Posted on November 29, 2011 by Flames
All zombies are created equal. All zombie stories are not.
From its humble beginnings as an indie comic book, The Walking Dead has become a pop culture juggernaut boasting New York Times–bestselling trade paperbacks, a hit television series, and enough fans to successfully take on any zombie uprising.
Triumph of The Walking Dead explores the intriguing characters, stunning plot twists, and spectacular violence that make Robert Kirkman’s epic the most famous work of the Zombie Renaissance.
Flames Rising is proud to present an exclusive excerpt from this book. The Walking Dead novels’ co-author Jay Bonansinga provides the inside story on translating the comics into prose.
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Posted on November 8, 2011 by Flames
We have a new design essay from Cynthia Celeste Miller. Cynthia stops by to tell us about the development of the brand new Macabre Tales RPG. Macabre Tales is the dominoes-based RPG of Lovecraftian horror from Spectrum Games.
Designing the aspects of Macabre Tales
Designing Macabre Tales was a labor of love. In fact, when I first conceived the game, I had no intention of releasing it commercially. Rather, the plan was to use it solely for my own gaming groups. Once I began putting the pieces together, however, it became clear that others might enjoy this drastically different take on Lovecraftian horror gaming too.
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Posted on November 1, 2011 by Flames
We have a new design essay from Jim Zubkavich about the Skullkickers comic series which is published by Image Comics. In this essay Jim tells us about his love of Dungeons & Dragons, bonding with his brother and how the game inspired the series.
Skullkickers, the action-comedy comic published by Image that I created, is the sarcastically loveable bastard child of many different sword & sorcery sources. From Robert E. Howard and Fritz Leiber to Tracy Hickman and Terry Pratchett, there are a slew of fantasy books by amazing authors that boil and bubble together in the cauldron I’m stirring, but above and beyond those literary sources is good ol’ Dungeons & Dragons.
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Posted on October 19, 2011 by Flames
We have a new design essay from Tomas Rawlings today. Tomas tells us about the work that went into developing the new Call of Cthulhu: The Wasted Land mobile game from Red Wasp Design.
Designing The Wasted Land
Hi there! My name is Tomas Rawlings and I’m the designer of the new game Call of Cthulhu: The Wasted Land. I’m one part of a small indie development team who’ve been working hard for almost a year now on a role-playing/strategy game set in the midst of the First World War. We’ve been working with Chaosium, the publisher of the multi-award winning paper RPG of the same name which, coincidently, this year celebrates its 30th anniversary and we’re aiming to bring the best of paper RPGs and mobile gaming together (and to sacrifice a few goats to Shub-Niggurath in the process).
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Posted on October 5, 2011 by Flames
We have a new design essay today from Michael Jasper, author of the In Maps & Legends comic series. In Maps & Legends was the winner of the November 2009 Zuda Comics competition hosted by DC Comics. Today Michael talks about the craft of writing the series and the things he learned along the way.
Want to know what one of the best things that happened to me while I was scripting out the nine issues of In Maps & Legends, the digital comic I wrote with artist Niki Smith?
A lot of great things happened, but the best side-effect of the whole experience is that it made me a much better—and hopefully more effective—writer.
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Posted on September 27, 2011 by Flames
Talk Like A Pirate Day just passed by and it got us thinking a bit about Pirates and RPGs, which naturally lead to zombies…ok, I don’t know where I was going with that, but it made a lot more sense in my head (guess I don’t have to worry about zombies wanting my brains do I?) Anyway, our Design Essay series continues with Daniel Davis telling us about ARRGH! Thar Be Zombies, a supplement for the All Flesh Must Be Eaten RPG from Eden Studios!
Ahoy, me hearties, Arrgh!
Pull up a keg ‘n’ ‘ave a grog while I tell ye scalawags a tale o’ stormy seas an’ th’ walkin’ dead! Thar Be Zombies, ‘ere…
Ahem…yeah, anyway, I’m Daniel Davis, writer of the All Flesh Must Be Eaten supplement, Arrgh! Thar Be Zombies! from Eden Studios. Matt’s asked if I wanted to write up this little essay and talk about the process that brought ATBZ to the gaming table. ‘Twas a sea of shoals an’ flotsam, sun an’ fair wind, but I’ll recount th’ tale, arrgh.
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Posted on September 13, 2011 by Flames
Shelter in Place is about survival, teamwork and fun. Designed for ten to twenty five players, the game captures the frenetic pace of a zombie movie in an action packed game. Players can take on the roles of Humans or Zombies in a desperate conflict to survive. Humans must use their wits to survive, making sacrifices in order to live through the night. The Zombies must use their brute, unrelenting strength and teamwork to overpower the humans and eat some delicious brains.
Shelter in Place blends all the fun of a good old-fashioned game of tag, with the camp and action of a zombie horror film. The system was created to be easy to read and understand for new gamers, but still a fun challenge to more experienced players. Shelter in Place comes with the option to add special “twist” characters who can change the game – from adding a cyborg to a vampire, these twist characters can make every game a surprise!
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Posted on September 12, 2011 by Flames
In Ashes of the Earth Eliot Pattison pieces together a new society after global annihilation. While most novels set in the future offer heavy doses of imagined science and technology, in his new novel Pattison constructs a more realistic society out of the ashes of apocalypse—with characters who sometimes became a little too realistic for the author.
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Posted on September 7, 2011 by Flames
Stew Wilson from Zero Point Information is here to tell us about his new game Black Seven. A modern espionage RPG, Black Seven isinspired by stealth-action games like Deus Ex, Alpha Protocol, and Splinter Cell.
Infiltrating BLACK SEVEN
BLACK SEVEN started life in my throw-away ideas file, a couple of notes for a system that, at the time, I wasn’t able to make work. That time was 2004, and I was re-playing Deus Ex for the fourth time. Under the effects of too much strong coffee, I hacked White Wolf’s Trinity so that I could run Deus Ex-like games. I never had a chance to try it, and I was left with niggling little ideas that wouldn’t go away that wouldn’t work in my proposed hack.
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Posted on August 30, 2011 by Flames
The Flames Rising Design Essay series continues with a little something from David Chandler (Wellington) telling us about his new dark fantasy novel Den of Thieves. Most Flames Rising readers will know David from his excellent zombie and vampire novels, several of which we’ve reviewed here at the site. In this essay David also shares a little insight into his publishing history and what genres authors are told about they can and can’t write.
How I Ended up Writing a Fantasy Novel and Changed my Name
Hi. My name is Dave. I used to think I was a science fiction writer.
That was back in the ‘80s, a wild and wooly time for genre fiction. I was not exclusively a science fiction reader back then—nobody was, or at least, I knew very few people who identified themselves as just “science fiction fans”. When I went to Waldenbooks with whatever money I could scrap together I looked at the wall of books and could spend hours trying to figure out what to buy. There was fantasy, science fiction, and horror, typically all on the same shelf—and I wanted it all.
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Posted on August 26, 2011 by Flames
Author and comic scribe Michael Jasper is here with a new design essay about his novel A Sudden Outbreak of Magic. Michael tells about the genesis of the idea back in his teaching days and how that initial concept developed into the book that is available now. He even links us to a sneak peek at the follow up book, A Wild Epidemic of Magic, which is currently in development.
Magic is everywhere. You just have to look hard enough to see it.
Magic is contagious. You can get infected it by it just as easily as catching a cold.
Magic is dangerous. You start using it, and all sorts of powerful people will take notice. And they will hunt you down.
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Posted on August 22, 2011 by Flames
Dave Gross, author of Pathfinder and Forgotten Realms fiction, who Alana recently interviewed here at Flames Rising stopped by to tell us a little about how his favorite kung fu movies inspired his writing.
For inspiration in writing Master of Devils, the latest Pathfinder Tales novel, I steeped myself in dozens of kung fu movies. Some were straight-on martial arts stories from the heyday of the Shaw Brothers, while others were more recent blends of wuxia action with art-house photography. Among my favorites are the fantasy films of the 80s and 90s, many of which include a strong element of supernatural horror.
The first thing you need to know about kung fu movies is that any one of them can seem like five or six different movies crammed into one. Chinese screenwriters seldom stick to a single genre, so you’ll find elements of horror, romance, satire, political commentary, and even slapstick humor in what appears by the DVD cover to be a straight-up action film. Thus, when you’re looking for a “horror kung fu movie,” you shouldn’t expect a simple fright fest–although some of them have some great scary moments.
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Posted on August 4, 2011 by Flames
Flames Rising is pleased to present the web version of the new release list that White Wolf is handing out at Gen Con Indy 2011. Several members of the White Wolf crew are on-site at Gen Con talking to fans about new and classic World of Darkness games. This is a look ahead at what new products are on the way and some news about the ongoing Now in Print program at DriveThruRPG.com.
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Posted on August 1, 2011 by Flames
Thanks to Monica for letting me stop by Flames Rising. It’s always great to meet new people through different sites as I’m spreading the word about my debut novel. The Winds of Khalakovo came out this past April, and I thought it would be interesting to talk a little bit about the arc of emotions I’ve had along the way.
Any writer with a debut novel will tell you how exciting it is. (If they aren’t excited, they’re either lying or they’ve done something they’re not proud of.) It was wonderful to have The Winds of Khalakovo come out, and it was terribly gratifying seeing the kind of welcome it received. One of the most interesting things for me was how fun it was working with reviewers, not on the reviews themselves, of course, but on guest posts and interviews. It’s so nice to share beyond the bounds of the book. There are so many stories to tell.
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Posted on July 28, 2011 by Flames
FlamesRising.com is pleased to present you with a peek inside GURPS Horror 4th Edition from its author, Kenneth Hite. For those of you familiar with his work, you might suspect Kenneth Hite is no stranger to writing about all things dark and terrifying. In this essay, Ken talks about the additions and influences he infused into the new edition.
A New Millennium Of Horror, And Of GURPS Horror
I started writing the Third Edition of GURPS Horror in very late 2000, right about the time that Final Destination, Scream 3, and Urban Legend: The Final Cut were finishing off (with one or another degree of skill and chill) the horror boom of the 1990s. No, wait, I lie. I actually started writing the Third Edition of GURPS Horror in 1998, only I called it Nightmares of Mine at the time, and I was writing it for Iron Crown Enterprises. So I began writing it during the Indian summer of clever, self-referential horror: The Faculty, Fallen, and Gods and Monsters were all part of that horror year. By the time I finished it, Iron Crown had gone bankrupt, and I had folded pretty much the entirety of the horror-gaming advice from Nightmares of Mine into GURPS Horror, Third Edition.
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Posted on July 21, 2011 by Flames
Our design essay series continues with a new essay from Jennifer Estep. Jennifer is the author of the Mythos Academy series (check out Alana’s recent review of Touch of Frost).
Greetings and salutations! First of all, I want to thank the folks at Flames Rising for having me on the blog today. Thanks so much, guys!
Today I was asked to talk a little about the creative process behind Touch of Frost and the rest of my Mythos Academy young adult series. The series focuses on Gwen Frost, a 17-year-old Gypsy girl who has the gift of psychometry, or the ability to know an object’s history just by touching it. After a serious freak-out with her magic, Gwen is shipped off to Mythos Academy, a school for the descendants of ancient warriors like Spar tans, Valkyries, Amazons, and more.
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Posted on July 11, 2011 by Monica Valentinelli
Flames Rising is pleased to announce the latest release in the Instant Antagonists line. The Creepy Cottontail author, Monica Valentinelli (and Flames Rising project Manager) shares some notes on the design and writing process that went into this product.
Having conducted a lot of occult research for my writing — both game-and-story-related — there’s a particular concept that always stands out in my mind. Performing a ritual (both real and/or imagined) is work, but the end result of that “job” doesn’t always yield the same results every time. Take a basic love potion for example. Do you have any idea how many different types of love potions there are? In many cases, not only do you have to get the ritual down pat, but you also have to worry about backlash, timing and the integrity of the materials. Even then, there’s no guarantee that magic will function the same way twice because there’s one-too-many factors that you cannot control.
The “cost” of doing magic is something I feel is often overlooked because some view it as an obstacle that gets in the way of a story or a game. I look at it as a characterization of a protagonist or… in this case… Instant Antagonist.
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Posted on June 27, 2011 by Flames
FlamesRising.com is pleased to present a behind-the-scenes look at the birth of the Pathfinder novel Plague of Shadows. This novel, which was written by Howard Andrew Jones, is about a race against time set against a backdrop of treachery, magic and nightmares. Jones dives into the process of writing a tie-in novel with both feet. In his own words, you can read how this talented author came to be a part of the popular Pathfinder setting.
Round about the time James Sutter was given the greenlight to start up the new Pathfinder line word got around that I’d signed a two book contract with St. Martin’s Thomas Dunne Books for some Arabian fantasy swashbucklers. The first one, The Desert of Souls, was on its way through editorial when James contacted me to see if he could look at some writing samples. He must have liked what he saw, for he then asked me to shoot some proposals his way.
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Posted on May 26, 2011 by Flames
To celebrate the 114th anniversary of the publication of Dracula, we here at FlamesRising.com would like to recommend your day is filled with blood and fangs. Over the years, we’ve offered reviews, interviews and recommendations of several vampire-related stories, comics and games. Today, we’d like to share with you a couple of new recommendations as well as a few from our archives either directly inspired by or based upon Dracula himself.
For starters, Top Cow has a comics series called Impaler, which is a re-imagining of the vampire tale. If non-fiction is more your thing, we recommend checking out Actual Factual: Dracula, which is a great resource for anyone who needs a compendium of reference material on the topic.
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Posted on May 16, 2011 by davidahilljr
We have a new design essay from David Hill Jr. In this essay David tells us about developing the Forsaken Chronicler’s Guide, which is the latest supplement for the Werewolf: the Forsaken RPG from White Wolf.
We’re coming up on the release of the fourth volume of Forsaken Chronicler’s Guide, so I thought I’d give a bit of insight into the development process for this particular project.
A couple of years ago, I pitched the idea of a Chronicler’s Guide for Werewolf: the Forsaken to Eddy Webb. I knew Forsaken was a bit more of a niche game, so the Alternative Publishing model might fit a bit better than a traditional, full release.
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