Showing posts with label Ross Kitson. Show all posts
Showing posts with label Ross Kitson. Show all posts

Sunday, September 4, 2016

Demogorgons and Debbie


It should come as no surprise to those that read my alternate monthly blog that Stranger Things was a massive hit with me. For those who haven’t seen the smash Netflix hit of the summer, it tells the tale of mid-80s rural America and four young friends, one of whom goes missing. The story unfolds as a homage to 80s sci-fi horror a la John Carpenter and Stephen King, with a dash of Spielberg BMX riding fun to glue it together.
Image from hellogiggles.com
Now apart from the obvious nostalgia value for me (with regards the music, style and every 80s film I ever loved) you’d be wondering why a Brit growing up in Northern England (just south of the Wall) in the early 80s would relate to somewhere in the US mid-west with an alcoholic sheriff called Hopper? Well the clatter of polyhedral dice and the furious debate about whether to fireball or defend against the Demogorgon should solve that mystery as quick as Scooby Doo. Dungeons and Dragons, in all its first edition glory.
(If you haven’t watched the series yet, be wary of some minor spoilers below!)
Image from ew.com
I blogged in June about my childhood love of the hobby, and the influence it had on my writing, and indeed the writing of many others. Undoubtedly it had similar influences on the Duffer brothers who wrote and directed the eight episode story. The first five minutes of episode 1 capture much of what invigorated so many with the hobby:  the friendships, the excitement, the imagination. As a narrative device it works perfectly for the series.  The three remaining friends use their interest in fantasy and science fiction to rationalise the increasingly bizarre events of psychic powers, parallel universes (explained brilliantly), and… monsters. The repeat reference to the monster as ‘Demogorgon’ is a real nod to the 1st Edition DnD, before concern that all fantasy gamers were Satanists purged the following editions of demons and devils. In the version played in the show, Demogorgon is the Prince of all demons, in the lowest levels of the Abyss. His two mandrill heads and tentacles made for an awesome miniature, which was slammed onto the table in that epic first minute of the show, and that reappeared as a way of explaining ‘monsters’ to El in a later episode. To the players it is the ultimate monster to be conquered, and the banter between the friends is whether against such a creature it is better to defend or attack. It is this dilemma that drives the series through to its incredible finale.
Demogorgon figure: image from bustle.com
In my childhood experience of DnD I only experienced a mild amount of teasing and mockery. Our close knit group who played, both when I lived in Leeds and later Peterborough, weren’t especially ‘outcasts’ or ‘alternative.’ Perhaps at that time, the UK was more acceptant of stranger hobbies. We all collected comics, loved sci-fi, played DnD, some had computers (ZX Spectrums, Atari, VIC 20s), most of us liked music we taped off the radio. The bullying that the three friends experience in the show is only partly related to their love of DnD, in that it gives the bullies recourse to call them names and mock their close friendships.
And of course the general perception of DnD at the time in both UK and the US wasn’t entirely rosy. Much in the way that the moral majority rallied against heavy metal music, alleging its influence on the youth of America’s moral upbringing, mental stability and suicide rates, DnD came into the righteous cross-hairs. The now infamous Jack Chick comic strip, Dark Dungeons, tells the tale of Debbie whose participation in DnD games led to her involvement in a coven mainly to get her father to buy DnD books and miniatures. The DnD provoked suicide of a friend then brought Debbie back to Christianity and redemption. The strip culminates in a good old book burning, perhaps with some Harry Potter books tossed on to help the pyre (of course I’m being facetious, as Harry Potter book burning was a product of more recent enlightened times).

The unfortunate Debbie in Dark Dungeons. Image from http://www.therobotspajamas.com/dd-kills-with-the-help-of-satan/
As amusing as it seems now, there was serious anti-DnD propaganda back in the 80s, and even the famed Tom Hanks starred in the TVM Mazes and Monsters in 1982, wherein a latent psychotic illness is unlocked by the fantasy game, Mazes and Monsters, with tragic results. The film was based mainly on the sensationalism surrounding the disappearance of a student at MSU. The80s were replete with pressure groups against DnD, in some cases driven by religious sentiments and the perception of DnD as an occult phenomenon, and in some cases bereavements and tragedy. Authors jumped on the bandwagon, associating a horrific murder with the fact the perpetrator (Chris Pritchard)was a Dungeon Master (and playing down his drug and alcohol addiction, and desire to inherit $2 million).
Yet most studies don’t indicate that players of role playing games have any higher rates of mental illness, suicide, or depression, but such studies are often ignored in the media. Did it appeal to the geekier cross-section of society? Certainly, as back then they would have been the ones with the imaginations, and the creativity to enjoy it fully. Nowadays these would be the same children and teenagers stereotyped as gamers, the same ones unfairly mocked about hunting Pokemons by a society determined to deride anyone else’s interests and fun!
Yet it is these traits, of imagination, creativity, and ultimately comradery and friendship which are the core of the heroes in Stranger Things. It’s these characteristics that lead them to accept El, and to search for their missing friend when everyone else has given up. And that’s the message in Stranger Things, and that’s one of the keys of its success—Demogorgon or no.

(As an end-note, the series has got my kids fired up about playing old school DnD again, ironically dragging them away from the aforementioned Pokemon!!).

Tuesday, August 18, 2015

Crickets....

Egads.....

It's quiet in here.


And full of cobwebs....




I'm sure someone over there ----> has a new book out. Start clicking!




William

Thursday, November 29, 2012

Brand new Interview with William Kenney

Shortly after I took up Jeremy Laszlo's invite to join the Skulldust Circle I decided the read what my fellow authors were writing. Gary's Ashenclaw work and Jeremy's Blood and Brotherhood debut were featured on my book blog, The Roaring Mouse, and so now it's William Kenney's turn.

William is one of those astonishingly talented types that you meet very so often that thrives in his creativity. As well as his great writing he also excels at artwork and muisc. In fact it was through admiring his covers that I first connected with him on Twitter, well before the Skulldust Circle formed. His covers grace the books of Gary Vanucci, as well as his own work and they evoke the superb fantasy art of the sixties and seventies which adorned the fantasy and sci-fi novels most of us grew up with,

Dreams of Storms is the first book of the 'In the Shadow of the Black Sun' series. It's a high fantasy series with a distinctly dark edge to it, not perhaps to the degree of Martin or Abercrombie, but enough to tell you it ain't for the little ones. It tells the story of Hagan, a former hero, now trying to live a life of refuge away from the lands and city that made him famous. However crisis returns to the lands and an old comrade (the awesome stone troll, Gorin) is dispatched to convince him to return. The pair set off with Hagan's younger brother, D'Pharin, in tow. On the journey to the city of Harquinn, they meet Vasparian, an Elven veteran and Windenn, a Woodwarden (kind of like a ranger-druid). But things are not quite as they expect- the evil Malhain is at large and has dispatched his sinister Inquiti after the companions.

There are all the hallmarks of good heroic fantasy in here--the quest, the interplay between human and non-human races, excellent world-building. In many ways William draws on the traditions of Tolkien, Brooks and Eddings, with the multi-skilled group and their dialogue. But what made the book for me were the more original touches-- the hostile and decaying city of Overbrook; the mystery of the seer, the Wisp; the guilt and ruminations of the troubled hero, Hagan; and the Inquitis, probably the scariest opponents since the Nazgul got drowned by Elrond's daughter. The dark atmosphere is there but it never overpowers, rather it bolsters the authenticity of the work, and makes you nervier as you're never sure that all the comapnions are going to be all right or not.


I took the chance to throw a few questions at William the other day:

Me: I was (pleasantly) surprised by how much 'dark' fantasy mixed with your traditional high fantasy story. Are you a fan of the darker end of the genre?
WK: Absolutely. I've always felt that the evil element in the story should be as dark and nasty as possible. The reader should fear them, loathe them and want them defeated. The reader is walking in the characters shoes and should feel the ultimate desperation of facing the bad guys. The good guys will only truly shine in the presence of absolute darkness, right?
Me: There's a definite feel of DnD in your work. I know our friend Gary is a big gamer, is it something you've done/do and does it influence you?
WK: I played quite a bit when I was a teenager. We had a group of guys that would play all-day marathons, sometimes getting so involved that we would forget to eat. I'm sure my mother remembers us taking over the dining table with maps and hardcover rulebooks. Eventually, a friend and I built a custom DnD table to play on. It was divided into four sections with a built-in box at the center with a lid. We kept dice and figurines in there. DnD and role-playing games in general really spark the imagination. I use to be the DM (GM now) back then and really had to think quickly while taking the others through the adventures. The DM is essentially a storyteller after all.
Me: Your covers are simply astounding. If you had to choose which one you enjoyed more- writing or painting/design- what would it be and why?
WK: Thank you very much for the compliment, Ross. That would be a difficult decision. I've done both since I was a boy and both feel very much like a piece of the same thing. To me, they are both art. I'm also a musician and treat it in the same fashion. I start with a small idea and continue to add pieces until I have a cohesive finished product that hopefully creates some sort of emotional response in people. Of course, painting is more immediate than writing, but they are both rewarding to me.
Me: I'd just noticed you also write a YA series. Tell us a little about that.
WK: I created the Tales of Embremere series as a break from the In the Shadow of the Black Sun series.I was writing such a complex dark fantasy story, that I wanted to create something more relaxed for a change. I wanted shorter stories that could be read in one sitting and I plan to do more in the future. The characters in the story are teenagers living in the Under. Beneath the city of Embremere, which is constructed on an immense platform above the surface of a lake, the less fortunate have built their own city from the discarded refuse tossed away by the city-folk above. The main character, Grivvin is the last of the Wychan, the wizards of the world. During the opening of the first book, he is cast out and into the dark world of the Under.
Me: Fun question- who was your favourite author and why?
WK: I would have to say Tolkien. Reading The Hobbit and The Lord of the Rings when I was young changed my life without a doubt. From there, I devoured as much fantasy as I could find. My literary diet consisted of Terry Brooks, Michael Moorcock, Stephen R. Donaldson, Robert E. Howard, etc. Fantasy created such a magical atmosphere for me that I immediately wanted to tell my own stories. I still have pieces of novels that I started when I was roughly 15 years of age. No one will ever see them, of course. Very crude, but still some interesting ideas.
Me: What are your feelings about the increasing popularity of the fantasy genre with the success of Game of Thrones and Peter Jackson's Tolkien adaptations?
WK: I love seeing so much fantasy on television and in the theaters. When I was young, it was so hard to find anything like that. Any new fantasy-related film or series was a godsend to my friends and I. I didn't care how cheesy or ridiculous it was, I would watch and re-watch it. The Sword and the Sorcerer, Krull, Hawk the Slayer, Dragonslayer, Conan the Barbarian. I loved them all. We can only hope that with the added exposure, people that have never been exposed to it, will give fantasy novels a try.
Me: How excited are you about the Hobbit?
WK: Well, I can't wait to see it. What Peter Jackson did with the trilogy was truly mind-blowing. Those are some of my favorite movies without a doubt. So much detail, it's insane. I'm hoping the magical feeling of The Hobbit, which definitely has a different atmosphere than the Lord of the Rings books, translates to the screen. I keep waiting for someone to bring a decent Elric movie to the screen or the Shannara stories.
Me: And, finally, what's the current work in progress?
WK: Currently I am writing the third book of my In the Shadow of the Black Sun series. I've just scratched the surface with it and am feeling a certain amount of pressure. I feel that the first two books in the series are great fantasy tales. I am my biggest critic and hold my stories up to a pretty high standard. I spend a lot of time thinking through different possibilities for the storyline. What if I took the story this way or that? So many ways for the tale to go. Which works best? I've got so many stories to tell, some fantasy and some not. There is simply not enough time to get them all written.
Check out William's amazing work and excerpts from stories at http://authorwilliamkenney.blogspot.co.uk/
If you wanted to check out A Dream of Storms then click here for Amazon UK and here for Amazon US
Next time on the Roaring Mouse we're going 'down under' for a date with True Blood devotee and Mistress of Mutants, Rachel Tsoumbakos.

Tuesday, November 6, 2012

On Carrot Noses and Holy Avengers


I came upon Poul Anderson quite late in the game compared my reading of other authors that were big influences on the DnD game. Anderson’s books Three Hearts and Three Lions and the Broken Sword both pop up in the reading list in the 1st Ed DMG, but it was one of those books that never seemed to populate UK book stores.

Being a classic of its type (modern man transported into fantasy alternate world a la everything from Mark Twain to CS Lewis) it was re-published as part of the awesome Fantasy Masterworks series, some of which have now drifted onto Kindle.

The book tells the tale of Holger Carlson, a Danish agent in WW2 who is flipped into a fantasy world by an explosion. He finds he has taken the role of a holy knight, who is known in the world, and whose recollection slowly returns. Along his journey he meets dwarves, faeries, cannibals, witches and trolls. Ultimately he finds that he has been previously involved with Morgan Le Fey, and she plays a key part in the latter part and the conclusion to the book.

The book is a cracking read—although the plot is linear (and given it was a serialised novella, that’s not too surprising) and some of the dialogue grates (especially the pseudo-Glaswegian of Hugi the dwarf). It is a surprisingly energetic and contemporary feeling fantasy, which given it was released just prior to JRR Tolkein’s work, is surprising.

The influences on the DnD game are numerous, perhaps almost as many as Tolkien and Lieber’s work, considering it was only a single novel. The most significant, and this was further extended by Moorcock in Elric, was the alignment system: Anderson describes Law and Chaos in his book (which was later modified in AD&D to include the –good and –evil suffixes). Gygax cited Anderson and Moorcock in his creation of the system. By all accounts, and Gary Vanucci is the man to ask here, the 4th Ed has merged them all together to create a sort of spectrum from lawful good, to good, to neutral (couldn’t give a monkeys) to evil, to chaotic evil (proper naughty).

Anderson’s book gave us two more icons of the DnD world—the Paladin and the Troll. The Paladin character class was majorly influenced by Holger and his knightly values, which in turn was a representation of classic virtuous knights from the Arthurian legends (Gawain, Lancelot, Galahad). For my own part I really liked the Paladin characters for all the awkward situations you could toss them into. And the fact they could walk amongst scrofula-ridden peasants with little fear of infection. And laugh at mummies.

And the troll. Oh, the troll. Not the bulky boulder headed ‘oh, they have a cave troll’ type-troll, but the authentic 100% genuine carrot-nose rubber flesh variety. The inspiration of the seminal Tunnels and Trolls (OK, I made that up) and the unbeatable basis of many a horror film-style trap in DnD. We all did it—troll fingers frozen in a chest, thaw out when opened, grow new troll. I think it was even in some of the modules! And the punk new wave haircut... genius

A perfect note to end on (as if I get going about AD&D artwork I’ll be here all night).





Next time, got to be Fritz Leiber, and the Grey Mouser.

Sunday, September 2, 2012

The Roaring Mouse Interview with Gary Vanucci

Gary was interviewed on The Roaring Mouse book blog by Ross last week. Here is the interview for the followers of SkullDust Circle.


In the endlessly running sitcom ‘Friends’ there was an episode where Joey was in Vegas and saw a croupier with the same hands as him. He dubbed him his 'hand twin.'
In a similar fashion, via the medium of Tweet I have located my author twin-Gary Vanucci.

Gary writes fantasy with an unashamedly DnD influence, focusing on detailed action and intricate world building. His Wothlandia books are set in the Realm of Ashenclaw, a land populated by adventurers, dwarves, elves, demons and dragons.Gary has developed a wealth of material to support his books- a DnD sourcebook, a great web-site, and a fantastic partnership with author-artist William Kenney. The covers are fantastic, bringing to mind the classic sixties and seventies styles that adorned sword & sorcery classics by Moorcock et al.
But a book is far more than its cover, and Gary's work doesn't fail to impress. My first exposure was one of his prequels (now collected in a single volume) and from that I went on to read Covenant of the Faceless Knights.
Covenant tells the tale of Garius, a rather dour Inquisitor, who assembles a group of disparate heroes to accompany him on a mission to rescue some priests. The heroes struggle to integrate initially - as you'd expect from a barbarian, a thief and an elf alchemist. However their journey brings out their extraordinary talents and they knit together as the story progresses. In the backstory we have a demonic warlord making alliances with succubi queens, evil dwarves and a lich. Yep, a lich! Only one down from a beholder for sheer classic DnD! The main purpose there seems to be to set up books 2+, which is something that I (as well as authors like Martin and Erikson) like to do.
The characters are great: lots of fun, interesting, with abilities verging on super powered. In fact I could pick up a big comic-book influence in Gary's style ( just like me :-D ... Truly we are author twins).
I felt genuinely curious about what happens next when the book finished, and look forward to reading the sequel. I interviewed Gary about being a self-pub author, so without further ado, over to my US 'twin.'
Me: Where did you draw the inspiration for the Wothlondia series from?

Gary: I wanted to do a series of prequel short stories that actually added not only history to my world, but character development. I am attempting to set the characters up in the mind of the reader to allow them greater depth, motivation and a sense of what makes them tick. The whole series came to me from decades of writing my own D&D adventures, campaigns, etc. Most of the story, background, maps, etc. came from those years with quite a bit of tweaks and changes to give them the feel of the Realm of Ashenclaw setting. All of the characters are my own creations. They are not old characters.

Me: You've assembled a great cast of characters. Who do you like writing the most out of them all?

I can’t choose that! It’s like asking “who is your favourite child?” I do enjoy writing them all. Orngoth to me is kind of like the Hulk. I picture this massive monster of a man and go from there. Garius is your typical leader-type with very little in the way of emotion or humor. He is slightly emotionally stunted I guess, though this is a kind of social impedance in that regard. He puts his work and his devotion above all else. Saeunn is a cold, heartless warrior with a chip on her shoulder. She has suffered great loss early on, especially if you have read Tears of Blood, and it continues in Covenant. She has become very callous and guarded emotionally, aside from her mother. Elec is a kind of young adult to me. He is very naïve and growing, kind of inexperienced and yet, extremely intelligent and full of potential. He is becoming more and more addicted to the adrenaline rush of combat as well as his elixirs. It should be a very relatable tale with him moving forward. And Rose is really developing on her own, moreso than any of the others. She started out with a rough childhood, got used to a certain lifestyle afforded her by Ganthorpe and the Thieves’ Guild and currently, she is realizing that she was missing out on the action. She has a hidden side that really enjoyed working hard and she misses the ‘thrill and excitement of her youth. And, above all else, I try to write my characters so that they seem real, with real emotion and motivations.

Me: How much has playing (and presumably DMing) role-playing games influenced your writing? Do you worry that such influences may pigeon-hole your work amongst fantasy readers?

Gary: Playing and DMing has given me more to draw on and opened my mind, as has everything else I have ever done with regards to creativity and exposing myself to other imaginary worlds. All of my past hobbies have influenced me greatly. I feel that I can place a spin on the typical good vs. bad and make it unique, fun and even engaging enough to make people want to read it. I don’t think that pigeon-holing is what I would worry about. I am telling high fantasy and a reader comes along with certain expectations in that genre, which I am fully capable of providing. However, I feel that I can place an exceptional stamp on my characters, my writing and my world that will make the experience very unique.

Me: What are your big literary influences?

Gary: R.A. Salvatore. He is amazing. I have never read an author that can put so much detail in the world, speak so uniquely, introduced so many awesome characters and still give you a fight scene that is incredibly written. I also enjoy Michael Moorcock, George Martin, Terry Brooks, Robert E. Howard, Frank Miller, Peter David, and Alan Moore. There are really too many to name. Also, I must say that there are seriously tons of good fantasy writers on the indie side that need to be read as well. Mind you, there is also a lot of garbage, which is the con about self-publishing, but there are quite a few gems out there as well. Visit Skulldust Circleand you very well may find some good ones there! *hint-hint* As a side note, I am currently reading your Darkness Rising novel and feel that I must say, your writing is brilliant and elegant, and more people really need to discover your prose as I believe they will greatly enjoy it. As a fan of epic fantasy, I would recommend it!

Me: The covers are amazing- tell us something more about them.

Gary: They developed from my mind and I give Mr. William Kenney (also another Skulldust Circleauthor and my artist!) the descriptions and he churns out something amazing for me. It is truly amazing to work with someone who shares your vision on what the quality of the covers should look like, what the characters need to look like and the overall feel and ambiance of the world I am trying to create. If you need some amazing, character-focused artwork, please look him up!

Me: Fun question: in the Hollywood blockbuster who would play your main characters?

Gary: I’ve been asked this before and still have no good answers. I’d really love Olivia Wilde to play Rose in my movie. I think she would be amazing as a smart-ass rogue-type. I think I’d like Karl Urban to play Garius. The dude is extremely intense and his scowl is unmatched. Imagine him shaved bald with a long beard…lol. The elf-like character that appeared in Hellboy 2 might make an awesome Elec. Aside from a few stars to carry the movie, I’d try to introduce some new actors in an attempt to give some fresh talent a chance to make it in the big town of Hollywood!

Me: With the advent of e-publishing, people have been predicting the end of print. I recall the same predictions with the boom of multi-player Internet based gaming that the same would happen with RPG. What are your thoughts on this?
Gary: My opinion, albeit a strong one, is: It will never happen. Never. Mark it down. There will always be a want and therefore a need for publishing houses to continue on in print. It may never be lower than it is now, but it certainly will never disappear completely. I think it would be foolish, irresponsible and short-sighted. What if something happened to the internet? All we would have left would be print.

Me: So what are your current projects?
Gary: I am currently writing Book 4 in my series, called Dance of Deceit, which continues the saga of my heroes and which I expect to be released by this Christmas…if all goes well. There will be quite a few reveals and (teaser) quite possibly a death of a character in there. (WHAT?!)

I also have a short story that will be out shortly with some of the guys from Skulldust Circle! You may have heard of them. My story is the Legend of Ashenclaw (the giant red-dragon queen whose namesake is the branding of my world!) IT should be epic for any fans of my world and there are several other amazing short stories in there that need to be perused as well. I think this cross-promotion anthology will be an awesome endeavour that introduces many readers to our work that otherwise may not have taken the chance.

Thanks for having me and I look forward to an interview with you as well!

Thanks, Gary, especially for the mention of my work!!! The Skulldust anthology will be out soon, and in the interim check out Gary’s excellent style at the links below and on his website.

Gary's Amazon page

Realm of Ashenclaw website

Covenant of the Faceless Knights

Wednesday, August 8, 2012

A Blackrazor by any other name...

Continuing the theme of books that influenced DnD (and therefore my writing!) the next one I thought I’d tackle was Michael Moorcock’s Elric saga. A lot of Moorcock’s work in the sixties and seventies probably had a direct influence on Gygax and the other creators of the game, not least the Corum sequence and the two Hawkmoon series (The Runestaff quartet, and the Chronicles of Count Brass trilogy), but undoubtedly Elric was a key one.

Everyone who played the game in the early Eighties with me knew of Elric, although only a few of us had read it. The RPG Runequest had a particular supplement relating to Elric as I recall, and since then I think there has been a specific game around him. I got around to reading the Fantasy Masterworks collection of Elric last year, and enjoyed it. I could see why it had appealed to so many people, although I’ve never really got into Moorcock’s style (I did enjoyed Dancers at the End of Time).

Moorcock is often quoted as saying he wrote Elric as a direct opposition to the traditional fantasy works of Tolkien and RE Howard (he famously described Lord of the Rings as akin to a fantasy Winnie the Pooh). Elric, in his original inception in the nine short stories that comprised Stormbringer (re-published by Fantasy Masterworks as ‘Elric’) is a superb anti-hero. He starts the stories leading an attack upon on his own kingdom, he then proceeds to (admittedly inadvertently at times) chop up all his mates, and he becomes addicted to his magical sword, Stormbringer. Perfect for the Sixties, when people wanted their heroes rather more flawed than the idealistic Fifties!

The influence on the game is overt in a number of areas. The DnD alignment system owes a large debt to the concept of Law and Chaos that Moorcock used, although this in itself was probably evolved from Poul Anderson’s Three Hearts and Three Lions (which I’ll review next time). Moorcock took it further, and this battle between the two forces was the key plotline in the later part of the Elric saga (and continued in parts of the Eternal Champion sequence). Law and Chaos are balanced by Neutrality (the Cosmic Balance) and in his books the Eternal Champion served the Cosmic Balance. Moorcock created deities aligned to both Law and Chaos that feature in his books. It’s easy to see how the addition of good and evil created the 9 alignments in AD&D.

Stormbringer, a runeblade that is essentially a Chaos demon in sword form, was a major aspect of Elric’s saga. It was a mighty sword that could chop through anything and drank life energy to sustain Elric, in a vampyric fashion. Its sibling blade was ‘Mournblade’ which had similar powers. In the DnD game the idea of life-drinking magic swords was most obviously emulated in White Plume Mountain (S2), which to my gang was the most frequently played module next to B2: Keep on the Borderlands. I’ve still got the original pale-orange covered one at home! The sword in question was Blackrazor, one of the three personalised magic weapons in the adventure. The author of the module, Lawrence Schick, later admitted he was embarrassed by his blatant rip-off of Stormbringer (he’d thrown the module together from his favourite bits of his own scenarios). Personally I thought it was awesome, and each time we played it there was a full-on scrabble for the soul-drinking sword.

The more subtle influence of Elric on the game was the adventuring aspects of the books. Elric has a group of companions—Moonglum, Dyvim, Rackhir—with whom he adventures, fulfilling ‘missions’ and ‘quests.’ We also had a healthy collection of opposing sorcerers, and a few monsters chucked in for good measure.

There’s a criticism of Moorcock’s Elric books that the characters can be a little flat, and the dialogue a little cheesy, but I think if you read them as a fun fantasy read in instalments (as they can get a touch ‘samey’) then you’ll not go far wrong. And let’s face it we all wanted to have a character as cool as Elric... soul-drinking sword, hot-line to demons to save your arse in a fight, a goth-look that the lasses adored... perfect.

Next up... torn between Fritz Lieber and Poul Anderson....Thieves vs. Paladins...

Sunday, July 22, 2012

Skulldust Circle Anthology Coming Soon!




I am excited to announce that Skulldust Circle is working on an anthology of short stories! The main goal here is to give our fans and readers who may not know us or that may only know one of us, a sampling of our writing styles. So far, we are putting together stories based on whatever worlds we’ve already created. That should be happening in the next 2 weeks or so, if all goes according to plan, so keep your eyes peeled! We are still in the latter stages of development, but once the book goes live, we will certainly let you know.

Possible titles: ‘Skulldust Circle’ (I know…weird, right?) or ‘A Gathering of Dust.’

The tome shall include works from William Kenney, Jeremy Laszlo, Ross Kitson, Ben Martin & Gary Vanucci (me) at the moment. I don’t pretend to know what the others are writing about, but I expect them to make comments possibly on what it is they are doing or even do their own posts with explanations to that end.

My story is about the scorching drake (more commonly referred to as a red dragon) that started it all: Ashenclaw! Ever want to know what happened those years ago when the land was burnt to ash by the scorching drakes? Ever wonder where my realm got its name? Wonder no more!

And the best part about the whole thing is that I involved some of my friends that I used to play certain MMO’s with and I was able to put a good deal of them into the story! It was a ton of fun to write and I hope that the readers really enjoy it, especially them! The story is simply entitled ‘THE LEGEND OF ASHENCLAW’ and it runs approximately 21K words. I look forward to feedback and would love to hear your comments about the whole Skulldust Circle project! 






Friday, July 6, 2012

The Periapt of Eponymous Dweomers

There’s a list in the back of the 1st edition AD&D Dungeon Master’s Guide that always proved fascinating to me as a DnD loving child. It’s tucked away on p224, Appendix N, between Conjured Animals and Encumbrance of Standard Items (not areas of the book I used frequently it must be said).

The list is of ‘Inspirational and Educational Reading’ and was written by Gary Gygax as a sort of source guide for the things that inspired him to write DnD the way he did. What interested me as a kid was that UK book stores never seemed to have half of these authrors. The main fantasy books at the time I found were Donaldson (which I skipped), Eddings, Brooks and, latterly, Hickman and Weis’s Dragonlance. Yet I dug around then and found Robert E Howard, Michael Moorcock,  Fritz Leiber, HP Lovecraft and, of course, JRR Tolkein.

Ironically, in this series of posts on books that influenced AD&D, and thus influenced me (and I suspect most of the Skull Dust Circle) in my writing, I plan to start with books that I have read recently from that mighty list. These include Jack Vance, Poul Anderson, and Roger Zelzaney. The likes of L Sprague De Camp, Fletcher Pratt and A Merritt are on my radar to read eventually.

Jack Vance’s seminal series Tales of the Dying Earth was published over a thirty year period, with the third and fourth books (Cugel’s Saga & Rhialto the Marvellous) published in the early Eighties, and thus not a direct influence on Gygax.

The first book, The Dying Earth, is essentially a collection of linked short stories about inhabitants of an earth far into the future, where magic and science have merged together, and most recorded history is long lost. It takes a while to get settled with Vance’s prose, but once you do it is simply excellent. The tales involving mages are particularly good, and the basis of the AD&D magic system (in its first incarnation) arose here. Spells are learned, but once used disappear from the mind, until refreshed after rest. The good old Prismatic Spray pops up here, along with the penchant for eponymous dweomers (Phandaal’s Gyrator; Felojun’s Second Hypnotic Spell).

The second book tells the story of Cugel the Clever, and how he falls afoul of Iucounu, the Laughing Magician. The title ‘The Eyes of the Overworld’ refer to a magical rose-tinted lens that Cugel is sent to fetch after a burglary goes awry. He is encouraged in this quest by having a clawed demon grafted into his liver. Cugel is a wonderful anti-hero: a cheat, a liar, a coward, a rogue, a thief. He feels his wit is quicker than it is, although he still cons a fair few people on his long journey back to Iucounu. In most encounters he comes off the worst, yet you can’t but help root for him. Cugel was an evident inspiration for the thief character class in the original game, and Gygax had admitted as such in interviews he gave over the years.

The characterisation in Vance's Dying Earth quartet is excellent. He creates a selection of bizarre, verbose and articulate characters whose dialogue fizzes along. There were moments when the spectre of Blackadder rose in the verbal fencing, and I chuckled at many of Cugel's witty remarks.

Vance’s work offered a number of other things to the DnD game—Ioun stones, The Robe of Eyes, Evard’s Black Tentacles—but the influence of the magic system (and the love of eponymous spells) was the greatest contribution.  I really enjoyed reading the book and would say it’s definitely worth the time, although gentler than more modern fantasy offerings.

My review of the book on Fantasy Book Reviews is here

Thursday, June 14, 2012

The Tome of Inspiration +5

I blogged recently (on my random mescaline-addled blogspot) about inspirations that have guided my writing--and within that is not just my published fantasy work, but my YA sci-fi story currently lurking in a slush-pile somewhere nowhere near you. The blog noted the key influence of comics in my style, focusing particularly on the work of John Byrne.

But if I had to cite one key formative step in my writing there is no doubt that it would be role playing games, and of them all (and believe me I played almost all of them in the Eighties) it has to be Dungeons and Dragons.

This will come as no surprise to those who read Skulldust Circle, and indeed I know that at least one (if not most) of my six buddies owe allegiance to the frothing offspring of E Gary Gygax. This is the "I'm Spartacus" moment when they all concur....

[Echoes of fervent agreement as I level my Crossbow of Author Castrating +2]

I first observed the DnD phenomenon via my mate Nick Earnshaw's brothers' piles of DnD stuff. They were placed around his house, in little piles, under tables and cabinets- enticing mounds of graph paper, funny dice, rule books and modules. This was in c1981 and thus we are talking old school first edition AD&D here. I properly got into it when (a) I started on the Fighting Fantasy books and (b) got intrigued by The Hobbit and Lord of the Rings. Ralph Bakshi had released a cartoon of LOTR and i recall seeing a recovered LOTR book at my mate's house (and indeed, we later played Middle Earth RPG). I started, as many did, on Basic D&D, moving onto Expert and from that, Advanced. I spent my life savings (about £30) on the Dungeon Masters Guide and the Players Handbook, doing without the Monster Manual for  year or so (creating many odd interpretations of the monsters found in that big table in the appendix of the DMG).

And the creativity began. We played a lot of the modules at first: The giant and the Drow ones (G1-3, D1-3, Q1) I ran with my younger brother. We played White Plume Mountain about ten times over (how cool was Black Razor? Like bloody StormBringer), Tomb of Horrors, one of the A ones (I forget which) and... as time went on, and the adventures got cooler, the UK modules and Dragonlance (and of course, Ravenloft).

But the real fun in the game was the real creativity--the writing of my own adventures, the generation of a campaign. Although through the Eighties we played dozens of other RPGs (Runequest, Traveller, Star Frontiers, Gamma World, Call of Cthulhu, Paranoia, Dr Who, Star Trek, MERPG, Toon, Judge Dredd, Bushido, Marvel Superheroes, Villians and Vigilantes, the time travel one, a gangster one too....) DnD was always my favourite. What we created changed with our tastes, or maturity and our outside influences. In the beginning it was daft, far-fetched, almost cartoonish--i recall a repeat-action crossbow that we loved in Hawk The Slayer, that half the characters had. Later we would weave together intricate campaigns, with fully realised histories.
I was never one for using TSRs campaign worlds (Greyhawk, Forgotten Realms) although when I ran a campaign in 1988-1991 i used the Fighting Fantasy sourcebook Titan as the basis for the adventures. But the story became personal, almost like a soap opera, with marriages, kids, relationships. old family feuds, arch-enemies and recurrent villains. Like a story, like a RPG should be.

Then I hit medical school, and we all moved apart in the country. Bar one or two sessions we all accepted that we'd not play again and, when wives and kids arrived, it seemed even less likely.
Around 5 years ago, bored one evening, i began to write a quick story about the characters we used to play with. I e-mailed it out to the guys and they loved it, and so I began to write a story as if we were playing the adventures again, with all the references to the characters histories.

It felt great, creating once more, breathing life into dialogue and action. The 300 pages the story ran to taught me a huge amount about writing, about structure. As it was concluding one of my mates, Ant, commented that I should tackle something brand new... something not related to our prior campaign.

So it began with a map... and now its a six book saga.

It took a while to escape the complete DnD influence. The first draft was very DnD style, with the magic derivative, and the characters almost having classes and levels! It took a bit of discipline and merciless use of the Red Pen of Sorrow +1 to tame the bias in the text.

But despite the modifications and moderations, it is unashamedly a book written by a DnD player (and Dungeon Master). I'm proud of that fact, and proud that I'm now starting a campaign with my kids (aged 10 and 8)... and White Plume Mountain awaits....

Over my next few posts I thought I'd bring it full circle. When I began playing DnD it inspired my reading of fantasy. The books I read then had a huge impact on me and I've continued my love of the fantasy classics that shaped the DnD games recently with a few books that I always meant to read. For fun I'm going to talk about them as i read them over the next six or so SkullDust posts I'm writing. Hope it'll be interesting fro gamers and fantasy buffs alike.





Sunday, June 3, 2012

Cover Art: Is It Important To Your Audience?

I have been going back and forth about this with my fellow writers over at Skulldust Circle and have come to this conclusion:

I don’t know!

I am including all of our cover art (from the authors at Skulldust Circle) for you all to peruse.





 

Sometimes I think that a more realistic cover (like the ones on Jeremy Laszlo’s books) would be a better approach. And then I think, nah, I want to pay homage to the artwork that I grew to love when I was swept away reading tales of the Forgotten Realms, Elric of Melnibone, Conan of Cimmeria, and The Sword of Shannara! Please don't get me wrong: I love Jeremy's covers! Truly!

I am personally moving forward with these, embracing the style of the past and have found William Kenney’s artwork to suit me perfectly. As a fellow author and fellow Skulldust’er as well, he has similar ideas and interpretations as I do envisioning my characters, etc. I always love to see what artists come up with when interpreting what I write and how they see it in their mind’s eye.

Either way, none of this is wrong. It is just opinion. I would love to see what you all think moving forward on what you think an epic fantasy cover should look like! I will take all of this information here into consideration moving forward. Thanks for stopping by and have a fantastic rest of the weekend!

Oh, and if you stuck around this long, here is a possible choice for the cover of my next release. It will include a FREE short story as well. What do you think?



Artwork by William Kenney, Ceri Clark and Ronnell Porter

Wednesday, May 30, 2012

Anti-heroic fantasy

I originally posted a piece on anti-heroes in fantasy fiction as a guest blog months ago on Alison DeLuca's blogsite Fresh Pot Of Tea. It caught a few views, but I thought its topic was ideally suited to Skulldust Circle and its followers, so I'm re-posting it here :-D

As you're aware my genre is fantasy. I love it; have always loved it, ever since I could read. As a kid I was captivated by the total escapism of fantasy, by the idea of magic being a reality, by the virtues of the heroic struggling against insurmountable evils. It was a passion fuelled by an adolescence dedicated to role playing games, tucked away in mates’ sheds and front rooms, for far too many hours until my complexion emulated Gollum on a bad-skin day.

So here’s a quandary. Given that many of us who read fantasy and sci-fi and all its sub-sub genres (Elfpunk anyone?) came into the genre loving tales of the great and good defeating the gibbering armies of The Dark Tm , how come the anti-hero is so pervasive in speculative fiction?

They’re everywhere! Take the most successful fantasy series of the last ten years—George RR Martin’s Song of Ice and Fire—it is replete with anti-heroes. Tyrion Lannister has to be the favourite character amongst a sea of schemers and blaggards. He’s selfish, rude, corrupt, bitter, in fact all the traits that make a great bad guy. Yet amongst his venom there are redeeming features that make us fascinated by him. By book two we love him and by the latest he’s more or less the only one (other than Arya) we care about.

Scott Lynch’s Gentleman Bastards series has Locke Lamora, a thief and a con-man as the main character. Here we have a different flavour of anti-hero. Whereas Tyrion is a nasty piece of work who occasionally displays redeeming features, Locke is actually an alright guy—he loves his friends etc.—who screws people over for a living. Like Robin Hood or the IRS. He’s a ‘hero’ who is also criminal.

And there’s so many more in fantasy that you wonder if we ever wanted true heroes. Severian in Gene Wolfe’s The Book of the New Sun (torturer…tick), Sand dan Glotka in Abercrombie’s The First Law books (yay, another torturer…tick), Thomas Covenant in Donaldson’s epic (rapist…tick), Cugel the Clever in Jack Vance’s Tales of the Dying Earth (thief, cheat, rake…tick), Raistlin in Dragonlance (black magic, betray brother…OK…tick), Fitz in Hobb’s Farseer trilogy (assassin? Hey, sure…beats looking after the horses…tick) and, of course, Elric.

Now Elric I did love as a kid. More accurately I coveted Stormbringer, the soul-drinking sword that Elric was dominated by. To a DnD player the idea of a sword that munched on opponents life energy (and therefore boosted your own) was fantastic. The weapon Black-razor in White Plume Mountain was an obvious copy and Elric even got his own RPG supplement for RuneQuest.

Elric was the first great fantasy anti-hero in my mind. Before him we had the muscle bound might of Conan, the noble Aragorn and the almost biblical Aslan. In his very first appearance we meet him on the way to slaughter his own nation. He then further fails to impress us by wining about his doom-ridden destiny, betraying people all over the place, becoming addicted to a vampire-sword and then killing all his buddies one by one. Admittedly some he kills by accident, because he gets carried away with Stormbringer; but you’d still not add him as a friend on Facebook would you?

So why do we love them? These are characters that are far darker than the tough guys of the cinema. We all admire the surly Han Solo and love the hard as nails Clint Eastwood characters. But these are characters that are morally dubious, at times nasty and at times ruthless. They are killers, torturers, thieves—the sort most of us would eschew in reality. Why do we enjoy reading about them?

I think it’s the escapism in another form and I think therefore that that is why fantasy (the ultimate asylum from our troubled world) is replete with them. These are characters whose achievements within the books seem all the more admirable, characters that surpass all the faults and the weaknesses that they have, to become victorious. They are creations who resonate with us because of their flaws, which after all we all have (though perhaps not to the extent of these characters). Why should a being in a fantasy world have to have any less hang-ups than us?

Anti-heroes act in ways that appeal to our darker instincts. They allow us to slip away from the frustration of modern life and the constraints of society and unleash a bit of spite. Far better to read about Tyrion Lannister’s Machiavellian antics or Elric hoovering up a few souls than turn around and give our annoying bosses a head-butt on the nose.

And we can see characters every bit as flawed as ourselves and revel in the redemption that many achieve and know that for even the most screwed-up and damaged that there is hope.

So long live the anti-hero and remember even Aslan probably had some darker moments that were cut from the books. I fact I distinctly remember him hanging out with the Snow Witch sharing a crack-pipe…