Sunday, June 03, 2012

The Vacuous Grimoire

From Grognardia, quoting Gygax's Dungeon Masters Guide:

 A book of this sort is totally impossible to tell from a normal one, although if a detect magic spell is cast, there will be a magical aura noted. Any character who opens the work and reads so much as a single glyph therein must make 2 saving throws versus magic. The first is to determine if 1 point of intelligence is lost, the second is to find if 2 points of wisdom are lost. Once opened and read, the vacuous grimoire remains, and it must be burned to be rid of it after first casting a remove curse spell. If the tome is placed with other books, its appearance will instantly alter to conform to one of the other works it is amongst. 

My question: What are the fictional (invisible) books that are bad for a reader's mental health? The Necronomicon (and other Lovecraftian creations); the manuscript in Amis's The Information...

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Saturday, March 17, 2012

The Martian chronicles



It's unlikely I'll get to see John Carter (dubbed "Ishtar on Mars" by the NYT) before it leaves the theaters, so all I can do is read...

1. Here's Shadowplay, "The Face on the Barsoom Floor" (a pretty positive take on the film):

So, JOHN CARTER, a movie which is underperforming ENTIRELY, I submit, because some halfwit at Disney decided to omit the words “OF MARS” from their $250 million epic, thereby making it sound like MICHAEL CLAYTON or JACKIE BROWN. Low-key, in other words. The decision reeks of stupidity not just because it miss-sells the product (I guess the ads made most of us aware what kind of film this really was) but because it gave off a whiff of panic, and the press bloodhounds were all over that. So the movie emerged sheened in flop sweat, before a skeptical rather than an enthused populace.

2. Here's Geoff Ryman's excellent story "Film-makers of Mars," from his collection Paradise Tales (Small Beer Press) and now back up on the Tor site (where it originally appeared).

3. And here's Grognardia on one of the rarest TSR products—Warriors of Mars: The Warfare of Barsoom in Miniature:

If you've never heard of Warriors of Mars, let alone seen a copy, there's a good reason for that. There was, so far as I know, only one print run of the book before the Edgar Rice Burroughs estate contacted TSR about possible infringement of their rights. Rather than risk legal action, the book was never reprinted, making it today one of the rarest -- and most expensive -- TSR products. I've tried in vain to obtain a copy for myself at a reasonable (i.e. not multi-hundred dollar) price for several years now but to no avail. . . .

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Monday, November 28, 2011

Quote of the day

In the night sky, at certain seasons when the Inner Moons are on the other side of our primary and the starry skies are clear, I can (I fancy) see the earth. A remote and insignificant spark of blue fire it seems from this distance; a tiny point of light lost amid the blackness of the infinite void. Can it truly be that I was born and lived my first twenty-four years on that blue spark—or was that life but a dream, and have I spent all of my days upon this weird world of Thanator? It is a question for the philosophers to settle, and I am but a simple warrior. —Lin Carter, "Jandar of Callisto" (at Grognardia)

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Tuesday, September 27, 2011

Enter Sandman

"Sandman may not be the strangest game ever published in the annals of the hobby, but it's probably the strangest game I ever purchased. As you might guess based on the ad's description of Sandman as a "game of dramatic entertainment," Sandman presented itself as something different from the average roleplaying game. Each player took on the role of an amnesiac traveler in a surreal world with which they weren't familiar, so there was no need for character generation or world information, which theoretically made it suitable for complete novices. The idea was that the players would learn about the game's weird setting and their characters through play over the course of many adventures, four of which were included in the initial Map of Halaal boxed set...

"Had the game line continued, there'd have been several more boxed sets, each of which provided more clues about the nature of the characters, the setting, and the titular Sandman, a mysterious being who seems to know who the characters are and may or may not be responsible for their presence in the game's bizarre world. Discovering the identity of the Sandman was also the goal of a contest offering a $10,000 prize to the winner. So far as I know, no one ever won the prize, but that might have more to do with the fact that Pacesetter went out of business sometime in 1986 or thereabouts." —Grognardia (where else?)

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Wednesday, August 03, 2011

The eponymous labyrinth


More higher order thinking about RPGs from Grognardia:

For me, the banality of The Nightmare Maze of Jigrésh is its real value.

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Wednesday, July 20, 2011

The Mystery of the Anonymous Supplement Writer


I regularly bemoan the fact that GDW allowed the Third Imperium to become not merely an example setting for their SF RPG Traveller but the setting for it. I continue to feel that, by doing this, it so firmly yoked Traveller's ruleset to a single setting that it subtly discouraged players of the game from making up their own settings and instead to rely on GDW and its licensees for more setting information to use in their campaigns. One such licensee was Judges Guild, which produced several Traveller adventures and sector supplements, one of which was Ley Sector, published in 1980 by an unknown author (there is no writer credited anywhere in the text). —Grognardia


What if it's a "Purloined Letter" scenario—and the author's name is "Ley Sector"?

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Tuesday, May 03, 2011

I was told there'd be a conversation!


Tomorrow night at 7, please join me at McNally Jackson bookstore (52 Prince St.) as I talk to the one and only Sloane Crosley! Her second book, How Did You Get This Number, is just out in paperback. Come listen, pick up a copy, say hi!

More here and here.

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Pinch me! Grognardia is running a new semiweekly feature—the Ads of Dragon! Today he scans in an ad for Quirks, "the game of un-natural selection."

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Wednesday, April 20, 2011

Advertising age

Today, James at Grognardia reflects:
When I entered the hobby, if you played a science fiction game, you either played Traveller or Space Opera. I was a Traveller man back then, so Space Opera was one of those games I noticed on game store shelves and whose ads and articles I saw in the pages of Dragon but which I never actually played.
I've already written about how I didn't actually play D&D that much (though I was fascinated by the rulebooks), but I have such strong memories of reading the ads in Dragon—for games I'd never play, for games that I'd never even seen on the shelves. I'm coming to believe that, in their unavailability—shall we call it invisibility?—they were as fascinating to me as the few games (D&D, Gamma World, Top Secret, a few others) that I did play.

Part of the fun of reading Grognardia is that James (who I gather is around my age) will frequently review a game that I recall seeing ads for in Dragon: Bushido (RPG of feudal Japan), Superhero 2044, et al. It's like hearing the other half of a conversation that got broken off decades ago.

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Wednesday, March 30, 2011

Cuisinarts and Cosmetology

Grognardia is on a roll:

As amazing as Fringeworthy's central concept is, its rules left something to be desired. Characters possess a large number of stats, both generated and derived. There are also skills, the list of which is quite extensive, including such invaluable ones as "Food Processing" and "Cosmetology," among many, many more. This level of detail is found throughout the rules, with lots of attention given to combat, damage, and weaponry as you might expect from a game of this period. However, there's also similar detail given to most other subjects, including disease and the nutritional value of various foods.


(Actually, it's always on a roll...)

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Saturday, March 05, 2011

"The antithesis of weal"

"This just might be the most enjoyable comment thread I've ever read on any blog post anywhere on the internet."

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Thursday, February 10, 2011

Uniques, Toolmasters, Ubermenschen

I. Carl Wilson's close reading of a new Destroyer song.

II. Grognardia on Superhero 2044:

Character creation uses a point-buy system that was unusual for its time. 140 points are used to purchase attributes (there are seven), as modified by the character's "type." Superhero 2044 presents three types of characters: uniques ("possessing powers and abilities far beyond those of mortal men" -- think Superman), toolmasters (think Iron Man), and ubermenschen (think Tarzan). Up to 50 points may be allocated toward a character's super powers and related abilities. However, there are no rules or descriptions of super powers. This was done consciously by Donald Saxman "for copyright reasons," which is bizarre from both a legal and a game design perspective. Instead, it's left to each player, in cooperation with the referee, to model a character's super powers so that they work with the game's various systems, particularly combat.
III. I enjoyed my appearance on a panel at Fordham the other night (thanks to Helene Stapinski), where I met Arthur Phillips, Mary Elizabeth Williams, and Jim Dwyer. (I also met two students from Buffalo!) Jim read one of his columns, about Marie Ponsot—a great piece, with this nugget on writing every day:

“I used to have babies all over the place, and the people I was teaching, and I could find 10 minutes every day,” Ms. Ponsot said. “You’ve always got 10 minutes.”

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Monday, January 24, 2011

Reality hunger—underwater edition

From (where else?) Grognardia:

There are a lot of reasons why [Richard S. Shaver's] "I Remember Lemuria" generated such a positive response with readers, but perhaps the most likely is that it doesn't present itself as fiction at all, a pose that is aided by its copious accompanying footnotes, most of which were supplied by Amazing's editor, Ray Palmer. For example, here's a long footnote on the deros:
Pressed for a more complete explanation, Mr. Shaver has defined "dero' for us:

"Long ago it happened that certain (underground) cities were abandoned and into those cities stole many mild mortals to live, At first they were normal people, though on a lower intelligence plane; and ignorant due to lack of proper education. It was inevitable that certain inhabitants of the culture forests lose themselves and escape proper development; and some of them are of faulty development. But due to their improper handling of the life-force and ray apparatus in the abandoned cities, these apparatii became harmful in effect. They simply did not realize that the ray filters of the ray mechanisms must be changed and much of the conductive metal renewed regularly. If such renewals are not made, the apparatus collects in itself—in its metal—a disintegrant particle which gradually turns its beneficial qualities into strangely harmful ones.[...]"

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Saturday, January 22, 2011

Like Cormac McCarthy, But More Barbaric

It's Robert E. Howard's 105th birthday. Grognardia quotes H.P. Lovecraft's 1936 tribute to him:

No one could write more convincingly of violence and gore than he, and his battle passages reveal an instinctive aptitude for military tactics which would have brought him distinction in times of war. His real gifts were even higher than the readers of his published works would suspect, and had he lived, would have helped him to make his mark in serious literature with some folk epic of his beloved southwest.[...]That such an artist should perish while hundreds of insincere hacks continue to concoct spurious ghosts and vampires and space-ships and occult detectives is indeed a sorry piece of cosmic irony!

I like how that first part makes him sound like Cormac McCarthy.

Did I mention that I saw the Vincent D'Onofrio/Renée Zellweger take on Howard, The Whole Wide World? It Was Pretty Good.

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Sneak peek: Lovecraft scholar S.T. Joshi is interviewed in next month's Believer...

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Thursday, January 13, 2011

All the way to the bank!



(Via Ta-Nehisi)

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I wasn't much of a wargamer, but I did enjoy Ogre! Grognardia remembers:

...It was fun to watch too and everyone had their own opinions regarding the "best" tactics to use. I think that's what made the game so much fun: there was no sure-fire way to win, but that didn't stop everyone I've ever known declaring that they'd figured out the "secret" to Ogre. For example, I know several gamers who claim that there's no way the ogre player can win, while several others claim just the opposite. I'm no great tactician myself, so I can't say with certainty whose claims are right and whose are wrong. I can only say that Ogre is one of those rare games that really is different every time you play it, depending on the scenario and the person against whom you play.


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The almighty Lev Grossman on how D&D influenced him:

What else? We were always drawn to the weird, fringe stuff like Barrier Peaks and Queen of the Demonweb Pits, and the more arcane weapons. I have spent literally hours of my life just contemplating the meaning of the Bohemian Ear-Spoon.


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Speaking of D&D, I just read Joe Daly's Dungeon Quest (Book One)—weirdly exhilarating and very funny...

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...annnnnd speaking of D&D: Jenny D reads my Dungeon Master's Guide essay in Bound to Last—and reminisces about those "Wordly Wise" books!

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Thursday, December 02, 2010

If the task is especially difficult

At Grognardia, pondering the appealing/insane complexity of the rules for the old role-playing game Universe:

2. One of the character's Characteristics Ratings (specified in the skill description) is added to the square of his Skill Level, and the total is added to the base chance listed for the task. In some instances, the Skill Level may be increased (before squaring) by a piece of equipment or decreased if the task is especially difficult. The base chance may be further modified by the task description or at the GM's discretion (in some cases, he may apply a modifier secretly).

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Tuesday, August 31, 2010

"The Mound"

Grognardia on H.P. Lovecraft as reviser/collaborator:


Of course, Lovecraft being Lovecraft, he frequently rewrote nearly the entirety of the story he was merely supposed to revise. The result is something that should, in most respects, be considered a Lovecraft story. However, because he took seriously the notion that he was revising someone else's work, HPL did he best to retain as much of his client's ideas as possible, even when, in the final analysis, only the barest skeleton of non-Lovecraftian material can be seen in the revision. Thus, there's generally enough non-Lovecraftian concepts in these revisions to set them apart from the "pure" Lovecraft corpus, which is why some fans turn their nose up at them and treat them as "lesser" works.


I don't feel that way, since, as in the case of "The Mound," the story in question is massive in length -- over 25,000 words -- and filled with terrific Lovecraftian ideas. Written for a client by the name of Zealia Bishop, who lived in Kansas City, "The Mound" was begun sometime in 1929 and completed by 1930, but it did not see print until 1940, several years after Lovecraft's death. Even when it did appear in Weird Tales, it was a much abridged version, which probably contributed to the ill fame in which the story was held for many years. The full, original version of "The Mound" did not see print until 1989, in an Arkham House publication edited by S.T. Joshi and my reading of it a few years afterward convinced me that it is, in fact, a remarkable piece of work, one that ought to stand in the higher ranks of Lovecraft's fiction. [...]

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Wednesday, August 11, 2010

Who will run the chicken factory?

Naturally, as the adventure proceeds, the characters discover that they can do more than that: they can, through their discoveries, ensure the continued survival of Far-Go for years to come. That's because, among the places the characters visit is a La Prix Industries Automated Chicken Processing Factory -- inhabited by giant mutant chickens, of course! If the characters can defeat the mutants and communicate with the factory's computer, they can make an arrangement to get many months' worth of processed chicken patties to feed Far-Go and save the day. —Grognardia

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Friday, August 06, 2010

Sic!

The term "Psionics" should be followed by "(sic)" in most works dealing with roleplaying game rules, for it is typically misused. (A good indicator of how well the authors have researched their work, and how little the publisher knows about it, too!). Psionics means "electronically enhanced psychic, or psychogenic, ability." It is as simple as that. —Gary Gygax


(Via Grognardia, naturally)

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Wednesday, July 07, 2010

RPGs and desire


From Grognardia:

Thus began my quest to find a copy of the game, a quest that ended in vain. I asked the guys down at my favorite game store about Metamorphosis Alpha, but they told me it was long out of print and my best bet was to go to a convention and win it at an auction. The old grognards who hung out there added that MA "wasn't very good anyway" and that I was better off just using Gamma World and making up the rest.

And so I did. I pulled out my huge graph paper sheets and set to work to mapping out my version of the starship Warden. It was a long and tedious undertaking, filled with lots of missteps and heartache, because I never felt I could get it "right." This vessel was supposed to be 80 kilometers long or so, which meant that even a big map would have to use a very large scale. Moreover, what would a vast generation ship even look like? [...] Eventually, all these worries and concerns got the better of me and I abandoned my maps, something I regret now, even as I fully understand why my younger self admitted defeat.

Over the years, I retained a high degree of interest in Metamorphosis Alpha and kept hoping that, one day, a new edition would be released that'd give me everything I'd hoped for back in the days before I could even take a look at this mythical game. As it turns out, new editions have been published over the years, but each one has been a terrible disappointment to me, utterly lacking in the aura of mystery and possibility that surrounded the original. [...]

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Monday, March 22, 2010

When worlds collide, part 646

Grognardia and P.G. Wodehouse.

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