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#Yes I have a Rules Cyclopedia
mariana-oconnor · 2 years
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Random question but I just rewatched singing in the rain and then the first thing I saw when I opened Tumblr was your username so now I'm wondering if it has anything to do with Donald O'Connor
Sorry to disappoint, but no.
It's been a long time since I've seen Singing in the Rain - like... 20 years, maybe? I remember enjoying it, but it's not where my name came from. I think I watched it when I was... maybe in my teens? Which was actually after I got my username.
It's the name of my first D&D character from my brother's campaign when I was 11 (We played Basic Rules, she was a Human Thief, I wanted to be an edgelord but I was having too much fun doing acrobatic stunts to actually do the edgelord thing). Yes. I know.
Weirdly, every other player in that campaign's name was a reference to something. We had a Wheel of Time character and a famous musician (well, after the player decided to dissolve his first character in a lake of acid…) as members of the party. I took playing make believe with dice very seriously.
I have been using this name online since I first got online? I don't know how I came up with it at the time... I just remember my brother coming into my room with my Dad's battered old copy of the Rules Cyclopedia and a blank character sheet and asking me what I wanted to be. But it's been so long now that it's just... my online name. I grew up in the time when using one's real identity on the internet was the Absolute Worst Idea in the world and would Definitely Get You Kidnapped, so... Online I'm usually Ana, offline I'm... not.
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vintagerpg · 3 years
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So the thing with The New Easy to Master Dungeons & Dragons Game was that it was shockingly popular and, because I suspect it was a rather cynical cash-in on the popularity of HeroQuest, TSR didn’t have anything lined up to supplement the game (except, you know, the Rules Cyclopedia and the rest of D&D). It took a while to directly supplement the big black box. The Dragon’s Den (1992) was the first out of the gate.
The box is the same big board game sized format. Inside are lots more standees, three battle maps, some tiles, character cards and three scenarios. In a lot of ways, it really does feel like a low rent HeroQuest, but I find these boxes charming in their own particular way. For one, yes, that is a crop of Clyde Caldwell’s cover for DL14 — Dragons of Triumph, but man, I don’t care. I love getting that view of Takhisis, far, far bigger than any other D&D product previously allowed. This follows through for all the boxes.
The scenarios are fine, each a pretty simple dungeon crawl. Ken Rolston penned them all and does his best to insert variety into the proceedings. The weirdest thing about them is the fact that, well, they all revolve around dragons. TSR at this point understood the broad marketing appeal of dragons, though, so who cares if the scenarios are gaged to levels 1 through 5? Give ‘em dragons!
There are also rules included for a one-against-all style board game, using the box components, so it retains its playability after the scenarios are used (and if they aren’t used at all). This really leans into the HeroQuest vibe.
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renardtrickster · 3 years
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I remember you told me about a few tabletop games, you have a favorite game or any homebrew stories? What's your favorite genre?
I don't have any "homebrew stories" unless you mean "stories I heard about other people's homebrew games". I am working on a setting, and I'm in a friend's D&D game (we are stone-age hooligans who are attempting to kill a volcano god), but no cool stories have cropped up other than "in our session zero we accidentally split the party in the middle of combat to predictable results".
My favorite genres though are adventure fantasy (sci-fi is cool and all but it's generally harder to nail the feeling of adventure I'm looking for), OSR, and systems that lean more towards rules-light. With that in mind, some of my favorite systems (off the top of my head) are Into The Odd/Electric Bastionland (dead simple, and classless, but the design philosophy is the selling point), Maze Rats (same boat as ItO/EB really), and Knave (classless but you can customize yourself with the really good inventory system, has good math, and is really easy to modify, my only complaint is that the magic system might be a little bit too boinked).
When it comes to emulating D&D, because it always comes back to D&D, Swords & Wizardry (which is free) is good for 0e, Labyrinth Lord is good for Basic and Advanced 1e (at the same time, yes), Dark Dungeons and Dark Dungeons X (both also free) are good for BECMI/the Rules Cyclopedia, Pathfinder is good for 3.5, and 5e doesn't have retroclones but it does have hacks and I like Five Torches Deep (OSR, in my 5E?) and RPGStuck (it is a Homestuck game but the mechanics are good and can be decoupled from Homestuck with a little effort).
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dailybestiary · 5 years
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Books of Magic: The Voyage of the “Princess Ark”
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(Images by Jim Holloway and Thomas Baxa come from PDF scans of Dragon Magazine, are © Wizards of the Coast or their respective copyright holders, and are used for review purposes.)
Previous installments in my “Books of Magic” series were, weirdly enough, about books.
This time, I want to tell you about a series: Bruce A. Heard’s “The Voyage of the Princess Ark,” which turns 30 years old this very month.
TVotPA ran in the pages of TSR’s Dragon Magazine nearly every month from January 1990 (Dragon #153) through December 1992 (Dragon #188). A serialized travelogue and adventure story told in 35 installments over three years, TVotPA was part Master and Commander, part Star Trek, and part The Adventures of Asterix (the last two of which Heard explicitly cited as inspiration in his letters columns). It follows the saga of Prince Haldemar of Haaken, an Alphatian wizard who recommissions an old skyskip and sets out to explore the lesser known regions of the Dungeons & Dragons game’s Known World, which would soon come to be known as Mystara.
Some background might be necessary for those of you who aren’t familiar with the chaos that was D&D at the time. In the 1980s and 1990s, Dungeons & Dragons and Advanced Dungeons & Dragons were two different games. I’m simplifying the chronology here, but basically in the late ’70s D&D was meant to serve as a simplified gateway to introduce fans to fantasy role-playing before guiding them on to AD&D. But in the 1980s, thanks to the release of the Moldvay/Cook Basic and Expert Sets, and then the five Mentzer box sets (the ones with Larry Elmore dragons on the cover, now referred to as BECMI D&D—for the Basic, Expert, Companion, Master, and Immortals Rules box sets), D&D had become a viable game in its own right, with its own world, referred to only as the Known World.
The Known World—particularly as it was showcased in the Expert Rules—was a mess: more than a dozen nations slammed together in the corner of a continent to illustrate for young DMs the various forms of government you might find in D&D beyond kings and queens. Along the way, these nations also served as analogues for real-world societies ranging from Western European countries to Native American nations to the Mongolian khanate. But it was a glorious mess, thanks to a series of excellent Gazetteer supplements that had rounded out and mapped these nations in great detail, capped off by a box set, Dawn of the Emperors, that described the Known World’s pseudo-Rome, Thyatis, and its rival empire Alphatia, a nation of wizards across the sea.
By the end of 1989, then, D&D was at a crossroads. It was clearly the unloved child, seen as “basic,” best for beginners. Its setting did not have the novel support of Dragonlance or the energy of the surging and more thoughtfully conceived Forgotten Realms, then only two years old. The Gazetteer series had covered nearly all the known nations (two more would come later thanks to popular demand). And even Dragon Magazine rarely carried D&D material—a fact that was excruciating to me when I started picking up issues in late 1988 as a 5th grader.
Into this void stepped Bruce Heard. He’d been the architect of the Gazetteer series, had written some of its best installments, and was the overmind behind the D&D line at the time. If I’m remembering my history correctly, he approached the editor of Dragon, the amazing Roger Moore, about supplying a column that would provide regular D&D content for that starved segment of Dragon’s audience. In his editorials and answers to reader letters, Moore had made several mentions of needing more D&D content for the magazine, so he was a receptive audience. Heard got the green light, and “The Voyage of the Princess Ark” was born.
I still remember where I was when I realized this was happening. I missed the series launch—with my tiny allowance, I could only justify buying Dragon issues that really interested me, and Dragon #153 hadn’t leapt of the shelf at me. (Not having the Masters Rules box at the time, I didn’t realize the illustration of a continental map plastered with “WRONG WRONG WRONG” was referring to the D&D world.) I did have Dragon #155 (still one of my favorite issues of all time), but somehow I skipped past TVotPA Part 3—I wasn’t reading issues cover to cover yet and somehow didn’t grasp what was going on.
Then came issue #158. I was away for a week at Boy Scout summer camp, and I’d brought the June issue of Dragon with me. Having torn through the articles about dragons (June’s theme was always dragons), I turned to an article illustrated with a wizard and an ogre/elf cross riding pelicans. Better yet, they article had stats for playing these ogre-elves as PCs.
D&D stats.
THIS WAS A D&D ARTICLE!
And it was part of a SERIES!!!
With some effort, I tracked down the issues I’d missed—no easy task for a just-finished-6th-grader—and soon was buying Dragon every month. Moore and Heard’s plan had worked. I was hooked on both TVotPA and Dragon from then on. (The next time I missed an issue, I’d be a college freshman and the industry was on the verge of collapse.)
Most installments of TVotPA followed a simple template: The Princess Ark would fly to some new spot on the map, the crew would get into some trouble (usually brought down on them by the actions of Captain Haldemar himself), and then more or less get out again, either due to a last-minute save by Haldemar or some surprising turn of events. All this played out in the form of log entries—originally by Haldemar, then supplemented by other crewmembers as the cast expanded—that allowed Heard to deliver both in-world descriptions and rollicking action at the same time. The article would then offer back matter containing rules content or setting write-ups, and sometimes conclude with a letters column of readers reacting to the setting or seeking clarification on some arcane point of D&D rules and lore.
While this template was simple, it was never boring. The episodic nature of the series let Heard play in a variety of tones and genres: lost-world pulp, courtly drama, horror, farce, even a Western—heck, he slipped in an homage to the Dark Crystal (which at the time I didn’t get, not having seen it) as early as Part 5 (Dragon #157). As well (without getting into too spoilery territory), various overarching antagonists and plot threads—including a threatening order of knights, a devious dragon, two major status quo changes, and divine machinations—kept things simmering in the background from episode to episode. The characters likewise became more developed as Heard’s writing grew in confidence and ambition, and reader affection grew for side characters like Talasar, Xerdon, Myojo, and the rest. Once the series was up and running at full speed, it was a sure bet that if you didn’t like that month’s story, you’d dig the rules write-up, or vice versa. And when the story, setting, characters, and rules all came together, such as in Dragon #177, an episode would just sing.
Once again, I can’t tell you how thrilling this series was to 6th–9th-grade me. First of all, it came along at the perfect time. Heard’s writing literally matured just as my reading did, so the series and I literally grew up together. 6th grade was also the year I discovered comics, so this was also the era of my life when I was falling in love with serialized storytelling. Similarly, it was my first time really embracing the epistolary form.
Perhaps most significantly for this blog and my freelance career, the column was also an early primer for me on game design. Watching Heard tweak D&D’s simple rules to evoke a more complex world, especially when looked at in concert with D&D’s Gazetteer and Hollow Word supplements, gave me the courage to think about tweaking/inventing lore and systems myself. Heard also made a habit of pilfering monsters from the Creature Catalogue, seeing potential in them no one else had, and then suggesting entire cultures for them. (If that doesn’t sound like someone you know…what blog have you been reading?) He made creating a world seem easy, because he did it month after month after month.
Finally, TVotPA was thrilling because it was clear proof that someone took “basic” BECMI/Rules Cyclopedia-era D&D seriously. And that meant someone took us, the fanbase, seriously too. Back then, I couldn’t afford AD&D. Even if I could, I didn’t want to mess with all the complexity. Plus, I loved the Known World. I loved the Gazetteer books and the Aaron Allston box sets. By writing and publishing TVotPA, Bruce Heard and Roger Moore made me feel like they cared about and for fans like me. I didn’t have Raistlin, I didn’t have Elminster…but I didn’t need them, because I had Prince Haldemar of Haaken and his magical Princess Ark.
In fact, it’s no exaggeration to say that falling under the spell of Dragon and TVotPA were some of the most magical and mind expanding moments of my middle school years.
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But what does this mean for you, the current Pathfinder or D&D fan? Should you read “The Voyage of the Princess Ark”?
Obviously I’m going to say yes, for all the reasons I’ve listed above. If you like maritime adventures, steampunk, or pulp adventures, this is obviously the series for you. If you like Pathfinder/D&D where a wizard is as likely to throw a punch as he is to go for his wand, this is the series for you. If you like on-the-fly worldbuilding, this is the series for you. If you like setting, story, and rules expansion all mixed together every month, this is the series for you.
TVotPA has never been collected in its entirely (more on that later), but there are PDF scans of all that era’s Dragon issues online. Start at Dragon #153 and keep reading. I’ll warn you that the first installments are a little slow, but I’d be surprised if you aren’t pulled in by the end of Part 8 (Dragon #161). If you’re the sort of reader who wants to sample a series running on all four cylinders before committing, I recommend Part 18 (Dragon #171), set in the pseudo-Balkan nation of Slagovich, or Part 24 (Dragon #177), when the crew encounters the Celtic-influenced druidic knights of Robrenn, as great places to get a strong first impression.
To my eye, “The Voyage of the Princess Ark” consists of four major arcs, plus a smattering of follow-up material that owes a debt to the series. If you do decide to dive in, here’s a quick reading guide:
Arc 1 / Parts 1–10 / Dragon #153–163 / This arc launches the series and introduces us to several major antagonists. The first few installments are slow going, but by Part 6 (Dragon #158) or 7 (Dragon #160) we see signs of the series as it will be in its prime.
(Dragon #158 also looks at D&D’s immortal dragon rulers; some of this info will later get superseded by a more canonical article in Dragon #170 a year later. Don’t sleep on Dragon #159—though it doesn’t have an installment of TVotPA, there is some fun Spelljammer content in that issue. Speaking of Spelljammer, Dragon #160 also has a companion article entitled “Up, Away & Beyond,” that serves up rudimentary rules for space travel in D&D in tandem with the action in that month’s TVotPA.)
As you have probably just gleaned, this arc also takes the Princess Ark briefly into space and introduces D&D’s second, secret setting, the Hollow World, which was being launched at that time .
Arc 2 / Parts 11–15 / Dragon #164–168 / This short arc deals with the ramifications of a major status quo-altering event at the end of the previous arc. As the crew comes to terms with their new circumstances, Haldemar learns more about the ship itself and the magics behind her. The arc ends with yet another status quo shakeup and detailed maps of the Princess Ark.
Arc 3 / Parts 16–28 / Dragon #169–181 / Hex maps! One of the calling cards of the D&D Gazetteer series was its gloriously detailed full-color hex maps, so it was kind of a disappointment when TVotPA served up only rough sketches of coastlines and mountain ranges. Part 16 gave us what we’d wanted all along: glorious hex maps (detailing the India-inspired nation of Sind no less!). They weren’t always perfect—several issues in the #170s had the wrong colors for mountain ranges, or even seemed crudely painted with watercolors—but by Part 24 (Dragon #177) we got the crisp, expertly designed nations we expected in our Known World.
Early in this arc, we also get a passing of the torch between artists. Parts 1–17 were illustrated by Jim Holloway, who I like for his action scenes, his expressive faces, and the classic stern captain’s look (complete with mustache) he gives Haldemar. (Holloway also does the best dwarves, gnomes, and halflings in the fantasy business.) Starting with Part 18 (Dragon #171), we are treated to the more angular, stylized look of Thomas Baxa, with Haldemar losing his mustache and gaining a silver-streaked ponytail. Terry Dykstra takes over in Part 25 (Dragon #178); his style is more cartoony (his Myojo really suffers from this), but he keeps Baxa’s character designs till the end of the series.
Now that I’ve totally buried the lede, let’s unearth it: This arc is, for my money, the series at its absolute prime. Action-packed stories. More characters in the spotlight. Meaty setting descriptions and rules content. New PC races and classes. Even heraldry for each nation! Heard also continued his habit of dredging up D&D creatures from the Creature Catalogue and loosely tying them to real-world cultures for great effect. I suspect many of you will love the French dogfolk of Renardy or the English catfolk of Bellayne, not to mention the Teenage Mutant Ninja Turtles reference he sneaks in there.
(By the way, it should be noted that today in 2020 we’re more hesitant to do such A+B design. But remember, 1) 1990–1992 was a different time—by ’90s standards, Heard is engaged in pretty solid, multiculturalist worldbuilding, and 2) Heard grew up in Europe (France originally, I believe), so while some of the characterizations and comedy is broad, the settings are grounded in both on-the-ground familiarity and good research, and the humor is affectionate and of a piece with works like Asterix that any European reader would be familiar with. In other words, don’t stress it and just enjoy that the dog-dudes are shouting “Sacrebleu!” The one exception might be the depiction of Hule, an evil D&D nation that has always been hung with vaguely Persian or Arabian trappings…but again 1) Heard was working within the established canon, and 2) the Known World setting more than balances that out with the Emirates of Ylaruam, an Arabian/Persian-inspired nation that was depicted with lots of sensitivity and care by Ken Rolston and others, to be followed by the amazing Al-Qadim setting for AD&D. So I don’t think there’s much in here that should raise alarms from a cultural sensitivity perspective, but if something does strike you discordantly, remember we’re talking about works that are 30 years old and make allowances as you feel you can.)
Along the way, you’ll also get a sneak peek at what would become AD&D’s Red Steel setting and the Savage Baronies box set—including some of the first Spanish and Moorish-inspired nations you’ll find in fantasy RPGs of this era—learn a bit about the Known World’s afterlife and undead, and even get an honest-to-Ixion cowboy shootout, as well as lots of PC options and deck plans for the evil knights’ flying warbirds, which put the Klingons’ warbirds to shame. (Oh, and while you’re reading, don’t skip the two articles about the Known World’s dragons in #170 and #171!)
Arc 4 / Parts 29–35 / Dragon #182–188 / Dragon #158–181 is among the best two-year-runs Dragon Magazine ever had, and TVotPA is a large part of the reason. But a lackluster issue #182 was a first quiet sign of a long slow downturn to come. The fact that that issue’s TVotPA entry was only a letter column portended even more dire things. In fact, three of the seven installments in this arc were purely letters columns, which was a huge disappointment at the time: We’d waited a whole month and got…just letters?!?
By this point, I think we knew the Wrath of the Immortals box set was coming—one of those world-shattering setting updates that was being pitched as a relaunch of the setting, but which could also serve as its climax. My hope at the time was that Wrath of the Immortals would kick things into a new, higher gear for both the Known World (which by then we knew as Mystara) and TVotPA, especially since the D&D Rules Cyclopedia had only come out the year before. But alas, it wasn’t to be.
Thanks to the three letters-only entries, the writing was on the wall. In Part 35 (Dragon #188), TVotPA wound its way to a close that felt appropriate but not properly climactic. God, what I wouldn’t have given to have traded those three letters columns for one last showdown with a certain dragon, those dastardly knights, or any other more suspenseful end! The end we got was nice and tidy enough (and took us to fantasy Louisiana, Australia, and Endor), but it wasn’t the end we wanted…in part because we didn’t want it to end, ever.
Arc 5 / Coda & Part 36 / Select issues of Dragon #189–200, Champions of Mystara, Dragon #237, #247 & #344 / In 1993, TVotPA was replaced with “The Known World Grimoire.” This was a grab bag of announcements, letters columns, nitty-gritty details on running dominions (Companion and Master-level D&D players got to have their own lands, castles, and even kingdoms if they so wished), and other sundries. Most of these are skippable. Four exceptions are four “Grimoire” entries which could practically be TVotPA installments: Dragon #192, which covers the manscorpions of Nimmur, Dragon #196, featuring the orcs of the Dark Jungle, an article on D&D heraldry in Dragon #199 (which is an edge case, but I’m including it here because the rules could be applied to the coats of arms of the various Savage Coast nations), and Dragon #200, which looked at the winged elves and winged minotaurs of the Arm of the Immortals. Coming out as it did in the giant-sized issue #200, this last article felt like what it was—a last goodbye to D&D’s Known World/Mystara as we knew it before Mystara’s relaunch as an AD&D line.
(Dragon #200 also had a nice article on making magic-users in D&D more distinctive. There was also “The Ecology of the Actaeon” in Dragon #190, one of the only D&D ecologies to be published in Dragon’s 2e AD&D era. Somewhere in this time we also got the news that the Known World would be relaunched as AD&D’s Mystara setting, whose products were famous for coming with audio CDs and not much else.)
Around this time TSR also published its TVotPA-inspired—and utterly maddening—Champions of Mystara box set. I say “maddening” because, at least to me, it clearly felt like a “Sure, here fine, have your dang box set” product, a too-pricey production made because fans demanded it, but not out of real love from anyone at TSR but Bruce Heard himself and co-designer Ann Dupuis.
(Let me be clear: This is all speculation; I can’t confirm any of that; I’m just saying what it felt like.)
Among the reasons for my disappointment: There was no new content featuring Haldemar and his crew. One of the booklets reprinted most of TVotPA…but not the first 10 or so entries (so it wasn’t even the complete epic! *headdesk*) and none of the ancillary material, just the story logs. Another booklet was deep in the weeds of skyship construction—hell yeah, you could build your own skyship!—but gave little content to, say, inspire lots of fun skyship-to-skyship adventures in the vein of Spelljammer, such as tons of skyships from other nations. The box did contain eight standalone cards with other ship designs, but most of these were one-off constructions by solitary wizards and rajahs, not enough to really launch a campaign. My favorite booklet was the “Explorer’s Manual,” which gave us some new setting details we hadn’t seen before, including an amazing subterranean nation of elves and gnolls that I still think about to this day…but again, it was all too little, too late—for this fan, at least.
In other words, don’t try to buy the Champions of Mystara box set—at time of writing it’s crazy expensive and not worth it for anyone not actively playing BECMI D&D right this minute. If, after reading the entire series, you’ve fallen in love with TVotPA (which admittedly was my goal in writing this) and absolutely must have Champions for that nation of elves and gnolls, get the PDF on DriveThruRPG.com.
Years later, as Dragon was limping through the late ’90s before its rejuvenation in 2000, Heard provided 2e AD&D rules for Mystara’s lupins and rakastas in Dragon #237 and #247, including writing up tons of subraces inspired by actual pet breeds. If you’ve ever wanted to play an anthropomorphic St. Bernard or Siamese, these are the articles for you.
Finally in 2006, when Paizo had taken over publishing Dragon, they invited Heard to deliver one last TVotPA entry in Dragon #344…giving us, if not a climax, definitely one last burst of palace intrigue and action to bridge the gap between the series proper and the events of Wrath of the Immortals. Over and above all the other coda material I’ve mentioned, this actually fits in the saga—it’s even labeled Part 36. If you want to ship out one last time with Haldemar and his crew, track it down.
Finally x2, there is the world of Calidar. After being thwarted for several years trying to get permission to write new TVotPA content, Bruce Heard has created his own game world filled with skyships and adventures. I own the books (which are rules-light so fans of any system can use them), but haven’t had time to read them yet; hopefully you will be a more determined fan. Keep an eye out for his various Kickstarters and definitely show your support.
Finally x3, if you think I am the only diehard Known World/Mystara fan out there…wow, no, not by a long shot. The Mystara fan community is one of the most dedicated in gaming. In addition to holding a torch for BECMI/Rules Cyclopedia-era D&D, they’ve taken it upon themselves to continue mapping and describing the remainder of Mystara as part of the fan community based out of the Vaults of Pandius website and the stunning fanzine Threshold. I’ve only skimmed Threshold a little, but it is stunning work on par with the Pathfinder fanzine Wayfinder for the amount of effort the fans put in and the quality that comes out. Kudos to everyone involved!
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“The Voyage of the Princess Ark” is a testament to the creative heights one writer could achieve in a fantasy world.
“The Voyage of the Princess Ark” deserves to be spoken of in the terms we use for Pathfinder’s Golarion; AD&D’s Dark Sun, Planescape, and Al-Qadim; and Vampire the Masquerade’s World of Darkness. And Bruce Heard deserves pride of place in the company of Greenwood, Grubb, Weis, Hickman, and others of his era.
Heard showed us that simple rules didn’t mean a less complex world. Heard showed us that a few lines of monster description could be blown out to fill entire nations. Heard showed us that the cultural diversity of our own world could inspire our fictional ones. Most importantly, he showed that if you put in the work month after month, you could achieve amazing things. And he did it for a neglected fanbase of underdogs and windmill-tilters. He championed an audience and a world when no one else would.
“The Voyage of the Princess Ark” is also why I spent nearly seven years serving up monster ideas for another underdog fanbase. And the inspiration and work ethic I took from it is a big part of why I’m lucky enough to occasionally be freelancing on a professional basis today.
Three years isn’t a long time in fantasy fandom. If Elminster and Drizzt are Star Trek, perennially chugging along, and Harry Potter is Star Wars, a brilliant core surrounded by progressively less compelling follow-ups, then “The Voyage of the Princess Ark” is Firefly, a ragged crew whose sojourn was cut short, but whose legacy far outstrips its impact at the time.
Or at least, that’s the way its legacy ought to be.
Give “The Voyage of the Princess Ark” a try. Maybe I’m overselling it. Maybe years of nostalgia have painted a picture rosier than the original could ever live up to. Maybe, in an era where outstanding fantasy worlds and strong writing are almost commonplace, current readers can’t perceive the lightning-in-a-bottle magic that was this series.
Maybe. But I think there’s something more there, something perennial, something of value even when placed side by side with the embarrassment of riches that is Pathfinder 1e/2e and D&D 5e.
The only way you’ll know is if you book a berth on the Princess Ark and see for yourself.
Happy flying.
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bookio · 3 years
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Nuckan (2018) by Malin Lindroth
Firstly, "Nucka" is according to the cyclopedia: An adult woman who never found a suitable partner. A derogatory word of a childless women, who have passed childbearing age and never married.
In this 117 page long essay, the author, Malin Lindroth share personal experiences, thoughts and research about the obsessive two-some image and the prejudice of how the single woman should be.
At first, i was sceptical to read about an involuntary celibate, mainly because of the toxic community online. But I actually feel a bit empathetic after finished this book. Because in the end, it all comes down to the humanly feeling of, well, being lonely?
Yes, there are questionable arguments to how she ended up like this. Faith? Misfortune? She talk about experienced moments where she would appear "desperate" or read the room wrong. And the endless of situations of being put in the "friendzone".
But Malin recall how the obsession of having a boyfriend started early at school, how she would make "harem" lists of the boys in her class, but never get picked by anyone. Or couldn't connect or keep up with the other girls either. Feeling constantly pressured and bombarded to get a partner asap.
In the 80's she successfully met someone, a boyfriend exactly like she wanted, but when things got too comfortable, she decided to break up to find a fresh new love. But it never came again.
89 times counted, she had been turned down by various men. But complains that she spent so much time being their friend and sucking up for them, only to be rejected. Yikes. But she "has never turned down anyone" apparently, because she "has never been given the chance". Hm.
Malin paints herself as a geisha, only the entertainer for men but never the wife. I'm not sure how i feel about this comparison.
With the word "Nucka", she is reclaiming the shame of being leftover. As an alter ego, of which she create rules. Such as, you're not allowed to call yourself Nucka if — you're a widow, a single woman in her twenties, on a break from your relationship, still talking about an ex or a family vacation or a nice stepmother, if you're a man. It's a bit pessimistic to put it mildly.
But I do appreciate the history lessons. The single woman was not allowed to own anything during the 1800's century. But the revolution of women's rights movement at around 1900 helped bring the woman out from the obsessive image of having to marry.
At 2000, the picture of the single woman being free spirited and quirky, but still looking for the ultimate relationship (think Bridget Jones and Carrie Bradshaw), Malin argues that it's still a toxic brainwashing of how a single woman should be. Always looking.
Like I get that, the pressure of being in a relationship can create an unhealthy obsession of love. When I was young, I also remember me continuesly trying to impress guys. But now when adult, finding love in myself and ignore the pressure of relatives asking when i'm getting married or kids, is freeing. I have been rejected a couple times too but never let that eat me up. Don't think it's good to let rejection define you, but i understand how it can create an idea in ones mind of not being good enough.
Overall, interesting book. A bit whiny and odd sometimes, but it's kind of biographical, every life experience is unique. Getting to know Malin, i start to think that her novel Rolf maybe .. was.. intentionally meant to be romantical? With the cutting and murdering, but that it would be viewed upon as horror because of the strangeness. I'd still give this a 3/5 stars, enjoyed the fluent writing!
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When I Was Five I Killed Myself (1981) by Howard Buten
The story starts with main character, a child named Burt, having a fit at a children's mental health care facility. He's there because of "something bad he did to Jessica". Between chapters we are jumping from present and past, learning how he got to know Jessica at school, all from his own perspective.
Burt have a great imagination but also secret rituals and sudden outbursts, i couldn't pinpoint if it was just being a kid, or some sort of diagnosis like ADHD? He's having trouble understanding social cues, and can't maintain focus on one thing for too long, making the text incoherent (but i like it, beautiful).
We later learn he actually has autism and is under the investigation for schizophrenia, for continuesly talking to himself/us.
Every time Burt doesn't like something, he use the word "kill" like - he want to kill the school, kill the dentist, kill his sandwich. Where did he pick this up? Is it associated with what happened to Jessica?
Often lonely, he finally connect with a strange but patience doctor named Rudyard. This doctor understands Burt and believe in rehabilitation for whatever he has done, but the co-workers want him kicked out and Burt quickly institutionalized.
When the doctor is sadly fired, we are taken back to a day when Burt and Jessica skipped school together and ran around playing in the rain. She talk very strangely too btw, are kids just like this?? I have no idea, haha, but it's like their imagination overlap each other and it's difficult to separate what's real or not.
Anyway, **SPOILER** after playing around in the rain, they go to her place but no one's home yet. Jessica's father died a couple pages ago, she is suddenly reminded of him in this empty apartment and starts crying. Burt gives a comforting hug, she then pulls up her dress because it's drenched in rain and suggest Burt to lay on top of her. She puts her hands in his pant pockets and forces his butt to go up and down like a game. Children mimic stuff, where did she pick this up from, im scared for her?? They have nooo idea what they are doing, but IT LOOKS REALLY BAD! Her mom comes home in perfect time to witness this dry humping and understandingly flips! Thinking this boy is trying to rape her daughter. Chaos ensue, police come and he is taken home. But instead of taking him to court because he is only 8 years old, they send Burt to the children's mental health institute, where present time takes place.
Final scene of Burt is him connecting with another patient, and voluntary seek support with the doctors instead of arguing, showing that Dr Rudyard treatment had good effect on him.
Good book, i really liked it despite making me confused many times. The confusion was part of the charm imo!
The title is a bit misplaced because he is 8 during this whole ordeal, but he once saw a ghost at age 5 and think he died then. Yes, confusing like that!
What I didn't like though was how people with dark skin were casually called by the N-word, it's not even that old of a book? What on earth?
Overall it's was an experience for sure, 3/5 stars!
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mariana-oconnor · 2 years
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Reading Stranger Things fics and just thinking 'Not one of you has mentioned THAC0 once, what even is this?'
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