Posted on November 19, 2012 by Flames
New Tales of the Yellow Sign by Robin D. Laws is a collection of eight short stories that invokes and draws inspiration from The King in Yellow, the 1895 psychological horror collection of Robert W. Chambers. In writing New Tales, Laws undertakes what is, in my opinion, one of the most difficult projects for an author—writing a short story collection built around a core concept or a small number of central themes. The challenge in doing this is that whether readers are trying to or not, they tend to judge each short story on its own, instead of how it fits into the collection’s overarching concept and themes. In composition, I see a collection like New Tales to be akin to concept albums. Each has “core tracks” that advance the concept. Each may include “voice breaks” where the audience is addressed directly as a way to make the message more explicit to the audience. Each often contains a “cover song” or a selection that pays homage to a past artist that the overall work is drawing inspiration from.
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Posted on October 4, 2012 by Flames
In the dying years of the 19th century, a book changed the world—or worlds. A slim, sinister text called The King in Yellow drove those who read it to madness. Despite suppression by anxious authorities, it spread through global culture, and history itself, like a virus. Now the contagion bears hideous fruit.
Disturbing, dissonant and riddled with negative capability.
– Simon Rogers, Pelgrane Press
New Tales of the Yellow Sign expands the classic horror mythos of weird tales pioneer and Lovecraft precursor Robert W. Chambers into new vistas of unease and imagination. Over the course of eight troubling stories, writer and visionary game designer Robin D. Laws lures you into diseased timelines, impossible pasts, and the all-too-terrifying present.
New Tales of the Yellow Sign is now available in ePub and Mobi (Kindle) formats at DriveThruFiction.com!
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Posted on May 26, 2010 by spikexan
The Armitage Files for the Trail of Cthuhlu line offers an old idea with a fresh approach. This smart-looking book centers around ten documents (authentic looking pieces ready for handing out to players) and how Keepers can use said documents in a campaign. I call this an old idea because in-game props are a tried and true staple of gaming. Even before LARPing was an acronym, game masters handed out handwritten notes, recorded messages, weapons, or something tangible for their players to enjoy.
It’s great to have something physical to link the real world to the fictional setting. Right? Those props usually end up not amounting to very much beyond cool memories. In this book, Laws tries to show Keepers how to get serious play from in-game props.
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