Monday, July 11, 2011

The Adventures of Tintin -- Should this really be in 3D?


As pretty as the new trailer for the upcoming Spielberg/Jackson "The Adventures of Tintin" looks -- weird motion capture movement and faces and all -- I find myself wondering if I wouldn't prefer to watch Tintin as a traditionally animated film. It is clear that the film attempts to capture some of the style of the original comic strips in the character design, but there is still some lingering tug at the back of my mind that would like to watch a film that looked less "spectacular" and allowed the spectacle of the story to tell itself. There also is something more impressive about the craftsmanship required to illustrate something like the maelstrom in "The Little Mermaid" that maintains a "tonal" verisimilitude to the overall animation of the film versus the craftsmanship required to create a similar effect digitally where the storm that looks "tonally" different from the characters of the film.


I think I just might prefer something that looked like this:


I'm still excited about the film, but the push for digital animation -- especially when unnecessary -- bothers me. I'll watch digitally animated Pooh on TV, and enjoy it, but I want to see hand drawn Pooh in the theaters. I think the same might just apply with Tintin.






Thursday, July 07, 2011

"Wildspace" -- The "Dragon Strike" Sequel that Wasn't


Those who are members of my regular gaming group know that there is a special place in my heart for the introductory roleplaying game/boardgame/video that is Dragon Strike. Apparently, there was a sequel in the works entitled "Wildspace" that took place in the Spelljammer setting. Sadly, TSR experienced huge financial troubles and the game was never released. If only it had been. What wonders the world would have known.

Wednesday, July 06, 2011

Gaming*Mirth -- GAMR GRLZ #1

After a one week hiatus, Gaming*Mirth returns with a three panel cartoon by my wife Jody. Please click on the image to see the cartoon full sized.

Tuesday, July 05, 2011

"Forlorn Hope" is a Must Have Addition to the SF Boardgamer's Shelves

A couple of weeks ago, I had the privilege of visiting the Victory Point Games office. While I was there, I playtested their upcoming title Assault on Galactus Prime with the game's designer and had a wonderful time. As the release date for that game approaches, I'll post a review of that gem. I was also able to meet one of my favorite game designers -- in both computer and print games -- Chris Taylor. When it comes to game mechanics and concepts, it just seems that Chris Taylor has a direct link into my subconscious. Either that or we have been having secret psychic discussions about games, books, movies, etc. for decades.

A perfect example of how his designs seem custom made for me is Forlorn: Hope.


Forlorn: Hope has a familiar and well loved theme...Marines vs. Aliens. Ever since I first read Heinlein's Starship Troopers, I have been a fan of the genre. I own a number of games that follow the theme: Bughunters, Starship Troopers, Space Hulk, Death Angel, Aliens, Doom of the Eldar, to name a few. Basically, if it has a small squad of outnumbered and desperate combatants facing off against a rapidly populating army of insectlike foes, I'm game.

When Forlorn: Hope was released last year, I was jonesing for a new addition to the genre. In actuality, I was jonesing for a game of Space Hulk 1st edition, but was having trouble finding one at an affordable price on eBay. I owned the 2nd edition, but I wanted to play with the original "d6" based rules. During this time, I happened to be reading one of Victory Point Games bi-weekly reports and noticed that they were featuring a new game by Chris Taylor called Forlorn: Hope. As I was already a fan of his, and of VPG, I immediately ordered a copy. Not long after this, Games Workshop released a limited edition of Space Hulk 3rd edition which used the mechanics of the 1st edition, so that itch was scratched. I carried my copy of Forlorn: Hope around for months, including to last year's Gen Con, but the stars never aligned to put together a play session.

That changed this last weekend, when most of my regular gaming group was unable to attend our regularly scheduled gaming schedule due to the game day falling upon a holiday weekend. It turned out that only one of my regular gaming group, Eric Lytle, was able to stop by. Thankfully, Eric is one of the few members of my regular group who loves board games as much as I do...and he's a fan of the Marines vs. Aliens genre to boot. I pulled out my copy of Forlorn: Hope, went over the rules with Eric, and played two quick scenarios. All of which took slightly more than two hours. The rules were clear, the play was quick, and the game exciting.

The rules to Forlorn: Hope are simple enough for the beginning gamer, but dynamic enough to satisfy the veteran.

One player takes the role of the space Marines who venture aboard a savaged space station named Hope. These Marines have been given a mission objective that must be fulfilled. The other player controls the Xeno "Mind" and seeks to devour all of the delicious Marines foolish enough to venture onto the Hope. The missions define the make up of the Marine squad and the forces available to the Xeno "Mind." The players set up according to the basic rules, and the Xeno player will draw a number of "mutation" cards which can affect game play as the mission unfolds. At the beginning of each turn the Marine player rolls to determine how many Action Points he or she has to spend on actions, every movement or shot that the player wants a Marine to do requires the expenditure of points. The Xeno player gets to activate every living Xeno during his or her turn. Play goes quickly and the combat resolution system is quick and deadly. The temptation is to play cautiously as the Marine player, but each scenario has a limited number of turns for the player to fulfill the objective and play must be fairly aggressive to succeed.

Our two sessions were bloodbaths, but the Marines did manage to recover the "Master Control General Function Neuralnet" from the Hope in both instances. Forlorn: Hope manages to capture the hopelessness, desperation, and horror of the best sessions of Space Hulk while keeping game play simple enough that the action never bogs down into rules discussions.

Like most VPG games the game is fairly expensive, but the games are crafted by hand by a company that is dedicated to making every gamer into a game designer. VPG is the only game company that I can think of that considers themselves both a company and a classroom. Given how quickly a session of Forlorn: Hope goes by, and considering the replay value due to different scenarios and mutation card effects, there is a lot of bang for your gaming buck in this product.


Wednesday, June 29, 2011

Evil Hat to Publish 'Race to Adventure' Board Game





Our friend's over at Evil Hat have an annoncement about a new board game designed by a member of this blog, Eric Lytle. The game is called Race to Adventure! Check it out over at Deadly Fredly. I designed this game with my design partners Chris Ruggiero and Evan Denbaum.

The game is a pulp themed adventure game about a global race. It's highly thematic and I'm really excited to be working with Evil Hat on this new venture. They are the publisher of one of my favorite new role-playing games, The Dresden Files Role Playing Game. Congratulations to them on their two shiny-new Origins Awards for Best RPG and Best RPG Supplement.


Evil Hat is also announcing the much anticipated Zeppelin Armada game designed by Jeff Tidball , half of gameplaywright. Zeppelin Armada is a card game set in the world of Spirit of the Century about Zeppelin aerial combat.


More information to follow.

Wednesday, June 22, 2011

Gaming*Mirth -- No Fantasy This Week, Just an Awesome Jody Lindke Illustration

Since I am planning a major trip to Sacramento next week with 150 high school students, and since I have shared my "busy-ness" with Jody, she was unable to provide the next in her "Dragon Pranks" or other fantasy themed single-panel comics.

So...I thought I would share one of my favorite Jody Lindke political cartoons. A few years ago, I did a "Bridging the Partisan Divide" series of conferences for work and this inspired Jody to draw the following.

Monday, June 20, 2011

Falling Skies -- Alien Occupation TV Done Right?

The vast majority of "Alien Invasion" SFnal storylines follow a very familiar pattern. The aliens arrive, sometimes pretending to be friendly. The aliens attack. The aliens defeat us. We keep fighting. For some reason, either because of some gimmick or because of human tenacity, the aliens are defeated/leave. We all rejoice.

This pattern is used in H.G. Well's "War of the Worlds," Edgar Rice Burroughs' "The Moon Maid," Larry Niven's "Known Space," Jerry Pournelle/Larry Niven's "Footfall," Robert Heinlein's "Starship Troopers," L. Ron Hubbard's "Battlefield Earth," etc., and too many movies and television shows to list. The fact that it is formula doesn't mean that it isn't good. It is a tried and true formula that allows for narrative excitement while also allowing for a cathartic happy ending. When done extremely well, it also allows for sfnal commentary on modern human affairs.

The new TNT series "Falling Skies" is the latest television addition to this storied tradition. In "Falling Skies," the aliens have already invaded, destroyed most of the world's large cities, and crushed the military might of Earth. All that remain are ever increasingly small bands of humanity. Groups that get smaller as the aliens begin scanning for smaller and smaller communities. In the first episode, we are informed that the aliens are now tracking and attacking communities of 500 citizens and may soon move on to communities of 300 people. When the aliens encounter communities, they kill all the adults and capture the teenage children in order to put the teens in "mind control harnesses." The overall purpose of the harnesses is unknown, but hinted at. The aliens have established permanent bases, in the form of large structures, and their flagships have left our world to unknown locations. The initial shock and awe of the alien assault is over, "Falling Skies" is a tale of occupation and resistance.

"Falling Skies" follows the struggle of one band of the human resistance. That community includes a number of key players.

Porter -- the former military officer who believed that his fighting days were over and must now command a group that has all too few fighting men and women.

Captain Weaver(Will Patton) -- the military man who wants to take the fight to the aliens, and who resents the "civilian baggage" he is responsible for -- forgetting why it is that soldiers fight in the first place.

Tom Mason (Noah Wylie) -- a former professor of American History who has a deep knowledge of military history, but lacks practical experience in the art of war. He has read his Caesar, but had not used a firearm before the invasion.

Anne Glass (Blood Moongood) -- a pediatrician turned omni-doctor, who must minister to all the medical needs of the community.

There are a number of other important players, but Mason, Glass, and Weaver form provide a nice conflict triangle for the first two episodes. Weaver is solely concerned with preparing for combat, Glass is concerned with the health of the community, and Mason tries to balance the needs of society with the necessities of war.

Professor Mason provides the lens through which the narrative of the show progresses. He believes that the struggle of the survivors against the aliens is analogous to the American Revolution and believes that if we fight hard enough that it becomes a more expensive/difficult for the aliens to remain than the benefits they gain from occupation, then they will leave. It is Mason who describes the strategy needed in a way that exactly mirrors the traditional sfnal alien invasion tale. It also happens to mirror George Washington's strategy against the British.

The first episode is an engaging introduction to the stakes of the series. The survivors need food, and they need to find out why the aliens are capturing human children. Mason, and a small squad of the resistance, backtrack into the area the community is fleeing to find food and to see if they can locate any harnessed children. It is hoped that they can rescue the children, and find out what the harnesses are for. So far, all attempts to remove the harnesses from children have resulted in the death of the child and no increase the understanding of their purpose. The episode is engaging, and hints that "Falling Skies" can be an occupation/invasion story of the best kind.

It is in the second episode where the edges begin to fray, and the show risks becoming a retread of previously explored narratives -- and uninteresting narratives at that. In the second episode, "The Armory," the resistance is exploring an Armory in pursuit of additional weapons. They soon discover that there are more dangers than the alien "Skitters" that wander the post-invasion landscape. There are also wandering marauders who are on holiday from 80s post-apocalyptic narratives. The marauders of "The Armory" are led by the morally ambiguous ex-con John Pope (Colin Cunningham) who has found that the lawlessness of the post-invasion world suits his brutal nature.

[rant]Why is it that we always have to have the "morally ambiguous leader of wasteland marauders" in these stories? Can't we just do without them? Maybe have the morally ambiguous threat, or even sinister threat, lie hidden in the civilian population rather than as a leader of a roving band of maniacs.[/rant]

As disappointing as the John Pope narrative is, all hope for a good series is not lost as the upcoming third episode adds some interesting narrative conflicts. "The Armory" also includes some good character growth in the Weaver, Mason, and Glass characters.

I have pretty high hopes for the show. I also have a prediction regarding why the kids are being harnessed. I think that the children are being harnessed so that they can become the "pilots" of the alien's dreaded Mechs.

"Falling Skies" combines many elements of past human/alien conflict stories, including some similarities to the "Tripods" trilogy/quadrology of books by John Christopher. In fact, it is the fact that "Falling Skies" has tropes from so many of my favorite alien occupation stories, rather than just one series, is one of the key reasons I have hope for the series. It seems as if the writers of the show are steeped in the tropes of the genre and are comfortable using them, rather than thinking they are reinventing the invasion genre.

I eagerly await the next episode, "Prisoner of War."

Tuesday, June 14, 2011

[Blogging Sir Hereward and Mister Fitz] Sorcerous Puppets and Dark Gods -- A Look at "Sir Hereward and Mister Fitz Go to War Again"

A couple of months ago, I stumbled across a wonderful publication entitled Swords & Dark Magic: The New Sword and Sorcery. The book was edited by Lou Anders, who is one of my three favorite SF/F editors and is Editorial Director for Pyr Books. Anders was aided in his editorial duties by Jonathan Strahan, the Reviews Editor for Locus Magazine. The Table of Contents of the book included a veritable who's who of my favorite Fantasy authors: Michael Moorcock, Gene Wolfe, Glen Cook, and Joe Abercrombie to name a few. Needless to say, with the combination of a talented editor, an industry influencing reviewing editor, and a murderer's row of writers, I imagined that this book was destined to become a favored book -- one that was featured both in my Kindle and on my bookshelf.

I was right in this assumption, but I also encountered a pair of wonderfully unexpected characters. These wandering adventurers, Sir Hereward and Mister Fitz, were featured in the story "A Suitable Present for a Sorcerous Puppet" by Garth Nix. Mister Fitz is the titular Puppet, and he is one of the most interesting characters I have encountered in all my years of reading.

I have mentioned before that my formative years with reading Fantasy literature were saturated with the writings of Michael Moorcock. In fact to me Modern Fantasy begins with Moorcock more so than Tolkien. This being the case, I could only imagine how genre changing Moorcock's anti-hero Elric was. On a rational level, I can see and understand how different Elric is from earlier Sword & Sorcery characters -- and Fantasy characters in general -- but I could not truly imagine how perception changing the character was for those who encountered the character when he was first published. Now I think I can.

Mister Fitz changed the genre for me. You see Mister Fitz is a Sorcerous Puppet -- a puppet animated by ancient sorcery. He's kind of like Pinocchio. As Nix points out in the narrative, the vast majority of Sorcerous Puppets were created to be entertainers -- just like Pinocchio. There are a couple of small difference though. Mister Fitz has a large Pumpkin shaped papier-mâché head, and he's possibly the most powerful Sorcerer the world has ever known.

That's right...a Puppet is the Sorcerer Supreme who uses his sewing related sorcery to battle dark and ancient gods.

The concept was mind blowing.

I immediately began hunting down all of the Sir Hereward and Mister Fitz stories, and discovered that there are three stories. Two are published in print anthologies, and the first was published in Jim Baen's online magazine Universe. That first story is Sir Hereward and Mister Fitz Go to War Again.

Sir Hereward and Mister Fitz are worthy inheritors to the grand Sword & Sorcery tradition of adventuring companions. They fit right in with Fafhrd and the Gray Mouser and Elric and Moonglum. They are wonderfully complementary characters who are a kind of twisted mirror image of one another.

Sir Hereward is the vain and noble Knight and Artillerist. Hereward, likely named after the proto-Robin Hood Hereward the Wake, is a skilled physical combatant who possesses the ennui common among the questing heroes of Sword & Sorcery. He is a noble, but reluctant hero. In his first conversation with Mister Fitz, Hereward wonders at his place in the world and why the world is conspiring to push him and his companion from one dangerous adventure to another. Even when they merely seek a resting place, it seems that events conspire to have them participate in some epic battle. Hereward's humor and kindness, as well as his reluctantly heroic nature, perfectly reflect what I always viewed as the Paladin archetype. He nobly accepts his fate, but wishes he could live and love like other men.

Mister Fitz is...well...he's a Puppet with a papier-mâché head who happens to be a centuries old sorcerer created to battle with gods and demons for the fate of the world.

Hereward and Fitz's first adventure, "Sir Hereward and Mister Fitz Go to War Again" sets the pattern for all of the tales printed to date. Hereward ponders some question -- what their purpose in life is, whether that pirate ship will actually shoot at them, or what exactly makes a good birthday present for a thousand year old puppet -- that hints at the theme of the adventure. At some point, Hereward meets an attractive woman -- who would be more attractive is she bore the ritualistic facial scars of the women around whom he was raised -- that Hereward might be able to have a satisfying relationship with. Some obstacle to happiness in that relationship arises, and potentially some tragedy. Finally, Hereward and Mister Fitz battle some powerful demi-god who was named by an ancient charter as a threat to the world. There is usually a comic, and tragic, twist at the end of the story where we get to see how the continual quest of protecting mankind is a thankless and terrible fate.

In the first tale, Hereward and Fitz are looking for gainful employment in the city of Shûme. Shûme is a vibrant city-state surrounded by poorer nations, nations that appear to be readying for war in a jealous attempt to reduce Shûme's hegemony over the region. But we soon discover all is not as it seems in Shûme, and that Hereward and Mister Fitz's duty to battle eldritch evil overshadows their ability to earn a little money. There are some secrets to Hereward and Fitz's origins that are better left revealed by the tale, but let me say that they are for all intents and purposes under a geas to defend the world. Their charter requires them to combat demons and demi-gods listed in an ancient tome created a number of largely forgotten civilizations. The civilizations may be forgotten, but the evil they opposed is still very real and Hereward and Fitz wander the world stumbling onto that evil and battling it.

The representations of Hereward's swordplay are almost superhuman. He is a truly skilled combatant, but he is still just a man and his skills are primarily limited to battling other mortals. It is Mister Fitz who faces the ancient evils, and who metes justice on those who worship them.

Fitz is a comical and terrifying figure. It is that combination that has endeared him to me. I can only hope that there are more stories on the way.

Well Shoot! -- We didn't win Angry Robot Books' "Steampunk" Kindle

Last month, Angry Robot Books ran an online competition where they solicited "Steampunk" themed artistic creations and offered a Steampunk skinned Kindle as a prize. I am a big fan of Angry Robot Books -- if you aren't reading their books you are really missing out on a wonderfully diverse list of SF/F offerings -- and thought that the Steampunk skinned Kindle looked amazing.

So...even though both Jody and I already own Kindles, and I already own most of the books Angry Robot was preloading into the prize offering, I asked Jody to draw up a submission to the contest. She drew up an inspired image of our cartoon doppelgangers dressed up in thematic garb. I loved the piece and immediately entered it. I think it is magnificent.


Sadly, our entry didn't win. I would scream "Sour Grapes!" except for the fact that the winning entry is pretty cool. I still like Jody's offering more -- they could have at least given her an Honorable Mention for goodness' sake -- but the winning entry is a combination of cute and original.

Congratulations to all the winners. And thanks again to Jody. It's hard to compete with Steampunk Guitars, Dirigibles, Weapons, and Pop-Up cards.

Wednesday, June 08, 2011

Gaming*Mirth -- Fantasy Odd Couples: Love and Gelatinous Cubes


Who doesn't remember their first encounter with a Gelatinous Cube? In my case, our DM misled the group into believing that a Spectre was floating down the hallway toward our group. Most of us panicked, as we lacked magic weapons, but our Paladin charged the foul "undead" creature. He had faith in his magic weapon, the only magic weapon in the group, it was his screams of "it burns, it burns!" that signaled that something else was up.

Tuesday, June 07, 2011

Kickstarter is Gamer Heaven

Ever since Erik Bauer's very successful foray using Kickstarter to fund a Gaming Paper project, it seems that each day brings a new worthy project.  Kickstarter really seems to be where the action is for the prospective game designer/start-up company.  Given my plans for the next couple years, I hope that this trend continues.

Here are two current projects in the midst of their funding processes that caught my eye.  Each one has its own appeal, but if you only had $50 with which to fund projects how would you distribute your hard earned money?

First up is Technoir, a game of high-tech, hard-boiled roleplaying.



Next up is a game that may be too "original" for its own good. I like the underlying concept -- I've mentioned before that I am looking forward to Mike Elliot and Eric Lang's "Quarriors" game -- but the wild variety of the dice in Dice Age might be more a disadvantage in the market than an advantage. What are your thoughts?


Some Gamers Don't Trust Cryptic with D&D, but I Trust Shane Hensley to Deliver

The official Neverwinter MMORPG trailer is out and it looks good.

Check out the Blue Dragon at the end of the video...it looks like D&D. I am officially excited.



I have faith in the gameplay, now if they can only release anywhere close to GenCon.

Wednesday, June 01, 2011

The Saga of Legends & Labyrinths with Star Wars Style Intro

The opening screen roll of the Star Wars franchise is a classic serials trope -- Flash Gordon used it to wonderful effect -- that conveys background information in an attractive manner. Add to that the John Williams score, and you have sheer film making pleasure.

As you know, I am pretty excited about George Strayton's upcoming Legends & Labyrinths game. So excited, that I'm giving it a Star Wars lead in...


Gaming*Mirth: Dragon Pranks -- Pranking Prince Charming

For the past month, my wife Jody has been providing me with fantasy and gaming inspired cartoons that channel the old cartoons that used to be so prominent in gaming magazines like Dragon and The Space Gamer. This week's entry is the first that will be in color.


I'm happy to see that in the weeks since I have started these posts that Wizard's of the Coast has decided to start including cartoons on their website. I don't think I had any influence on their decision, but it is nice to see we are thinking in the same nostalgic way.

Monday, May 30, 2011

G4 Unboxes "Conquest of Nerath"

I am really looking forward to the release of Wizards of the Coast's next board game Conquest of Nerath later this month. I am not only a fan of big box Axis and Allies style board games, but I want to see the "points of light" setting for the D&D 4th Edition game become more developed -- and it looks like this board game will continue Wizards' recent exercise of adding depth to that world.

One of the biggest mistakes that Wizards made with the release of 4e was the lack of focus on a setting with sufficient depth to form a meaningful connection with players. The reported reason for the vagueness of the setting was that it would allow DMs to create more of their own worlds and use the open "points of light" setting as a sandbox. In reality this concept may have appealed to a few gamers, but I believe it cost Wizards greatly. Recently, they have begun to increase the richness of the setting.

First, in the excellent Tiefling and Dragonborn sourcebooks -- products that weren't particularly successful in the market in part due to the fact that DMs had no way of knowing how much rich fluff these products were offering. This is especially true given the relative lightness of fluff in early core products.

Second, in the growing series of books based in the "points of light" setting. The books suffer from a lack of being able to draw on a rich setting, but each book adds more depth to the setting. As I mentioned earlier, reading the books is like watching world building in progress.

Third, products like the upcoming Monster Vault: Threats to the Nentir Vale are filled with rich narrative details -- the kinds of details that should have been in the game from the beginning.

One of the key reasons players enjoy sandboxing around Paizo's Golarion is because the setting has a rich, deep, and strong IP in which to play around. Wizards is finally making the "points of light" setting a richer place.

The G4 box opening makes the game look good, and I'm even more excited about the product itself. I saw a d12 being used and anything that uses d12s automatically gets a boost in my book, which is one reason why I own all the Rogue Games stuff.

You can ignore the last minute of the video where the staff of G4 pretend to play the game.

Friday, May 27, 2011

Legends & Labyrinths Are In My Future


As always the Gen Con festival will mark the release of several exciting new role playing games. Among those set to be released this year is a little game called Legends and Labyrinths that will be published by a group of upstart whippersnappers who plan on setting the role playing game world on fire!

The game combines the wonder, excitement, and flexibility of Old School style games with some of the narrative design elements that are coming to the forefront of modern RPG design. It's Old School play without the rules interpretation arguments. George Strayton, the man behind the project, has incorporated some very innovative rules and infused the project with a level of excitement rarely seen outside the Savage Worlds game boards.

At first glance, you might be thinking this is just another player entering the Old School Renaissance game market -- an already flooded market that already has its high production value products -- but you would be wrong.

Trust me when I say that the release of L&L will be bigger than you imagine.

Wizards, Warriors, and Wedding Anniversaries

Jody drew this image a couple of years ago for a wedding anniversary card she made me. Last year, I used Cafe Press to put this image on mugs and a wall tile as an anniversary present for her.

Quick Review -- "The Temple of Yellow Skulls" by Don Bassingthwaite



Bassingthwaite's Eberron books are among the best examples of how to balance good storytelling while making a work of media tie-in fiction reflect its origins. Bassingthwaite had a way of incorporating the tone of the Eberron setting and the mechanics of D&D into the narrative without the game mechanics getting in the way of the mechanics of good storytelling. His Dragon Below series is among the best D&D media tie-in fiction written to date.

I had high hopes for The Temple of Yellow Skulls -- and the Abyssal Plague series of stories -- because Bassingthwaite's involvement in the project. Sadly, the shallow world design of the "Points of Light" setting (and the Nentir Vale in general) were a little too much for Bassingthwaite's talents to overcome. Don wasn't given the same kind of rich background he had available in his earlier work, and he wasn't given the same freedom to create characters within the story, and the book suffers as a consequence. The characters that Bassingthwaite introduced in "Skulls" are well developed and engaging, but the writing on the carryover characters seems a bit pro forma.

Those criticisms stated, Bassingthwaite tells an entertaining tale that has some genuinely enjoyable moments and the "Points of Light" setting -- and the Nentir Vale -- have more depth as a setting after this book than they did before it. I have been impressed with the way that the authors of this new "Points of Light" series of D&D books have begun to fill in the massive gaps in the setting to create a world. Reading these books is like watching world building in action. This book would have been better if the setting itself had either been flushed out, or the author given more freedom in world building, but the book was a fun way to spend an afternoon.