A pop concert. Again. This time, one with families and children.
Words fail. My heart goes out to everyone involved, of course. It is unimaginable, or should be. But what do we do, how do we react? This kind of thing cannot be defended against in a free, liberal democracy - cars used as weapons against pedestrians, attacks on the softest of targets. So, what are our options? We become more afraid, less open? Police states are one definition of secure. We go all Trump (or Bush and Blair) and react by going after "these people" - except, who are "these people"? And, more to the point, isn't it our aggressions in the Middle East and Afghanistan that cause these attacks, that multiply our enemies? I cannot believe that there is anyone in any of the places we and our so-called allies are at war who could see pictures of children at an event meant to be joyous, suddenly torn apart by explosives and think it anything but horrific. But there are undoubtedly many who would look hollow-eyed and think "welcome to our world." I am not making excuses for whoever did this - this is terrible, by definition anyone perpetrating this kind of act is unhinged, through neurro-chemical imbalance or twisted by dogma - but we have to think about cause and effect.
I'm off work today, meant to prepping for an interview. I'm going to make an effort to not curl into a ball and hide, to do my prep and walk in the sun, to communicate with friends, to do some housework. To make an effort to not let this shitstorm beat me down. I'm not making this awful thing about me, but it affects me, it affects us all. The way we react, the way we think. We have to carry on, not as though nothing has happened but knowing it has, and could again, but carry on regardless. To not allow ourselves to be bowed or scared or stop feeling compassion. Compassion is not a limited resource unless we allow it to be.
Ramble over. I hope it makes sense to some of you. Go outside in the sun, look at something beautiful, tell someone how much you love them. This is what matters.
Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts
Tuesday, 23 May 2017
Thursday, 6 October 2016
Book Review: Yellow King Tales volume 1: solid pallor and a tattered robe
After finding the recent Pulver edited anthology A Season in Carcosa a very mixed bag, I thought Id try this collection by the man himself. It starts very, very strongly; the first five stories are gloriously creepy and scary, modern-set noir-tinged Yellow King tales fraught with menace and madness, utilising many of the tropes of Chambers' original stories to stunning effect. Publication dates aren't listed for individual stories, but I can well imagine these were an influence on the original True Detective TV show.
Unfortunately, nothing else in the book hits that level of quality. There are many good stories but, for me, nothing great and frankly too much filler. Part of the problem was, perhaps, reading it as a block rather than dipping in, as Pulver's reliance on Cassilda and other fragments from the Yellow King play becomes somewhat repetitive.
In many of the stories the author also writes in a style that is neither prose nor poetry (or possibly both), going from normal block paragraphs to
setting out
the words
in
poem-like
forms/that/use
white space
and make use
of
punctuation{in}odd[and]
experimental ways.
I didn't find this very effective - although, full disclosure, I have never been a fan of shape poems and find stream-of-consciousness writing generally insufferable, so perhaps I'm the wrong audience. The longer of these pieces I found myself scanning through as there didn't really seem to be a great deal of content within the form. There are also a couple of stories that are fine, but then have sudden Yellow King references shoehorned in at the end for no apparent reason, and much to the detriment of the tale.
I will definitely return to Pulver, perhaps trying some of his longer work or something not so narrowly focused as he can undoubtedly be a great writer.
Labels:
book,
book review,
fiction,
horror,
review,
weird fiction
Friday, 9 October 2015
Game Review: World War Cthulhu: The Darkest Hour
Reviewing a roleplaying game (RPG) book is quite different than reviewing a fiction or non-fiction book; they are still storybooks in a way, but also instruction manuals, rule books, reference tomes and guidebooks to the setting - the world in which the game takes place. It would be unusual to read it cover to cover, you would tend to read sections some several times and dip into others, returning later for reference. The criteria by which they are judged is, therefore, quite unique.
World War Cthulhu: The Darkest Hour is a primary setting guide for a pre-existing game. Call of Cthulhu is a bona fide classic of the genre, one of the first games to move roleplaying away from the hack n slash of Dungeons and Dragons and its ilk into a more investigative, thinky, character-driven milieu. It is based of the Cthulhu Mythos writings (primarily by H.P. Lovecraft, but expanded by others) and I don't think it's any coincidence that it is since that games' 1981 launch that Lovecraft's work has been rediscovered by an ever wider audience.
The primary setting for the original Call of Cthulhu is, as with Lovecraft's stories, New England in the 1920s (with adventures in exotic places such as Antarctica and the Amazon), though the horrors can be transplanted to any era or locale, and there are many supplemental books that do so. World War Cthulhu, as you can probably guess, is a guide for adventures in World War II, and is excellently done. As well as their standard military roles (for the Allied forces, naturally) the characters are agents for a shadowy civil servant who tasks them with investigating potential extra-dimensional spookiness - at the same time as having to survive the very real horror of the bloodiest conflict in the history of humanity.
As such, the game can be run leaning either way; classic Cthulhu-style, using the war as a backdrop, or primarily focusing on the war itself with occasional added horror (imagine some other terror invading the trenches, like the zombies in the movie Deathwatch) or some mixture of the two.
As a supplement to Call of Cthulhu, this is excellent. There is lots of great background on the various intelligence agencies (there is, understandably, a push to make the characters intelligence operatives rather than straightforward soldiers, as investigation - often behind enemy lines is such a large part of the game) and great short summaries of the theatres across war-torn Europe and North Africa.; general information on the status of various countries as well at least three or four adventure ideas for each as well as a list of "Fortean events" through out the period for extra inspiration. There are, of course, equipment guides (description and statistics for a wide range of WWII weapons, prices for both legal and black market goods, etc), background on some historical figures and how they might be connected (Ian Fleming, Dennis Wheatley, Kim Philby, Aleister Crowley, and others) and, of course, an update of the Dark, Lamentable Catalogue - a guide the Elder Gods and other entities, as well as various Earthly factions and cults. As is now usual, the book ends with a fully fledged adventure to get you going - although extra supplements, including adventures, have already begun to appear. i have not yet run this adventure, entitled The God in the Woods, as I have a couple of my devising to get the group into the swing of things, but it's always good to have one as back up and it looks to be a good one.
The book is very well put together - a solid, attractive hardback (build quality is a consideration for RPG books, as they will get a lot of handling while using for reference) with a good contents page and index, something that many RPGs still lack, an unforgivable omission for any sort of reference book - with good artwork and layout, double columned throughout with good placement of tables and highlighted boxes for important text and examples (again, the number of game books where a table turns up many pages away from the section to which it refers is quite astounding. There is an old joke that RPG designers have an excellent vocabulary that unfortunately doesn't include the word 'proofreader'). The writing itself is solid and, importantly, clear.
This book is produced by a company called Cubicle 7, from whom I have bought quite a few books in the past (they produce the utterly superb Laundry Files RPG, based on Charles Stross' wonderful books) and they have quickly gained a reputation for quality and attention to detail. There's always a good amount of free downloadable content on the website (character sheets, tables and even adventures) and I can personally vouch for their superb customer service; when you buy the physical book you get a PDF as well and they one time I had to chase up the link I received an immediate response.
A great advantage to this setting, of course, is the vast amount of material available online. I have researched locales and buildings (I needed a ruined castle in Poland for my adventure) along with timelines of the war to plan my campaign and the location of adventures.
Highly recommended for your insanity inducing, squamous horror laden, world changing conflict pleasure.
World War Cthulhu: The Darkest Hour is a primary setting guide for a pre-existing game. Call of Cthulhu is a bona fide classic of the genre, one of the first games to move roleplaying away from the hack n slash of Dungeons and Dragons and its ilk into a more investigative, thinky, character-driven milieu. It is based of the Cthulhu Mythos writings (primarily by H.P. Lovecraft, but expanded by others) and I don't think it's any coincidence that it is since that games' 1981 launch that Lovecraft's work has been rediscovered by an ever wider audience.
The primary setting for the original Call of Cthulhu is, as with Lovecraft's stories, New England in the 1920s (with adventures in exotic places such as Antarctica and the Amazon), though the horrors can be transplanted to any era or locale, and there are many supplemental books that do so. World War Cthulhu, as you can probably guess, is a guide for adventures in World War II, and is excellently done. As well as their standard military roles (for the Allied forces, naturally) the characters are agents for a shadowy civil servant who tasks them with investigating potential extra-dimensional spookiness - at the same time as having to survive the very real horror of the bloodiest conflict in the history of humanity.
As such, the game can be run leaning either way; classic Cthulhu-style, using the war as a backdrop, or primarily focusing on the war itself with occasional added horror (imagine some other terror invading the trenches, like the zombies in the movie Deathwatch) or some mixture of the two.
As a supplement to Call of Cthulhu, this is excellent. There is lots of great background on the various intelligence agencies (there is, understandably, a push to make the characters intelligence operatives rather than straightforward soldiers, as investigation - often behind enemy lines is such a large part of the game) and great short summaries of the theatres across war-torn Europe and North Africa.; general information on the status of various countries as well at least three or four adventure ideas for each as well as a list of "Fortean events" through out the period for extra inspiration. There are, of course, equipment guides (description and statistics for a wide range of WWII weapons, prices for both legal and black market goods, etc), background on some historical figures and how they might be connected (Ian Fleming, Dennis Wheatley, Kim Philby, Aleister Crowley, and others) and, of course, an update of the Dark, Lamentable Catalogue - a guide the Elder Gods and other entities, as well as various Earthly factions and cults. As is now usual, the book ends with a fully fledged adventure to get you going - although extra supplements, including adventures, have already begun to appear. i have not yet run this adventure, entitled The God in the Woods, as I have a couple of my devising to get the group into the swing of things, but it's always good to have one as back up and it looks to be a good one.
The book is very well put together - a solid, attractive hardback (build quality is a consideration for RPG books, as they will get a lot of handling while using for reference) with a good contents page and index, something that many RPGs still lack, an unforgivable omission for any sort of reference book - with good artwork and layout, double columned throughout with good placement of tables and highlighted boxes for important text and examples (again, the number of game books where a table turns up many pages away from the section to which it refers is quite astounding. There is an old joke that RPG designers have an excellent vocabulary that unfortunately doesn't include the word 'proofreader'). The writing itself is solid and, importantly, clear.
This book is produced by a company called Cubicle 7, from whom I have bought quite a few books in the past (they produce the utterly superb Laundry Files RPG, based on Charles Stross' wonderful books) and they have quickly gained a reputation for quality and attention to detail. There's always a good amount of free downloadable content on the website (character sheets, tables and even adventures) and I can personally vouch for their superb customer service; when you buy the physical book you get a PDF as well and they one time I had to chase up the link I received an immediate response.
A great advantage to this setting, of course, is the vast amount of material available online. I have researched locales and buildings (I needed a ruined castle in Poland for my adventure) along with timelines of the war to plan my campaign and the location of adventures.
Highly recommended for your insanity inducing, squamous horror laden, world changing conflict pleasure.
Friday, 28 January 2011
Review: The Fuller Memorandum by Charles Stross: Squamous Horros and paper clips
The third novel in Stross' Laundry series, The Fuller Memorandum continues the adventures of computer geek Bob Howard working for the eponymous Laundry, a shadowy department of the British secret service tasked with protecting the UK from threats occult and other-dimensional – in practice, HP Lovecraft's Old Gods, which turn out to be all too real. Of course, as the Horrors from Beyond Space and Time rarely recognise national boundaries, this usually comes down to saving the world as a side effect of protecting Her Britannic Majesty's domains. As other countries also possess ultra-top secret agencies with a similar remit but differing national objectives – The Black Chamber in the US, for example – Bob and his colleagues as often find themselves fighting against fellow humans as slimy, squamous terrors.
Each of the novels has been modelled after a different example of the spy genre. The Atrocity Archives was in the mould of Len Deighton (described by Stross in the afterword as the best horror writer of the twentieth century, who just happened to write spy stories) full of paranoia and with the overhanging threat of nuclear annihilation replaced by the menace of unstoppable monsters from another dimension. The Jennifer Morgue was a Bond pastiche, a rich mogul trying to advance his own ends and in the process threatening world security – in this case threatening to wake the things that lurk in the deeps. In The Fuller Memorandum, we move into classier territory with a le Carre inspired post-Cold War tale. Bob is now married to another Laundry operative, is enjoying his work (there has been far more of the fixing computer networks in the office and less of the facing unspeakable horrors, which makes him happy). Inevitably, things begin to go wrong and when Bob's boss goes missing, it might just be the end of the world.
Stross has a deft hand with the horror, which is perhaps starker in this book than previously. There is some excellent characterisation, although in this case the author concentrates on Bob and his wife leaving the supporting characters more in the periphery than previously, which allows him to realistic reactions to the unreal situations; not heroically setting the jaw to face things, or shlock-horror movie running around screaming. This is also leavened by a low key dry humour, often geek-culture references (the main character is a computer nerd who fights Cthuloid monstrosities, for crissakes) and some Dilbert-esque office jokes. Pointedly, while the horrors from other dimonsions are always in the background as the great threat, the evil acts in the books are always perpetrated by human beings of their own free will. By the nature of the background, secret societies proliferate and conspiracy theories abound, but the reality is close enough to ours that things are far too complex for any over-arching hand to be in control and cock-up rules more than conspiracy, individual passions vices and morality make fate redundant.
In The Laundry books, Charles Stross has used some well established tropes to create fun reads that are also thought-provoking and, at times, horrific. The next is due for publication late this year or early next, and I can't wait to see what terrors Bob Howard will be protecting the United Kingdom of Great Britain and Northern Ireland and associated Dominions (and the rest of the world) from next.
Subscribe to:
Posts (Atom)