"Wonder had gone away, and he had forgotten that all life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings, and no cause to value the one above the other." --H.P. Lovecraft, The Silver Key
Friday, July 18, 2008
Frank Mentzer--coming to a Con near me
But a recent message from Bostongamers grabbed my eye and is causing me to consider lifting my 15-year self-imposed convention ban. Open Gaming Convention (OGC) in Nashua, NH--a short 30 or so minute ride from my doorstep--is hosting Frank Mentzer as its special guest. The convention runs from July 25-27.
That's right, D&D fans--the Frank Mentzer who authored the famous "BECMI" Dungeons and Dragons boxed sets, will be appearing at OGC. Published during 1983-86, Mentzer's legendary Basic, Expert, Companion, Masters, and Immortal sets took you from first level wimpdom all the way up to 36th level epic hero status and beyond, into the glorified air of god-hood. Although I never had a legitimate character attain Immortal or even Master's level status, I have a lot of very good memories of playing with those old box sets during my youth and teenage years (we played a D&D hybrid in those days, throwing together the AD&D and D&D rules in a mongrel but incredibly fun mix).
In fact, I still have those box sets on my shelf today, and turn to them from time to time for inspiration. Mentzer also wrote a number of other D&D modules, including a co-writing credit on the legendary The Temple of Elemental Evil (pictured here) with the master himself, Gary Gygax.
Part of me now wants to attend OGC just to shake the hand of the man who brought me so much joy all those years ago. Although Frank is still relatively young and as far as I know in the best of health, I can't help but think of Gygax's recent passing, which drove home the point that we should give thanks to the visionaries and creators of our favorite hobbies now, rather than look back with regret when the chance has passed. Besides, a Mentzer autograph would look quite nice on the inside flap of my own treasured copy of the The Temple...
Tuesday, July 15, 2008
The Dark Worlds of H.P. Lovecraft: A review
Where the dark planets roll without aim--
Where they roll in their horror unheeded,
Without knowledge or luster or name.
--HP Lovecraft, "The Haunter of the Dark"
Seminal horror author H.P. Lovecraft may have a loyal following, but he also gets a lot of flak for his style--which some describe as overly archaic and distractingly adjective-laced--or by those who approach his short stories looking for a scare, but leave disappointed that he's not frightening enough.
I think both points have some validity though largely I don't agree with them. I love Lovecraft's style, mainly because it's so darn unique: All it takes is one or two sentences and you know exactly who you're reading. It also perfectly fits the atmospheric, slow-to-build horror for which he's known. As for the second criticism, Lovecraft really doesn't scare me, either. You're not going to get nasty shocks out of his stories, though I would describe them as occasionally unsettling: He can deliver a good chill and at times evoke strong feelings of dread.
But people who pick up Lovecraft for simple scares are missing the boat. Think of him instead as a dark spinner of stories set in a detailed and grotesque universe of his own creation, a world of dark cults, evil tomes, ancient curses, and formless, tentacled monsters from space. His subject material is just plain cool. Also, Lovecraft has the ability to draw you effortlessly back in time. Born in 1890, Lovecraft set his stories in the 1920s and 30s, when America was a bit wilder and stranger than the place we know today, a country of deeper woods and darker mountains and strange phenomena that science had not explained away.
With that in mind, it's no surprise that I enjoyed the heck out of The Dark Worlds of H.P. Lovecraft, Volume 5, an audiobook read by Wayne June. The 3 CD set contains three Lovecraft short stories, including "The Lurking Fear," "Haunter of the Dark," and "The Thing on the Doorstep." I've read quite a bit of Lovecraft, but this was the first time I've ever had his tales read to me, and it was a very enjoyable, immersive experience.
All three stories are excellent. "Haunter of the Dark" tells the story of Robert Blake, a horror writer/artist who becomes obsessed over a far off, decrepit church spire spied from his rented studio window. Blake's investigation reveals the place to be an abandoned, ruined church once used by a dark cult, and now inhabited by something far, far worse.
The best of the three tales is probably "The Thing on the Doorstep," which features full-blown Lovecraftian goodness. The tale is set in the famous, fictional town of Arkham, and involves Arkham University, the Necronomicon and other assorted monstrous tomes, a strange intermingled race of men and fish-like deep ones, mind control, a descent into an unholy pit "where the black realm begins and the watcher guards the gate," and much, much more. Although I've never read a Lovecraft biography (a fact I hope to rectify soon), I couldn't help but draw parallels between the author and Edward Derby, the protagonist and victim of the tale. I would imagine that essayists looking to peer inside Lovecraft's mind have veritable a goldmine to draw from in "The Thing on the Doorstep."
"The Lurking Fear" is the most straightforward horror tale of the three and explores one of Lovecraft's recurrent themes, that of cursed blood and hereditary corruption. Here an investigator of the supernatural looks into a strange massacre in the mountainous Catskills region of New York, where a deserted mansion holds the key to an unspoken horror living beneath the earth. The terrors he uncovers leave him a gibbering wreck at stories' end, a common fate for Lovecraft's narrators.
Reader Wayne June deserves a lot of praise for delivering the stories with a smoky, menacing, baritone voice perfectly suited to the tales. My only criticism is that I wanted to hear him scream the line, Kamog! Kamog! -- The pit of the shoggoths--Ia! Shub-Niggurath! The Goat with a Thousand Young! in "The Thing on the Doorstep," but he chose to deliver it with a half-whispered shout. But it's probably for the best, I guess, as hearing such unutterable phrases spoken aloud may have fractured my sanity, or worse, stirred Something That Should Not Be from its uneasy sleep.
Saturday, July 12, 2008
Rediscovering Rush: Musings after a July 11 concert in Manchester, NH
The unattractive truth
But the suburbs have no charms to soothe
The restless dreams of youth
--Rush, Subdivisions
At one time I was unbelievably passionate about Rush, the venerable Canadian progressive rock trio known for such hits as "Tom Sawyer," "Spirit of Radio" and "Limelight." But in the last few years my ardor had cooled quite a bit and I had largely stopped listening to them.
Given my age (35), upbringing (a suburb of Boston), and college education, it's no surprise that I was a huge fan of Rush back in the 1980's and 1990's. Although they attract all manner of fans, they seem to have a special appeal to folks who enjoy thought-provoking lyrics and technical musicianship--the nerd crowd, in short. For a long time Rush had the honor of being among my top three favorite bands (Iron Maiden and KISS sharing those other spots).
Rush put out a string of terrific albums over a 20-year span of their career, starting with their 1974 self-titled release all the way up until (in my opinion) 1993's Counterparts. But I wasn't nearly as impressed with later efforts Test for Echo (1996) or Vapor Trails (2002). When Rush released Snakes and Arrows in 2007 I had pretty much stopped caring and didn't even bother to try and listen to it.
But there was more to my recent separation from Rush than just a cool reaction to their recent albums. I like bands with which I can form an emotional attachment, and for a while Rush was the soundtrack of my life and spoke the messages I wanted to hear. I was the surburban teenager under pressure to "be cool or be cast out," and the young man with big dreams and tough realities leaving college:
Proud swagger out of the schoolyard, waiting for the world's applause, rebel without a conscience, martyr without a cause
But as the years went on I started to lose interest in Rush's message. Even their indisputably great albums--2112, Moving Pictures, Permanent Waves--were no longer getting play on my CD player. I was working, getting married, having kids, etc., and I no longer felt as connected to the music. Or perhaps it was simple overload and burnout, having listened the heck out of their albums for years. In July of 2002 I saw Rush on the Vapor Trails tour (my seventh Rush concert) and recall feeling afterwards that, while the show was good, I had seen these guys enough. My Rush CD collection soon developed a layer of dust.
Fast forward six years to 2008. A couple weeks ago my wife bought me a surprise pair of birthday tickets for a July 11 show at the Verizon Wireless Arena in Manchester, NH. I had no idea the tickets were even coming and I had even less idea how I'd react to seeing Rush in concert once again.
As a concert-going geek (who has had to cut way back on the number of shows I attend due to soaring prices and competing interests), normally when I attend a show I like to "build up" to it by listening to the band's albums and watching video of concert performances, videos, etc. But I didn't have the luxury of doing that with Rush: I was on vacation until July 7 without a computer (no Youtube) and my Rush CDs were all at home. My birthday falls on June 26 and barely two weeks later, the show was here. My geeky routine was all out of whack.
But it didn't matter. On Friday my wife and I were headed into the show and suddenly, although I had no expectations, I felt the excitement begin to build. Perhaps it was the contagion of the enthusiastic mass of concert-goers all heading inside, but I soon realized that it was just the simple happiness of seeing Rush in concert once again.
I'm glad to say that I was not disappointed by the show. Although I didn't know any of the Snakes and Arrows material, Rush sounded great, and I actually became a fan of the Main Monkey Business, an incredible instrumental off of their new album.
But the audience's strongest reaction came during their classic material. The best song of the night for me was "Subdivisions," which the band absolutely nailed. As Geddy Lee hit the familiar opening synth notes one of the three on-stage projection screens zoomed in on his hands, another showed an overhead of Neil Peart's drum kit, and a third focused on Alex Lifeson's guitar work. The net effect was tremendous. Damn, I thought, these guys can still play.
Speaking of Lifeson, I left the concert more impressed with his ability than ever before. Rush is known its great musicianship, with Peart getting the lion's share of the credit, and for good reason--he's probably the best rock drummer ever. Likewise, Lee has gotten many props for his bass playing over the years. Lifeson seems to get lost in the shuffle. But on this night I thought he owned the show, playing some tremendous solos and riffs, switching effortlessly between acoustic guitars and lutes and other stringed instruments back to his electric, all while distorting and changing with a mass of petals at his feet. He was into it and on top of his game.
Overall, I must say that Lee, Lifeson, and Peart remain the most talented musicians that I have ever seen in concert. Iron Maiden is my favorite band, and I've seen dozens of other acts, but no one can play like Rush. Monkey Business and later YYZ were a stunning reminder of their talent. It never ceases to amaze how a three-man act can produce such amazing music. Peart did his usual virtuoso solo, and even my wife--a casual fan of Rush at best--was floored.
The only annoying bit of the night was the dork behind me who insisted on yelling out all of the upcoming song titles right at the end of the previous song, serving as a serious spoiler since I hadn't checked the set list prior to the show. I do miss the pre-internet days when concert setlists were hard to find and you often went in blind. I felt like turning around and telling him (in an extremely sarcastic voice,) "Geez, you must be a fucking psychic!"
Just today I found myself listening to Rush in my car again, cranking up Presto, one of my favorite albums. While I might not feel the same personal connection to their music, I did find myself enjoying it for the incredible musicianship and artistry. And you know what? That's good enough for me.
Long live Rush!
Thursday, July 10, 2008
Tomb of Horrors: A D&D classic, or an unplayable deathtrap?
meets the viewers eye
You've left and left and found my Tomb
and now your soul will die.
It's the module whose name sends chills down the spine of any serious D&D player. Chock full of spiked pits and other assorted death traps, dead-ends and false finishes, and a final encounter against a nearly invulnerable creature that can kill a PC every round, it's notorious as a character-destroying meat grinder, and the epitome of old school D&D. Those who (claim) to have played and survived it wear their experience like a Purple Heart.
I'm writing of course about S1: The Tomb of Horrors, as penned by the late, great Gary Gygax. What I'd like to know is whether anyone has ever legitimately played through this module and lived. I just don't see how it's possible.
My own experience with this module is non-existent. In the interest of full disclosure I've never played or DM'd the Tomb, and for most of my life I didn't even own a copy. But the information I gleaned about it online over the years simultaneously intrigued and scared the crap out of me. I knew I had to eventually get my own copy.
A couple years ago I had the fortune to find and purchase a used copy of the legendary S1 at a local gamestore. My reaction upon reading it was: Holy Shit, you can never play this, straight up and legit, make it through the tomb, and come out alive. By legit I mean playing without any foreknowledge of the killer, no saving throw, instant death traps that litter the tomb of the demi-lich. That's very hard to do nowadays: It seems like everyone at least has a passing familarity with the module, due to the internet and the fact it's been around for 30 years.
S1 strikes me as the ultimate stand-alone scenario. Even though Gygax placed it in the World of Greyhawk and provided a backstory, The Tomb of Horrors really cannot be part of any long-running campaign. Unless your players are the type who don't mind watching their carefully-crafted 13th level fighter--built up through years of hard-fighting and treasure gathering in memorable campaigns--slid into a molten lava pit to die screaming with no save, they're probably going to end up angry. In the Tomb you can be sucked into Acererak's eye (annihilated with no save), crushed flat beneath the roller of a massive stone juggnernaut (death, no save), turned into green slime (no save!), and generally snuffed out of existence in a million other ways.
This leads me to believe that S1 is not intended as a serious module, but rather a strange and amusing artifact to be read and put back on the shelf. Or perhaps it was written as a means to punish cocky players.
Despite its propensity for killing PCs, I do think The Tomb of Horrors has plenty of merit and deserves a place of honor in any serious D&D player's collection. The reasons include:
It's amazingly well-written and illustrated. It oozes flavor. Gygax was on top of his game here. Here's a good example:
The mists are silvery and shot through with delicate streamers of golden color. Vision extends only 6'. There is a dim aura of good if detected for. Those who step into the mist must save versus poison or become idiots until they can breathe the clean air above ground under the warm sun.
In addition, the Tomb of Horrors comes with a beautiful 20-page illustration booklet, containing 32 illustrations showing various features of the Tomb. If you're a fan of old-school art this alone is worth the purchase.
It's a marvel of economy. Outside of the illustration booklet the module itself is a dense, compact 12 pages, which includes pre-rolled PCs! Pretty amazing.
It's hard-core and the essence of old-school. Gygax writes at the outset what could be a treatise of old-school gaming. He states the following: This is a thinking person's module, and if your group is a hack and slay gathering, they will be unhappy .... it is this writer's belief that brainwork is good for all players, and they will certainly benefit from playing this module, for individual levels of skill will be improved by reasoning and experience.
Later on, he adds as a tip for running the module: Read aloud appropriate sections, but never give any additional information which player characters would have no way of knowing, and avoid facial expressions or voice tones which might give helpful hints or mislead players. The real enjoyment of this module is managing to cope, and those players who manage to do so even semi-successfully will appreciate your refereeing properly and allowing them to "live or die" on their own.
In other words, S1 challenges the skill of the players, and not the abilities of the PCs.
And what a challenge it is. So again I'll ask: Has anyone played through S1 and lived? Or is the Tomb of Horrors widely regarded as simply not a "serious" module?
One other interesting sidenote to the Tomb of Horrors: Inside it says that it was originally used as a tournament module at Origins I (which is probably the ideal way to play it). Me, I would kill to enter a time machine and watch a few sessions of that.
Wednesday, July 9, 2008
Camelot on a pontoon boat--'tis a silly sight
This, folks, is what a first-place entry in the Highland Lake Fourth of July Annual Boat Parade looks like.
And further on down is what a ridiculous man with a tinfoil-covered cardboard box/faux helm looks like.
During my family's recent July 4 vacation we put together the above float and managed to win first place in the boat parade, taking home $50 and more importantly the Highland Lake Protective Agency first place banner for another year. It's hanging proudly in our lakeside cottage now.
Camelot, I'm proud to say, was an invention wholly my own (shocking, the theme I chose!) I got all of the boxes for the castle walls free from Wal-Mart, and had only to buy five cans of spray paint, a few items at the party store, and a plastic sword, shield, and greaves. A few other props I had kicking around at home, including the viking helmet and axe. All told it cost me just under $50, so I earned about $1.50 from our epic victory over the 6-7 other boats who had the temerity to compete against such an awesome and threatening float.
I built the walls and cut out and decorated the shields on the side of the boat, and also constructed my awe-inspiring helm. My crew pictured above helped assemble the final product and added a few touches of their own. My favorite was my fellow warrior, Greg, who fashioned his helmet from a empty 12-pack cardboard container of Bud Light. Notice the "old queens" in the back with their chalices, my two daughters in the castle tower who posed as princesses in dire need of rescue, and the drawbridge in front.
But neither big cash prizes nor fame motivated us to enter. I'll leave it to you to imagine the fun we had parading around the lake perimeter in our boat, shouting, "We're the knights of the round table!" "Camelot!" "Hail to King Arthur and his old queens!" etc., etc. to all the cheering spectators on shore. It was sheer awesome.
Tuesday, July 8, 2008
Magic Kingdom for Sale: Sold. A review
Me, I'm a New York Super Fudge Chunk guy and I thought Magic Kingdom tasted like shit.
Yeah, that's harsh. If you don't have anything nice to say, don't say anything at all, etc. etc. But I have an obligation to review Brooks' work for two reasons: I owe it to http://www.sffaudio.com/, and I figure I might steer away a couple potential readers who might stumble with tragic results into the banal minefield that is Magic Kingdom.
To be fair, Brooks can write, in terms of stringing gramatically correct sentences together. I've read much, much worse stuff than Magic Kingdom. I also have fond memories of Brooks' Sword of Shannara series, which I read as a teenager and liked (although I knew even then that they were derivative of Tolkien). But I'm afraid to revisit Shannara these days, especially after Magic Kingdom. I just know its not going to hold up.
Magic Kingdom is about the tale of Ben Holiday, a 40-year-old lawyer burned out with his profession and his life, having lost his wife to a car accident and finding no satisfaction in his work. While thumbing through a specialty catalog he finds a literal magic kingdom for sale for a million bucks and decides to make the purchase. The broker, a wizard, whisks Holiday away to the fantastic realm of Landover, a once shining kingdom now in serious decline. The land is failing and the great castle of Sterling Silver is tarnished because Landover has been without a king for 20 years.
Holiday soon finds out that he's not the first king to try to ascend to the throne in that time, however. Far from it. Instead, he's been duped by the broker, and learns that dozens of previous kings have failed before him, and were meant to. Landover's peoples are bitter and disenchanted with the string of would-be kings turned failures, and Holiday has a fight on his hands to win their pledges.
But Holiday has help in the form of a doddering old wizard (Questor), a talking dog who once served as a court scribe (Abernathy), a beautiful shape shifting sylph named Willow, a pair of Kobolds, and a pair of hairy, grubby, earth-tunneling gnomes.
The biggest problem I had with Magic Kingdom is that this is kids' stuff, but it's not labeled nor probably intended as such. I don't buy that Magic Kingdom is written for an adolescent audience: its clearly marked as "adult fiction" on the cover of the audiobook I've reviewed. Nor is its subject matter for adolescents: At it's heart it's about a man's middle-age crisis, hardly the stuff to captivate a young audience. And because Magic Kingdom doesn't know what it wants to be, it suffers mightly. I enjoy good adolescent fantasy lit--C.S. Lewis' The Chronicles of Narnia and Nancy Farmer's The Sea of Trolls, for example, are terrific reads for folks of any age--but Magic Kingdom failed to satisfy my grown-up tastes, or my childhood love for good, simple stories.
Secondly, Landover as a world is completely unrealistic and devoid of any personality or charm. With generic place names like "The Greensward," "the Deep Fell," "The Wasteland," and "The Mountains of Melkor," Landover may as well be anywhere fantasy USA. And the way Brooks describes Landover you'd think it was the size of a postage stamp--two sentences of description here and there and Holiday and his crew have traversed the whole continent without breaking a sweat.
Thirdly, I didn't much like the main character. There's nothing to dislike about Holiday, but there's not much to like, either. He's bland and featureless. Holiday stumbles around most of the story, avoiding scapes by luck or occasionally pluck and wit, but mostly because he's "fated" to become king. He's revealed as the chosen one almost from the outset of the story, so there's really no tension or doubt that he will ascend to the throne of Landover. I also found his companions extremely annoying. The kobolds, gnomes, and even Abernathy and Questor resemble a troupe of circus clowns who are there to provide levity, a sounding board for Holiday's questions, and occasionally bail him out of trouble, but do little else.
Fourthly, the underpinnings of the story have some serious flaws and holes. We find out that the evil wizard who "sells" Landover to Holiday is doing it for the money. Keep in mind that this is a wizard who has powerful magic at his disposal--and can use it freely on Earth--but can't seem to figure out how to use it to make a few honest bucks. Lame. Brooks draws some extremely tenuous connections between the health of the king and the health of the land, an old Arthurian trope that is not at all developed in Magic Kingdom. Other than a few brief mentions of blighted crops, swirling mists and gloom, and some unhappy farmers, there's no overt suffering, darkness, or disease, nor any explanations about why a king is needed to restore the land's health. In short, I had no emotional investment in whether Holiday succeeded or failed in his mission because I didn't find myself caring about him or the plight of Landover. By the conclusion of the story I was simply glad to see it end.
I could go on and on with the criticisms (the evil wizard allowed Holiday, a brilliant lawyer and a golden gloves boxer, to buy Landover because he thought Holiday was a good candidate to fail at becoming king?) but it's like shooting ducks in a barrel. I do think there is an audience for Magic Kingdom, and you could do worse if you're looking for a brainless beach read, but suffice to say that it's not for readers like me.
Edit: This review also appears on SFFaudio.com: http://www.sffaudio.com/?p=2908
Saturday, June 28, 2008
Taking the Lamentations of the Flame Princess challenge
However, I can't resist taking up the challenge and listing those sources of media that have the most impact on my line of thinking re. RPGs, and perhaps will one day make their way into a campaign run by yours truly. So here goes:
Heavy metal. I think I could write an epic, years-spanning campaign based off nothing except for Ronnie James Dio song lyrics. Hell, maybe I'll do it some day. I'd throw some Manowar in, too.
J.R.R. Tolkien. Tolkien is my favorite fantasy writer so there's no way he wouldn't make an appearance on this list. If any clowns out there actually think Tolkien is "soft," please pick up The Silmarillion and tell me otherwise. There's brutal fate, awesome battles, evil and death enough in those tales to sate even the most Nordic-influenced reader. And who hasn't imagined Moria during a dungeon-crawl sequence, or Smaug when role-playing a red dragon?
Robert E. Howard/Conan. This includes not only the writings of the man himself, but also the great Savage Sword of Conan adaptations of his material. Vine-choked ruins of lost civilizations, corrupt, decadent, wealth-choked, whoring cities, pirates, dark and wild magic, what's not to like?
Bernard Cornwell. Cornwell is a great grim and gritty, historically accurate writer in the midst of a great series called the Saxon Chronicles, which are a must-read if you like dark ages warfare. Shield walls, Viking coastal raids, etc. would all make their way into my campaign.
Malory/King Arthur. I love the old tales of the round table, particularly the holy grail stories, the evil Morgan Le Fay and Mordred and the corruption at the heart of Camelot, a shining kingdom creating a circle of light in the dark ages, and the themes of the rise and fall of kingdoms.
Gary Gygax. Every page of the old Dungeon Master's Guide and Player's Handbook ooze inspiration and ideas, like some great, musty old tomes of lore. I also love Greyhawk and most of his modules, in particular Keep on the Borderlands, the Giants/Drow series, and his work in the S series. Gygax would definitely be at the heart of my theoretical campaign.
And with that list, I'll see you all in a week or so. I'm off on an internet-free vacation for a week or so. Take care all!