Thursday, August 27, 2009

Cimmerian sighting: More thoughts on escape in Howard's Conan stories

I’ve been on an escape kick lately. I wrote about it over at The Cimmerian recently, and in the latest issue of The Dark Man I have a published opinion piece about its presence in the works of Robert E. Howard.

In short, while some critics consider escape a dirty word, I think it’s one of fantasy’s strengths, and a quality of the genre to be embraced, not shunned. I also think that readers who deny fantasy’s escapist element are deluding themselves; we love sword fights, and alien landscapes, and dragons. If we didn’t, wouldn’t we all be reading non-fiction or John Steinbeck novels instead?

As a followup on my recent post extolling the values of escapism, here’s some more of my thoughts on how this quality relates to Howard’s Conan stories.

For readers not afraid to embrace its delicious rewards, Howard’s stories offer a rewarding escape destination, “An age undreamed of when shining Kingdoms lay spread across the world, like blue mantles beneath the stars.” Like a long vacation after many months of thankless work, an escape to the Hyborian Age illuminates new possibilities for the reader.

Here are a few choice offerings.

To read the rest of this post, visit The Cimmerian Web site.

Saturday, August 22, 2009

Axis and Allies--the relaunch


One of the highlights of my vacation was getting a game of Axis and Allies together with a couple of guys from my regular D&D group. I used to play A&A quite a bit as a youth and into my teenage years, back when it seemed like everyone had a copy of the game. But after loaning out my copy to a friend and never getting it back, and losing interest over the years, A&A had become a distant, pleasant memory of games past, sort of like Runequest or Top Secret.

A couple years ago I started getting the itch to try A&A again. It came about naturally, as a result of my lifelong interest in World War II and the urge to recreate the great battles of the European and Pacific theaters of war. I did some web-browsing and was pleased to discover that not only was A&A still a viable game, but that it had undergone a fairly substantial revision in 2004 and was reportedly "new and improved." On a whim I added it to my Christmas list, and in addition to the usual sweaters and underwear recieved a copy from my wife. There it sat for two more years, until last Sunday, when I finally had the opportunity to once again wage war on a world-wide scale circa 1942.

The new version of A&A includes two new pieces (destroyers and artillery) and several new twists on old units (tanks defend at a 1-3 on a D6, battleships can take 2 hits, fighters are cheaper, transports can carry more, etc.). Perhaps the biggest change of all, however, is that the new game boasts a newly redrawn map. Sure, WWII still takes place in Europe, Asia, Africa, etc, but the new edition divides the land and sea up into more spaces. Crossing the Atlantic is more difficult, Germany and Russia battle along more fronts, and, in general, movement and positioning are more important and require more decision making than before. In short, it's a lot more difficult for Russia to place mass infantry along its border and play fortress Moscow--the Krauts can affect a breakthrough a lot easier by attacking along a bigger front. In turn, the Russkies can counterattack more effectively and the Eastern front becomes more vulnerable for the Nazis as well. There's also more neutral territories and natural obstacles that block movement (the Sahara desert is now a considerable nuisance, for example).

A&A third edition also includes National Advantages, cool new optional rules that allow for events like the Russian Winter, Kamikaze and Kaiten attacks, U-Boat wolf packs, radar, superfortresses, and more. Since this was our first game with the revised rules we reigned in our enthusiasm and picked only one National Advantage each (Niall was ready to go full-bore with all six for each combatant).

On the surface, the new rules seemed to make for a more robust, realistic, and enjoyable play experience, but we were soon to find out.

On Sunday Niall and Steve and I went at it in a marathon session which lasted from roughly noon until 8:30 p.m (yes, I have a great wife who lets me do these things from time to time--you cannot have her). Niall and I took the Allies (I was Britain, he the U.S. and Russia) while Steve played the Axis powers of Germany and Japan. Steve, while also a newcomer to the new edition, had played A&A extensively a short while ago and thus had the important advantage of recent experience over Niall and I, hence the decision for us to join forces. To add to the ambience of the game, I brought along my authentic WWII army helmet and Japanese bayonet, as well as a copy of Sun Tzu's The Art of War. In hindsight, I should have read the latter before we began.

Alas, the combined years of expertise and WWII knowledge that Niall and I brought to the table were no match for Steve's aggressive Axis stratagems, particularly his brilliant handling of Japan. While Germany fought Russia to a stalemate and maintained enough sea and air power to prevent any U.K. sorties across the English Channel, the Japanese went on a conquest of Asia, taking all of Eastern Russia, Southeast Asia, China, and even India and its neighboring countries. Steve's land grab built the Japanese from a starting 30 IPCs (Industrial Production Certificates, or money) to over 50, which he used to purchase an intimidating submarine fleet that kept the U.S. from crossing the Pacific.

Simultaneously, the Japanese fighters (land and carrier-based), harried my meagre U.K. forces off the coast of Africa while sweeping away the light resistance Russia could manage in the East (being otherwise occupied with surging German tanks, artillery, and infantry).

In hindsight, in addition to Steve's good play, we (the Allies) made some tactical errors. As I see it, they included:
  • As the U.K. I should have made all efforts to place and hold an industrial complex in India, which would have allowed me to bring my forces to bear in Southeast Asia and stem the Japanese advance. Instead, I opted to put my complex in South Africa. I eventually wound up holding most of Africa with the help of the U.S., but it was far too little, too late.
  • The U.S should have been more aggressive. Niall played a very good Russia, beating back German advances with good use of fighter-supported infantry, but Russia cannot hold both fronts. The U.S. was hindered by some hard early blows to its fleet by the aggressive Japanese, but could have nevertheless made greater efforts to establish a beachhead in Asia.
By the end of the game, we were whipped, and Niall and I conceded with German troops at the doorstep of Moscow and Japan holding enough territory to make Alexander the Great green with envy. Still, our ignorance of the rules made it too easy for Steve. Late in the game Germany secured rockets with an industrial breakthough, allowing the Nazis to use their antiaircraft pieces for long range, IPC-draining attacks on London and Moscow. With his large number of artillery, captured and otherwise, Steve rained 3d6 worth of IPC terror on our cities, draining our cash reserves and reinforcements to nil.

The addition of rockets seemed very powerful at the time--game-unbalancingly-powerful--so afterwards I checked the rules, which clearly state that a industrial complex may only suffer one rocket attack per turn, and cannot lose more IPCs than the territory's income value (of which London and Russia each have 8). Our error allowed Steve to make multiple attacks and wreak more financial loss than the rules dictated.

But in all fairness, the handwriting was on the wall and our defeat was inevitable by that point. Steve had us beaten even before Nazi V-2s started raining havoc from the skies.

Still, I'm very much looking forward to the rematch. I can definitely say that a great day was had by all, and that A&A very much holds up as a great game and a nice change of pace from RPGs.


Saturday, August 15, 2009

On vacation

I'm off on an internet-free vacation for a little over a week, so as my buddy Scott would say, more posts on "elf books" to resume when I'm back.

Please don't have a hall-burning when I'm gone, kids.

Friday, August 14, 2009

The ultimate D&D collector's item: Yours for $7,995.00

Check it out: Nobleknight.com is now selling an original first edition, first printing, woodgrain D&D box set, signed by both Gygax and Arneson. View the complete description at the Noble Knight Web site. Talk about the holy grail of D&D collectibles.

My question: How the heck would this be shipped? If I had 8G to spare, I'd spring for an armored car to pick that baby up. I don't think I'd want to leave it to the whims of the post office or UPS, no matter how well it was packed.

Thursday, August 13, 2009

Cimmerian sighting: Alfred Tennyson at 200

I wish more readers appreciated poetry these days. In years past, verse was held as the highest expression of the written word, back in the days when John Milton wrote Paradise Lost and Shakespeare penned his great tragedies. When Homer composed his immortal Iliad, and an unnamed monk set quill to scroll to preserve the oral tradition of Beowulf, it was the unquestioned king.

Now, however, poetry is a shadow of its former self. This is primarily due to the ascendance of the novel, but also an anemic market for aspiring poets, which is why I give new fantasy fiction publication Heroic Fantasy Quarterly a hearty, resounding, “Hail and Kill” for having the fortitude to publish this out of fashion form of the written word.

All obstacles considered, I suspect poetry would have no problem carving out a sturdy foothold among today’s fantasy fiction readers were there more inspired, creative geniuses like Alfred Tennyson practicing the art. Last week (August 6, 1809) marked the 200th anniversary of the birth of the former United Kingdom Poet Laureate, and while poetry does not hold anywhere near the public acclaim that it did in Tennyson’s day, heroic verse (and prose swords and sorcery fiction, I would argue) remains forever changed because of his marvelous works.

To read the rest of this post, visit The Cimmerian Web site.

Friday, August 7, 2009

Of The Hobbit and level titles in D&D

I was listening to The Hobbit while driving to work the other day when this exchange between Thorin and Gandalf impressed itself on my D&D-addled mind:

"But we none of us liked the idea of the Front Gate. The river runs right out of it through the great cliff at the South of the Mountain, and out of it comes the dragon too--far too often, unless he has changed his habits."

"That would be no good," said the wizard, "not without a mighty Warrior, even a Hero. I tried to find one; but warriors are busy fighting one another in distant lands, and in this neighborhood heroes are scarce, or simply not to be found."

Gandalf's lament about the lack of qualified swordsmen in the area immediately got me thinking of level titles in D&D, and why I'm a fan of them. Some people think that level titles are a vestigial organ of an older game and rather silly. Others have remarked that they add color and "fluff," but can be safely dropped. But this exchange proves that level titles are not without a practical function: They allow the relative competency of a PC or NPC to be identified without breaking suspension of disbelief, or resorting to metagame language (e.g., walking into a tavern and inquiring about the services of a 9th level cleric).

To get back to Gandalf's comment, in first edition AD&D a Warrior is a second-level fighter and a Hero is a fourth-level fighter. In AD&D terms, therefore, his comment makes perfect sense, as he implies that an experienced sword-arm (i.e., more than a common, 0-level man-at-arms) is needed if the party has any hopes of entering the front gate of Lonely Mountain. A second-level Warrior would fit the bill. From his comment a reader can also safely deduce a Hero is stronger than a Warrior ("even a Hero," Gandalf says.)

In fact, I would submit that this dialogue may have provided Gary Gygax with the idea of level titles.

Of course, as any D&D player knows, a 2nd level or 4th level fighter is hopelessly overmatched against any dragon, even a younger white dragon, let alone an ancient red such as Smaug (who is presumably of the 11 hit dice, 88 HP variety). But given that Third-Age Middle-Earth is, by D&D standards, low-magic and low-powered, and that an infamous article in the March 1977 issue of The Dragon speculated that Gandalf was only a 5th level magic-user, a 4th level fighter--excuse me, Hero--would be quite a formidable swordsman in Middle-Earth, and a welcome addition to the troupe of dwarves and hobbit.

Thursday, August 6, 2009

Cimmerian sighting: A harrowing look into 'The Face of Battle'


Once more unto the breach, dear friends, once more;
Or close the wall up with our English dead.
In peace there’s nothing so becomes a man
As modest stillness and humility;
But when the blast of war blows in our ears,
Then imitate the action of the tiger;
Stiffen the sinews, [conjure] up the blood,
Disguise fair nature with hard-favor’d rage;
Then lend the eye a terrible aspect;
Let it pry through the portage of the head
Like the brass cannon; let the brow o’erwhelm it
As fearfully as doth a galled rock
O’erhang and jutty his confounded base,
Swill’d with the wild and wasteful ocean.

–William Shakespeare, Henry V

My copy of The Face of Battle greets its reader with the profiled, mail-coifed skull of a Swedish soldier killed in the Battle of Visby, 27 July 1361. This simple, arresting image serves as a proverbial “worth a thousand words” summary of author John Keegan’s seminal work of military history. It is, in my opinion, a must-read for devotees of historical and/or fictional combat.

When I read fantasy literature I often find myself caught up in the action, thrilling in the swirl of combat without regard for the carnage and misery that actual battle wreaks on its participants. The Face of Battle is the bitter antidote to these vicarious feelings of heroism and joyous slaughter that possess me during my literary excursions, reminding me that a battlefield—medieval, Napoleonic, modern, or Hyborian Age, for that matter—is no place that I’d really want to be. Ultimately, Keegan’s book is a powerful statement against the insanity of armed conflict.

To read the rest of this post, visit The Cimmerian Web site .