Friday, February 10, 2012

The Cult of Personality


There is a dark underside to geek culture. It's really a part of human nature in general, but it seems to rear its ugly head in geek culture much more than it should. In the last few weeks, that ugly head has been rearing higher, uglier and shouting more loudly than I think it has in the past. The internet is a big component to this. Give people relative anonymity and the freedom from physical repercussions that they would get for delivering this level of nastiness in person, and you have a recipe for trouble.

The Cult of Personality

When we like someone, or the work they have done. We want to elevate them. That happens often times with creative people. We raise them up and up and up, until they are elevated to the levels of "genius" and "god." They can do no wrong at this level of elevation. The problem is, these are still people...humans that are capable of mistakes and stupidity and carelessness, just like the rest of us. These elevated creators speak, and the cracks in their divinity start while their humanity shows.


Then you have two choices: you stick by your elevation and defend the person, ignoring what you have to in order to keep them up on that pedestal that they've been elevated up onto, or you look at the facts and come to terms with the fact that the perfection that you've created in your mind isn't realistic. There is only one infallible creator, and not everyone accepts the existence of him (or her depending on the flavor of your faith). No one in any medium, whether comic books, movies, music, high or low art, literature or any other artistic endeavor, produces a perfect body of work. For every Watchmen there is a Neonomicon.

A fallacy of this line of thinking, which honestly might be derived from one of the Geek Social Fallacies, is the idea that if you do not totally except every bit of work of one of these "geniuses" as being genius, you are not a fan. Apparently, being a fan is like betting on Texas Hold-Em sometimes...you're either all in or you aren't in the game. This is, frankly, the tip of the iceberg of a potentially dangerous personality issues. Some people derive too much of their identity and/or self-worth from their fandom that they construe any "attack" against what they are a fan of as being a personal attack. You see this online a lot, and I have even dealt with it offline when someone attached to one of the popular online gaming forums left a gaming group we were both a part of, because I "hated on the board" because I felt (and still feel) that their reviews were poorly written and mostly missed the point of reviews.

We really shouldn't support this sort of behavior, as geeks or as humans. I don't think that I should have to explain why we shouldn't support or enable bad behavior, so I'm not going to bother with it.

There is a flip side to this phenomenon, something that grows more out of fan entitlement than out of fan worship. That is the idea that the fans know more about the property than those producing it, even when evidence (trivial things like sales) shows otherwise. This is an entirely different cult of personality, one that can often be driven by personal agendas that people want to be more widely followed. We see a lot of this in the "edition wars" between the fans of the various editions of D&D, particularly with those fans of more recent editions attempting to push their social agendas into the mainstream. Then they reply with anger and attacks when those agendas are not accepted, or are mocked openly.


We are a varied people, us geeks. There's nothing really wrong with that, we just have to learn to be more accepting of ourselves, others, and the opinions of others.

Thursday, February 09, 2012

Guest Post: Annah Shilts Talks About The Maid RPG

Today, I present something All-New and All-Different for the Dorkland! blog (please always remember the exclamation point)...a guest post from someone wanting to break into the fine art of blogging. Today I present Annah Shilts, talking about the Maid RPG. I'm sure that many of you who follow me (the Chris me) here and on the various social media sites around the web know that I'm a big fan of the Maid RPG, and picked up a copy from the initial press run a couple of years ago when it debuted at GenCon. I've been lucky to talk with the translators/publishers of the English-language edition of the game (and I've worked with Ewen on Open Anime for Battlefield Press).

The link above is to Annah's profile on Google Plus (where she I and first encountered each other). If you're a gamer and you're not on Google Plus you really should look into it. It is a hotbed of gaming discussion and perspectives, with only a minimum of the hassle that you will find in online forums for gaming. I have another couple of people who have discussed wanting to do guest posts on here, so I guess we will see where this one goes.

What we have are Annah's thoughts and impressions from her first time playing a game, that just happened to be Maid. After the jump you'll find more about her experience.

First, a little about this random person writing to you: Hi, I’m Annah. A twenty-seven year old librarian with lots of red hair, not enough time and way too many hobbies. I’m classically trained operatic singer, dream of being a voice actor, and have a David Tennant cardboard cutout in my living room. I’ve been playing games since my father brought home a very old Pong console when I was four. Since then I’ve gone the gauntlet of Sega Genesis to Play Station 3.
I am new to tabletop RPGs. I was raised a (fairly) well behaved Christian home schooler from kindergartener through high school. Dungeons and Dragons were demonic and RPGS nearly so. Lord of the Rings and freaking Chronicles of Narnia were considered too full of magic and witchcraft for little old me.


Tuesday, February 07, 2012

Talking About The Clockwork & Chivalry 2e Role-Playing Game

Building on the streamlined OpenQuest rules (which were in turn derived from the MRQ1 SRD), the second edition of Clockwork and Chivalry comes storming out of the gate and into a growing pack of games building on the foundation of either Mongoose's Legend/RuneQuest rules or Chaosium's BRP system. For those who do not know, OpenQuest is a fantasy game, a retro clone of earlier editions made possible by the OGL, much like the many Old School Renaissance games were made possible by the d20 SRD material.

One "fault" that I had with the OpenQuest rules were fixed in Clockwork and Chivalry was the lack of Professions. I like Professions because it is a way for players to customize their characters, without adding a lot of detail. Professions can emulate the best parts of class-based RPGs, without some of the drawbacks that go with class-based gaming. Clockwork and Chivalry also crank up the Faction/Cults rules, by giving them a bit more mechanical strength. The addition of the idea of Righteousness Points is a little complicated at first, but they give a reason to have a Faction/Cult on your character sheet, besides just because of the fact that you can get some extra skills. For a game set in the 17th century, I think that this particularly helps to make your characters more of a part of the world of the game.

Some faults that I had with this present game:

I'm not particularly a fan of the naming conventions for spells. I understand that they are intended to give spells a more "authentic" feel, but the grammar of the spells' names just come across as forced to me. And while I like the idea of Satanists and Satanic Witches in the game, I'm not as happy with making the Satanic Witch more powerful than other forms. I understand why the authors choose this route, but I don't particularly agree and that is something that would more than likely get house ruled into a change for me. I do like the effort that the authors put into making a justification for an adventuring group, and in putting some effort into making these groups fit together. That is something that can be a hurdle for many group, trying to justify why their characters are together, and it is particularly helpful in a historical game such as this one.

A starting character in this game is not only flavorful, and starting with story ideas that can be developed from the first session, but they are not handicapped. This is definitely a game that is about capable characters doing big things in their world. It is also nice that the Professions are set up with historical fidelity, as well as ways around those "restrictions," if the group wants to play the game more ahistorically.

This game does not scrimp on background or or setting material, so the group that wants to run a fantasy game outside of the box of the usual standards of fantasy gaming, or the group that wants to run historical settings but may not as expert on the time period as they feel that they should be are both supported by the setting material in this. There is more than enough background material for England and the important personages of the time and place to get even the most historically undereducated of people up and running for campaigning in this world. There are also a couple of very good starting adventures (complete with premade characters) to get games rolling.

In short, Clockwork and Chivarly is a very solid game, one that builds on the strong foundation of d100 gaming. If you are looking for a fantasy game that is well-designed and that goes outside of the boundaries of what you will traditionally find in a fantasy RPG, this is the game for you. I am looking forward to seeing what comes next with this line, and the supplements that are forthcoming look exciting and will greatly expand the game and the world.

The PDF version, while a bit pricy in my opinion is available from DriveThruRPG. As usual, there is an affiliate code attached that will help me pick up future releases to talk about here on my blog.

Friday, February 03, 2012

Talking About Mongoose's Legend Role-Playing Game

Mongoose's Legend is the spiritual successor to the RuneQuest game originally developed and released by Chaosim Games and Avalon Hill, back in the 70s and 80s. Mongoose's Legend is the actual successor to their own RuneQuest game, rebranded and given a life extension after Mongoose gave up the license on the RuneQuest name. Much like the earlier incarnations of the RuneQuest game, Legend does one thing very well: it gives gamers a grittier alternative to the 800lb. gorilla of fantasy role-playing...Dungeons & Dragons.

Inspired by, and derived from, the Basic Role-Playing System that has powered games such as RuneQuest and Call of Cthulhu, Legend is a fantasy game that relies on character attributes and skills, rather than classes and levels, to define the capabilities of a character. This might not be for everyone, and Legend would take some stretching to reach some of the power levels of that other fantasy role-playing game, but what Legend does...it does well.

Character generation in Legend is a snap. Legend offers two manners with which to create characters: the tried and true random method as well as a point buy method. Either of these are capable of creating well-rounded and interesting characters. Coupled with guidelines for Veteran characters, you can make characters that run the gamut from starting adventurers to seasoned pros, in no time at all. Cultural Backgrounds and Professions let you decide who your character was before becoming an adventurer, leaving it up to you to determine what your character is going to be through play. Having the option of both random determination and focused point buy should make a spectrum of gamers happy. Heroic abilities give your character the sort of "legend"ary capabilities to grow into that will make them the match of any fictional creation.

Task resolution is simple and everything is based off of the percentile dice, giving an intuitive way to explain what characters are capable of doing to both non-gamers, and gamers who may not be experienced with percentile-based game systems.

Legend postulates a world filled with magic, more so that many other fantasy games available on the market. One of the things that sets this game apart from many other fantasy games is the concept of Common Magic. Common Magic, simply enough, is the inherent magic of the universe, those magical effects that anyone can use without having to go through the training and experience of most magic-using characters in other games. This helps to create a richer fantasy world where magic is a part of the every day. This might not be fancy or powerful magic, but it can be life (and game) changing. This is one element that has been with RuneQuest since the very beginning, and it surprises me that has not been adopted by more fantasy games. Having common, everyday magic within the reach of everyone makes for a fantasy that is so much more fantastic that what you find in a lot of role-playing games.

The graphic design of Legend isn't fancy, but that isn't a problem. The black and white design is clean and easy to read. The illustrations, also in black and white, do a very good job of setting the tone for the game, and its implied world. Legend may not have a default setting, like when Mongoose published it originally under the RuneQuest brand, but the implied world that comes across through the text, the art work, and through design choices like Common Magic, makes for a rich implied world that is just waiting for you and your gaming group to fill in with the exploits of your characters. If Legend is not in your gamer's toolbox of fantasy games, you should fix that with this PDF. Even if you do not play Legend, the ideas presented in this game can be brought across to any fantasy game and enrich it with its different approaches to the genre.


Another nice thing about this game is that it is 100% OGL-released open gaming content. Obviously the illustrations and such are not a part of this, but there is still plenty of meat on this game's bones. What exactly does this mean for you? Basically, one of two things:
  1. You can publish your own expansion material, settings, new rules options and the like for the game (you can find a compatibility logo over here on Mongoose's website). Your Legend games can then inspire and create games for others.
  2. You can create a completely new game based on the Legend system. This is what D101 Games did with the earlier RuneQuest SRD to create their great OpenQuest game. I talked about OpenQuest in a previous blog post here, if Legend sounds interesting to you, you should check it out as well.
Legend is a solid game, a game that is well worth your time and effort to check out. I have a link to buy the PDF just below (which is selling for only $1 at the time this was written). If you have questions or comments about this review, you can find me over at Google+ or Twitter. If you follow me at Google+ and it isn't readily apparent for me why you are doing it, just drop me a mesage via my profile and let me know.


You can purchase the PDF of Legend from RPGNow/DriveThruRPG. Yes, that is an affiliate code, but it helps me to be able to pick up new material to be able to talk about with you. I have a couple of the other Legend PDFs, and if there is enough interest in this I will talk about some of them as well. Let me know in the comments here and either of the places I mentioned above, if you would like to see further material talked about on this blog.

And designers/publishers...you can reach me at either of the above links if you would like reviews done of your material as well.

Tuesday, January 10, 2012

Warren Ellis' Desolation Jones: An Appreciation

I am going to talk about Desolation Jones today. What is Desolation Jones? I hear you asking. Simply, it was a six issue mini-series published by the late, lamented Wildstorm Comics in 2005, written by Warren Ellis and with art by J.H. Williams III. We're not going to talk about the follow-up that Ellis was unable to finish in this and focus on the mini that was completed. If you click the link above, you'll find out how to buy it through Amazon.com, hopefully earning some affiliate credit for me.

First off, if you are a fan of the Burn Notice television show and you like comics I think you should check out Desolation Jones. The high concept of this comic is similar: spies broken by their jobs, or unable to interact normally with others because of agency experiments, are given a choice...die or move to Los Angeles. Yes, an interesting choice. However, in this comic Los Angeles is a secret open-air prison for former intelligence agents to are too important to kill but in too bad of shape (mostly psychologically) to still undertake missions regularly. Behave and stay within the city limits of L.A. and the former agents can continue to live.

Enter Michael Jones, former MI6 operative and survivor of the Desolation Test. I don't want to go into the Desolation Test in too much detail because the unveiling of it, and it's effects on Jones, are an important part of the story. Let's just say that, from what is revealed it wasn't a pleasant test, not that many things called Desolation are often pleasant. After the test Michael is give the choice by his government: we kill you, or you move to America and L.A. Michael chooses life (much like in the Wham song) and moves to Los Angeles, where he sets himself up as a private investigator to the former intelligence set. Some of this sound familar?

The story of this miniseries is an investigation into Hitler porn that Michael is hired to undertake. In true noir style, however, it quickly turns into much more. While well-written, keep in mind that Desolation Jones is not always a high minded comic. After all, this is the comic that gave us the quote "Everything goes better with bukkake." As Ellis often does in his comics, this story is a weaving of the high brow and the low brow. One of Ellis' throwaway ideas in this mini (which was going to be expanded in the unfinished follow-up) is the concept of supermodernism. Within the narrative of the comic, Ellis has Jones describe the concept as "The fact that we don't build places just to live in anymore. We build places to go through. To wait in. To be transient." As an aside, with my game designer hat on, Supermodernity is something that I think all game designers should learn something about. It is a fascinating concept that I think could inform a lot of designs in modern/SF worlds.

Jones is a detective very much in the Sam Spade/Mike Hammer mold. I don't think that the choice of the name Michael for the character is entirely coincidental. Jones solves this mystery with a mix of brutality and logic (even though Jones says repeatedly that he is not very smart) that would have fit well into any 30s L.A. noir story.

Williams art in this miniseries is on the cusp. This book was done in between his work with Alan Moore on Promethea and before he worked on the Seven Soldiers material with Grant Morrison. In Desolation Jones you can see glimpses of William's upcoming work on Seven Soldiers and Batwoman as well. This mini is very much a snapshot of an artist who is just about to come into his own, and his collaboration with Ellis on this really brings the characters and the world to life.

This comic is not for everyone. I will admit that. The themes are very adult, and there is a lot of violence and brutality in the book. It is, however, two creators that are really on their game, coming together and creating something bigger and better than what they could have done on their own. If you like crime stories, espionage stories, detective stories, noir, or even mild science fiction and you are willing to read it as a comic book then this is the miniseries for you. But mostly, I think this should be a required reading for those who are fans of Burn Notice and are looking for a comic book to fill in the time before we get new episodes. By the way, Burn Notice fans, let me know if anyone else thinks there is a commonality between the characters of Robina and Fiona.

Monday, January 09, 2012

New Year, New Game Indie Bundle

Because not just the big boys want you to play some new games this New Year, a group of small press and independent publishers and designers have banded together like a Justice League of Independence to offer to you some of their games and supplements at a reduced price. Why? Because they like you, and they want to get their stuff into your hands. While everyone else is speculating about D&D 5e today, we want you to pick up some neat new games that are not undergoing edition wars.

I should mention that my Open Core game is part of this bundle, but that is one of the reasons why you should pick up this bundle.

The bundle goes live shortly after this post goes up, so don't be surprised if some internet glitch causes a problem with the link below. Just take a deep breath and try again.

Here is what will be the link for this Bundle: http://rpg.drivethrustuff.com/prodPuct_info.php?products_id=98293&affiliate_id=1082

And now, some PR fluff to entertain you with, since I know that the link above is all that you really care about... (Have you clicked it yet?)


New Year, New Game Indie Bundle!

Looking to get your game on with some fantastic titles? It's a New Year and we have some great new games for you that scratch a variety of gaming itches from small press, independent publishers and designers. 

Ring in the New Year with 14 PDFs, 10 complete game systems to bring to your table.  The New Year, New Game Indie Bundle also features 1 print and play board game, a guide to conventions and several gaming supplements!

Pick up a new source book for your current system? Grab a few movie tickets and some popcorn? Why not get yourself and your group over $60 worth of games for just $30.66? Hours and hours of engaging and though provoking fun and new game systems to explore.

Hollowpoint from VSCA Publishing

Deluge from VSCA Publishing

Toys for the Sandbox: Apothacary from Occult Moon

Mi Gato se Incendia! (My Cat is on Fire!) by Benjamin Gerber

Argyle & Crew: Adventures in the Land of Skcos and two new scenarios by Benjamin Gerber

Mirkmoot’s Magical Accouterments for Creatures Great and Small by Benjamin Gerber

Shadow, Sword & Spell: Under Pashuvanam's Lush from Rogue Games, Inc.

Conventions for the Aspiring Game Professional by Jess Hartley

Instant Antagonist: The Creepy Cottontail from FR Press

Open Core Roleplaying System Classic from Battlefield Press

Toypocalypse from Top Rope Games

Old School Hack by Kirin Robinson

Kicking Historical Asses from Machine Age Productions

Homicidal Transients from Left of the Moon Games


Total Site Price:                         $50.75
Bundle Price:                             $25.16
Savings off Total Site Price:     $25.59

Go Play Something New!

Tuesday, January 03, 2012

My Top Three High Traffic Posts Of 2011

Of the posts that I made last year, three of them rose to the top to be my highest traffic posts for the year. I've never done a post like this in the past. Is this just a big for more traffic? Maybe. My commentary on each follows the link.

The highest traffic post was my repost of the start of the Speak Out With Your Geek Out movement, from over the summer. I like what became of SOWYGO, even if it was a bit rocky at the start. I have to say that I didn't like the fact that a male geek getting "slut shamed" for being a geek (and a championship Magic player) tried to get turned into something for women to be proud of being geeks. Everyone should be proud to be geeks, and I do not like the growing trend of ignoring what happens to men online. Yes, women have bad things happen to them..but I don't think the existence of one bad thing negates the existence of another. As geeks we need to start being nicer to each other...men and woman alike. Kudos to Monica for getting this off the ground and turning it into an event for everyone.

My second most popular post of the year was my post about the D&D With Pornstars people: Fear & Loathing In Gaming: D&D With Pornstars. Controversy (and naked women) gets clicks, apparently. In a way, these two posts are intertwined. There's been a lot of talk this year about gender issues in gaming. Many of them are right on the nose. We do need more women in gaming, honestly we need more people in gaming period. However, I come out on the side of this issue where I think that any coverage of gaming in the mainstream press that doesn't equate it with suicide or Satanism is a good thing. Really, we could use more mainstream attention. Who cares if the people being talked are porn actors? A lot of people online. Many people have spent a lot of time and Twitter and blog posts going on (at length) about how bad for the hobby this article was. Poppycock. I wish I had as much gaming as these people do. I wish most of the "commentators" on this issue had as much gaming as the D&D With Pornstars people, because then they would be more like to be gaming instead of bitching. If you come across this issue of Maxim at a store (not that I condone Byrne stealing of magazines or comics....pfft) or a library (What? I'm sure some library carries this magazine), I really recommend checking it out and actually reading the article.

Oh, I still hate the photo I took.

My number three article has neither naked women nor controversy involved in it. While it's a good post, I'm not sure if it belongs with these other two posts. :) Number three was my review of the OpenQuest RPG, a pseudo kind of sort of retro clone of the old Runequest games put out by Chaosium. It quickly turned into one of my favorite games of last year. If you haven't checked it out yet, you really should. Click that link, read the review, and pick up a copy today.

So, those are my top three traffic generators for the year. Are they my best posts? No, probably not. The SOWYGO post is just a copy and paste job. I am proud of my other two posts, however. I think the writing is good in both. Opinion writing isn't easy. You really need to have more than just an opinion. Anyone can have an opinion. What makes opinion writing good, and what makes people want to read it, is having an informed opinion on something (which means doing some thinking and some research) and backing up that informed opinion. There's a lot of "I think this because I do" writing that goes on among the so-called commentary on gaming online. That's rubbish writing at best, and overly sensationalistic at best. We need to move past that and strive for a level of professionalism in our commentary and blogging about gaming. That should be a New Years resolution for a lot of online gaming commentators.

The usual rules apply. Feel free to comment, but if you can't say something nice...don't say anything at all. I reserve the right to publish, or delete any comments that I feel belong on my blog. If you don't like that, then post to your own blog.

Thursday, December 29, 2011

The Girl With The Dragon Tattoo Review

A couple of days before Christmas, I went to see the new American version of The Girl With The Dragon Tattoo (TGWTDT). I'm not going to call this a remake, since it was an adaptation of the book, rather than a remake of the Swedish movie (which I have not seen).

I read the book of TGWTDT back in August, and I have been looking forward to this movie since I heard it announced. Daniel Craig and Rooney Mara both do a good job of looking like the characters that I had in my mind as I read the book, Craig pulling off an admirable Blomkvist and completely making me forget about James Bond.

The filming of the movie, the cinematography, captured the brooding environment of the book. Much like in the movie Fargo, they managed to make winter a character in the movie, making you feel the cold and isolation that the characters must have felt. Blomkvist wandering about in a couple of scenes, his hand held out with his cell phone while trying to find a signal really captured this isolation.

Mara does a turn as Salander that is award-worthy. She manages to bring to life the quiet desperation and sometimes torturous existence of her character. The scenes where Salander's new "guardian" shows her how they can "work together" are particularly chilling to see brought to life on the screen.

The music of Trent Reznor and Atticus Ross made great measures towards the feel of the movie with their score. The music would often weave in and out of scenes, as characters moved through physical spaces or used electronics. The title sequence cover of Led Zepplin's Immigrant Song (with vocals from Karen O of the Yeah Yeah Yeahs, who also did the music from 2009's Where The Wild Things Are) will go down as one of my favorite songs of 2011.

There were a couple of subplots from the book that were dropped from the movie. The subplot dealing with Blomkvist's relationship with one of the Vanger "sisters," as well as the subplot of Millennium's ongoing financial and legal battles, were both dropped from the movie. Admittedly, this was already nearly three hours of screen time but I really think that the plot of Millennium's trials and hassles would have really added to the overall feel of the story, not to mention making you happy for the end that Wennerstrom comes to in the movie. That conclusion seemed a bit too speedily wrapped up, maybe because of the fact that we lost the Millennium subplot.

Regardless, TGWTDT was an excellent movie. It drew me into its fictional world early on and kept me engrossed in what was happening, even though I already knew what would happen from reading the book. I recommend this movie to anyone who likes detective/investigative stories, or to any geek who wants to see a well-made movie and wants to escape from the doldrums of genre movies.

Culture Bully's 2011 Mashed


File this under Music and Mashups. Culture Bully has posted their 2011 Mashed compilation. You can find it here. This incredible production from The Reborn Identity (one of my favorite producers) kicks off the compilation.

The Reborn Identity - Cosmic Lifeforms (Florence + The Machine vs Carbon Based Lifeforms) by The Reborn Identity

Wednesday, December 21, 2011

Best of Bootie 2011

Here is Bootie's Best of Bootie 2011 mashup compilation. This is the continuous mix version. They also have an unmixed version with the individual tracks available.


Best of Bootie 2011 by bootie

Downloads and extras can be found at the Best of Bootie 2011 page. 

Sunday, December 11, 2011

In Review: Marvel's Defenders #1

I will admit that I'm not a Marvel fanboy. This is the first Marvel comic that I have bought since Agents of Atlas was cancelled. Mostly it's a taste issue...the currently in vogue style of storytelling at the House of Ideas isn't what I am interested in when reading a comic book.

That said, I have been a huge fan of the Defenders since I was a kid. I found The Defenders not long after I discovered The Avengers. For me, the appeal of The Defenders has always been that they are the weird and creepy super-heroes, tucked off in a dark corner of the Marvel Universe. This feeling is the foundation on which this incarnation of The Defenders is built. I'm pretty sure that the last book written by Matt Fraction that I read was his run on Iron Fist (who is a character in this book as well). This issue, to me, had a similar tone to those issues, more than just because Iron Fist is a member of this new version of the team. I liked that feel in Iron Fist, and so far I like that feel here in The Defenders.

The Defenders rolls out of the story of Marvel's latest big event, Fear Itself, but so far I have found that reading that event is not necessary for this book. This first story, The Defenders are brought together by The Hulk to deal with a menace from that book that he is responsible for. "Imagine all of my rage...and power and strength and hate -- imagine it taking a shape," is how The Hulk describes this menace to The Silver Surfer.

The portrayals of The Silver Surfer and Doctor Strange are probably most likely to be sticking points for some long-time Marvel fans. The Silver Surfer is shown at his most alien in this issue. I like that. It is nice to see a comic book alien being portrayed as being, well, alien for a change. This isn't just some guy in silver body paint, this is an inhuman, near-cosmic entity that just does not see the world in the same way, or interact with it in the same way, as his more human companions.

While I (surprisingly to myself) liked the new take on Doctor Strange, I'm not sure that everyone is going to like Hipster Doctor Strange. Hipster you say? When asked about his choice of reading material at one point Doctor Strange responds with "It is something very old and rather frightening I'm afraid. I don't think you'd know it." Yes, Doctor Strange read that old book before everyone else, and probably has a copy of it on vinyl as well. The good Doctor is also introduced in a post-coital scene that has been talked about in a negative manner in a few blogs already. Really, it didn't bother me all that much. Back in the day, Doctor Strange was always shown as one of the more sexual of super-heroes, with he and Clea in states of undress and seemingly interrupted during sex more than once in a comic. So, Doctor Strange having a hook-up, or using his "spooky old conjurer" status (as Namor calls it at one point) to try to pick up women is not really all that big of a stretch to me.

I have to add that I like the way that Fraction approaches the unnaturalness of Doctor Strange in this book, as well as his approach to magic. In some pre-publication publicity, Fraction mentioned that he wanted to give Doctor Strange a sort of William S. Burroughs quality in his "been there, done that" approach to the weirdness of the world. So far, I think it is successful.

The story is nothing spectacular, just your standard "let's get the band together" first issue for a team book. Geoff Johns should look at this story as an example of how to actually get all of the characters on the cover together and into the book. There is a lot of Marvel Universe esoterica in this issue, particularly the stuff with Wondagore Mountain. There isn't a lengthy exposition on it's history in the Marvel Universe, which could be good or bad. I think most comics these days assume that the reader will have more than a passing knowledge of continuity and that there aren't going to be many uninitiated readers picking up a book as there might have once been. There is just enough explanation to justify the story.

I think that, all in all, this was a fairly successful first issue that made me want to pick up the second issue when it comes out. I would have liked a bit more of an introduction to the new Red She-Hulk. If I didn't already know about the character it wouldn't have been obvious that she was long time Hulk supporting character Betty Ross. Also, neither Namor or The Silver Surfer were given much introduction as it was assumed by the writer that these characters would be known to readers already. This is probably the most negative that I had about the issue: do a better job of introducing the main characters. I really think that this issues (particularly being a number one) could have used a few more pages of story to get the cast introduced.

This leads me directly to my main negative. There's too many damn advertisements in this issue. Eight pages were given over to ads for other Marvel books (mostly X-Men books) and I think that half of those could have been cut to give a couple of more pages of background on the characters.

However, for me, the positives outweigh the negatives and I enjoyed this book. I will definitely pick up number two and hope that this book finds enough of a readership to keep it on the stands in this rough comics market. The Defenders has been, at best, always a fringe title and I hope this version finds its way.

Wednesday, November 30, 2011

Epic Snowball Fight For Freedom Begins


 Comic Creators Participate in National Human Trafficking Awareness Day

(December 1, 2011, Columbus OH) Comic Creators For Freedom announced today that the prep work for their third annual fundraiser against Human Trafficking Awareness has begun. Each year comic creators (web and print) collaborate to create an image that is available in both digital and print formats. This year’s theme is the “Epic Snowball Fight”. Poster prints will be available from all three fundraising campaigns. As always, the image will be available digitally in exchange for donations.  The donation drive starts on January 9th to coincide with National Human Trafficking Awareness Day which is January 11, 2012. The drive ends Friday January 20, 2012. The official website for the drive is www.comiccreatorsforfreedom.com. Artists who wish to participate must submit artwork by the end of the year and can contact organizer Lora Innes at comics4freedom@gmail.com.This years returning artists already include  Danielle Corsetto (Girls with Slingshots), Crystal Yates (Earthsong), Scott Christian Sava (The Dreamland Chronicles), and Thom Zahler (Love and Capes).  

This annual drive has raised over $15,000 to the cause with over 100+ creators helping in the event. Organizer and award winning creator, Lora Innes states, “ Human Trafficking has reached seriously dangerous proportions and it is one of the top 3 crimes globally falling right under drugs and guns. 80% of victims are women and 50% are kids.  This is movie level evil and it’s happening right now. Comics are often about heroes of all shapes and sizes and the ordinary person doing the extraordinary.  Be the hero in this and participate in the drive.”

A special podcast for the event is available at http://tgtmedia.com/podcast/ep193-comiccreatorsforfreedom/. 100% of donations are being split between Love 146 (www.love146.org) and Grace Haven House (www.gracehavenhouse.org).
Friend us on Facebook at http://www.facebook.com/pages/Comic-Creators-For-Freedom/318481431502342
Follow us on Twitter at http://twitter.com/#!/Comics4FreedomFor more information visit www.comiccreatorsforfreedom.com

Friday, November 25, 2011

I Love Living In The Future!

Just a quick test post to show that I can blog from my new tablet. Once I get used to the keyboard, I may use this for blogging all the time.

Monday, November 21, 2011

OneBookShelf Announces Launch of DriveThruFiction, New Digital and Print Retailer

OneBookShelf, Inc., the parent company of DriveThruRPG.com and DriveThruComics.com, announced today that they recently launched DriveThruFiction.com.

DriveThruFiction.com is a genre-focused website that will offer e-books, audio, visual, and print editions of short stories, novellas, novels, and more. Readers can subscribe to their favorite authors and publishers in science fiction, horror, fantasy, and several popular sub-genres including steampunk and paranormal romance.

Independent and traditional publishers can take advantage of on-site marketing tools when they sign up for an account. These tools are unique to the DriveThru family of sites and are offered at no charge.

Currently, the website has dozens of new and established publishers already signed up including Apex Publications, Bards & Sages, Blackstone Audio, FW Media, Morrigan Books, Northern Frights Publishing, and White Wolf Publishing. There are also a number of authors publishing their own titles on DriveThruFiction such as Greg Stolze, Joseph Nassise, Paul S. Kemp, and R.A. Salvatore.

The publisher relations manager for DriveThruFiction.com is Matt M McElroy.

About DriveThruFiction: DriveThruFiction.com is part of the OneBookShelf family of sites that includes DriveThruRPG, DriveThruComics, RPGNow and WarGameVault. OneBookShelf has been operating e-book marketplaces for over ten years, sending millions in royalties each year to thousands of publishers and authors.

On the Web

Website: DriveThruFiction.com
Twitter: @DriveThruFic
Facebook: http://www.facebook.com/pages/DriveThruFiction/220171504716619

Friday, November 11, 2011

Early Adopters, RPG Publishers and POD Technology

This, my readers, is opinion writing.

In this current economy, in this current market for the tabletop gaming industry, it is sometimes a fight for each and every sale that a publisher makes. More and more, there is a reliance on the early adopter, or the so-called "alpha gamer," to help create buzz and talk up your games online, in gaming groups, and other places to lead to sales. The right words from enough of the right people can lead to good sales for an RPG publisher. Early adopters can be very important, they are what drive things like Kickstarter projects to be so successful.

The problem comes when you kick the early adopters to the curb. Yeah, I know this is strong language and that is intentional.

I'm not going to crouch this post in vague language about "some publisher" out there. This is in response to the specific action of a specific publisher: Arc Dream Publishing.

Part of the reason for my making this post is because this isn't the first time this has happened. I know, there are many out there in gaming fandom who do not think we should talk poorly of publishers. "It's just a one man operation." "He's not in it for money, it's for the hobby." The same things we hear each time a publisher slips at something. Yes, we all do it, but for those trying to be a business, they should be treated like a business. Arc Dream Publishing is a business.

At GenCon Arc Dream was selling the new Fate edition of their Kerberos Club setting. It's a great book, and Mike Olson did a bang up job of creating his Strange Fate variant for the setting. I love the game, have spoken highly of it both online and off, and I have recommended it to a good number of gamers. GenCon was in August.

Thanks now to POD (Print On Demand for those who do not know) technology, Arc Dream is offering a revised edition of the Fate edition of Kerberos Club. Errors were found by those early adopters, and those who bought copies of the game because of the praises of those early adopters (myself among them, obviously). Yes, this means that a up-to-date ruleset is available for those currently purchasing the game...mostly due to the praise of the early adopters. Let me say that again: a new revised edition in just a couple of months. Yes, the technology makes doing this possible but does that mean that a publisher should do it? Could a simple booklet of errata have been done and distributed to old and new purchasers?

People get upset when a new edition of a game comes out in a few years after the game they purchased, but now we have that cycle shortened by technology to a few months. I know that some people will say that this is not a new edition. I say that if you are going to say something is revised, it is a new edition.

Part of the problem is that this is not the first time this has happened. A few years ago, also at GenCon, Arc Dream also released a new book...the Wild Talents Essential Edition (which I also purchased from them at the time it was first released). Quickly, it became apparent that there were a number of mistakes and errata threads started appearing on the Wild Talents mailing list, and places like RPGNet. Arc Dream compiled all the errata, along with some of their own, fixed the stuff in the new book and offered up a revised printing. What did they do differently back then? They made an offer that any one who bought the first printing could mail it back to them and get a copy of the fixed new printing.

What are they doing this time? Offering the new version at an additional charge. Yeah, it's only ten dollars. I realize that. It's the point of rushing something to press, to get the book out at GenCon (not once but twice) only to have it need to be corrected. Why? Because of that important buzz from early adopters and bloggers out of GenCon. How many times, however, are people going to be willing to be the early adopters when they realize that the books they are buying are just going to be replaced in a few months? How much good buzz is it when someone has to write a blog post like this about a publisher?

Yes, I am one man and one blog. I don't speak for the masses of geeks, dorks, or gamers out there in the world. I only speak for myself, and I think that this stinks.

Friday, November 04, 2011

D&D limited edition Dragon Collector’s Set released

About the Dragon Collector’s Set
Each dragon is a deadly match for an experienced band of adventurers.
 
Of all the monsters in the world, dragons are the most feared. A fledgling group of adventurers might have what it takes to best a weak dragon, but the most powerful dragons are awesome, devastating creatures that rival even the gods.
 
 
Key Features:
  • This set includes the five most iconic evil dragons in the Dungeons & Dragons game, with origins tracing back to the game’s earliest editions.
  • Two of the dragons are new sculpts that have never appeared in any previous D&D miniatures product.
  • The pre-painted plastic dragons in this set appeal to both D&D players as well as dragon aficionados.
Each box contains five non-random, pre-painted, durable plastic miniatures for use in the Dungeons & Dragons Roleplaying Game, and has a suggested retail price of $44.99.

Thursday, November 03, 2011

National Game Design Month: What Is Urban Fantasy?

For National Game Design Month I am working on a role-playing game, an urban fantasy game to be named later. One of the questions I get a lot, as a fan of urban fantasy, is "What is urban fantasy?" Well, while I'm not sure that I want to really tie down that definition completely, I know that I can tell what it looks like to me. I confuse this further by using urban fantasy to also describe what is also sometimes called Paranormal Romance fiction. Why? I think it's silly to have two labels describing the same thing and I really don't need "romance" as a descriptor in my genre titles. I'm not against romance, as a matter of fact I think that romantic subplots are an important part of any story's overall plot...I just don't have to have it right there on the tin. This essay will be cleaned up to be a part of the game, obviously. There is enough disagreement

I will admit up front that I do prefer urban fantasy written by women, although I don't have to have female protagonists in them. I think this is the only genre where I have a gender-bias for writers, but I have it. I think the Night Watch books by Sergei Lukyanenko are the only exception to this preference, although Simon R. Green's Nightside books aren't too bad either. I will say that I'm not a fan of the Dresden books as much, something about the genre mashup just hasn't sat as well with me.

Basically the reason for this essay/post is to outline what urban fantasy is to me and show the influences that will work their way into my NaGaDeMon work.

Friday, October 28, 2011

Matt Forbeck's Amortals

Last week, after I finally started reading this book, I tweeted that it read like a cross between Robert Heinlein and Rudy Rucker. Now that I have finished the book, I think that I am going to stick to that analogy and broaden it a bit.

This book represents why I like to read Science Fiction. It had a wild energy that drew me into it's world of the future, and the way that Forbeck breathed life into the personalities of his characters kept me interested in the world and the actions of the plot. If Matt Forbeck's Amortals had come out in 1986, I would have been grouping it along side of some of the greats of the cyberpunk movement. I think this is a book that can stand beside Gibson's Neuromancer, Sterling's Islands in the Net, Rucker's Ware novels, or Williams' Hardwired. Anyone who knows me, and knows my tastes, knows that those are some of my favorite science fiction novels and not names that I toss around lightly.

Amortals takes place within a couple of hundred years from now. The central concept of the novel, and the world, is that the rich and powerful of the world have managed to take advantage of a form of serial immortality where, after death, they are brought back through a form of cloning technology called the Amortal Project. I don't think that the similarity of the name to amoral is unintentional. The ultra-rich, popular celebrities and powerful politicians have all become amortal, meaning that when they die (from some reason or another) they come back in a cloned body that is younger and stronger than they were when they died. Because of the ultra-rich and ultra-powerful having an end run around death and illness, healthcare has lagged behind...because even if an amortal catches a terminal illness they will get better when they come back. The earth of Amortals is classic cyberpunk...a great place if you are rich and powerful, but not so great for everyone else in the world.

Forbeck's eyes for the reader into the world of Amortals is a Secret Service agent named Ronan Dooley. Dooley has lived for nearly two-hundred years, and was the first amortal. Dooley is the only amortal who is not a part of rich and powerful, but he was given amortality for giving his life to save a president...and because the Amortal Project needed a heroic poster child to get the funding and governmental approval they wanted.

The action of the book starts with Dooley "waking up" from the dead and given a special murder case to solve...his own. This draws Dooley into a web of crime, political intrigue, and amortality that reveals shadowy goings on behind the scenes, and reveals dark secrets of the amortality process itself.

Now, I don't want to give much more than that because this novel is every much a thriller, and a big part of the driving force of the plot is the slow reveal of what is secretly going on behind the scenes of politics and the Amortal Project. This book was a page turner as I read it and more than a couple of night's worth of sleep were "ruined" because I needed to read "just one more chapter" of the book before bed. I can't, however, recommend this strongly enough. I do admit to knowing the author through professional circles, we have met a few times through role-playing game designer events over the years, but that did not impact my review of this book.

If you like noirish science fiction novels, or really even mystery fiction and you're willing to put up with some science, I suggest tracking down a copy of this novel  (there's a publisher's link at the top of this review as well) for yourself. I enjoyed it thoroughly and want others to do the same.





Thursday, October 27, 2011

RCRD LBL Free Halloween Mixtape

As long as I am posting "mixtapes," here's one of Halloween-type music compiled by the fine folk over at RCRD LBL. Like music? Like free music? You should check them out.
For me, Halloween is strictly about screams and sweat, straight up thrills, nightmarish parties, and sweet sweet (ear) candy. The louder, the weirder, the filthier, the better. Between witchy Purity remixes, Hussle Club dubstep, blinded-by-blood Atari Teenage Riot cries and Koralleven’s rave horsewhip skinning Britney Spears, our Halloween Thrillers playlist will prepare you for the darkest day of the year. And when it comes, you best dance ‘til you die.



Akira The Don Puts Out Manga Entertainment Tribute Mixtape

Artist, musician and our buddy Akira the Don has released a new mixtape, titled Manga Music, featuring “a tribute to the monumental works of Manga Entertainment, who this year celebrate 20 years of serving us Westerners with the very finest anime.” Each song samples and is named after one of their releases, such as Evangelion, Full Metal Alchemist, Crying Freeman and, naturally, Akira.
 

Or click over to Soundcloud directly here

Tuesday, October 25, 2011

Talking About D101 Games' OpenQuest

OpenQuest is a game that readily admits to standing on the shoulders of giants. Much of the foundation of it, as a game, were laid by the multitude of designers from Chaosium and Mongoose working on Basic Roleplaying and the games that it inspired. That does not, however, make this a knock off by any stretch of the imagination. Like many games being put out today, particularly those among the retro-gaming and Old School Renaissance movements, OpenQuest is first and foremost a labor of love by its creator Newt Newport.

Friday, October 21, 2011

My Necronomicon 2011 Schedule

Necronomicon 2011 (the 30th anniversary of the convention) starts today in sunny St. Petersburg, FL. This is my schedule for the weekend (I added myself to a couple of panels because I didn't have anything to do during that time, and the panels had openings). Stop by and say hello at some point. I'll also be hanging around the table of an author friend, selling some PDFs of HeartQuest and another game book.



I've put up the spreadsheet onto Google Docs and highlighted my panels in yellow. Sadly, there was no pretty way to past from the spreadsheet into the blog post. If you want to contact me direct while I'm at the con, try my email. That's a "work" email.










Friday, September 30, 2011

Rogue Games Kickstarts Containment RPG

(Chicago) September 30, 2011: Rogue Games Kickstarts Containment RPG

The Second World War has ended and a the battle for the world has begun, a war fought not with armies and fleets but in the shadows and whose battle lines are not clearly drawn. Two years ago, Germany and Japan were the enemies and the USSR an ally, but times change and the West now turns to former Nazis and their expertise in a bid to stop the red tide of Communism from washing across the world.

Containment is an espionage roleplaying game set at the dawn of the Cold War, with players assuming the roles of American, British, or French espionage agents as they grapple not just with Communist infiltration but with the dark legacies of Nazism -- including black magic and super-science. Flexibly designed, Containment supports play either as a straight-up historical espionage RPG covering the years 1947-1953 or as a game of occult conspiracy in the aftermath of World War II.

Written and designed by Richard Iorio II (Colonial Gothic & Shadow, Sword & Spell) and James Maliszewski (Thousand Suns), Containment harkens back not just to an earlier time in world history but also to an earlier time in the roleplaying hobby, when games came complete and ready-to-play in a single box. Containment therefore includes the following:

  • Rulebook: All the rules needed for play.
  • Gamemaster’s Book: Everything the GM needs for play: world background, campaign advice, character advancement rules, adventure creation guidelines, and sample threats.
  • 2 Adventures (one a straight up espionage adventure, and the other set in the occult conspiracy)
  • Dice
If this Kickstarter project succeeds, Rogue Games will not only publish this boxed set, but keep it in print for others to enjoy. Further support for the game, in the form of sourcebooks and adventures, may appear in the future, if there is sufficient interest. If successful, Containment will be released in the following formats:
  • Boxed Set (includes everything mentioned above)
  • PDF version (includes everything but the dice)
  • eBook version of the game (includes everything but the dice)
Here is a breakdown of the proposed budget for the project:
  • Printing is the estimated cost of printing approximately 500 copies of the boxed set.
  • Shipping and Handling is the expected total cost of packing, shipping, and handling to send the boxed set to supporters, based on past sales and fundraisers.
  • Writing & Graphic Design goes to Richard & James (the writers) and Richard (Graphic Designer), to pay them for work they have done, and continue to do, in creating the games Rogue Games publishes.
Rogue Games believes that a complete, boxed roleplaying game is neither a thing of the past nor an expensive pipe dream and asks your help in making Containment possible.

To become a backer, visit http://www.kickstarter.com/projects/ri2/containment-the-rpg.

Friday, September 16, 2011

Speak Out With Your Geek Out: I Am A Geek!

There's really no getting around it (even if I somehow wanted to avoid it), I am a geek. Not only am I posting this to a blog that I call Dorkland, but I am tapping away at this particular post on a smartphone.

I am a lucky geek. Despite growing up in a smaller town in Indiana, I managed to have a pretty tolerant time of my formative years. No football players, or other jocks either, ever stuffed me into a locker, tried to beat me up, bullied me, or threatened me with violence. I never had to worry about being different at any point.

Like I said, I am a lucky geek.


Because of this, I've been lucky to be able to fly my geek flag, and be proud of it. True, there were ups and downs, just like there always are in life. However, I've always been open about who I am (and why I knew so much about computers) and I've been lucky to work places where nobody gave a crap. I've read comics and gaming books at lunch time in work cafeterias. Sometimes someone would ask a well-intentioned question, showing interest in my hobbies, but most of the time they would just go about their own business because they didn't care.

For me, every day is one where I speak geek, because it is who I am. I love music, of all types. I love comic books, and will happily spend hours arguing if The Hulk is stronger than Thor (for the record I am on Team Thor in this argument...Hulk is mighty but Thor is still a god). I love some good, thought-provoking speculative fiction and escapist fantasy. I read paranormal romance. I love and create role-playing games.

In short...I am a geek.

I am a bit sad at the reason behind why Speak Out With Your Geek Out got started. Jon Finkel, a world champion Magic The Gathering player got publicly mocked for being a geek in an online article about a woman looking for dates (allegedly) on the site OKCupid. He gets called out, not because he was a horrible date or abusive or a dick, or anything like that. No, he had the audacity to be a geek. Not just a geek, but a successful geek who had managed to make a hell of a lot of money doing what he loved doing.

We should all be so lucky to be able to make the kind of money he has made, doing something he loves, geek or non-geek.

So, because of that he gets mocked. I'm not going to insult or belittle or rake the woman who wrote that article over hot coals. It's been done enough already. Too much if you ask me. Really, all the negativity from the geek side doesn't cancel out the negativity from the non-geek side. It just makes for more negativity, and that doesn't do any of us any good.
If you read this today, or any day in the future for that matter, honor what has happened, honor who you are, honor every other geek out there (whether you know them or not) by proudly doing something geeky. Read a comic on a bus. Read that D&D book at the coffee shop. If someone asks you what you're reading look them in the eye and tell them. You never know, you might be meeting the next member of your gaming group, or even a future partner.

Every day is a day to be proud of being a geek. Speak out every day.

[Note: As I wrote this on my phone, I will go back and likely revise/edit and probably add an image or two. Fear not if this should change slightly on multiple viewings].