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Friday, May 09, 2008

Academy of Adventure Gaming Arts and Design Announces Origin Awards Nominees (Part Two)

Today we continue our coverage of the Academy of Adventure Gaming Arts and Design Origin Award nominees. Yesterday we covered the miniature and book related nominees, but today we get to focus on my favorite group of nominees...the games themselves.

ROLEPLAYING GAME

This year's list of Roleplaying game nominees is one that should give fans of the hobby a great deal of hope for the future. While the folks at Boing Boing may lament the new GSL and believe that it is the end of the roleplaying game industry and the beginning of the end of civilization, they are wrong.

All the OGL did, and still does by the way, is allow other people to make money on the backs of other people's hard work. The GSL will still allow that, it will just require that your derivative work be attached to a newer "operating system." This is not to say that a great deal of OGL products weren't creative and worthy products, they were (the Iron Kingdoms or Paizo's Pathfinder come to mind), just that they were derivative. Even the True 20 RPG, one of the most innovative adaptations of the d20 system ever created, is still an innovative adaptation. It should be noted that most of the independent gaming press is "closed."

Meanwhile in the world of game designs not dependent on other people's work, some game companies have created some remarkable game systems of their own and attached them to some great settings. For years we've seen high quality narrative design, but this year's nominees are showing us that design creativity is not a thing of the past.

Grimm
Published by Fantasy Flight Games
Written by Robert Vaughn and Christian T. Petersen

Ever since 2003 when I first caught a glimpse of Fantasy Flight's d20 mini-campaign book for Grimm, I have wanted to see Fantasy Flight Games develop this great concept into its own roleplaying game with its own task resolution system. The initial book had promise and style, but the integration of the d20 system with the dark -- yet playful -- tone of a game where children adventure "in a world of twisted fairy tales" never quite meshed.

I waited four years until I was rewarded with last year's non-d20 GRIMM RPG. Gone is the d20 system and in is the Linear d6 system. This new system is easy to learn and allows those that are skilled at a particular task to succeed more often than they fail. Sure, there is still room for failure at tasks that should be routine or success at tasks that should be impossible, but those cases are rarer in the Linear d6 system than they are in many other games. This lack of wildly disparate results allows for the darker side of this game to shine. If a task needs to be done in order for the children to escape, but no one has sufficient skill in that area the tension of the scene is escalated and that is the root of horror.

My only quibble is that at $39.95 the book isn't full color. Given that the 1983 DMG for AD&D cost the equivalent of $31.93 in inflation adjusted dollars, this isn't too big a deal, but I would have liked to see more of the fairy tale artwork in color.

The Savage World of Solomon Kane
Published by Great White Games/Pinnacle Entertainment Group Written by Paul "Wiggy" Wade-Williams (with Shane Lacy Hensley)

I have long been on the Savage Worlds bandwagon. If you want a quick and easy, yet surprisingly adaptable, game system you can do a lot worse that the Savage Worlds roleplaying game. The original Savage Worlds rpg was inspired by pulps, Flash Gordon serials, pirate movies, and westerns and the games focus was on fast, furious, and fun action. Savage Worlds succeeded in general at this task. With The Savage World of Solomon Kane, Shane Lace Hensley and Paul "Wiggy" Wade-Williams take that general success and apply it to the particular. The result is one of the finest licensed roleplaying games ever written.

Wade-Williams writing is clear and concise, the artwork is of sufficient quality to capture the tone, and the fast, furious, and fun Savage Worlds rules set works as a perfect skeleton to run adventures in the world of Robert Howard's dark Puritan Kane. If you are a fan of Howard, or a fan of good rpgs, you can't go wrong with this game.

CthulhuTech
Published by Mongoose Publishing
Written by Matthew Grau and Fraser McKay

This game combines four things that any real geek loves: HP Lovecraft, Mecha, Modern Horror, and roleplaying games. CTHULHUTECH takes high concept to the next level and it pays off. Like the other games in this category, this game uses a "closed" system. As the designer puts it, "Framewerk, the proprietary system upon which CthulhuTech is built, is not only simple and intuitive, it is cinematic, exciting, and puts destiny back in the hands of the player. Its easy to grasp nature makes the game straightforward to learn and quick to start. Its clever dice mechanics make even the simplest of task resolutions exciting." At $49.95, you might balk at the price, but this is a strong entry in the field.

Battlestar Galactica
Published by Margaret Weis Productions
Written by Jamie Chambers

Jamie Chambers applies the Cortex system he developed for the SERENITY roleplaying game to Margaret Weis Productions second licensed television show roleplaying game and it works equally well. The system focuses on quick and easy resolution in an attempt to simulate the subject matter. The rules are very good, but as with any licensed product one must ask how well they apply to the material and how well researched is the material in the game. In both cases, the answer is quite well. Jamie Chambers is one of the hardest working people in the industry and it shows in this game. I can't wait for MWP to release their SUPERNATURAL roleplaying game and I will certainly be purchasing the forthcoming Cortex rulebook.

Faery's Tale Deluxe
Published by Green Ronin Publishing
Written by Patrick Sweeney, Sandy Antunes, Christina Stiles, and Robin D. Laws

FAERY'S TALE DELUXE attempts the very difficult. It attempts to be a roleplaying game that can be taught to children 6 and older while still appealing to the core (older) roleplaying audience. I think that it succeeds. Patricia Ann Lewis-MacDougall's artwork is reminiscent of Arthur Rackham's work providing the book with a real sense of wonder, but allowing it to be (as Barrie would put it) "innocent and terrible." The fairy's that the players of the game control are good at heart, but if their magic is put to evil purposes there are consequences which can be terrible. The game system is easy to learn and simulates its source material well. It's not a "universal" system by any means, but it is a good simulation of fairy interaction. The game, and supporting adventure products, is high quality and inexpensive.

Aces & Eights
Published by Kenzer & Co.
Written by Jolly R. Blackburn, Brian Jelke, Steve Johansson, Dave Kenzer, Jennifer Kenzer and Mark Plemmons

Have you ever wanted to play a really robust simulation of a showdown at High Noon? Have you ever wanted to use a plastic overlay to determine just what part of the varmint you just shot with your Colt Peacemaker was pierced by your bullet? Have you ever wanted to play in a detailed "Old West that Never Was?" If the answer to any of these questions is yes, then ACES AND EIGHTS might just be written for you. This is a game which has rules tailor made for its source material. Blackburn and crew put their nose to the grindstone and created a worthy successor to BOOT HILL.

MY PICK: All of these are worth your money, but there's something about GRIMM that keeps me coming.


Next Week, I'll hit the remainder of the nominees.

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Thursday, May 08, 2008

Academy of Adventure Gaming Arts and Design Announces Origin Awards Nominees (Part One)

Last week the Game Manufacturer's Association (GAMA) announced their annual list of Origins Award Nominees. The Origins Awards are the most prestigious award in the Adventure Gaming hobby and the winners are determined by the members of the Academy of Adventure Gaming Arts and Design, a committee of GAMA. This year's list contains a wide variety of nominees, covering many genres within the gaming hobby.

Below is the list of nominees followed by my own commentary regarding the individual products:

The first category this year is MINIATURE OR MINIATURES LINE. As one might guess, miniatures can be an important component of the adventure gaming hobby. There are those who prefer to play "merely in the minds of the players," and that works very well for many games. But as someone who has gamed for over 25 years, there are times -- surprising as it may seem to say -- when using miniatures can add a wonderful narrative component to an evening's play. A picture can be worth a thousand words after all.

MINIATURE OR MINIATURES LINE

Having limited talents in the painting of figures, and even less time to develop an talents I do have, my unpainted miniatures purchases have always been limited. Add to that the creation of the D&D Miniatures pre-painted line and my purchase of unpainted miniatures has completely died off. This being the case, I'll leave opinions of which line/individual miniature deserves this year's award up to you the reader. Following each nominee I am providing a representative image provided by the manufacturer of the line/individual miniature. Some of these are particularly nice.

Skarrd Raze #2
by Dark Age Games


George R.R. Martin Masterworks - Premium Miniature Line
by Dark Sword Miniatures, Inc.




Titanius Fury
by Dragonfire Laser Crafts Inc.

Apparently this is a typo at the GAMA site. According to the Dragonfire site, it should be Titania's Fury. If this is indeed the product in question, it gets my vote hands down as a useful and innovative product.



Bronzeback Titan, HORDES: Evolution Miniatures Line
by Privateer Press



Dark Heaven Legends Fantasy Miniatures
by Reaper Miniatures

You really need to click on the link above to get a sense of the entire Dark Heaven line produced by Reaper Miniatures. It is the last of the old school lines of RPG miniatures and is a very good, and very deep, product line. Below is a sample of one of the figures in the line.




Following the MINIATURE or MINIATURES LINE award comes the award for best MINIATURES RULES. It should be noted that this award is central to the adventure gaming hobby. Were it not for H.G. Wells' book Little Wars or for Gary Gygax and Jeff Perrin's CHAINMAIL, the adventure gaming hobby would not exist as it does today.

MINIATURES RULES

Classic Battletech

Published by Catalyst Game Labs
Created by Jordan Weisman
Edited by Michelle Lyons, Diane Piron-Gelman

In an era of click based miniature games and collectible card games, it is heartwarming to see that one of the great miniature games of the past continues to perform strongly and receive the recognition it is due. Classic Battletech is one of the few games that truly deserves to have the word "classic" attached to it. The latest version of the rules updates battlemech construction to ensure more balanced encounters and has been well supported by the fine folks at Catalyst Game Labs.


Saganami Island Tactical Simulator, Second Edition
Published by Ad Astra Games
Created by Ken Burnside and Thomas Pope

While my friends might believe that I own every game actually in print, I don't own a copy of this space combat miniatures simulation. The game is inspired by Baen Books' Honor Harrington military SF fiction series. When it comes to ship to ship space combat games, I tend to stick with SILENT DEATH and BATTLEFLEET GOTHIC or RENEGADE LEGION. When it comes to fun and games, I tend to avoid those that require the use of 3D vector space. I'm chicken. I admit it.


Forces of WARMACHINE: Pirates of the Broken Coast

Published by Privateer Press
Created by Brian Snoddy and Matt Wilson

Pirates, Steam Powered Magical Robots, and a coherent rules set...what's not to love. Privateer Press' WARMACHINE line is a great product line that rivals Rackham for the quality of sculpts. Unlike Rackham's games, one doesn't have to read awkwardly translated French to learn the rules. This is a great addition to a great game. Privateer Press is an exciting gaming company. From their first module for 3rd edition D&D to their card games, they strive for quality.

AT-43
Published by Rackham
Created by Arnaud Cuidet, Jean-Baptiste Lullien, Nicolas Raoult, and Jerome Rigal

Having been a WARHAMMER 40K player for over 15 years, it would have taken something pretty special to get me to pack up my Eldar and Space Marines in favor of another game system. AT-43 is that system. As a Rackham game, it has simply some of the best sculpting I have ever seen in the gaming industry. Rackham miniatures are beautiful, and AT-43's are pre-painted. Add to this a good list of affordable terrain features that can be used in other games as well, and I didn't mind having to read poorly translated French in order to learn how to play this game. This is a fun game with beautiful components and an interesting backstory which, like many games coming out of Europe today, has some salient things to say about modern international politics.

Song of Blades and Heroes
Published by Andrea Sfiligoi
Created by Andrea Sfiligoi

It's quite the honor for a "independent" game to be nominated for an Origin award. I haven't play tested this game, but at $15 with an Origin nomination this game is on my short list of games to buy and try.

MY PICK: AT-43 -- It's a great addition to the French invasion in adventure gaming. If only I could find a copy of Asmodee Games' C.O.P.S. roleplaying game. I'd be a happy man.


There's more to adventure gaming than the games. Many gaming companies publish non-fiction and fiction books in support of their product lines, the hobby, or topics related to the hobby. TSR was the first company to publish media tie-in fiction with their roleplaying game, but many have followed and some companies publish non-media tie-in fiction as well.
PUBLICATION, FICTION

Astounding Hero Tales
Published by Hero Games
Edited by James Lowder

While related to Hero Games' PULP HERO sourcebook in theme, this anthology of pulp fiction is a worthy addition to any pulp fans bookshelf. Edited by James Lowder this anthology includes stories by Hugh B. Cave and Lester Dent in addition to pulp tales written by veterans of the game industry. Cinerati's companion podcast Geekerati had an interview with editor James Lowder last year where discussion of this book came up.



Dragons of the Highlord Skies
Published by Wizards of the Coast
Written by Margaret Weis and Tracy Hickman

The line of books that established that rpg media tie-in books could be profitable continues with this bestselling novel. With this book, readers learn what happened "between the lines" of the original trilogy.


Frontier Cthulhu

Published by Chaosium
Edited by William Jones

In BLACK STRANGER, Robert E. Howard spun a yarn simulating what might have happened if Conan had lived among the native Americans. The Picts of that tale were closer to the Sioux than the historic Picts. With the Frontier Cthulhu anthology, Chaosium Games gives us 14 tales of what might have happened as people explored American frontiers.

The Orc King
Published by Wizards of the Coast
Written by R.A. Salvatore

Who says archetypal pulp adventurers are dead? In THE ORC KING, R.A. Salvatore shares with us the continuing saga of one of the most popular characters in fantasy fiction Drizzt Do'Urden. Where Elric was the anti-Conan, Drizzt is in many ways the anti-Elric.


The Time Curse

Published by Margaret Weis Productions
Written by James M. Ward

Last year saw a return of the Endless Quest/Choose Your Own Adventure style books of my childhood and Margaret Weis Productions were at the forefront of that wave. James Ward's THE TIME CURSE is a fun jaunt and a good representation of the genre. And while the book is still available, it is sad to see that the Weis Productions website is downplaying the Paths of Doom line of books.

MY PICK: ASTOUNDING HERO TALES, but you should really pick up THE TIME CURSE as well. It's only $4.50, and it's fun.


Last year was a big year in non-fiction publication for the adventure gaming hobby. Some great books came out last year, and the list of nominees shows that strength.

PUBLICATION, NON-FICTION

40 Years of Gen Con
Published by Atlas Games
Written by Robin D. Laws

Long gone are the days when Gen Con, the largest gaming convention in America, was held in Milwaukee, WI. I attended the con the final year it was held in that fine city and I had a great time. In this volume, edited by Robin D. Laws, several gaming luminaries -- including the now deceased creator of the D&D game Gary Gygax -- share their thoughts on the first 40 years of this conventions history. Given that the company who currently hosts the con is having some legal troubles with Lucas, let's hope that this doesn't become the definitive complete history of the con.

Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game
Published by Wizards of the Coast
Written by Shelly Mazzanoble

This book, by Shelly Mazzanoble, was aimed at informing women about roleplaying games in general and D&D in particular. Shelly succeeds masterfully at this task. And though she has received some minor criticism from some members of the the "He Man Women Hater's Club," she has also managed to write what might be the best introduction to the D&D game published to date...regardless of sex. While it's true that male readers will have to tolerate side comments about Sex in the City and trips to the mall, it is also true that Shelly has captured the essence of what makes this hobby so much fun for me.

Shelly was recently a guest on the Geekerati Podcast.




Grand History of the Realms

Published by Wizards of the Coast
Written by Brian R. James and Ed Greenwood

While the Forgotten Realms isn't the first world setting for a roleplaying game, it is one of the best selling...if not the best selling. This non-fiction -- and rules free -- book is a must have for any long time fan of the Realms, whether in its game of fiction form. This book gives a good overview of the history of the Realms and gives some glimpses at what the future holds in store as well.

Hobby Games: The 100 Best
Published by Green Ronin
Edited by James Lowder

In HOBBY GAMES: THE 100 BEST, James Lowder brings together 100 essays written by the cream of the crop of the gaming industry to write about their favorite hobby game. Over the years there have been too few books about the gaming hobby, but books of this quality fill quite the gap in quantity. Most of the 100 essays in this book are insightful and well written. In fact, I'll bet you that if you buy this book you will buy no fewer than 5 new games based on the stories/recommendations herein. You might even spend a month on Ebay looking for a good copy of an out of print game. Lord knows I did. James Lowder discussed this book in detail during our podcast interview last year.



No Quarter Magazine
Published by Privateer Press
Nathan Letsinger, editor-in-chief
Eric Cagle, editor
Josh Manderville, art director

NO QUARTER seems to have taken this year's slot as "token gaming magazine" in this category after the death of the physical DRAGON magazine this past year. It will be interesting to see if next year's awards include Wolfgang Baur's KOBOLD QUARTERLY or the online editions of the DUNGEON and DRAGON magazines.

MY PICK: It's a tough toss up between Shelly Mazzanoble's book and the James Lowder Collection, but I'm going to have to cast my vote for CONFESSIONS. If you want a copy, let me know and I'll mail you one (only applies to the first few requests).


Tomorrow, I'll cover part two of this list...The actual games.

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Tuesday, May 06, 2008

One Month?! Holy Cow!

It's hard to believe that it has been one month since the last post, but it has. I have no one to blame but myself...well myself and my lovely twin daughters who have been squeezing the lifeblood out of me, in a surprisingly pleasant manner.

I promise that tomorrow this blog will return to its regular scheduled programming, which -- in the upcoming days/weeks -- will include:

1) A series of articles discussing Film Critics and Film Criticism: Did the Internet Kill Critics/Criticism?
2) A series of reviews of books discussing roleplaying games. These reviews will take a keen look at some of the various primers that have been written over the years.
3) Some random nonsense and possibly a film review, or dissection of a review I don't like. A review of a review, how post-modern is that?

Anyway, I promise good things ahead now that I am getting more reasonable amounts of rest.

Monday, April 07, 2008

Video (games) Haven't Killed the Mo-oo-vie Star...or the TV Star, or Table Top Gaming, or...

Today's Gamasutra has an excellent interview with game developer Peter Molyneux which accurately describes the impact the gaming industry has had on other media, particularly film The verdict? You have to read between the lines, because Molyneux is talking more about gaming's success than its effects on other media directly, is that gaming is a large marketplace, but hasn't taken the place of other media when it comes to entertainment.

I'm as fond of anyone when it comes to telling screenwriters and other entertainment creators that gaming has effected the box office and tv ratings, though likely less than internet piracy in my opinion. In fact, I have a "conversation tape" I like to repeat mantra-esque to demonstrate how big gaming has become. "Do you ever wonder why NBC Universal feels like they are in such a position of power when they negotiate? It's because they have the equivalent of a $140 million blockbuster every month with World of Warcraft." Gaming matters, but those who see "doom and gloom" on the horizon for other media are also missing the point. Have a look at some of Peter's comments:

PM: I would say, to a great extent, we in the development community have really let this industry down. Because I wouldn't say there were exponentially more people playing computer games today than there were when Game Developers Conference first started. Fifteen years ago? Twenty years ago? It's been quite a while.

When it seems to me that the number of people that use computer games as entertainment isn't getting exponentially bigger. Although the market is getting bigger, and we're selling eight million units.

But I've been really thinking about, I remember back in the early eighties... when Clive Sinclair in England released the Sinclair Spectrum. And he famously said, "Every home in Britain will have one of these, and people won't watch television anymore, they will play computer games." That was a dream that was put forth in the seventies, when this thing had 1K of RAM -- and for a little while, we all believed that.

Now, there seems to be this big barrier that exists. And I was actually just in the shops, down here -- I'd forgotten to bring a shirt -- and I was talking to the bloke who's selling me a shirt, and he said: "Aw, I don't play computer games. Because I'm not good enough. I can't get my head round this thing. [Molyneux holds up an Xbox 360 controller.] Every time I do it, I hit my head against a wall." Now that's a huge failure. That's our failure. For not being really, truly as big as movies. Because we're not. Because we only sell -- what do we sell? Eight million?


What is amazing about Molyneux's comments isn't that he's correct that gaming is "not really, truly as big as movies." It's that he's wrong. Look at the figure he uses regarding the number of units sold, eight million. Let that number sink in for a minute. He plans on selling eight million copies of FABLE 2, and he doesn't see himself as big as the film industry. Apparently, he doesn't realize that a movie with eight million viewers has approximately an $80 million box office (likely more since I don't really know where I can see a movie for only $10.00). When you add that video games cost four times as much as films, and the fact that most gamers are likely also movie goers, it would be fair to assume that gaming has already had its impact on film going. And what is that result? According to Variety, "All in all, the 2007 box office was up 5% over 2006, while admissions were up 1%. So far this year, the B.O. is running 9% ahead of the same frame in 2007, fueled by the continued success of "Legend" and "Alvin" along with a solid crop of 2008 films, including "Juno," the highest-performing specialty pic in six years."

That's right "admissions were up 1%." Never forget that all the doom and gloom regarding theater attendance during the past few years has been in comparison to a year that had a record high box office.

So with video games having already become as successful as films, eight million units is like $80 million B.O. (except that it's actually $320 million in sales, $160 for the game maker), the number of people watching films in theaters has increased. The same can be seen in the board game industry as well. While individual sales of some board games have decreased, we are in a boom of available games. The largest problem with the board game market is how fragmented it's become, there are too many publishers publishing too many titles. Take a visit to Board Game Geek and look only at the games released in 2007, compare those to 1997. The same even applies to role playing games.

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Tuesday, April 01, 2008

Chirp, Chirp...Waaaah! The Twins Have Arrived.

You may be noticing it's been a little quiet around here lately. Maybe you were overwhelmed by the sound of chirping crickets. Maybe you were wondering if the Cinerati blog had gone the way of the dinosaur.

Fear not noble readers.

While it is true that there has been a disturbance in the Force, it is a positive one. I, Christian Johnson, your humble host here at Cinerati am now the proud father of lovely twin girls. My daughters, Nora Thekla Lindke and Clio Millie Lindke, were born on March 24th at 10:45 and 10:46 respectively. Nora was born hale and hearty, but Clio had a little trouble catching her breath and had to spend a few days in the Neonatal Intensive Care Unit. Everything is fine, she was suffering from a common respiratory complication, but it did make for a few hectic days shuffling around and trying to make sure my family was doing alright.

Hence, no posting. The girls are more beautiful than I ever imagined they could be, especially since everyone says they look like me, and I am overjoyed to have them home. They are so adorable, I don't even mind the lack of sleep...but you can ask me about that again in two months or so.

I have to admit that I am pretty excited about the March 24th birthdate as now I can sing a special birthday song to my little girls every year. I'm sure they'll be sick of it in their teens, but as all SINGIN' IN THE RAIN fans know March 24th is Don's lucky day. These girls will be lucky if everyday doesn't start, "Good Mornin', Good Mornin' We've talked the whole night through. Good Mornin'. Good Mornin' to you."

This seems like an opportune time to make another announcement as well. You may have noticed that the little girls have their mother's last name. As of May 23rd, I will too. Jody and I have talked for years about me taking her name, but it was the arrival of the twins that made us finally pony up the cash to pay for the court costs.

I will be sending emails to friends with pictures of my little minions later this week. Since posting things on "teh interwebs" is not at all private, I won't be posting any pictures to the site. So those of you who want pictures, mention it in the comments section and make sure you include an email address.

Tuesday, March 18, 2008

I Blame Michael Moorcock...or Del Rey Give Moorcock the Howard Treatment Part One: The Personal Version

Two weeks ago, Del Rey released the first in a series of books collecting Michael Moorcock's definitive Elric saga. The collection will contain Moorcock's Elric stories in the order they were written/published and contain some great "bonus features" for long time fans of the character. I am one of those long time fans, so much so that I have had trouble deciding whether to write a "personal" essay about the release of the book that focuses on how important Elric/Moorcock is to me, or an article "merely" discussing the release of the new book.

I couldn't decide between the two. So, here is the first of the two essays -- the personal one.


The first words I ever read by Michael Moorcock were, "This is the tale of Elric before he was called Womanslayer, before the final collapse of Melniboné." It was 1983, the Fall semester of my 7th grade year, and a friend of mine and I were in a bit of a competition. I don't know when the "I can find stuff to read and play that you can't" competition with Mark Williams started, but I know that the Elric books were right in the middle of the competition.

By right in the middle, I mean somewhere between the "Christian found the Fighting Fantasy Gamebooks" early salvo and the "Sweet Pickles Bus Proliferation" that ended our friendship. If you don't remember the Sweet Pickles Bus, watch the commercial below. The Sweet Pickles commercial starts at about second 20.



Looking at it now, the bus look kid of creepy as it drives up to the house. But back in the day, ordering about a dozen of these and having them sent to Mark's house seemed like the perfect way to get even with Mark for no longer being my best friend. Boy does that seem petty, but 7th graders aren't known for their mature ability to deal with relationships. I'm pretty sure that Mark and I were single handedly responsible for a policy change regarding whether kids were allowed to order these themselves over the phone or not. It really got ridiculous, especially on my end, but that is another story.

Returning to the tale at hand, Mark and I both shared a love of role playing games and we were both familiar with the awesome Bill Willingham illustration on the back of the fifth printing of the White Plume Mountain module. The illustration featured this cool looking albino with a black bladed sword, the black so deep it contained stars. It was quite striking to my 7th grade mind, but I had no idea what had inspired this representation of the blade "blackrazor" -- other than the fact that it was an item in the module.



But then Mark walked into our Algebra class with a copy of ELRIC OF MELNIBONE. He had searched high and low for the inspiration behind the Willingham cover, and he found it. He also made sure to show me how he was able to find the work of fantasy, a work much more badass than LORD OF THE RINGS. I immediately rushed out to my local used paperback store and purchased a collection of the entire Elric saga. I was struck by the image of this albino protagonist.



I didn't yet know what an antihero was, nor did I fully comprehend what the Greeks meant by Tragedy. As I read the books, I discovered the meaning of both. It was really remarkable and transformative, but not for the reasons one might expect. Yes, by 7th grade I'd read LORD OF THE RINGS, but other than that book my fantasy exposure was pretty limited. When I thought of fantasy, I thought of the Greek and Egyptian myths, and the stories of Sinbad. I hadn't read C.S. Lewis or Lloyd Alexander, those would come in the next year, my mind was wide open for a definition of what fantasy was. Moorcock provided that definition. Fantasy was social commentary, it was mournful, tragic, and Wagnerian. I loved every minute of it, and I still do.

That's why I'm so excited about the latest Elric release from Del Rey. Like they did with Robert E. Howard's Conan stories, they are providing us with the Elric stories in wonderful editions that will let us read the stories in the order they were released. There's even the added bonus of the inclusion of some of Moorcock's defenses of his theories regarding what fantasy should be. The cover of the first edition, as well as the interior, is expertly illustrated by John Picacio. Take a look at the cover and interior below, they are quite excellent.






Excuse me while I sit back and relive the tragic tale of the last emperor of Melnibone.

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Thursday, March 06, 2008

Watchmen Costumes Revealed and Other Random Geekery

Over at WatchmenComicMovie.com they have pictures of the cast of THE WATCHMEN movie in costume. The images were posted on the WB site at 11:55 PM last night, that's a easter egg for all you fans out there, and are quickly spreading through the internet.

I wish I were more excited about this production. Zack Snyder is directing, which bodes well. But this is still THE WATCHMEN we are talking about. It's the book that comic snobs use to praise themselves for being fans of an "art form." Here's a sample of dialog with one of these bozos:

ME: "Hey fellow comic fan, what books are you currently reading?"
COMIC SNOB: "Warren Ellis' new book, that new thing by Neil Gaiman, something edgy by Garth Ennis, the latest Grant Morrison, a bunch of indies, and I just picked up the ABSOLUTE WATCHMEN."
ME: "That's cool. How is the new Grant Morrison book, I find him to be hit or miss. ANIMAL MAN was great, but his JUSTICE LEAGUE left me flat -- as did his DOOM PATROL. He just seems to have no feel for straight books, or how to do camp without it being parody."
COMIC SNOB: "WTF?! How dare you question the great Grant Morrison. Next thing you'll be trashing on WATCHMEN, which is indisputably the best piece of writing in the latter 20th century and one of the best works of political philosophy to date."
ME: "I thought it was okay, but I think that Steve Ditko would take issue with the fact that Moore made Mr.A/The Question into an insane person. I still prefer the old Charlton tales that Moore based the Watchmen characters on. As for the political philosophy...you're kidding right? I mean taking a stereotypical 60s doomsday clock vs. the aliens story isn't exactly deep analysis, and his twisting of Objectivism is laughable."
COMIC SNOB: "You obviously don't know what you are talking about. You can keep your Keith Giffen written JUSTICE LEAGUE, I'll read literature."


WATCHMEN is the cool book to like and the sentiments that many of the snobs who like it have result in things like JT LeRoy and other manipulators of the "cool." The comic book literati, and the real literati who like WATCHMEN, are just too much for me. There's some rebellious part of my soul that wants to tell these pretentious boobs, who likely prefer Lichtenstein to Russ Heath, where they can stick their "graphic novel." I'll just open my long box, pull out the 12 issues and read the comic book.

As a comic book, WATCHMEN is great. As a "piece of literature," I'll stick to Chesterton and Faulkner. As a work of "political philosophy," I'll stick to Hegel, Marx, Strauss, Plato, and Rand.

All that said, I really do like WATCHMEN. I even actually believe it is of artistic and literary merit. I think it is genuinely great...though that ending is a little to John W. Campbell formulaic. As long as things like AVENGERS FOREVER, or better yet INVINCIBLE, are being overlooked in favor of something ideologically trapped in the Cold War cynicism of the 80s, I'll keep my own pretentious rejection of pretense.

It's the same reason I like Michael Chabon, but don't like most of his fans. They seem to want to be hip by liking "the best," but they lack the genuine desire for fun of a "real" fan.

I sincerely hope, and think, that WATCHMEN will be a good comic book movie. Peter Cannon -- Thunderbolt's costume, I mean Ozymandias's, looks great, but why is the OWL so thin?

My credo? "Down with Graphic Novels! Up with Comic Books!"

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