Tuesday, April 12, 2011

Return to the Tombs of Horror

The Return to the Tomb of Horrors was written and released some twenty years after the initial Tomb of Horrors. The Return was to be an event; one of TSR’s (now owned by Wizards of the Coast) last boxed sets, it contained a book for the main adventure (printed in two colors), a booklet of maps and monsters (printed in color), a small journal from a previous survivor of the tomb, and a color card of art. Where the original adventure looks very much like it was typed out, twenty years had brought a fair amount of progress to desktop publishing. Return is printed in two colors, with border art and a watermark. This makes it more visually pleasing, but I can’t really say it improves the adventure itself.

Return to the Tomb of Horrors has a very late nineties feel. Dungeons and Dragons had expanded enormously from its original days of a largely terrestrial combat encounter game to setting within a larger multiverse with dozens of planes that could be visited. Multiple campaign settings had come been published, including the dimension-hopping Spelljammer, which took place on sailboats that plied the spaceways between magical stars. There are unfortunate aspects to the period, also. The term ‘demon’ is never used in the text. Following the Satanic Panic of the late 80's, the term demon was replaced with tanar’ri. Because if you change something’s name, you change its nature, right?

Second edition mega-adventures don’t start at the door of the dungeon. Return has two adventure sections before the adventurers even reach the Tomb. The lead-up provides the adventurers with information concerning the ultimate end of the adventure, as well as a string of clues that get them to the tomb without the GM having to say “You arrive at the Tomb of Horrors.” As someone used to the investigative play style of Call of Cthulhu, I find the clues that link the plot to be fairly weak and easily missed.

The adventure does have a fairly grand plot behind it. The original Tomb simply had the trap-laden tomb with Acererak waiting passively in the middle. The Return features a grand plan of apotheosis for the lich, interplanar locations, a spooky city in the midst of nowhere, and a second dungeon-style Tomb, the Fortress of Conclusion, out in the planes.

The Return shows how much Dungeons and Dragons had changed in twenty years. Now there was a great deal happening behind the scenes of the adventure, which the adventurers would only become aware of as they progressed in the adventure. Acererak now had a background that could be learned, and an overarching plot that had to be foiled. The characters’ motivation is no longer “treasure” or “because it is there” but because very bad things will happen if they do not pursue the adventure to the end.

The Return also encompasses the original Tomb, giving it a sense of continuity. Return is literally built around the original tomb, creating a continuity from the old adventure to the new. I can’t view it as pastiche, because it expands on the original adventure, retaining certain iconic elements (the Green Devil Face, for example) while introducing a far more than the first adventure.

Although the Return also includes a booklet of images to show the players, these are poorly chosen. The originals were there to hand clues to the players. These are much less necessary. Do we really need a drawing of a room with a dirt floor and three coffins? Or a walkway stretched over a room full of bones?

Ultimately, The Return to the Tomb of Horrors is a reasonably satisfying continuation of the Tomb of Horrors. The traps are less crazy deadly; there are few “characters are dead, no saving throw” traps. It’s a good read, longer than the original, with a lot more change of setting, and much more plot. It has a lot more polish, but in places seems to lack the ferocious creativity Gygax put into giving the players, and their characters, a real challenge.

Friday, April 8, 2011

AVP, or How to Lose My Interest in A Single Scene

After watching and really enjoying Aliens, I decided to try the newest series in the franchise, AVP, Aliens Versus Predator. This was not a mistake, because it did not waste a lot of my time, and it gave me something to write about.

I made it to the second scene, at which point, the film strained my credulity beyond my interest in continuing.

Here's the scene: An ice-climber in Nepal. We are told this on-screen. Nepal.

The ice-climber's phone rings. I live in Vermont, and there are places where you can't get cell reception. I seriously doubt that there is good cell coverage in Nepal, let alone on isolated ice flows. Strike 1.

And then the ice-climber, hanging on a vertical ice flow, answers the phone. Yes, this was pretty inevitable when the phone rang, because it doesn't do to have a phone ring and no one answer it. But it just heightened the unfolding absurdity. Ice-climbing alone, and answering our cell phone as if it were a priority. Strike 2.

The third insult, and the point at which I turned the film off, was the "awesome reveal" at the end of the scene. After having a conversation with the person on the other end of the line, the ice-climber decides to go meet with the person who has called her. And she climbs to the top, and it is revealed that the guy she's on the phone with is up there, with a helicopter, ready to whisk her away.

This is another example of a tiresome trope of "What happens off-screen is silent." You can't sneak up on anyone with a helicopter, especially not somewhere as silent and abandoned as an isolated ice-flow a few days from civilization. Are we to believe that he flew in while she was sleeping and set down? That he's got a cool stealth-copter? That he flew in, landed, and she just didn't notice?

The scene is clearly intended toward the reveal of the helicopter already being there, impressing us with the Company's reach and grasp. Nowhere is beyond the Company's grasp, and they've got the resources to find you no matter where you are. But the scene doesn't make sense if you think about (yes, I understand that's a problem) what had to happen off-screen to make the scene work. And that attitude, in my experience, does not make for a good script.

So goodbye, AVP, it was time to watch a film with a better thought-out script.

Thursday, March 31, 2011

Tombs of Horror

March 2011 will not go down in history as my best or most productive month ever.

When I’m stressed and encounter long stretches when I have difficulty concentrating, I tend to read role-playing game supplements. RPG adventures and setting books don’t require the sustained attention that a novel does.


One of the first adventures to be published for Dungeons and Dragons was Gary Gygax’s Tomb of Horrors. Probably more fun to read than to actively participate in, the Tomb of Horrors is a death-trap meat-grinder. Where most adventures are a string of combat encounters strung together by the thinnest semblance of a plot, the infamous Tomb has three combat encounters and dozens of traps designed to kill and maim the greedy, the inattentive, and everyone around them.

Unique among adventures up to this point, Tomb of Horrors includes a booklet of pictures so that the players can see what their adventurers see. Which is very important given the technicality and lethality of the traps, but also went a long way towards establishing a ‘feel’ that few other modular adventures have. Anyone who has encountered the Tomb of Horrors remembers the Devil’s Head illustration, for example. It has also become a central point for all of the future expansions and revisions.

Tomb of Horrors also saw the birth of the riddling undead archvillain trope. Acererak, whose tomb this is, leaves a helpful hint in the form of a poem, in the entrance of his tomb. This was followed by Keraptis in White Plume Mountain, the Dread Crypt of Srihoz, and various other would-be poets that are found in RPGs with some frequency. This trope, for , but seldom appears in other fictions. Partially, this is because of the interactive nature of the game. A riddle handed to a book or television show character doesn’t require the viewer or reader to figure it out. Which is a pity. I love the trope.

I think the real key behind the Tomb’s popularity is that is was true to itself. Originally envisioned as the location of an evil undead horror that did not want to be disturbed, the traps were lethal (sometimes exceptionally so), and secret doors and passages placed where they were unlikely to be detected. The players/characters were only encouraged to succeed through the corrective of being killed if they weren’t. Without a lot of luck and foresight, they would not succeed. Most adventures point the characters in the right direction with not-so-subtle clues, or hand over the necessary magic item just before it is required. Not so much with the Tomb of Horrors.

Like any good piece of pop art, the Tomb has spawned a number of spin-offs, rip-offs, tributes and homages. D&D has produced a continuation of the Tomb of Horrors at least once per edition, and there have been many imitations, good and bad. For me, they're all wonderful comfort reading. In my head, I can see half a dozen different ways that the characters would react to a trap, and how would they try to avoid it, and what sorts of players' characters are likely to get caught and killed. I find it very relaxing.

Tuesday, March 1, 2011

With My Name on the Cover!

I think this is what they mean when they talk about "momentum." Midnight Echo #5, from the Australian Horror Writers Association, is out, with my story “God of Chickens”. With my name on the cover.



You can order it in PDF as well as print from the AHWA website.

Tuesday, February 1, 2011

Ephermeral Eons...

With all the snow, we've developed layers in our snowbanks like a geological cross-section from a road cut through rock. I've enjoyed the study of certain types of ephemera, and wondered if there is any point to being able to learn the layers of snow. "This fall was light and fluffy, but it was later compacted by the action of heavy wet snow and sleet on top of it."

Thursday, January 20, 2011

Message received by Battle Barge Glad of War, in service of the Rune Bearers chapter of the Adeptus Astartes

My Lord Grettir;

Contact has been reestablished with the xenos provisionally designated Splinter Fleet Mordiggian



As my lord can see, Splinter Fleet Mordiggian has grown significantly since the last report was submitted. Previous contact was with small forces which displayed minimal diversity. This is sadly no longer the case. Recent sightings have indicated large numbers of genestealers, termagants and hormagaunts, indicating the explosive growth and rapid development of the Splinter Fleet.



Larger genus have been seen at a distance. To the right, a Trygon can be seen, and an enormous Tyrannofex crawls below it. I think I need not remind my lord the dangers such horrors present. Where before this splinter fleet had a single zoanthrope, now there are two. Two hyperintelligent psyker minds now guiding these Tyranid horrors.



Most distressing is the identification of this enormous Tervigon, capable of spawning hundreds of hormagaunts. None of this genus have previously been seen in this sector.

The fleet is known to have clashed inconclusively with Chaos Space Marines and was badly mauled by incursions of Eldar as well as Orks. None of these have managed to rid us of the menace.

I pray that my lord would make haste to deal with this tenacious enemy. The Adeptes Astartes have ever been the hope and savior of Mankind, and the Rune Bearers known for their victorious action against the Tyranid foe.

May the Holy Emperor guide your hand,

Johann of Eorthscraef

Friday, January 14, 2011

Viva Las Vegas!

OK, not my first glimpse of New Vegas, but the first dramatic enough for a screen capture.



So I give you "Viva Las Vegas," the Dead Kennedys version:

Bright lights city gonna set my soul
It's gonna set my soul on fire
Got a whole lot of money that's ready to burn
So get those stakes up high
There's a thousand pretty women waiting out there
They're all waiting the Devil may care
And I'm just a devil with love to spare, so

VIVA LAS VEGAS!
VIVA LAS VEGAS!
VIVA LAS VEGAS!

How I wish that there were more
Than the twenty four hours in the day.
Even if I ran out of speed, boy
I wouldn't sleep a minute away

Oh there's blackjack, poker and the roulette wheel
A fortune won and lost on every deal.
All you need is sonar and nerves of steel, so

VIVA LAS VEGAS!
VIVA LAS VEGAS!
VIVA LAS VEGAS!

Viva Las Vegas with the neon signs flashing and
The one arm bandits crashing
All hopes down the drain.
Viva Las Vegas turning day into night time
Turning night into daytime
If you see it once, you'll never be the same again.

Gotta keep on running
Gonna have me some fun
If it costs me my very last dime
If I wind up broke
Then I'll always remember
That I had a swingin' good time.

Oh, I'm gonna give it everything I've got
Lady Luck's with me, the dice stay hot
Got coke up my nose to dry away the snot, so

VIVA LAS VEGAS!
VIVA LAS VEGAS!
VIVA LAS VEGAS!
VIVA! VIVA!
Las Vegas!!!

Friday, January 7, 2011

Dead But Dreaming 2 Lineup

The table of contents for Dead but Dreaming 2 has been posted to Yog-Sothoth.com. It looks like an excellent line-up, and I'm very pleased to be included, especially since I loved the first Dead but Dreaming, and also because my words gets to appear with Wilum Pugmire's.

"Foreword: Messrs. Cthulhu and Lovecraft Have Arrived", Kevin Ross
"Taggers", Walt Jarvis
"The Unfinished Basement", William Meikle
"Plush Cthulhu", Don Webb
"Class Reunion", Darrell Schweitzer
"First Nation", Scott David Aniolowski
"Your Ivory Hollow", Wilum Pugmire
"The Spell of the Eastern Sea", Michael Tice
"Dark Heart", Kevin Ross
"Transmission", Ted E. Grau
"N is for Neville", John Goodrich
"The Timucuan Portal", Daniel W. Powell
"No Healing Prayers", Joseph S. Pulver, Sr.
"The Dissipation Club", Adrian Tchaikovsky
"Lure", David Annandale
"The Call", Rick Hautala
"Christmas Carrion", Donald R. Burleson
"The Depopulation Syndrome", Erik T. Johnson
"Uncle Sid’s Collection", Cody Goodfellow
"Father’s Day", Brian Sammons
"Innsmouth Idyll", Darrell Schweitzer
"The Hour of Our Triumph", Will Murray
"Here Be Monsters", Pete Rawlik

Wednesday, January 5, 2011

The Praise of the Praiseworthy...

Writing can be a very daunting task. Unless you're damned good at it, you're going to get more rejection than acceptances, and those are going to be weighted towards the beginning. Which can be discouraging. Do I persevere? Will I ever get any accepted to anything?

And once the story is bought and released, there is still the worry that said story sucks. Did I spend enough time making sure that this point was made? Did I spend too much time hammering away at that one? The most frightening thing about writing is that there are precious few guidelines. And when reviews come in, they can be enormously mixed, depending on what the reader was expecting, which is sometimes not the story they read.

That said, yesterday Brian Keene posted his Top 10 Books of 2010. And I'm on it.

The review of some random person carries some weight. When an Amazon reviewer is moved to write: "I was confused as to why this had been written, as it seemed to have no overall point or connection to the cthulhu concept." Then perhaps I didn't pay as much attention to the words as I should have.

Positive words by a professional writer such as Ellen Datlow or Brian Keene, outweighs this by far. And I have to keep remembering that out of two stories eligible to get name-dropped in Year's Best Horror, both have been singled out for praise. I may not be taking the publishing world by storm, but I'm not even close to the bottom of the barrel, either.