a GM Screen, and a "Clue board" for organizing the play.

And as I was finishing this up a large package arrived from the North Texas RPG Con. I've agreed to be one of their judges for the Three Castles Award this year. So the next writeup should not be until June, when the convention occurs. So look out for that one.

More later, 

Monday, January 29, 2024

Play: Quixote at the Rep

 Quixote Nuevo by Octavio Solia, Directed by Lisa Portes, Seattle Rep, through 11 February.

Let me be honest, I've never read the Cervantes novel, nor have I seen any of the various Quixote movies over the years (though the household has a copy of the cast album of Man of La Mancha). But through cultural osmosis I know the gist of the Quixote story, its origin, and the major plot beats. All of them are covered on the stage here and given a new, updated shine.

The story sounds familiar: Quijano (Herbert Siguenza) is a retired college professor verging on dementia, and about to confined to an old folks home. He rebels and flees into the Cervantes stories he taught, heading for the Mexican border to be reunited with his love Dulcinea, who was a migrant laborer when when they first met in their youth. Quijano/Quixote is aided in his quest by ice cream-vendor Manny, who is his Sancho Panza. 

It is fully an update, Quixote transformed into the modern age. His noble steed Rocinanti is recreated as an adult tricycle with a horse's skull mounted, the castle he visits is a karaoke bar, Sancho's donkey is an ice cream cart. But it also transformed are the underpinnings of the tale, brought into a modern age. Quijano/Quixote has a lot of character development underscoring his actions and his regrets, as opposed to just being a old man who has read too many medieval romances. He is fighting a modern world but is part of it as well. He slips between fantasy and lucid reality easily, living in both worlds.

And he is haunted by the specter of his own mortality. Papa Calaca (Raul Cardona) stalks him as a swaggering Tejano singer, tempting the aged Quijano with his own upcoming death and challenging his fantasy. Raul Cardona is a highpoint (one of several) when when he takes the stage..

The rest of the actors are excellent, most of them from the South Coast Theatre where this work was developed, and many of them proud/honored/delighted to be making their debut on the Seattle Rep stage. They carry their main roles nicely, and as well as other major characters including the day-of-the-dead calacas who dance and taunt Quixote in the darker versions of his fantasy world. In particular, Alicia Coca when when she is portraying Manny/Sancho's wife, a extremely comic turn that serves to strengthen and grounds Sancho's personality, which is often in modern presentation used as comic relief.

And the set contributes to pulling everything off, both having a lot of space for rock walls, bars, and canyons, while at the same time giving room for the dances, a herd of sheep, a trike with a horse's skull mounted on it, and an ice cream cart. There can be a lot on the stage at once, and the stage decor handles it well. 

There are some downsides to the presentation. Parts of the show, in particular the dancing and singing of the spirits, were over-miked, such that the words were blurred and slurred electronically, and were hard to hear. Also, puppets. The Lovely Bride hates puppets in the theatre, but their presence helps strengthen the nature of Quijano's memory in the face of both fantasy and reality. So I can give a pass on the puppets.

All in all, this was an excellent show, and gives the full feeling of what theatre can do. It is worth striking out in our wet season and taking it in. Go see it.

One last thing - as I noted, the show is an honest-to-gosh long piece of theatre,  Running over two and half hours with an intermission and everything. It makes good use of all its time, never lags and captures the heart of the novel. But in our case, we outran our time for parking, and as a result found a ticket with a hefty fee on the windshield (issued ten minutes after the timer ran out - there was little in the way of a grace period, apparently). So, thinking "hung for a lamb, hung for a sheep" the Lovely Bride adjourned to a nearby Mexican restaurant for burritos, tacos, and very strong drinks, since we were already paying the premium price for the parking spot.

More later, 


Wednesday, December 13, 2023

Book: Shaggy Dog

 A Night In The Lonesome October by Roger Zelazny, Illustrations by Gahan Wilson, Avon Books, 1993.

Provenance: My company has a book club that meets every month or two, and we vote on a book to read next. I often don't get a chance to read the assigned work, but A Night In the Lonesome October was an option  this time, and I voted for it, figuring that I had a copy on the paperback shelf downstairs, so there would be no excuse not to reread it.

And then I didn't have a copy downstairs. I had given it away or donated it somewhere in the past thirty years. So I went to my local used bookstore, The Page Turner, where I had last donated some books during COVID, and THEY didn't have a copy (though I picked up a couple China Mieville books I didn't know existed while I was there). Finally, I turned to my colleague Sacnoth, who rose from his chair, went to HIS bookshelf, and immediately plucked off a copy. So I had no reason not to read the book.

Review: I loved Zelazny's Nine Princes In Amber series (the first five), and feel he was a master at the novella format. This one was OK and amusing, a bit of lighter fare. Its chapters stretch out over the month of October, reaching Halloween Night itself. On those occasions when a full moon occurs on Halloween, there is a battle between the Openers and Closers. The Openers wish to bring down the gates of reality and bring the Lovecraftian Old Ones into the world, while the Closers want to keep that from happening. So far, the Closers have won.

Our narrator is Snuff, an enchanted dog who calculates the location of the rite based on where all the Players are based. His master is Jack, as in Jack the Ripper. Spring-heeled Jack is a favorite of SF/Fantasy authors, and such luminaries as Philip Jose Farmer, Fritz Lieber, and Harlan Ellison have used him in the past. This Jack is a Good Guy, a Closer, who keeps various Things in his house, that Snuff carefully guards and keeps contained (the Thing in the Steamer Trunk, the Thing in the Circle, and the Things in the Mirror). Snuff, as the calculating companion of the pair, tries to figure out where the rite is going to be, based on the locations of the the other players, which is made difficult by not knowing who exactly the players are, and if any of them die over the course of the month.

And there are plethora of other players and potential players. Zelazny reaches back to old Universal Horror films than by original source material. There is the Good Doctor and his animated creation, the Great Detective and his assistant, the coffin-sleeping Count, a witch, a Rasputin-like monk, a pair of grave robbers invoking Burke and Hare, and an evil Cthulhu-worshiping clergyman. Each (or most) of the players have their own companions, who Snuff communicates with. The horde of players, potential players, and companions is a bit overwhelming, but I was fortunate in Sacnoth left a bookmark with all the information noted down.

The pacing is interesting in that each chapter is a day in October, leading up the fateful rite at the end of the month. Each night Snuff goes out, gathers information, walks the area (outside London, presumably Victorian-era) and makes his calculations. His frequent frenemy in his travels is Graymalk, the cat familiar of the witch, Jill, who are definitely Openers. A less-hospitable Opener is the Cultist Curate, a worshipper of the old ones (Nyarlathotep gets name-checked), whose companion is a white raven named Tekela (invoking the cries of the albino penguins from Lovecraft's At The Mountains of Madness).

Openers and Closers get along well early on, leading to a graveyard scene where all are gathering materials for the ceremony, and trading body parts they dig up with each other ("Who needs a femur?"). After that, things get darker fast, with bodies falling and trust failing, ending in the rite itself. There is a long evening where cat and dog are sucked into Lovecraft's Dreamlands, with a tour of the entire area. With such a large crew of characters, Zelazny keeps a lot of balls in the air at once, and the finale wraps up all the loose ends.

The book is accented with illustrations by Gahan Wilson, A cartoonist whose blobby, lumpy characters have been found in SF magazines, Playboy, and National Lampoon. Wilson also created the first map of Arkham, Massachusetts, so he has the proper Lovecraftian chops.

Ultimately, this is a shaggy dog story about Snuff, a literal shaggy dog. There is light humor and puns throughout. I know more about old movies and the Cthulhu Mythos now than I did back when I first read it, nearly thirty years ago, and part of the Game for the reader is recognizing who the players are in the greater horror canon. It is a good book to read, a chapter a day, through October, preferably with a cup of hot tea laced with whiskey. 

More later, 


Saturday, May 20, 2023

Play: Trolling for Talent

Lydia and the Troll - Book, Music & Lyrics by Justin Huertas, Additional Music and Music Production by Steven Tran, Co-Created and Directed by Ameenah Kaplan. The Freemont Troll (shown right) was designed and built in 1990 by Steve Badanes, Will Martin, Donna Walter, and Ross Whitehead. 

This one had a lengthy journey to the stage. It was part of the Seattle Rep season about four years ago, then pushed back to the following season, then COVID, and finally is making its way back to the stage. And it was worth the wait. 

Sarah Russell is Lydia - songwriter, podcaster, lapsed alcoholic, and would-be producer, on the verge of her big break - a record deal and a tour. All she has to do is write one more original song for the Judges at an audition in 24 hours. And she's hit a writer's block. She meets Jane (Janet Krupin), who is a fan, supporter, and is absolutely sure of Lydia's talent. 

Jane is also a troll. A real troll. In her original monstrous form she will turn to stone in sunlight, so she achieves immortality in 20-year chunks by crawling inside the skin of talented targets and letting them pay the price while she exploits their creativity. And she's got a deadline as well - find a new host or revert to her monstrous nature. And Lydia is her target. 

Russel's Lydia is a jangle of self-doubt and insecurity, an easy target. Krupin's Jane is a manic pixie troll,  happy in her own devilishness and effective in her temptations. The third member of the group is Pete (Adam Standley), Lydia's nerdish, needy boyfriend (nerdy down to the Amazon ID tag on his belt) who thinks himself as the hero but instead is the sidekick (and sometimes collateral damage). All three are strong, dynamic actors and singers, and while overmiked in places, are more than up to the challenges of the musical. 

Yes, it's a musical. The book and music is by Justin Huertas, who has become a local theatre landmark, the up-and-coming creative whose works have been rooted in the Pacific Northwest. Lizard Boy, previously at the Rep, was Seattle mutant super-heroes. We've Battled Monsters Before at the ArtsWest dealt with Filipino legend but set in the Seattle area. The Last Octopus Wrestling Champion, also at the ArtsWest took its lead from a PNW sport of ages past. And yeah, the Lovely Bride and I like his stuff. He lives in the "True Musical" genre (an argument our local group of friends has had a number of times) in that his stories are told through song as opposed to being supplemented by song (The argument is kinda involved, and has spanned numerous dinners). And yeah, we know his tropes and how he puts a song together. And it remains really, really good. 

Oh, yeah, there are puppets. The Lovely Bride HATES puppets in stage productions, but even she had to admit these were very good. Puppeteers Guy Garrison and Sophia Franzella  do a fantastic job with the puppetry, mostly shadow puppets on movable screens to handle transformations, secret appearances, and chase scenes. Yeah, there's a climactic chase scene between troll and Volkwagon, which ends up beneath the Aurora Bridge. And if you're a Seattle native, you know why that's important. Garrisona nd Franzella also fill in with bit parts as well, but the heart remains with Lydia, Pete, and Jane the Troll.

Lydia and the Troll took a long time to get to the stage, and it was totally worth it. It is an excellent capstone for a Rep season that was mostly hits and only a few weak spots. It is good to see the Rep recovering from the COVID desert and building a strong season. But if you're a local, yeah, you should go see this one.

More later,