Friday, November 20, 2009

That's Just How It Goes

So discussion with an old friend on Facebook about time travel novels turned to Fritz Leiber's The Big Time turned to Lovecraft turned to me commissioning said old friend to paint me a visionary portrait of HPL. Terms and concepts were discussed. I'm stoked.

I've been on a used paperback quest recently. Here are some recent finds:
  • Citadels of Mystery by L. Sprague and Catherine C. de Camp
  • The Ithkar series (four shared world anthologies edited by Andre Norton)
  • View From Another Shore (Eastern European short sci fi anthology)
  • The Maker of Universes by Philip Jose Farmer
  • The Best of Henry Kuttner
  • The King in Yellow by Robert W. Chambers
  • The Legion of Space by Jack Williamson
  • Bard by Keith Taylor
  • Lost Worlds (anthology edited by Lin Carter)
  • Empire by H. Beam Piper
It's a sickness.

Thursday, November 19, 2009

Today's Purchases

Did a little browsing at my FLGS today and couldn't resist picking up a couple things. Rogues Gallery isn't that interesting from a practical point of view, but I found myself captivated by the art and design of this product. And that wizard with the horny hat on the cover is the friggin' man. Oriental Adventures completes my set of 1st Edition hardcovers and is a fairly interesting book. I have yet to run a "mythical Asia" themed campaign, but it's gonna happen eventually.



Thursday, November 12, 2009

Dedicated to Carcosa and Algol and the Place Where the Black Stars Hang

Thursday, November 5, 2009

The Best(?) of Clark Ashton Smith

Whilst doing my usual bi-weekly browse at Barnes & Noble today, I came upon Return of the Sorcerer -- a collection of Clark Ashton Smith tales. It's entirely possible that I have all the stories collected here in other books, but not having my own book collection handy to make comparisons, I caved and bought it anyway. I haven't read any Smith since I reached the Burnout Phase of my Xothique project  months ago, so today was a chance to reacquaint myself with what Prime Books (actually Wildside was the original publisher) claims is the "Best" the beloved old womanizer has to offer.

Unfortunately, while there is some pure gold to be had here, such as "The Empire of the Necromancers", "The Seven Geases" and "The City of the Singing Flame" -- I'm just not seeing the appeal of the title story.

It had been years since I last read "The Return of the Sorcerer" in Tales of the Cthulhu Mythos (Arkham House), and when I opened up this Prime trade I couldn't recall what sort of impression the tale had left on me. There's a very good reason for this. "Return" is one of the dullest, most hackish and unentertaining bits of prose Smith ever churned out. Aside from its potential interest for Mythos fans -- there's a fairly unimpressive excerpt from the Necronomicon -- the story has little to offer for the horror buff. On the one hand you have a pretty bland concept: Modern sorcerer kills his brother and chops up his body, only to find that his dismembered parts have RETURNED (got that?) to haunt him. On the other hand you've got Smith doing some kind of limpid Lovecraft impression. Unlike Smith's usual "incantatory" style, the prose here is clunky to the point of headache-inducing. I have a feeling that CAS was going for some sort of pseudo-Victorian thing as an experiment. Well, it failed.
The evening meal, cooked and served by my employer himself, was a welcome change from cheap restaurant fare. Carnby seemed to have lost a good deal of his nervousness. He was very talkative, and even began to exhibit a certain scholarly gaiety after we had shared a bottle of mellow Sauterne. Still, with no manifest reason, I was troubled by intimations and forebodings which I could neither analyze nor trace to their rightful source.
Can you say purple? Thankfully, this story is the exception rather than the rule. Clark was able to let his hair down more often than not and wrote some of the most exotic fantasies ever published. True, his tales are chock full of esoteric/archaic words, but they're part of the charm and take a backseat to the man's visions.

Here's the complete contents of this collection:
  • Introduction by Gene Wolfe
  • The Return of the Sorcerer
  • The City of the Singing Flame
  • Beyond the Singing Flame
  • The Vaults of Yoh-Vombis
  • The Double Shadow
  • The Monster of the Prophecy
  • The Hunters From Beyond
  • The Isle of the Torturers
  • A Night in Malneant
  • The Chain of Aforgomon
  • The Dark Eidolon
  • The Seven Geases
  • The Holiness of Azedarac
  • The Beast of Averoigne
  • The Empire of the Necromancers
  • The Disinterment of Venus
  • The Devotee of Evil
  • The Enchantress of Sylaire

Wednesday, November 4, 2009

Martian Ecology, Disney Style

Tuesday, November 3, 2009

Death's Door



"YOU'RE DEAD!" 
Sooner or later, nearly all Player Characters are going to meet a grisly end. Or not.

Several factors dictate the Mortality Rate of a D&D campaign:
  • The DM's appetite for lamenting and weeping (AKA the Mercy/Cruelty Dichotomy)
  • What edition of the game your campaign is using
  • How unlucky the players are
  • The rules governing character death
There are probably other minor factors, but the above four are critical. Like "That ogre just rolled a natural 20 on your face!" critical. While some might contend that the second factor and the fourth factor are so closely related that they might as well be the same thing -- I beg to differ. Read on.

SADISTIC ASSHOLES
Dungeon Masters come in all shapes and sizes, all ages, all sexes, all ranges of ability and experience, and each one varies in antipathy to the PC. This antipathy (or lack thereof) is most clearly visible when death is on the line.
The scene: Oglaf [11th Lvl Master Shepherd] and his trusty companion Zytrax the Calculating [9th Level Spellchucker] are in deep guano. After successfully defeating its Crystal Golem guardians, they have forced their way into the Cloud Fortress of the Golden Demiurge. The golems hit them hard and left them weakened, but the pair are relentless. They're desperate for a certain artifact that they believe will be the key to the liberation of the Zarthians from their oppressive Varkashian overlords. And the Demiurge has got it somewhere in his sky-fastness. Lo! While scouring an unassuming wall for secret doors, Zytrax inadvertently activates a trap. The room begins to fill with a noxious vapor that concentrates before the adventurers and assumes the shape of massive green skull. Rather than flee, the adventurers choose to stand their ground. Several rounds of combat ensue. It goes poorly for the players but rather well for the vaporous skull. Hit points are chip-chip-chipped away by the monster's damage dice. Then poor Oglaf is reduced to -4 HP while his companion desperately fights on...
What to do? Assuming that in Oglaf and Zytrax's campaign the rule is "ZERO HP = DEATH" the judicious DM would be obliged to declare the Master Shepherd dead as a doornail. That's just the way it goes right? That sheep-lover knew what he was getting into the moment he said "Hey, let's go storm the Demiurge's digs and find that awesome artifact." He gambled and he lost. Antipathy = 0.

That is the purist approach to refereeing PC death, and it's the one that I've seen least often.

More often than not, the DM is a softie. He's painfully aware of just how dear old Oglaf is to the player who created him, who put all that time into him, who drew all those maps of his village and named every ram, ewe and lamb in his flock. Boo-hoo. Time to fudge some dice. Antipathy = -20.

But sometimes you get those dudes who actually DELIGHT in seeing the PCs bite it, one by one. They go out of their way to create fatalistic scenarios like the one described above, because they want to rack up as many dead PCs as possible. Hunting season is on, and they're looking to put some shepherd heads on the walls of their dens. Death comes hard and fast in these sorts of campaigns, and only the cunning survive for any amount of time. Probably not long. Antipathy = 5000.

This Mercy vs Cruelty thing is an important ingredient in the Flavor (with a capital "F") of a campaign. It's the difference between a gritty world where an imminent demise is lurking in every shadow...and a world where even the most powerful monsters roll over when the PCs make threatening gestures. It's been said before, and I'll paraphrase it again: It's the looming threat of death that makes the game entertaining. Note that I didn't say "interesting" -- there are lots of things of interest to see/do/maim in a D&D campaign, but without the dreadful knowledge that your PC could bite it -- could actually cash in his chips -- then it's just an "interesting" game of wish-fulfillment and frolicking with imaginary creatures. In a word: Lame.

THREETARDATION
"What do you mean my character's dead? I just spent two fucking hours filling out this seven-page record sheet."

And this is why new school rules will never successfully emulate old school feel. I can't blame that hypothetical player for being pissed off. It's not like he can just whip up a new PC. PCs stopped being whipped-up sometime around 1st Edition. More rules -- specifically rules that regulate player character abilities -- means that the character creation process is going to be longer. Like those Swords & Wizardry guys say: "Rulings -- Not Rules". It's an admirable philosophy, especially in the instance of character death.

Don't get it twisted -- I like neat rules as much as the next guy. In fact, I play around with them myself. But the temptation to ADD RULES is in direct conflict with GAME FLOW. The ever-increasing complication of the official D&D rules is the only illustration of this principle that's really necessary. As the rulebook gets bigger --> character sheet gets bigger --> character creation time gets longer --> player gets more pissed off when his character bites it.

We could pick nits and gnats and deny the cold, hard realities of Rules Escalation I've described above. Or we could move on.

"SOMEBODY SAVE ME!"
Like Rod Stewart said: Some guys have all the luck. I've known dudes that were literally incapable of rolling a bad set of character ability scores. Or even an average set. It's incredible to watch it happen, and it's grounds for some of the weirdo dice superstitions you sometimes hear about (or have the misfortune of seeing). And then there are the dudes (like me, occasionally) that can't roll nothin' but horrid numbers. My ability rolls fail (I can live with that), my hit dice rolls fail (sucky, but I can manage), and my attack rolls are in single digits (I'm doomed). Chance can be a real bitch.

I'm not sure what the point of this section was, but it gave me the opportunity to quote Rod Stewart for the first and last time ever.

DEATH'S DOOR
There are a bajillion variations on the rules covering character death. Some schools say ZERO = DEATH, while others contend that ZERO = SLEEPYTIME. "Good news: You're not dead, you're just totally unconscious and bleeding to death." This is a heavily house-ruled area, so I'm interested to hear what you guys think. What are your death rules? What does it take to actually kill a PC? Please comment and share your hard-earned wisdom.




Wednesday, October 28, 2009

Peter Mullen (Give Him Your Money)

I want to have Peter Mullen's babies. And I don't even have a womb.

This guy's stuff is seriously awesome. I love his color schemes, the extreme perspectives, the monstery bits, the mages with their cute little fluff-ended caps. (And the b/w stuff is top-notch too.) Mullen's work is popping up all over the place, from Swords & Wizardry/Knockspell to Ruins & Ronin to the upcoming Urutsk RPG. And I want more.