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	<title>Fanzines Plethora</title>
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	<link>http://www.fanzines.info</link>
	<description>A Real Tsunami of Fanzines</description>
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		<title>Marilyn Monroe&#8217;s house on sale for $3.6 million</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/GKyRGTK0jbE/marilyn-monroes-hous.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/GKyRGTK0jbE/marilyn-monroes-hous.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 21:43:00 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
		<category><![CDATA[Fanzines by Language]]></category>
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		<category><![CDATA[Boingboing]]></category>

		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74847</guid>
		<description><![CDATA[The LA home that Marilyn Monroe famously died in is on the market for $3.6 million....<br />
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			<content:encoded><![CDATA[The LA home that Marilyn Monroe famously died in is <a href="http://www.bornrich.org/entry/brentwood-house-where-marilyn-monroe-goes-on-sale-for-36-million/" target="_blank">on the market for $3.6 million</a>. 
			
				
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		<title>Trailer for The Social Network aka the Facebook movie</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/6Fs5y8jYM80/trailer-for-the-soci.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/6Fs5y8jYM80/trailer-for-the-soci.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 21:32:16 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
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		<category><![CDATA[Fanzines in English]]></category>
		<category><![CDATA[Boingboing]]></category>

		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74828</guid>
		<description><![CDATA[In case you haven't seen this already, here's a trailer for The Social Network, a movie about the making of Facebook. David Fincher's the director, Jesse Eisenberg plays Mark Zuckerberg, and the film hits theaters October 1st. Note: I just updated it with the new trailer....<br />
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<a href="http://ads.pheedo.com/click.phdo?s=6fe13a658109a1ad96bfb6758979fe38&#38;p=1" target="_blank"><img alt="" style="border: 0" border="0"></a>
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<p>In case you haven't seen this already, here's a trailer for <em><a href="http://www.imdb.com/title/tt1285016/" target="_blank">The Social Network</a></em>, a movie about the making of Facebook. David Fincher's the director, Jesse Eisenberg plays Mark Zuckerberg, and the film hits theaters October 1st. 

<p><small>Note: I just updated it with the new trailer.</small>
			
				
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		<item>
		<title>Funny kid&#8217;s answer to quiz question</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/fuD1xpLH-eY/funny-kids-answer-to.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/fuD1xpLH-eY/funny-kids-answer-to.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 21:25:40 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
		<category><![CDATA[Fanzines by Language]]></category>
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		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74843</guid>
		<description><![CDATA[From the FAIL Blog, a very creative response to what I'm sure was a challenging quiz question. (Thanks, Sean Ness!)...<br />
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			<content:encoded><![CDATA[
<img src="http://www.boingboing.net/images/bearwayyy.jpg" height="274" width="450" border="1" align="left" hspace="4" vspace="4" alt="Bearwayyy" />
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From the <a href="http://failblog.org/2010/07/15/epic-fail-photos-answer-win-2/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+failblog+%28The+FAIL+Blog+-+Fail+Pictures+%26+Videos+at+Failblog.ORG%29" target="_blank">FAIL Blog</a>, a very creative response to what I'm sure was a challenging quiz question. <em>(Thanks, <a href="http://twitter.com/seanness" target="_blank">Sean Ness</a>!)</em>
			
				
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		<item>
		<title>Contest will pick one to live in Chicago&#8217;s science museum for a month</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/TdIR4yzlh1Q/contest-will-pick-on.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/TdIR4yzlh1Q/contest-will-pick-on.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 21:24:45 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
		<category><![CDATA[Fanzines by Language]]></category>
		<category><![CDATA[Fanzines in English]]></category>
		<category><![CDATA[Boingboing]]></category>

		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74846</guid>
		<description><![CDATA[The Museum of Science and Industry in Chicago is picking one person to spend an entire month living (and sleeping) inside the museum. Perks include "a prize of $10,000, a package of tech gadgets, and new knowledge and experiences that may just transform you."...<br />
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<img alt="" height="0" width="0" border="0"><img alt="" height="0" width="0" border="0">]]></description>
			<content:encoded><![CDATA[The Museum of Science and Industry in Chicago is picking one person to spend <a href="http://www.msichicago.org/matm/the-details" target="_blank">an entire month living (and sleeping) inside the museum</a>. Perks include "a prize of $10,000, a package of tech gadgets, and new knowledge and experiences that may just transform you."
			
				
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		<title>Solar eclipse at Easter Island</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/dmDt9LtMtuo/solar-eclipse-at-eas.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/dmDt9LtMtuo/solar-eclipse-at-eas.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 20:53:27 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
		<category><![CDATA[Fanzines by Language]]></category>
		<category><![CDATA[Fanzines in English]]></category>
		<category><![CDATA[Boingboing]]></category>

		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74844</guid>
		<description><![CDATA[There was a total eclipse of the Sun on July 11. Don't feel bad if you missed it. It was really only visible over the southern part of the Pacific Ocean. Easter Island is one of the few spots of dry land that got a peek. This shot was taken by photographer Stephane Guisard and was featured on Astronomy Photo of the Day. (Via Jeffrey Perkel)...<br />
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<img alt="" height="0" width="0" border="0"><img alt="" height="0" width="0" border="0">]]></description>
			<content:encoded><![CDATA[<img alt="solareclipse.jpg" src="http://www.boingboing.net/solareclipse.jpg" width="650" height="364" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" />

<p>There was a total eclipse of the Sun on July 11. Don't feel bad if you missed it. It was really only visible over the southern part of the Pacific Ocean. Easter Island is one of the few spots of dry land that got a peek. This shot was taken by photographer<a href="http://www.twanight.org/newTWAN/photographers_about.asp?photographer=Stephane%20Guisard" target="_blank"> Stephane Guisard</a> and was featured on <a href="http://apod.nasa.gov/apod/ap100714.html" target="_blank">Astronomy Photo of the Day</a>.</p>

<em><small><p>(Via <a href="http://twitter.com/j_perkel" target="_blank">Jeffrey Perkel</a>)</p></small></em>
			
				
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		<item>
		<title>Clock that knits a scarf</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/s8ZiYXCm8bQ/clock-that-kints-a-s.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/s8ZiYXCm8bQ/clock-that-kints-a-s.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 20:42:50 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
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		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74840</guid>
		<description><![CDATA[Industrial designer Siren Elise Wilhelmsen created this knitting clock that cranks out a two-meter scarf every year. It's called "365." From Design Boom: '365' seeks to give a physical manifestation to the change of time. drawing from the change that is witnessed through the growth of human bodies and hair, the same concept is found in '365' which translates time through the growth of knitted material. the clock houses a circular knitting machine with 48 needles, a thread spool, a thread holder and roll of yarn. moving in clockwise direction, one day leads to a complete round... Knitting clock (Thanks, Sally Applin!)...<br />
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<img src="http://www.boingboing.net/images/_cms_images_fiona004_365002.jpg" height="490" width="598" border="1" align="left" hspace="4" vspace="4" alt=" Cms Images Fiona004 365002" /><br clear="all">
Industrial designer <a href="http://www.sirenelisewilhelmsen.com/" target="_blank">Siren Elise Wilhelmsen</a> created this knitting clock that cranks out a two-meter scarf every year. It's called "365." From Design Boom:
<blockquote>
'365' seeks to give a physical manifestation to the change of time. drawing from the 
change that is witnessed through the growth of human bodies and hair, the same concept 
is found in '365' which translates time through the growth of knitted material. the clock 
houses a circular knitting machine with 48 needles, a thread spool, a thread holder and 
roll of yarn. moving in clockwise direction, one day leads to a complete round...
</blockquote><a href="http://www.designboom.com/weblog/cat/8/view/10606/siren-elise-wilhelmsen-365.html" target="_blank">Knitting clock</a> <em>(Thanks, <a href="http://twitter.com/AnthroPunk/" target="_blank">Sally Applin</a>!)</em>
			
				
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		<title>Boing Boing 2010-07-15 20:41:24</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/BnZE9hMQoHU/poop-transplants-its.html</link>
		<comments>http://feeds.boingboing.net/~r/boingboing/iBag/~3/BnZE9hMQoHU/poop-transplants-its.html#comments</comments>
		<pubDate>Thu, 15 Jul 2010 20:41:24 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
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		<category><![CDATA[Boingboing]]></category>

		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74841</guid>
		<description><![CDATA[Poop transplants. It's not "Human Centipede", it's science! Doctors take diluted stool sample from a person with healthy gut bacteria and inject it into the colon of someone whose bacteria are floundering. The healthy microbes move in and spruce up the place, curing some intestinal diseases. (Via Kirsten Sanford)...<br />
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<img alt="" height="0" width="0" border="0"><img alt="" height="0" width="0" border="0">]]></description>
			<content:encoded><![CDATA[<a href="http://www.nytimes.com/2010/07/13/science/13micro.html" target="_blank">Poop transplants.</a> It's not "Human Centipede", it's science! Doctors take diluted stool sample from a person with healthy gut bacteria and inject it into the colon of someone whose bacteria are floundering. The healthy microbes move in and spruce up the place, curing some intestinal diseases. <em><small>(Via<a href="http://twitter.com/drkiki" target="_blank"> Kirsten Sanford</a>)</small></em>
			
				
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		<title>Boing Boing 2010-07-15 20:33:12</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/_8IAqQfwfCw/bp-says-that-its-sto.html</link>
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		<pubDate>Thu, 15 Jul 2010 20:33:12 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
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		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74839</guid>
		<description><![CDATA[BP says that it's stopped the flow of oil into the Gulf, at least temporarily. They're currently pressure-testing a new cap on the Macondo well. The idea is to cut off flow from the well entirely in order to see whether there are leaks below the seafloor. If those leaks exist, pressure won't hold and the oil could start flowing out from other places. There's also a risk that cutting off flow at the cap could actually create those sub-surface leaks by building up pressure too fast. The test will last 48 hours. If everything holds, it could lead to a permanent capping....<br />
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			<content:encoded><![CDATA[BP says that it's<a href="http://www.washingtonpost.com/wp-dyn/content/article/2010/07/15/AR2010071500642.html?hpid=topnews" target="_blank"> stopped the flow of oil into the Gulf</a>, at least temporarily. They're currently pressure-testing a new cap on the Macondo well. The idea is to cut off flow from the well entirely in order to see whether there are leaks below the seafloor. If those leaks exist, pressure won't hold and the oil could start flowing out from other places. There's also a risk that cutting off flow at the cap could actually create those sub-surface leaks by building up pressure too fast. The test will last 48 hours. If everything holds, it could lead to a permanent capping. 
			
				
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		<title>Donor 45: The weird world of AIDS &#8220;non-progressors&#8221;</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/jKhkMQHpf5M/donor-45-the-weird-w.html</link>
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		<pubDate>Thu, 15 Jul 2010 20:20:04 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
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		<guid isPermaLink="false">tag:www.boingboing.net,2010://1.74838</guid>
		<description><![CDATA[ Last week, news broke that antibodies discovered in a man known only as Donor 45 could, potentially, be used to create a vaccine to protect against HIV/AIDS. Who is Donor 45? He's a 65-year-old gay, African-American man who has been living with HIV (but healthy) for 20 years. More importantly, he's part of a small group of people who are infected with HIV, but whose bodies have managed to naturally stave off symptoms of the illness. In some cases, these people, called long-term non-progressors, even end up with virus levels so low as to be nearly undetectable. Fascinatingly, Donor 45 is NOT one of those patients. His viral load is similar to that of people who get sick. That's because his immune system doesn't destroy HIV. Instead, it produces antibodies that prevent HIV from invading his cells. All people infected with HIV produce antibodies in response to the infection. What's different is that Donor 45's antibodies actually work. For reasons that aren't clearly understood, most antibodies against HIV either aren't effective at all, or are only effective against certain strains&#8212;not terribly useful with a virus that mutates as frequently as HIV does. Donor 45's are capable of controlling as much as 91% of HIV strains. So he stays healthy, even while the virus continues to live in his body. People like Donor 46 can still infect others, but they, themselves, might live entirely normal lifespans without significant illness. Some good links to read more about non-progressors: New York Times: AIDS and the secret of long-term survivors PBS Frontline: How HIV works and why some people are "immune" The Body: Compilation of several personal stories from long-term non-progressors as well as science and analysis about why some people survive Two studies recruiting long-term non-progressors for further research Image courtesy Flickr user TimoStudios via CC...<br />
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			<content:encoded><![CDATA[<img alt="aidsribbon.jpg" src="http://www.boingboing.net/aidsribbon.jpg" width="650" height="421" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" />

<p>Last week,<a href="http://www.the-scientist.com/blog/display/57549/" target="_blank"> news broke</a> that antibodies discovered in a man known only as Donor 45 could, potentially, be used to <a href="http://blogs.discovermagazine.com/80beats/2010/07/09/new-hiv-hope-researchers-find-natural-antibodies-that-thwart-the-virus/" target="_blank">create a vaccine</a> to protect <a href="http://online.wsj.com/article/SB10001424052748703609004575355072271264394.html" target="_blank">against HIV/AIDS</a>.</p>

<p>Who is Donor 45? He's a 65-year-old gay, African-American man who has been living with HIV (but healthy) for 20 years. More importantly, he's part of a small group of people who are infected with HIV, but whose bodies have managed to naturally stave off symptoms of the illness. In some cases, these people, called <a href="http://en.wikipedia.org/wiki/Long-term_nonprogressors" target="_blank" rel="nofollow">long-term non-progressors</a>, even end up with virus levels so low as to be nearly undetectable.</p>

<p>Fascinatingly, Donor 45 is NOT one of those patients. His viral load is similar to that of people who get sick. That's because his immune system doesn't destroy HIV. Instead, it produces antibodies that prevent HIV from invading his cells.</p>

<p>All people infected with HIV produce antibodies in response to the infection. What's different is that Donor 45's antibodies actually work. For reasons that aren't clearly understood, most antibodies against HIV either aren't effective at all, or are only effective against certain strains&mdash;not terribly useful with a virus that mutates as frequently as HIV does. Donor 45's are capable of controlling as much as 91% of HIV strains. So he stays healthy, even while the virus continues to live in his body. People like Donor 46 can still infect others, but they, themselves, might live entirely normal lifespans without significant illness.</p>

<p>Some good links to read more about non-progressors:
<ul>
	<li>New York Times: <a href="http://www.nytimes.com/2005/05/04/health/04iht-snlive.html" target="_blank">AIDS and the secret of long-term survivors</a></li>
	<li>PBS Frontline: <a href="http://www.pbs.org/wgbh/pages/frontline/aids/virus/virus.html" target="_blank">How HIV works and why some people are "immune" </a></li>
	<li>The Body: <a href="http://www.thebody.com/index/treat/nonprog.html" target="_blank">Compilation of several personal stories from long-term non-progressors as well as science and analysis about why some people survive</a></li>
	<li>Two <a href="http://www.hivcontrollers.org/hivcontrollers" target="_blank">studies recruiting</a> long-term non-progressors <a href="http://www.hivinfosource.org/hivis/clinicaltrials/ltnp.html" target="_blank">for further research</a></p></li>
</ul>

<em><small><p>Image courtesy Flickr user <a href="http://www.flickr.com/photos/timothytsuihin/4150370938/" target="_blank">TimoStudios</a> via<a href="http://creativecommons.org/licenses/by-sa/2.0/" target="_blank"> CC</a></p></small></em>

			
				
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		<title>Chances are you write like Dan Brown</title>
		<link>http://feeds.boingboing.net/~r/boingboing/iBag/~3/GhLSI4EnxNo/chances-are-you-writ.html</link>
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		<pubDate>Thu, 15 Jul 2010 19:52:42 +0000</pubDate>
		<dc:creator>Fanzinaro</dc:creator>
				<category><![CDATA[Chaotic mix]]></category>
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		<description><![CDATA[Who do you write like? [I Write Like]...<br />
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			<content:encoded><![CDATA[Who do <a href="http://iwl.me/" target="_blank">you write like?</a> [I Write Like]
			
				
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<p>There may be a bug in FeedWordPress. Please <a href="http://radgeek.com/contact">contact the author</a> and paste the following information into your e-mail:</p>
<plaintext>Triggered at line # 603
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    string(31) "Witchblade 135-136 Comic Review"
    ["post_content"]=>
    string(6873) "<br/><p><center><img src=\"http://www.topcow.com/images/stories/cow/covers/wb/thumbs/WB135_COVA_stamped.png\" width=\"175\"></center>
<ul></ul>
<p>When we last left off (back in March, embarrassingly enough), Sara Pezzini &#8212; aka, the bearer of the re-united witchblade &#8212; was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It&#8217;s clear that something is not right here at robots &#8216;r us &#8212; I mean, assassin robots should clue a person in on laws being broken &#8212; but while Aphrodite&#8217;s mission is about killing the traitor to her programmers, Sara&#8217;s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it&#8217;s not that easy &#8212; there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.</p>
<p>There&#8217;s a whole lot of great banter in #135. Back in the War of the Witchblades arc, it was hard to tell if Sara&#8217;s snark and sharp tongue came out of her being temporarily evil. We see here that the caustic wit is all Sara. (Who else could deliver the line &#8220;I don&#8217;t care if you are just R2-D2 with nice tits&#8221; with a straight face?) The artwork, as usual, is fantastic &#8212; there&#8217;s a great page where Sara and Aphrodite face off for three panels before one of them is willing to lower a weapon to talk. The moment is really captured &#8212; you can almost feel the heartbeats while Sara&#8217;s deciding what to do. The witchblade also does some cool new stuff &#8212; Sara&#8217;s armor is more elaborate, and both the weapons and tools used in this issue expand what I&#8217;ve seen the witchblade do. There are fewer unique panel arrangements in this issue than in earlier parts of the series, but that&#8217;s rectified as the story continues in issue #136. Sejic breaks out some more non-traditional panel divisions and layouts to emphasize the action &#8212; and action is required when Aphrodite&#8217;s cyborg sibs bring the fight to our new super-team. The witchblade continues to evolve, using some of the same style moves we saw when Sara was evil. Here, however, they&#8217;re controlled, and Sara doesn&#8217;t feel the need to hold back, since her foes are human facsimiles, not actual humans.</p>
<p>But even great team-ups have to come to an end, especially when missions and duties collide. Aphrodite can&#8217;t let law prevail over her work (killing her target), and Sara can&#8217;t let her assassinate someone without trying to stop her. This time, Aphrodite has the element of surprise, since Sara&#8217;s convinced of their bargain, but even though the cyborg gets the best of Sara, both of them live to walk away (and continue on in different series &#8212; Sara&#8217;s story keeps going in Witchblade,and Aphrodite is moving over to the new Artifacts series). The three-part arc ends up stronger than the first issue led me to believe it would. It&#8217;s hard to follow an amazing arc like War of the Witchblades, but Almost Human comes together at the end, showing that even when she gives every appearance of being inhuman, it could be that Aphrodite has human emotions after all. And Sara, after having been consumed by darkness, has learned to value her own humanity. (Gleason gets the short end of the stick in this arc &#8212; he makes appearances in these issues, but mostly to remind Sara that they&#8217;re partners, and she ought to count on him. I wonder how many times he&#8217;ll be able to give that lecture before he realizes that part of Sara&#8217;s life isn&#8217;t going to change.)</p>
<p>So, it&#8217;s a short arc that&#8217;s definitely worth the read, and a nice bridge into whatever the next big story is for Sara and company. Ron Marz is also doing a great job writing threads to be taken on by other series in the world, making it easy to get interested in the several titles that launched this year.</p>
<p><i>Review by Alana Abbott</i></p>
<p><center><a href=\"http://comics.drivethrustuff.com/index.php?affiliate_id=22713\" ><img src=\"http://comics.drivethrustuff.com/themes/dtcomics/images/affiliatebanner5.gif\"></a></center></p>


<p><strong>Related posts:</strong><ol><li><a href=\'http://www.flamesrising.com/artifacts-1-comic-review/\' rel=\'bookmark\' title=\'Permanent Link: Artifacts Issue 1 Comic Review\'>Artifacts Issue 1 Comic Review</a></li>
<li><a href=\'http://www.flamesrising.com/witchblade-134-review/\' rel=\'bookmark\' title=\'Permanent Link: Witchblade #134 Comic Review\'>Witchblade #134 Comic Review</a></li>
<li><a href=\'http://www.flamesrising.com/witchblade-131-review/\' rel=\'bookmark\' title=\'Permanent Link: Witchblade #131 Comic Review\'>Witchblade #131 Comic Review</a></li>
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    string(1548) "<br/><br /><img src=\"http://www.topcow.com/images/stories/cow/covers/wb/thumbs/WB135_COVA_stamped.png\" width=\"125\" align=\"right\">When we last left off (back in March, embarrassingly enough), Sara Pezzini -- aka, the bearer of the re-united witchblade -- was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It\'s clear that something is not right here at robots \'r us -- I mean, assassin robots should clue a person in on laws being broken -- but while Aphrodite\'s mission is about killing the traitor to her programmers, Sara\'s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it\'s not that easy -- there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.


<strong>Related posts:</strong><ol><li><a href=\'http://www.flamesrising.com/artifacts-1-comic-review/\' rel=\'bookmark\' title=\'Permanent Link: Artifacts Issue 1 Comic Review\'>Artifacts Issue 1 Comic Review</a></li>
<li><a href=\'http://www.flamesrising.com/witchblade-134-review/\' rel=\'bookmark\' title=\'Permanent Link: Witchblade #134 Comic Review\'>Witchblade #134 Comic Review</a></li>
<li><a href=\'http://www.flamesrising.com/witchblade-131-review/\' rel=\'bookmark\' title=\'Permanent Link: Witchblade #131 Comic Review\'>Witchblade #131 Comic Review</a></li>
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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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<p>When we last left off (back in March, embarrassingly enough), Sara Pezzini &#8212; aka, the bearer of the re-united witchblade &#8212; was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It&#8217;s clear that something is not right here at robots &#8216;r us &#8212; I mean, assassin robots should clue a person in on laws being broken &#8212; but while Aphrodite&#8217;s mission is about killing the traitor to her programmers, Sara&#8217;s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it&#8217;s not that easy &#8212; there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.</p>
<p>There&#8217;s a whole lot of great banter in #135. Back in the War of the Witchblades arc, it was hard to tell if Sara&#8217;s snark and sharp tongue came out of her being temporarily evil. We see here that the caustic wit is all Sara. (Who else could deliver the line &#8220;I don&#8217;t care if you are just R2-D2 with nice tits&#8221; with a straight face?) The artwork, as usual, is fantastic &#8212; there&#8217;s a great page where Sara and Aphrodite face off for three panels before one of them is willing to lower a weapon to talk. The moment is really captured &#8212; you can almost feel the heartbeats while Sara&#8217;s deciding what to do. The witchblade also does some cool new stuff &#8212; Sara&#8217;s armor is more elaborate, and both the weapons and tools used in this issue expand what I&#8217;ve seen the witchblade do. There are fewer unique panel arrangements in this issue than in earlier parts of the series, but that&#8217;s rectified as the story continues in issue #136. Sejic breaks out some more non-traditional panel divisions and layouts to emphasize the action &#8212; and action is required when Aphrodite&#8217;s cyborg sibs bring the fight to our new super-team. The witchblade continues to evolve, using some of the same style moves we saw when Sara was evil. Here, however, they&#8217;re controlled, and Sara doesn&#8217;t feel the need to hold back, since her foes are human facsimiles, not actual humans.</p>
<p>But even great team-ups have to come to an end, especially when missions and duties collide. Aphrodite can&#8217;t let law prevail over her work (killing her target), and Sara can&#8217;t let her assassinate someone without trying to stop her. This time, Aphrodite has the element of surprise, since Sara&#8217;s convinced of their bargain, but even though the cyborg gets the best of Sara, both of them live to walk away (and continue on in different series &#8212; Sara&#8217;s story keeps going in Witchblade,and Aphrodite is moving over to the new Artifacts series). The three-part arc ends up stronger than the first issue led me to believe it would. It&#8217;s hard to follow an amazing arc like War of the Witchblades, but Almost Human comes together at the end, showing that even when she gives every appearance of being inhuman, it could be that Aphrodite has human emotions after all. And Sara, after having been consumed by darkness, has learned to value her own humanity. (Gleason gets the short end of the stick in this arc &#8212; he makes appearances in these issues, but mostly to remind Sara that they&#8217;re partners, and she ought to count on him. I wonder how many times he&#8217;ll be able to give that lecture before he realizes that part of Sara&#8217;s life isn&#8217;t going to change.)</p>
<p>So, it&#8217;s a short arc that&#8217;s definitely worth the read, and a nice bridge into whatever the next big story is for Sara and company. Ron Marz is also doing a great job writing threads to be taken on by other series in the world, making it easy to get interested in the several titles that launched this year.</p>
<p><i>Review by Alana Abbott</i></p>
<p><center><a href="http://comics.drivethrustuff.com/index.php?affiliate_id=22713" target="_new"><img src="http://comics.drivethrustuff.com/themes/dtcomics/images/affiliatebanner5.gif"></a></center></p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
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            string(1519) "<br/><br /><img src="http://www.topcow.com/images/stories/cow/covers/wb/thumbs/WB135_COVA_stamped.png" width="125" align="right">When we last left off (back in March, embarrassingly enough), Sara Pezzini -- aka, the bearer of the re-united witchblade -- was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It's clear that something is not right here at robots 'r us -- I mean, assassin robots should clue a person in on laws being broken -- but while Aphrodite's mission is about killing the traitor to her programmers, Sara's determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it's not that easy -- there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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<p>When we last left off (back in March, embarrassingly enough), Sara Pezzini &#8212; aka, the bearer of the re-united witchblade &#8212; was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It&#8217;s clear that something is not right here at robots &#8216;r us &#8212; I mean, assassin robots should clue a person in on laws being broken &#8212; but while Aphrodite&#8217;s mission is about killing the traitor to her programmers, Sara&#8217;s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it&#8217;s not that easy &#8212; there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.</p>
<p>There&#8217;s a whole lot of great banter in #135. Back in the War of the Witchblades arc, it was hard to tell if Sara&#8217;s snark and sharp tongue came out of her being temporarily evil. We see here that the caustic wit is all Sara. (Who else could deliver the line &#8220;I don&#8217;t care if you are just R2-D2 with nice tits&#8221; with a straight face?) The artwork, as usual, is fantastic &#8212; there&#8217;s a great page where Sara and Aphrodite face off for three panels before one of them is willing to lower a weapon to talk. The moment is really captured &#8212; you can almost feel the heartbeats while Sara&#8217;s deciding what to do. The witchblade also does some cool new stuff &#8212; Sara&#8217;s armor is more elaborate, and both the weapons and tools used in this issue expand what I&#8217;ve seen the witchblade do. There are fewer unique panel arrangements in this issue than in earlier parts of the series, but that&#8217;s rectified as the story continues in issue #136. Sejic breaks out some more non-traditional panel divisions and layouts to emphasize the action &#8212; and action is required when Aphrodite&#8217;s cyborg sibs bring the fight to our new super-team. The witchblade continues to evolve, using some of the same style moves we saw when Sara was evil. Here, however, they&#8217;re controlled, and Sara doesn&#8217;t feel the need to hold back, since her foes are human facsimiles, not actual humans.</p>
<p>But even great team-ups have to come to an end, especially when missions and duties collide. Aphrodite can&#8217;t let law prevail over her work (killing her target), and Sara can&#8217;t let her assassinate someone without trying to stop her. This time, Aphrodite has the element of surprise, since Sara&#8217;s convinced of their bargain, but even though the cyborg gets the best of Sara, both of them live to walk away (and continue on in different series &#8212; Sara&#8217;s story keeps going in Witchblade,and Aphrodite is moving over to the new Artifacts series). The three-part arc ends up stronger than the first issue led me to believe it would. It&#8217;s hard to follow an amazing arc like War of the Witchblades, but Almost Human comes together at the end, showing that even when she gives every appearance of being inhuman, it could be that Aphrodite has human emotions after all. And Sara, after having been consumed by darkness, has learned to value her own humanity. (Gleason gets the short end of the stick in this arc &#8212; he makes appearances in these issues, but mostly to remind Sara that they&#8217;re partners, and she ought to count on him. I wonder how many times he&#8217;ll be able to give that lecture before he realizes that part of Sara&#8217;s life isn&#8217;t going to change.)</p>
<p>So, it&#8217;s a short arc that&#8217;s definitely worth the read, and a nice bridge into whatever the next big story is for Sara and company. Ron Marz is also doing a great job writing threads to be taken on by other series in the world, making it easy to get interested in the several titles that launched this year.</p>
<p><i>Review by Alana Abbott</i></p>
<p><center><a href="http://comics.drivethrustuff.com/index.php?affiliate_id=22713" target="_new"><img src="http://comics.drivethrustuff.com/themes/dtcomics/images/affiliatebanner5.gif"></a></center></p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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...a terrible figure called Gruesome George rose from the depths. In his wake arose untold legions of ravenous zombies, and other strange creatures. But who or what is Gruesome George scouring the oceans for? Who is the Red Widow? Join Smilin' Jack O'Hurlihan, Esmeralda, and Dr. Theopolis as they attempt to solve this mystery and defeat the Zombie Pirates!

<strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Zombie Pirates</a></strong> is a unique adventure-strategy game in which players sail the Shimmering Seas battling ravenous hordes. Along the way, they gather treasures, unlock new ships and characters, and build fleets to defeat wave after wave of relentless enemies.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/living-dead-zombie-anthology/' rel='bookmark' title='Permanent Link: The Living Dead Zombie Anthology'>The Living Dead Zombie Anthology</a></li>
<li><a href='http://www.flamesrising.com/talk-like-pirate/' rel='bookmark' title='Permanent Link: Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising'>Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising</a></li>
<li><a href='http://www.flamesrising.com/pirates-of-the-high-seas-nox-arcana/' rel='bookmark' title='Permanent Link: Phantoms of the High Seas by Nox Arcana'>Phantoms of the High Seas by Nox Arcana</a></li>
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<p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new"><img src="http://flamesrising.rpgnow.com/images/3370/83840.jpg" width="200" align="right"></a>&#8230;a terrible figure called Gruesome George rose from the depths. In his wake arose untold legions of ravenous zombies, and other strange creatures. But who or what is Gruesome George scouring the oceans for? Who is the Red Widow? Join Smilin&#8217; Jack O&#8217;Hurlihan, Esmeralda, and Dr. Theopolis as they attempt to solve this mystery and defeat the Zombie Pirates!</p>
<p><strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Zombie Pirates</a></strong> is a unique adventure-strategy game in which players sail the Shimmering Seas battling ravenous hordes. Along the way, they gather treasures, unlock new ships and characters, and build fleets to defeat wave after wave of relentless enemies.</p>
<p>This <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Collector&#8217;s Edition</a></strong> includes the entire game plus new challenges, achievements, a Rum Running mini-game, and an all new adventure: <em>Jack&#8217;s Nightmare!</em></p>
<p>&#8220;Sometimes you gotta save the world before you can plunder it!&#8221;</p>
<p><strong>Features:</strong></p>
<p>    * A colorful, cartoon-style game with something for all ages<br />
    * An engrossing story with a surprise ending-&#8221;The Curse of the Red Widow&#8221;<br />
    * Dozens of unlockable friendly and enemy units, including giant monsters!<br />
    * 8 locations ranging from tropical Cannibal Isles to the frozen wastes of Polaris<br />
    * 42 scenarios with Boss Battles<br />
    * 16 Upgrades available at Tortuga Sally&#8217;s Trading Port<br />
    * 43 Achievements<br />
    * Replay levels for higher Ranks after completion of Adventure Mode</p>
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<p><strong>Zombie Pirates (Collector&#8217;s Edition)</strong> is available at the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Flames Rising RPGNow Shop</a></strong>.</p>


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<li><a href='http://www.flamesrising.com/talk-like-pirate/' rel='bookmark' title='Permanent Link: Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising'>Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising</a></li>
<li><a href='http://www.flamesrising.com/pirates-of-the-high-seas-nox-arcana/' rel='bookmark' title='Permanent Link: Phantoms of the High Seas by Nox Arcana'>Phantoms of the High Seas by Nox Arcana</a></li>
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...a terrible figure called Gruesome George rose from the depths. In his wake arose untold legions of ravenous zombies, and other strange creatures. But who or what is Gruesome George scouring the oceans for? Who is the Red Widow? Join Smilin' Jack O'Hurlihan, Esmeralda, and Dr. Theopolis as they attempt to solve this mystery and defeat the Zombie Pirates!

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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/living-dead-zombie-anthology/' rel='bookmark' title='Permanent Link: The Living Dead Zombie Anthology'>The Living Dead Zombie Anthology</a></li>
<li><a href='http://www.flamesrising.com/talk-like-pirate/' rel='bookmark' title='Permanent Link: Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising'>Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising</a></li>
<li><a href='http://www.flamesrising.com/pirates-of-the-high-seas-nox-arcana/' rel='bookmark' title='Permanent Link: Phantoms of the High Seas by Nox Arcana'>Phantoms of the High Seas by Nox Arcana</a></li>
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When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.


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<li><a href='http://www.flamesrising.com/the-keepers-review/' rel='bookmark' title='Permanent Link: The Keepers (Hunter: the Vigil) Review'>The Keepers (Hunter: the Vigil) Review</a></li>
<li><a href='http://www.flamesrising.com/hunter-the-vigil-rpg-review/' rel='bookmark' title='Permanent Link: Hunter: the Vigil RPG Review'>Hunter: the Vigil RPG Review</a></li>
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<ul></ul>
<p>A good PDF should be more than just a scanned version of a book. Okay, so many of them are laced with hyperlinks and bookmarks, which are great. Some PDF releases really explore the potential behind pure digital media. </p>
<p>When the second edition of <a href="http://flamesrising.rpgnow.com/product_info.php?products_id=2310&#038;it=1&#038;affiliate_id=234579" target="_new">Vampire: the Masquerade </a>came out, I didn’t care about the <a href="http://flamesrising.rpgnow.com/product_info.php?products_id=90&#038;it=1&#038;affiliate_id=234579" target="_new">Tremere</a> at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it. I’ve grown to appreciate them over the years (mostly due to the evil machinations of my dear friend Ashley), but that’s another story.</p>
<p>White Wolf realizes two key things with this release:</p>
<p>1. You can’t please all the fans all the time, so why force them to buy a book full of compacts they’ll never use.<br />
2. Lots of fans are, by nature, collectors and will go ahead and buy all the stuff anyway.</p>
<p>Yes, those two factors seem to fly right in the face of each other; however, they appear to be the guiding light behind this endeavor. In today’s review, I’m not going into artwork or layout on the grounds that much of the artwork comes from earlier sources. For a pure PDF release (an experimental one at that), this makes perfect sense. We’re just going to jump right into the material and how the developers laid it out.</p>
<p>There are two ways to pick up this product. You can buy it piecemeal for less than a dollar apiece. Each of these pieces cover nine or so pages. There is also the complete option, which comes in at $6.99 and 84 pages. I’m behind this tactic even though I’m nerdy enough to want the extra material (even though I may not read it). There are times though that a quick dollar spent to upload ten pages on, say, the Ashwood Abbey could make for some quick inspiration when prepping for a game.</p>
<p>And these are good prepping materials too! There is roughly a page devoted to an overview of the compact or conspiracy. From there, three sides (and secrets) are unveiled so that no group gets pigeonholed. After this setting-strong material is finished, some system-strong material steps forward. Endowments is the most common new addition to the groups; however,the sections also provide some “bonus material” that can include some interesting directions. I most enjoyed reading the section in Null Mysteriis regarding CSI on the supernatural and the Union’s section on mapmaking.</p>
<p>Some might find the material in this PDF to be a bit redundant of the corebook, so I would suggest picking up a favorite compact/conspiracy first. After that, attack the others with abandon (sadly you would have to repurchase the single unit again with the complete set). The &#8220;repeated&#8221; text is, to me, delivered in a fresh enough approach that I found it worth a second look.</p>
<p>This book does what iTunes offers. You sometimes don’t want a full CD &#8211; just the two or three good songs are enough, Mr. One-Shot-Wonder. Sometimes you don’t want a full book either, so you get what you have here. It’s a great idea. I’m leaving you without my usual scoring this review since I didn’t look at all the things I generally do. My overall for Compacts and Conspiracies is five out of five dice; it’s an ingenious direction to explore large gaming projects.</p>
<p><i>Review by Todd Cash</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=234579"><img src="http://flamesrising.rpgnow.com/themes/rpgnow/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/compacts-and-conspiracies/' rel='bookmark' title='Permanent Link: Compacts and Conspiracies for Hunter: the Vigil'>Compacts and Conspiracies for Hunter: the Vigil</a></li>
<li><a href='http://www.flamesrising.com/the-keepers-review/' rel='bookmark' title='Permanent Link: The Keepers (Hunter: the Vigil) Review'>The Keepers (Hunter: the Vigil) Review</a></li>
<li><a href='http://www.flamesrising.com/hunter-the-vigil-rpg-review/' rel='bookmark' title='Permanent Link: Hunter: the Vigil RPG Review'>Hunter: the Vigil RPG Review</a></li>
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When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/compacts-and-conspiracies/' rel='bookmark' title='Permanent Link: Compacts and Conspiracies for Hunter: the Vigil'>Compacts and Conspiracies for Hunter: the Vigil</a></li>
<li><a href='http://www.flamesrising.com/the-keepers-review/' rel='bookmark' title='Permanent Link: The Keepers (Hunter: the Vigil) Review'>The Keepers (Hunter: the Vigil) Review</a></li>
<li><a href='http://www.flamesrising.com/hunter-the-vigil-rpg-review/' rel='bookmark' title='Permanent Link: Hunter: the Vigil RPG Review'>Hunter: the Vigil RPG Review</a></li>
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            string(1719) "<br/><strong>ACD Games Day</strong> is an annual tradeshow put on by hobby games distributor ACD Distribution LLC that connects retailers with the top publishers. This year’s show was bigger than last year and offered exhibitors and attendees to explore a brand new location in Downtown Madison.

Industry veteran Boyan Radakovich, who is ACD’s new Marketing Manager, had this to say about his first ACD Games Day. 

<blockquote>"I wanted to make sure that ACD Games Day had the feeling of a marquee tradeshow. We moved to the beautiful Monona Terrace Convention Center and Hilton Madison for our event programming. We also increased the number of seminars to sixteen total, including key manufacturer seminars like the Wizards of the Coast track, the Mayfair Demo-2-Demo program, and many others."</blockquote>

Having attended a show the previous year, I could definitely tell the difference between this year’s and last year’s show. This venue was bigger and well laid out. There were demo tables set up with games throughout the hall and there was a lot of attention to detail -- included projected exhibitor and sponsor logos above the exhibition hall.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/first-look-at-munchkin-zombies/' rel='bookmark' title='Permanent Link: First Look at Munchkin Zombies'>First Look at Munchkin Zombies</a></li>
<li><a href='http://www.flamesrising.com/mgd2-update/' rel='bookmark' title='Permanent Link: Madison Games Day 2 is October 17th'>Madison Games Day 2 is October 17th</a></li>
<li><a href='http://www.flamesrising.com/gencon-in-review-mlv/' rel='bookmark' title='Permanent Link: My GenCon in Review'>My GenCon in Review</a></li>
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<p>Industry veteran Boyan Radakovich, who is ACD’s new Marketing Manager, had this to say about his first ACD Games Day. </p>
<blockquote><p>&#8220;I wanted to make sure that ACD Games Day had the feeling of a marquee tradeshow. We moved to the beautiful Monona Terrace Convention Center and Hilton Madison for our event programming. We also increased the number of seminars to sixteen total, including key manufacturer seminars like the Wizards of the Coast track, the Mayfair Demo-2-Demo program, and many others.&#8221;</p></blockquote>
<p>Having attended a show the previous year, I could definitely tell the difference between this year’s and last year’s show. This venue was bigger and well laid out. There were demo tables set up with games throughout the hall and there was a lot of attention to detail &#8212; included projected exhibitor and sponsor logos above the exhibition hall.</p>
<p>This year, there were a ton of horror-related games and publications that were demoed on the floor. From Steve Jackson Games, I was able to get my first look at <em>Munchkin Zombies</em>, both the green and purple version of the Cthulhu dice bag, <em>Munchkin: Santa’s Revenge</em>, the anniversary edition box set of <em>Give Me The Brain</em>, as well as the Cthulhu and Zombie Dice games, too. Steve Jackson wasn’t the only exhibitor that had horror-themed games on hand. Wizards of the Coast was displaying its brand new <em>Castle Ravenloft</em> board game which I was able to demo at GenCon. (More on Castle Ravenloft in an upcoming post!) Mayfair Games is giving players the chance to open portals in its new Lovecraft-inspired game called <em>Witch of Salem</em>, which was inspired by a German horror author’s book. </p>
<p>Other items of note for horror fans are: an upcoming deck building game from Bandai based on <em>Resident Evil</em>, several horror-themed T-Shirts from OffWorld Designs, and the <em>Nightmare Before Christmas</em>-themed editions of Monopoly, Jenga, Yahztee and Trivial Pursuit.</p>
<p>In addition to these titles, I also had a lot of fun expanding my gaming horizons by sitting down with the folks from Sandstorm Publishing to play <em>Poo</em> (which could be horrifying, depending upon how you look at it) and had a blast.</p>
<p>In my opinion, I thought the show was very well organized and gave everyone an opportunity to try out new games and make connections. For more about ACD Games Day, check out these links:</p>
<ul>
<li><a href="http://www.icv2.com/articles/news/18269.html" target="_new">ACD Games Bigger at ICV2.com</a></li>
<li><a href="http://www.modelretailer.com/en/The%20Industry/Industry%20News/2010/08/ACDGamesDay.aspx" target="_new">ACD Distribution Games Day at Model Retailer Magazine</a></li>
</ul>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/first-look-at-munchkin-zombies/' rel='bookmark' title='Permanent Link: First Look at Munchkin Zombies'>First Look at Munchkin Zombies</a></li>
<li><a href='http://www.flamesrising.com/mgd2-update/' rel='bookmark' title='Permanent Link: Madison Games Day 2 is October 17th'>Madison Games Day 2 is October 17th</a></li>
<li><a href='http://www.flamesrising.com/gencon-in-review-mlv/' rel='bookmark' title='Permanent Link: My GenCon in Review'>My GenCon in Review</a></li>
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Industry veteran Boyan Radakovich, who is ACD’s new Marketing Manager, had this to say about his first ACD Games Day. 

<blockquote>"I wanted to make sure that ACD Games Day had the feeling of a marquee tradeshow. We moved to the beautiful Monona Terrace Convention Center and Hilton Madison for our event programming. We also increased the number of seminars to sixteen total, including key manufacturer seminars like the Wizards of the Coast track, the Mayfair Demo-2-Demo program, and many others."</blockquote>

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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/first-look-at-munchkin-zombies/' rel='bookmark' title='Permanent Link: First Look at Munchkin Zombies'>First Look at Munchkin Zombies</a></li>
<li><a href='http://www.flamesrising.com/mgd2-update/' rel='bookmark' title='Permanent Link: Madison Games Day 2 is October 17th'>Madison Games Day 2 is October 17th</a></li>
<li><a href='http://www.flamesrising.com/gencon-in-review-mlv/' rel='bookmark' title='Permanent Link: My GenCon in Review'>My GenCon in Review</a></li>
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            string(1976) "<br/><br /><a href="http://www.amazon.com/gp/product/1844168778?ie=UTF8&#038;tag=flamrisi-20&#038;link_code=as3&#038;camp=211189&#038;creative=373489&#038;creativeASIN=1844168778"><img src="https://images-na.ssl-images-amazon.com/images/I/51GDqVGsVoL._SL160_.jpg" align="right"></a>Sword of Justice is the opener for the Warhammer Heroes series of novels  featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.

One thing I have to point out is the superb manner in which the author describes the characters, the scenes and how the characters are …human. One thing  that I feel sets a good novel apart from a great one is having characters that are fallible, that make mistakes; especially when we see them coming and even when we don’t. I loathe Mary Sue characters, Golden Child characters, “the Chosen One” who really is a superhero in all but the cape…usually. Putting it mildly, the characters in this novel are all flawed in one way or another.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/brunner-bounty-hunter-review/' rel='bookmark' title='Permanent Link: Brunner The Bounty Hunter: Omnibus edition Review'>Brunner The Bounty Hunter: Omnibus edition Review</a></li>
<li><a href='http://www.flamesrising.com/nemesis-james-swallow-review/' rel='bookmark' title='Permanent Link: Nemesis Fiction Review'>Nemesis Fiction Review</a></li>
<li><a href='http://www.flamesrising.com/shadow-king-review/' rel='bookmark' title='Permanent Link: Shadow King Fiction Review'>Shadow King Fiction Review</a></li>
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<p><strong>Sword  of Justice by Chris Wraight</strong><br />
Black Library Publishing<br />
414 pages</p>
<p><em>Fresh from the slaughter of the  Emperor&#8217;s enemies in the north, Ludwig Schwarzhelm, Emperor&#8217;s Champion,  is sent to Averland to oversee the inauguration of a new elector count.  Beset by greenskins, and hampered on all sides by the ambitions of rival  magnates, he is soon fighting to keep the fractious province together.  But the rot runs deep. Powerful forces in Altdorf seem determined to see him fail,  and suspicion falls on even his most trusted allies. When all is at its  bleakest, the mark of Chaos and the full horror of his task is finally  revealed. Alone, doubted by those closest to him, this will be  Schwarzhelm&#8217;s greatest ever challenge, one on which the destiny of the  Empire itself depends.</em> </p>
<p><strong>Review:</strong></p>
<p>Sword of Justice is the opener for the Warhammer Heroes series of novels  featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.</p>
<p>One thing I have to point out is the superb manner in which the author describes the characters, the scenes and how the characters are …human. One thing  that I feel sets a good novel apart from a great one is having characters that are fallible, that make mistakes; especially when we see them coming and even when we don’t. I loathe Mary Sue characters, Golden Child characters, “the Chosen One” who really is a superhero in all but the cape…usually. Putting it mildly, the characters in this novel are all flawed in one way or another.</p>
<p>Another thing that sets this apart from other good novels is that we see some of  the plot coming, and knowing the characters aren’t omnipotent, they blunder in to things. Not stupidly (or overly so) but in ways that any  of us would. Add to this Chris Wraight throws us a few curves &#8211; nicely handled ones, I must say. Not in the M. Night Shyamalan velveeta-kind of way, but in a well thought out way that we stub our toe on…look down and realize we just lost a foot-kind of way.</p>
<p>There are some fun twists and exceptional descriptions of the setting. Actually, the description of the empire from top to bottom is the best I’ve seen yet; especially those of Altdorf  and the other main cities. Brilliant! The descriptions throughout were really well done. From the thought blurbs, to scents, sights, all the senses were covered without seeming overworked or trite.</p>
<p>Cover art: Wow. Cheoljoo Lee really pained a fantastic cover piece. It would make a beautiful poster. Man, it really is gorgeous. Well done!</p>
<p>There is a map at the beginning: good. I always like a map so I can keep an idea of where things are but there is no “Cast of Characters”. It’s a fairly  good sized cast and it can be a bit confusing. Thankfully the main characters are pretty distinct.</p>
<p>I have to  admit; I’ve fallen in love with the characters, and added their figures  to my GW wishlist. Now I need to work on my Empire guys. I’m painting up  some Reiksguard and Averlander troops! DAMN!</p>
<p><strong>Rating:</strong></p>
<p>Just…wow. Blew my doors off. I’m anxiously  awaiting the next book in the series!</p>
<p><strong>4.5  out of 5 Stars.</strong></p>
<p><i> Review by Jeff Preston</i></p>
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<li><a href='http://www.flamesrising.com/shadow-king-review/' rel='bookmark' title='Permanent Link: Shadow King Fiction Review'>Shadow King Fiction Review</a></li>
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<li><a href='http://www.flamesrising.com/nemesis-james-swallow-review/' rel='bookmark' title='Permanent Link: Nemesis Fiction Review'>Nemesis Fiction Review</a></li>
<li><a href='http://www.flamesrising.com/shadow-king-review/' rel='bookmark' title='Permanent Link: Shadow King Fiction Review'>Shadow King Fiction Review</a></li>
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            string(1618) "<br/><br /><img src="http://www.worldofmunchkin.com/img/portraits/munchkinL.png" align="right">Last week, I was able to sit down with Steve Jackson from <a href="http://www.sjgames.com/" target="_new">Steve Jackson Games</a> and a group of playtesters at ACD Games Day to play a round of the upcoming <em>Munchkin Zombies</em> game.

Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn't have been more wrong. You see, I thought this game would be like <em>Munchkin: Cthulhu</em>, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In <em>Munchkin: Zombies</em> you play...a zombie! Immediately, I was struck by how disgusting and <em>wrong</em> the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies -- even Atomic Zombies! There's also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.


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<li><a href='http://www.flamesrising.com/munchkin-cthulhu-review/' rel='bookmark' title='Permanent Link: Munchkin Cthulhu Review'>Munchkin Cthulhu Review</a></li>
<li><a href='http://www.flamesrising.com/zombie-fluxx-review/' rel='bookmark' title='Permanent Link: Zombie Fluxx Game Review'>Zombie Fluxx Game Review</a></li>
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              string(9063) "<br/><p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/munchkinbrains.jpg" width="200" align="right">Last week, I was able to sit down with Steve Jackson from <a href="http://www.sjgames.com/" target="_new">Steve Jackson Games</a> and a group of playtesters at ACD Games Day to play a round of the upcoming <em>Munchkin Zombies</em> game.</p>
<p>Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn&#8217;t have been more wrong. You see, I thought this game would be like <em>Munchkin: Cthulhu</em>, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In <em>Munchkin: Zombies</em> you play&#8230;a zombie! Immediately, I was struck by how disgusting and <em>wrong</em> the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies &#8212; even Atomic Zombies! There&#8217;s also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.</p>
<p>Our playtest group consisted of people that had played the game before and people who hadn&#8217;t. It took about two rounds for everyone to pick up on the game, even with the new &#8220;official&#8221; rules. Yes, you did hear me right. If you&#8217;ve been following along with the Munchkin expansions, you should know that there have been some tweaks that have occurred since the original Munchkin was released. For example, we started with four cards from each deck rather than the original two. I didn&#8217;t encounter any other tweaks that I hadn&#8217;t already been familiar with, but if you&#8217;re confused you can always hop on over to the <a href="http://forums.sjgames.com/forumdisplay.php?f=22" target="_new">Munchkin forums</a> and ask your questions there or <a href="http://www.worldofmunchkin.com/rules/" target="_new">download the official Munchkin rules</a>.</p>
<p>We had a lot of fun reading the cards while we played because the weapons, armor and items were so disgusting and bizarre you couldn&#8217;t help but laugh. I had an &#8220;Arm&#8221; that my zombie used as a club. Another player had a &#8220;Toilet&#8221; as their armor, and someone else had a &#8220;Garbage Can.&#8221; Of course, as luck would have it, the gods of Munchkin caused the deck to be shuffled oddly, so we ended up pulling a lot of low-level monsters. As you would expect, there are some zombies in the mix that are just too wrong (stripper, anyone?) or too evil to be left standing. In our game, when we did reach some of the higher-level monsters, a few of them didn&#8217;t have a &#8220;won&#8217;t attack Level 4 or below.&#8221; I have to tell you, it was pretty frightening to face the possibility of certain death when you had nothing to defend yourself with &#8212; especially when you couldn&#8217;t get any help. Fortunately, with the help of some nice bonuses and a Cheat card right out of the gate, I was able to survive until the bitter end in true Munchkin fashion.</p>
<p>For those of you who haven&#8217;t played the game before, the goal of each player at the table is to increase their level from 1 all the way up to 10 using a counter. There are two types of cards: door cards and treasure cards. At the start of the game, you receive four of each card. Some treasure cards (Armor, Headgear, Footgear) you&#8217;ll be able to put in front of you, signifying what your &#8220;zombie&#8221; is using in a fight. Other cards give you or the monster a temporary bonus. Basic gameplay is really straightforward. You kick down a door and show that card to everyone at the table. If it&#8217;s a monster, you fight. If it&#8217;s not, you put the card in your hand and either take another card or play a monster you can beat from your own hand. When you play a monster, you can ask for help from the other players or they can gang up on you. When you beat a monster, you go up a level (or two) and take your treasure. When you don&#8217;t, you have to try to Run Away otherwise bad things will happen to your character. Any unusual cards that you may encounter have rules printed right on the card, so if you pay close enough attention you can get the gist really quickly. </p>
<p>I have to say that from what I saw, this particular flavor of Munchkin is definitely my favorite. It&#8217;s definitely the most creative and free-form version that I&#8217;ve played. Steve Jackson Games has taken what we know about zombies and have made this undead creature their own. Even though zombies are everywhere, I can pretty much guarantee that you have not seen anything like this.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Smart-Zombie-191x300.jpg" alt="Smart Zombie | Munchkin Zombies" title="Smart Zombie" width="191" height="300" align="left">Just how twisted is this particular version of Munchkin? <strong>Flames Rising</strong> is thrilled to present you with an exclusive look at the very first <em>Munchkin: Zombies</em> card that was given to us courtesy of Steve Jackson Games for your viewing pleasure. What you see here is a Smart Zombie. You can also check out the <a href="http://tweetphoto.com/42214461" target="_new">draft sketches</a> that artist John Kovalic posted on Twitter to catch more previews of their brainstorming session.</p>
<p>I&#8217;d also like to mention that Steve Jackon Games were also giving out green <em>Munchkin: Zombie</em> coins at their booth at ACD Games Day. I&#8217;m guessing we&#8217;ll probably see some <a href="http://www.worldofmunchkin.com/coin">Munchkin coins</a> posted on their website at some point.</p>
<p>There&#8217;s also this really cool <a href="http://www.worldofmunchkin.com/bookmarks/brains/" target="_new">Munchkin: Bookmark of Braaaaaaaaaaains</a> that you&#8217;ll be able to use along with your Zombie Dice, too, in your existing game. </p>
<p>If you like black humor and if you don&#8217;t mind being grossed out for a ton of laughs, then I think you&#8217;ll have a blast playing <em>Munchkin: Zombies</em>. But hey, if you don&#8217;t want your zombie wielding a shotgun and casting some of that zombie voodoo mojo&#8230;can I have your spot?</p>
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            string(1618) "<br/><br /><img src="http://www.worldofmunchkin.com/img/portraits/munchkinL.png" align="right">Last week, I was able to sit down with Steve Jackson from <a href="http://www.sjgames.com/" target="_new">Steve Jackson Games</a> and a group of playtesters at ACD Games Day to play a round of the upcoming <em>Munchkin Zombies</em> game.

Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn't have been more wrong. You see, I thought this game would be like <em>Munchkin: Cthulhu</em>, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In <em>Munchkin: Zombies</em> you play...a zombie! Immediately, I was struck by how disgusting and <em>wrong</em> the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies -- even Atomic Zombies! There's also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/munchkin-bites-2-review/' rel='bookmark' title='Permanent Link: Munchkin Bites 2: Pants Macabre Review'>Munchkin Bites 2: Pants Macabre Review</a></li>
<li><a href='http://www.flamesrising.com/munchkin-cthulhu-review/' rel='bookmark' title='Permanent Link: Munchkin Cthulhu Review'>Munchkin Cthulhu Review</a></li>
<li><a href='http://www.flamesrising.com/zombie-fluxx-review/' rel='bookmark' title='Permanent Link: Zombie Fluxx Game Review'>Zombie Fluxx Game Review</a></li>
</ol>"
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            string(25) "Sunken Empires RPG Review"
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            string(2085) "<br/><br /><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=81040" target="_new"><img src="http://flamesrising.rpgnow.com/images/2189/81040.jpg" width="125" align="right"></a>The work opens with a foreword by David 'Zeb' Cook in which he muses on the durability of his invention, the aboleth - a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that's the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.

The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost... until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/imperial-gazaetteer-review/' rel='bookmark' title='Permanent Link: Imperial Gazetteer RPG Review'>Imperial Gazetteer RPG Review</a></li>
<li><a href='http://www.flamesrising.com/dragonmech-rpg-review/' rel='bookmark' title='Permanent Link: DragonMech RPG Review'>DragonMech RPG Review</a></li>
<li><a href='http://www.flamesrising.com/steamworks-review/' rel='bookmark' title='Permanent Link: Steamworks RPG Review'>Steamworks RPG Review</a></li>
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<p>The work opens with a foreword by David &#8216;Zeb&#8217; Cook in which he muses on the durability of his invention, the aboleth &#8211; a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that&#8217;s the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.</p>
<p>The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost&#8230; until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge. Meanwhile a modern settlement has arisen on top of the ruins to provide a base for adventures.</p>
<p>Chapter 2: Pelagic Characters starts with a new race, the Meareans or half-merfolk, ideally suited to underwater exploration and with a few other ideas to make maerean characters predisposed to wish to explore! The discussion moves on to adapting existing classes to better suit such exploits, basing the adaptations on such concepts as modifications due to being raised or living in coastal areas where great familiarity with the sea would be an advantage. There are new clerical domains, for example, and plenty of water-oriented class skills and new underwater feats.</p>
<p>Next, Chapter 3: Aquatic Equipment and Lost Technology is a heady mix of gear you might use exploring under water and goodies that you might find there. Delightful ideas abound: such as using an unseen servant to pump air to your diving suit whilst underwater! The &#8216;ancient technology&#8217; is even more fascinating, and the rationale used in its design is discussed, empowering you to come up with more along the same lines. When you are playing a fantasy game anyway, to come up with concepts that will be &#8216;fantastic&#8217; to the CHARACTERS rather than the PLAYERS can be quite a challenge, but one that is well met here. This is followed by Chapter 4: Spells and Magic Items. Most of the spells have some aquatic connection, some are to do with glyphs &#8211; wound into the ancient writing of the original denizens of Ankeshel is a system of magic glyphs and some astute spell casters may learn the art of their manipulation. The magic items section concentrates on those which survived the fall of the ancient civilization, with many suggestions as to how to make these as wondrously strange as the lost technology described earlier. How about a shield with magic tentacles mounted on it that reach out to disarm your opponent?</p>
<p>Chapter 5: The Sunken Environment looks beyond the specific challenges to the sheer wonder and strangeness of adventuring underwater. While players might watch the Discovery channel or be SCUBA divers themselves, it is a wholly new environment to their characters. Likely resources available to adventurers are discussed by level, a handy approach both in planning adventures or when planning to undertake them. This moves on to a look at the various environments from coastal zones to deep depths, detailing precisely what you&#8217;ll find there, challenges and opportunities alike. Next, Chapter 6: Creatures of the Deep provides some interesting new beasties to populate the depths&#8230; and a full-blown ecology of aboleths to complete the chapter, and the book.</p>
<p>More than merely presenting a novel adventure setting, this book sets out to equip the GM with the tools to set his own stamp on what could well become memorable adventures, demonstrating how to create a feeling of wonder even amidst what is already a fantastical alternate reality.</p>
<p><i>Review by Megan Robertson</i></p>
<p><center><a href="http://www.nobleknight.com/affiliate/aw.asp?B=1&#038;A=20&#038;Task=Click" target="_new"><img src="http://i63.photobucket.com/albums/h126/twilightphotos/Banners/new_nobleknight.jpg"></a></center>
<ul></ul>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/imperial-gazaetteer-review/' rel='bookmark' title='Permanent Link: Imperial Gazetteer RPG Review'>Imperial Gazetteer RPG Review</a></li>
<li><a href='http://www.flamesrising.com/dragonmech-rpg-review/' rel='bookmark' title='Permanent Link: DragonMech RPG Review'>DragonMech RPG Review</a></li>
<li><a href='http://www.flamesrising.com/steamworks-review/' rel='bookmark' title='Permanent Link: Steamworks RPG Review'>Steamworks RPG Review</a></li>
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            string(2085) "<br/><br /><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=81040" target="_new"><img src="http://flamesrising.rpgnow.com/images/2189/81040.jpg" width="125" align="right"></a>The work opens with a foreword by David 'Zeb' Cook in which he muses on the durability of his invention, the aboleth - a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that's the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.

The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost... until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/imperial-gazaetteer-review/' rel='bookmark' title='Permanent Link: Imperial Gazetteer RPG Review'>Imperial Gazetteer RPG Review</a></li>
<li><a href='http://www.flamesrising.com/dragonmech-rpg-review/' rel='bookmark' title='Permanent Link: DragonMech RPG Review'>DragonMech RPG Review</a></li>
<li><a href='http://www.flamesrising.com/steamworks-review/' rel='bookmark' title='Permanent Link: Steamworks RPG Review'>Steamworks RPG Review</a></li>
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            string(1956) "<br/><br /><a href="http://www.boom-studios.net/dracula-the-company-of-monsters-1-cover-a.html" target="_new"><img src="http://www.boom-studios.net/media/catalog/product/cache/1/image/290x435/5e06319eda06f020e43594a9c230972d/d/r/dracula_tcom_01_cvra.jpg" width="125" align="right"></a><em>“He’s back from the dead and starring in a new ongoing horror series from the mind of Kurt Busiek. A powerful, predatory corporation acquires a valuable asset – Dracula! They think they own him, but no one can own the Son of the Dragon. There’s a monster in their midst that puts Hannibal Lecter to shame – and he plans to gain his freedom in blood. It’s bloodsuckers vs. bloodsucker, as Busiek brings an incredibly modern spin to the Dracula mythos.“</em>

I can’t really say that this is a bad-looking issue, because it isn’t. However nothing really stood out to me to move it up higher on my scale. The pages early on stood out a bit more as they were focused on Vlad Dracul, with some back story, but then it just seemed to dull down as we moved into present day. The cast is good from panel to panel, nice and consistent, but it all just seems to mimic the slow story. So it didn’t really grab me.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/calling-cthulhu-chronicles-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Calling: Cthulhu Chronicles 1 Comic Review'>Cthulhu Week: The Calling: Cthulhu Chronicles 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/death-of-dracula-1-review/' rel='bookmark' title='Permanent Link: Death of Dracula No. 1 Comic Review'>Death of Dracula No. 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/guest-post-bram-stoker-dracula/' rel='bookmark' title='Permanent Link: Read about Bram Stoker&#8217;s Dracula for my Guest Post at Crackle.com'>Read about Bram Stoker&#8217;s Dracula for my Guest Post at Crackle.com</a></li>
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<ul></ul>
<p>Issue: Dracula: The Company of Monsters #1<br />
Creator/Story: Kurt Busiek<br />
Writer: Daryl Gregory<br />
Artist: Scott Godlewski<br />
Colors: Stephen Downer<br />
Letters: Johnny Lowe<br />
Cover Artist: Dan Brereton, Ron Salas<br />
Editor: Dafna Pleban<br />
Publisher: BOOM! Studios<br />
Release Date: August 2010<br />
Pages: 28<br />
Price: $3.99</p>
<p><em>“He’s back from the dead and starring in a new ongoing horror series from the mind of Kurt Busiek. A powerful, predatory corporation acquires a valuable asset – Dracula! They think they own him, but no one can own the Son of the Dragon. There’s a monster in their midst that puts Hannibal Lecter to shame – and he plans to gain his freedom in blood. It’s bloodsuckers vs. bloodsucker, as Busiek brings an incredibly modern spin to the Dracula mythos.“</em></p>
<p><strong>Artwork: 3.0 out of 5</strong><br />
I can’t really say that this is a bad-looking issue, because it isn’t. However nothing really stood out to me to move it up higher on my scale. The pages early on stood out a bit more as they were focused on Vlad Dracul, with some back story, but then it just seemed to dull down as we moved into present day. The cast is good from panel to panel, nice and consistent, but it all just seems to mimic the slow story. So it didn’t really grab me.</p>
<p><strong>Story: 2.5 out of 5</strong><br />
I will just say it straight out, I was bored. I wasn’t sold on the concept in the first place, but wanted to check it out for the horror aspects of course. The pacing was slow, nothing ever jumped out and grabbed my interest. It just flowed from point a to point b with nothing exciting along the path. The dialogue was done well, as well as all the back story, but it just seemed so monotone. So I don’t know it would need to pick up fast in #2 for me to stay on board.</p>
<p><strong>Dying Breath: 2.5 out of 5</strong><br />
So I wasn’t blown away. Instead I just found this #1 to be mediocre. It did a fine job of going from start to finish, but like I said nothing jumped out with the story or the art. Kind of Jurassic Park like to with the honey. So yeah I will read #2 to see what happens next, but I will do it with the mindset of passing on this series ahead of what may come next. I am also well aware that when I don’t care for a series everyone else seems to love it, so time will tell.</p>
<p>If you would like to buy or know more about <strong>Dracula: The Company of Monsters #1</strong> you can find it at <strong><a href="http://www.boom-studios.net/dracula-the-company-of-monsters-1-cover-a.html" target="_new">www.boom-studios.net</a></strong>.</p>
<p><i>Review by Dan Royer</i></p>
<p><center><a href="http://comics.drivethrustuff.com/index.php?affiliate_id=22713" target="_new"><img src="http://comics.drivethrustuff.com/themes/dtcomics/images/affiliatebanner5.gif"></a></center>
<ul></ul>


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<li><a href='http://www.flamesrising.com/death-of-dracula-1-review/' rel='bookmark' title='Permanent Link: Death of Dracula No. 1 Comic Review'>Death of Dracula No. 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/guest-post-bram-stoker-dracula/' rel='bookmark' title='Permanent Link: Read about Bram Stoker&#8217;s Dracula for my Guest Post at Crackle.com'>Read about Bram Stoker&#8217;s Dracula for my Guest Post at Crackle.com</a></li>
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            string(1956) "<br/><br /><a href="http://www.boom-studios.net/dracula-the-company-of-monsters-1-cover-a.html" target="_new"><img src="http://www.boom-studios.net/media/catalog/product/cache/1/image/290x435/5e06319eda06f020e43594a9c230972d/d/r/dracula_tcom_01_cvra.jpg" width="125" align="right"></a><em>“He’s back from the dead and starring in a new ongoing horror series from the mind of Kurt Busiek. A powerful, predatory corporation acquires a valuable asset – Dracula! They think they own him, but no one can own the Son of the Dragon. There’s a monster in their midst that puts Hannibal Lecter to shame – and he plans to gain his freedom in blood. It’s bloodsuckers vs. bloodsucker, as Busiek brings an incredibly modern spin to the Dracula mythos.“</em>

I can’t really say that this is a bad-looking issue, because it isn’t. However nothing really stood out to me to move it up higher on my scale. The pages early on stood out a bit more as they were focused on Vlad Dracul, with some back story, but then it just seemed to dull down as we moved into present day. The cast is good from panel to panel, nice and consistent, but it all just seems to mimic the slow story. So it didn’t really grab me.


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<li><a href='http://www.flamesrising.com/death-of-dracula-1-review/' rel='bookmark' title='Permanent Link: Death of Dracula No. 1 Comic Review'>Death of Dracula No. 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/guest-post-bram-stoker-dracula/' rel='bookmark' title='Permanent Link: Read about Bram Stoker&#8217;s Dracula for my Guest Post at Crackle.com'>Read about Bram Stoker&#8217;s Dracula for my Guest Post at Crackle.com</a></li>
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            string(1906) "<br/><br /><a href="http://www.amazon.com/gp/product/1934861251?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1934861251" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/61TXlsI6TGL._SL160_.jpg" align="right"></a>What is there that hasn’t been said about author Kim Paffenroth? I mean come on, the guy practically invented the thinking man’s zombie story with his “Dying to Live” series, used the original Romero movies as the main focus for a book entitled “Gospel of The Living Dead,” is a Professor of Religious Studies and his latest work has taken him into the depths of the 14th century poet and author of “The Divine Comedy,” Dante Alighieri’s soul.

How is that for a resume?

But really all you need to know about Kim Paffenroth, is that he is a prolific writer and larger than life figure in the Zombie/Survival Horror genre. A man that, in today’s scene of lumbering unholy living dead, needs absolutely no introduction from the likes of a opinion pusher like me, so let’s get into the bone and sinew of this interview, with author Kim Paffenroth.


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<li><a href='http://www.flamesrising.com/dying-to-live-life-sentence-by-kim-paffenroth-now-available/' rel='bookmark' title='Permanent Link: Dying to Live: Life Sentence by Kim Paffenroth Now Available!'>Dying to Live: Life Sentence by Kim Paffenroth Now Available!</a></li>
<li><a href='http://www.flamesrising.com/dying-to-live-life-sentence/' rel='bookmark' title='Permanent Link: Dying to Live: Life Sentence by Kim Paffenroth Now Available!'>Dying to Live: Life Sentence by Kim Paffenroth Now Available!</a></li>
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            ["content"]=>
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              string(14288) "<br/><p><a href="http://www.amazon.com/gp/product/1934861251?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1934861251" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/61TXlsI6TGL._SL160_.jpg" align="right"></a>What is there that hasn’t been said about author Kim Paffenroth? I mean come on, the guy practically invented the thinking man’s zombie story with his “Dying to Live” series, used the original Romero movies as the main focus for a book entitled “Gospel of The Living Dead,” is a Professor of Religious Studies and his latest work has taken him into the depths of the 14th century poet and author of “The Divine Comedy,” Dante Alighieri’s soul.</p>
<p>How is that for a resume?</p>
<p>But really all you need to know about Kim Paffenroth, is that he is a prolific writer and larger than life figure in the Zombie/Survival Horror genre. A man that, in today’s scene of lumbering unholy living dead, needs absolutely no introduction from the likes of a opinion pusher like me, so let’s get into the bone and sinew of this interview, with author Kim Paffenroth.</p>
<h3>So let’s start at the beginning, Gospel of the Living Dead, why, in 2006, did you decide to take on the Romero franchise and explore its effect and symbolism on society? Was it that you knew the publishing field was ripe for something more base and real than the Vampire smut that they continually push in modern “horror” or something else?</h3>
<ul></ul>
<p>You know, I didn’t even know about the vampire/paranormal romance stuff until I went to WHC 2007 and heard it discussed. I had no idea that’s what people were doing with the monster, because it wasn’t the world I moved in, up until that point. The world I had been moving in was the world of religious academics and journalists writing about the interface of religious (mostly Christian) ideas and pop culture. There was a rapidly growing field of books with the title The Gospel according to _____. Some were straightforward, like “Tolkien” or “Narnia,” where the author had a clearly stated, Christian faith that he wanted to allegorize in his work – so the analysis was to unpack the allegory for interested fans. Some went a little further, like “Harry Potter” – clearly a very moral and upbeat series of books, but one some Christians had avoided or derided because of its use of witchcraft and magic. So the purpose of the analysis would be more to win over people, who might otherwise be suspicious of the work as anti-Christian. That’s where I wanted to contribute something on my zombies, who had fascinated me since 1978, but I hadn’t thought specifically and deeply about them. I knew there was something more going on with them than all the blood and guts, but I knew a lot of Christians would never think to look there, because of the gore. So partly I was writing for them, to put their fears aside, and also for the zombie fans – to show them the deeper ideas a lot of them already saw, just with more detail and analysis.</p>
<h3>It seems as if, at the time, both you and Permuted Press, along with Max Brooks and Bryan Keene, all hit the nail on the head when it comes to the public’s want, or need for all things flesh eating, as in the last 4-5 years everything seems to have involved zombies in some way. What is it about zombies Kim? Why do you think they fascinate and terrify us?</h3>
<ul></ul>
<p>They’ve got some of the usual monster fears – of being killed, of being eaten, of turning into one of “them.” But they also have this overwhelming sense of ordinariness – of how we already are them, we just don’t realize it yet. You see them wandering in the mall, and it’s a nervous laugh you give, because you  know you look just like them, to some other objective observer. That gives them a different, steadier kind of dread, rather than just the adrenaline rush of being chased and killed.</p>
<h3>In regards to the “Dying to Live: A novel of life among the dead”, you’ve got philosophy, horror, zombies, hubris, the distrust of authority, and the juxtaposition of survival and conquest. Did you consciously set out to address these issues or was it something that naturally progressed?</h3>
<ul></ul>
<p>Some themes were definitely there from the beginning: theodicy and how the living can be more evil than the undead, for example. Those were in my mind before I started. But I’m open as I go to introducing more ideas, as they organically grow out of the characters and plot. I might be writing dialogue, and the way a character phrases something makes me want to pursue a different line than I’d thought when I started writing the dialogue. That goes for plot, too, to an extent, but I feel it more with larger themes – they often grow out of small details that I hadn’t planned.</p>
<h3>It seems that the theme of your work, when it comes to fiction, well, you seem to use the structure of the classic hero’s journey- but then frame it in a more metaphysical, or religious context, with your most recent work, “Valley of the Dead,” Dante goes through the hero’s journey internally as well as externally, is that something that you have consciously strived to do in your work, or is it that, that structure is one that comes naturally to many writers and the subtext is implied?</h3>
<ul></ul>
<p><a href="http://www.amazon.com/gp/product/1934861316?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1934861316" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/51ZnQCCP8xL._SL160_.jpg" align="right"></a>It’s very conscious on my part, as I think those stories based on an inner and outer quest appeal the most to me and stay with me years later. The outer quest gives you all the concrete trappings of the plot and action, but the inner quest is what the book’s really about. I try to craft both as carefully as I can, to keep the reader engaged in both.</p>
<h3>What prompted you to explore Dante as a character?</h3>
<ul></ul>
<p>That was the hard part, because I knew him as a writer, not a character. I could talk about the themes and theology of the Commedia but I struggled with how to make him come alive as a person. Then I read The Romance of the Rose for my Honors class two years ago. It’s a poem that lays out the idea of “courtly love” that Dante would’ve believed in, and which he himself wrote some early poems about. Then I could finally portray him as a character, I think – I knew more of his outlook and motives. It was a thrilling moment, because I’d had the idea of the book in mind for some time.</p>
<h3>How does Kim Paffenroth work, is it quiet refection, balls to the wall heavy metal blasting through out your house while you furiously type, maybe a combination of the two, or something completely different?</h3>
<ul></ul>
<p>It’s too much multi-tasking is what it is. I seldom have the quiet time I’d like, so I have to get used to my train of thought being derailed, then getting back to it. It goes slower for that reason.</p>
<h3>I’ve read that you are currently working on the next “Dying to Live,” book, care to give a little bit of detail on the general plot? What’s next in the series?</h3>
<ul></ul>
<p>The four people who went into exile at the end of the second book continue, with new challenges. They find a new city of people and find it very hard to fit in there, though it’s not nearly as clear as in the first book that these new people are “bad” – they just have a radically different set of values and behaviors. It’s that whole clash of civilizations thing, but on a very small scale.</p>
<h3>You’ve also announced that there was another book in the works; care to discuss what that is about?</h3>
<ul></ul>
<p>Which one? My first ever non-zombie novel will be out next year from Belfire Press. It’s a ghost story. Not bloody at all. Right now I’m working on another zombie novel, not using the Dying to Live characters, but in a post-apocalyptic setting. Your question of the inner/outer journey definitely resonates with that story, as the main character is younger and is trying to define himself in a zombified world, while going on a journey to forage for fuel and supplies in the zombie infested areas.</p>
<h3>Your work is, comparatively “heady” when put next to the normal tropes of survival/zombie fiction- I know that most fans of the genre find that refreshing because it seems that many writers entering the field treat the readers as if they enjoy the same story, over and over again, do you feel as if the zombie could ever be used in a strictly literary fashion-or do you think it will always be relegated to “Adult fiction,” or “Genre fiction” category?</h3>
<ul></ul>
<p>I think we’re getting close to that, with novels that take a zombified world for granted, but then tell a story that isn’t just about survival and killing. I’d take that all the way back to The Road – not zombies per se, but the whole story is about the two main characters trying not to be eaten by their cannibalistic fellow survivors. And the story is really about love and sacrifice and what kind of “values” the son will inherit. I think you’ll see more zombie tales like that.</p>
<h3>The telltale bad interview question, what are your influences, in any genre or realm?</h3>
<ul></ul>
<p>Melville and Flannery O’Connor. They’re both so overwrought, but I love them. If I could write like that, and then tone it down on a rewrite to sound more “normal” – that’d be some good writing. Of course Heavy Metal, that goes without saying, though there’s something so unfocused in the music’s anger. I like to have characters who are that angry and violent, but who direct it and  mull over it more.</p>
<h3>Another sign I have peaked in this game, when not writing- what is a day in the life of Kim Paffenroth like?</h3>
<ul></ul>
<p>Long drive to work if it’s one of the days I’m teaching; long drive back late at night. If not, then it’s up at 8am, read the NYTimes online, fuss around with email and Facebook, then I usually have a bunch of writing projects – academic and non-fiction – going at the same time and I have to juggle those for the rest of the day, along with whatever familial obligations I have.</p>
<h3>With regards to Permuted Press, it seems as if they are committed to putting out some of the best books in the genre, was Permuted your first choice?</h3>
<ul></ul>
<p>I totally stumbled on them. I hadn’t read a lot of zombie fiction at that point, but I saw that’s what they did, and I saw I didn’t need an agent to submit, so I did. The rest is history, as they say.</p>
<h3>I ask all the authors/writers that I interview this, Do you have any words of wisdom, or advice to struggling writers working in this or any other genre that you&#8217;d like to pass on?</h3>
<ul></ul>
<p>Persistence. No flame wars (especially not over your writing, but preferably none at all). Oh, and read a lot outside of the genre. You can&#8217;t learn to write horror (or be an erudite, interesting person in general) if you read just horror.</p>
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            string(1906) "<br/><br /><a href="http://www.amazon.com/gp/product/1934861251?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1934861251" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/61TXlsI6TGL._SL160_.jpg" align="right"></a>What is there that hasn’t been said about author Kim Paffenroth? I mean come on, the guy practically invented the thinking man’s zombie story with his “Dying to Live” series, used the original Romero movies as the main focus for a book entitled “Gospel of The Living Dead,” is a Professor of Religious Studies and his latest work has taken him into the depths of the 14th century poet and author of “The Divine Comedy,” Dante Alighieri’s soul.

How is that for a resume?

But really all you need to know about Kim Paffenroth, is that he is a prolific writer and larger than life figure in the Zombie/Survival Horror genre. A man that, in today’s scene of lumbering unholy living dead, needs absolutely no introduction from the likes of a opinion pusher like me, so let’s get into the bone and sinew of this interview, with author Kim Paffenroth.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/david-wellington-interview/' rel='bookmark' title='Permanent Link: David Wellington Interview'>David Wellington Interview</a></li>
<li><a href='http://www.flamesrising.com/dying-to-live-life-sentence-by-kim-paffenroth-now-available/' rel='bookmark' title='Permanent Link: Dying to Live: Life Sentence by Kim Paffenroth Now Available!'>Dying to Live: Life Sentence by Kim Paffenroth Now Available!</a></li>
<li><a href='http://www.flamesrising.com/dying-to-live-life-sentence/' rel='bookmark' title='Permanent Link: Dying to Live: Life Sentence by Kim Paffenroth Now Available!'>Dying to Live: Life Sentence by Kim Paffenroth Now Available!</a></li>
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            string(1687) "<br/><br /><img src="http://mimg.ugo.com/201005/44501/7.jpg" width="125" align="right">You may recall that I reviewed Tracker: First Look back in April. And I thought it was great, that the series would be awesome, and that I was looking forward to reading it, right? Here's where I give my little sob story: I missed issues 1 through 3. Top Cow very kindly sent issue 4 for review... and gosh darn it, I missed a lot of awesome build up between that preview issue and now! 

By the time we've hit issue 4, Alex O'Roarke has figured out some of his werewolf abilities. His relationship with Tory is on the outs -- she's making a last ditch attempt to bring back their romance, but he's too dedicated to the case. Of course, now that he and serial killer Herod are viewing each other as rivals (Alex needs Herod's blood for a cure to being a werewolf; Herod enjoys defeating -- and eating, presumably -- other werewolves), any time Alex isn't with Tory, he's putting her at risk. But the case is the most important thing for him -- and it looks like that decision, that part of who he is, will cost him.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/witchblade-135-136-review/' rel='bookmark' title='Permanent Link: Witchblade 135-136 Comic Review'>Witchblade 135-136 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/tracker-first-look-review/' rel='bookmark' title='Permanent Link: Tracker: First Look Comic Review'>Tracker: First Look Comic Review</a></li>
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<ul></ul>
<p>You may recall that I reviewed <strong><a href="http://www.flamesrising.com/tracker-first-look-review">Tracker: First Look</a></strong> back in April. And I thought it was great, that the series would be awesome, and that I was looking forward to reading it, right? Here&#8217;s where I give my little sob story: I missed issues 1 through 3. Top Cow very kindly sent issue 4 for review&#8230; and gosh darn it, I missed a lot of awesome build up between that preview issue and now! </p>
<p>By the time we&#8217;ve hit issue 4, Alex O&#8217;Roarke has figured out some of his werewolf abilities. His relationship with Tory is on the outs &#8212; she&#8217;s making a last ditch attempt to bring back their romance, but he&#8217;s too dedicated to the case. Of course, now that he and serial killer Herod are viewing each other as rivals (Alex needs Herod&#8217;s blood for a cure to being a werewolf; Herod enjoys defeating &#8212; and eating, presumably &#8212; other werewolves), any time Alex isn&#8217;t with Tory, he&#8217;s putting her at risk. But the case is the most important thing for him &#8212; and it looks like that decision, that part of who he is, will cost him.</p>
<p>The art is still a little sketchy at times &#8212; physical features aren&#8217;t always consistent from panel to panel. For example Jezebel appears to have a crooked nose in an early panel, based on the colorist&#8217;s shading; a young boy gives the appearance of laughing rather than being in pain during a fight. But it says something that by the end of the issue, I wasn&#8217;t noticing the style choices that didn&#8217;t gel with me. The momentum is really building here as the series ramps to the conclusion of this arc.</p>
<p>I do have to say I&#8217;m disappointed that Jezebel and Alex are headed in the direction of possible love interests. When I met Jezebel, I was really excited to see an attractive partner who wouldn&#8217;t be a romantic lead. Maybe if I&#8217;d read the intervening issues, I&#8217;d see that the romance there has been building, and that Jez was better for Alex than Tory all along&#8230; but right now I&#8217;m just bummed that we&#8217;re not getting a solid, platonic, male-female partnership.</p>
<p>I&#8217;m also giving a thumbs down to the cover. It sensationalizes the werewolf aspect of the comic, putting Alex in wolf form embracing a girl (possibly supposed to be Tory?) in a too-short skirt. It&#8217;s got nothing to do with the comic, and isn&#8217;t really even in the same tone as the story being told. Since I&#8217;m digging the comic so much, I think I&#8217;m probably in the target audience for the series &#8212; but this cover would turn me off as a first time buyer, and I wouldn&#8217;t pick it up. (A quick scan on the Top  Cow site of previous covers shows that issue 4 is not the exception &#8212; this series is full of sensationalized covers.) If you gents are reading this, think of us lady fans who are digging your serious, character-driven story line and consider tying the cover into the story. Thanks!</p>
<p>In the meantime, here&#8217;s hoping that Top Cow sends issue 5 for review when it comes out next month!</p>
<p><i>Review by Alana Abbott</i></p>
<p><center><a href="http://comics.drivethrustuff.com/index.php?affiliate_id=22713" target="_new"><img src="http://comics.drivethrustuff.com/themes/dtcomics/images/affiliatebanner3.gif" border="0" alt="DriveThruComics.com" title=" DriveThruComics.com " title="DriveThruComics.com"></a></center>
<ul></ul>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/witchblade-135-136-review/' rel='bookmark' title='Permanent Link: Witchblade 135-136 Comic Review'>Witchblade 135-136 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/tracker-first-look-review/' rel='bookmark' title='Permanent Link: Tracker: First Look Comic Review'>Tracker: First Look Comic Review</a></li>
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            string(1687) "<br/><br /><img src="http://mimg.ugo.com/201005/44501/7.jpg" width="125" align="right">You may recall that I reviewed Tracker: First Look back in April. And I thought it was great, that the series would be awesome, and that I was looking forward to reading it, right? Here's where I give my little sob story: I missed issues 1 through 3. Top Cow very kindly sent issue 4 for review... and gosh darn it, I missed a lot of awesome build up between that preview issue and now! 

By the time we've hit issue 4, Alex O'Roarke has figured out some of his werewolf abilities. His relationship with Tory is on the outs -- she's making a last ditch attempt to bring back their romance, but he's too dedicated to the case. Of course, now that he and serial killer Herod are viewing each other as rivals (Alex needs Herod's blood for a cure to being a werewolf; Herod enjoys defeating -- and eating, presumably -- other werewolves), any time Alex isn't with Tory, he's putting her at risk. But the case is the most important thing for him -- and it looks like that decision, that part of who he is, will cost him.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/witchblade-135-136-review/' rel='bookmark' title='Permanent Link: Witchblade 135-136 Comic Review'>Witchblade 135-136 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/tracker-first-look-review/' rel='bookmark' title='Permanent Link: Tracker: First Look Comic Review'>Tracker: First Look Comic Review</a></li>
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            string(1953) "<br/><br /><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Mortal-Kombat-300x209.jpg" alt="" title="Mortal Kombat" width="300" height="209" align="right" />Like comic conventions? This year for <a href="http://www.wizardworld.com/" target="_new">Wizard World</a>, otherwise known as Chicago Comic-Con, I spent the weekend in Artist's Alley with <a href="http://www.leannebuckley.com" target="_new">Leanne Buckley</a>. First off, I should point out that I couldn't help but compare this convention to C2E2, which was held at the McCormick Place just this past April in Chicago. The difference between the two is pretty distinct, because the venues had a different emphasis from one another. As many fans pointed out to me, there was a noticeable lack of comic book publishers at Wizard World. Most, if not all, of the publishers that were missing had booths at C2E2 this past Spring, so I wasn't surprised that there was a lack of publishers at this show. I was happy to see that <a href="http://www.avatarpress.com/" target="_new">Avatar Press</a> was at Wizard World, and I had a great chat with them. Admittedly, I was a little curious why some of the local Chicago comic book publishers didn't have a booth at the show.  


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/ww-chicago-08-impressions/' rel='bookmark' title='Permanent Link: Impressions of Wizard World Chicago 2008'>Impressions of Wizard World Chicago 2008</a></li>
<li><a href='http://www.flamesrising.com/origins-recap/' rel='bookmark' title='Permanent Link: Origins Interviews &#038; Origins Awards Winners'>Origins Interviews &#038; Origins Awards Winners</a></li>
<li><a href='http://www.flamesrising.com/meet-the-creators-of-teddy-scares-at-wizard-world-chicago/' rel='bookmark' title='Permanent Link: Meet The Creators Of Teddy Scares At Wizard World Chicago!'>Meet The Creators Of Teddy Scares At Wizard World Chicago!</a></li>
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              string(5724) "<br/><p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Mortal-Kombat-300x209.jpg" alt="" title="Mortal Kombat" width="300" height="209" align="right" />Like comic conventions? This year for <a href="http://www.wizardworld.com/" target="_new">Wizard World</a>, otherwise known as Chicago Comic-Con, I spent the weekend in Artist&#8217;s Alley with <a href="http://www.leannebuckley.com" target="_new">Leanne Buckley</a>. First off, I should point out that I couldn&#8217;t help but compare this convention to C2E2, which was held at the McCormick Place just this past April in Chicago. The difference between the two is pretty distinct, because the venues had a different emphasis from one another. As many fans pointed out to me, there was a noticeable lack of comic book publishers at Wizard World. Most, if not all, of the publishers that were missing had booths at C2E2 this past Spring, so I wasn&#8217;t surprised that there was a lack of publishers at this show. I was happy to see that <a href="http://www.avatarpress.com/" target="_new">Avatar Press</a> was at Wizard World, and I had a great chat with them. Admittedly, I was a little curious why some of the local Chicago comic book publishers didn&#8217;t have a booth at the show.  </p>
<p>But what about the artists? This year, fans at Wizard World literally flocked to Artist&#8217;s Alley. The guests in Artist&#8217;s Alley were (in a word) <em>phenomenal</em> and with the increase in traffic, many artists fared really well. Leanne&#8217;s booth was pretty close to artist extraordinaire <a href="http://www.arthursuydam.com" target="_new">Arthur Suydam</a>, whose work you&#8217;d recognize from Marvel Zombies. Even though she hadn&#8217;t had a booth there for a few years, people were drawn to her work. Other artists ranged from <a href="http://www.echo-x.com/" target="_new">Echo Chernik</a> to <a href="http://www.jbalkesart.com/" target="_new">Jeff Balke</a>, but there were also a few surprises like the appearance of author Peter S. Beagle and more than a few webcomic artists and illustrators.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Female-Robin-149x300.jpg" alt="" title="Female Robin" width="149" height="300" align="left" />From my perspective, the fans were happy to support their favorite comic book, video game and anime characters in any way that they could. People of all shapes, sizes and colors came to the show, dressed up in costumes to wait in line for celebs and for artists. Attendance numbers for the show were up thirty percent year-over-year as well. Other than a few complaints about a few of the guests, fans were thrilled to hand their sketchbooks over to artists and add to their collection.</p>
<p>To sum up, I had a great time helping out Leanne in Artist&#8217;s Alley over the weekend and was encouraged to see so many fans get in touch with the artists that mattered to them. I hope that next year more local publishers and artists will consider making an appearance at the show. After all, the people that matter the most are the fans. Without them, comics wouldn&#8217;t be possible.</p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/ww-chicago-08-impressions/' rel='bookmark' title='Permanent Link: Impressions of Wizard World Chicago 2008'>Impressions of Wizard World Chicago 2008</a></li>
<li><a href='http://www.flamesrising.com/origins-recap/' rel='bookmark' title='Permanent Link: Origins Interviews &#038; Origins Awards Winners'>Origins Interviews &#038; Origins Awards Winners</a></li>
<li><a href='http://www.flamesrising.com/meet-the-creators-of-teddy-scares-at-wizard-world-chicago/' rel='bookmark' title='Permanent Link: Meet The Creators Of Teddy Scares At Wizard World Chicago!'>Meet The Creators Of Teddy Scares At Wizard World Chicago!</a></li>
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            string(1953) "<br/><br /><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Mortal-Kombat-300x209.jpg" alt="" title="Mortal Kombat" width="300" height="209" align="right" />Like comic conventions? This year for <a href="http://www.wizardworld.com/" target="_new">Wizard World</a>, otherwise known as Chicago Comic-Con, I spent the weekend in Artist's Alley with <a href="http://www.leannebuckley.com" target="_new">Leanne Buckley</a>. First off, I should point out that I couldn't help but compare this convention to C2E2, which was held at the McCormick Place just this past April in Chicago. The difference between the two is pretty distinct, because the venues had a different emphasis from one another. As many fans pointed out to me, there was a noticeable lack of comic book publishers at Wizard World. Most, if not all, of the publishers that were missing had booths at C2E2 this past Spring, so I wasn't surprised that there was a lack of publishers at this show. I was happy to see that <a href="http://www.avatarpress.com/" target="_new">Avatar Press</a> was at Wizard World, and I had a great chat with them. Admittedly, I was a little curious why some of the local Chicago comic book publishers didn't have a booth at the show.  


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/ww-chicago-08-impressions/' rel='bookmark' title='Permanent Link: Impressions of Wizard World Chicago 2008'>Impressions of Wizard World Chicago 2008</a></li>
<li><a href='http://www.flamesrising.com/origins-recap/' rel='bookmark' title='Permanent Link: Origins Interviews &#038; Origins Awards Winners'>Origins Interviews &#038; Origins Awards Winners</a></li>
<li><a href='http://www.flamesrising.com/meet-the-creators-of-teddy-scares-at-wizard-world-chicago/' rel='bookmark' title='Permanent Link: Meet The Creators Of Teddy Scares At Wizard World Chicago!'>Meet The Creators Of Teddy Scares At Wizard World Chicago!</a></li>
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            string(1694) "<br/><br /><img src="http://ep.yimg.com/ca/I/wizardworld_2121_56611290" width="150" align="right">Whether you’re in this industry of alternative media, or whether you cover this industry of alternative media, there are certain milestones, certain times of the year, places, etc that just stick out and you have to plan on the fact that you’ll be there, you’re going to be there, you’ll have to be there or something close to that line of thought. Because, if you aren’t there or don’t go, then you’re going to miss out on some really great opportunities. Of course I’m talking about conventions. Yes, that (now) time honored tradition of packing up your favorite tee shirts and comfortable shoes, and getting yourself to an expo/convention center huffing your way through town, and breaking your way through the ebb and flow of fan boys, both costumed and under clothed. Some of them unwashed, many smelling like some third world open air market. But the world of comics/alternative media/books and everything else is changing.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/todds-gen-con-2010-adventure/' rel='bookmark' title='Permanent Link: Todd&#8217;s Gen Con 2010 Adventure'>Todd&#8217;s Gen Con 2010 Adventure</a></li>
<li><a href='http://www.flamesrising.com/monicas-c2e2-wrap-up/' rel='bookmark' title='Permanent Link: C2E2: Wrap-Up, News and Horror Comics'>C2E2: Wrap-Up, News and Horror Comics</a></li>
<li><a href='http://www.flamesrising.com/wizard-world-hero-initiative/' rel='bookmark' title='Permanent Link: Wizard World and The Hero Initiative partner for 2010'>Wizard World and The Hero Initiative partner for 2010</a></li>
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              string(13459) "<br/><p><img src="http://ep.yimg.com/ca/I/wizardworld_2121_56611290" align="right">Whether you’re in this industry of alternative media, or whether you cover this industry of alternative media, there are certain milestones, certain times of the year, places, etc that just stick out and you have to plan on the fact that you’ll be there, you’re going to be there, you’ll have to be there or something close to that line of thought. Because, if you aren’t there or don’t go, then you’re going to miss out on some really great opportunities. Of course I’m talking about conventions. Yes, that (now) time honored tradition of packing up your favorite tee shirts and comfortable shoes, and getting yourself to an expo/convention center huffing your way through town, and breaking your way through the ebb and flow of fan boys, both costumed and under clothed. Some of them unwashed, many smelling like some third world open air market. But the world of comics/alternative media/books and everything else is changing. Almost as fast as technology itself, you know there’s this thing called Moore’s Law, right. Which basically states that technology will surpass itself and its current limitations every two years or so, which if you look back, even in your own life time, well I think at least- you could pretty much agree with that. Do you remember Tandy, do you? Now, look at your phone. In my case there’s more computing power in my phone, seriously, than there was in our first family computer, and consequently yes, it was a Tandy. So what does this have to do with Comics? Or for that matter Comic Cons?</p>
<p>Nothing <em>and</em> everything, all at once, confused?  Yes, I was too, especially when I walked onto the floor of <strong>Wizard World Chicago 2010</strong>. Caution, I am about to go down memory lane, and that can be a dangerous sort of journey, filled with forgotten weekends and mysterious rashes and jelly, read on at your own risk.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Eric-Pollarine-and-Matt-McElroy-262x300.jpg" alt="Eric Pollarine and Matt McElroy" title="Eric Pollarine and Matt McElroy" width="262" height="300" align="left" />You see my first experience with a real convention, other than the local retailers getting a couple tables and blowing out their horrifically overpriced golden age back issues at the Knights of Columbus Hall down the street, was in fact at Wizard World Chicago way back in the dawn of the 21<sup>st</sup> century; yes of course I am talking about 1999. For those of you who were, at that time, playing with your older brothers non mint blister carded G.I. Joes and unboxed first generation Transformers, you know the metal ones that most likely contained a tragic amount of lead paint; this was a heavy time in the industry. Comics had just come off the buyers and sellers craze, the variant cover craze, the mega “independent” studios weren’t yet all that consolidated, and Todd McFarlane was still drawing things. Yes kids, Todd McFarlane used to draw things, not just buy sports memorabilia.</p>
<p>DC’s Vertigo line was one of THE definitive sources for stories that seemed to actually push the boundaries of sequential art and literary fiction, and Warren Ellis was, well- Warren Ellis was still the man. Marvel hadn’t yet learned how to spend money on an actual movie, with actual stars and actual budgets. It was a great time to be in comics. You had the same trappings, you had the same sort of foolishness that you find at modern day cons, but there was just less of it. There were the sights and sounds, but maybe less of the smells, maybe more- youth has a way of sugarcoating everything foul. Try remembering your 21<sup>st</sup> birthday, remember how awful that was? Of course you don’t, because if you’re past the age of 25, all you remember was that it was fun. You have completely forgotten how bad you felt in the morning. Well, unless you haven’t and in that case, I’m very, very sorry for you.</p>
<p>But my point is that, Wizard World was the place for fans to come into contact with Mega publishers and small outfits alike, and there were rows upon rows of them. As far as the eye could see there were names like Top Cow, Image, Dark Horse, Oni and so many more. You had mega draws, like Kevin Smith and Garth Ennis. The little guys had to pay more, but they did it because they knew that, Wizard World was that special sort of yearly milestone that I wrote about before, like being at Stonehenge on the summer solstice, or some other event in which hairy women and effeminate men like to duct tape sticks to their heads and do their worst impersonations of Gandalf. It was that time and place to try and get out there and you couldn’t miss it, because if you did, you were missing out on something truly awesome.</p>
<p>Now, 11 years on, I went back to Wizard World Chicago. With all the sugar coated memories of yesteryear polluting my early thirties synapses. I was not taking into consideration Moore’s Law, nor was I using any part of my logical brain. I was purely there to do some stuff for Flames Rising, and have a good time. So, on Saturday, when I arrived at the floor of the convention, that magical feeling of nostalgia popping through my icy veins, or maybe it was all the caffeine I had consumed to drive all night to get there, I walked onto that floor and expected it to be that place in time again. That magic moment. The metaphysical and often life altering cross section between fate and self direction, or as I like to call it the fan blades on which the shit of life hits.</p>
<p><a href="http://www.avatarpress.com" target="_new"><img src="http://a0.twimg.com/profile_images/22444652/AVLOGO_bigger.png" align="right"></a>But as soon as I looked around, as soon as Matt and I began our trek into the abyss of unshaven and clearly consumer crazed masses I began to get a feeling of very real dread. This is wrong, there’s no representation here. There was Avatar, nearly front and center, and then you pan around and there was…nothing else. What!  I screamed, catching a pallid and under funded interpretation of Rogue off guard, causing her to trip on one of her, what seemed to be, seven inch heals. By the Gods, Matt there’s no representation!, I continued to yell, causing several versions of Heath Ledgers Clown Prince of Crime to recoil from my personal space, obviously more afraid of the real lunacy of legal stimulants and nicotine than they were of the fantastic simulation of anarchy portrayed in the Chris Nolan epic. We continued, Matt having been in attendance the prior two days seemed completely unfazed- though in conversations had over the course of the day I found out that he had a similar story if dismay- and in me, deep down inside grew a sense of defeat. Mouth agape and knuckles dragging, I kept on forward. There were masses of people. The shear number was staggering. Hungry eyed comic enthusiasts searching but somewhat seemingly oblivious to the fates which had befallen this, my seemingly hallowed ground. Happy in their purchasing, but longing for more, you could almost see it. You could almost taste it, though later I found out that what I was tasting was really just the very physical stink which accompanies men in spandex, in which case, I can only guess as to what super heroes would <em>really</em> smell like.</p>
<p><img src="http://ep.yimg.com/ca/I/wizardworld_2121_57434024" align="right">I walked among the people, my people. I walked into the money changers den, here in my temple to the sequential gods, and all I could do was cast glances over my shoulder in anticipation, in wonder and ultimately in resignation. I wanted to go to company booths, I wanted to meet creators and writers and artists and representatives. But there was nothing. Don’t get me wrong, it was refreshing to see so many in artists ally, so many unique and wonderfully creative individuals and teams of near do wells. And Avatar being one of the two publishers in attendance did a good job of being friendly and open to conversations with convention goers. However I was sincerely shocked that there were thousands upon thousands of cash infused comic loving people, passing around the same two company tables every hour or so. It seemed to me that maybe Devils Due Publishing, having just lost Hack/Slash and battling some major bad press for a while now, would have maybe, I don’t know, at least tried to attend, maybe even recoup some of that bad image in issuing some convention swag? Nope, even though they are, literally, down the road from the convention center where the con is held. Or maybe, just maybe the other companies that are littered throughout the Chicago urban sprawl who publish would have thought it a good idea to put themselves in front of people. But I guess the old fashioned sort of actually engaging your audience/paying customer sort of ideas have become an anachronism in this, the future of social media/networking. Or maybe they were just really busy, with trying to save their businesses.</p>
<p>I did have a good time though, I worked over a few booths and spoke with a few people/creators and saw some fun Zombie related stuff, I stayed away from the perils of politics and the Rod Blagojevich area, kept my wrists and spirits intact by directing myself away from the tragically sad D-listers and “professional” wrestling “super stars.” And did not fall into the total shock and awe of William Shatner or Adam West, of which I couldn’t care less about, nor would I have ever, even if I could have, supported the 75 dollar autograph signing fee for the former Captain of the Enterprise. I don’t care how many green chicks he’s bagged over the years, that’s just a crazy fee.</p>
<p>So why did I bring up Moore’s Law in the beginning? Well, that’s simple, really, it is. Wizard World is now, sadly the Tandy computer. We loved it then, we thought it was the coolest thing, those large 5.4 inch floppy’s and the brutalism sort of Stanley Kubrick-esque design of the box. We thought the same of Prodigy and BBS’s, in the beginning of the internet age. I loved Wizard World but, now it seems clunky and old and slow and poorly designed and simply, has been surpassed by the new c2e2, which is the modern day equivalent of a Droid or an I phone. But c2e2 goers and contributors shouldn’t rest on their laurels of good fortune just yet. Moore’s Law isn’t going anywhere, so say sources in the tech world, till at least 2015.</p>
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<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/todds-gen-con-2010-adventure/' rel='bookmark' title='Permanent Link: Todd&#8217;s Gen Con 2010 Adventure'>Todd&#8217;s Gen Con 2010 Adventure</a></li>
<li><a href='http://www.flamesrising.com/monicas-c2e2-wrap-up/' rel='bookmark' title='Permanent Link: C2E2: Wrap-Up, News and Horror Comics'>C2E2: Wrap-Up, News and Horror Comics</a></li>
<li><a href='http://www.flamesrising.com/wizard-world-hero-initiative/' rel='bookmark' title='Permanent Link: Wizard World and The Hero Initiative partner for 2010'>Wizard World and The Hero Initiative partner for 2010</a></li>
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            string(1694) "<br/><br /><img src="http://ep.yimg.com/ca/I/wizardworld_2121_56611290" width="150" align="right">Whether you’re in this industry of alternative media, or whether you cover this industry of alternative media, there are certain milestones, certain times of the year, places, etc that just stick out and you have to plan on the fact that you’ll be there, you’re going to be there, you’ll have to be there or something close to that line of thought. Because, if you aren’t there or don’t go, then you’re going to miss out on some really great opportunities. Of course I’m talking about conventions. Yes, that (now) time honored tradition of packing up your favorite tee shirts and comfortable shoes, and getting yourself to an expo/convention center huffing your way through town, and breaking your way through the ebb and flow of fan boys, both costumed and under clothed. Some of them unwashed, many smelling like some third world open air market. But the world of comics/alternative media/books and everything else is changing.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/todds-gen-con-2010-adventure/' rel='bookmark' title='Permanent Link: Todd&#8217;s Gen Con 2010 Adventure'>Todd&#8217;s Gen Con 2010 Adventure</a></li>
<li><a href='http://www.flamesrising.com/monicas-c2e2-wrap-up/' rel='bookmark' title='Permanent Link: C2E2: Wrap-Up, News and Horror Comics'>C2E2: Wrap-Up, News and Horror Comics</a></li>
<li><a href='http://www.flamesrising.com/wizard-world-hero-initiative/' rel='bookmark' title='Permanent Link: Wizard World and The Hero Initiative partner for 2010'>Wizard World and The Hero Initiative partner for 2010</a></li>
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            string(1685) "<br/><br /><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=77803" target="_new"><img src="http://flamesrising.rpgnow.com/images/2508/77803.jpg" width="125" align="right"></a>There are many ways to put together a Call of Cthulhu adventure, although so many of them have the same trappings. Our Ladies of Sorrow truly comes from a different place that is part Greco-Roman myth, part psychology (some of the game involves a common psychological condition), and, of course, part Lovecraftian Mythos. It feels so much more like older Cthulhu adventures mainly because it is so ingrained with investigation work. As the author suggests, a small party (3-5) is ideal for this adventure. The story centers around three sisters, be they the Fates, avatars of Nyarlathotep (for keeping with traditional Mythos flavor), or several other well conceived possibilities. This large adventure (154 pages/7 pages are ads) consists of a brief foreward and introduction before jumping into the first of four chapters.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/curse-yellow-sign-2-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review'>Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review</a></li>
<li><a href='http://www.flamesrising.com/shadows-of-leningrad-review/' rel='bookmark' title='Permanent Link: Age of Cthulhu: Shadows of Leningrad Review'>Age of Cthulhu: Shadows of Leningrad Review</a></li>
<li><a href='http://www.flamesrising.com/witchfinder-cthulhu-review/' rel='bookmark' title='Permanent Link: Witchfinder Cthulhu Live Review'>Witchfinder Cthulhu Live Review</a></li>
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<p><em>Our Ladies of Sorrow by Kevin Ross<br />
Call of Cthulhu RPG eBook</em></p>
<p>There are many ways to put together a Call of Cthulhu adventure, although so many of them have the same trappings. Our Ladies of Sorrow truly comes from a different place that is part Greco-Roman myth, part psychology (some of the game involves a common psychological condition), and, of course, part Lovecraftian Mythos. It feels so much more like older Cthulhu adventures mainly because it is so ingrained with investigation work. As the author suggests, a small party (3-5) is ideal for this adventure. The story centers around three sisters, be they the Fates, avatars of Nyarlathotep (for keeping with traditional Mythos flavor), or several other well conceived possibilities. This large adventure (154 pages/7 pages are ads) consists of a brief foreward and introduction before jumping into the first of four chapters. These adventures ride out the majority of the book (pages 13-125) before handing the reigns over to some thoughts on the nature of the Sorrows, various Appendices, a bibliography, an afterword, and enough handout to choke a horse.</p>
<p>The layout to the Our Ladies of Sorrow isn’t as inventive as some books I’ve read. There are no underlying graphics or bordering. I’m fine with this on two accounts. One, it makes for an inexpensive print run (remember that part about lots of handouts?). Two, I believe the adventure would get bogged down by needless details. An adventure this size needs all the attention it can receive. I feel like the late Keith Herber (who also edited this adventure) went back to much earlier roots when conceiving the look of this game. It feels like older adventures (and I promise I won’t repeat myself again). Sidebars are non-existent; however, handouts occur both within the adventure where they are needed to be used and at the end of the book in the large handout section. All in all, no distractions and a clean layout makes this game a smooth read.</p>
<p>Caruso’s cover artwork and Eckhardt’s interior pieces were very fitting for this book.</p>
<p>Some games offer artwork that matches the flavor of the game while others have artwork made specifically for the book. This adventure is the latter. The Three Sisters hotel, for example, is described as having two stories sectioned off and boarded up. The sketch of the hotel shows exactly that. There are many examples of this throughout the book and, honestly, is probably true of each piece within (except for some of the photos used in the Appendix). Eckhardt’s artwork is laden with details and you could lose Sanity points looking for hidden glyphs or hints.</p>
<p>Author Kevin Ross says this game is the creation of twenty years of inspiration and construction. It feels like the type of creation that requires that sort of dedication. Scenes are well-crafted with even bit players given statistics. Avenues of investigation are carefully considered and most (there are always exceptions) lines of reasoning have been addressed. It’s hard to break out of Ross’ story, but game-masters and players won’t feel railroaded by its dimensions. This adventure would take (I imagine) a minimum of four separate four-to-six hour sessions to complete. Due to its intensive investigation aspect, it could take more. There are moments of high adventure and sheer terror, but not all the obstacles can be combated with violence. I’m a fan of that.</p>
<p>Ross’ writing stays consistent throughout the book. Errors are well-hidden as I didn’t find any during my read. The write-ups for the two dozen or more NPCs also make sense. Readers will get a sense of appreciation from this book, especially one conceived in the late Eighties. Ross takes the reader on many different paths. Psychological problems like the Old Hag Syndrome, a common sleep-related condition runs as a possible solution to things as does the typical “monster-of-the-week.” This adventure impressed upon me the need the dig a bit deeper when running games. I like I like that uncomfortable evolutionary feeling.</p>
<p>I’ll throw one warning out there. The feel of the game is Cthulhu-like, but not Cthulhu. There are means, which are explained in the adventure, to make this a true Call of Cthulhu adventure; however, that isn’t the true feeling of the book. It is a story of Investigators versus Mad gods, but the Mad Ones aren’t your usual suspects. Gamers who are overly familiar with CoC may not appreciate this sudden change in their group’s personal take on the Mythos. My thought though is that these three sisters provide an excellent means to yank the rug out from under players. While they scramble for their footing, throw out all the sorrows upon them . . .and make it fun too.</p>
<p>My scores for Our Ladies of Sorrow are:</p>
<p><strong>Layout:</strong> Five out of Five Dice (some may not agree with my love for the Spartan)<br />
<strong>Artwork:</strong> Five out of Five Dice (I love when artwork is game-specific to the book itself)<br />
<strong>Writing:</strong> Five out of Five Dice (This book took twenty years for the author to finish. It covers so many directions so effortlessly that only the silliest actions seemed to deviate from the wonderful plot. Three desolate scenes make for such a fine adventure)<br />
<strong>Overall:</strong> Five out of Five Dice (Well Earned)</p>
<p><i>Review by Todd Cash</i></p>


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<li><a href='http://www.flamesrising.com/shadows-of-leningrad-review/' rel='bookmark' title='Permanent Link: Age of Cthulhu: Shadows of Leningrad Review'>Age of Cthulhu: Shadows of Leningrad Review</a></li>
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<li><a href='http://www.flamesrising.com/shadows-of-leningrad-review/' rel='bookmark' title='Permanent Link: Age of Cthulhu: Shadows of Leningrad Review'>Age of Cthulhu: Shadows of Leningrad Review</a></li>
<li><a href='http://www.flamesrising.com/witchfinder-cthulhu-review/' rel='bookmark' title='Permanent Link: Witchfinder Cthulhu Live Review'>Witchfinder Cthulhu Live Review</a></li>
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            string(1670) "<br/><br /><a href="http://www.amazon.com/gp/product/1589947789?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1589947789" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/51MIRqopZFL._SL160_.jpg" align="right"></a>This is it, what many of us have been waiting for since the 1980’s: an RPG where we get to play Space Marines! A few years ago when we  received word of the development of Dark Heresy, the geek world exploded  with excitement. Having a Warhammer 40,000 RPG was something I think we  all wanted. An official one, not just something we cobbled together in  Mutants and Masterminds, but something officially sanctioned by the  hallowed halls of Games Workshop. Dark Heresy was a dream come true.

One thing I appreciated with Dark Heresy, is that it kept the core  mechanics of the existing Warhammer Fantasy Roleplay (basically a  percentage-based system with talents and careers, and an advancement  scheme for leveling). This has remained true all the way through the Warhammer 40,000 Roleplay series.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/nemesis-james-swallow-review/' rel='bookmark' title='Permanent Link: Nemesis Fiction Review'>Nemesis Fiction Review</a></li>
<li><a href='http://www.flamesrising.com/call-to-arms-warhammer-review/' rel='bookmark' title='Permanent Link: Call to Arms (Warhammer) Review'>Call to Arms (Warhammer) Review</a></li>
<li><a href='http://www.flamesrising.com/2010-warhammer/' rel='bookmark' title='Permanent Link: Let 2010 Be Your Year of WARHAMMER!'>Let 2010 Be Your Year of WARHAMMER!</a></li>
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<ul></ul>
<p><strong>Details:</strong><br />
Deathwatch RPG<br />
Fantasy Flight Games<br />
400 pages</p>
<p><strong>Description:</strong><br />
<em>As a Deathwatch Space Marine you have been selected as an  exceptional candidate from amongst the warriors of your primary chapter,  to bring your unique talents and abilities to the fight at the furthest  fringes of Imperial space. United in this newly forged brotherhood, all  Deathwatch Space Marines must learn to put aside their differences and  work together to succeed in the most extraordinary of missions — or face  the threat of total annihilation when confronted by implacable alien  foes. &#8211; Excerpt from <a href="http://www.fantasyflightgames.com" target="_new">http://www.fantasyflightgames.com</a></em></p>
<p><strong>Review:</strong><br />
This is it, what many of us have been waiting for since the 1980’s: an RPG where we get to play Space Marines! A few years ago when we  received word of the development of Dark Heresy, the geek world exploded  with excitement. Having a Warhammer 40,000 RPG was something I think we  all wanted. An official one, not just something we cobbled together in  Mutants and Masterminds, but something officially sanctioned by the  hallowed halls of Games Workshop. Dark Heresy was a dream come true.</p>
<p>One thing I appreciated with <strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=5218" target="_new">Dark Heresy</a></strong>, is that it kept the core  mechanics of the existing <strong><a href="http://flamesrising.rpgnow.com/index.php?cPath=4943" target="_new">Warhammer Fantasy Roleplay</a></strong> (basically a  percentage-based system with talents and careers, and an advancement scheme for leveling). This has remained true all the way through the Warhammer 40,000 Roleplay series.</p>
<p>I think that having a core set of mechanics that we get used to, and doesn’t change makes it easier for us to understand and ultimately set it aside for a more immersive experience while roleplaying. Dark Heresy absolutely nailed the dark vibe with fragile characters on the low end of the totem-pole of the Inquisition food-chain. Rogue Trader did a fine  job in capturing the space-faring angle and now we have Deathwatch to capture the brutal and bloody end to many of the very worst of  antagonists.</p>
<p><strong>Rogue Trader</strong> and <strong>Deathwatch</strong> truly owe a huge debt to the developers of <strong>Dark Heresy</strong> who really built the template for things to come. I think if Dark Heresy would have been anything less than a smash hit, we would  have never seen <strong>Rogue Trader</strong>, much less <strong>Deathwatch</strong>. I am very pleased that the level of success has allowed <strong>Deathwatch</strong> to come to my gaming table!</p>
<p>So what is it?</p>
<p>For those versed in Warhammer 40k lore, the Deathwatch is something  we all know about. For those less so up on 40k, the Deathwatch is a  secret organization tied to the Ordo Xenos, a branch of the Holy Inquisition of the Imperium of Man. Made up the crème of the Space  Marine crop they are sent in for the most brutal missions: when subtlety  is largely unnecessary and a hive needs to be burned out, a genestealer cult eradicated, securing an Eldar artifact, executing a Tau Ethereal, rescuing an Inquisitor Lord from the clutches of vile aliens…when the mission MUST NOT FAIL, they send in a Deathwatch Kill-Team.</p>
<p>Space Marines are a varied lot. Each one a bio-engineered superman encased in the best armor, equipped with the best weapons and hypno-indoctrinated to be as loyal and fearless as a living being can be. Each “Chapter” of Space Marines has their own way of doing things and being steeped in traditions in a very much “Dark Age” of technology, they are all vastly different in how they act, believe, reason and  interact with other Space Marines and humanity as a whole. Aside from a common set of guidelines in the Codex Astartes (which some revere as a  holy text or largely ignore in favor of their own traditions) the only  thing that binds these Chapters together is a common goal of defense of the Imperium. A task they all do in their own unique way.</p>
<p>When called upon to be “Seconded” to the Deathwatch, they must learn  to work together as a team. Each of the new Deathwatch members is a veteran performer in their Chapter. Already a hero of legend by any account. The missions they undertake are the most dangerous. Suicide  missions by any other description. Truly they would be suicidal if undertaken by any other force in the Imperium’s arsenal. The members of a  Deathwatch Kill-Team resemble Jason and the Argonauts in the same way “normal” Space Marines resemble the 300 Spartans of Thermopylae.</p>
<p>A quote I heard this past weekend was that as Dark Heresy resembles a Call of Cthulhu game set in the 40k ‘verse, Rogue Trader resembles Traveller and Deathwatch resembles Dungeons and Dragons. I think this is  particularly apt. Each of these games really snags a piece of the Roleplaying pie and runs with it. For those wanting a dangerous  investigation with less-than perfect adventurers delving in to  mind-shattering secrets…Dark Heresy really shines. For exploration in to  a very grim and dark universe where Bad Things ™ are literally around  every corner…Rogue Trader nails it. For a game where it is time to get  in, kill everything and get out with your prize intact…Deathwatch is  stellar!</p>
<p>Add to this that the system is savvy enough to allow for a wide bit  of variation within each game: Inquisition acolytes who grow in ability and power to kick ass, Explorers who can investigate or become conquerors, or big hulking supermen who can be as silent as ghosts or  discreet as the need calls for it…these games can handle it!</p>
<p>One last bit on the trifecta of awesome is that they are all inter-operable. It is entirely possible to mix and match between games to make it what YOU want. It really doesn’t get any better than that!</p>
<p>What’s IN the game?</p>
<p>At this stage there are rules for a handful of representative Space  Marine chapters: Black Templars, Blood Angels, Ultramarines, Dark Angels, Storm Wardens and Space Wolves. Rules for representing other Chapters of Renown and creating custom chapters will come in a later supplement. Kind of a bummer, but expected.</p>
<p>The skills, traits, talents etc. all make sense and are well thought out. There are interesting rules for the history of your power armor and quirky bits on how it functions.</p>
<p>There is a LOT of material which long-time 40k fans, especially Space Marine aficionados may grind their teeth at: much of the material  covering the making of a Space Marine, their gear, traditions, the  gene-seed and explanations of implants, organization as well as history  of the Imperium from the Great Crusade to present is covered in detail.  This makes perfect sense as Fantasy Flight Games (and GW) want to net  new customers (zealots) to the “cause”. Knowing a few long time 40k  fans, I know there will be complaints as there is re-used art from Warhammer 40,000 and the Space Marine Codex. This I think would happen  one way or another though as the more rabid and opinionated fans would end up complaining if dying the desert of dehydration and handed the  wrong brand of distilled water.</p>
<p>So there is a lot of excellent material for newer players and a nice refresher for existing fans. Excellent!</p>
<p>FFG did a fine job with Cohesion, Solo and Squad abilities as well as the Horde Rules: a very smart way of handling the effects of armored supermen being able to cut a swathe through entire cults of mutants or  swarms of lesser xenos. Emphasis is made on how Cohesion is gained or lost as well as how to get it back so the squad can work most  effectively and carry out their mission, which will likely affect the  entire sector. The very different personalities MUST learn to work  together. By being true to their characters this will be a challenge,  but this really is a very team-oriented game. The challenge is just as  much about learning to operate as a single entity as completing the mission.</p>
<p><strong>Rating:</strong></p>
<p>Fantasy Flight Games has captured the appropriate feel of the genre and this niche of it.</p>
<p><strong>Presentation- 4 of 5</strong> The new illustrations really are stellar, though they use of a lot of existing art keeps this from being as high as it could be. It’s still nicely laid out, clear and concise. I only  found a couple typos so far and thankfully it has a nice index!</p>
<p><strong>Rules- 4 of 5</strong> Very consistent with the rest of the Warhammer 40’000 Roleplay series. Percentage systems aren’t complicated and easy for newer players to get their heads around. All the current additions to the base system are well thought out.</p>
<p><strong>Price- 3 of 5</strong> Expensive. $60. Granted this is a nice book, coffee-table display kind of book but still a stretch for many gamers.</p>
<p><strong>Game Play- Not Graded</strong> I have not actually played this. I’ve played the pervious games in the series, and while they have the same core mechanic, I cannot comment on the current additions more than saying it seems to work on paper. It looks brilliant, but until I roll dice in a group…I’ll withhold judgment.</p>
<p><strong>3.6 out of 5 Stars.</strong></p>
<p><i>Review by Jeff Preston</i></p>
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<li><a href='http://www.flamesrising.com/2010-warhammer/' rel='bookmark' title='Permanent Link: Let 2010 Be Your Year of WARHAMMER!'>Let 2010 Be Your Year of WARHAMMER!</a></li>
</ol></p><div class="feedflare">
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            string(1670) "<br/><br /><a href="http://www.amazon.com/gp/product/1589947789?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1589947789" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/51MIRqopZFL._SL160_.jpg" align="right"></a>This is it, what many of us have been waiting for since the 1980’s: an RPG where we get to play Space Marines! A few years ago when we  received word of the development of Dark Heresy, the geek world exploded  with excitement. Having a Warhammer 40,000 RPG was something I think we  all wanted. An official one, not just something we cobbled together in  Mutants and Masterminds, but something officially sanctioned by the  hallowed halls of Games Workshop. Dark Heresy was a dream come true.

One thing I appreciated with Dark Heresy, is that it kept the core  mechanics of the existing Warhammer Fantasy Roleplay (basically a  percentage-based system with talents and careers, and an advancement  scheme for leveling). This has remained true all the way through the Warhammer 40,000 Roleplay series.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/nemesis-james-swallow-review/' rel='bookmark' title='Permanent Link: Nemesis Fiction Review'>Nemesis Fiction Review</a></li>
<li><a href='http://www.flamesrising.com/call-to-arms-warhammer-review/' rel='bookmark' title='Permanent Link: Call to Arms (Warhammer) Review'>Call to Arms (Warhammer) Review</a></li>
<li><a href='http://www.flamesrising.com/2010-warhammer/' rel='bookmark' title='Permanent Link: Let 2010 Be Your Year of WARHAMMER!'>Let 2010 Be Your Year of WARHAMMER!</a></li>
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            string(1362) "<br/><br /><a href="http://www.amazon.com/gp/product/B001CMJAP6?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B001CMJAP6" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/51bnJ5%2B3pFL._SL160_.jpg" align="right"></a>The Last Remnant is a tactical RPG by Square-Enix and that comes with a weight of expectation. Last Remnant doesn't disappoint on these stakes, though it is a little unpolished. Coming out of playing through Final Fantasy XIII this game feels like a dry run in many ways, the theme of powerful, unknowable machines and whether they're being used or using the people around them and, system-wise, taking a great deal of control away from the player and putting it in the hands of automation.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/final-fantasy-xiii-review/' rel='bookmark' title='Permanent Link: Final Fantasy XIII Review'>Final Fantasy XIII Review</a></li>
<li><a href='http://www.flamesrising.com/mass-effect-2-game-review/' rel='bookmark' title='Permanent Link: Mass Effect 2 Game Review'>Mass Effect 2 Game Review</a></li>
<li><a href='http://www.flamesrising.com/dragon-age-origins-review/' rel='bookmark' title='Permanent Link: Dragon Age: Origins (PS3) Review'>Dragon Age: Origins (PS3) Review</a></li>
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<p><strong>Introduction</strong><br />
The Last Remnant is a tactical RPG by Square-Enix and that comes with a weight of expectation. Last Remnant doesn&#8217;t disappoint on these stakes, though it is a little unpolished. Coming out of playing through Final Fantasy XIII this game feels like a dry run in many ways, the theme of powerful, unknowable machines and whether they&#8217;re being used or using the people around them and, system-wise, taking a great deal of control away from the player and putting it in the hands of automation.</p>
<p><strong>Story</strong><br />
The Last Remnant places you in a fantasy world of multiple human and non-human races and kingdoms whose power largely derives from rulers being bound to Remnants, powerful magical machines and talismans that grant powers, create art, can be used in war or bring prosperity and luck.</p>
<p>You enter the game in the role of Rush Sykes, son of famous Remnant scientists and brother to Irinia Sykes, inheritor of a special power that enables her to wrest control of Remnants and to control powerful ones that are beyond the capability of most. Irinia has been kidnapped as you begin to play and you are trying to find her and save her from whoever has taken her. In so doing you stumble into the middle of a battle and end up hooking up with Lord David Nassal (Dah-veed), the ruler of Athlum, a small but ambitious client state of the larger realm of Celapelais.</p>
<p>As the game continues you throw in your lot with Athlum and grow in friendship with David and his generals, ranging across the world to find and rescue Irinia while at the same time being drawn into Athlumian independence and the machinations of the council chairman, the God-Emperor, The Academy and the sinister warlord, The Conqueror.</p>
<p><strong>Gameplay</strong><br />
The Last Remnant is unusual in that, rather than concentrating on the actions of individual characters, you form units of characters and, in effect, create small, skirmishing armies. You get very little direct control over the action save for particular special actions (summoning ally Remnants and using special, powerful magic or attacks), most of the time you can only select the broadest sort of action, accenting the unit on healing, attacking with combat skills or attacking with magical skills.</p>
<p>The secret to succeeding at the game is building effective units using the right leaders and the right soldiers. In the end it mostly comes down to hit-points though, so long as you can survive attacks from powerful enemies, you can pretty much guarantee a recovery.</p>
<p>Options are slow to build, army size increasing and combat power increasing two different ways, firstly in a more traditional &#8216;leveling&#8217; manner, and the second coming from using your skills. The more you use combat or magical skills, the faster they advance and the more powerful they become. There&#8217;s also a power-building sub-game where you can build new weapons and equipment from monster parts and things dug up around the world. This isn&#8217;t complete to the extent that it could be but it does encourage you to roam around and explore, as do the guild missions &#8211; little tasks that unlock extra unit formations, money and other special rewards.</p>
<p><strong>Atmosphere</strong><br />
The game feels a little flat sometimes, the cities are rather static with people just standing around, the environments are pretty but don&#8217;t come alive, there&#8217;s no weather and they are a little plain. Rush is peculiar, a modern anachronism in a fantasy world which is explained, later, but is nonetheless jarring through much of the game.</p>
<p>Cut-scenes and in game graphics are mostly the same, though there&#8217;s a few cut-scenes which aren&#8217;t and in many of these the cut-scenes the animation is wooden, even if the dialogue isn&#8217;t. Overall while the game is good and the story is much more comprehensible and complete than many (FXIII *cough cough*) the game feels like it was developed for the previous generation of consoles and in this generation of consoles with our unforgiving expectations, that feels like a cop out and greatly reduces immersion.</p>
<p><strong>Graphics</strong><br />
The graphics are workmanlike and stylish but sluggish to load (Xbox 360) and not as good as one would expect, or hope for.</p>
<p><strong>Conclusion</strong><br />
A huge problem on the Xbox 360 with this game was the loading from the disk. While this was alleviated somewhat by installing Disk 1, getting onto Disk 2 things slowed down immensely again and the Xbox sounded like it was preparing to take off like a jet constantly, meanwhile the game was stuttering and slowing down constantly with big pauses as parts of the game were loaded and unloaded.</p>
<p>In spite of these problems the game is interesting and gripping and, perhaps, better for those who prefer a more traditional, open-ended RPG to the linear railroad that FFXIII turned out to be! Worth picking up on a budget, but maybe for the PC or PS3.</p>
<p><strong>Score</strong><br />
Style: 3<br />
Substance: 4<br />
Overall: 3.5</p>
<p><i>Review by James &#8216;Grim&#8217; Desborough</i></p>
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<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/final-fantasy-xiii-review/' rel='bookmark' title='Permanent Link: Final Fantasy XIII Review'>Final Fantasy XIII Review</a></li>
<li><a href='http://www.flamesrising.com/mass-effect-2-game-review/' rel='bookmark' title='Permanent Link: Mass Effect 2 Game Review'>Mass Effect 2 Game Review</a></li>
<li><a href='http://www.flamesrising.com/dragon-age-origins-review/' rel='bookmark' title='Permanent Link: Dragon Age: Origins (PS3) Review'>Dragon Age: Origins (PS3) Review</a></li>
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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/final-fantasy-xiii-review/' rel='bookmark' title='Permanent Link: Final Fantasy XIII Review'>Final Fantasy XIII Review</a></li>
<li><a href='http://www.flamesrising.com/mass-effect-2-game-review/' rel='bookmark' title='Permanent Link: Mass Effect 2 Game Review'>Mass Effect 2 Game Review</a></li>
<li><a href='http://www.flamesrising.com/dragon-age-origins-review/' rel='bookmark' title='Permanent Link: Dragon Age: Origins (PS3) Review'>Dragon Age: Origins (PS3) Review</a></li>
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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/the-plane-below-review/' rel='bookmark' title='Permanent Link: The Plane Below: Secrets of the Elemental Chaos (D&#038;D 4E) Review'>The Plane Below: Secrets of the Elemental Chaos (D&#038;D 4E) Review</a></li>
<li><a href='http://www.flamesrising.com/dnd-phb2-review/' rel='bookmark' title='Permanent Link: D&#038;D 4E Player&#8217;s Handbook 2 RPG Review'>D&#038;D 4E Player&#8217;s Handbook 2 RPG Review</a></li>
<li><a href='http://www.flamesrising.com/dnd-ph2-the-shaman/' rel='bookmark' title='Permanent Link: Player&#8217;s Handbook 2: A Look at the Shaman'>Player&#8217;s Handbook 2: A Look at the Shaman</a></li>
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<p>The <strong>Introduction</strong> jumps right in, explaining what is unique about the <strong>Dark Sun</strong> setting. Athas is a dying world, where mere survival is a constant battle&#8230; and where any sensible person would concentrate on creating a stable sustainable environment, &#8216;heroes&#8217; of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas &#8211; it&#8217;s a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even &#8216;familiar&#8217; races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit&#8230; well, I do like deserts! There&#8217;s a note about the original Dark Sun &#8211; published in 1991 by TSR using the AD&#038;D 2e  ruleset, and saying that while the timeline has been moved on a little from that portrayed in the original books, this version is a complete rewrite and so what you remember from them may not be the case in this D&#038;D 4e setting.</p>
<p>On to <strong>Chapter 1: The World of Athas</strong> for the full low-down on what to expect. This setting is so different for other ones that you need to study it carefully to be able to play a native&#8230; unless your DM has some innovative idea for bringing characters from another setting in to this world, so that it as strange to your character as it is to you. However you got there &#8211; native or immigrant &#8211; you&#8217;re going to be a hero, and so the first part of the chapter discusses what manner of heroes are to be found here and how to carve out your own legend. Quite a few ideas are given both here and further on in the book as to how to both embed your character in Athasian society and empower him for greatness. One notable feature of the place is that psionic abilities are an inherent part of the setting, an integral part of what makes Athas what it is, so if you are not comfortable with using psionics in your game, this may not be the setting for you. While a lack of deities and clerical classes is also an integral part of the setting, a few suggestions are given for those who want to be one of the few god-botherers in the entire world &#8211; but you will have to resign yourself to the fact that you may never meet another person who believes in gods at all, let alone your own deity!</p>
<p>Next comes a look at the possibilities for adventure on Athas: as you can imagine there are plenty! Whether tomb-raiding or engaging in courtly intrigue, building a trade empire or earn fame and fortune as a pit-fighter appeals, it&#8217;s likely that a peculiarly Athasian spin can be put on it; this is certainly a setting ripe with opportunity. While a lot of Athasians are motivated by what&#8217;s in it for them &#8211; and even heroes may have an eye on political advancement, their bank balance or on who is the local bard singing about this week &#8211; some rise above personal gain and act out of altruism, even if they prefer to try to do things right &#8211; ethical merchants, perhaps &#8211; rather than go around righting wrongs. The discussion then moves on to Athasian civilization and the social order as it stands, and then to the history of the world &#8211; what little is known by most people anyway, those sorcerer-kings are not too keen on ordinary people learning to read let alone know how (and by whom) the world has been brought to its present state!</p>
<p><strong>Chapter 2: The Races of Athas</strong> both runs through the new world-specific races and gives an Athasian spin to existing playable races. The two new races are the mul and the thri-keeen. Mul are incredibly tough humanoids, a result of mixing human and dwarf. Unsurprisingly, they make excellent fighters&#8230; although rather too many folk on Athas think that they make excellent slaves. Thri-kreen are insectoid in nature, experts at hunting and survival, often becoming rangers, druids or monks (perhaps the extra pair of limbs gives an advantage when practicing the martial arts?). Character backgrounds &#8211; based on race, region or something else &#8211; are available to help customise each character, each gives an appropriate minor advantage. Then on to the existing races. Dragonborn, despite popular opinion, are not all slavers and sorcerers, although many practice at least one of these trades. Dwarves are still stoic and single-minded, but tend to earn their living as craftsmen, builders or farmers&#8230; and rarely manage much in the way of a beard! Eladrin are rare, haughty folk who are very good at psionics but they have abandoned arcane magic completely. Elves are nomadic traders &#8211; often rogues &#8211; and travelling entertainers. Goliaths or half-giants tend to be barbarians or fighters. Half-elves tend to be rejected by elves and distrusted by humans, making for a lonely life. Halflings are closely linked to nature, seeing themselves not as individuals but merely part of a whole&#8230; and are fierce and savage, regarding just about anybody or anything as a potential resource (or lunch). Humans are as ubiquitous as ever. Tieflings are nomadic raiders, or sell their swords to whomsover needs them. Other races may or may not be available at the DM&#8217;s discretion, but it is possible to play the sole representative on Athas of just about anything with a plausible story of how you got to be there &#8211; planar travel is often a good start, or mutation (possibly assisted along by magical experimentation) or perhaps a member of a race that once lived here but died out, leaving a few in stasis&#8230; The chapter ends with some racial paragon paths to aim for.</p>
<p><strong>Chapter 3</strong> is titled <strong>Character Themes</strong>, and its purpose is to introduce a new option for building characters. Your &#8216;theme&#8217; is a calling or vocation, a concept that might be met by a variety of routes, different classes or skillsets, something that defines you. It goes beyond race and class, enhancing those basic definitions to explain what drives you as an individual, distinct from everyone else who happens to be of the same race and class. Ten themes are provided for Athasian characters, as well as notes on how the idea works and on the mechanical side, giving additional powers that each theme may use as well as theme-based paragon paths to aspire towards. Athasian minstrels, the first theme presented, are often bards&#8230; but they can be rogues or fighters, even warlords or battleminds. They entertain, true, but may also spy or kill, or teach skills other than the lute in their travels. Thus it continues with the other themes. Dune traders can be of virtually any class, whatever it takes to travel the world in a merchant caravan, trading with all comers on behalf of your master or for yourself. Elemental priests venerate the elements and draw on primal power, and this path is common amongst those who seek the ability to heal. You can probably guess what a gladiator does for a living, but any race or class, slave or free, may for some reason enter the arena and fight in front of a crowd. Noble adepts may be of any race or class although of noble birth, but they have chosen to spend their time in the study of psionics. Primal guardians take it upon themselves to defend what remains of nature against further depredation and defilement. Templars are the long arm of the law in the city-states, enforcing the will of the sorcerer-kings, many receiving training in the arcane arts. Members of the Veiled Alliance likewise study matters arcane, but are dedicated to the &#8216;preserving&#8217; form rather than the &#8216;defiling&#8217; types of magic that caused the present state of Athas. Wasteland nomads seek the freedom of desert life while the final theme, the wilder, hones psionic powers whose origins elude him. Interesting ideas for how to integrate a character cleanly into this particular setting, although I&#8217;d have relished some guidance on how to create themes of my own.</p>
<p>Next, <strong>Chapter 4: Character Options</strong> explores the whole concept of making characters truly Athasian, rather than just any old D&#038;D 4e character that just happens to be adventuring here. It starts off by looking at what makes arcane magic so distinctive, the idea that using it can &#8216;defile&#8217; or damage the world by sucking out lifeforce from the caster&#8217;s surroundings, but that an alternate methodology called &#8216;preserving&#8217; enables an arcane spellcaster to operate without doing damage, although it takes more effort. Despite defiling having obvious effects, like plants crumbling to ash around your feet, most people regard ALL arcane magic as evil, so arcane spellcasters need to be very careful about letting on what they do for a living, especially as it is actually illegal in most places! Next comes an optional rule for Wild Talents which are minor psionic abilities available to virtually all natives of Athas, the place is so infused with psionic powers that even those who don&#8217;t actually train in psionic arts have the chance of being able to do the odd trick or two &#8211; if the DM allows, all starting native characters may select or roll for a single wild talent. This is followed by a few new builds for existing character classes that are particularly suitable, such as the wild battlemind who uses raw untrained psionic power. Shamans can be animists, while fighters rather unsurprisingly can specialize in arena combat and a warlock may make a pact direct with one of the sorcerer-kings. Each build of course comes with an array of new character powers.</p>
<p>We then take a look at some epic destinies that characters seeking the highest levels of play can aim towards. Many place characters in roles which could lead to a legendary transformation of Athas, healing it of the damage that has been done in the past. The usual collection of new feats also appears. Many of the combat-related ones deal with weapons only found on Athas or with the specialist skills associated with arena fighting. There is also a section on rituals, many of which do not work as expected &#8211; or at all &#8211; on Athas. The DM is advised to exert control of ritual choices, but some new ones developed here are available for ritual-using characters to select. As can be imagined, in the harsh environment of Athas, good equipment can be crucial to survival so the final part of this chapter looks at useful gear, riding animals and magic items. It also explores the effect of the lack of metal on the weapons and armor available &#8211; metal ones are generally ancient heirlooms and beyond the means of all but the most successful adventurers. In the main, however, the use of alternate materials is a matter of flavor rather than a requirement to change the rules relating to use, although optional rules to reflect the increased likelihood of non-metals breaking in use are provided. Still, even if you do find a full set of plate armor, wearing it in the desert sun is not advised! There are some unusual new weapons described and illustrated.</p>
<p>All kitted out, <strong>Chapter 5: Atlas of Athas</strong> provides a glimpse of this arid, harsh yet fascinating place. It begins with a desert primer &#8211; there is a lot more to deserts than rolling sand dunes. A whole range of environments of varying degrees of hospitality are covered, all posing a challenge to survival for all but the best-prepared traveler. Next comes the City of Tyr. The place is in turmoil following the fall of its sorcerer-king, plenty of opportunity for adventure here! While there&#8217;s a lot of detail given, DMs wanting to set campaigns in Tyr might wish to obtain City State of Tyr (TSR, 1993) to supplement it. This is followed by a section on another city, Balic. Despite being ruled by a sorcerer-king, this city practices democracy on a surprising scale&#8230; but within certain prescribed limits. Transgress at your peril! Next comes the city of Draj, ruled by a mad sorcerer-king who believes himself to be a deity and requires citizens to worship him. As he is given to demanding blood sacrifice, most people do not dispute his godhood openly. Moving on we reach the Estuary of the Forked Tongue, on the edges of the Sea of Silt. Other places follow thick and fast &#8211; more cities, semi-civilized lands and outright wild places &#8211; plenty of descriptive text to help you set the scene but a distressing paucity of maps.</p>
<p>Finally, <strong>Chapter 6: Running a Dark Sun Game</strong> is aimed primarily at the DM. Delightfully, much of the emphasis is on creating the correct atmosphere of the alternate reality of this particular setting &#8211; this is a setting in which the exquisitely balanced combat-oriented D&#038;D 4e ruleset is blended and meshed with tools to facilitate role-playing to the full by evoking all the things that make Dark Sun a very special place to visit. To this end, the chapter looks at appropriate campaign themes, a detailed look at travel and survival issues, advice on arena and survival encounter design, and treasures and other rewards suited specifically to Athas. A major theme on Athas, and one particularly suited to the &#8216;characters as heroes&#8217; ethos of D&#038;D 4e, is that the world is ruled by evil &#8211; both the sorcerer-kings themselves and the all-pervading influence of slavery &#8211; and that epic legends can be built around those prepared to dedicate themselves towards eradicating such evils. Likewise, if you take a more ecological view, attempts to repair the damage done to the world by defilers can create memorable campaigns. One interesting idea for those groups who are not interested in the details of surviving in the desert &#8211; which can make a whole adventure in itself if you do enjoy that kind of challenge &#8211; is the concept of a purchasable &#8217;survival day.&#8217; This is a mechanical shorthand to allow characters to acquire what they need for a given number of days without the need for bookkeeping their quantities of food, water, sunscreen and the like. Of course, if for some reason the characters run out of survival days they are going to have to work out how to stay alive&#8230;</p>
<p>While most of the encounter types from the ruleset apply, activities in the gladiatorial arena feature large in Athas &#8211; particularly if any characters are gladiators by choice or perforce. Thus plenty of detail is provided to enable you to create and run memorable arena encounters, pitting characters against other fighters or wild beasts while bringing the whole atmosphere of the spectacle to life. There are also notes about fitting wilderness encounters to the specific environment and some typical Athasian skill challenges that can be used to good effect. Examples given include attempting to join the Veiled Alliance of preserving arcanists and trying to hide from ones enemies inside a city &#8211; while these are things better resolved by role-playing rather than skill checks alone, backing up interaction with mechanics makes for an exciting challenge. The chapter ends with an adventure, Sand Raiders, in which 1st-level characters are set the task of finding a missing wagon from a trading caravan that has arrived at its destination a wagon short. Three intense encounters are laid out to introduce characters to the way things work, although you may wish to add some desert travel and survival elements (plenty ideas in earlier parts of this chapter to help you set them up) to round the adventure out a bit.</p>
<p>Overall, this is an impressive introduction to the setting, managing to remain true to the original concepts of Dark Sun while meshing in the D&#038;D 4e ruleset and empowering role-playing as well as combat in a distinctive alternate reality&#8230; but it does need more maps!</p>
<p><i>Review by Megan Robertson</i></p>
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            string(1958) "<br/><br /><a href="http://www.amazon.com/gp/product/0786954930?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0786954930" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/617T-R9Ld2L._SL160_.jpg" align="right"></a>The <strong>Introduction</strong> jumps right in, explaining what is unique about the <strong>Dark Sun</strong> setting. Athas is a dying world, where mere survival is a constant battle... and where any sensible person would concentrate on creating a stable sustainable environment, 'heroes' of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas - it's a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even 'familiar' races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit... well, I do like deserts! 


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            string(2240) "<br/><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=77953" target="_new"><img src="http://flamesrising.rpgnow.com/images/671/77953.jpg" width="125" align="right"></a><em>Throughout <b>Cthulhu Week</b> we've discussed Mythos tomes in comic books, fiction, movies and more. We've even offered up a <strong><a href="http://www.flamesrising.com/toc-inmates-campaign">Campaign Frame</a></strong> for the <b>Trail of Cthulhu</b> RPG and vivisected elements of the <b>Call of Cthulhu</b> RPG as well.

Yet there is another Mythos RPG and game designer Sean Preston is here to tell us about his dark work on the game called <strong>Realms of Cthulhu</strong>...</em>

<b>Deconstructing Realms of Cthulhu</b>

Hello there. I’m Sean Preston, and I’m a game designer, writer, editor, publisher, and an avid gamer as well. I like to talk and write about games (when not playing them) as much as most of us in this industry, but before we get going let’s have a compact. Since we’ll be talking about Lovecraft, it’s only natural that blood enters the scene, so let’s make it a blood compact. Shall we? My digital blood is being spilled before you, pixel by pixel. I trust you’ll smear some about at some point or other, so the compact is made. What I’ll be talking about is the philosophy of writing Lovecraftian horror for games. I shall not deviate. If I do, I pray the Hounds of Tindalos find a lovely angle from which to spring upon me in the dead of night. As for you, if you enjoy the article, share it about. Fair enough? Good. Now, let’s get started in earnest. The clock is ticking.


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              string(12786) "<br/><p><em>Throughout <b>Cthulhu Week</b> we&#8217;ve discussed Mythos tomes in comic books, fiction, movies and more. We&#8217;ve even offered up a <a href="http://www.flamesrising.com/toc-inmates-campaign">Campaign Frame for the <strong>Trail of Cthulhu</strong></a> RPG and vivisected elements of the <b>Call of Cthulhu</b> RPG as well.</p>
<p>Yet there is another Mythos RPG and game designer Sean Preston is here to tell us about his dark work on the game called <strong>Realms of Cthulhu</strong>&#8230;</em></p>
<h2>Deconstructing Realms of Cthulhu</h2>
<ul></ul>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=77953" target="_new"><img src="http://flamesrising.rpgnow.com/images/671/77953.jpg" width="200" align="right"></a>Hello there. I’m Sean Preston, and I’m a game designer, writer, editor, publisher, and an avid gamer as well. I like to talk and write about games (when not playing them) as much as most of us in this industry, but before we get going let’s have a compact. Since we’ll be talking about Lovecraft, it’s only natural that blood enters the scene, so let’s make it a blood compact. Shall we? My digital blood is being spilled before you, pixel by pixel. I trust you’ll smear some about at some point or other, so the compact is made. What I’ll be talking about is the philosophy of writing Lovecraftian horror for games. I shall not deviate. If I do, I pray the Hounds of Tindalos find a lovely angle from which to spring upon me in the dead of night. As for you, if you enjoy the article, share it about. Fair enough? Good. Now, let’s get started in earnest. The clock is ticking. </p>
<p>Let’s start with a brief bit of historical overview to contextualize our discussion. No long lectures or overdrawn overtures. Bringing the Mythos into the world of RPGs is nothing new. Chaosium introduced this to the world back in 1981 with <strong>Call of Cthulhu</strong>, and it was truly original and groundbreaking. Other horror games beyond the scope of our discussion came and went, but the next one that draws the eye of the Mythos lover is <strong>Trail of Cthulhu</strong> by Pelgrane Press, which came out in 2008 and has been well received. In 2009, Reality Blurs become a part of the Mythos with its release of <strong>Realms of Cthulhu</strong>, penned by yours truly, and has carved out a nifty little niche for itself. I cannot speak in more than suppositions regarding the development of the first two games, so I shan’t, but I’ll provide dark insights into how <strong>Realms of Cthulhu</strong> came about, from inspiration to execution to future plans. </p>
<h3>Inspiration: From Morpheus’ Embrace I Awoke</h3>
<ul></ul>
<p>In late 2008, I one day awoke and decided I wanted to write a version of Cthulhu for <strong>Savage Words</strong>. For those who know me, this is odd, yet unsurprising. I like to write original material, but I have a deep-rooted love for the macabre, and Lovecraft in particular. I had done a bit of horror writing for my own company, done a bit of writing for the Pinebox setting for <strong>12 to Midnight</strong>, and did horror related True20 development work for Green Ronin. I could not shake this idea, and eventually hammered out the details with Chaosium and Pinnacle.</p>
<h3>Conception: Create a toolbox setting for various play styles without compromising the underlying elements of the Mythos.</h3>
<ul></ul>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=51078" target="_new"><img src="http://flamesrising.rpgnow.com/images/27/51078.jpg" align="right"></a>Work on <strong>Realms of Cthulhu</strong>, by my recollection, began in March of 2009. I had spoken with my crew about the best way to handle certain elements of Lovecraft in the <strong>Savage Worlds</strong> context. For those of you unfamiliar with <strong>Savage Worlds</strong>, it is best known for its action-oriented approach to things, and few folks felt that Cthulhu would translate well into such a system—pretty much a square peg in a round hole—and that the Savage Cthulhu book would be straight-up pulp, and lack the necessary gravitas befitting the works of Lovecraft and friends. Several of my friends encouraged me to bow to the collective wisdom of the internet, and give them what they (thought they) wanted—a pulp oriented setting featuring all the familiar Cthulhu beasties we all know and love. I asked them if they really wanted me to write N&#038;N? Nazis &#038; Necronomicons (since it was going to be pulp, why not have lots of the Mad Arab’s book flying around, right?) This took them aback. I told them I wanted to refine the toolbox approach I had been fiddling with for several years with Agents of Oblivion and offer that up to the world. The design decision had been made: who are we to dictate what types of Cthulhu games people want to play? I certainly knew the Savage Worlds fans do love action and excitement in their games, but I also have heard numerous complaints from folks over the years who felt that the Cthulhu-genre (and it is a genre in the 21st century) was for one shots, special occasions, and for those people who don’t care if their characters go mad and die. It certainly is for those folks, but it’s such a rich milieu that it’s also for players who want to develop their characters, drive back the darkness, and save the world time and again. </p>
<h3>Execution: Write. Refine. Playtest. Repeat.</h3>
<ul></ul>
<p>After the design parameters were set, I began to work in earnest. I wanted to deliver a faithful presentation of Lovecraft’s work, and capture those elements of <strong>Call of Cthulhu</strong> we all love so dearly—especially the Sanity system—while offering opportunities for Keepers to create sustainable campaigns, something often unheard of in certain Cthulhu circles. Essentially, there were two main elements that we had to fiddle with that made all the difference. In Savage Worlds, you have Wounds—a physical damage track, and we introduced Madness—a mental damage track. In the core system, it’s very easy to shrug off a lot of damage (what we term pulpy in RoC), so we introduced a gritty damage system as a variation (originally developed by Shane Hensley) and created both a gritty and pulpy track for Madness. By deciding the combination of damage tracks, you are able to create a game that can handle all levels of Mythos tales from the Lumley side of things, to the REH spectrum, all the way to the darker degrees of bleakness found in many Lovecraftian tales (Pickman’s Model anyone?). </p>
<h3>The Challenges of Translation: Lovecraftian stories often end in madness for the protagonist, or the challenges are so overwhelming, what is the point? </h3>
<ul></ul>
<p>At its heart, each Lovecraftian story is a mystery drenched in dread. This dread comes in many forms, and each element that furthers the story often comes at a terrible price. In a story, the writer can be merciless—as game designers we also can, up to a point, but when you introduce random chance, you have to provide some sort of mitigation. In <strong>Realms of Cthulhu</strong>, even in the gritty play style, you are not going to encounter something that is instantly going to drive you permanently insane. You can come away pretty messed up—if you are able to get away from the slime-oozing tentacles. Witnessing an Outer God is survivable, but will likely wreak long-term psychological damage that requires serious counseling (and with bad counseling or no counseling at all, you could eventually wind up getting worse). The logical underpinnings for this approach follow: first off, no player really wants to get annihilated in one bad roll, and moreover, most Keepers don’t really wants to interrupt the flow of a story when one guy sees a deep one and becomes a gibbering idiot. Finally and more importantly, the more each player plays a particular role, the more invested she becomes in that character—that investigator. Amanda Locke, who’s survived a dozen encounters with the Mythos and has come through only slightly scathed, is far more concerned with her welfare, for she is a part of the Mythos in the eyes of her player and her Keeper, and will roleplay far more seriously than John Smith VI, the continuing line of a player whose investigators suffer a continuous chain of misfortune. When the game gets personal, it resonates far more deeply with the players and makes for a more immersive experience for all involved. For you Keepers out there: patience. You have infinite monsters. The investigators have finite Sanity. Remember: water eventually cuts through rock. </p>
<h3>Expanding the Mythos: A dark promise.</h3>
<ul></ul>
<p>We love the traditional landscape of Lovecraft’s creation—the dream country is a beautiful rich area that he knew well, and perverted as the stories demanded. However, they are well covered, and that area has been explored many times by many writers. In <strong>Realms of Cthulhu</strong>, we touched upon the territory we wish to explore, Charleston and its environs of Dark Harbor and Bayhaven. Dark Harbor is just up the coast northwardly from Charleston proper and is our analog to Innsmouth, whereas Bayhaven is a small sea island just off the coast of Charleston and is best known for the mental institute bearing its name, Bayhaven Asylum. These areas are more fully explored in Echo of Dead Leaves, the upcoming setting book for <strong>Realms of Cthulhu</strong>.  </p>
<p>Why Charleston? It has a deep and rich history, including secret tunnels, pirates, ghosts, churches, and some of the oldest cemeteries in all of America. My mother’s side of the family is from there, and I summered there growing up, and eventually attended college there as well, so it’s an area I know well, and shouldn’t we write what we know (even if we embellish a bit from time to time)? An interesting footnote is that HPL’s favorite southern city was Charleston, so I’m sure he’d approve.</p>
<p><i>Sean Preston &#8211; 2010</i></p>
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<ul></ul>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/madness-one-die-roll/' rel='bookmark' title='Permanent Link: Cthulhu Week: Madness One Die Roll At A Time'>Cthulhu Week: Madness One Die Roll At A Time</a></li>
<li><a href='http://www.flamesrising.com/tentacles-that-bind/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Tentacles That Bind'>Cthulhu Week: The Tentacles That Bind</a></li>
<li><a href='http://www.flamesrising.com/toc-inmates-campaign/' rel='bookmark' title='Permanent Link: Cthulhu Week: Inmates by Robin D. Laws'>Cthulhu Week: Inmates by Robin D. Laws</a></li>
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            string(2240) "<br/><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=77953" target="_new"><img src="http://flamesrising.rpgnow.com/images/671/77953.jpg" width="125" align="right"></a><em>Throughout <b>Cthulhu Week</b> we've discussed Mythos tomes in comic books, fiction, movies and more. We've even offered up a <strong><a href="http://www.flamesrising.com/toc-inmates-campaign">Campaign Frame</a></strong> for the <b>Trail of Cthulhu</b> RPG and vivisected elements of the <b>Call of Cthulhu</b> RPG as well.

Yet there is another Mythos RPG and game designer Sean Preston is here to tell us about his dark work on the game called <strong>Realms of Cthulhu</strong>...</em>

<b>Deconstructing Realms of Cthulhu</b>

Hello there. I’m Sean Preston, and I’m a game designer, writer, editor, publisher, and an avid gamer as well. I like to talk and write about games (when not playing them) as much as most of us in this industry, but before we get going let’s have a compact. Since we’ll be talking about Lovecraft, it’s only natural that blood enters the scene, so let’s make it a blood compact. Shall we? My digital blood is being spilled before you, pixel by pixel. I trust you’ll smear some about at some point or other, so the compact is made. What I’ll be talking about is the philosophy of writing Lovecraftian horror for games. I shall not deviate. If I do, I pray the Hounds of Tindalos find a lovely angle from which to spring upon me in the dead of night. As for you, if you enjoy the article, share it about. Fair enough? Good. Now, let’s get started in earnest. The clock is ticking.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/madness-one-die-roll/' rel='bookmark' title='Permanent Link: Cthulhu Week: Madness One Die Roll At A Time'>Cthulhu Week: Madness One Die Roll At A Time</a></li>
<li><a href='http://www.flamesrising.com/tentacles-that-bind/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Tentacles That Bind'>Cthulhu Week: The Tentacles That Bind</a></li>
<li><a href='http://www.flamesrising.com/toc-inmates-campaign/' rel='bookmark' title='Permanent Link: Cthulhu Week: Inmates by Robin D. Laws'>Cthulhu Week: Inmates by Robin D. Laws</a></li>
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            string(1657) "<br/><em>Continuing the adventures of <strong>Cthulhu Week</strong> we have a series of reflections on some of the <strong>Call of Cthulhu</strong> RPG supplements by reviewer Bill Bodden.

Pay close attention, however, as Bill does sneak in a note about his favorite <b>Trail of Cthulhu</b> adventure as well...</em>

I've been a devotee of the <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=56336&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/56336.gif" width="125" align="right">Call of Cthulhu RPG</a> for more than 25 years. Along the way there have been some excellent adventures created, and in celebration of Cthulhu Week, I'd like to share a few of my favorites. Hopefully, they'll intrigue you as they did me, and you'll consider adding them to your own campaign, or running them as one-off adventures for your gaming group. Be warned that a few small spoilers may be found in what follows… 


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/deconstructing-realms-of-cthulhu/' rel='bookmark' title='Permanent Link: Cthulhu Week: Deconstructing Realms of Cthulhu'>Cthulhu Week: Deconstructing Realms of Cthulhu</a></li>
<li><a href='http://www.flamesrising.com/cthulhu-tales-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: Cthulhu Tales Comic Review'>Cthulhu Week: Cthulhu Tales Comic Review</a></li>
<li><a href='http://www.flamesrising.com/curse-yellow-sign-2-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review'>Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review</a></li>
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              string(10412) "<br/><p><em>Continuing the adventures of <strong>Cthulhu Week</strong> we have a series of reflections on some of the <strong>Call of Cthulhu</strong> RPG supplements by reviewer Bill Bodden.</p>
<p>Pay close attention, however, as Bill does sneak in a note about his favorite <strong>Trail of Cthulhu</strong> adventure as well&#8230;</em></p>
<p><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=56336&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/56336.gif" width="175" align="right"></a>I&#8217;ve been a devotee of the <strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=56336&#038;affiliate_id=234579" target=_"new">Call of Cthulhu RPG</a></strong> for more than 25 years. Along the way there have been some excellent adventures created, and in celebration of Cthulhu Week, I&#8217;d like to share a few of my favorites. Hopefully, they&#8217;ll intrigue you as they did me, and you&#8217;ll consider adding them to your own campaign, or running them as one-off adventures for your gaming group. Be warned that a few small spoilers may be found in what follows… </p>
<h3>Modern Era</h3>
<ul></ul>
<p>The pulpiness of Call of Cthulhu doesn&#8217;t always translate well into a modern setting; after all, when rocket-propelled grenades are available, some elements of the Mythos seem a bit less threatening. Still, having adventures in a modern setting can increase the personal horror factor for individual players &#8211; bringing the terror closer to home, as it were &#8211; making the experience that much more memorable.</p>
<p><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=82115&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/82115.jpg" width="175" align="right"><strong>The Stars Are Right</a></strong>, originally published in 1992 and reprinted in 2004, has several short adventures in it that grabbed my attention. &#8220;Love&#8217;s Lonely Children&#8221; by Richard Watts is a chilling tale of sex, drugs and Y&#8217;golonac. It&#8217;s the first in the book, and my favorite of the collection. This adventure features one of the lesser Outer Gods, requires some dilligent investigation, and includes a powerful threat of mercifully limited scope &#8211; but one that may come back to haunt the investigators at a future date. It also deals with mature subject matter, and therefore not really appropriate for younger gamers. Also of significant interest is Andre Bishop&#8217;s &#8220;This Fire Shall Kill&#8221; is about a group of Cthuga-worshipers with a professional interest in their master&#8217;s work. Both are more suitable for experienced players, and will last a session or two.</p>
<p><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=25429&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/25429.jpg" width="175" align="right"></a>Another adventure pack in a modern setting is <strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=25429&#038;affiliate_id=234579" target=_"new">Secrets</a></strong>, originally published in 1997. This collection consists of four short adventures all written by Brian M. Sammons. &#8220;The Unsealed Room&#8221; and &#8220;A Cult of One&#8221; are the standouts in this collection, the first involving a major case of mistaken identity, a dead poet and the thing he trapped in his house, while the second involves a cultist who discovers a way to twist organ donations to his own evil ends. Both are clever concepts and certain to provide a few sessions&#8217; worth of entertainment.</p>
<h3>Pulp Era</h3>
<ul></ul>
<p>Comprising the 1920s and 1930s, the pulp-era is by far the most popular chronological setting for Call of Cthulhu. It involves just the right mix of technology and lack thereof to keep things challenging, and a ring of familiarity that offers a grounding point for most gamers.</p>
<p><strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=1683&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/1683.jpg" width="175" align="right">Trail of Tsathogghua</a></strong>, written by Keith Herber and originally published in 1984, has since been reprinted. It contains three lengthy adventures, my favorite of which is &#8220;The Haunted House.&#8221; While providing numerous red herring clues indicating the involvement of the Elder Gods and their servants, the actual source of the haunting is of terrestrial origin &#8211; though no less weird. It will likely take several sessions and a good bit of deductive reasoning to get to the bottom of this mystery, but if the investigators manage to discover the true source of the haunting, they&#8217;ll have their hands full when the creatures fully manifests.</p>
<p><strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=1636&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/1636.gif" width="175" align="right">Mansions of Madness</a></strong> provides adventures with settings involving a mansion or large house as the unifying theme. My pick for the best of these is The Plantation by Wesley Martin. This adventure takes the player characters to South Carolina, where an ancient and powerful rogue serpent-person is stealing worship energy from Yig. Being an Elder God, Yig is unhappy with the whole concept of sharing, and manipulates others (including the PCs) to do his dirty work for him. A fun, creative adventure probably lasting three or more sessions, The Plantation would be reasonably good for a group of inexperienced players or for a group of mixed experience levels.</p>
<h3>Trail of Cthulhu</h3>
<ul></ul>
<p><strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=82105&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/340/82105.png" width="175" align="right">The Black Drop</a></strong> by Jason Morningstar is an adventure for <strong>Trail of Cthulhu</strong> (which in turn was written by Kenneth Hite from Robin Laws&#8217; excellent Gumshoe system.) Licensed by Chaosium and published by Pelgrane Press, <strong><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=55567&#038;affiliate_id=234579" target="_new">Trail of Cthulhu</a></strong> captures the feel of Pulp action very well, and its emphasis on investigation while negating the calamitous effects of missing a critical piece of information makes it a elegant alternative to Chaosium&#8217;s excellent Basic Roleplaying Engine.</p>
<p><strong>The Black Drop</strong> has players stumble upon a plot to free one of the Elder Gods from imprisonment under an isolated archipelago in the southern Indian Ocean. Oddly enough, Nazis are trying to prevent this from happening. The players must decide if they want to help, hinder, or supplant the Germans in achievement of this goal. Any way you slice it, things will be dangerous. Because of the remote locale of this adventure, getting the players involved seems a bit of a stretch, but not totally beyond reason. </p>
<p>Whatever your interest in the Cthulhu Mythos, there’s plenty of interesting material to be found in these adventures. I haven’t even scratched the surface of the what’s available, however; next time I’ll have suggestions for even more sanity-blasting Lovecraftian adventures to bring to your gaming table.</p>
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<li><a href='http://www.flamesrising.com/curse-yellow-sign-2-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review'>Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review</a></li>
</ol></p><div class="feedflare">
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            string(1657) "<br/><em>Continuing the adventures of <strong>Cthulhu Week</strong> we have a series of reflections on some of the <strong>Call of Cthulhu</strong> RPG supplements by reviewer Bill Bodden.

Pay close attention, however, as Bill does sneak in a note about his favorite <b>Trail of Cthulhu</b> adventure as well...</em>

I've been a devotee of the <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=56336&#038;affiliate_id=234579" target=_"new"><img src="http://flamesrising.rpgnow.com/images/2/56336.gif" width="125" align="right">Call of Cthulhu RPG</a> for more than 25 years. Along the way there have been some excellent adventures created, and in celebration of Cthulhu Week, I'd like to share a few of my favorites. Hopefully, they'll intrigue you as they did me, and you'll consider adding them to your own campaign, or running them as one-off adventures for your gaming group. Be warned that a few small spoilers may be found in what follows… 


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/deconstructing-realms-of-cthulhu/' rel='bookmark' title='Permanent Link: Cthulhu Week: Deconstructing Realms of Cthulhu'>Cthulhu Week: Deconstructing Realms of Cthulhu</a></li>
<li><a href='http://www.flamesrising.com/cthulhu-tales-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: Cthulhu Tales Comic Review'>Cthulhu Week: Cthulhu Tales Comic Review</a></li>
<li><a href='http://www.flamesrising.com/curse-yellow-sign-2-review/' rel='bookmark' title='Permanent Link: Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review'>Cthulhu Week: Curse of the Yellow Sign, Act II RPG Review</a></li>
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            string(1656) "<br/><br /><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/cthulhu_02.png" title="cthulhu_02" width="175" align="left"></a><em>Next up for <b>Cthulhu Week</b> we asked reviewer Jason Thorson to tell us about his favorite Lovecraft-inspired movies. Not an easy task to say the least, but we were certainly willing to risk his sanity for this investigation.

Read on to learn of the challenges he faced...</em>

In the interest of full disclosure, I have to give you some background on what you’re currently reading – what’s now become a ranting blog on H.P. Lovecraft film adaptations.  My initial intention was to write a feature about the nature of Lovecraftian flicks and then list the five best examples.  However, I immediately anticipated some difficulty.  My original thesis was that most of these films don’t work, but surely there have been so many attempts to adapt Lovecraft’s work that I’d certainly be able to find five movies worthy of recommendation.  Right?

Wrong.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/tentacles-that-bind/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Tentacles That Bind'>Cthulhu Week: The Tentacles That Bind</a></li>
<li><a href='http://www.flamesrising.com/top-20-cthulhu-mythos-reviews/' rel='bookmark' title='Permanent Link: Cthulhu Week: Your Top 20 Cthulhu Mythos Reviews'>Cthulhu Week: Your Top 20 Cthulhu Mythos Reviews</a></li>
<li><a href='http://www.flamesrising.com/tour-de-lovecraft-the-tales-review/' rel='bookmark' title='Permanent Link: Tour de Lovecraft: the Tales Review'>Tour de Lovecraft: the Tales Review</a></li>
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              string(8350) "<br/><p><em>Next up for <b>Cthulhu Week</b> we asked reviewer Jason Thorson to tell us about his favorite Lovecraft-inspired movies. Not an easy task to say the least, but we were certainly willing to risk his sanity for this investigation.</p>
<p>Read on to learn of the challenges he faced&#8230;</em></p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/cthulhu_02.png" title="cthulhu_02" width="175" align="left"></a>In the interest of full disclosure, I have to give you some background on what you’re currently reading – what’s now become a ranting blog on H.P. Lovecraft film adaptations.  My initial intention was to write a feature about the nature of Lovecraftian flicks and then list the five best examples.  However, I immediately anticipated some difficulty.  My original thesis was that most of these films don’t work, but surely there have been so many attempts to adapt Lovecraft’s work that I’d certainly be able to find five movies worthy of recommendation.  Right?</p>
<p>Wrong.</p>
<p>I honestly detest all but one of these movies and we’ll get to that exception in a bit, but first let me cover some history:</p>
<p>The early film adaptations were made by Roger Corman starting with a movie called Edgar Allen Poe’s The Haunted Palace (1963) which was actually a relatively faithful adaptation of Lovecraft’s novel, The Case of Charles Dexter Ward.  As was typical of Corman, he didn’t feel Lovecraft was well-known so he slapped on Poe’s name and poem title, and with that the Lovecraft film adaptations were birthed.</p>
<p>Corman made two more adaptations before moving on and soon other filmmakers helped “The Old Ones” and their ilk make it to television, although sporadically and mostly in the early 1970’s.  But in the 1980’s a filmmaker named Stuart Gordon reclaimed Lovecraft for his own.  Gordon adapted the story, Herbert West: Re-Animator, which was a little known Lovecraft tale.  Gordon released <strong><a href="http://www.amazon.com/gp/product/B000MKXEME?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B000MKXEME" target="_new">Re-Animator</a></strong> in 1985 to instant cult status and much fanfare, although not necessarily from Lovecraft fans. </p>
<p><a href="http://www.amazon.com/gp/product/B000MKXEME?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=B000MKXEME" target="_new"><img border="0" src="https://images-na.ssl-images-amazon.com/images/I/517i6TUvNXL._SL160_.jpg" align="right"></a>Re-Animator is the one and only Lovecraft film that I enjoy.  It’s extremely entertaining in an odd, freak show sort of way.  It’s gory, nasty, silly, and completely over the top, and honestly, it barely resembles its source material in any way.  And in a bit of strange irony, that’s why it works.  Stuart Gordon went on to draw from his muse several more times over the last 25 years, but never as successfully as he did in his ostentatious debut.  And in the meantime one filmmaker after another has tried and failed to succeed where Corman could not and where Gordon struggled mightily.</p>
<p>So, why do Lovecraft’s do stories fare poorly as films?</p>
<p>Well, the obvious reason is that many of them have been made by filmmakers with little to no talent and an equal measure of resources with which to make their films.  But the real answer is bigger than that.  The real answer has everything to do with the mechanics of “Story” and the differences between the mediums through which stories are told. </p>
<p>Lovecraft’s work is timeless, abstract, and entirely unique.  He’s arguably the most influential horror writer ever.  He’s been imitated so often you’d think his style would be old hat by now, but amazingly he’s never been replicated, not even in the slightest.  And this failure is that of the wordsmiths working in Lovecraft’s own medium – prose, and includes some writers whose tales actually inhabit the universe Lovecraft invented.</p>
<p>The narrator in a prose story is entirely omnipotent and bound by literally nothing.  Much of the conflict in the Lovecraft stories is internalized and brought to a head within the psyche of the protagonist.  The external forces of antagonism are abstractions, universal impossibilities that can barely materialize in the reader’s imagination.  The dual nature of Lovecraft’s horror is both anomalous and expertly crafted.  In short, Lovecraft is one of a kind.</p>
<p>Now consider this: A filmmaker’s job is to externalize the internal.  He is bound by the camera’s capacity to show us the story.  You can’t film a thought.  Only expert filmmakers succeed at conveying thoughts visually.  They tend to win awards, make lots of money, and not make horror films.  The level of complexity and abstraction and the abominable universal paradoxes and metaphysical entities that inhabit Lovecraft’s tales render them nearly impossible to adapt to the medium of film, and particularly by novice filmmakers.</p>
<p>So, if you need to satiate your Lovecraft fix, grab your reading glasses and plan a trip to the nearest book store or library.  Read <em>The Call of Cthulhu</em> and <em>The Dunwich Horror</em>; read whatever you can find.  And in the meantime, go rent Re-Animator, make some popcorn and have yourself a laugh riot.</p>
<p><i>Jason Thorson &#8211; 2010</i></p>
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<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/tentacles-that-bind/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Tentacles That Bind'>Cthulhu Week: The Tentacles That Bind</a></li>
<li><a href='http://www.flamesrising.com/top-20-cthulhu-mythos-reviews/' rel='bookmark' title='Permanent Link: Cthulhu Week: Your Top 20 Cthulhu Mythos Reviews'>Cthulhu Week: Your Top 20 Cthulhu Mythos Reviews</a></li>
<li><a href='http://www.flamesrising.com/tour-de-lovecraft-the-tales-review/' rel='bookmark' title='Permanent Link: Tour de Lovecraft: the Tales Review'>Tour de Lovecraft: the Tales Review</a></li>
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            string(1656) "<br/><br /><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/cthulhu_02.png" title="cthulhu_02" width="175" align="left"></a><em>Next up for <b>Cthulhu Week</b> we asked reviewer Jason Thorson to tell us about his favorite Lovecraft-inspired movies. Not an easy task to say the least, but we were certainly willing to risk his sanity for this investigation.

Read on to learn of the challenges he faced...</em>

In the interest of full disclosure, I have to give you some background on what you’re currently reading – what’s now become a ranting blog on H.P. Lovecraft film adaptations.  My initial intention was to write a feature about the nature of Lovecraftian flicks and then list the five best examples.  However, I immediately anticipated some difficulty.  My original thesis was that most of these films don’t work, but surely there have been so many attempts to adapt Lovecraft’s work that I’d certainly be able to find five movies worthy of recommendation.  Right?

Wrong.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/tentacles-that-bind/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Tentacles That Bind'>Cthulhu Week: The Tentacles That Bind</a></li>
<li><a href='http://www.flamesrising.com/top-20-cthulhu-mythos-reviews/' rel='bookmark' title='Permanent Link: Cthulhu Week: Your Top 20 Cthulhu Mythos Reviews'>Cthulhu Week: Your Top 20 Cthulhu Mythos Reviews</a></li>
<li><a href='http://www.flamesrising.com/tour-de-lovecraft-the-tales-review/' rel='bookmark' title='Permanent Link: Tour de Lovecraft: the Tales Review'>Tour de Lovecraft: the Tales Review</a></li>
</ol>"
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            string(2592) "<br/><br /><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=79&#038;products_id=56336" target="_new"><img src="http://flamesrising.rpgnow.com/images/2/56336.gif" width="125" align="right"></a><em>Kenneth Hite, author of <b>Cthulhu 101</b> and other Mythos tomes of dark intent brings us a tale of the <strong>Call of Cthulhu</strong> roleplaying game from Chaosium.

Enjoy this contribution to <strong>Cthulhu Week</strong>, but don't read too deep...we can't be held responsible for what horrors are left behind...</em>

In <strong>Call of Cthulhu</strong>, your character explicitly starts no better than any other. There is no leveling up, no percentile strength, no special class skills or feats separating your character from any other citizen of Arkham. Yes, your character may well gain magical powers and travel to exotic destinations, as in other roleplaying games. But such “improvements” come at a cost, at the cost of lowering your irreplaceable Sanity. In <strong>Call of Cthulhu</strong>, the player knows at the outset that his character, if played long enough, will go insane and die. That’s a very different proposition from hoping that your character will become the vampiric Prince of Pittsburgh or get a Helm of Command at 18th level. Of course if that was all it was, <strong>Call of Cthulhu</strong> would simply be nihilistic, an exercise in masochistic masturbation. At best, its characters would resemble the decadent aesthetes of Lovecraft’s short story “The Hound,” seeking ever more outré pleasures, or perhaps the shortsighted Tillinghast in “From Beyond,” accepting insanity as the necessary visa for interdimensional tourism. And in many of Lovecraft’s stories, this is the case -- Lovecraft was, after all, a nihilist (albeit a gentlemanly nihilist) himself, who considered morality “mere Victorian fiction.” The object of terror, for Lovecraft, is terror.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/deconstructing-realms-of-cthulhu/' rel='bookmark' title='Permanent Link: Cthulhu Week: Deconstructing Realms of Cthulhu'>Cthulhu Week: Deconstructing Realms of Cthulhu</a></li>
<li><a href='http://www.flamesrising.com/tentacles-that-bind/' rel='bookmark' title='Permanent Link: Cthulhu Week: The Tentacles That Bind'>Cthulhu Week: The Tentacles That Bind</a></li>
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              string(25826) "<br/><p><em>Kenneth Hite, author of <b>Cthulhu 101</b> and other Mythos tomes of dark intent brings us a tale of the <strong>Call of Cthulhu</strong> roleplaying game from Chaosium.</p>
<p>Enjoy this contribution to <strong>Cthulhu Week</strong>, but don&#8217;t read too deep&#8230;we can&#8217;t be held responsible for what horrors are left behind&#8230;</em></p>
<blockquote><p>“And as I said before, I haven’t any mental energy to spare on unamusing side-lines. It’s just the same with games. Meaningless spotted pasteboards, carved castles and horses’ heads … No, Grandpa ain’t made to relish sech didoes! All these things are, in their superior form, simply by-products of excess intellectuality &#8212; which I haven’t the honour to possess. In their inferior form they are of course simply avenues of escape for persons with too poorly proportioned and correlated a perspective to distinguish betwixt the frivolous and the relevant…”<br />
	&#8211; H.P. Lovecraft, letter to James F. Morton, Feb. 2, 1932 (<em>Selected Letters</em> IV, p. 13)</p></blockquote>
<p><a href="http://www.amazon.com/gp/product/0345329457?ie=UTF8&#038;tag=flamesrising-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0345329457" target="_new"><img src="https://images-na.ssl-images-amazon.com/images/I/51-dnsPA5tL._SL160_.jpg" alt="At the Mountains of Madness" width="125" height="188" align="right"></a>H.P. Lovecraft would think I was wasting my time. And, if you go by the vast majority of roleplaying games out there, you’d be hard pressed to prove him wrong. Almost without exception, the most popular games are the ones that encourage “avenues of escape,” usually into the purest adolescent power fantasy. In <strong>Dungeons &#038; Dragons</strong>, for example, you are stronger, faster, and better at killing things than most people, you have magic powers (or magic items) that are sheerly impossible, and there’s nothing to prevent you from killing things and taking their belongings, by which deeds you grow ever more powerful. Especially in early versions of <strong>Vampire</strong>, the power fantasy was even more explicitly adolescent &#8212; you had all manner of cool, romantic abilities that centered around staying out all night and cruising, but the Elders kept frustrating you for their own arbitrary reasons. Throughout it, your vampire is urged to wallow in his own sense of anguish, a pain that nobody can understand, worse than anybody’s pain, ever. Occasionally, games will present adolescent power fantasies with a scrim of morality &#8212; alignments in some versions of <strong>Dungeons &#038; Dragons</strong>, or the superheroic models of games like Champions. Sometimes the adolescent fantasy is more literally escapist, a fantasy of “getting out of here,” complete with cool “free trader” spacecraft in <strong>Traveller</strong> or at least the vicarious thrills of Luke Skywalker’s adolescent escapades in <strong>Star Wars</strong>.</p>
<p>But it’s all fundamentally adolescent power fantasies at bottom, or at the very most innocuous, escapism. And there’s nothing wrong with that &#8212; we’ve all got that mistreated, misunderstood ego inside us who wants nothing more than to supercharge the old id and slaughter orcs. It’s worth recalling, as well, C.S. Lewis’ observation that the usual enemies of escapism are jailers. But it’s just not that important to think about. It’s not worth any more time than it takes to fill up the dungeon or stat out the starship. And this isn’t to say that no roleplaying game can be the subject of critical thinking &#8212; if only as a product of its times, <strong>Vampire</strong> repays a good deal of critical examination, for example. And some games &#8212; the various <strong>Lord of the Rings</strong> games, for example &#8212; might borrow the weight of their source material. Certainly the whole medium of roleplaying games is grossly underexamined as an art form by narratologists and scholars of drama, and deserving of far more critical attention. Game designers can certainly learn to create better games by such examination, as well. But aside from such historicism or refraction, or investigations into the games’ nature and form, how much importance, how much moral weight, can you really attach to the specific stories told within these narrative structures? I would say &#8212; and I would expect most RPG designers to say &#8212; pretty much none whatsoever. Almost the sole exception is Sandy Petersen’s <strong>Call of Cthulhu</strong>.<a name="footnote">(1)</a> <a href="#read">Read Footnote</a></p>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=79&#038;products_id=56336" target="_new"><img src="http://flamesrising.rpgnow.com/images/2/56336.gif" width="125" align="right"></a>In <strong>Call of Cthulhu</strong>, your character explicitly starts no better than any other. There is no leveling up, no percentile strength, no special class skills or feats separating your character from any other citizen of Arkham. Yes, your character may well gain magical powers and travel to exotic destinations, as in other roleplaying games. But such “improvements” come at a cost, at the cost of lowering your irreplaceable Sanity. In <strong>Call of Cthulhu</strong>, the player knows at the outset that his character, if played long enough, will go insane and die. That’s a very different proposition from hoping that your character will become the vampiric Prince of Pittsburgh or get a Helm of Command at 18th level. Of course if that was all it was, <strong>Call of Cthulhu</strong> would simply be nihilistic, an exercise in masochistic masturbation. At best, its characters would resemble the decadent aesthetes of Lovecraft’s short story “The Hound,” seeking ever more outré pleasures, or perhaps the shortsighted Tillinghast in “From Beyond,” accepting insanity as the necessary visa for interdimensional tourism. And in many of Lovecraft’s stories, this is the case &#8212; Lovecraft was, after all, a nihilist (albeit a gentlemanly nihilist) himself, who considered morality “mere Victorian fiction.” The object of terror, for Lovecraft, is terror.</p>
<p>But a surprising number of Lovecraft’s stories back away from that precipice. In those stories, terror provokes a response. In <em>The Case of Charles Dexter Ward</em>, Dr. Willett boldly investigates Ward’s fate, and avenges him. In “The Thing on the Doorstep,” Daniel Upton does the same for his unfortunate friend Edward Derby. Walter Gilman kills the witch Keziah Mason in “Dreams in the Witch-House,” although he dies in the attempt. Although the narrator, Robert Olmstead, succumbs to “The Shadow Over Innsmouth,” his warning inspires the FBI and the Navy to destroy the town. Professor Armitage exorcises “The Dunwich Horror,” the police break up “The Horror at Red Hook,” and the narrator dynamites the Martense mansion at the end of “The Lurking Fear.” And most uncharacteristically of all, the Whipples armor up with “Crookes tubes” and flame-throwers to burn out the demonic entity within “The Shunned House.” Some critics (such as S.T. Joshi) feel that these “naïve narratives” backpedal from Lovecraft’s pure “mechanistic materialism” by positing responses to cosmic horror other than fetal surrender or panicked flight. However, in this context we can recognize them not as failed models of Lovecraftian philosophy, but as the successful seeds of <strong>Call of Cthulhu</strong> adventures. (The core rulebook, in fact, apotheosizes <em>The Case of Charles Dexter Ward</em> as the ideal model for <strong>Call of Cthulhu</strong> scenarios.) In <strong>Call of Cthulhu</strong>, you suffer inevitable madness and danger and death for a purpose &#8212; to defend the rest of Arkham, or the world, against the Cthulhu Mythos.</p>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=82355" target="_new"><img src="http://flamesrising.rpgnow.com/images/2/82355.gif" width="125" align="right"></a>That is a moral decision, to place your body and your sanity “between your loved homes, and the war’s desolation.” <strong>Call of Cthulhu</strong> is almost entirely alone among roleplaying games in that its characters are moral adults. They recognize something larger and more important than themselves or their safety. They accept self-sacrifice as the necessary price to pay to keep children safe in bed at night. “Greater love hath no man than this, that a man lay down his life for his friends.” Or better yet, for complete strangers. And this is not merely the self-sacrifice of a fireman or a Marine. The Investigators in <strong>Call of Cthulhu</strong> adventures know that the true world is more terrible than fire or fascism, more horrific than anyone can imagine. They alone know the worst thing in the entire cosmos that can happen to a person &#8212; and they bring it on themselves to keep it away from others. Now that’s a game worth playing. And more to the point, one worth thinking about critically.</p>
<p><em>“Make no mistake: Oklahoma is a lot more than a mere pioneer’s and promoter’s frontier. There are old, old tribes with old, old memories there; and when the tom-toms beat ceaselessly over brooding plains in the autumn the spirits of men are brought dangerously close to primal, whispered things.”</em><br />
	&#8211; H.P. Lovecraft and Zealia Bishop, “The Mound”</p>
<p>So, granting our premise that <strong>Call of Cthulhu</strong> is, in fact, worthy of critical examination, how do we go about it? Well, in any literary pursuit, it’s best to start off with Aristotle’s <em>Poetics</em>, because nine times out of ten, you’ll find yourself back there anyway. Even without Aristotle’s hand-holding, it’s clear that <strong>Call of Cthulhu</strong> is a framework for tales of tragedy, ending in death and madness. A full campaign played to the end arouses, in Aristotle’s words, “pity and terror.” The central <em>agon</em> &#8212; the conflict &#8212; of the game, however, is not that between Investigators and the gods. It is, appropriately, larger &#8212; more cosmic &#8212; than that. It is not the heroes who have <em>hamartia</em>, the “tragic flaw.” It is, per Lovecraft, the universe that is flawed. (Or more Real than mere humanity can stand. It all depends on one’s perspective.) The <em>agon</em> is centered not on the heroes but on the universe. The universe, when faced squarely, will drive you mad, as it has at its heart the Cthulhu Mythos. However, scattered accidentally through the universe are innocent beings, the byproducts of monstrous ancient warfare. The heroic Investigators’ tragic <em>choice</em> is to choose to face the universe squarely, to learn about its truth &#8212; the Mythos &#8212; and by so doing, go mad. Only by dooming oneself to tragedy can you preserve the illusion &#8212; again, per Lovecraft, that’s all we have &#8212; of safety and goodness for those innocent others.</p>
<p>And that, as it happens, is also the central <em>agon</em> of the other great American narrative art form (besides fantastic fiction), the Western film. The <em>agon</em>, the central conflict, of every classic Western from <em>The Toll Road</em> in 1920 to <em>Unforgiven</em> in 1992 is as follows:</p>
<p> <center>Barbarism can only be defeated with the gun.<br />
 All those who pick up the gun are barbarians.</center>
<ul></ul>
<p><a href="http://horror.drivethrustuff.com/product_info.php?manufacturers_id=2437&#038;products_id=59194" target="_new"><img src="http://horror.drivethrustuff.com/images/2437/59194.jpg" width="125" align="right"></a>This central tension is most visible in the Westerns of John Ford, such as <em>The Searchers</em>, in which John Wayne’s violent Indian-killer Ethan Edwards is needed to rescue Debbie from the Comanche, but his violence and hatred have no part in the civilization he returns her to. Another, even clearer, example is Ford’s <em>The Man Who Shot Liberty Valance</em>. This 1962 film tells the story of three men: Lee Marvin’s Liberty Valance, an outlaw who terrorizes the town of Shinbone, John Wayne’s Tom Doniphan, a rancher and deadly shot who keeps Valance at a distance, and Jimmy Stewart’s Ransom Stoddard, an Eastern lawyer who rejects the gun and tries to use the law and social pressure to defeat Valance. In a tense showdown, Valance is shot and killed. The town hails Stoddard as “the man who shot Liberty Valance,” and thanks to this reputation, he is able to secure statehood &#8212; and therefore peace and civilization &#8212; for Shinbone’s territory. However, this is a lie. The man who actually shot Liberty Valance is Tom Doniphan, firing from the shadows across the street. From that moment, Doniphan’s life falls apart. He is rejected by his ideal woman in favor of the newly confident and lionized Stoddard, and dies a failure, drunken and unmourned. To secure the blessings of peace for Shinbone, Stoddard must allow the world to “print the legend.”</p>
<p>This is the fate of the <strong>Call of Cthulhu</strong> Investigator, then. He is the Tom Doniphan of Arkham. He must defeat the Mythos in secret, from the shadows. To do so, he must understand, and perhaps even utilize, the Mythos &#8212; spells from the <em>Necronomicon</em>, or greenish star-stones from the Elder Things’ necropolis. Even telling the world of his actions endangers it, and should a Ransom Stoddard learn the truth, he must erase it, “print the legends” of decency and morality and conventional Euclidean geometry. And by those legends, those rules, the Investigator cannot be allowed. The Investigator becomes that which he destroys, a being tainted by the Mythos, eventually driven mad by it. Recasting the tension:</p>
<p> <center>Those Outside can only be defeated by understanding the Mythos.<br />
 Those who understand the Mythos have moved Outside.</center>
<ul></ul>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=79&#038;products_id=82096" target="_new"><img src="http://flamesrising.rpgnow.com/images/2/82096.gif" width="125" align="right"></a>The “gun” of the Western becomes the Mythos tome, or star-stone, or Gate spell, or simple understanding of the threat in <strong>Call of Cthulhu</strong>. Game-mechanically, it’s the Cthulhu Mythos skill, ever creeping upward and always eroding Sanity as it does. Lovecraft’s stories bear this out less mechanically &#8212; some of his heroes, such as Professor Armitage and Doctor Willett, presumably remain useful members of society. Others, such as Robert Olmstead or Walter Gilman, give way to the horrors. Some few have their veracity, or their very sanity, questioned. In general, Lovecraft’s less sane narrators are the ones who failed &#8212; Thurston in “The Call of Cthulhu,” Dyer in <em>At the Mountains of Madness</em>, etc. But you can see the skeleton (perhaps in pieces) of the <strong>Call of Cthulhu</strong> <em>agon</em> present in Lovecraft’s overarching narrative structure none the less.</p>
<p>There is a way out, and it’s one that Robert E. Howard, for example, would have jumped at. The Western is almost always about the moment in time in which the frontier moves on and civilization arrives, the “frontier moment.” But presumably in the past, before that moment, the “necessary barbarian” could stay on, if only on the outskirts. The gunfighter Tom Doniphan begins the movie, after all, as Shinbone’s favorite son. Another example: in the “past” of <em>High Noon</em>, Marshal Kane once rallied the townsfolk to drive out the villain Frank Miller. But in the filmic “present,” the town is too civilized to help him. At the end Kane takes on Miller alone &#8212; and leaves civilization behind.</p>
<p>Lovecraft will occasionally set his “frontier moment” in the past. Take, for example, <em>The Case of Charles Dexter Ward</em>. The evil sorcerer Joseph Curwen (the “Frank Miller” or “Liberty Valance” of the tale) meets a fiery doom in 1771 at the hands of a posse of heroic Investigators. They were able to go on with their lives, and Lovecraft notes that “every man of those leaders had a stirring part to play in later years.” (HPL populates the posse with a number of Revolutionary War heroes from Rhode Island history.) But even then, they had to print the legend, to keep silence. “There is something frightful,” Lovecraft writes, “in the care with which these actual raiders destroyed each scrap which bore the least allusion to the matter.” Even in the wide-open heroic past, too much heroism was dangerous: “Hardest to explain was the nameless odour clinging to all the raiders…”</p>
<p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=57993" target="_new"><img src="http://flamesrising.rpgnow.com/images/340/57993.jpg" width="125" align="right"></a>Although it may be less immediately apparent, one other parallel between the Lovecraftian story or <strong>Call of Cthulhu</strong> scenario and the Western obtrudes itself. That is the role of space, physical extent, and of the hostile and forbidding landscape. John Ford was fond of filming his heroes small and insignificant against the vast vistas of Monument Valley, emphasizing the mighty challenge of civilizing such a desert. Almost every Western worth the name is an interaction with the setting, with the land itself, if only in the cinematography. (<em>Liberty Valance</em>, filmed mostly on a backlot, is a rare exception &#8212; although Tom Doniphan’s abandoned ranch has a very Dunwichian aspect to it.) Sometimes, as in <em>Shane</em>, the landscape almost becomes a character, and its character becomes an issue. Is it destined for (barbarian) ranching or (civilized) farming? Which will the land choose? Lovecraft, of course, used the wild hills and woods of western New England &#8212; and then the vast frozen plateau of Antarctica &#8212; just as surely as Ford used the Arizona desert, and in almost exactly the same way.</p>
<p>HPL himself ascribes the American horror impulse to the landscape, in “Supernatural Horror in Literature,” where he describes the Puritan reaction to “the strange and forbidding nature of the scene … the vast and gloomy virgin forests in whose perpetual twilight all terrors might well lurk.” Lovecraft even notes “hordes of coppery Indians [with] strange, saturnine visages and violent customs” that might come right out of the John Ford playbook. (Although Ford was far fairer to the Indians than was the racist Lovecraft.) And as Philip Shreffler notes in <em>The H.P. Lovecraft Companion</em>:</p>
<blockquote><p>The scope of Lovecraft’s horror stories becomes cosmic in nature; vast sweeps of space and time are the rule rather than the exception. And this is what gives Lovecraft such a peculiarly American character. From the days when English Anglicans hacked Jamestown out of the Virginia swamps and the Puritan Separatists braved the hostile environment of eastern Massachusetts on through to the present time, American writers have responded one way or another to the sheer immensity of their national landscape. What Daniel Boone used to refer to as “elbow room” has been transmuted in the hands of our artists into a kind of huge blank canvas on which grandiose philosophical ideas can be painted on a cosmic scale.</p></blockquote>
<p>Thus the Western and Lovecraftian cosmicism spring, at least in part, from precisely the same stimuli. Is it any wonder that their responses to the demands of drama are so similar? Once you begin to look for it, you see the frontier everywhere in Lovecraft &#8212; the pure exploration of <em>At the Mountains of Madness</em>, the terrors of native captivity in “The Whisperer in Darkness” (where the Mi-Go are the real First Americans), the frontiers of time itself in “The Shadow Out of Time” and “The Call of Cthulhu.” But the frontier means danger, and the danger to Arkham and the world cannot be plowed under by sodbusters or talked away by Ransom Stoddards. It requires constant vigilance, and constant sacrifice. Every moment of mankind’s history is the “frontier moment,” because the Mythos transcends time. We must all of us &#8212; from 1890s Golden Dawn members to 21st century Delta Green ops &#8212; become the man who shot Joseph Curwen.</p>
<p><a name="read"><strong>Footnote 1:</strong></a> One can make the argument, and I have, for a handful of other RPGs as bearers of moral weight, and thus worthy of serious critical examination. The world of Ray Winninger’s <strong>Underground</strong> is explicitly designed as a critical examination of the superhero genre. Further, the direct connection in <strong>Underground</strong> between the characters’ advancement and the increase in social justice in their neighborhood is almost nonexistent in other games, though Greg Stafford and Robin Laws’ <strong>HeroQuest</strong> presents community service and improvement as one goal of heroquesting. John Tynes and Greg Stolze’s <strong>Unknown Armies</strong>, although replete with cool powers and secret destinies, strongly foregrounds the question of consequences in a way most RPGs do not. And Vince Baker’s <strong>Dogs in the Vineyard</strong> is the first Western RPG to genuinely confront the moral core of the genre, and it mechanically enforces that confrontation to produce a masterful examination of the twinned concepts of justice and responsibility.<a href="#footnote">Return to Article</a></p>
<p><em>This essay appears, in slightly earlier form, in the collection <strong><a href="http://horror.drivethrustuff.com/product_info.php?manufacturers_id=2437&#038;products_id=57393" target="_new">Dubious Shards</a></strong>, available from <strong>Atomic Overmind Press</strong> and <strong>Ronin Arts</strong>.</em></p>
<p><strong>About Kenneth Hite</strong><br />
Kenneth Hite is an author of the best introductory primer (<strong>Cthulhu 101</strong>), the second-best roleplaying game (<strong>Trail of Cthulhu</strong>), the fourth-best book of criticism (<strong>Tour de Lovecraft: the Tales</strong>), the best alternate comics history (<strong>Adventures Into Darkness</strong>), the fourth-best Tarot treatment (<strong>Tarot of Cthulhu: Major Arcana</strong>), the seventh-best RPG supplement (<strong>Delta Green: Targets of Opportunity</strong>), and the two best children&#8217;s books (<strong>Where the Deep Ones Are</strong> and <strong>The Antarctic Express</strong>) about the Cthulhu Mythos. He has also written 70 or so books and games that barely touch on Cthulhu at all. He blogs, if you can call it that, at <a href="http://princeofcairo.livejournal.com" target="_new">PrinceofCairo.livejournal.com</a>.</p>
<p>He lives in Chicago with two Lovecraftian cats and one non-Lovecraftian wife. </p>
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            string(2592) "<br/><br /><a href="http://flamesrising.rpgnow.com/product_info.php?cPath=79&#038;products_id=56336" target="_new"><img src="http://flamesrising.rpgnow.com/images/2/56336.gif" width="125" align="right"></a><em>Kenneth Hite, author of <b>Cthulhu 101</b> and other Mythos tomes of dark intent brings us a tale of the <strong>Call of Cthulhu</strong> roleplaying game from Chaosium.

Enjoy this contribution to <strong>Cthulhu Week</strong>, but don't read too deep...we can't be held responsible for what horrors are left behind...</em>

In <strong>Call of Cthulhu</strong>, your character explicitly starts no better than any other. There is no leveling up, no percentile strength, no special class skills or feats separating your character from any other citizen of Arkham. Yes, your character may well gain magical powers and travel to exotic destinations, as in other roleplaying games. But such “improvements” come at a cost, at the cost of lowering your irreplaceable Sanity. In <strong>Call of Cthulhu</strong>, the player knows at the outset that his character, if played long enough, will go insane and die. That’s a very different proposition from hoping that your character will become the vampiric Prince of Pittsburgh or get a Helm of Command at 18th level. Of course if that was all it was, <strong>Call of Cthulhu</strong> would simply be nihilistic, an exercise in masochistic masturbation. At best, its characters would resemble the decadent aesthetes of Lovecraft’s short story “The Hound,” seeking ever more outré pleasures, or perhaps the shortsighted Tillinghast in “From Beyond,” accepting insanity as the necessary visa for interdimensional tourism. And in many of Lovecraft’s stories, this is the case -- Lovecraft was, after all, a nihilist (albeit a gentlemanly nihilist) himself, who considered morality “mere Victorian fiction.” The object of terror, for Lovecraft, is terror.


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          string(1519) "<br/><br /><img src="http://www.topcow.com/images/stories/cow/covers/wb/thumbs/WB135_COVA_stamped.png" width="125" align="right">When we last left off (back in March, embarrassingly enough), Sara Pezzini -- aka, the bearer of the re-united witchblade -- was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It's clear that something is not right here at robots 'r us -- I mean, assassin robots should clue a person in on laws being broken -- but while Aphrodite's mission is about killing the traitor to her programmers, Sara's determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it's not that easy -- there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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<p>When we last left off (back in March, embarrassingly enough), Sara Pezzini &#8212; aka, the bearer of the re-united witchblade &#8212; was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It&#8217;s clear that something is not right here at robots &#8216;r us &#8212; I mean, assassin robots should clue a person in on laws being broken &#8212; but while Aphrodite&#8217;s mission is about killing the traitor to her programmers, Sara&#8217;s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it&#8217;s not that easy &#8212; there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.</p>
<p>There&#8217;s a whole lot of great banter in #135. Back in the War of the Witchblades arc, it was hard to tell if Sara&#8217;s snark and sharp tongue came out of her being temporarily evil. We see here that the caustic wit is all Sara. (Who else could deliver the line &#8220;I don&#8217;t care if you are just R2-D2 with nice tits&#8221; with a straight face?) The artwork, as usual, is fantastic &#8212; there&#8217;s a great page where Sara and Aphrodite face off for three panels before one of them is willing to lower a weapon to talk. The moment is really captured &#8212; you can almost feel the heartbeats while Sara&#8217;s deciding what to do. The witchblade also does some cool new stuff &#8212; Sara&#8217;s armor is more elaborate, and both the weapons and tools used in this issue expand what I&#8217;ve seen the witchblade do. There are fewer unique panel arrangements in this issue than in earlier parts of the series, but that&#8217;s rectified as the story continues in issue #136. Sejic breaks out some more non-traditional panel divisions and layouts to emphasize the action &#8212; and action is required when Aphrodite&#8217;s cyborg sibs bring the fight to our new super-team. The witchblade continues to evolve, using some of the same style moves we saw when Sara was evil. Here, however, they&#8217;re controlled, and Sara doesn&#8217;t feel the need to hold back, since her foes are human facsimiles, not actual humans.</p>
<p>But even great team-ups have to come to an end, especially when missions and duties collide. Aphrodite can&#8217;t let law prevail over her work (killing her target), and Sara can&#8217;t let her assassinate someone without trying to stop her. This time, Aphrodite has the element of surprise, since Sara&#8217;s convinced of their bargain, but even though the cyborg gets the best of Sara, both of them live to walk away (and continue on in different series &#8212; Sara&#8217;s story keeps going in Witchblade,and Aphrodite is moving over to the new Artifacts series). The three-part arc ends up stronger than the first issue led me to believe it would. It&#8217;s hard to follow an amazing arc like War of the Witchblades, but Almost Human comes together at the end, showing that even when she gives every appearance of being inhuman, it could be that Aphrodite has human emotions after all. And Sara, after having been consumed by darkness, has learned to value her own humanity. (Gleason gets the short end of the stick in this arc &#8212; he makes appearances in these issues, but mostly to remind Sara that they&#8217;re partners, and she ought to count on him. I wonder how many times he&#8217;ll be able to give that lecture before he realizes that part of Sara&#8217;s life isn&#8217;t going to change.)</p>
<p>So, it&#8217;s a short arc that&#8217;s definitely worth the read, and a nice bridge into whatever the next big story is for Sara and company. Ron Marz is also doing a great job writing threads to be taken on by other series in the world, making it easy to get interested in the several titles that launched this year.</p>
<p><i>Review by Alana Abbott</i></p>
<p><center><a href="http://comics.drivethrustuff.com/index.php?affiliate_id=22713" target="_new"><img src="http://comics.drivethrustuff.com/themes/dtcomics/images/affiliatebanner5.gif"></a></center></p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/artifacts-1-comic-review/' rel='bookmark' title='Permanent Link: Artifacts Issue 1 Comic Review'>Artifacts Issue 1 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-134-review/' rel='bookmark' title='Permanent Link: Witchblade #134 Comic Review'>Witchblade #134 Comic Review</a></li>
<li><a href='http://www.flamesrising.com/witchblade-131-review/' rel='bookmark' title='Permanent Link: Witchblade #131 Comic Review'>Witchblade #131 Comic Review</a></li>
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...a terrible figure called Gruesome George rose from the depths. In his wake arose untold legions of ravenous zombies, and other strange creatures. But who or what is Gruesome George scouring the oceans for? Who is the Red Widow? Join Smilin' Jack O'Hurlihan, Esmeralda, and Dr. Theopolis as they attempt to solve this mystery and defeat the Zombie Pirates!

<strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Zombie Pirates</a></strong> is a unique adventure-strategy game in which players sail the Shimmering Seas battling ravenous hordes. Along the way, they gather treasures, unlock new ships and characters, and build fleets to defeat wave after wave of relentless enemies.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/living-dead-zombie-anthology/' rel='bookmark' title='Permanent Link: The Living Dead Zombie Anthology'>The Living Dead Zombie Anthology</a></li>
<li><a href='http://www.flamesrising.com/talk-like-pirate/' rel='bookmark' title='Permanent Link: Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising'>Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising</a></li>
<li><a href='http://www.flamesrising.com/pirates-of-the-high-seas-nox-arcana/' rel='bookmark' title='Permanent Link: Phantoms of the High Seas by Nox Arcana'>Phantoms of the High Seas by Nox Arcana</a></li>
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<p><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new"><img src="http://flamesrising.rpgnow.com/images/3370/83840.jpg" width="200" align="right"></a>&#8230;a terrible figure called Gruesome George rose from the depths. In his wake arose untold legions of ravenous zombies, and other strange creatures. But who or what is Gruesome George scouring the oceans for? Who is the Red Widow? Join Smilin&#8217; Jack O&#8217;Hurlihan, Esmeralda, and Dr. Theopolis as they attempt to solve this mystery and defeat the Zombie Pirates!</p>
<p><strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Zombie Pirates</a></strong> is a unique adventure-strategy game in which players sail the Shimmering Seas battling ravenous hordes. Along the way, they gather treasures, unlock new ships and characters, and build fleets to defeat wave after wave of relentless enemies.</p>
<p>This <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Collector&#8217;s Edition</a></strong> includes the entire game plus new challenges, achievements, a Rum Running mini-game, and an all new adventure: <em>Jack&#8217;s Nightmare!</em></p>
<p>&#8220;Sometimes you gotta save the world before you can plunder it!&#8221;</p>
<p><strong>Features:</strong></p>
<p>    * A colorful, cartoon-style game with something for all ages<br />
    * An engrossing story with a surprise ending-&#8221;The Curse of the Red Widow&#8221;<br />
    * Dozens of unlockable friendly and enemy units, including giant monsters!<br />
    * 8 locations ranging from tropical Cannibal Isles to the frozen wastes of Polaris<br />
    * 42 scenarios with Boss Battles<br />
    * 16 Upgrades available at Tortuga Sally&#8217;s Trading Port<br />
    * 43 Achievements<br />
    * Replay levels for higher Ranks after completion of Adventure Mode</p>
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<p><strong>Zombie Pirates (Collector&#8217;s Edition)</strong> is available at the <strong><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=83840" target="_new">Flames Rising RPGNow Shop</a></strong>.</p>


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<li><a href='http://www.flamesrising.com/talk-like-pirate/' rel='bookmark' title='Permanent Link: Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising'>Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising</a></li>
<li><a href='http://www.flamesrising.com/pirates-of-the-high-seas-nox-arcana/' rel='bookmark' title='Permanent Link: Phantoms of the High Seas by Nox Arcana'>Phantoms of the High Seas by Nox Arcana</a></li>
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...a terrible figure called Gruesome George rose from the depths. In his wake arose untold legions of ravenous zombies, and other strange creatures. But who or what is Gruesome George scouring the oceans for? Who is the Red Widow? Join Smilin' Jack O'Hurlihan, Esmeralda, and Dr. Theopolis as they attempt to solve this mystery and defeat the Zombie Pirates!

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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/living-dead-zombie-anthology/' rel='bookmark' title='Permanent Link: The Living Dead Zombie Anthology'>The Living Dead Zombie Anthology</a></li>
<li><a href='http://www.flamesrising.com/talk-like-pirate/' rel='bookmark' title='Permanent Link: Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising'>Ahoy There! Celebrate Talk Like a Pirate Day with Flames Rising</a></li>
<li><a href='http://www.flamesrising.com/pirates-of-the-high-seas-nox-arcana/' rel='bookmark' title='Permanent Link: Phantoms of the High Seas by Nox Arcana'>Phantoms of the High Seas by Nox Arcana</a></li>
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When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/compacts-and-conspiracies/' rel='bookmark' title='Permanent Link: Compacts and Conspiracies for Hunter: the Vigil'>Compacts and Conspiracies for Hunter: the Vigil</a></li>
<li><a href='http://www.flamesrising.com/the-keepers-review/' rel='bookmark' title='Permanent Link: The Keepers (Hunter: the Vigil) Review'>The Keepers (Hunter: the Vigil) Review</a></li>
<li><a href='http://www.flamesrising.com/hunter-the-vigil-rpg-review/' rel='bookmark' title='Permanent Link: Hunter: the Vigil RPG Review'>Hunter: the Vigil RPG Review</a></li>
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<ul></ul>
<p>A good PDF should be more than just a scanned version of a book. Okay, so many of them are laced with hyperlinks and bookmarks, which are great. Some PDF releases really explore the potential behind pure digital media. </p>
<p>When the second edition of <a href="http://flamesrising.rpgnow.com/product_info.php?products_id=2310&#038;it=1&#038;affiliate_id=234579" target="_new">Vampire: the Masquerade </a>came out, I didn’t care about the <a href="http://flamesrising.rpgnow.com/product_info.php?products_id=90&#038;it=1&#038;affiliate_id=234579" target="_new">Tremere</a> at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it. I’ve grown to appreciate them over the years (mostly due to the evil machinations of my dear friend Ashley), but that’s another story.</p>
<p>White Wolf realizes two key things with this release:</p>
<p>1. You can’t please all the fans all the time, so why force them to buy a book full of compacts they’ll never use.<br />
2. Lots of fans are, by nature, collectors and will go ahead and buy all the stuff anyway.</p>
<p>Yes, those two factors seem to fly right in the face of each other; however, they appear to be the guiding light behind this endeavor. In today’s review, I’m not going into artwork or layout on the grounds that much of the artwork comes from earlier sources. For a pure PDF release (an experimental one at that), this makes perfect sense. We’re just going to jump right into the material and how the developers laid it out.</p>
<p>There are two ways to pick up this product. You can buy it piecemeal for less than a dollar apiece. Each of these pieces cover nine or so pages. There is also the complete option, which comes in at $6.99 and 84 pages. I’m behind this tactic even though I’m nerdy enough to want the extra material (even though I may not read it). There are times though that a quick dollar spent to upload ten pages on, say, the Ashwood Abbey could make for some quick inspiration when prepping for a game.</p>
<p>And these are good prepping materials too! There is roughly a page devoted to an overview of the compact or conspiracy. From there, three sides (and secrets) are unveiled so that no group gets pigeonholed. After this setting-strong material is finished, some system-strong material steps forward. Endowments is the most common new addition to the groups; however,the sections also provide some “bonus material” that can include some interesting directions. I most enjoyed reading the section in Null Mysteriis regarding CSI on the supernatural and the Union’s section on mapmaking.</p>
<p>Some might find the material in this PDF to be a bit redundant of the corebook, so I would suggest picking up a favorite compact/conspiracy first. After that, attack the others with abandon (sadly you would have to repurchase the single unit again with the complete set). The &#8220;repeated&#8221; text is, to me, delivered in a fresh enough approach that I found it worth a second look.</p>
<p>This book does what iTunes offers. You sometimes don’t want a full CD &#8211; just the two or three good songs are enough, Mr. One-Shot-Wonder. Sometimes you don’t want a full book either, so you get what you have here. It’s a great idea. I’m leaving you without my usual scoring this review since I didn’t look at all the things I generally do. My overall for Compacts and Conspiracies is five out of five dice; it’s an ingenious direction to explore large gaming projects.</p>
<p><i>Review by Todd Cash</i></p>
<p><a href="http://flamesrising.rpgnow.com/index.php?affiliate_id=234579"><img src="http://flamesrising.rpgnow.com/themes/rpgnow/images/affiliatebanner3.gif" border="0" alt="Flames Rising PDF Store" title=" Flames Rising PDF Store " title="Flames Rising PDF Store"></a></p>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/compacts-and-conspiracies/' rel='bookmark' title='Permanent Link: Compacts and Conspiracies for Hunter: the Vigil'>Compacts and Conspiracies for Hunter: the Vigil</a></li>
<li><a href='http://www.flamesrising.com/the-keepers-review/' rel='bookmark' title='Permanent Link: The Keepers (Hunter: the Vigil) Review'>The Keepers (Hunter: the Vigil) Review</a></li>
<li><a href='http://www.flamesrising.com/hunter-the-vigil-rpg-review/' rel='bookmark' title='Permanent Link: Hunter: the Vigil RPG Review'>Hunter: the Vigil RPG Review</a></li>
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When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/compacts-and-conspiracies/' rel='bookmark' title='Permanent Link: Compacts and Conspiracies for Hunter: the Vigil'>Compacts and Conspiracies for Hunter: the Vigil</a></li>
<li><a href='http://www.flamesrising.com/the-keepers-review/' rel='bookmark' title='Permanent Link: The Keepers (Hunter: the Vigil) Review'>The Keepers (Hunter: the Vigil) Review</a></li>
<li><a href='http://www.flamesrising.com/hunter-the-vigil-rpg-review/' rel='bookmark' title='Permanent Link: Hunter: the Vigil RPG Review'>Hunter: the Vigil RPG Review</a></li>
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          string(1719) "<br/><strong>ACD Games Day</strong> is an annual tradeshow put on by hobby games distributor ACD Distribution LLC that connects retailers with the top publishers. This year’s show was bigger than last year and offered exhibitors and attendees to explore a brand new location in Downtown Madison.

Industry veteran Boyan Radakovich, who is ACD’s new Marketing Manager, had this to say about his first ACD Games Day. 

<blockquote>"I wanted to make sure that ACD Games Day had the feeling of a marquee tradeshow. We moved to the beautiful Monona Terrace Convention Center and Hilton Madison for our event programming. We also increased the number of seminars to sixteen total, including key manufacturer seminars like the Wizards of the Coast track, the Mayfair Demo-2-Demo program, and many others."</blockquote>

Having attended a show the previous year, I could definitely tell the difference between this year’s and last year’s show. This venue was bigger and well laid out. There were demo tables set up with games throughout the hall and there was a lot of attention to detail -- included projected exhibitor and sponsor logos above the exhibition hall.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/first-look-at-munchkin-zombies/' rel='bookmark' title='Permanent Link: First Look at Munchkin Zombies'>First Look at Munchkin Zombies</a></li>
<li><a href='http://www.flamesrising.com/mgd2-update/' rel='bookmark' title='Permanent Link: Madison Games Day 2 is October 17th'>Madison Games Day 2 is October 17th</a></li>
<li><a href='http://www.flamesrising.com/gencon-in-review-mlv/' rel='bookmark' title='Permanent Link: My GenCon in Review'>My GenCon in Review</a></li>
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<p>Industry veteran Boyan Radakovich, who is ACD’s new Marketing Manager, had this to say about his first ACD Games Day. </p>
<blockquote><p>&#8220;I wanted to make sure that ACD Games Day had the feeling of a marquee tradeshow. We moved to the beautiful Monona Terrace Convention Center and Hilton Madison for our event programming. We also increased the number of seminars to sixteen total, including key manufacturer seminars like the Wizards of the Coast track, the Mayfair Demo-2-Demo program, and many others.&#8221;</p></blockquote>
<p>Having attended a show the previous year, I could definitely tell the difference between this year’s and last year’s show. This venue was bigger and well laid out. There were demo tables set up with games throughout the hall and there was a lot of attention to detail &#8212; included projected exhibitor and sponsor logos above the exhibition hall.</p>
<p>This year, there were a ton of horror-related games and publications that were demoed on the floor. From Steve Jackson Games, I was able to get my first look at <em>Munchkin Zombies</em>, both the green and purple version of the Cthulhu dice bag, <em>Munchkin: Santa’s Revenge</em>, the anniversary edition box set of <em>Give Me The Brain</em>, as well as the Cthulhu and Zombie Dice games, too. Steve Jackson wasn’t the only exhibitor that had horror-themed games on hand. Wizards of the Coast was displaying its brand new <em>Castle Ravenloft</em> board game which I was able to demo at GenCon. (More on Castle Ravenloft in an upcoming post!) Mayfair Games is giving players the chance to open portals in its new Lovecraft-inspired game called <em>Witch of Salem</em>, which was inspired by a German horror author’s book. </p>
<p>Other items of note for horror fans are: an upcoming deck building game from Bandai based on <em>Resident Evil</em>, several horror-themed T-Shirts from OffWorld Designs, and the <em>Nightmare Before Christmas</em>-themed editions of Monopoly, Jenga, Yahztee and Trivial Pursuit.</p>
<p>In addition to these titles, I also had a lot of fun expanding my gaming horizons by sitting down with the folks from Sandstorm Publishing to play <em>Poo</em> (which could be horrifying, depending upon how you look at it) and had a blast.</p>
<p>In my opinion, I thought the show was very well organized and gave everyone an opportunity to try out new games and make connections. For more about ACD Games Day, check out these links:</p>
<ul>
<li><a href="http://www.icv2.com/articles/news/18269.html" target="_new">ACD Games Bigger at ICV2.com</a></li>
<li><a href="http://www.modelretailer.com/en/The%20Industry/Industry%20News/2010/08/ACDGamesDay.aspx" target="_new">ACD Distribution Games Day at Model Retailer Magazine</a></li>
</ul>


<p><strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/first-look-at-munchkin-zombies/' rel='bookmark' title='Permanent Link: First Look at Munchkin Zombies'>First Look at Munchkin Zombies</a></li>
<li><a href='http://www.flamesrising.com/mgd2-update/' rel='bookmark' title='Permanent Link: Madison Games Day 2 is October 17th'>Madison Games Day 2 is October 17th</a></li>
<li><a href='http://www.flamesrising.com/gencon-in-review-mlv/' rel='bookmark' title='Permanent Link: My GenCon in Review'>My GenCon in Review</a></li>
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Industry veteran Boyan Radakovich, who is ACD’s new Marketing Manager, had this to say about his first ACD Games Day. 

<blockquote>"I wanted to make sure that ACD Games Day had the feeling of a marquee tradeshow. We moved to the beautiful Monona Terrace Convention Center and Hilton Madison for our event programming. We also increased the number of seminars to sixteen total, including key manufacturer seminars like the Wizards of the Coast track, the Mayfair Demo-2-Demo program, and many others."</blockquote>

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<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/first-look-at-munchkin-zombies/' rel='bookmark' title='Permanent Link: First Look at Munchkin Zombies'>First Look at Munchkin Zombies</a></li>
<li><a href='http://www.flamesrising.com/mgd2-update/' rel='bookmark' title='Permanent Link: Madison Games Day 2 is October 17th'>Madison Games Day 2 is October 17th</a></li>
<li><a href='http://www.flamesrising.com/gencon-in-review-mlv/' rel='bookmark' title='Permanent Link: My GenCon in Review'>My GenCon in Review</a></li>
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          string(1976) "<br/><br /><a href="http://www.amazon.com/gp/product/1844168778?ie=UTF8&#038;tag=flamrisi-20&#038;link_code=as3&#038;camp=211189&#038;creative=373489&#038;creativeASIN=1844168778"><img src="https://images-na.ssl-images-amazon.com/images/I/51GDqVGsVoL._SL160_.jpg" align="right"></a>Sword of Justice is the opener for the Warhammer Heroes series of novels  featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.

One thing I have to point out is the superb manner in which the author describes the characters, the scenes and how the characters are …human. One thing  that I feel sets a good novel apart from a great one is having characters that are fallible, that make mistakes; especially when we see them coming and even when we don’t. I loathe Mary Sue characters, Golden Child characters, “the Chosen One” who really is a superhero in all but the cape…usually. Putting it mildly, the characters in this novel are all flawed in one way or another.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/brunner-bounty-hunter-review/' rel='bookmark' title='Permanent Link: Brunner The Bounty Hunter: Omnibus edition Review'>Brunner The Bounty Hunter: Omnibus edition Review</a></li>
<li><a href='http://www.flamesrising.com/nemesis-james-swallow-review/' rel='bookmark' title='Permanent Link: Nemesis Fiction Review'>Nemesis Fiction Review</a></li>
<li><a href='http://www.flamesrising.com/shadow-king-review/' rel='bookmark' title='Permanent Link: Shadow King Fiction Review'>Shadow King Fiction Review</a></li>
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<p><strong>Sword  of Justice by Chris Wraight</strong><br />
Black Library Publishing<br />
414 pages</p>
<p><em>Fresh from the slaughter of the  Emperor&#8217;s enemies in the north, Ludwig Schwarzhelm, Emperor&#8217;s Champion,  is sent to Averland to oversee the inauguration of a new elector count.  Beset by greenskins, and hampered on all sides by the ambitions of rival  magnates, he is soon fighting to keep the fractious province together.  But the rot runs deep. Powerful forces in Altdorf seem determined to see him fail,  and suspicion falls on even his most trusted allies. When all is at its  bleakest, the mark of Chaos and the full horror of his task is finally  revealed. Alone, doubted by those closest to him, this will be  Schwarzhelm&#8217;s greatest ever challenge, one on which the destiny of the  Empire itself depends.</em> </p>
<p><strong>Review:</strong></p>
<p>Sword of Justice is the opener for the Warhammer Heroes series of novels  featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.</p>
<p>One thing I have to point out is the superb manner in which the author describes the characters, the scenes and how the characters are …human. One thing  that I feel sets a good novel apart from a great one is having characters that are fallible, that make mistakes; especially when we see them coming and even when we don’t. I loathe Mary Sue characters, Golden Child characters, “the Chosen One” who really is a superhero in all but the cape…usually. Putting it mildly, the characters in this novel are all flawed in one way or another.</p>
<p>Another thing that sets this apart from other good novels is that we see some of  the plot coming, and knowing the characters aren’t omnipotent, they blunder in to things. Not stupidly (or overly so) but in ways that any  of us would. Add to this Chris Wraight throws us a few curves &#8211; nicely handled ones, I must say. Not in the M. Night Shyamalan velveeta-kind of way, but in a well thought out way that we stub our toe on…look down and realize we just lost a foot-kind of way.</p>
<p>There are some fun twists and exceptional descriptions of the setting. Actually, the description of the empire from top to bottom is the best I’ve seen yet; especially those of Altdorf  and the other main cities. Brilliant! The descriptions throughout were really well done. From the thought blurbs, to scents, sights, all the senses were covered without seeming overworked or trite.</p>
<p>Cover art: Wow. Cheoljoo Lee really pained a fantastic cover piece. It would make a beautiful poster. Man, it really is gorgeous. Well done!</p>
<p>There is a map at the beginning: good. I always like a map so I can keep an idea of where things are but there is no “Cast of Characters”. It’s a fairly  good sized cast and it can be a bit confusing. Thankfully the main characters are pretty distinct.</p>
<p>I have to  admit; I’ve fallen in love with the characters, and added their figures  to my GW wishlist. Now I need to work on my Empire guys. I’m painting up  some Reiksguard and Averlander troops! DAMN!</p>
<p><strong>Rating:</strong></p>
<p>Just…wow. Blew my doors off. I’m anxiously  awaiting the next book in the series!</p>
<p><strong>4.5  out of 5 Stars.</strong></p>
<p><i> Review by Jeff Preston</i></p>
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<li><a href='http://www.flamesrising.com/shadow-king-review/' rel='bookmark' title='Permanent Link: Shadow King Fiction Review'>Shadow King Fiction Review</a></li>
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          string(1976) "<br/><br /><a href="http://www.amazon.com/gp/product/1844168778?ie=UTF8&#038;tag=flamrisi-20&#038;link_code=as3&#038;camp=211189&#038;creative=373489&#038;creativeASIN=1844168778"><img src="https://images-na.ssl-images-amazon.com/images/I/51GDqVGsVoL._SL160_.jpg" align="right"></a>Sword of Justice is the opener for the Warhammer Heroes series of novels  featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.

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<li><a href='http://www.flamesrising.com/nemesis-james-swallow-review/' rel='bookmark' title='Permanent Link: Nemesis Fiction Review'>Nemesis Fiction Review</a></li>
<li><a href='http://www.flamesrising.com/shadow-king-review/' rel='bookmark' title='Permanent Link: Shadow King Fiction Review'>Shadow King Fiction Review</a></li>
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          string(1618) "<br/><br /><img src="http://www.worldofmunchkin.com/img/portraits/munchkinL.png" align="right">Last week, I was able to sit down with Steve Jackson from <a href="http://www.sjgames.com/" target="_new">Steve Jackson Games</a> and a group of playtesters at ACD Games Day to play a round of the upcoming <em>Munchkin Zombies</em> game.

Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn't have been more wrong. You see, I thought this game would be like <em>Munchkin: Cthulhu</em>, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In <em>Munchkin: Zombies</em> you play...a zombie! Immediately, I was struck by how disgusting and <em>wrong</em> the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies -- even Atomic Zombies! There's also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/munchkin-bites-2-review/' rel='bookmark' title='Permanent Link: Munchkin Bites 2: Pants Macabre Review'>Munchkin Bites 2: Pants Macabre Review</a></li>
<li><a href='http://www.flamesrising.com/munchkin-cthulhu-review/' rel='bookmark' title='Permanent Link: Munchkin Cthulhu Review'>Munchkin Cthulhu Review</a></li>
<li><a href='http://www.flamesrising.com/zombie-fluxx-review/' rel='bookmark' title='Permanent Link: Zombie Fluxx Game Review'>Zombie Fluxx Game Review</a></li>
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            string(9063) "<br/><p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/munchkinbrains.jpg" width="200" align="right">Last week, I was able to sit down with Steve Jackson from <a href="http://www.sjgames.com/" target="_new">Steve Jackson Games</a> and a group of playtesters at ACD Games Day to play a round of the upcoming <em>Munchkin Zombies</em> game.</p>
<p>Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn&#8217;t have been more wrong. You see, I thought this game would be like <em>Munchkin: Cthulhu</em>, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In <em>Munchkin: Zombies</em> you play&#8230;a zombie! Immediately, I was struck by how disgusting and <em>wrong</em> the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies &#8212; even Atomic Zombies! There&#8217;s also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.</p>
<p>Our playtest group consisted of people that had played the game before and people who hadn&#8217;t. It took about two rounds for everyone to pick up on the game, even with the new &#8220;official&#8221; rules. Yes, you did hear me right. If you&#8217;ve been following along with the Munchkin expansions, you should know that there have been some tweaks that have occurred since the original Munchkin was released. For example, we started with four cards from each deck rather than the original two. I didn&#8217;t encounter any other tweaks that I hadn&#8217;t already been familiar with, but if you&#8217;re confused you can always hop on over to the <a href="http://forums.sjgames.com/forumdisplay.php?f=22" target="_new">Munchkin forums</a> and ask your questions there or <a href="http://www.worldofmunchkin.com/rules/" target="_new">download the official Munchkin rules</a>.</p>
<p>We had a lot of fun reading the cards while we played because the weapons, armor and items were so disgusting and bizarre you couldn&#8217;t help but laugh. I had an &#8220;Arm&#8221; that my zombie used as a club. Another player had a &#8220;Toilet&#8221; as their armor, and someone else had a &#8220;Garbage Can.&#8221; Of course, as luck would have it, the gods of Munchkin caused the deck to be shuffled oddly, so we ended up pulling a lot of low-level monsters. As you would expect, there are some zombies in the mix that are just too wrong (stripper, anyone?) or too evil to be left standing. In our game, when we did reach some of the higher-level monsters, a few of them didn&#8217;t have a &#8220;won&#8217;t attack Level 4 or below.&#8221; I have to tell you, it was pretty frightening to face the possibility of certain death when you had nothing to defend yourself with &#8212; especially when you couldn&#8217;t get any help. Fortunately, with the help of some nice bonuses and a Cheat card right out of the gate, I was able to survive until the bitter end in true Munchkin fashion.</p>
<p>For those of you who haven&#8217;t played the game before, the goal of each player at the table is to increase their level from 1 all the way up to 10 using a counter. There are two types of cards: door cards and treasure cards. At the start of the game, you receive four of each card. Some treasure cards (Armor, Headgear, Footgear) you&#8217;ll be able to put in front of you, signifying what your &#8220;zombie&#8221; is using in a fight. Other cards give you or the monster a temporary bonus. Basic gameplay is really straightforward. You kick down a door and show that card to everyone at the table. If it&#8217;s a monster, you fight. If it&#8217;s not, you put the card in your hand and either take another card or play a monster you can beat from your own hand. When you play a monster, you can ask for help from the other players or they can gang up on you. When you beat a monster, you go up a level (or two) and take your treasure. When you don&#8217;t, you have to try to Run Away otherwise bad things will happen to your character. Any unusual cards that you may encounter have rules printed right on the card, so if you pay close enough attention you can get the gist really quickly. </p>
<p>I have to say that from what I saw, this particular flavor of Munchkin is definitely my favorite. It&#8217;s definitely the most creative and free-form version that I&#8217;ve played. Steve Jackson Games has taken what we know about zombies and have made this undead creature their own. Even though zombies are everywhere, I can pretty much guarantee that you have not seen anything like this.</p>
<p><img src="http://www.flamesrising.com/wp-content/uploads/2010/08/Smart-Zombie-191x300.jpg" alt="Smart Zombie | Munchkin Zombies" title="Smart Zombie" width="191" height="300" align="left">Just how twisted is this particular version of Munchkin? <strong>Flames Rising</strong> is thrilled to present you with an exclusive look at the very first <em>Munchkin: Zombies</em> card that was given to us courtesy of Steve Jackson Games for your viewing pleasure. What you see here is a Smart Zombie. You can also check out the <a href="http://tweetphoto.com/42214461" target="_new">draft sketches</a> that artist John Kovalic posted on Twitter to catch more previews of their brainstorming session.</p>
<p>I&#8217;d also like to mention that Steve Jackon Games were also giving out green <em>Munchkin: Zombie</em> coins at their booth at ACD Games Day. I&#8217;m guessing we&#8217;ll probably see some <a href="http://www.worldofmunchkin.com/coin">Munchkin coins</a> posted on their website at some point.</p>
<p>There&#8217;s also this really cool <a href="http://www.worldofmunchkin.com/bookmarks/brains/" target="_new">Munchkin: Bookmark of Braaaaaaaaaaains</a> that you&#8217;ll be able to use along with your Zombie Dice, too, in your existing game. </p>
<p>If you like black humor and if you don&#8217;t mind being grossed out for a ton of laughs, then I think you&#8217;ll have a blast playing <em>Munchkin: Zombies</em>. But hey, if you don&#8217;t want your zombie wielding a shotgun and casting some of that zombie voodoo mojo&#8230;can I have your spot?</p>
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          string(1618) "<br/><br /><img src="http://www.worldofmunchkin.com/img/portraits/munchkinL.png" align="right">Last week, I was able to sit down with Steve Jackson from <a href="http://www.sjgames.com/" target="_new">Steve Jackson Games</a> and a group of playtesters at ACD Games Day to play a round of the upcoming <em>Munchkin Zombies</em> game.

Having played several flavors of Munchkin, I thought I knew what to expect when we started to play. I couldn't have been more wrong. You see, I thought this game would be like <em>Munchkin: Cthulhu</em>, where you play humans that have the potential to turn into zombies. Boy, was I off-the-mark! In <em>Munchkin: Zombies</em> you play...a zombie! Immediately, I was struck by how disgusting and <em>wrong</em> the cards were. Class cards cover all the different zombie types from your favorite movies, books and world myths. There are Strong Zombies, Fast Zombies, Plague Zombies -- even Atomic Zombies! There's also also the chance you can pick up different types of zombie Mojo, too, which functions as a special ability.


<strong>Related posts:</strong><ol><li><a href='http://www.flamesrising.com/munchkin-bites-2-review/' rel='bookmark' title='Permanent Link: Munchkin Bites 2: Pants Macabre Review'>Munchkin Bites 2: Pants Macabre Review</a></li>
<li><a href='http://www.flamesrising.com/munchkin-cthulhu-review/' rel='bookmark' title='Permanent Link: Munchkin Cthulhu Review'>Munchkin Cthulhu Review</a></li>
<li><a href='http://www.flamesrising.com/zombie-fluxx-review/' rel='bookmark' title='Permanent Link: Zombie Fluxx Game Review'>Zombie Fluxx Game Review</a></li>
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          string(2085) "<br/><br /><a href="http://flamesrising.rpgnow.com/product_info.php?products_id=81040" target="_new"><img src="http://flamesrising.rpgnow.com/images/2189/81040.jpg" width="125" align="right"></a>The work opens with a foreword by David 'Zeb' Cook in which he muses on the durability of his invention, the aboleth - a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that's the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.

The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost... until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge.


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<li><a href='http://www.flamesrising.com/steamworks-review/' rel='bookmark' title='Permanent Link: Steamworks RPG Review'>Steamworks RPG Review</a></li>
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<p>The work opens with a foreword by David &#8216;Zeb&#8217; Cook in which he muses on the durability of his invention, the aboleth &#8211; a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that&#8217;s the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.</p>
<p>The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost&#8230; until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge. Meanwhile a modern settlement has arisen on top of the ruins to provide a base for adventures.</p>
<p>Chapter 2: Pelagic Characters starts with a new race, the Meareans or half-merfolk, ideally suited to underwater exploration and with a few other ideas to make maerean characters predisposed to wish to explore! The discussion moves on to adapting existing classes to better suit such exploits, basing the adaptations on such concepts as modifications due to being raised or living in coastal areas where great familiarity with the sea would be an advantage. There are new clerical domains, for example, and plenty of water-oriented class skills and new underwater feats.</p>
<p>Next, Chapter 3: Aquatic Equipment and Lost Technology is a heady mix of gear you might use exploring under water and goodies that you might find there. Delightful ideas abound: such as using an unseen servant to pump air to your diving suit whilst underwater! The &#8216;ancient technology&#8217; is even more fascinating, and the rationale used in its design is discussed, empowering you to come up with more along the same lines. When you are playing a fantasy game anyway, to come up with concepts that will be &#8216;fantastic&#8217; to the CHARACTERS rather than the PLAYERS can be quite a challenge, but one that is well met here. This is followed by Chapter 4: Spells and Magic Items. Most of the spells have some aquatic connection, some are to do with glyphs &#8211; wound into the ancient writing of the original denizens of Ankeshel is a system of magic glyphs and some astute spell casters may learn the art of their manipulation. The magic items section concentrates on those which survived the fall of the ancient civilization, with many suggestions as to how to make these as wondrously strange as the lost technology described earlier. How about a shield with magic tentacles mounted on it that reach out to disarm your opponent?</p>
<p>Chapter 5: The Sunken Environment looks beyond the specific challenges to the sheer wonder and strangeness of adventuring underwater. While players might watch the Discovery channel or be SCUBA divers themselves, it is a wholly new environment to their characters. Likely resources available to adventurers are discussed by level, a handy approach both in planning adventures or when planning to undertake them. This moves on to a look at the various environments from coastal zones to deep depths, detailing precisely what you&#8217;ll find there, challenges and opportunities alike. Next, Chapter 6: Creatures of the Deep provides some interesting new beasties to populate the depths&#8230; and a full-blown ecology of aboleths to complete the chapter, and the book.</p>
<p>More than merely presenting a novel adventure setting, this book sets out to equip the GM with the tools to set his own stamp on what could well become memorable adventures, demonstrating how to create a feeling of wonder even amidst what is already a fantastical alternate reality.</p>
<p><i>Review by Megan Robertson</i></p>
<p><center><a href="http://www.nobleknight.com/affiliate/aw.asp?B=1&#038;A=20&#038;Task=Click" target="_new"><img src="http://i63.photobucket.com/albums/h126/twilightphotos/Banners/new_nobleknight.jpg"></a></center>
<ul></ul>


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