Yzabel / October 20, 2016

Review: Death By Cliché

Death by ClichéDeath by Cliché by Bob Defendi

My rating: [rating=3]

Blurb:

To Sartre, Hell was other people. To the game designer, Hell is the game.

Damico writes games for a living. When called in to rescue a local roleplaying game demo, Damico is shot in the head by a loony fan. He awakens in a game. A game full of hackneyed tropes and clichéd plots. A game he was there to save, run by the man who murdered him just moments ago. A game that has just become world-swap fantasy. Damico, to his horror, has become the heart of the cliché.

Set on their quest in a scene that would make Ed Wood blush, Damico discovers a new wrinkle. As a game designer, he is a creative force in this broken place. His presence touches the two-dimensional inhabitants. First a peasant, then a barmaid, then his character’s own father…all come alive.

But the central question remains. Can Damico escape, or is he trapped in this nightmare? Forever.

Wait, what? This is a comedy? Ignore all that. Death by Cliché is a heartwarming tale of catastrophic brain damage. Share it with someone you love. Or like. Or anyone at all. Buy the book.

Based on a true story.

Review:

[I received a copy of this book from the publisher.]

I’m on the fence regarding this novel, as some parts were fun, but some others made fun of gamers in a way that I would expect from someone who doesn’t play—as in, clichés that weren’t so funny as demeaning.

Damico, game designer, finds himself trapped in a tabletop RPG scenario, as a non-player character, after he got shot in the head by a loony Dungeon Master. (Which in itself is a bad cliché already, but that may be me being a wee bit sensitive after years trying to debunk myths in my hometown, like “oh you’re a gamer, so you must be weird and deranged”. Meh.) It’s only a game, right? Right. So it doesn’t matter if all those cardboard characters—peasants, the Evil Overlord, the buxom tavern wench…—get to die, because they’re just ink on paper, or in the head of the game master. Except they’re not, not exactly; and conversely, if they are, does it mean that Damico is dead, and nothing more than ink as well?

And this is one of the strong points of “Death By Cliché”. Sure, it’s nothing the literary world hasn’t seen before (what is real, what defines reality, what defines humanity…), yet it doesn’t matter: it remains an interesting theme. The humorous approach doesn’t detract from this kind of “serious” questioning, and at the same time is enjoyable, because, well, it’s fun.

The clichés I’m a bit undecided about, as mentioned previously. The book is packed with them, which is totally expected with such a title and premise, and some of them work really well. If you are, or used to be, a gamer, odds are you’ve encountered a lot of them, whether places, situations or people. It pokes fun at the tired fantasy tropes (the evil lord, the long days of travel—sorry, I’m not a “travel fantasy” person— the fabled Artefact, the cliché large-breasted tavern girls, and so on). Plenty of themes to play with, and it’s obvious the author had lots of fun with those. Also, the feeling of reliving some old gaming sessions, or discussing those with an old friend. I’m positive that every gamer, at some point, even the most serious/storytelling-type/roleplaying ones, gave in at some point to some jolly good cliché or silly action. This is part of what makes such games funny, after all.

Some tropes didn’t work as well for me; but then, they’re clearly the ones that tend to make too much fun of gamers in general, and can easily be construed as more derogatory than mere fun. You know, the “oh but it’s just for fun, don’t get angry” thing, to cover a hurtful comment/joke. That’s the kind of the impression I got.

The writing style was often tongue-in-cheek, sometimes deliberately breaking the fourth wall. I tend to like this, so it made me smile. I couldn’t care less about the chapter quotes, though; the first three or so were cool, the rest quickly became tedious.

Conclusion: As expected, a lot of clichés, that may have been exploited better; but all in all, it was a fun ride.

Enregistrer

Enregistrer

Yzabel / May 18, 2016

Review: Mage: the Ascension 20th Anniversary Edition

Mage: the Ascension 20th Anniversary EditionMage: the Ascension 20th Anniversary Edition by Phil Brucato

My rating: [rating=5]

Blurb:

“I tell you this: We are Divinity.

Reality is ours to bend. To subvert. To command.
We have that power – all of us.

Not everyone knows what to do with it, or uses it well.
Most of us never realize just what it is we are or how much we can do.

Those of us who do… well, some of us are monsters.
Manipulators. Parasites. Tyrants. Fanatics.

And the rest of us never see that monster in our own mirror, only in the reflections of those folks who are not “us.”

Here’s the truth, though: We are ALL “us.” We are ALL gifted,

We can ALL change the world. Most of us remain asleep.

A blessed few Awaken. Fewer still use that power wisely.
And none without consequences.

And so, reality is up for grabs. Where do you stand?

And will you Fall… or Ascend?”

What’s in it?

• Updated profiles of the Council of Nine Traditions, the Technocratic Union, and the Disparate Crafts… with many unexpected developments.

• An epic history of magick and its factions.

• A compilation and clarification of essential and optional rules, including martial arts, vehicles, hazards, cybernetics, the Otherworlds, and far more besides.

• Overviews of paradigms, practices and tools – the focus of your Art.

• Detailed explorations of the epic concepts involved in Mage.

• Chilling looks at the Nephandi and Marauders.

• The Nine Spheres, plus their Technocratic variants.

• Old favorites and new faces from among the Awakened Ones.

• Reality Zones, Paradox, Quiet, the “coincidental vs. vulgar magick” debate, and far, far more…

• New full color original art by Michael William Kaluta, Echo Chernik, Steve Prescott, Christopher Shy, Larry MacDougall, and other classic Mage artists, as well as classic B&W pieces carefully chosen from the earlier editions.

Review:

I took my sweet, sweet time reading this. it’sa huge book—in terms of pages as well as of weight. Actually, that’s the kind of book that makes me feel like breaking into a church to steal a lectern and respectfully place the latter on a pedestal in my living-room, so that I finally have an appropriate reading spot. Except that the whole act wouldn’t be respectful in many other ways.

Anyway.

I discovered Mage: the Ascension in 1998. Possibly earlier than that, if you count the times I had seen it mentioned in RPG magazines. At the time, I was a representative of that rare breed of young (and incidentally female) Storytellers who intended on doing something with this game, apart from using it as a doorstopper. We used to joke about how you needed to go through a whole tube of aspirin before being able to understand what it was about. And yet, I still wanted to try my hand at it.

I never came back from that experience. Even during the years I had stopped gaming, Mage had never left me, not really.

This game is full of possibilities. Full of ideas. Bursting with potential. It’s all about what you do with it, about viewing the world in so many different ways. About interpreting reqlity about you. About shaping your own reality—as a much needed reminder, too, that reality is what we make of it, mages or no mages, and that at least for some things, for a lot of things, there may come a time when you have to decide: do I want changes to occur, and will I be the driving force behind those changes?

This new edition was a joy to read, from one end to the other. Even some 20 years later, it’s still holding that special place in my little shrivelled black heart.

And I shall blame it henceforth for adding “why not run a Technocracy game” to my long list of “must do’s”

Yzabel / November 25, 2015

Review: Deadlands: Ghostwalkers

Deadlands: GhostwalkersDeadlands: Ghostwalkers by Jonathan Maberry

My rating: [rating=2]

Blurb:

The first of three media tie-in novels based on the hit RPG franchise Deadlands

From New York Times bestselling author Jonathan Maberry, the first in a thrilling series of novels based on Deadlands, a hugely successful role-playing game (RPG) set in the Weird, Weird West.

Welcome to the Deadlands, where steely-eyed gunfighters rub shoulders with mad scientists and dark, unnatural forces. Where the Great Quake of 1868 has shattered California into a labyrinth of sea-flooded caverns . . . and a mysterious substance called “ghost rock” fuels exotic steampunk inventions as well as plenty of bloodshed and flying bullets.

In Ghostwalkers, a gun-for-hire, literally haunted by his bloody past, comes to the struggling town of Paradise Falls, where he becomes embroiled in a deadly conflict between the besieged community and a diabolically brilliant alchemist who is building terrible new weapons of mass destruction . . . and an army of the living dead!

Review:

[I received a copy of this novel through NetGalley, in exchange for an honest review.]

I used to play the Deadlands RPG when I was in high school. That was, well, long ago. Long enough for the game to be in its original iteration, no LCG or anything. Back when we used poker chips that could act as jokers, but we greedily kept them because the unused ones would turn into experience points at the end of the game. Yeah, that was quite a few years ago.

So I wanted to try and see what a novel set in the Deadlands universe was like.

Though I admit my recollections of the game are far and few between, I’m not sure the book exactly related. Some elements fitted, and had the “Weird West” feeling I tend to associate with that world, but they seemed to be thrown in more as add-ons than as true parts. (Dinosaurs, zombies, steampunk weapons, etc.) It was fun, sure, yet it also looked as too much being crammed in it… and at the same time, the novel felt too long for the story it had to tell.

It worked well enough as a “strange western”-like story in the beginning, in that the action started fast, and the tropes I was looking for were there: gunslingers, little town under the tyranny of a couple of rich white guys with their own militia of sorts, inhabitants trying to resist but being outnumbered… However, after a while, I began to lose interest, likely because of the repetitiveness of said action, and because the characters didn’t have much depths, all things considered. Grey had a troubled past… but there isn’t much more to him once this past is uncovered (he did work as a character thrown in that mess without much knowledge of what happened, as other people explaining things allowed the reader to discover them as well). Jenny was the mandatory brave female character with a shotgun, and her courage was commendable, yet out of this and her relationship with Grey, there wasn’t too much to her either. The monk was forgettable, and the villain was… gloating?

A definitely problematic character was Looks Away, the Sioux guy who happened to be part of a circus in Europe, got an education there, and now throwns in “British” slang all the time. Making him a Sioux felt more like ye olde mandatory POC than like a real person, as basically he could have been a British scholar just as well, and it wouldn’t have changed the plot in any way. (Granted, had the author gone overboard the other way, by making him a Native American cliché, it’d have been just as bad. But I believe in middle grounds.)

A good deal of the novel was also both boring and too over the top to fully belong. Characters discover awful weapon and enemies, fight them, manage to escape at the last moment, bit of deus ex machina here, rinse and repeat. (A corset stopping a bullet… Uh… Not sure about that, and if the explanation is what I think it was, it wasn’t made very clear in the end.) As for the enemies, I could do with zombies (in the Deadlandsverse? Sure!), but the vampire-witches mqde me wonder what they were doing here, and dinosaurs was too far-fetched, seemingly added to the mix just because at some point, someone must’ve said “hey, why not put dinosaurs in there, too, they’re cool.” Odd.

Writing style: long descriptions (of which I quickly get bored), and a tendency to veer into very short sentences/3-word long paragraphs that worked sometimes, and were jarring at others.

Conclusion: Some interesting ideas, but the characters need to be fleshed out, and the novel to be trimmed down when it comes to descriptions.

Yzabel / July 5, 2012

What I’ve been working on

Back when I created this blog, I had some art/writing projects going on.

That was in 2005-2006. Since then, obviously, a lot of time has passed—enough for me to have moved on, shelved some of those projects temporarily, shelved some others for good… and started new ones as well. As I was recently asked in a comment what I’ve been up to, I thought it’d be a good idea to post a recap of where I can be found these days, and what my writing has been evolving into.

WRITING :

  • Des Mondes et des Lunes: This is the place where I (try to) keep track of my works. It’s in French only, not very developed at the moment, and mostly set as an “author’s website” for the writing I do in my native language. I will develop it more at some point in the future.
  • Eien: Back in 2007, I took part in NaNoWriMo (as usual, or almost) and worked on Oraison d’Être, a one-shot story set in the world of Eien. This one is part of the stories that I’ve shelved, but not given up on.
  • Was: An ongoing urban fantasy story that I may or may not end up publishing online for free, and/or through self-publishing. I’m more and more tempted to go the self-publishing road, because, let’s be honest, this story is in English, and has no future in France unless I translate it, which I won’t do. It’s one of the two projects I’m having the most fun with, and it’s been going on slowly but steadily since 2009-2010. (For now, you can read the first chapters on its dedicated website.)
  • Our Darker Purpose: This story in French (2/3  completed) isn’t available online, because it’s the one I seriously want to try and peg to a traditional publisher in France. It’s a dystopian Victorian (or, rather, Stuartian) story set in a parallel England, dealing with a world on the brink of destruction.

ARTWORK:

  • Yzabel on deviantART: The place where I post my drawings. You can also find them on Paradygma, the latter however being more of a portfolio. If you want to comment on my drawings, strike a chat, or get fresh updates, dA is your best bet.
  • Yzabel on Facebook: My FB *page*, not my personal account. ‘Yzabel Ginsberg’ is the pen name I go by for anything fiction-related. My real name is to be kept for official research papers, the day I finally bite the bullet and decide to go for a Ph. D. (I know myself. I’ll probably do at some point, if only because I’m too easily bored intellectually-speaking.)

READING;

  • Mostly Goodreads, although you can find my reviews here on The Y Logs anyway.

RPG:

  • Shadow Nexus: My attempt at chronicling a 1880 Victorian England Mage: the Ascension game (all in French, sorry). I’m terribly late in keeping it updated, though.
  • If you’re interested in Was: I’ve also been writing reports (in English) from the point of view of my character in another, 2009-based game of Mage, in which I play an alternate version of Ewan Doyle. It’s been fun. It’s only available on Google Docs, not publicly, but I don’t mind giving you access if you send me your e-mail address.

There you have it—where I can be found.