Image courtesy of TOR

Margaret Weis and Tracy Hickman have tag teamed so many novels of the years that they have become a household name to fantasy readers.  Rage of the Dragon is the third installment in their latest series, the Dragonships of Vindras.  Here is a blurb from the inside flap of the cover.

Skylan Ivorson is the gods-chosen Chief of all Vindras clans. But the gods from whom the Vindrasi draw their earthdwelling power are besieged by a new generation of gods who are challenging them for the powers of creation. The only way to stop these brash interlopers lies within the Five Bones of the Vektia Dragon—the primal dragon forged during the creation of the world—which have been lost for generations.

With the Gods of the New Dawn amassing a vast army, Skylan finds allies in former enemies. Calling upon the ogres to fight their common foes, the Vindrasi soon find themselves in the middle of an even larger war. Skylan and his Vindrasi clan must sail the Sea of Tears into the heart of the Forbidden Empire of the Cyclops, to implement a cunning yet delicate plan that risks his life and leadership at every corner. But a new enemy lies deep in the sea, one who draws upon powers never harnessed by land dwellers.

For me just seeing the names Weis and Hickman on the cover is enough for me to want to read it.  When you add in gods going to war and dragons I can’t turn the pages fast enough.

It is becoming quite typical of series written by this duo to start off rather slow, almost ponderously trudging along.    What really makes Weis and Hickman good at what they do though is that there is always payoff for your patience.  They take their time building the story, introducing you to the characters.  Perhaps we have become a cultural too inundated with technology and instant gratification that we cannot wait for the action to start.  Well, you have to wait with a good book.  I will tell you this much, when the action starts, it gets your heart beating. It is in conflict that Weis and Hickman truly shine. The battle scenes in this book are thrilling and so well conceived and written that it is easy to visualize yourself standing there at Skylan’s side.

I enjoyed this book, though it does meander a bit.  This is good, fun, fantasy.  If you haven’t started this series yet, do so, and know that you need to have a little patience, let the story grow and you will be rewarded.  I’ll be honest though, this isn’t the pair’s best work.  They have yet to repeat what they achieved with the Death Gate Cycle, though for me and nostalgia’s sake their best work will always be the Dragonlance Chronicles.  However, that being said, this is still a great story that is well written and most assuredly worthy of a read.

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Available only from May 4th – May 18th 2012

Starting today, right now, the 2nd Annual Wayne Foundation Charity RPG Pack is on sale! With $235 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

If you’d like to help spread the word, you can grab a copy of the word/gdoc press release suitable for cutting/pasting directly into your blogging/website software. Or grab the prettier PDF press release created for us by Kristin Moran! We’d love to hear you spread the word on your sites, Facebook, Twitter, G+ and hell, even MySpace!

To see a complete list of what’s included, click past the break!

Popularity: 2%

 

For some reason I had a phase where I was fascinated with the Jack the Ripper murders, at one point I even picked up a thick paperback encyclopedia with everything related to the murders (at the time it was published sometime back in the 90’s). Eventually I lost interest in reading about the various theories on whodunit and why he got away with it and went on to something else. Then last month while wandering up and down the aisles of Barnes and Noble, I stumbled across Ripper by Stefan Petrucha with the tag line “You thought you knew him. You were dead wrong.” A tag line and title like that, told me what the book was about, but what kept me from simply walking by it was the fact that it was in the teen fiction section. Because, you know, who puts a novel about Jack the Ripper in the teen or young adult fiction section!? That quirk factor led me to give the liner notes a read, the word steampunk popped up in there and I was sold. Oh, and there was the added bonus of a snort laugh fit at discovering in the front matter of the book that the text was set in “12 Point Bembo”—someone with some musical talent please start a band with this name!

 

The novel is set in 1895 inNew York Cityand the protagonist of the novel is a 14 year old orphan named Carver Young (hence the young adult/teen classification). Teddy Roosevelt is the Police Commissioner and there’s a super secret detective organization called the New Pinkertons operating out of the old Alfred Beach Pneumatic Subway (seen briefly in Ghostbusters II you may recall) and chock full of steampunk devices which make sporadic appearances throughout the novel. Carver, due to a change in the status of the orphanage he resides in, finds himself in need of a new home fast—or else he’ll end up on the streets. Being extremely interested in police work, he’s encouraged to write a letter to Teddy Roosevelt in hopes of finding a job with the police department. He’s also recently discovered in his file at the orphanage a cryptic letter that appears to be from his biological father. He believes if he can get himself an interview withRoosevelt, he might be able to start looking for his father while working for the police. The letter to Roosevelt leads to a sort of apprenticeship with Albert Hawking, a retired and somewhat disabled Pinkerton Detective. Hawking brings Carver into the New Pinkertons organization and helps with his training so that he can track down his father while developing his own problem solving and detective skills. The New Pinkertons are on the hunt for a killer who seems to be following in the footsteps of Jack the Ripper and leave Carver on his own most of the time. The hope is that if they find him, then they can step out of the shadows and bring back the glory days of the original Pinkertons agency. The goals of the New Pinkertons and of Carver Young quickly become intertwined and the race to find the Ripper before he strikes again leads you through the rest of the novel.

 

I thoroughly enjoyed this read. The main violence of the killings happens “off screen” as it were, so it’s pretty light on the gore. There’s a sweet budding romance and a feeling that the main character could carry over to other stories. Mixing real history into fiction can always be tricky, but Mr. Petrucha has done it well. I’m still on the fence as to whether there’s enough steampunk in this novel to bother with classifying it as such though. The unusual devices that pop up for Carver to use were all plausible devices that were simply ahead of their time. I’m not against their inclusion; they were done in such a way that they felt very natural–like they belonged in the real 1895. All that coupled with the mystery Carver was trying to solve and the twists and turns that came up along the way make for an enjoyable read. Mr. Petrucha not only developed his main characters well, but he also did an excellent job with the peripheral and minor characters. They are fully developed and their actions always seem fitting based on what you’ve learned about them—even the “bad” characters don’t come off as bad for the sake of filling a function, you could understand why they are the way they were. I do believe that the real reward of the novel is the amazing twist that comes at the end. I’ve read a lot of mysteries over the years and I’ve read a lot of novels in general where the author really wants to shock people with a twist to shake things up.  It’s always a wonderful surprise to get hit with a twist, have a momentary “wait…what!?” pause, followed by a re-read to make sure you got that right–then sit back and realize it’s perfect. More people need to read this so I can talk about the twist!

Popularity: 1%

 

Mark your calendars for this Friday, May 4th! That’s when The Wayne Foundation Charity RPG Pack will be available for sale! With $220 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

To see the gigantic list, continue on after the break!

Continue reading »

Popularity: 2%

 
TitC-taxday

 

Taxes are not the most fun thing to do. So 12 Fantasy authors decided to get together and offer their books for FREE today, April 17th 2012 to go easy on your wallet and brighten your day. WHOA!

More details here: 12 Day Free Fantasy. Happy reading!

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If you’re a publisher, author or artist and would like to contribute something, please get in touch with me! Games, short stories, ebooks, artwork – all are welcome!

Last fall, just as October was kicking into gear, a bunch of us indie RPG writers and publishers concluded a two week run of the Wayne Foundation Charity pack.  This year we’re doing it again and we already have some fantastic products to offer!  In no particular order, the following amazing publishers and authors have now contributed!

This does not include those who’s contributions haven’t arrived yet. There’s still more amazing things to come!

The Wayne Foundation

Last year we raised over $1800 for the Wayne Foundation. I’d like to do this again, and see if we can up this to $2500 or more.

If you’re someone in the industry, indie or not, and have a product available as a PDF that you’d like included in the bundle, please get in touch with me! I’m planning on running this second bundle from May 4th through May 18th.

I’d like to sell this bundle for $20 at DriveThruRPG with at least $100 worth of product in it. That said, here’s what I’ll take to include in the bundle.

  • RPG products (systems, adventures, add-ons, etc)
  • Print and Play board games
  • War Games rules
  • Art
  • Anything designed exclusively for this package.
  • Software
  • Fiction/non-fiction -if it could be at DriveThruFiction or DriveThruComics, I’m interested.

Please feel free to include your free products too!

You can get in touch with me here!

Thanks, and feel free to spread the word!

Popularity: 2%

 

The Schwartzentoten-Moonbeam Device

I’m trying a bit of an experiment. My short story, The Schwartzentoten-Moonbeam Device is available at DriveThruFiction for half a buck.

After seventy-six percent of the world’s population was destroyed, the two remaining nation states of Europe and Japan had joined together as one unified government and set to the task of repopulating the Earth.

Birth control was outlawed along with many major taboos and the survivors set to their task with reckless abandon.

When the Earth’s population was growing at a comfortable rate the government set their eyes on the stars. Thus the government of Euro-Japan, with the help of the First Governmental Scientists Union, made humanities dream of space conquest a reality.

Within decades, a manned flight was made to Alpha-Centauri. A new renaissance was dawning on mankind, aided by those few pioneers who were not caught up in the admirable but often time consuming repopulation of the Earth.

The mission to Alpha-Centauri was destroyed utterly by an unknown, presumably hostile force.

Popularity: 1%

 

Thanks to flickr user the justified sinner! CC BY-NC-SA 2.0

The idea of the “suspension of disbelief”, of which you’ve surely heard, is quite simple: in order for any form of art to be effective, it’s viewer (or listener, or whatever) needs to, in some way, suspend his disbelief.

The idea was first articulated by Samuel Taylor Coleridge, in his Biographia Literaria, which can be found here:

it was agreed, that my endeavours should be directed to persons and characters supernatural, or at least romantic; yet so as to transfer from our inward nature a human interest and a semblance of truth sufficient to procure for these shadows of imagination that willing suspension of disbelief for the moment, which constitutes poetic faith.

While Coleridge was writing particularly about the inclusion of elements macabre and supernatural in his writing, the idea holds firm today: for example, when you watch a movie, you willingly suspend your disbelief (in fact, you are simply watching rapidly-changing images projected on a large screen) and buy into the idea that Neo and Agent Smith really are fighting.

Coleridge’s idea of poetic faith is important. I think he means that there’s an implicit bargain between the poet and the reader; the poet is going to be limited by his medium or his topic, yet the reader is going to give him the benefit of the doubt anyway.

This neatly parallels the relationship between the game-master and the player. The GM sets up the world (his poetry, let’s say) and the player experiences it. Obviously, you are (most likely) not a barbarian, so there is some willing suspension of disbelief there when the game calls for you to play one. You’re not in a fantasy tavern, you’re not slamming back ale, and you’re not actually seducing wenches. (And if your gaming experience does involve all these things, do you have an extra seat at the table?)

Of course, the player needs to be suspending way more disbelief, as most of the games we play are fantastical in some way or another, whether they involve swords and sorcery, eldritch horrors, or simple standoffs and desperation. However, this comes easier than it sounds. Most of us who play role-playing games naturally want to suspend our disbelief. We take the word of the game-master or the sourcebook as the gospel. We want our games to be fun, so we’re willing to accept whatever ridiculous, convoluted worlds in which we end up playing.

After the jump I’ll discuss a couple of ways that the Suspension of Disbelief might affect your games, whether you know it or not.

Continue reading »

Popularity: 2%

 

published by Prime Books 2011           I’ve struggled with how to write a review for Mechanique: A Tale of the Circus Tresaulti by Genevieve Valentine. And that’s primarily because I struggled with reading this novel. Now that it’s over, I’m conflicted on where I stand. I scanned through comments on a few sites where the book has been previously reviewed to see if I was alone and discovered it’s one of those novels that people either love or hate, few seem to have found a comfortable middle and that may be because it’s an uncomfortable work all around. Part of that is due to the fact that it breaks a number of writing rules and, as that saying goes, just because you can do something, doesn’t mean you always should.

 

This is the second recent novel I’ve read that’s set in a magical circus, the other being The Night Circus by Erin Morgenstern (which I’ve also reviewed HERE). The main difference in the two is that The Night Circus is magic in a realistic world setting, while Mechanique is set in an apocalyptic steampunk type world. Led by Boss, a woman we learn very little about, the Tresaulti Cirque Mechanique travels a war ravaged world, never staying in one place for too long. Boss has abilities, which allow her to bring back the newly deceased or take away life, that are tied to an animated griffin tattoo she has. It’s never explained how she came to have the tattoo or what the magic is that’s tied to it. She appears to be the only one in the world, or at least the only one still alive, who has these abilities. She uses her powers to improve the performers of the circus—exchanging their bones for hollow copper tubes that allow them to fly higher or creating clockwork arms and spines to increase their strength. It causes a class divide in the circus between those “with the bones” and those without; those without are mainly relegated to minor performers, staff and crew. Much of the plot revolves around two things: an internal competition between two of the performers for a set of wings and an external conflict coming from a “government man” who is intrigued by Boss’ abilities.

 

On the surface, the plot is interesting and the circus performers are a colorful and interesting group of characters. It’s just presented in a way that breaks with a lot of writing rules and that distracts from the story. I’m a character person, I want to know about the people in the story I’m reading and I didn’t get that with this novel, or perhaps I was too distracted by all the things I was finding that professors and writing instructors have told me not to do. It almost feels like Ms. Valentine went out of her way to break as many rules as she could. The novel alternates between, first, third and even second person point of view throughout. The Night Circus also alternated between POV, but stuck with a third person POV with small chapters in second—and that worked for that piece. There are also points were it varies between present and past tense. That happens in different chapters, but when you have two different POVs covering the same time frame and one is in past tense while the other is in present, it feels off. The first person portions that were narration of events didn’t draw me in because in the beginning of the novel you don’t even know who the narrator actually is—a character named Little George. And there are other times where the narration is third person giving more omniscience to the overall chapter, but then little asides are inserted via parentheses that give the impression that it’s still Little George speaking—and he’s giving you information that he in his limited capacity wouldn’t really know.

 

One of the other problems I have is the characters themselves. With the circus setting and the fact that these people straggle in at various points in the circus’ travels, you expect to get an interesting mix of different types of people. The performers and crew do come from a variety of backgrounds, you just don’t learn too much about those. Again, I’m a character person, the lack of detail for me, may be more than enough for others. Many of the chapters act as character sketches and do little to advance the plot. But even getting glimpses into the characters it felt like they were getting short changed. There wasn’t much that made me like or care about any of the characters. For example, the character of Elena is presented as being controlling and bitchy. There was nothing there in any of the novel that made me care about her, so further in to the novel when her very passionate reasons for why no one should ever again have the coveted wings; I could care less about her argument.

 

Overall I would describe the novel as a disjointed, non linear series of character sketches tied together by a couple different plot points. It’s an uncomfortable read and the characters are uncomfortable. The character of Panadrome (one of Boss’ first creations) is even described as making circus goers uncomfortable when they think about what he is for too long. There was a point a little over halfway through where the pace picked up and the circus took action when the external plot called for it, which was probably the portion of the novel that I enjoyed the most. It felt like they were finally doing something. Then the action dropped off and I felt as if I were being dragged along again.

 

Everything in my review is based on my first impression of the novel as I was reading and as I thought about it after I was done. For my tastes, there was too much breaking with writing tradition and not enough character and place detail. The conflicted feeling I mentioned back at the start are thanks to the other reviews I’ve read that refer to the novel with descriptors like “brilliant” or ” ground breaking”.  I started second guessing myself and wondering if I was missing her intention. Was her intention to make the reader uncomfortable and to feel out of place because that’s the way those involved in the circus live their lives? Or are people so caught up in the rule breaking that they’ve concluded it must be brilliant simply because of it’s non conformity? I’m curious about how others who’ve read Mechanique have felt after reading it.

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Taken by H. Silenus of flickr. Thanks! (CC BY-NC 2.0)

This week is actually going to be a short post. I want to talk about a few things that I’m planning to do for the future (kind of a sneak preview), and then give a short talk about the Romans.

I’m planning on doing a few different things over the next few weeks/months. As you may know, I have tried to lean toward the more philosophical side of gaming rather than the practical side; I really appreciate the writers out there who share their world ideas with you, give you awesome tables to use, and stat blocks for monsters, but that just ain’t my bag.

However, I’m going to try and use this space to design a game from scratch over the next few months. It won’t be particularly complex, but I hope that it’s novel and most of all fun. I’ll be accepting design suggestions, and I’ve considered just putting it totally out there to the community to collectively design something. I think I’ll probably start with something more controlled, and then open it up wider after that.

I’m also going to continue with the philosophical musings, covering such diverse topics as LARPing, Alternate Reality Games, Video Games, and Samuel Coleridge. It’s like that freshman English seminar you had to take.

Anyway, onto the Romans…

Continue reading »

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