Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Friday Faction. Show all posts
Showing posts with label Friday Faction. Show all posts

Friday, 25 July 2025

Friday Faction: Dungeon Crawler Carl

The LitRPG genre appears to have got a loot box of its own with the Dungeon Crawler Carl series by Matt Dinniman. LitRPG—or ‘Literary Role Playing Game’ is a genre of fiction in which the protagonists of the story are in a computerised game world, one that they are aware of being in, and have an understanding of the mechanics of the game world they are in. The term itself is barely more than a decade old, but it can be argued that books such as the 1978 Quag Keep by Andre Norton and the 1981 Dream Park by Larry Niven and Steven Barnes are its precursors. With Dungeon Crawler Carl, the genre reaches a wider audience as the reader follows the exploits of an ordinary joe and his ex-girlfriend’s super-precious show cat, as together they attempt to survive a mega-dungeon and in the process save the world. The result is a knowing satire of roleplaying that combines the fish-out-of-water oddness of Douglas Adams’ The Hitch-Hiker’s Guide to the Galaxy with the bureaucratic cruelty of Stephen King’s The Running Man.

The book opens with the destruction of the Earth, although not all of it, and not by a Vogon Constructor fleet. The Borant Corporation, an alien company from outer space, has bought the planet’s mineral rights and because no-one put in an objection, has flattened every building and turned the inside of the planet into a megadungeon with eighteen levels that the remaining fourteen million survivors of the planet must fight their way through. Of course, not everyone is going to survive, and the book maintains a running count that rapidly decreases as the secrets and lethality of the dungeon are revealed. All of which will be broadcast to the galaxy as one big reality video event—Big Brother or Survivor in a dungeon, if you will. This is how the purchasing corporation plans to recover its costs in the short term, focusing on the exploits and travails of the survivors who do well as Dungeon Crawlers. One such is Carl, ex-Coast Guard marine mechanic, who happens to be outside in the freezing winds of Seattle when the flattening occurs, wearing a leather jacket, no trousers, and a pair of crocs. His choice of clothes, certainly the lack of trousers and proper shoes, becomes a running joke throughout the book. As does his means of fighting—kicking and applying explosives to almost any situation, and his navigating his way around the interface. The latter is done as a computer roleplaying game interface that plays out in the minds of the Dungeon Crawlers.

The reason he is outside is Princess Donut the Queen Anne Chonk. This is the prize-winning show cat belonging to Beatrice, Carl’s girlfriend. Quickly after Carl finds himself in the dungeon, Princess Donut gets uplifted and turned from a pet into a Dungeon Crawler, and thus into a character in her own right, whilst Carl is classified as her bodyguard. After getting a briefing in a Safe Room, Carl and Donut set out to explore and find an entrance to the next level down, taking down mobs and bosses on the way. As they progress, Carl and Donut learn that there is much more to the dungeon than at first seems. It is built on a regular floorplan with blocks with district bosses rather than something more organic in design and the Artificial Intelligence behind the dungeon tailors the loot boxes that both Carl and Donut receive. So, Donut receives items that enhance her Charisma—after all, she is a princess—and lots of torches, whilst Carl receives items that enhance his feet and ability to stamp and kick, but is never destined to receive any trousers. There are daily updates on the dungeon that occur in response to the Dungeon Crawlers’ actions, television shows which Carl and Donut get scheduled to appear on once they begin to get famous and accrue followers, and politics playing out behind the scenes that this first book only hints at, but which will likely play out in the subsequent books in the series.

In terms of character, Carl himself, does not entirely come across as being wholly likeable. More of an everyman than a hero, in keeping with the genre, he is both aware of Dungeons & Dragons and Pathfinder and uses that knowledge to his advantage. Given the circumstances, it is understandable that he is exasperated, sometimes angry, by his situation, and that extends to his attitude to his girlfriend, Bea, who is first revealed to be cheating on him and then promiscuously cheating on him. It is a note of poor characterisation, not just in terms of Carl, but also of Bea, upon the part of the author, and it is not the only negative portrayal of women in the book. Several of the monsters, especially the boss monsters are more gross caricatures of women than monsters. Yet, Carl is driven to be the hero, to want to help the survivors from the old peoples’ home that was nearby his home and get them down to Level Two and then Level Three. To do that, he is forced to kill a lot of monsters, including a nursery of goblins, and he does feel guilty about it in exactly the opposite way that the average player of Dungeons & Dragons likely does not. The need to kill to Level up to survive almost assuages the feelings of guilt that Carl suffers from these actions, whilst the revelation that many of the monster denizens are literally waiting in fear for a dungeon crawler to turn up and kill them all, does the exact opposite.

In comparison, Princess Donut is a more interesting and likeable character even though she has the morality and attitude of a cat, uplifted to sentience and full expression. Princess Donut is often more insightful and aware than Carl is, but as a cat she is self-centred and embraces the fame of being a social media star where Carl bridles against it.

Dungeon Crawler Carl combines horror and humour, but not always effectively. The megadunegon as reality and what Carl and Donut have to do is the source for both, but it emphasises the horror more than the humour, which is from the absurdity of the situation. Both begin to weary after a while from the repetition of both and the book being just a little too long to really sustain either. The humour is also a bit too obvious and just not sharp enough to be really satirical, rarely getting above being amusing rather laugh out loud or clever.

Dungeon Crawler Carl ends almost midsentence, or at least mid-decision, rather than on definite conclusion or cliffhanger, so there is no impetus to start reading the next book if the reader has not decided already. Any reader who is not a roleplayer, whether of tabletop roleplaying games or computer games, is less likely to do so, whereas role-players are more likely to do so, since the series is squarely aimed at them, they are going to get the references, and really, there is not a lot of fiction aimed directly at them anyway. For them, the fact that they can buy this at their local bookshop is a bonus as is the fact that they might see the series adapted for television.

Dungeon Crawler Carl is an amiable read, a very knowing poke at traditional roleplaying played out on an absurd stage. It does not quite outstay its welcome, but it could have been sharper and leaner.

Friday, 16 May 2025

Friday Faction: Art by Nohr

Johan Nohr has had an almost unparalleled effect upon the roleplaying home. Together with Pelle Nilsson, he created Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance, designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. Since its publication in 2019, has gone to become the basis of several other roleplaying games, such Cy-Borg, Pirate Borg, and Death in Space, as well as a host of other supplements, scenarios, fanzines, and other third-party content. It has not only retained its popularity, but become a firm fixture of the Old School Renaissance hobby, even if it does not share the same origins. In particular, Johan Nohr created the look of Mörk Borg, beginning with the distinctive chromium yellow of its cover to the swathes of deep black and neon pink inside. The look and style of Mörk Borg is art punk, inspired by the post-punk rock sophistication that drew on the theory of art.

Art by Nohr, subtitled ‘Drawings and Doodles by Johan Nohr, Made Between 2006 and 2023’ and published by Stockholm Kartell following a successful Kickstarter campaign, is part retrospective, part showcase of the graphic designer and illustrator’s work from before, during, and after Mörk Borg. It is a coffee table artbook, that in truth is dominated by his art for Mörk Borg and other roleplaying games, but there is more than that just here, some it of simple sketches, some of it more. Some of it is simply annotated, most left to speak for itself. From the beginning there is always a jagged edge to Nohr’s style, figures and monsters lurking in the gloom, such as ‘The Skull Crone. Malevolent forest spirit I made up when living in the woods’, the annotation a story in itself, the old woman caught in the shadows of the tall trees, clawed hands reaching out, the skulls piled atop her head hiding her face in their shadows as green flames flicker from their eye sockets. Others seem to stagger at the viewer, whilst other images draw on classic heroic heavy metal fantasy, great horned helmets and mighty weapons, but here the weapons are cracked and stained through use, the helmets keeping the warriors anonymously inhuman. Witches wail and goblins cackle, strange figures stare accusingly at the reader.

‘Barkhäxan’ looks at an earlier collaboration with Pelle Nilsson, a folk horror roleplaying game, a startling simple black and white suggestion of horror and the unknown that contracts sharply with the more widely seen Mörk Borg style. This is widely showcased in the book, with covers and internal illustrations from titles both official and third-party. Some are accompanied by fuller explanations, such as that given for ‘Wickheads’ who have lanterns for heads and who lurk in the dark only for their lights to blaze and blind, before going dark again and striking at the temporarily sightless. They are shown in four images, charting the development of the creatures. For the Mörk Borg there are interesting images of books that have never appeared, such as ‘The End’ which would have depicted the ‘36 Miseries’ which marked the end of the world. The illustrations for third-party both show how popular Mörk Borg has been and act as an illustrated catalogue. The artwork for Cy_Borg is given a similar treatment, but typically less monochrome and more frenetic in its use of colour and energy, but clearly a Mörk Borg-style game.

Nohr changes tack for Into the Odd Remastered with a more subdued style that consists of collages that depict a world of industrial horror and mystery. There is a subtlety to this not seen in the punchiness of the illustrations elsewhere in the book. It is a shame that there is not more of this, both here and in other roleplaying games. ‘Other Projects’ covers a range of promotional posters, album covers, and other roleplaying products. Other sections highlight the other sometimes near illegible typography employed in Mörk Borg, whilst the most fun are the ‘Cardboard Drawings’ that Nohr decorates packages he sends out, whilst the artbook comes to a close with some of the maps he drew for Mutant: Year Zero – Roleplaying at the End of Days and its predecessor.

Physically, Art by Nohr is an imposing book. All of the artwork is crisply reproduced and it is fantastic to see so much of it presented in double its original size given that its typical format was digest-sized. It also provides an opportunity for the reader to see a lot of art that can only be found on the covers of hard-to-find books and fanzines. Fans of the Old School Renaissance and fans of the artpunk will both enjoy this book, but ultimately Art by Nohr is definitely a book for fans of Johan Nohr and for Mörk Borg, who will appreciate seeing the collection and development of the artpunk style.

—oOo—

Stockholm Kartell will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.



Friday, 20 December 2024

Friday Faction: BattleTech Universe

In 2024, BattleTech is forty years old. Infamously, the game of ‘big, stompy robots’, in the four decades since the original publication of BattleTech: A Game of Armoured Combat by the FASA Corporation in 1984, the miniatures combat game has been expanded with numerous sets of new rules, supplements, several ranges of miniatures—both plastic and metal, over one hundred novels, a cartoon series, a collectible card game, and multiple computer games. What all of these have done—especially the novels—is develop the background and setting, covering a history that begins in the twenty-first century and runs all the way into the thirty-second century. It is detailed, involves multiple factions, hundreds of personalities, and a region of interstellar space surrounding Earth with a radius of roughly five hundred light years. Yet with this wealth of detail comes a complexity which leaves the prospective player to wonder where he should start with the game, which faction should he pick and why, and how did the current situation in the BattleTech universe get to be like it is. These are also questions—and more, that BattleTech Universe addresses and answers.

BattleTech Universe is the key lore book for the BattleTech setting. Published by Catalyst Game Labs, this is a complete history of the Inner Sphere from the theoretical foundations of the Kearny-Fuchida drive in 2018 and the launch of the TAS Pathfinder in 2107 through the Age of War and the Terran Hegemony, the foundation of the Great Houses, to the establishment of the Star League and a golden age. Then with the Amaris Coup, the collapse of the Star League, and the Exodus of the Star League Defence Force under General Aleksandr Kerensky, on through the Succession Wars that threatened a technological collapse into the fourth millennium and thirty-first century, to the Clan Invasion and the devastating onslaught of the invaders’ technologically advanced battlemech designs, the Dark Age that followed a collapse in the interstellar communications network, and ultimately, the capture of Terra by the Clans and the ascension of the ilClan, the one Clan to govern the others. In the process, the book not only provides a history of the BattleTech setting, but also gives a description of the current state of the Inner Sphere.

BattleTech Universe is really a book of two halves, though they are not equal halves. Less than a third of the book, the first half lays the foundation for the longer, second half. The development of the battlemech, the foundation of the Great Houses—Davion, Kurita, Liao Marik, and Steiner—and the four Succession Wars fought to decide which one of them would succeed to the position of First Lord and re-establish the Star League. This includes the development of the technology fundamental to the setting and its neo-feudalism—the battlemech and the pilots who become the new knights of the Inner Sphere. First with the Mackie, and then with its armour and weaponry, including autocannons, lasers, missile launchers, and more. Notable designs are highlighted, such as the Banshee, the Thunderbolt, and Frankenmechs! This groundwork sets everything up for what follows—the conflicts, the intrigues, the clash of personalities, the coming of the Clans, and much, much more. The reason that the second half is both longer and far more detailed is simple. It only covers one-hundred-and-twenty-six years, but these years are when the game is set and when the game’s setting is being developed as an active intellectual property, with events and clashes and stories within the setting that support new supplements and expansions for the game, giving new technologies and battlemech designs for players to deploy, and new battles to fight via new supplements and expansions for the game.

Throughout, BattleTech Universe highlights particular events such as the War of 3039, Operation Revival which saw the invasion of the Inner Sphere in 3049 and the battle of Tukayyid, the Word of Blake Jihad, the foundation of the Second Star League, and their consequences. This is supported by detailed background on the Clans and their culture and their technology, highlighting the radical differences between it and that of the Inner Sphere, and shining a spotlight on the feared Mad Cat battlemech and the baffling use of Elemental Battle Armour. Personalities, such as Victor Steiner-Davion and his resentful sister, Katherine Steiner-Davion, and more up to date with Yori Kurita, Julian Davion, and Danai Liao-Centrella, as well as the ilKhan, Alaric Ward, are given short biographies, including discussion of what motivated them. In between, other aspects of the BattleTech universe are not ignored. Thus, there are sections devoted to the major corporations of the Inner Sphere, the intelligence agencies operated by the Great Houses and other factions, and then, in between, there are maps, the changes in boundaries marking major changes in the history of the Inner Sphere and showing the winners and losers and which faction possesses which worlds.

The last third of BattleTech Universe is devoted to its many factions. Beginning with the five Great Houses, each faction is presented with its history, culture, and goals as well as what its future might be. For each of the eight Clans still existing in 3151, there is a similarly lengthy examination of their history and culture, and then shorter overviews of the twelve Lost Clans. The major kingdoms of the Periphery are given similar treatments, whilst the minor states are given a broad overview. Lastly, the most notable mercenary units are detailed, many of them well known across the Inner Sphere, such as Wolf’s Dragoons, the Gray Death Legion, and the Kell Hounds.

Physically, BattleTech Universe is a coffee table style full of great artwork drawn from the forty years of BattleTech’s publishing history combined with short, easy to digest essays on innumerable subjects. The book is well written, the artwork excellent, and the maps give some scale of the Inner Sphere, but each time they do show a large swathe of occupied space on just a couple of pages. If there is anything missing, it is an index and a bibliography of all of the books that the authors have drawn from for the contents of BattleTech Universe. That might have also helped for any reader wanting to delve deeper into the subject.

BattleTech Universe is an engaging and readable overview of the BattleTech setting and its history. Dedicated fans will probably prefer to delve deep into the supplements and sourcebooks that they have on their bookshelves, but this does not mean they will not enjoy the grand sweep of history presented in its pages, whilst those new to BattleTech will find BattleTech Universe a very useful introduction, readying them for the battlefield.

Friday, 29 November 2024

Friday Fiction: Welcome to Arkham

Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT is just that little bit more than a simple guide to the city at the heart of the H.P. Lovecraft’s stories and the Cthulhu Mythos. In one way it is a simple exploration of the city and its strange history and places as presented in the Arkham Horror family of games published by Fantasy Flight Games, including of course, the Arkham Horror board game and Arkham Horror: The Card Game, and more recently, the roleplaying game Arkham Horror, and in another, it showcases the great artwork from the games. Seriously, the artwork is very, very good. Then in another way, it presents the city and its environs, including the towns and villages of Dunwich, Innsmouth, and Kingsport, in a way that could be used with any horror roleplaying game. Which means that it could works as a companion to the recently released Call of Cthulhu: Arkham for Call of Cthulhu.

What it actually is though, is a reprint of the Arkham gazetteer that was originally in the Arkham Horror Deluxe Rulebook, published separate to the board game, along with expanded details of Lovecraft Country. Yet it is also more that than that. It is a copy of Welcome to Arkham, the introduction to the city published by the Arkham Historical Society after having been updated, revised, and expanded by the society’s curator, Reginald Peabody. Further, it is his personal copy, complete with notes that he compiled in order to update it, and then, now in hands of his niece, Myrna Todd, it has been annotated with her notes and correspondence with a friend in New York, after she begins investigating Arkham and beyond following her uncle’s disappearance. What this means is that there are multiple layers to this book, on one level a simple guide or artbook, on another a story and mystery. Which means that it can be enjoyed on multiple levels…

Published by Aconyte Books, also responsible for a series of novels set in the world of Arkham Horror, this outwardly guide to Arkham and inwardly the mystery of the disappearance of the guide’s author, begins with a letter to young Myrna Todd from the Miskatonic Valley sheriff, informing her of her uncle’s disappearance, and a letter to her friend in New York, before welcoming the reader to Arkham proper. Starting with downtown, the volume takes the reader from one district of the city to another, visiting in turn, its highs and its lows, its weird and its wondrous. The highs include Independence Square with its balmy tranquillity that contrasts sharply with the Gothic grandeur and tenebrosity of Arkham Sanatorium, with its patients receiving the very best care, but so many lost to a stranger madness. Similarly, the newly opened restaurant, La Bella Luna, offers the wonders of Italian cuisine brought to small town New England, but hides an entrance to the Clover Club, the city’s premier speakeasy, whilst the Palace Movie Theatre brings the best of Hollywood to its big screen on which some moviegoers have begun to see odd shadows at moments when the big feature is not show. The description of the Palace Movie Theatre is accompanied by a fantastic film that never was, Mask of Silver. Meanwhile, the Ward Theatre is going to stage a much-anticipated performance of The King in Yellow, following its premiere in Paris! In rougher Eastown, Hibb’s Roadhouse might claim to be ‘dry’, but it is where the city’s less than reputable citizens go to get a shot of booze, whilst Velma’s Diner, a classic railcar diner, might serve good food, but it where the patrons of Hibb’s Roadhouse go after it shuts for the night.

French Hill is home to the even stranger parts of Arkham. There is Silver Twilight Lodge, the meeting place of the Order of the Silver Twilight, headed by one Carl Sanford, known for its generous charity work, but suspected by some for conducting very dark rituals behind its closed doors. This is, of course, a pleasing nod, to ‘The Hermetic Order of the Silver Twilight’ from Shadows of Yog-Sothoth. (These are not the only nods to the source material beyond that of H.P. Lovecraft, as Welcome to Arkham also draws from the pages of the various novels in the ‘Arkham Horror’ range.) Then there is the infamous ‘Witch House’, once home to the reviled witch, Keziah Mason, but now a series of poky apartments let to students at Miskatonic University who complain of a strange rodent that stalks the building with its weirdly human face and hands. These are only the start of the strange locations to be found in Arkham, others including ‘The Unnamable’, a collapsed mansion in the Merchant District that Arkhamites strive to avoid, the Black Cave in Rivertown with its odd geology and fungi and the spelunkers often lost within its depths, and Ye Olde Magick Shoppe in Uptown, a cramped premises stuffed with mouldering books, maps, and artefacts linked to places that geographers have no knowledge of.

Of course, Miskatonic University gets a section of its own, including the Miskatonic Museum and the Orne Library, and as a bonus, a working draft of ‘Book of Living Myths’. This is almost a Mythos tome of its very own, penned by Miskatonic University scholar Kōhaku Narukami, which explores the parallels between classic folklore and the Mythos. Beyond this, Welcome to Arkham draws both the reader and Myrna Todd up and down the Miskatonic Valley, visiting in turn Dunwich, Innsmouth, and Kingsport, for similar treatments as that accorded to Arkham. Throughout, the locations are given both a fantastic illustration and a description, but this is not the only artwork in the pages of Welcome to Arkham. There are newspaper front pages reporting on important events such as the widespread, horrific destruction that beset Dunwich and the raid by Federal authorities on Innsmouth. There are also photographs, official reports, tickets, business cards, and plain postcards, the latter penned by Myrna charting the course of her investigation in the disappearance of her uncle, destined for New York, but not yet sent. Some are illustrated as if to appear attached to the pages by a paperclip, but others intrude into the pages, cut off by the neatness of the pages of Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT. Their creation is so good though, that you wish they were real and that every one of them would stick out between the pages and make the book bulge with the many things, artefacts, and documents stuffed between those pages.

If perhaps, there is anything missing from the pages of Welcome to Arkham, it is a map. Arguably, a book which is ostensibly designed as a guidebook, warrants a map. Perhaps the modular nature of the book’s source material, the Arkham Horror board game, and more specifically, Arkham Horror: The Card Game, means that like the source material, the book needs no map. However, if not coming to Welcome to Arkham via either of those games, the conceit of it begs for a map.

Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT is the chance to explore the familiar, but from a different angle, that of source material from a board game and a card game of Lovecraftian investigative horror, rather than a roleplaying game of Lovecraftian investigative horror. Though all draw from the same sources, there is sufficient divergence perhaps that Welcome to Arkham is ever so slightly odd, slightly less familiar. That said, fans of the Arkham Horror board game, Arkham Horror: The Card Game, and the ‘Arkham Horror’ series of novels, will much that they will recognise and enjoy, as will the devotees of the writings of Lovecraft and of Lovecraftian investigative horror roleplaying. Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT is an engaging combination of enticing artwork and literary conceit that constantly hints at the dangers to be found in poking around in places and the doings of people that are best left secret.

Friday, 22 November 2024

Picturing Solo History

There are many gamers who will tell you that it was Vampire the Masquerade that got them into roleplaying. That was in the 1990s. There are many gamers who will tell you that it was Dungeons & Dragons that got them into roleplaying. That was in the 1970s and of course, ever since... There are many gamers who will tell you that it was another phenomenon, of the 1980s, that got them into gaming, certainly if they are British, that of the Fighting Fantasy™ solo roleplaying books. Created in 1982 by Sir Ian Livingstone and Steve Jackson with the publication of The Warlock of Firetop Mountain, in the thirty years since, some sixty or so titles have published in the series and some seventeen million copies have been sold. In their time, the Fighting Fantasy™ series has produced bestsellers, computer games, board games, and of course, a dedicated fan base. In 2014, the series finally received the history book it deserved with the publication of You Are The Hero: A History of Fighting Fantasy™ Gamebooks and now, a decade on, there is a follow-up.

Magic Realms: The Art of Fighting Fantasy is a celebration and exploration of the pictorial presentation of the Fighting Fantasy series, for it was not famed for its accessibility and innovative format—and of course, its fantastic stories, but also its art and illustrations. Beginning with Peter Andrew Jones’ cover for The Warlock of Firetop Mountain, which stood out on the bookshelves for its then radical composition, and the internal illustrations by the late Russ Nicholson, the series introduced readers to a wide array of artists and illustrators, styles, and striking images, across the many genres that the series would encompass. In particular, the pen and inks of Nicholson would create the look of the series’ titular character, Zagor the Warlock, as well as others, but in particular, his artwork added so much to the look and feel of the series. Not just horror and fear, but the idea that monsters could be doing something other facing the brave adventurer as his player leafed through the pages of The Warlock of Firetop Mountain. Dwarves playing cards and drinking into their cups, bored Goblins waiting for something to happen, a man having fallen asleep and being guarded by his dog. Yet the horror comes to the fore with images like the decomposing ghoul reaching to grab and rend the skin of the adventurer or the partially unwrapped mummy climbing over its saprophagous to attack the adventurer. Though the Fighting Fantasy series was aimed at a young teenage audience, its artwork was not. It never infantilised its fantasy, but instead, it was grim and gritty, savage and scary, enticing and exciting, and it remains so today. All of these pieces of artwork—and more—are given space in Magic Realms: The Art of Fighting Fantasy, which highlights the work of over forty artists in its pages.

Published by Unbound, and written by Sir Ian Livingstone and Jonathan Green—who previously collaborated on You Are The Hero: A History of Fighting Fantasy™ Gamebooks, what Magic Realms: The Art of Fighting Fantasy does is bring together the work of some thirty or artists who worked on the Fighting Fantasy series and more. Sir Ian Livingstone provides a foreword in which discusses his pleasure of working with so many great artists, Iain McCaig in particular, and also highlights out how artwork and artists in the series crossed over from other genres. For example, Jim Burns with his cover for both Freeway Fighter and the Games Workshop board game, Battlecars, and comic book artist Brian Bolland with his cover for Appointment with F.E.A.R. and for the Games Workshop board game, Judge Dredd: The Game of Crime-Fighting in Mega-City One (recently republished by Rebellion), as well as, of course, as his work on 2000 AD. This fostered a degree of synergy between the different genres and media, and the Fighting Fantasy series and Games Workshop beyond what was already there. Jonathan Green provides a more straightforward introduction.

Then from Chris Achilléos, Robert Ball, and Krisztián Balla to Duncan Smith, Greg Staples, and Gary Ward and Edward Crosby, Magic Realms presents the art of some thirty artists. Every artist gets to talk bout their involvement in the series and working with the commissioning editor, or many cases, the author, and the fantastic pieces they contributed. Some of the write-ups about the artists are more overviews, drawing retrospectively on older interviews, such as with Brian Bolland and Martin McKenna. Each is accompanied by the illustrations themselves. In fact, several pages of them, and typically longer than the interview. These begin with the artist’s most well-known pieces, such as Chris Achilléos’ wraparound cover to Titan: The Fighting Fantasy World, Robert Ball’s cover to the Scholastic Books’ version of The Warlock of Firetop Mountain, John Blanche’s cover to The Shamutani Hills, the cover to The Caverns of the Snow Witch, and the cover to Scorpion Swamp and Fighting Fantasy: The Introductory Role-Playing Game by Duncan Smith. This is followed by a gallery of smaller images, a mixture of colour and black and white, depending on the artist. None of the art here is straight reproduction of Fighting Fantasy covers—that comes later in Magic Realms—but the art sans the titles, author names, and trade dress. Thus, artwork here can be seen in all of its glory.

Almost three quarters of Magic Realms: The Art of Fighting Fantasy is devoted to these artists, but they are not the only ones. The contributions of another twenty-artists, such as Dave Carson, Maggie Keen, Steven Lavis, and Brian Williams are acknowledged, as the artists on the overseas editions of the series. The latter highlights art that is unlikely to be familiar to most readers, unless that is, they are ardent fans or collectors of the Fighting Fantasy series, so it often brings a fresh perspective upon books with covers have long associations and are firmly cemented in the imagination of the English-speaking fan of the Fighting Fantasy series. This includes artwork from Brazil, Denmark, and France. All of covers are reproduced for the series, including those published by Puffin Books, Wizard Books, Scholastic Books, and overseas editions. There is a gallery of every cover of The Warlock of Firetop Mountain in every language, too, but that is not all. Magic Realms: The Art of Fighting Fantasy comes to a close with galleries for Warlock: The Fighting Fantasy Magazine—surely due a reprint anthology, the Fighting Fantasy graphic novels, and the miniature figures. These are lovingly presented here, stunningly painted and superbly bringing the art to life in three dimensions and making the reader wish they could bring them to the gaming table.

Physically, Magic Realms: The Art of Fighting Fantasy is exactly what you want it to be. The perfect reproduction of art accompanied by some interesting words.

There can be no doubt that Magic Realms: The Art of Fighting Fantasy is an absolute must for any fan of the Fighting Fantasy series. It shines a spotlight on both the many great artists who brought to life the words of the Fighting Fantasy authors and the great choices made by authors and editors in selecting the artists, whilst for the reader there is the thrill of being able to see all of the Fighting Fantasy all in one place and the frisson of excitement at the memory of seeing it for the first time.

Friday, 23 February 2024

Friday Faction: What Board Games Mean to Me

We are lucky. We live in a time when the hobbies we pursue and the things that we like are the norm. Not just the norm, but accepted. Science Fiction, fantasy, superheroes, playing games, all the sorts of stuff that would have been derided in our childhoods and got us labelled as nerds. Board games are part of that trend, a trend which has seen them grow from being seen as childish pursuits to being just a hobby, but is that all they are? Just one more nerdy hobby amongst many others? This is something that What Board Games Mean to Me: Tales from the Tabletop sets out to explore in a series of essays from designers and publishers, players and scholars, journalists and librarians. Published by Aconyte Books, it is part of the publisher’s ‘Play to Win’ line, which includes James Wallis’ examination of the Spiel des Jahres winners, Everybody Wins: Four Decades of Greatest Board Games Ever Made, this is a collection of reminiscences and thoughts about board games—occasionally collectible card games and roleplaying games—but mostly board games, that will take the reader around the world and to some interesting places and ideas and to experiences familiar and unfamiliar, before coming back again, to his own collection of board games on the shelf and to the table where he plays them with friends and family.

The familiar follows two strands. The first being of playing with family—siblings, parents, and grandparents—of family classics such as Monopoly, Scrabble, Whist, Draughts, and how that got the essayist into playing games and understanding not just the mechanics of play, but the social dynamics of play. Games thus became a way to facilitate interaction with the rules of the game and the rules of game play. This is followed by the second, the discovery of a wider variety of board games, opening the essayist up to different themes and styles of play, co-operative games being a notable common discovery. For gamers of a certain age, such as John Kovalic, Gav Thorpe, Jervis Johnson, and Sir Ian Livingstone. This would have been with titles such as Escape from Colditz, Diplomacy, and The Warlord, an experience which British gaming hobbyists would recognise and which such figures would use as springboard into careers in the gaming industry. Others would discover a similar path through modern classics such as Carcassonne and CATAN or collectible card games such as Magic: The Gathering and Yu-Gi-Oh!.

The unfamiliar at first takes the reader to Nigeria with ‘Picture a Scene’. This charts KC Obbuagu’s first encounter with board games with an African classic, Mancala, and then following a revelatory moment in which he saw his board game design played, his steps into the board game industry where there was none. This was in Nigeria, and creating his first games led to the setting up of the games company, NIBCARD Games, the first tabletop café in Nigeria, and AB Con, the first board games convention in sub-Saharan Africa. All of which would result in NIBCARD Games being awarded the Diana Jones Award for Excellence in Gaming in 2021. This is a fascinating story, shining a light on the spread of the hobby in unexpected directions far beyond its origins in the English-speaking world. Also, an unfamiliar area—at least for board games—is that of the library. Jenn Bartlett describes in ‘Ticket to Read’, how she, as a librarian, created a board game programme at her library, working with publishers and local games shops, to support local business and develop a library-using habit in the attendees of the games events that she ran. There is an uncomfortable moment when she encounters misogyny as a player, but she draws parallels between what the hobby does at its best and what a library does, which is to welcome people in and letting them explore what each of them offers without judgement.

Both Lynn Potyen and Edoardo Albert bring a personal touch when they explore a fascinating effect of playing board games. In ‘Brain Games’, Lynn Potyen reveals how playing board games can help with learning disabilities and dementia, whilst Edoardo Alberto shows us in ‘Learning the Rules’ how the rules and etiquette learned in playing games can be applied to ordinary life, not in neurotypical learners, but in himself as well. What is interesting to note here is that when board games are used as tools in this fashion, they achieve something that the eighteenth and nineteenth century designers of board games failed to do, and that is to create a board game that works as an effective educational tool. That though was to teach the young players to be good Christians and the values of the British Empire, but even the board games of today designed to help players learn are not necessarily good teaching devices. Both Lynn Potyen and Edoardo Albert suggest that modern boardgames work better because they are designed for play rather than learning first, rather than the other way around. All of the entries in What Board Games Mean to Me are very personal, but none more so than ‘Brain Games’ and ‘Learning the Rules’.

Other entries in What Board Games Mean to Me include ‘Playing by Design’ an interview with the prolific board games designer, Reiner Knizia, the only entry to differ from personal essays that make up the rest of the book, and two scholarly explorations of board games and play. In the first of these, ‘The Magic Circle’, Matt Coward-Gibbs explores the phenomenon of the space which we all enter when we play from a theoretical standpoint, whilst in the second, ‘Connections’, Holly Nielsen looks at the connections made in that space when playing. One of the points she makes is that after discovering games designed to highlight the causes of women against unequal treatment and misogyny, the examples given pointing the feminism movement of the sixties and seventies and the Suffragette movement of the early twentieth century, she came to realise that despite the rallying cry of “Keep politics out of games!”, there had always been politics in games. There is scope here for an essay of all its own, but Nielson is also interested in the other aspect of games that the contributors to What Board Games Mean to Me return to again and again, and that is making connections via game play. Both entries talk about board games in a way that the casual player might necessarily consider, but do so in an engaging fashion.

What Board Games Mean to Me is similar to a pair of books published by Green Ronin Publishing, Hobby Games: The 100 Best and Family Games: The 100 Best, which together presented a series of essays on what the authors thought were the best and most enjoyable games of previous one hundred years. A handful of the contributors to What Board Games Mean to Mee also wrote entries in those earlier books, but where Hobby Games: The 100 Best and Family Games: The 100 Best looked back, What Board Games Mean to Me looks forward as well as back. This can be seen in KC Obbuagu’s essay highlighting the spread of board games as a hobby into unexpected markets and in the essays by Lynn Potyen and Edoardo Albert that point to board games as means of therapy and socialisation. In this way, it enhances the respectability that playing board games as a hobby has achieved in the past few decades.

Physically, What Board Games Mean to Me is a very lightly illustrated, but very readable paperback. None of the essays are longer than a few pages long and each is accompanied by a biography of its author.

What Board Games Mean to Me explores a variety of experiences in how the contributors came to play board games and how they came to discover and explore the wider hobby, and in doing so, tell stories that, for the most part, we can relate to because we had similar experiences. Yet wherever these stories take us, they always come back to the fact that playing board games is a social activity, a space where when we play, we do so using a set of rules that enable safe interaction and socialisation, even as we compete and battle against each other. Overall, What Board Games Mean to Me: Tales from the Tabletop is an enjoyable essay collection whose entries are in turn not only highly personal and immensely interesting, but will also will make the reader consider their own experiences with board games, whether they are new to the hobby or have been playing for decades.

Friday, 12 January 2024

Friday Faction: Weird Medieval Guys

As the ideal suitor, if male, you should cut your hair in the chic bowl—or pudding bowl—style, and ideally have golden hair, and wear a houppelande, a long loose gown with flowing selves. Red is a good colour for men, indicating vitality, kingliness, and power. Blue is good for the ladies as it indicates expense. Should you ever suffer from cancer of the mouth, then you may be fortunate to receive a visit from the Virgin Mary, who will bestow upon you a kiss that will you heal of it. And should you want to press your ardour—perhaps as a show of thanks for her beneficence—there will be an angel on hand to prevent you from doing so. In order to launch a crusade, there are certain requirements which need to be fulfilled first, including equal measures of hardship and oppression, a pinch of famine, all of Europe’s collective sin and religious guilt, a helpless labouring class, a new and bordering anti-Christian empire, one Pope (never two), and an impending apocalypse. Preparation time is a single decade. Cooking time is three years. Serve with the death of thousands, including kings and princes, garnish with plunder, and four Crusader kingdoms with uncertain futures. In the event of an encounter with wolves—such as when the River Seine froze over in 1338, allowing them to race across the river and attack the citizens of Paris and dig up the city’s corpses—always remember to see the wolf before it sees you because it will lose its courage if it sees you first, plus if it sees you first, you will struck dumb, be unable to cry for help and the wolf will bite you. However, all is not lost, because if you strip down to your underwear, grab a pair of rocks and bang them together, the wolf will turn tail and run away. Lastly, if you happen to have a weapon to hand, at least a dagger, do take the time to kill the wolf. The wolf will not be happy about this and will not want you to feel happy about it either. This is a trick. Do not fall for it. Fortunately, wolves have no legal protection and you can definitely kill a wolf with that handy dagger. Which is all the sort of thing you will know because you are a weird medieval guy. Or rather, none of this is weird whatsoever, because you are a medieval guy, and all of this—and more—is the subject of Weird Medieval Guys.

Weird Medieval Guys: How to live, laugh, love (and die) in dark times is a guide to life and living in the Medieval era by Olivia W. Swarthout. Drawn from a swathe of period manuscripts on numerous visits to the British Library, and originally posted on the Weird Medieval Guys Twitter account, combines images from the manuscripts and facts from the history to present a punchy, easy to read book that takes the reader from the moment of creation itself to the end of the world with the coming of the Four Horsemen and the apocalypse, and in between, the reader from his birth to his death—and in between that there is a lot that can happen. The book is profusely illustrated, so no aspect of Medieval life goes undepicted in the rich colours of the manuscripts. Having begun with the creation of everything, Weird Medieval Guys gives you life and so lets you pick a name, learn some useful slang—such as ‘Merobia’ for a woman who likes strong wine or ‘Sterilis Amator’ for that lover who has no money, choose your astrological sign and patron saint, determine where you live in the first of the book’s several short quizzes—the options being Constantinople, London, Paris, and Venice, suggests several jobs you like, and more. It is not all hard work, as there are examinations too of play and romance, but the latter all too soon feels like hard work, what with the need to make a love potion, which whilst a lot quicker than mounting a crusade, involves a dog, some rope, a hunting horn, an ivory stake, and a mandrake, does not take into account the fact that dogs—as noted in the section on play—do not like the horn being played. Then there are possible causes of marital difficulties and if it really does not work out, the possibility of a divorce, which comes with a handy flow chart to determine if you can get a divorce, the answer of course, being mostly no, that is also the counterpart to the handy flow chart to determine if you can court the lady of your affections… Of course, it all has to come to an end and the question of your death is raised before Judgement Day is raised. Hopefully with dignity before you get caught up in a civil dispute. Perhaps here the weirdest means of settling such a dispute, in combat, between a man and a woman, is for the man to be placed in a pit up to his waist where he must fight from there with a club, whilst the woman is armed with a big rock in a clock bag and allowed to roam the ground around the man. The illustrations would not look out of place in a wrestling match.

A good half of Weird Medieval Guys: How to live, laugh, love (and die) in dark times is devoted to a bestiary. Divided into several subsections—‘Beasts’, ‘Birds’, ‘Fish’, and ‘Serpents’. Each entry is catalogued and categorised, with strengths and weaknesses, and even some Medieval stats in the form of ‘Virtue’, ‘Beauty’, and ‘Danger’. The creatures range from the ordinary, such as the lion, the wolf, and the hedgehog to the fantastic, like the manticore, the mermaid, and the amphisbaena, the latter a snake with two heads. These are all presented from the Medieval point of view, of course, such as the bat being classified as a bird and cats as being extremely dangerous. There is, of course, a section devoted to the snail and plenty of images of knights versus snails. Sadly, there is no similar section on rabbits, and that perhaps is really the only omission from Weird Medieval Guys.

What really stands out in Weird Medieval Guys is the artwork, which is of course, drawn from the source material, the manuscripts. It is fantastically colourful, profusely illustrated and all annotated in a wry tone.

Weird Medieval Guys joins a growing list of works interested in the minutiae of Medieval life and the Medieval outlook and the colourful marginalia of period manuscripts. For example, How to Slay a Dragon: A Fantasy Hero’s Guide to the Real Middle Ages by Cait Stevenson, any number of enamel pins, and the more recent The Medieval Margin-agerie – Volume 1 from Just Crunch Games, which turns those marginalia into gameable content. Of course, Weird Medieval Guys does not do that, but what it can do is influence the portrayal of the Medieval world by the Game Master, perhaps even inspire an encounter or scenario or two. Weird Medieval Guys is a wry look at the fantastically strange world of the Medieval man and woman, what they knew and what they thought, how they lived, brought to life in the artwork of the period. For anyone with a casual interest in the Medieval period, Weird Medieval Guys: How to live, laugh, love (and die) in dark times is a perfect, vividly visual introduction to its oddness and oddities.

Friday, 6 October 2023

Friday Faction: King of Sartar

Originally published in 1992, King of Sartar stood out amongst all of the other titles that Chaosium, Inc. was publishing at the time because it was not related to Call of Cthulhu or Lovecraft’s Cthulhu Mythos and because it was both fiction and not fiction. It was fiction because it was set within a game world, that of Chaosium, Inc.’s great fantasy world of Glorantha—the setting for RuneQuest and more recently RuneQuest: Roleplaying in Glorantha—and not fiction as it is a collection of myths and legends that are treated as being real within that world. King of Sartar draws together a number of myths and legends that relate to Argrath, the descendant of Sartar who appeared out of nowhere to drive the occupying forces of the Lunar Empire out of Sartar and Dragon Pass, defeat them again and again, defeat the Red Emperor and the Red Goddess, and ultimately win the Hero Wars. It takes the conceit—more recently applied in Six Seasons in Sartar—that the myths and legends have been collected and examined almost a thousand years after their events have said to have taken place. Further, as revealed in the conclusion to King of Sartar, these fragmentary, sometimes contradictory documents have been collated after a period in which knowledge of literacy was lost. As well as exploring the Argrath legends, King of Sartar will examine Orlanthi mythology, a history of Dragon Pass and those who dwelled in and round the area, provide multiple genealogies and timelines, and more.

King of Sartar brings together several documents. These include the Annotated Argrath’s Saga, the complete saga of Argrath’s adventures in the Hero Wars, appended by The Zin Letters; an overview of Orlanthi Mythology; The Composite History of Dragon Pass, from the Dragonkill Wars following the Empire of Earthwyrm’s Friends to Argrath’s marriage to the Queen of Saird; The Argrath Book, a compilation of material on Argrath; and Jalk’s Book, a compilation of material on the Colymar, Boldhome, and the Grazers. The more recent, annotated version adds The Lost Chapter of Fazzur Wideread. Alongside this are multiple timelines, genealogies such as those of the Kings of Sartar and Kings of Tarsh, lists that give all the gods of the Orlanthi pantheon, companions to both Argrath and Kallyr Starbrow, and more. The tone and style switches back and forth between the academic commentary of the collating author and the different voices of chroniclers recording the legends. Perhaps the most familiar here will be the sections on Orlanthi Mythology and Dragon Pass. The first presents familiar Orlanthi tales as well as the creation of Dragon Pass, his courtship of Ernalda, his enactment of the Lightbringers’ Quest for the first time, up to his confrontations with the Red Goddess, whilst the latter, supposedly one of the wedding gifts to Argrath, which presents the recorded history of the region, focusing on Sartar in particular, but also examining Tarsh and the Grazer Tribe, all the way up to Inkarne the Empress, the last great Sacred King of Argrath’s dynasty. The Lightbringers’ Quest is a subject that King of Sartar will return to several times, noting how challenging a task it is for mortal men, even Argrath, let alone Kallyr Starbrow, who either failed or was only partially successful in her reenactment, depending upon your point of view. It does describe the various steps and tasks necessary to complete the quest, but much like the rest of the book, they are open to interpretation. Added to the annotated version is The Lost Chapter, a chronicle of Fazzur Wideread, Governor-General of Dragon Pass, a counterpoint to much of the rest of King of Sartar, in that he is the only Lunar figure to be treated with any respect. The sympathies of the other authors throughout the book and even in The Composite History of Dragon Pass, lie with the Sartarites.

From a roleplaying perspective, King of Sartar not only examines the coming of Argrath and his rise to power, but also his influence upon Dragon Pass and the many changes he will bring about once his role and position as king is confirmed. This has long been prophesised, but never fulfilled. Only now with the publication of RuneQuest: Roleplaying in Glorantha has the setting of Dragon Pass been advanced to the event seen as the trigger for the Hero Wars—the Dragonrise, in which the Brown Dragon rose and consumed the great and the good of the Lunar Empire’s sorcerers sent to consecrate the Temple of the reaching Moon and the Sartarite nobility who gave their loyalty to the Lunar Empire, thus curbing its ambitions to the south. Of course, there is no little debate as who exactly caused the Dragonrise, but King of Sartar suggests that Argrath was involved or at least one of his companions, Orlaront Dragonfriend, was. For the roleplaying game though, the Dragonrise is a significant and immediate event. It is woven into the background of every Player Character. With that established, every Player Character and every Game Master’s campaign has been moved forward too, and so stands on the threshold of the forthcoming events of the Hero Wars, prophesised in the pages of King of Sartar and promised in game terms by Chaosium, Inc.

Another aspect of King of Sartar also plays in the future of every Game Master’s campaign. The volume’s collating commenter cannot be certain as to who the real Argrath is—the descendant of Sartar, the member of a lost clan of the Colymar tribe, the petty criminal who rose to power out of the back streets of Pavis, or all three. This gives the Game Master the freedom to decide who her Argrath will be as his role becomes ever more important and prominent in the forthcoming support for RuneQuest: Roleplaying in Glorantha.

King of Sartar is neither an essential volume that the Game Master must read to run a campaign set in Glorantha nor an easy read. Its fragmentary, often diverse subject matters, and multiple voices often leave the reader struggling to find purchase with the book. Only when the book returns to Argrath’s tale does that purchase find more solid ground, often because having one aspect of Dragon Pass or its people, King of Sartar will return to how Argrath interacted with that. This is not to say that the other diverse subject matters are not interesting, they often are, for there is some literally fantastic worldbuilding in the pages of King of Sartar. Of course, there is also much in the pages of King of Sartar that will be familiar to Gloranthaphiles as much of it has been reiterated in roleplaying game after roleplaying game and supplement after supplement. That though has always been with a more authoritative voice for the Game Master’s benefit and so has been easier to read and digest, whereas King of Sartar is without that authoritative voice by intent and is thus neither easier to read nor digest. Ultimately, King of Sartar is not a book for the casual reader or even fan of Glorantha, but for the fan who is interested in the lore presented as legend and myth, there is much here to explore from within the setting of Glorantha itself.

Friday, 15 September 2023

Friday Faction: The Sorcerer of Pyongyang

If a copy of each of the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide fell from the sky how would it be received in the archetypal medieval world? Together would they have been taken up as a triptych of holy books and their words accepted not as a of means play and exercising the imagination, but as a way of speaking to god, of determining whether you have his blessing before undertaking any action, including deciding your future career, or rather rolling up your character according to scripture. This is the conceit of FRUP, an unpublished roleplaying game designed by James Wallis, and it is a conceit shared with The Sorcerer of Pyongyang. Not a new roleplaying game or supplement, but a novel by Marcel Theroux which examines the consequences of a work of the imagination and imagineering arriving unbidden in a land that is both real and unreal. For The Sorcerer of Pyongyang asks what would happen if a copy of the Dungeon Master’s Guide accidentally found its way into the Democratic People’s Republic of Korea, one of the world’s most isolated and closed off countries? What effect would Dungeons & Dragons have in a society whose government and culture imposes its own reality upon its citizens?

In the early nineties, during the time of the famine known as the Arduous March, Cho Jun-su, an ordinary schoolboy with a love of Kim Il Sung and the socialist fantasy comics he has to hire from a vendor at the station to read, discovers by accident, a copy of the Dungeon Master’s Guide for Dungeons & Dragons. Left behind by the son of visiting a professor in North Korean socialist thought, and taken from lost property at the hotel he works at by Jun-su’s father, Cho Jun-su is fascinated by the book, but his English is not yet good enough to read it, although his later translation of the book will both improve his English and his imagination as he becomes an award-winning poet. Until then he turns to a teacher who has been helping with the illness that keeps him out of school. The teacher comes to understand the book, explaining that it is a game of the imagination and storytelling, and when the boy asks, promises to run it for him. Thus Jun-su takes his first steps into roleplaying, not via Dungeons & Dragons, but the House of Possibilities, an interpretation of the rules that is more faithful by intent than by design, but nevertheless recognisable as roleplaying.

As his illness keeps him home from school and helps isolate him from the worst effects of the Arduous March, so too the House of Possibilities isolates him from the adulation and respect that he is expected to give Kim Jong Il, the Dear Leader, the self-criticism exercises he is expected to participate in at school, and so on. The notion of roleplaying and of Dungeons & Dragons is doubly dangerous within North Korea. It is nerdish and likely to be socially unacceptable just as it was in the West in the nineties, but in North Korea, it could be seen as an artefact of American decadence, one that encourages individualism. Yet it is this individualism that makes Jun-su stand out, his involvement with the House of Possibilities setting him on a trajectory through layers and layers of accepted reality, as he first experiences success, then downfall, then success again, before finding hope. It pushes him to Kim Il-sung University in Pyongyang, where he mingles with the elite, he is denounced and imprisoned, before being released and pulled into the orbit of the ultra-elite once, and then finally finding his own release. At university Jun-su isolates himself from the reality of the dangers that House of Possibilities, but its reality is left behind and Jun-su is forced to rely upon the accepted reality in which his love for Kim Jong Il will save him, but just like Winston Smith and Big Brother in Orwell’s 1984, it is Kim Jong Il that is stamping on his face. Nevertheless, it is Jun-su’s connection to the House of Possibilities that will save him again. Which leads perhaps to the most extraordinary reality in which Jun-su finds himself in, spending time in the company of ‘Jimmi’, in fact, Kim Jong-chul, older brother of Kim Jong Un, son of the late Kim Jong Il and supreme leader of North Korea. ‘Jimmi’ is portrayed as a member of the idle rich, when not drug addled, obsessed with the guitar and great rock guitarists, whose reality isolates him from the rest of the country and its cowed masses. Weirder still is the job he is given at a state insurance company, fabricating the reality of serious accidents, so that the country can gain foreign currency from the insurers in London. Even ‘Jimmi’ in his most maudlin state is affected by Dungeons & Dragons, wondering if his influence is sufficient to render Cho Jun-su the status of an NPC, a ‘Non-Player Character’ as controlled in the game by the ‘leader’ or Dungeon Master, or if he too, is an NPC, not for Cho Jun-su, but rather for Kim Jong Un. This is not an aspect that the author really explores, merely bringing it to our attention as he hurtles to the book’s conclusion. It is the novel’s startlingly missed opportunity.

Although he does not belabour the point, it is clear that the author knows about Dungeons & Dragons and roleplaying games in general. It is not a case of the author just having done his research to be able to use Dungeons & Dragons as a literary device. Or if it is, then that research is more than cursory. Readers in the know will recognise the copy of the Dungeon Master’s Guide from the description given, a great red demon (or efrit) grasping a scantily clad women in its left hand, a sword in its right as a knight and a wizard attempt a rescue as being for Advanced Dungeons & Dragons, First Edition. They will realise too that Jun-su’s battered copy is later replaced by Dungeons & Dragons, Fourth Edition. This could have been the result of simple research, but there is more. British readers will recognise the name of the games shop in North Finchley from where the author in the book purchases a copy of The Habitition of the Stone Giant Lord which is an undoubtedly obscure choice. There is though, Jun-su’s initial reaction to playing the game, his fascination with its imagined world, with it feeling more real than the one around him. This is something that many a roleplayer will recognise, that heady rush of discovery of not just having an imagination, but of being able to explore it too.

It would be trite to have simply explored the imagination as a means of liberation from conformity and repression. The Sorcerer of Pyongyang does that, certainly, but it goes beyond it to examine the dangers of the imagination, not just under the ordinary Orwellian repression of North Korea, but also in the layers of reality surrounding Pyongyang’s elite under radically different circumstances and under two different Supreme Leaders. Again and again, Cho Jun-su finds his imagination pulling him onward in a great journey through a bildungsroman of realities. The Sorcerer of Pyongyang is a fascinating glimpse behind the walls of the Hermit Kingdom that is North Korea with Marcel Theroux using Dungeons & Dragons as a surprisingly sophisticated means to drive its story along in a fashion that would have been unthinkable, let alone acceptable when Cho Jun-su first entered the House of Possibilities.

Friday, 3 February 2023

Friday Faction: Judges Guild’s Bob & Bill – A Cautionary Tale

Judges Guild is rightly renowned for its innovation in the hobby industry. It pioneered the concept of supplementary support for roleplaying games when those in charge at TSR, Inc. believed that there would be no demand for them. The publisher’s Judges Shield would be first Game Master’s screen, City State of the Invincible Overlord would be one of the first great city settings combined with the Wilderlands of High Fantasy setting, Tegel Manor the first haunted house as a dungeon adventure, and Dark Tower, the only scenario published by someone other than TSR to appear in ‘The 30 Greatest D&D Adventures of All Time’ in Dungeon #116 (November, 2004). Unfortunately, Judges Guild’s legacy has been tarnished by the social attitudes and comments of Robert Bledsaw II, son of the late Robert Bledsaw, one of the co-founders of Judges Guild. However, Robert Bledsaw did not start Judges Guild alone and had a partner, Bill Owen, who has a memoir, Judges Guild’s Bob & Bill – A Cautionary Tale, which covers the period in which he was involved in the company, and more. Originally published in 2008, it has been updated with addenda, not once, but twice. It would be fair to say Owen’s involvement is little known outside of the devotees of Judges Guild and hobby historians, but Judges Guild’s Bob & Bill – A Cautionary Tale is his chance to tell that story.

There is a certain familiarity in how the author began gaming. Later influxes to the hobby would begin with Dungeons & Dragons, a Fighting Fantasy solo adventure book, or even Vampire: The Masquerade, but Owen, like all gamers of his age, began with wargames and in particular, Avalon Hill titles like Africa Korps, before moving onto miniatures wargaming played across the traditional sand tray to simulate terrain. It would remain a hobby for all of his life and heavily influence his career working in the family travel business. As a travel agent, Owen was able to ease some of the logistics that Judges Guild would face in its first few years in terms of travel and printing, but it was his father’s first businesses—a regional chain of toyshops and a mall—that would arguably prepare him for the hobby market that burgeoned in the years following the publication of Dungeons & Dragons. Indeed, the Franklin Mall would be first headquarters for Judges Guild.

Owen’s involvement with Robert Bledsaw and Dungeons & Dragons begin when he ran his first dungeon using the Dungeons & Dragons boxed set that he had acquired at Gen Con in 1974. Bledsaw would borrow Owen’s copy and run his own campaign, heavily drawing from and influenced by Tolkien. Eventually, and now friends, Owen and Bledsaw would go into business as Judges Guild with their first products being play aids for Dungeons & Dragons—the Ready Ref Sheets and the Dungeon Tac Cards—that collated and better presented the charts for the roleplaying game, followed by the map and booklet for City State of the Invincible Overlord. Initially, these and other releases would be distributed via subscriptions. Owen reveals some of the challenges that he and Bledsaw faced in bring Judges Guild titles to print. Not just the fact that they were doing on it a budget, but also the technology involved. The initial difficulties of drawing and printing the map for the City State of the Invincible Overlord in colour that would push Bledsaw to redraw the whole map in black, and the Dungeon Tac Cards being typeset at a printing company between the time that its employees opened up and the office staff arrived! There are endearing tales of the first two times that Judges Guild was at Gen Con in 1976 and 1977. The first visit was done almost guerrilla style, selling subscriptions for future releases and even a few map 
sets of City State of the Invincible Overlord out of the back of the car that Owen and a friend drove to Wisconsin in. The second visit has an even greater unreality to it, being hosted in the Playboy Mansion in Lake Geneva, which turned out to be an eyeopener for all concerned.

Yet Owen’s time with Judges Guild and as partner to Robert Bledsaw quickly comes to an end. By 1978, he had burnt himself out and lost the energy and drive that would keep Bledsaw in the hobby games industry for another five or so years. He sold his share of the business to Bledsaw and returned to the family travel business. Owen has not been involved in the roleplaying industry since, although he has remained a keen wargamer, both in terms of miniatures and wargames. It is at this point that the reader’s interest in Judges Guild’s Bob & Bill – A Cautionary Tale is likely to wane…

Updated and expanded in 2014, the third edition of Judges Guild’s Bob & Bill – A Cautionary Tale, which includes addenda for both the second and third editions, is some one-hundred-and-forty-eight pages long, but Owen’s direct involvement with Judges Guild ends at page sixty. Much of the longer rest of the book consists of rambling reminiscences and reflections. Most notably these look back upon the combined wargaming and World War II battlefields of Europe tour that Owen arranged, discuss some of the author’s favourite games, and so on, but there are snippets of interest to the Judges Guild and roleplaying fan here too. For example, Owen muses not just whether was paid enough when he sold his half of Judges Guild to Bledsaw, but more interestingly, what if he had remained at the company and sold it to E. Gary Gygax later on when Gygax began to have difficulties at TSR. Inc.? The author does not explore this idea very far, but there is the possibility of an interesting ‘What if?’ scenario there. Elsewhere, Owen provides a close up look at the original map for Tegel Manor; looks at early, pre-print history of City State of the Invincible Overlord when it was ‘No Name City’ located in Middle-earth; and just how the Bledsaw got away with some of the names of the shops and stores in the city, such as ‘Beat-a-Slave’ and ‘Messy Massage’… These are intermittent throughout the book though.

Perhaps one of the pleasures of the book is its many photographs. Judges Guild’s Bob & Bill – A Cautionary Tale is profusely illustrated with photographs from the author’s time with Judges Guild, the games he played, and much more. They are not always as clear or as light as the reader might want them to be, but they are included and they are all each clearly described by the author.

Perhaps one reason why a modern gamer might want to read Judges Guild’s Bob & Bill – A Cautionary Tale is the fact that it subtitled, ‘A Cautionary Tale’. Owen clearly faced the challenges of any young, fresh start-up business. A combination of long hours, great effort, and having to find its own way in an industry that had no precedent, that enthusiasm will only carry you so far in overcoming. Bill Owen burned out and left the industry after two years, and whilst his story of what happened and the mistakes the company made are now over forty years old, they retain some validity today.

Physically, Judges Guild’s Bob & Bill – A Cautionary Tale is presented as series of short essays accompanied by handfuls of photographs. It is an amiable enough read, often slipping into digression, and not always coming to any clear conclusion.

Judges Guild’s Bob & Bill – A Cautionary Tale is a rambling affair that is far from being an official history of Judges Guild. Of course, it does not set out to be, but if the author’s reminisces about his time at Judges Guild are the most interesting sections in the book, they are also the shortest. Meaning that for the roleplaying historian and devotee of Judges Guild there is not as much within its pages to really interest them as perhaps there could have been. Ultimately, what comes across from the amiable reminisces in the pages of Judges Guild’s Bob & Bill – A Cautionary Tale, is that Bill Owen does look back upon his time with Judges Guild and the late Robert Bledsaw with great fondness, as well as having greatly enjoyed his gaming.

Friday, 4 November 2022

Friday Faction: The Hellebore Guide to Occult Britain

There are plenty of good guides to the weird and wonderful past of Great Britain. The country is rich in folklore, the occult, magic and mysteries, horrors and hauntings, and much, much more, and so has been subject to numerous books and guides. The Readers Digest Folklore Myths and Legends of Britain and The Lore of The Land, backed up with Brewer’s Dictionary of Phrase and Fable, will give anyone with an interest in the myths and legends of the United Kingdom a good grounding in the subject, but both are hefty books. So they are not easily carried on the go, and in the case of both The Readers Digest Folklore Myths and Legends of Britain, several decades old. The Hellebore Guide to Occult Britain does a similar job and covers much of the same material, but differs in two important ways. First, it is a more recent treatment of the subject and second, it is smaller and thus infinitely portable. In fact, The Hellebore Guide to Occult Britain is actually designed to be portable for it actually includes the post codes for each of the numerous locations and sites described in its pages—though it is unlikely that all of these sites actually receive anything via Royal Mail (other delivery services may deliver). What this means is that the sites of the various standing stones, ghost sightings, occult personages, and more, are all easy to find. The Hellebore Guide to Occult Britain may not be pocket-sized, but digest-sized, it is easy to carry around.

The Hellebore Guide to Occult Britain is published by Hellebore, which collates various essays and pieces devoted to British folk horror—including folklore, myth, history, archaeology, psychogeography, witches, and the occult—into a series of fanzines. It covers the United Kingdom, region by region and country by country, so Wales, Scotland, and Northern Ireland, as well as England—with London as a separate location. It starts in the southwest in Cornwall, and moves steadily east and north. The maps are marked with clear icons, including ‘Witches and Cunning Folk’, ‘The Old Gods’, ‘Magic, Rituals, and the Occult’, ‘Ancient Megaliths’, ‘Ports to the Otherworld’, and more. So in Dorset, Bradbury Rings and Cerne Abbas are the site of ‘The Old Gods’; Avebury and Stonehenge sites of ‘Ancient Megaliths’ in Wiltshire; ‘Witches and Cunning Folk’ of Pendle in Lancashire; and the ‘Curses and Portents’ of Cleopatra’s Needle and the ‘Magic, Rituals, and the Occult’ at both the Science Museum and the Victoria and Albert, all in London. This barely touches upon the hundreds and hundreds of entries in The Hellebore Guide to Occult Britain.

The various regions across The Hellebore Guide to Occult Britain are colour coded, each region’s entries combining a mixture of short descriptions with slightly longer pieces. For example, Worcestershire has short entries on the Fleece Inn with its three white circles inn front of its fireplace to prevent the entry of witches via the chimney and Penda’s Fen, the children’s television series from the seventies, but longer entries on Bredon Hill and Wychbury Hill, the latter the site of an iron age hillfort, several follies, and the mystery of Bella in the Wych Elm. London is an exception to this with numerous entries under several different banners, such as Bloomsbury with the British Museum, Freemason’s Hall, and amusingly, both Treadwell’s Bookshop and The Atlantic Bookshop, and Hawksmoor’s London and Doctor John Dee’s London (Dee will also have entries for Manchester and Oxford).

Where The Hellebore Guide to Occult Britain differs from other books of legend and folklore is its inclusion of sites particular to film, television, and literature. As with the other categories used in the book, these are clearly marked on the maps. For example, Aldeburgh in Suffolk is listed under ‘Film and Television Locations’ for the Martello Tower there, as it was the basis for M.R. James’ ‘A Warning to the Curious’, whilst several locations across southwest Scotland are listed as locations for the classic British folkloric horror film, The Wicker Man. There are not too many of the film, television, and literature locations throughout the volume, but in the case of the film and television entries, they add visual cues in particular for the imagination.

Physically, The Hellebore Guide to Occult Britain is cleanly, if tightly laid out, primarily in black and white with the occasional use of spot colour. If there is an issue with the book it is that the liberal illustrations are not as crisply produced as they could be. The book does include an index and a list of references as well.

For roleplaying purposes, The Hellebore Guide to Occult Britain is a useful book to have to hand. It is a veritable fount of ideas and hooks that the Game Master could turn into roleplaying encounters, scenarios, or mysteries for her gaming group. No more than that though, for the entries are thumbnail-sized and should be considered to be pointers or starters for the Game Master who will then need to conduct a little more research to flesh out the scenario or mystery. Nevertheless, much of the content would work in a wide range of horror roleplaying games, including They came from Beyond the Grave! from Onyx Path Publishing or Call of Cthulhu, Seventh Edition from Chaosium, Inc., as well as specifically United Kingdom-based roleplaying games, like Liminal from Wordplay Games, The Dee Sanction: Adventures in Covert Enochian Intelligence from Just Crunch Games, Vaesen – Mythic Britain & Ireland for Vaesen – Nordic Horror Roleplaying from Free League Publishing, or Fearful Symmetries for Trail of Cthulhu from Pelgrane Press.

The Hellebore Guide to Occult Britain is an indispensable travel guide to the legends and folklore of Britain. It is not so much a definite reference guide, but more a reference starter, a point from where the reader (or gamer) can have her interest piqued and from there conduct her own further reading and investigations. Compact, but full of interesting content, The Hellebore Guide to Occult Britain is an excellent little tome to take off the shelf and flip through or even have handy in the bag when you want to find something really interesting to visit nearby.

Friday, 16 September 2022

1982: Mazes and Monsters

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

In 1982 we learned that roleplaying could be dangerous. We learned that it could drive Tom Hanks into identifying with his character to the point where he became the character and so would step out onto the road on his character’s great quest, only this was across New England and not some fantasy land. He would drive his friends away and once lost in a great metropolis—New York (this is the New York in the eighties) and its tunnels below—would be driven mad by dragons above, be menaced by monsters (again New York in the eighties), commit acts of violence against monsters (yes, still the New York of the eighties), and using his spells, desire to fly from the top of the Twin Towers (and yes, still the New York of the eighties). Ultimately, even after being rescued by his friends and being returned home, he would never escape that character even as his friends became proper adults and left such trivial pursuits behind them. This was a story told on our television screens in the made for television film, Mazes and Monsters, based on the novel by Rona Jaffe, which had been published the year before. The film was the first leading role for actor Tom Hanks and where it had been rushed from print to screen, the book had been rushed from the news to print, for both the film and the book it was based upon were based upon a true story.

In 1979, a young student at Michigan State University, James Dallas Egbert III, had gone missing. Initial investigations and subsequent newspaper reporting linked the disappearance to Egbert having played a strange new game called Dungeons & Dragons. Egbert would be later found by private investigator, William Dear, but the reasons behind the disappearance would not be revealed until after the student’s subsequent suicide and only be properly explained in Dear’s own 1984 book The Dungeon Master. Both Mazes and Monsters and The Dungeon Master would precede the backlash against Dungeons & Dragons that was part of the Satanic Panic of the eighties.

In Mazes and Monsters, Robbie Wheeling (Tom Hanks) attends the small Grant University where he forms a group of friends who play the titular game. All four of them have difficult family backgrounds to one degree or another. Robbie has an alcoholic mother and strict father who fight constantly, and is still tormented by the mysterious disappearance of his older brother, Hall. Jay-Jay (Chris Makepeace) is neglected by his mother who constantly redecorates his room since she can never make up her mind about the best look—the opening look is a brilliantly white Science Fiction room which could be in a Cyberpunk novel—and so wears an ever-changing selection of hats as a means of self-identification. (Of course, as the story progresses and he grows up, he gives up the hats.) Kate (Wendy Crewson) has suffered a number of difficult relationships and comes from a broken home, and Daniel (David Wallace) wants to become a computer games designer, but his parents have other ideas. All find solace in the game and when Jay-Jay suggests that they take the game to another level by acting it out in the nearby and forbidden Pequod Caverns—accessed by the most cave entrance possible—they agree.

However, when they separate to search for the treasure (never separate the party!), Robbie suffers a psychotic episode connected to his brother’s disappearance and now believes he is actually his character, the cleric Pardieu. Consequently, he will break off his relationship with Kate—because clerics are celibate—and disappear on a quest to find his brother. This leads his friends on the quest too in order to find him, because the police, in the form of Lieutenant John Martini (as portrayed by Murray Hamilton, best known for playing the mayor in Jaws), have no idea. After Robbie is returned home, they visit him, and it is made clear that Robbie will never recover from his psychotic episode and will always believe himself to be Pardieu. Together, feeling sorry for him and their contribution towards his current condition, they join Robbie on a game of Mazes and Monsters with Robbie as the Maze Controller. The final words of the film are Kate’s: “And so ... we played the game again ... for one last time.”

Mazes and Monsters is a strange film, a treatment of roleplaying games disassociated from its subject, a film made about roleplaying games in which the author of the book and thus the film have no real idea what a roleplaying game is. For example, in Mazes and Monsters the game, the players finally have the right to be their own Maze Controllers at Ninth Level and the game is played out by candlelight with just the Maze Controller and the three players. It also makes clear that this is a game played by young people with difficult home lives and worse, roleplaying games like Mazes and Monsters have the capacity to exacerbate existing mental health issues and entwine them with the game. There is no real effort to portray roleplaying as a positive activity and there is a certain goofiness to the script that the actors do their very best with, but cannot ultimately escape.

—oOo—
Both Rona Jaffe’s original novel and another which involved roleplaying, John Coyne’s Hobgoblin were reviewed in Dragon Magazine #75 (July, 1983). In ‘Tales stranger than fantasy’, Michael Lowery highlights that in both novels, “Above all else, both writers view fantasy gaming as something that must be explained, like teenage alcoholism or joining the Moonies. And examined: Just what is it, anyway, that leads intelligent, seemingly normal people into fantasy role-playing? In both works, game players are eventually shown suffering from dissociative schizophrenia (or some similar malady), which the reader is invited to blame on fantasy role-playing.” He identifies Mazes and Monsters as the better novel, but still calls it, “…[A] Problem Novel, and the Problem is role-playing games.” before concluding that, “Neither of these books is likely to be enlightening to the FRP gamer, except as examples of what reasonably intelligent adult non-players imagine we must be like. In both books, the attainment of mature adulthood is accompanied by the abandonment of role-playing games. Need I say more?”

John J. O’Connor’s review, ‘TV: 'MAZES AND MONSTERS,' FANTASY’ in The New York Times (December, 28, 1982) in contrast, was more positive. “Miss Jaffe takes her story and characters through some fairly predictable turns as the game proceeds to its ''logical extension.'' At one point, the underlying message is spelled out directly: ''The most frightening monsters are the ones that exist in our minds.'' But, gradually, her carefully diagrammed contraption begins to work with reasonable effectiveness. He concludes, “And in the end, the film achieves a broader ''ritesof-passage'' experience than most viewers might be expecting.”
—oOo—

Mazes and Monsters is forty years old in 2022 and to mark the occasion, Plumeria Pictures has released the Mazes and Monsters 40th Anniversary Edition Blu-ray. In the words of Lieutenant John Martini, it promises “Swords… poison… spells… battles… maiming… killing!” The production values for the release are basic, but to be fair, it is debatable whether Mazes and Monsters warrants more than that. However, the release features an eight-page booklet containing the essay, ‘The real-life tragedy and sensationalised fantasy behind D&D-inspired movie Mazes and Monsters’ which explores the reality and fantasy behind the film. This is a decent read, but does not throw any more light upon the matter than is already known. It is there more for those who are new to both film and its origins rather than the amateur historian of the hobby or the roleplayer who lived through the period. The film itself is simply presented and as a television film feels dark and claustrophobic.

The release has two extras. The first is a set of English language subtitles, which are absolutely necessary if the viewer wants to watch the film with the other extra, a commentary track from roleplaying luminaries Seth Skorkowsky, Scott Dorward, Joe Trier, Veronica Escamilla-Brady, and Eoghan Falvey. This is a fairly jokey, occasionally funny commentary which ultimately does not add much to the film itself. Only Seth Skorkowsky and Scott Dorward appear to have seen the film before, and both add heft to the commentary where the other participants have little to add. Dorward in particular adds significant context and background to the commentary, not only having familiarity with the film, but also the period when it was made and the New York of the time. There is an interesting conversation to be had about the film and its context, but the Mazes and Monsters 40th Anniversary Edition Blu-ray misses that opportunity with what is an unbalanced commentary cast.

Mazes and Monsters and the Mazes and Monsters 40th Anniversary Edition Blu-ray together look back at a period in the hobby when the wider world is only beginning to become aware of it and it is clear that it has no understanding of what it was. With a film which is more curio than actually good, the Mazes and Monsters 40th Anniversary Edition Blu-ray provides an interesting snapshot of the early eighties that shows how lucky we and the hobby are in the twenty-first century.