Tuesday, July 19, 2011

Agent 13 Returns -- Pulp 2.0 Reprinting Classic TSR Pulp Title

My good friend, and former Geekerati Co-host, Bill Cunningham recently announced that his independent publishing company Pulp 2.0 will be republishing the Agent 13 novels that TSR printed in the late 80s. The Agent 13 character was featured in a trilogy of novels written by Flint Dille and Dave Marconi, in a set of comic books, and in an excellent Top Secret S.I. setting/supplement.




When Bill told me the news, I was extremely excited. I have been a fan of the Agent 13 character for some time and the Agent 13 Sourcebook is one of my prized gamebook possesssions.

I only hope that Bill and Flint will be releasing/licensing new RPG or Boardgame material based on this great character.

You can read the full press release below (I don't normally cut and paste press releases, but Bill covers all the bases).

Pulp Publisher to Collect the AGENT 13 Novels by Flint Dille and David Marconi

Los Angeles, CA - Pulp 2.0 Press CEO Bill Cunningham today announced that the company has signed an agreement to redesign and republish the adventures of the classic pulp character, Agent 13,  created and written by Flint Dille (Transformers G1) and David Marconi (Enemy of the State). This Pulp 2.0 collector’ edition titled The Agent 13 Dossier will be exclusively in print, and will collect all three of the original Agent 13 novels as well as exclusive features disclosing the secrets behind the mysterious Midnight Avenger.

Agent 13 was originally published in 1986 by TSR in a trilogy of novels - The Invisible Empire, The Serpentine Assassin and Acolytes of Darkness.  The character spawned a set of graphic novels drawn by artist Dan Spiegle (with covers by Jeff Butler) as well as a role-playing game and comic. Kidnapped as a young child in 1907, a gifted boy was brought to The Shrine, the hidden headquarters of the ancient organization known as The Brotherhood. His past memories were erased, he was assigned the title Agent 13 and trained as an assassin and agent in clandestine operations. He became the best disciple and would have risen high in the ranks of the Brotherhood, until he discovered its true evil nature under its cadaverous leader, Itsu - The Hand Sinister. Fleeing The Brotherhood he is hunted by their ninja-like agents, and begins a deadly cat-and-mouse contest against the organization. He fights back, forming his own group of allies against the Brotherhood who dare to plunge the world toward war.

“Agent 13 is Dille and Marconi’s love letter to the pulps, cliffhanger serials and comics. We at Pulp 2.0 are ecstatic to present our readers with these great pulp adventures in an exclusive collector’s print edition,” said Pulp 2.0 CEO Bill Cunningham.  “I remember reading... okay devouring these books when they first came out, and I’ve always loved the world and characters that Flint and David created.  To be able to design a new edition to share these rare novels and the secrets behind Agent 13 is an honor.”

“We were sitting in Flint’s living room one day, and we started jamming ideas back and forth. Flint was a big fan of the pulps and he showed me some of the old materials he had. He had a book featuring the old pulp covers that we looked at that was very inspiring. I had just written some screenplays for Warner Brothers and had good relationships there, and said that if we came up with an interesting story/pitch about this stuff, we can possibly set it up as a screenplay to write.’ So we originally developed AGENT 13 as a studio pitch to set up as a film, and spent quite a lot of time developing the story and characters as we pitched it around to the various producer/buyers around town,” said co-creator David Marconi.

“Then, when the movie wasn’t getting set up as quickly as we hoped, but the story had progressed to the level where we had all the characters and everything else worked out, we decided to just write the book. Flint  had access to Random House through Gary Gygax and TSR, so we were able to get a publishing deal, and dove straight into Agent 13 novel world. Which at the end of the day, was more fun in that it allowed us to go much deeper into the characters and backstory which can’t be explored in great detail in a 2 hour script format.”

More details will be forthcoming as the project progresses. The Agent 13 contract was negotiated on behalf of the creators by Howard Bliss of Union Entertainment.



About Flint Dille:

Flint Dille is a living embodiment of Transmedia. His career started by turning toys into TV Shows with G1 Transformers, G.I. Joe, Inhumanoids and Visionaries.  He has designed games with Gary Gygax and written movies for Steven Spielberg. Flint has sold game design documents as feature films - Venom  (Dimension 2006) and Agent In Place (Lionsgate 2010).   Flint directed the interactive movie Terror T.R.A.X., Track of the Vampyre which became a television pilot for Fox as well as Dragonstrike, one of the first hybrid film projects.  

Flint has twice won 'Game Script of the Year' (Riddick: Escape from Butcher Bay (with JZP) and Dead to Rights and was nominated for Ghostbusters and Dark Athena.  He has worked on crown jewel franchises including James Bond, Mission: Impossible, Tiny Toons, Batman: Rise of Sin Tsu (Guiness Book of Videogame Records for creating the first Batman villain outside of the comics), Superman, Dungeons & Dragons, Teen Titans and Scooby-Doo.

He has a degree in Ancient History from U.C. Berkeley and an MFA from USC.  Currently, Flint is teaching a class on Alternate Reality Games at UCLA.  His follow up book to The Ultimate Guide to Video Game Writing and Design is about Transmedia.


About David Marconi:

A native of Highland Park, Ill., Marconi was passionate about film making from an early age.  After winning several high-school film making competitions, Marconi was awarded an Alumni Merit Scholarship to attend the University of Southern California's Film School.  Upon graduation, landed his first job as Francis Ford Coppola's assistant on The Outsiders.  

Working closely with Coppola, Marconi "cut his directing teeth" watching Francis direct both The Outsiders and Rumblefish. In 1993, Marconi wrote and directed his first feature, The Harvest, (Columbia TriStar).   The film premiered in the 'official selection' of the San Sebastian Film Festival and went on to win numerous awards in International Film festivals.

The success of The Harvest brought Marconi to the attention of  Simpson/Bruckheimer who commissioned Marconi to write his original screenplay Enemy of the State (Disney) starring Will Smith and Gene Hackman.  Marconi continued  creating tent-pole action films for the major studios; WW3.com (which served as the basis for the Die Hard sequel; Live Free or Die Hard ) (Twentieth Century Fox,) Perfect Suspect for Chris Rock (Twentieth Century Fox,) and the high-tech., science fiction epic; No Man's Land.  (Dreamworks.)

Most recently, Marconi was a featured guest speaker for IADC, International Attorney's Defense Council, and the Department of Defense Cyber-Crime Conference where he lectured on his film Enemy of the State and how it relates to privacy concerns and cyber-warfare in a post 9-11 world.  2011 will mark Marconi's second foray behind the lens as a writer/director with his new feature film; INTERSECTION, a gritty thriller currently in pre-production being produced by Luc Besson, the director of THE PROFESSIONAL, FIFTH ELEMENT and Europa Corp.  Holding duel citizenship for the US and EU (Italy,) Marconi divides his time between Los Angeles and Europe.

Conan -- And With this Preview...I'm Excited

I no longer care that this Conan screenplay isn't pulled from the pages of a Howard story.  Count me as officially jazzed...even with the weird costuming on Ron Perlman.  If only they didn't do the whole "it's in 3D" thing.  Then I'd be ecstatic.

Saturday, July 16, 2011

Beyond the Edge of Darkness, There is a World of Sword and Sorcery

Today's fantasy film, and roleplaying game, film viewers are spoiled.  The modern fan of fantasy films can brag about the production values of Peter Jackson's "Lord of the Rings" adaptations, or how How to Train Your Dragon was one of the best films released in 2010.  Today's movie studios aren't afraid to use SF/F intellectual property as the basis for tent pole productions.  Today's fantasy films are often big budget affairs with top named actors and cutting edge special effects.

Even smaller productions like Fantasy Flight Games' Midnight Chronicless exhibit a seriousness almost completely absent from the fantasy films of the 80s.  In the 80s, the vast majority of fantasy films were B-movie productions that had to make up in "fun" what they often lacked in style or budget.  Things that would today be exiled to SyFy for their initial release, were theatrical films in the 1980s.

This isn't to say that the films of the 80s weren't enjoyable, just that they weren't as polished and professional as those made today.

Of those fantasy films of the 80s -- excluding Excalibur which is just pure awesome -- one film loomed large above the others in my mind.  That film was Hawk the Slayer.

No film captured the sense of fun and fantasy of Dungeons and Dragons like Hawk.  The film was camp, it was crazy, and I loved every minute of it.  I still do.

Three decades have passed since the release of that film, but its legacy lives on.  The director is planning a sequel, which can only be a labor of love, and I hope that the sequel gets completed.  I'll be among the first in line.

Friday, July 15, 2011

[Blogging Northwest Smith] -- Black Thirst (Reprise)

The following is a reprise of my second "Blogging Northwest Smith" series, this time discussing "Black Thirst." Looking back on the older post, I find that I ought to have mentioned how the focus on beauty does mirror some aspects of Planetary Romance tales like the John Carter series. I didn't point it out in the past because I don't think Moore is writing strict Planetary Romance, she's doing something more.



In the last installment of "Blogging Northwest Smith," I discussed how C L Moore's tales of Northwest Smith included elements of Space Opera and Weird Horror and pushed the envelope of what constituted a Science Fiction tale. By Space Opera I am referring to the earlier "Space Opera equals Space Westerns" description often used during the early days of the genre.

I am far from the first to notice that Moore incorporated elements of Weird Horror into the tales of her space faring anti-hero, Lin Carter noticed her inclusion of these elements and thought it likely they were added to garner publication in Weird Tales. Whatever Moore's reasons for including Weird Horror elements, as she did with her adaptation of the Medusa into "pleasure vampire" in "Shambleau," she was deeply enough tied to the Lovecraftian circle that she was one of the co-authors (in fact she was the jump start author) of a Lovecraftian "shared world" tale entitled The Challenge from Beyond (more on this in a later post).

For the modern fan of Science Fiction, the incorporation of horror elements into a Science Fiction narrative seems perfectly natural. Everything from the Atomic Horror films of the 50s and 60s to Ridley Scott's masterpiece Alien (based on A.E. van Vogt's 1939 Astounding story "Black Destroyer" which was included as chapters 1-6 of The Voyage of the Space Beagle) to Joss Whedon's Firefly demonstrate how deeply saturated film and television are with the SF horror story. But for fans of "Space Westerns," Foundation, or modern Space Opera, the shift in suspension of disbelief from hard SF to Weird Horror SF isn't guaranteed.

When I read "Shambleau," I was struck by how much the narrative followed the format of a classic Western and by how the monster/alien of the tale was Lovecraftian in nature -- tentacles and all. "Black Thirst" takes the combination of Science Fiction and horror a different direction than "Shambleau." Where in "Shambleau" the tale was one of Weird Horror overlaying a Western, "Black Thirst" is a tale of Gothic Horror that contains no small elements of the Western and Weird Horror genre.

Our tale begins with our protagonist, Northwest Smith, leaning against a warehouse wall in some unfriendly waterfront street on Venus. He soon encounters a woman, immediately recognizable as a Minga maid, who begs Northwest to visit her in the Minga stronghold in order to provide her some sort of aid.

Moore spends some time describing the Minga palace as a building that pre-existed the majority of civilization on Venus, describing how the stronghold was already built by the time some great Venusian explorer had sailed the seas in search of new land. The Minga maids themselves are as mysterious as the palace from which they are sold, they are "those beauties that from the beginning of history have been bred in the Minga stronghold for loveliness and grace, as race-horses are bred on Earth, and reared from earliest infancy in the art of charming men. Scarcely a court on the three planets lacks at least one of these exquisite creatures..."

Establishing the mysterious origins of the stronghold and the maids, Moore quickly establishes the dangers associated with attempting to "lay a finger" on a Minga maid. It is a danger with no appeal as "The chastity of Minga girls was proverbial, a trade boast." The purpose of these beauty slaves seems not to be a sexual one, and this is reinforced later when the real purpose of the breeding of the maids is reveals, but a purely aesthetic one. The women are bred for their beauty, in form and manner, and the price paid is for these things alone.

The concept of a stronghold of courtesans, trained in the art of charming men, combined with the similarities between Malcolm Reynolds and Northwest Smith leave one wondering if Joss Whedon had read this tale before creating Firefly. Not to imply with any certainty that Whedon was directly influenced by Moore, but it is hard for me to visualize anyone other than Nathan Fillion playing Northwest Smith in a movie -- and if he did Whedon fans would cry foul that Northwest is a direct Mal ripoff.

As the Minga maid, named Vaudir, leaves Smith she does so with a warning. She warns Northwest about the evil that is the Alendar and hints at his origins when she discusses there are "elemental" things that don't sink back into the darkness from which they came if a civilization develops too swiftly. "Life rises out of dark and mystery and things too strange and terrible to be looked upon." Here she hints at the history of the Minga and the Alendar and Moore incorporates imagery from Weird Horror. The concept of elemental evil is one of Weird Horror and it is the type of horror that is used to describe the Alendar.

Smith agrees to help the maid and approaches the stronghold as she told him he should. What follows is a series of scenes reminiscent of Bram Stoker's Dracula in which our hero plays, a much braver version, of Jonathan Harker. Smith wanders the hallways of the palace sensing, but not seeing, the great evil that awaits him. He arrives at Vaudir's room, but it is not long before he encounters the Alendar him/itself. The Alendar is a manlike creature possessed of great psychic powers, powers which overwhelm our protagonist and could kill him in an instant. But a quick death is not to be for Smith as he possesses something of value that the Alendar desires.

The Alendar, it seems, is -- like the Shambleau -- a kind of vampire. Unlike the Shambleau the Alendar does not feed on sexual/physical pleasure, instead he/it feeds on beauty. For the Alendar beauty is a tangible thing, an objective thing that provides real nourishment. The only way in which beauty is subjective regarding the Alendar's hunger is in its "form." What is beauty for a human female isn't beauty in a human male, which is why the Alendar has spared Smith. Smith possesses the quality of male beauty which must be fully developed before the Alendar can feed on him. As the Alendar describes his method of nourishment, Smith is given glimpses of unimaginable beauty -- beauty that can cause madness.

How the tale unfolds from here I will leave for you to discover on you own, but I would like to spend some time discussing some of the interesting concepts Moore threw into this story.

She is quite obviously writing a tale about slavery and presents human trafficking as a horrible affair, but she is also presenting a discussion of beauty and what constitutes true beauty. The Alendar describes beauty as follows:

"Beauty is as tangible as blood, in a way. It is a separate distinct force that inhabits the bodies of men and women. You must have noticed the vacuity that accompanies perfect beauty in so many women... the force so strong that it drives out all other forces and lives vampirishly at the expense of intelligence and goodness and conscience and all else...

For beauty, as I have said, eats up all other qualities but beauty."

The beauty that Moore has the Alendar describe is in itself horrifying, yet it is also an interesting spark for discussion. Vaudir -- who has asked Smith for assistance and led to his current state of danger -- is beautiful, but she possesses something more. She possesses and intelligence and free will that make her more desirable to the Alendar than her beauty alone would demand. Smith too possesses this combination of independence and beauty, a combination that the Alendar seeks to use in order to overcome the boredom which results from the consumption of his current fare of pure beauty. Moore is simultaneously critiquing the "cult of beauty" and proffering an alternative -- a beauty that combines intelligence, independence, and appearance. There is a strong feminist spirit underlying the story and it is this spirit that separates this tale from a run of the mill narrative.

As before, Moore combines elements from a variety of literature in this piece in a manner that is fluid. The discussion of elemental evil has ties to Weird Horror. The Alendar, his stronghold, and the equation of beauty itself with the horrific echo Gothic Horror. The manner in which Smith is encountered and the stories resolution are straight from a Western, one could easily see "Black Thirst" as an episode of Wild, Wild, West. With all that Moore combines genre elements one might expect to become lost in some residual narrative clutter, yet that never occurs. Moore has a story she wants to tell, of a vampire who consumes beauty yet seeks something more, and it makes for quite an entertaining ride.

Previous Blogging Northwest Smith Entries:

1) Blogging Northwest Smith: "Shambleau"

Character 'Death' in Fantasy Role-Playing Games

One of my best friends, and a regular at my gaming table, Eric Lytle wanted to share his thoughts on role playing games and character deaths. He's a great asset at the table, and I thought his observations might demonstrate some interesting differences underlying game play for modern gamers versus "grognards."



Illustration Copyright 2011 Jody Lindke


I HATE character deaths in fantasy Role-playing games, for the most part. I certainly think death has a valid place in the milieu. I can't recall ever running away from an encounter, ever. And for this reason I've had many characters die on me. The most telling example is 1st edition Basic D&D where this is pretty much the norm. Even printed adventure expect DMs to be killing characters left and right. I've rolled up at least 10 characters for a level 1 adventure in basic D&D. As a result the cast of characters for our campaign include a cavalcade of boring faceless dead. I just stopped putting any effort into developing them. They were ammunition in a gun. Not the richly developed characters;with character links to other players, emotional ties to NPCs, well developed back story that creates good heroic motivations for actions, that I usually enjoy playing. When the first basic D&D came out and there was nothing else to be had on the market I'm sure that I would have been fine with it. My introduction to the RPG scene was much later. I started really heavily playing paper and pencil role playing games with Star Wars D20, which is a cinematic role-playing game about being awesome(read Jedi Knight). It's certainly not the wild west days of RPGs anymore.

As a member of the RPG 'new school' it is my expectation that character death is not an imminent threat. Party level balanced encounter design is the norm for new school RPGs and I think this is a good thing. It takes a lot of headaches away when the maths is all figured out for you. Game expectations are to tell a collaborative story and not an antagonistic one. GM and players are working together to have fun and tell cool stories. There is no sinister villain behind the DM screen trying to kill the player characters anymore.

As a player I want character death to have meaning. I get attached to the characters create and unless it's a character I was provided for a 4-6 hour convention game I'm looking to create long story arcs with them because I sure as heck have imagined an entire back story for them even if it's not written down or well articulated to the other players. And even when I'm playing a 'con' game I want the death to be meaningful. I didn't pay money to have some GM bully me for six hours and finish the story with "I'm sorry you died".

As a GM I don't want to frustrate my players or have them feel like I overwhelmed them. The goal is to tell a heroic story. If the high critical zombie minion takes out the Dragonborn paladin with a lucky shot its not that heroic of a tale. PC death can be an interesting part of the story but it should come organically from storytelling not from opposed tactics and lucky dice rolls. Sure the villain should be trying to stop the PCs from interfering with their plans. But there are many ways to be 'taken out' of a situation that aren't lethal. Setbacks are great in these kinds of games. But having to develop a new character in an established game because of chance shouldn't be a goal or a byproduct for fantasy RPG play.

This is specific to Fantasy RPGs (i.e. D&D and its clones). I can see the value in having disposable characters for other types of role-playing games. Character deaths in a gritty noir story or a Lovecraftian horror story make a lot of sense to me. Check out Sean Preston's discussion of Grittiness in Savage Worlds in regards to Bennies at Reality Blurs. Although to be honest I'm lying about this point. I still hate character death unless it serves some story purpose. Rob Donoghue talks about character death in Fantasy over at his Some Space to Think blog (with Game of Thrones spoilers), which also touches on how it adds that gritty feeling to the genre. It is unthinkable to kill your characters in other genres too. Doc Savage and friends aren't going to be biting the bullet in your pulp RPG.

Thursday, July 14, 2011

Disney's "John Carter" Teaser Trailer Captures the Wonder of the Imagination

I have mentioned in the past that it was Michael Moorcock who instilled in me a love of fantasy, and that it was Edgar Rice Burroughs who instilled in me an everlasting and insatiable love of reading.  Those who have seen my overflowing book shelves, and my large storage unit filled with books and games, might find the fact that I once claimed that English was my least favorite subject due to all the reading a little incredible.

...seriously, who has a storage unit filled with books and games?...

Of all of Burroughs tales, it was his wonderful John Carter Planetary Romances that sparked my imagination to wonder at distant shores.  It was these books that gave me an insatiable hunger to experience that kind of escape and profound sense of greatness.  It wasn't that Burroughs wordsmithery was profoundly great and beautiful.  It was his ability to convey just enough information for your own mind to create that sense of wonder that kept me coming back.



The John Carter stories -- with their stilted Edwardian/Victorian morality -- provided an interesting and valuable look at love and courage.  It was a point of view that was often lacking in much of the fiction of the my youth, which was more jaded and more realistic in the presentation of relationships.  

Even Elric -- tragic, ironic, sardonic, immoral, cynical, despicable as he is -- is a student of John Carter when it comes to love.  His love for Cymoril, and his remorse over her death, echo Carter's love.   No man can love a woman as much as Carter loves Dejah Thoris, and maybe no man should, but it makes for wonderful romance.

By the looks of the preview, the upcoming Disney film manages to capture some of the wonder and romance of the Burroughs tales in addition to all of the action.  If the preview is any indication, the film also manages to capture the feel of the alien yet familiar geography of Barsoom.  Disney's John Carter doesn't look like "my" imagined one -- which was heavily Michael Whelan influenced -- but it does capture my imagination.

I have high hopes for this film.

Wednesday, July 13, 2011

[Blogging Northwest Smith] -- Shambleau (A Reprise)

Almost two years ago, Cinerati featured a post discussing the differences between Sword and Sorcery tales and stories of Planetary Romance. According to the post, a couple of the key differences were the moral clarity of Planetary Romance tales and the inclusion of "Weird Supernatural" elements in Sword and Sorcery tales. In response to the post, Blue Tyson, posited that I had left a "Northwest Smith" sized hole in my argument. The implication being that these tales contained "Weird Supernatural" while falling squarely into the Planetary Romance genre.

At the time I had only read Catherine Lucille Moore's Jirel of Joiry tales, and not her Northwest Smith stories. Blue Tyson's comment deeply intrigued me, and I decided to read C.L. Moore's Northwest Smith stories and to do one blog entry per story as I read them. For the exercise, I used Paizo Publishing's excellent Planet Stories edition of Northwest of Earth, which contains the complete stories of Northwest Smith (including "Nymph of Darkness" a collaboration with Forrest J Ackerman and "Quest for the Starstone" a collaboration with Henry Kuttner), as my reference during the discussion.

Eventually, life caught up with my ambitious attempt -- in the form of twin daughters, graduate school, and work related stresses -- and I was unable to complete the experiment.

I think of it as one of my failings as a blogger. I think of it as my biggest failure, just above not being able to continue my Geekerati podcast with Bill Cunningham and Shawna Benson -- a podcast that I still think is among the best done. Just skip the last couple of episodes, which were recorded as the podcast was in its twilight.

Now that it is summer, and Gen Con approaches rapidly, I would like to re-ignite my series. To that end, I will be re-posting the earlier blog posts for the next few days, after which I will complete my Northwest Smith journey. If you want to skip ahead, you can read the originals by going to the Blogging SF/F page, but I'd rather you stuck around for the ride and commented on the new pages.


For those of you who are unfamiliar with Northwest Smith, he is often discussed as the fictional character who is the inspiration for George Lucas' character Han Solo. Any need to point out similarities between Northwest Smith and Indiana Jones seems unnecessary, as the names themselves speak volumes about that connection. According to John Clute's Encyclopedia of Fantasy, "Through Smith, CLM helped revamp the formulae of both space opera and heroic fantasy. Smith's introspection and fallibility give him a more human dimension than his predecessors in heroic fantasy, and the depiction of his sexual vulnerability represented a psychological maturity uncommon in the field."

I think it bears mentioning that Stephan Dziemianowicz, who wrote the entry in the Encyclopedia, makes no mention of Planetary Romance in the Northwest Smith section and focuses on Smith's importance in space opera and heroic fantasy. I mentioned in the prior post that Planetary Romance was a sub-genre of heroic fantasy, but then again so is a great deal of fiction that no one would ever imagine being classified as Planetary Romance.

If "Shambleau" is any indication of the direction that future Northwest Smith tales will wander, Moore's tales of Smith belong firmly in the genre of space opera and completely outside the bounds of Planetary Romance. Though the Smith tales' inclusion of imagery associated with "Weird Fiction" marks them as stories that extend the boundaries of the traditional space opera tale.

In support of the Smith stories falling into the sub-genre of space opera -- a genre that some argue includes the Planet Stories tales of Leigh Brackett, though I believe that classification lacks specificity and makes space opera too broad a category -- I looked to David G. Hartwell and Kathryn Cramer's The Space Opera Renaissance for a working definition of space opera. They offer two early definitions of the genre. These early definitions are most useful given the publication dates of the Smith tales, newer definitions bring to mind epic tales like Iain Bank's "Culture" stories or Asimov's "Foundation" due to the expansion of the use of the term space opera.

According to Hartwell and Cramer, the Fancyclopedia II had the following definition:
Space Opera ([coined by Wilson] Tucker) A hack science-fiction story, a dressed-up Western; so called by analogy with "horse opera" for Western bangbangshootemup movies and "soap opera" for radio and video yellowdrama.


Hartwell and Cramer are quick to point out that this definition is actually a watered-down version of what Tucker actually said in his fanzine, which wasn't to actually equate Westerns and Space Opera as telling similar tales. But the connection had been made and by the early 1950s, Galaxy magazine was firm in its use of space opera as "any hackneyed SF filled with stereotypes borrowed from Westerns." The definition of what constitutes space opera has since expanded significantly since the 50s -- it has come to be so broad as to include both Planetary Romance and the "Culture" stories which is almost too broad -- but the connection between the Western and space opera seems particularly significant in the case of Northwest Smith. I would not call Moore's writing hackneyed, but "Shambleau" could easily be rewritten as a Western with only minor cosmetic changes.

"Shambleau," which was Moore's first published story, was published in 1933 during the height of the pulp era. The shelves were filled with a wide array of writing of various qualities, but it is easy to see why Moore's piece was selected for publication in the November 1933 edition of Weird Tales. The piece could also be used as a demonstration for how to mold a work of writing to suit a particular publication. It isn't hard to believe that Moore actually started this as a Western and then adapted it to better suit the tastes of Weird Tales.

"Shambleau" opens with a prefatory paragraph which sets the tone of the tale, establishes a sense of history and place, and gives readers some foreshadowing regarding the turn the tale will take. The paragraph is reminiscent of the paragraphs Robert E. Howard used to open his Conan tales. Where his paragraphs represented excerpts from the fictional Nemedian Chronicles, Moore's resemble the careful tone of a campfire tale. The paragraph is different in tone from Howard's, but serves much the same purpose.

It begins:
MAN HAS CONQUERED Space before. You may be sure of that. Somewhere beyond the Egyptians, in that dimness out of which come echoes of half-mythical names -- Atlantis, Mu -- somewhere back of history's first beginnings there must have been an age when mankind, like us today, built cities of steel to house its star-roving ships and knew the names of the planets in their own native tongues--


One might believe after reading this paragraph -- especially since the place names for Mars and Venus used later in the story are those used in this paragraph -- that he or she is about to read about Space travel in this time before time. This is not the case. References to "New York roast beef" and a "Chino-Aryan war" leave any speculation that this tale takes place in a forgotten time behind. No...this tale takes place in our future, after mankind has once again conquered Space. The sense of the mythical is used in order to make the twist of the story plausible and ensures that the twist falls well within a reader's suspension of disbelief.

We know that our tale take place at some time during mankind's Space conquering future, but what kind of future is it and what kind of man is our protagonist? Apparently, the Mars of the future is a lot like Virginia City.

"Shambleau! Ha...Shambleau!" The wild hysteria of the mob rocketed from wall to wall of Lakkdarol's narrow streets and the storming of heavy boots over the slag-red pavement made an ominous undertone to that swelling bay...

Northwest Smith heard it coming and stepped into the nearest doorway, laying a wary hand on his heat-gun's grip, and his colorless eyes narrowed. Strange sounds were common enough in the streets of Earth's latest colony on Mars -- a raw, red little down where anything might happen, and very often did.


Moore gets us into the action quickly. After a prefatory paragraph that sets the tone and place, she launches us straight into a dangerous situation. It's like reading the scrolling preface before a Star Wars film and then being thrust right into the action. In this case, the action of the tale is simple enough. A wild mob is shouting for the death of a woman, whether "Shambleau" is her name or the name of her people has not yet been made clear, and Northwest Smith takes it upon himself to calm the mob and save the girl. It is only after saving the girl that Northwest Smith comes to understand why the mob was after the woman in the first place -- to tell you more about the girl would be spoiling the fun, but it would also be unfair to leave out further discussion of our protagonist.

We know by his introduction, and his hand on his heat gun, that Northwest Smith is a dangerous man. We come to find out that his saving of the woman probably had little to do with chivalry, but more to do with "that chord of sympathy for the underdog that stirs in every Earthman." This chord of sympathy must stir strong in Smith, because the mob is pretty persistent and Smith -- like Han Solo after him -- isn't the kind who wants to get too involved in this kind of action. Smith's business is usually of a different sort:
Smith's errand in Lakkdarol, like most of his errands, is better not spoken of. Man lives as he must, and Smith's living was a perilous affair outside the law and ruled by the ray-gun only. It is enough to say that the shipping-port and its cargoes outbound interested him deeply just now...

Apparently, Smith is a blaggard whose day to day business is so unseemly that Moore refrains from sharing it, likely because the audience would lose sympathy with our protagonist. It is easy to see how Smith became the archetype that anti-heroes would be based upon for decades to come. He's a cautious man, who pulls for the underdog, but who participates in business best left unspoken. Sounds like Han Solo to me...or Wolverine.

"Shambleau" is a fun tale with a nice twist, a twist that is fairly obvious after the prefatory paragraph. One can see illustrations of "Shambleau" by Barbarella creator Jean-Claude Forest at this fairly NSFW link if you don't want to wait to find out the surprise. I recommend waiting. Read Moore's prose first. Moore incorporates classic mythology into the Science Fiction narrative smoothly and dramatically. Her writing is addictive and she manages to take a classic monster and turn it into something really weird.

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.