Posted on December 11, 2009 by Steven Dawes
Hey pals & gals, let me ask you something. Have you ever read a collection of short stories where the title suggests a particular genre, but it turned out to be all over the place? Have you ever picked up the same sort of book and basically misinterpreted what the title was even referring to? I ask only because if this has happened to you, you’ll find familiar territory with The Apex Book of World SF. But if you haven’t, then this collection won’t just break that particular piece of ice, it will shatter it!
When I got a reviewer copy of this book, I wasn’t entirely sure if I could give it a proper review. I’m really only a sorta-kinda-maybe Sci-Fi fan at best. I mean, I get the point of the genre and I’ve enjoyed some awesome Sci-Fi tales in my life, but my first love is Horror whom is followed by my favored mistress Dark Fantasy. But never the less, since I was entrusted to review this bad boy, I e-cracked open my shiny new e-book and read away.
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Posted on December 10, 2009 by spikexan
I’m surprised it took this long. I know there have been flirtations between Dungeons & Dragons and Call of Cthulhu in the past; however, the affair is now fully public. Two of the biggest games in the market now have a serious connection. This book offers nearly fifty pages of how to bring Lovecraft’s creations into your beloved fantasy game. It’s essentially a small book of monsters. It’s just happens to be a damn good book of monsters.
Erik Nowak’s graphic design and layout catches the reader’s attention towards exactly what you need. Stats are blocked out differently than the flavor text. Bold fonts and borders keep the reader wrangled into the material.
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Posted on December 9, 2009 by Flames
No Door, No Windows by Joe Schreiber is, at its heart, a haunted house story; although it might be more accurate to say it is a haunted character story.
The novel is filled with characters who cannot escape their pasts, or their present, which means that their futures may be in jeopardy. Schreiber’s characters are haunted by guilt, regret, and emotional inertia as much as they are by supernatural forces. Schreiber wields both realistic and otherworldly horrors with deft and subtlety in this suspenseful novel. The plot is centered on Scott Mast, a professional greeting-card writer living in Seattle who is forced to return to his native small-town in New Hampshire for his father’s funeral.
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Posted on December 8, 2009 by spikexan
Say what you will about the Savage Worlds setting, but I find it possesses one of the more engaging mass combat systems. I’ve been guilty of not using it to its highest potential in some of my campaigns; however, that’s another story altogether. Blood of the Innocent links directly to the Tour of Darkness (‘Nam setting) for Savage Worlds (though only the core book is required to play this adventure).
This deadly little jungle romp comes in two flavors, which are “War is Hell” and “Life is Good.”
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Posted on December 7, 2009 by Billzilla
Many people try to find some solace in seasonal music at this festive yet emotionally draining time of year. After years of hearing the same classic carols — or more recent covers with no soul and even less imagination — if you’re like me you’re looking for something a little different to inspire the holiday spirit. A Very Scary Solstice by the H.P. Lovecraft Historical Society fills the bill nicely, with 25 Mythos-inspired takes on classic Holiday songs.
Warning: If you are particularly sensitive about the sanctity of holiday traditions, or if your sense of humor has rather rigid and narrowly-defined limits, stay away from this album. My largely abandoned Catholic upbringing suggests that these songs border on the blasphemous, despite their obvious playfulness and good humor.
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Posted on December 4, 2009 by Flames
November 2009 has seen the release of one of the most well thought out and put together magazines for Sci-fi and Fantasy Wargaming ever. ‘The Ancible’ is the dream and creation of Kenny Robb, Managing Director of the magazine. At first glance the cover alone is enough to inspire purchase with a magnificent painted miniature by Adrian Walters. The magazine, from the time you open it to the last page, is a visual masterpiece designed with thought, purpose and function. Phil Cunningham is the man to thank for that. This is not a magazine designed by beginners or ‘fly by night’ fans. Every article and piece of artwork is well thought out and placed for visual appeasement. The usual overabundance of retail advertisements and promotional material is not present; having just enough to wet the consumers’ appetite.
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Posted on December 3, 2009 by Billzilla
Have you repeatedly heard references to something called “Cthulhu” and wondered what it was all about? Are you already familiar with “the Big C,” know the signs and the secret handshakes, but are still looking for something to fill the great, gaping wound in your soul? Look no further, dear friends – Cthulhu 101 is good for what ails you!
Published by Atomic Overmind Press (www.atomicovermind.com), Cthulhu 101 is a witty overview of the Cthulhu Mythos, a world of pulp horror monsters from other dimensions and beyond the stars, created in the 1920’s and 30s by Howard Philips Lovecraft, Clark Ashton Smith, Robert E. Howard, Robert Bloch and many others.
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Posted on December 2, 2009 by Monica Valentinelli
DEMON INSIDE is a dark paranormal romance novel by author Stacia Kane about a character named Megan Chase who has somehow found herself in charge of a group of demons. The sequel to PERSONAL DEMONS, this particular story focuses on Megan’s struggles with her new “responsibility” and what she must do in wake of her knowledge of the dark things — namely demons — that exist in this world. Megan’s guide to this world is her sexy lover Greyson Dante, who is literally too hot to handle at times.
I feel that this particular story fits squarely in the paranormal romance genre, because there is a heavy emphasis on the sexy relationship between Megan and Greyson.
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Posted on December 1, 2009 by Billzilla
Cooperative games are popular these days. Playing against the game so that the players win or lose collectively is appealing in a day and age when people even compete with each other for the best Christmas light displays. In Witch of Salem, the players take on the roles of occult investigators working against the evil sorcerer Necron, who intends to open inter-dimensional gates to allow the Great Old Ones into our world to wreak havoc. Sounds simple enough, doesn’t it? Trust me, it’s never that simple.
The board shows a representation of the fictional city Arkham, Massachusetts. There are eight locations the players can visit; Miskatonic University (also the starting space), the Sanitorium, the Arkham News offices, the Witch House, the Hotel, the Cemetery and the Church. The eighth location is the sunken city of R’lyeh, which players will only visit in the end game phase to prevent the Great Old One there from bursting through.
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Posted on November 30, 2009 by spikexan
Okay, my last few reviews have been pushing the horror envelope rather well. I’m here to today to say that this puppy fits to horror like hockey masks and FOX News. What we have today is a mini-sourcebook for Slasher Flick. This system’s game focuses on slasher horror and its conventions, some of which are archetypical characters, insanely powered mad men (and sometimes women), and mayhem. This mini-sourcebook’s name comes from the special features bundled into DVDs Yep, you’ll require Slasher Flick before you pick this game up because there is precious little to mine from it that isn’t directly useful to the core material. Should you happen upon this first though I think you’ll find that you will want to pick up the source material.
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Posted on November 25, 2009 by spikexan
The Call to Arms line from Crafty Games delivers single player character types. The three I’ll look at today are the Gallant, Infernalist, and Monster Slayer (a good mix to say the least). Each of these PDFs are about six pages long, but only have three pages of usable material.
Pages one and two constitute the cover art and credits. Page six has the mandatory legalese. The question now becomes this: are three pages worth $1.75? Let’s find out!
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Posted on November 24, 2009 by teampreston
Since my day-job is that of an illustrator I have a lot of “How to Draw…” books. Some of my favorites are Impact Books. Mechanicka (Doug Chang), John Howe: Fantasy Art Workshop and Bold Visions, the Digital Painting Bible by Gary Tonge. Impact has a good lineup of art books available. Some better than others: I thought the art in Fantastic Realms was horrid, and in general I’m not a fan of the heavily stylized Manga-style art (artbooks). For people in to the Manga style, Impact certainly has it covered.
DragonArt is geared for the young adult reader/ artist. That’s ok. Just because it is a “young adult” book doesn’t mean an adult like me couldn’t get good use of it. Actually I find some of the young adult art books do a wonderful job at breaking things down in a manner anyone can understand.
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Posted on November 23, 2009 by Jason Thorson
Thankskilling can’t be dubbed “critic proof” because its success is yet to be determined. A more accurate term to describe Kevin Stewart and Jordan Downey’s movie about a murderous turkey would be “anti-critic.” This opinion is not lost on these two upstart filmmakers. In fact, the following is an excerpt from the home page of Thankskillingmovie.com:
“ThanksKilling promises nothing but a cheesy good time. It’s the perfect cult film to watch with drinks around Halloween or especially during Thanksgiving! Laugh at it because it’s funny. Laugh at it because it’s bad. It’s meant to be taken with a grain of salt.”
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Posted on November 20, 2009 by Monica Valentinelli
CRYSTAL RAIN is the debut novel by author Tobias S. Buckell about John deBrun, a fisherman who had lost his memories, who becomes embroiled in a conflict to save Nanaganda against the bloodthirsty Azteca.
I have to admit that I wasn’t sure what to expect when I picked this up, because the title and the cover art totally threw me. Billed as science fiction, I was surprised to see a swashbuckling guy with a hook holding a gun on an airship. Then I started reading CRYSTAL RAIN, and I was immediately hooked. In my mind, CRYSTAL RAIN accomplishes what I like the most about the science fiction genre. CRYSTAL RAIN explores the consequences of advancements in technology on both the environment and the culture, but it does it in a way that’s integrated with the story, the world and the characters.
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Posted on November 19, 2009 by Megan
After a brief short story demonstrating how a diverse group of different backgrounds might come together and meet foes known to at least one of them, this work dives straight in to present some new magical traditions. These traditions incorporate the underlying philosophy that a magic user might study, different ways of thinking about magic, and suggest the sorts of ritual practices suitable for a student of that tradition.
The first one is the Egyptian tradition. Magic users raised in this tradition base their beliefs on those of Ancient Egypt, using imagery and items from that period, scribing hieroglyphs and visualising their powers as emanating from an appropriate deity of the Ancient Egyptian pantheon.
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Posted on November 18, 2009 by spikexan
Super Genius Games brings us another piece of Lovecraftian horror with After Lovecraft: The Horror at Red Hook. Lovecraft’s creations have been responsible for a tremendous amount of gaming material. The After Lovecraft project takes an innovative approach to Lovecraft’s work. This line transforms Lovecraft’s writing into in-game materials. Since many of Lovecraft’s tales come from the First Person perspective, they make wonderful “diaries.”
You can even download the source material at supergeniusgames.com should you or your players need it (or you want to trick it out as an in-game prop). Because awesome people work at Super Genius Games you can also find a copy within the game as a handout.
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Posted on November 17, 2009 by Steven Dawes
I’ve been hearing about this Mayan predicted apocalypse flick called 2012 for months now. The barrage of commercials on TV and in the movie house and all the controversy on the news concerning the accuracy of the Mayan calendar has stirred up a lot of publicity… and another guaranteed box office hit in Director Roland Emmerich’s back pocket. But what I get from all this is something much more terrifying than Mayan predictions; it meant another trip to the movies with my natural disaster film obsessive wifey.
You see, I’m not a fan of all these natural disaster films that keep cropping up. In my book, if you’ve seen one, you’ve seen ‘em all. And yet my gal can’t get enough of ‘em! Back in our “young love” days I learned early on about her second love; natural disaster films. I once had a “stay at home” date at her apartment and during a conversation I confessed that I’d never watched Armageddon.
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Posted on November 16, 2009 by spikexan
There are two ways to go about writing a super hero RPG. The first is to focus on the Heroes, such as with Marvel Super Heroes, DC Heroes, or Godlike. These games are interested in the setting and world view. They have rules, but aren’t really dictated by them. The second way is to study the philosophy of Super Heroics and then apply some mechanics to it. It is here that we find games like Capes, Truth and Justice, and eCollapse. Here we find ourselves asking questions like “what does it mean to be a hero” or “what kind of choices can I live with.” Both roads can lead to some excellent gaming, but I usually find myself playing the former and reading the latter.
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Posted on November 13, 2009 by spikexan
In Unknown Armies, something called the Swap Meet exists. It was one of those mystical places where you buy the memory of the date you never had in exchange for the memory of watching your first child being born. While Goblin Markets doesn’t come across quite as harshly as the former example, the theme of the book is caveat emptor. The reason why I’m bringing up both games is to illustrate how wickedly cool and troublesome such a place can become. These places are hard to get into and so much more difficult to escape. Oh, you may leave the market easily enough. It’s just the choices made while midst the vendors that will haunt you. These places allow for once-in-a-lifetime meetings between characters, a look at what the characters really want, and enough subplots to seed an entire campaign.
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Posted on November 11, 2009 by Monica Valentinelli
FIRST LORD’S FURY, Book Six of the Codex Alera series by Jim Butcher, is the final chapter in an epic fantasy tale about the desperate final acts of Alera against the Vord. This deadly, insect-like foe is battled by the Canim, Marat, Icemen and Alerans in order to save the continent from imminent destruction.
Reviewer’s Note: Due to the very focused nature of this final installment, this review may contain unintentional spoilers.
This particular book is very combat-intensive and is a bit more linear than other books in the series like PRINCEPS FURY or CURSOR’S FURY. Many of the subplots presented earlier in the series are not as heavily present here as they are in the other novels; subplots that are resolved come in spurts, with the exception of the deadly Lady Aquitaine who had (if you remember) been given “life” by the Vord Queen.
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