What am I writing? An “Abby’s Road” 5th Anniversary Day!

WHAT AM I WRITING? An “Abby’s Road” Anniversary!

The cover of Abby's Road

The cover of Abby’s Road

September and October are big months for our family. And since this year marks the fifth anniversary of most of the events of “Abby’s Road”, celebrate with us as I post the fifth anniversary of book events as they occur! I hope you enjoy the posts over the next month and enjoy reading (or re-reading) it in the book!


Today is the 5th anniversary of the events starting on page 99 of “Abby’s Road…”. 

              “On Tuesday September 8th we received a call from Cary.  Valerie was having stomach pains.

                Def Con 2! Homeland Security Threat Level Mauve! Red Alert! Red Alert! Ah-oooga! Ah-oooga!

                Stop! It’s only the 8th; the baby isn’t due until the 23rd. What gives?

                It is possible, even likely, that Valerie will have the baby early. Why? A secretary told me her theory: I’ll sound like a complete mysogynist but it was her theory, not mine. Let me put this nicely –this is Valerie’s third baby. The trail has already been blazed, so to speak. Abigail will be boldly going where other babies have gone before. The tubing has been loosened a bit. Get it? Whether that has any medical merit I have no idea and I am sure I will be corrected if wrong.

                But we have to be ready in case the baby is born over the weekend. By now we had websites bookmarked and knew exactly what we needed to do. If the baby was born in the next few days we could fly out of St. Louis via Southwest on Saturday the 12th. The cost was fair even at this short notice. We could reserve a car with a baby seat at the airport. We picked an Extended Stay motel in Bethpage – it was nearest the hospital and had a kitchenette and two queen-size beds. For the trip home we could take Amtrak on the weekend of the 20th.  I preferred the New York-Chicago route with a bedroom, but another route – New York-Washington-Chicago was also available. Then the train from Chicago to St. Louis (a five-hour layover).

                We would be home by our wedding anniversary!

                An obstacle appeared that evening when we checked availabilities. I should have realized it would be impossible to make reservations at a motel in New York over a September 11th weekend. Uh-oh.

                Where will we stay until Monday or Tuesday when the weekend is over? In the hospital? Will Valerie and her parents put us up? Doubtful. There’s no point in going until we can secure a place to stay – the baby could be four days to a week old by the time we get there. Will she still be in the hospital? A foster home? Our little girl being held by perfect strangers? Wait, we’re foster parents. Our little girl being held by people like us? I’m going to be sick! Again!

                There were no close friends or relatives anywhere nearby. My Aunt Iris did have some distant cousins in that part of Long Island. If she were still alive our problems would have been solved. “I have a cousin still living there. You’re going to stay with his son’s family in the pool house.”  At the airport we’d have been met by a small shivering man holding a sign saying “Curry”.

                “We thank you for your hospitality,” we would say, “but you don’t have to put us up, we can get a motel room.”

                “No, stay with us. You don’t understand. Do you know what will happen to me, to all of us, if Iris finds out you stayed in a motel? Oy vey iz mir …”


Luckily, we learned it was a false alarm before we could head to the Big Apple. We would not be so lucky in the next few weeks!

***


“Abby’s Road, the Long and Winding Road to Adoption and how Facebook, Aquaman and Theodore Roosevelt Helped” leads a couple through their days of infertility treatments and adoption. It is told with gentle (and sometimes not-so-gentle) humor from the perspective of a nerdy father and his loving and understanding wife.

Join Mike and Esther as they go through IUIs and IFVs, as they search for an adoption agency, are selected by a birth mother, prepare their house, prepare their family, prepare themselves and wait for their daughter to be born a thousand miles from home.


Abby’s Road is available at Amazon here: http://www.amazon.com/Abbys-Road-Long-Winding-Adoption/product-reviews/0692221530/ref=cm_cr_pr_top_recent?ie=UTF8&showViewpoints=0&sortBy=bySubmissionDateDescending


at Barnes and Noble here: http://www.barnesandnoble.com/w/abbys-road-the-long-and-winding-road-to-adoption-and-how-facebook-aquaman-and-theodore-roosevelt-helped-michael-curry/1119971924?ean=9780692221532


and at Smashwords here: https://www.smashwords.com/books/view/457270

Copyright 2014 Michael Curry

 

Dungeons and Dragons 5th Edition: The Apology

What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th edition

Part Five: Now, where were we?

 

                I started to write a simple review of Dungeon & Dragons Player’s Handbook, 5th edition, but it grew into a series of blogs about the history of the game itself! Refer to my previous blogs for some of the terms if you are confused.

                We’re sorry, really really sorry. We won’t do it again. Can we go back to being friends?

                This is what WotC seems to be saying with its 5th edition. The Player’s Handbook is out now and the Dungeon Master’s Guide and Monster Manual are coming in the next few months.

                When they realized that, good or bad system notwithstanding, their 4th edition was failing, they had to decide what to do. Should they scrap everything they have done? Yes. Should they just go back to 3.5? That wouldn’t be a bad idea, but Pathfinder has filled that niche now. Not only as a game, but their Pathfinder Societies has created gaming communities. Not only is Pathfinder a game, but it is something like a club – GMs and players can accumulate points as they play. They can get free stuff. It’s like the Boy Scouts or the Illuminati.

                Let’s go way back, they may have said, go back to first edition – really make it rules light. No, there are plenty of companies that do that already. Pits and Perils (http://www.oldehouserules.com/), Labyrinth Lord (http://www.goblinoidgames.com/labyrinthlord.html), and (my favorite) Basic Fantasy Roleplaying (http://www.basicfantasy.org/).

                Let’s keep the d20 system, WotC said, but make it lighter than Pathfinder. We’ll find our niche there. Something for the non-number crunchers. We’ll streamline 3.5 and they’ll forget all about 4th edition.

                They’re off to a good start.

5th ed players handbook

 

                Now I can finally begin my review of Dungeon & Dragon Player’s Handbook for 5th Edition. It’s a beautiful book solidly bound – beautiful art, excellent layout and easy to navigate. I would expect nothing less from D&D – the bar is raised higher for them than, say, an upstart retro-clone. There I expect cheap …  and am usually not disappointed.

                The book starts with a lovely explanation of role playing – what it is and how it works. I usually skip over this part – the necessary intro to any RPG. It’s boring and repetitive to me (“…this is a movie in your mind … you help write the script…”), but if this is your first foray into tabletop role-playing, this has a solid intro.

                The races are more or less back to the basics – Dwarf, Elf, Halfling, Human, Gnome, Half-Elf, Half-Orc. From 4th edition they kept the Dragonborn (the whiners who demand to be able to play a dragon as a player-character is too large a lobby group to ignore) and the Tiefling.

                The classes are back to those listed in 1st edition AD&D with some Unearthed Arcana thrown in (although the revised names are used): barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue and wizard. They also added sorcerer and warlock.

                Backgrounds are added – you could call these character kits harkening back to the class kits of 2nd edition. Did your character start his adulthood as a soldier, an urchin, a sage, an artisan? If you do, you have some ready-made skills, tools, and traits and flaws. I like the traits and flaws – it helps with role play, not roll play. It’s there for flare.

                The usual equipment lists are canny and necessary for any game. I skimmed through that part.

                The combat hearkens back to oulden times. Nothing new here – I mean that in a pleasant way.

                Skills are down to 18 in number. Wow, 18 – and each are limited to certain classes. If you are proficient in a skill, you get +2. No slots, no purchases, +2. The idea of a proficiency bonus is a nice, slimmed-down touch. If you do anything well, if it is your proficiency, you get +2. Class or race attributes (Rogues use Dexterity, Warlocks use Charisma – smart move there. Unless you played a Paladin Charisma was always the low-roll dump of attributes) or skills – +2. Simple enough.

                Feats are down to 42 in number. Still too much, but at least it’s lost some weight. As with 3.5 you only gain a feat every three levels. A player is given an interesting choice – every third level you can either pick a feat OR increase an attribute by one. Hmm … some of the feats are pretty tough – you can reroll damage and pick the higher roll, you can increase your hit points to the same number as twice your level. Some of these feats will be huge at higher levels!

                A minor quibble: the XP needed to level is ridiculously low. 300 points to make second level?  The XP value of creatures and monsters must have suffered quite a bit of deflation since 3.5…

                WotC did a smart move by frothing up support and buzz for 5th edition through their Adventurer’s League: a structure of organized, public play sessions. Encounters is a short, weekly session at local game stores, Expeditions is for regional conventions – usually an all-afternoon event and Epic for major cons lasting days. For Encounters players meet at a game store and play a pre-set module sent to the DM directly from WotC. Both the DM and the players receive points for their play. Eventually, the gamers will run through the entire adventure path (another name for long module that will get you to the highest levels). Pathfinder has the same thing with their Pathfinder Society. The exact same thing. I wish WotC luck in this – but it seems no business gets ahead by copying its competitors. Pathfinder copied 3.5, true, but only after WotC abandoned it.

                The expunging of all things 4th edition is underway. The gaming community is starting to forgive them.

                I’m too far away from any game store to do the Adventure group thing. And with my baby girl I doubt my wife would let me run off once a week to play anyway. Maybe when she is old enough to entertain herself.

                To say that 5th edition is weighed down by what has gone on before is an understatement. But they should look on it as a legacy, not a burden. Embrace and respect the past. But note the future. Right now they are copying Pathfinder – with their lighter version of the rules and their Society-like Adventure teams. When you are in a parade – you never march behind the horses. But D&D is in a position it had never been in before – an upstart follower instead of a leader. They may still claim to be the premier world leader of RPGs, but the Sumerians were the premier world leader of … um … world leaders. You see where Sumer is now … or isn’t. As with any upstart, they’ll have to fight their way up. They may never make it back on top, but at least they are on their way to giving it a good try!

                And I think they are on their way. If Player’s Handbook is any indication, they can create their own niche of a Rules-Light d20 game. They are already past the point of being completely “rules light” with their skills and feats – diminished as those are. Leave that to the retro-clones (and I hate that phrase as being too negative, but it seems to have caught on without a taint. Those companies use the phrase as a badge of honor).

                I’m already looking forward to playing a Tiefling Warlock with the Great Old One patron…

                Happy gaming!

Cthulhu DM shit

Copyright 2014 Michael Curry

A History of D&D: 4th Edition – Wow, Just … WOW…

What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th edition

Part Four: WOW…

5th ed 1

I started to write a simple review of Dungeon & Dragons Player’s Handbook, 5th edition, but it grew into a series of blogs about the history of the game itself! Refer to my previous blogs for some of the terms if you are confused.

Just like everything else in the world, D&D was suffering from poor sales during the economic depression of the mid-2000s. Gamers were leaving the tabletop games in droves to play online. Neverwinter and World or Warcraft (WOW) were the dominant games in the sword-and-sorcery genres. This fit into the isolationist mode most of us were going into with the invention of smart phones. Instead of rows and rows of kids sitting on the benches in malls, now there are rows and rows of kids sitting in coffee shops texting. Probably texting the kids sitting right next to them. Zombie apocalypse indeed…

Sitting at a table with dice and paper was passé; why imagine attacking an orc compound when you can see it in 3D on your computer screen? Wizards of the Coast realized they were losing their gamers. So in 2007 it was time for a new edition of D&D. A version that would attract those gamers back! They couldn’t beat the electronic games … so what do you do if you can’t beat ‘em?

4th edition gets a lot of bad press – has ever since it came out. Once something is pronounced a bomb – whether it be a movie, a TV show or a game system – it cannot recover even if it really isn’t so bad. Go to your favorite browser and type “4th edition D&D criticism” and look at the topics: link titles include “What Went Wrong” and “It’s Awful” -and these are dated 2008 and 2009 when the game had only been out a year or less! I won’t add to the chorus of contempt except to reflect what I have already blogged before.

4th ed 2

                4th edition isn’t a bad system. Some bloggers said if it wasn’t called D&D it would not have lasted. That’s true, but that is the case with MOST non-D&D RPGS.

If done correctly and with players acclimated to the system, 4th edition might even be fun. But it was so vastly different from anything before it … it was hardly D&D at all! It was a table-top version of a video game. WOW on paper. Ironically, WOW had its own tabletop version of itself – with a hardback guide, etc. Its tabletop version of D&D did just about as well as D&D’s tabletop version of WOW.

The basic classes and races are the same – although it took three Player’s Handbooks to get all the classes listed (Barbarians, Monks, etc.). Later Player’s Handbooks added tieflings (a race with a demonic taint), dragonmen, crystaline beings, angelic Devas, etc. It kept the 3rd edition’s Prestige Classes but called them Paragon Paths.

And the role-playing aspect of the game is still there, albeit it is made secondary to combat. From the few modules I read, role-playing is set way back on the list of things to do while playing the game. Way way back.

The biggest changes are in the way 4th edition handles combat. Remember, we’re talking about a table-top MMORP (massively multi-player online role-playing game).

Play with miniatures is encouraged. Some scenarios/modules seem to require it. For the first time since the D&D Basic Set, back when it was a spin-off of Chainmail, players are encouraged to dig out their miniature figures and terrain, whip out their tape measures and roll play. Miniatures never went away, strictly speaking. Gamers could use miniatures throughout all the editions – but 4th edition made it a necessary part of combat. Without miniatures – using a power that pushed back an opponent one square made no real sense without something on the table to help visualize it. How can we know if the push-back pushed the orc back into the waiting arms of an assassin’s blade? Make a luck roll? Miniatures take the guess work out of it. And takes the imagination out of it, too.

Powers? Oh yes, perhaps the biggest change in 4th edition, and the one that makes it seem more like a table top MMORP than anything else.

Each class and race was given powers. These are abilities one can use in combat. At-will powers could be used every round (portion of combat) – Healing Surge can heal you for 6 points – keeping you alive to swing your mace at least one last time. Per-encounter powers can be used only once during combat – and you cannot use it again until the next mob of bad guys come around the corner – Flurry of Blows might give you two chances to hit in a round. Per-day is just that. Until you sleep and recover, you can only do this power once per day – Knock throws everyone to the ground.

It’s like the cool-down period for abilities in WOW – you have some buttons to click that gives you an arcane blast or sword swipe every few seconds, some you cannot use for ten or more seconds, come only once every few minutes.

Even the terminology and class “assignments” come straight out of a MMORP. Rogues are attack dogs – nicking and cutting opponents. Fighters are referred to as “tanks”. There’s a Warlord class that gives other characters plusses just by standing in the midst of combat – there’s no other real reason for the class. Combat combat combat.

With this, were I to play 4th edition, I would like to have all my powers laid out before me on cards. My at-wills to the left, per-encounters in the middle and per-day on the right. Other stats would also be available. That way I can keep track of what I used and when it will be available again. Just like on my computer screen. I go from playing on my desktop to playing on my desk top.

Stats for abilities became uniform. Before, if you had 14 Strength, it would give you a +1 on “to hit” rolls, damage, opening doors, etc.  A 14 Dexterity gave you +1 on initiative, “to hit” rolls for ranged weapons. Now a 14 in any stat gives you a +1 benefit on anything involving that stat. No more lists – if it involved Strength, you get +1 to your roll. I like that. (remember that I am winging it on the numbers here – don’t tell me “a 13 gives you +1, a 14 is +2. Cool, but regardless, if you get my point, let’s move on…).

With 4th edition, Wizards of the Coast (WotC) went with the nuclear option. It stopped producing anything remotely to do with 3.5. It left that to Piazo. Piazo was the company that published Dragon and Dungeon magazine. WotC cancelled both magazines – no one will care about 3.5 once 4th edition debuts!

“Um,” Piazo said, “would you mind if we continue with the 3.5-style game system? We’ll call it Pathfinder and it will be completely different from your new edition.”

“Of course you can, you little upstart, we’re too big to worry about such small potatoes as you…”

pathfinder

                I usually end these blogs with our little troop of characters trying to swing over a chasm. Just use the same ending as my last blog. Since it has nothing to do with combat combat combat, the roll play of swinging over a chasm is unchanged.

But that brings up one of my biggest criticisms – roll play vs. role play. In previous editions, I am a thief named Visilai; in 4th edition, I am a rogue/assassin hybrid with the invisibility character build!

Pathfinder started beating D&D in sales. Bad. Then the Star Wars Role Playing game started beating D&D in sales.  D&D was third overall. From the only game in town to third place. Something had to be done.

They quickly created a 5th edition.

They called it D&D Next. I call it D&D: The Apology.

TO BE CONCLUDED…

Copyright 2014 Michael Curry

Continuing my history of D&D with 3rd edition – this changes EVERYTHING!

What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th edition

Part Three: You Turned My Game Upside Down …

 

I started to write a simple review of Dungeon & Dragons Player’s Handbook, 5th edition, but it grew into a series of blogs about the history of the game itself! Refer to my previous blogs for some of the terms if you are confused.

In 2000, Dungeons and Dragons, now owned by Wizards of the Coast, released a 3rd edition of the game. They referred to the “core books” – Player’s Handbook, Dungeon Master’s Guide and Monster Manual but over the next seven years added dozens upon dozens of supplemental books and modules.

The biggest change was the d20 system.

3rd ed

                The d20 system turned dice rolling on its head. Instead of rolling lower, I had to roll higher! Not necessarily higher than my Dex, but higher than a fixed number that was based on what I wanted to accomplish. 10 is an easy task, 15 more difficult, 20 still more difficult. Tasks were given a Difficulty Class (DC). Remember the scenario from prior blogs…?

“I try to grab the vine and swing over the chasm.”

“That has a DC of 15,” says the DM.

{Roll} “8!! Finally! I beat my Dex! It’s about frickin time – after twenty years! Woohoo!”

“No, this is 3rd edition, you have to roll higher than the DC now. You fail. Your character plummets to his death. Mage?”

{Rolls} “I got an 18,” says the mage.

“You swing across safely,” says the DM.

“I hate this game…” mumbles the poor roller.

The people I have gamed with for nearly twenty years had a very hard time adjusting to d20. My wife suggested we look at it as an entirely new game system. We are no longer playing D&D; we are playing something like Rolemaster or Chill. That helped a little. Switching to Pathfinder definitely helped with the “it’s a different game system” mentality – primarily because it WAS a different game. But I am getting ahead of myself.

“Remember – roll higher,” is the 3rd edition mantra. Armor Class and Difficulty Class are similar. Before, the lower the Armor Class the harder it was to hit it. Now … roll higher. Someone with an AC of 18 is harder to hit than someone with an AC of 12 – in the older editions there was no such thing as AC 12. The limit was 10 going down to negative infinity, presumably … although negative five and lower were usually reserved for gods and unbeatable demons…

Classes and races remained unchanged. Thieves were now called Rogues. Bards were given their own class instead of a Thief sub-class. Half-orcs, removed from 2nd edition to appease the Bible thumpers, returned. Sorcerers were mages who cast spells without the aid of studying spellbooks were added as a class. That always smelled like an appeasement for whiners to me (“Why do I hafta study?” “That may work on your mommy, but not the DM! Study!”).

Experience points (XP) changed. As a character wins battles, solves puzzles and gets treasure, he gains experience. After gaining so much experience, he gains a level. This adds to his hit points, increases his ability to hit or avoid magical damage (called saving throws) and otherwise makes him more powerful. Different classes had different XP – a first-level fighter became a second-level fighter after accumulating 1000 XP. Magic User’s had to get 2000 XP to level up. Now it is all uniform – no matter what class 2000 got you to second level, 4000 to third, etc. (those may not be the exact numbers, but you get the idea)

Initiative was changed. Initiative is the term used to determine who goes first. “I hack at the ogre with my sword!” “Sorry, the ogre goes first.” “Who says?” “The initiative roll.” At the beginning of combat, each player rolled initiative on a dice (some used d6, some d10); the DM rolled for the bad guys. In the old system players or the DM who rolled 1s went first, all the way to 10. If you had a high Dex score you could subtract from that roll. If you were dexterous, you could go faster you see. When everyone was done, everyone rolled again.

3rd edition changed that. Those who rolled HIGHER went first. Once you roll, that was it until you were done with combat. “I go last AGAIN!?” “You rolled a 3; you go last until combat is done.”

Now there are Prestige Classes. These are class kits you can take at higher levels to make your specific character different from other players of the same class. Instead of just a cleric, you can be an undead slayer. Instead of a thief – er – rouge, you can become an assassin (brought back from 1st edition) or a dragon-horde stealer. As you go up in levels, you must pick certain skills and feats to give you the abilities to become a prestige class.

Leveling causes quite a bit of rule-hunting. In 1st edition, if you went up a level, you’d role more hp and find some new spells and that was it. In 2nd edition, you have more non-weapon proficiency points to increase your ability to Jump or Appraise. Now, along with the above, you may also get to increase a stat, or gain a skill or feat.

There I go again with the skills and feats, what are they? Oy. The optional non-weapon proficiencies of 2nd edition are the mandatory skills of 3rd edition. But now skills include, for example, what was once the domain only of thieves. If your wizard wants to learn pick-pocketing, he can get that skill. If he wants to wear heavy armor and use a sword, he can get that skill. Some skills have prerequisites (the wizard will have to learn the light armor skill first, for example). As with 2nd edition, some skills have levels, or slots. You get points to spend on skills when you create your character and when you level up. If I have two slots in the Jump skill, I can add +2 to your jump roll. At least they whittled the skill list down to 47 skills. Some of the rest were turned into feats.

Feats? They are harder to explain. These are bonuses you can choose to improve a character’s abilities and stats. These are real bonuses – not just for flare and role playing like a white scar down the cheek. A Feat can be, for example, Toughness, giving you two extra hit points; or Quickness, giving you +1 on initiative (I know there is a feat called Toughness; Quickness I made up as an example).In 3rd edition you had 60 feats from which to choose. You gained a feat every three levels. Not a lot, but when you could choose, where do you begin?

Thus now with feats and skills, the designers have finally closed the mouths of the whiners. Or have they?

“I try to snag a rock on the other side of the chasm with my rope,” says Mr. Poor Roller.

“You don’t have a rope. I took it when I picked your pocket,” says another player.

“You’re a gnome cleric!? Why are you picking my pocket?”

“It’s a skill I wanted.”

Sigh, I try to grab a vine to swing across, I have the Jump Skill, 2 slots.”

“I have the Empowerment Feat active, so you get plus one,” says the gnome.

“I’d rather have my rope.”

“Your Dex gives you another +2,” says the DM. “This is DC 15”

“I cast Helpful Hand,” says the mage,” that’s another +1.”

{Roll} “Carry the five, cosine of the two vectors … 45? Do I do it?”

“Damned if I know,” says the DM.

“I hate this game.”

There was a 3.5 edition released shortly after 3.0. It cleaned up some of the inconsistencies, but it was otherwise the same game with no major changes. It’s what a new edition should do…

Said major changes would come in 2007 with the 4th edition. It was to 3.5 what 3rd edition was to 2nd and changed the entire dominance of the roleplaying game business. So much so the D&D label has yet to recover.

3rd ed books

TO BE CONTINUED…

Copyright 2014 Michael Curry

End note: I made up the names of the “feats” because, frankly, I’m too lazy to look them up myself and I wanted this to come from my heart, but the rulebook. So ease up on the “that feat doesn’t exist” because I do not doubt you, I just wanted to give you the flavor of what a feats can do. If those are actual feats, I simply made a good guess…

What Am I Reading? The Last Witch of Cahokia

What Am I Reading? The Last Witch of Cahokia

 LastWitch_front-Cover2-160x225

            The Last Witch of Cahokia (ISBN 9780979473746 Redoubt Books/Bluebird Publishing 2013) by Raymond Scott Edge concludes the trilogy of books beginning with Flight of the Piasa (“Flight”) and continuing with Witches of Cahokia (“Witches”).

            Here are the blogs for the previous two novels:

            You can read my review of Flight of the Piasa here: https://michaelgcurry.com/2014/07/03/what-am-i-reading-flight-of-the-piasa-by-raymond-edge/

            And my review of Witches of Cahokia here:

https://michaelgcurry.com/2014/08/02/what-am-i-reading-witches-of-cahokia/

            It is possible to read all three books alone, but this last book is really based on the events of the second. The first book is complete. The second is also complete, although the story of Snow Pine may confuse you if you do not read the first. But Last Witch (as I will refer to the third book in this little review) is based on the events of the second book: it will be difficult to read alone – although it also tells a complete tale.

            Four tales, in fact. It picks up in the days and weeks of Cahokia in all of its threads.

            1) Daniel French and his conflict with the Illini Confederation of the twenty seven female pre-Columbian skeletons.

            2) Josh Green’s “revenge” against the professors and university that wronged him,

            3) Fred Eldridge’s trip to China to examine an ancient Native American buffalo hide, and

            4) Shen Fu’s journal of meeting Wind Sage and their return to China in the early to mid-fifteenth century.

SPOILERS AHEAD

            We meet for the third time the family and friends of Daniel French. He has two problems – the first problem was introduced in Witches – the Illini Confederation demands the immediate reburial of the twenty-seven female bodies found near Cahokia Mounds.

            Daniel has meetings and discussions with the Illini Confederation and his Provost. This is a good and canny way of bringing in an Info Dump. “As you know, Bob, NAGPRA was passed in 1990 and it provides …” Subjects ranging from digs at Native American burial sites to the Mormon religion is discussed this way. The previous books had their info dumps as well, some awkward – discussing archaeological terms with fellow archaeologists – but the author whimsically gets around the awkwardness with an aside such as, “…ask a professor a simple question and you get a lecture.” A good way to get around a writer’s unavoidable conundrum.

            Daniels’ other problems deals with a mysterious character knows only as Ghost Dancer. Well, the readers know he is Josh Green, but the characters do not. Josh dug up the remains of Elijah Parish Lovejoy.

            As you know, Bob, Elijah Lovejoy was an abolitionist journalist who was killed by a pro-slavery mob in 1837, making him a martyr to the cause. See what I mean by unavoidable? His gravemarker is a nice historical site in Alton and many a speech and many a political announcements have been made there in the past nearly-two centuries. Josh sets up photo ops of the remains at various Native American massacre sites in the west and mid-west – as if he had stolen a garden gnome. He photographs the bones and mails the postcards to Daniel and the press.

            This is the “revenge” of which I speak. We follow Josh across the country in his ghoulish protest. Eventually he meets and befriends a Lakota family – Margaret, her brothers Peter, James and John and their father Poker Joe. Margaret helps Josh dry out and help redeem him. He goes through the ceremony to marry Margaret (who is excellently written as a strong and independent woman), become a member of the Lakota people, returns the Lovejoy remains, and takes up the argument against archaeological study of Native American remains.

            Throughout the book (and even on the back cover) was the mantra: “If I dug up your great-great-grandfather that would be sacrifice. If you dug up mine, that would be science, How can that be right?” the issue is discussed thoroughly through the book – particular at its end.

            The premise of course, couldn’t be further from wrong. Our European ancestors are frequently dug up and examined:

            Earlier this year ten skeletons from the Viking era were excavated in Flakstad, an island in the Norwegian Sea – some intact, some without heads – thought to be owners buried with slaves based on their diets revealed through isotope analysis.

            Also, eight graves were excavated dating from the early twelfth century in Brandenburg, Germany after being initially dug up by badgers.

            In 2008 a Templar Knight was found buried in an underground tomb near Rennes-le-Chateau in France. Did the Masons demand immediate reburial?

            The body of Sir Hugh Despenser the Younger was excavated at Hulton Abbey in Staffs, England – he is believed to be the lover of King Edward the First – hence his mutilated state.

            Then there was the news of finding King Richard III’s body under a car parking lot in early 2013. Did the royal family demand his immediate reburial?

            The point of Native Americans is that the European excavations are not put on display in museums and gift shops or held by private collectors. True – they bodies are or will be reinterred and given the respect due. Therein lay the difference, I think.

            But it brings up a point that was nagging me while reading the debate: Josh/Joseph’s stand is no different than his anarchic beliefs with the CRA – now he has an adopted family of Native Americans and the public opinion of guilty white folks to back him up. He is trying to accomplish the goals of the CRA but now through the sheen of respectability and precedent.  I didn’t buy it.

            But the author is to be commended for causing that reaction out of this reader – not condemned. This isn’t a mistake or an error on his part. To make me react this way to a fictitious character in a fictitious setting is the goal of every good writer.

            So what is the solution? The book provides one and, wisely, the solution is presented by Josh-Joseph. Thus expunging his earlier villainy in the eyes of the reader. Well, I’m with Daniel on this one; I still don’t trust him…

            In China, Fred and Marge Eldridge befriend Ben Wang, his wife Ah Cy and their daughter. Fred (and we) learns of Chinese culture as he examines the buffalo hide telling the tale of the White Buffalo Calf Women from Witches. The Cult of Ku, the bringing and cultivating of corn and the Viking rape – all events we the readers are aware from the prior book – are reviewed and examined with skepticism by Eldridge. Again Eldridge is brought to life and is a three-dimensional character as opposed to the nay-saying curmudgeon of Flight. Fred helps Ben and Ah when Ah becomes pregnant with their second child – verbotten in China – and his solution is written well. “Human rights” is the topic of discussion in these parts of the novel. What happens when my “pursuit of happiness” conflicts with others? What if there is no creator? Or there is a conflict as to who the creator is? How can these truths be self-evident if they have NOT been endowed?

            In a coincidence that only happens in novels, Fred is contacted by the same man who gave Daniel the transcript that made up the bulk of Flight – that told the tale of Sun and Snow Pine and their voyage to America and, eventually, to the cliffs of the Mississippi where the Piasa is painted.  This time he has a manuscript telling the tale of the Last Witch of Cahokia as told by a scholar names Shen Fu who travels with Admiral Zhu Wen, whom we met near the end of Witches. The last witch, who was unnamed save she was called She-Who-Waits, is given the name Wind Sage and travels with them back to China with the buffalo hide and Sun Kai’s manuscript in tow.

            It is tempting to parallel this part of the novel with Flight, but Shen Fu’s manuscript takes up only about 30+ pages of the book’s 244. It brings a nice conclusion to the witch’s line and it is fun reading Eldridge’s reaction to the manuscript. Comparing his skepticism with Daniel’s acceptance of Sun Kai’s manuscript in Flight is fun. Many times in Flight, Eldridge said to throw it out, it was fake, no one at the time wrote like that, etc. But here he was just as enthralled as Daniel with his manuscript – he asked about the historical events of the manuscript – even visited the village/city Shen Fu and Wind Sage lived. Stood on the Great Wall as they did and where they did. The writer did a good job showing the shoe on this particular foot.

END OF SPOILERS

            Last Witch pours a lot of information and brings up moral questions absent from the first two books. Between the info dumps and the morality discussions and, literally, lectures we are provided with enough information to take sides on the issues and be firm in our convictions. But we also find ourselves cheering on the peacemakers and hope they can find enough common ground to provide a reasonable solution – and hope we can do so in real life too.

            It is a novel of redemption and forgiveness and puts us in the middle of the debate between the search for knowledge versus respect for a culture’s beliefs.

            The author avoids the usual traps in books such as these – bad allegories, awkward info dumps, etc. Such things make a book preachy rather than entertaining. Witch is not preachy and VERY entertaining. I cared what happened to the characters – I hated to put it down at the end of a chapter during bedtime!

            The info dumps here are well done, although at times repetitive – the fact that the Cahokia Mound people have no known direct descendents and the Illini moved into the area centuries later is now etched in my brain.

            But that is a minor complaint – I loved all three books and will return to them in years to come. All three are quick and enjoyable reads.

            I hate to be petty, but there is one typo repeated from Flight in Witch … it’s “Shaggy” from “Scooby Doo” not “Scruffy” from “Scooby Do”. Although it‘s nit-picking, to a couch-potato boomer like me it might as well be in red type!

            Please don’t let things like that stop your enjoyment of these books. It didn’t stop me.

            Last Witch is still a Redoubt Book but published through Bluebird Publishing. My copies of the first two books were not so published. Thus the typeset and interiors of Last Witch is different from the first two. It certainly does not affect the readability of the story, but the difference is notable.

            Check the author’s website for his blog entries regarding his trip to China here: http://www.redoubtbooks.com/Author_s_Notebook.html

            Support independent authors! Support local authors! Read their books! Tell others to read their books! Post positive comments online if you enjoy it! Please?

 

Michael Curry

Dungeons and Dragons and Caving – a look at 2nd Edition…

D&D3

What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th edition

Part Two: Dungeons, Dragons and Caving …

I started to write a simple review of Dungeon & Dragons Player’s Handbook, 5th edition, but it grew into a series of blogs about the history of the game itself! If you are confused about some of the terms and initials – I define them in my previous blog: https://michaelgcurry.com/2014/09/03/a-brief-history-of-dungeons-and-dragons-being-an-eventual-review-of-dd-5e/

I pick up in 1982 …

The game in both its versions – D&D and AD&D caught on among us nerds like the plague! We played and played and bought supplement after supplement and module after module. Modules were scenarios and maps of a complete adventure the DM’s could use for their game sessions. I still love reading modules and imagining characters going through the game. It’s like reading the outline of a book and coming up the details on my own! Much like a ghost writer for most celebrity fiction…

New classes were introduced – the barbarian and the thief-acrobat. There was a Saturday morning cartoon.

D&D cartoon

                There were also complaints.  Lots of them. “I have an 18 Dex and I can’t roll for squat! Why should the Magic User make HIS Dex roll of 9 when he jumps and I can’t with my 18?”

“That’s the way the dice rolls,” says the DM.

“It’s not fair!” whines the poor roller…

And then there were the Christians…

Jesus D&D

Since neither D&D nor AD&D mentioned Jesus every third sentence it was deemed Satanic. They said the books taught youngsters how to actually invoke devils and demons – which of course explains their proliferation in the skies of the mid-1980s. D&D replaced Judas Priest as the chief cause of teen suicide. “That’s cruel, Mike.” True; and I apologize. I shouldn’t make light of such a serious subject – but to use D&D or Judas Priest as the straw man is also unfair. Those kids needed help from the adults around them and didn’t get it.

OK, back to the Christian nonsense: read Dark Dungeons – I’ll wait. http://www.chick.com/reading/tracts/0046/0046_01.ASP

So between the whiners with bad dice and the kooks with bad divinity, TSR (the parent company that published D&D and AD&D) came out with a Second Edition in 1987. It came with a new Player’s Handbook, Monster Manuals (several of them) and Dungeon Master’s Guide.

The classes and races were toned down to satisfy the kooks (like you can ever satisfy the kooks) – Magic Users became Mages, Assassins were removed altogether. So were any references to devils and demons. Some changes weren’t so puritanical and made a bit of sense – Rangers became a sub-class of Fighters. Druids became a subclass of Clerics.

2nd edition introduced THAC0 – “to hit Armor Class Zero”. Players and monsters had armor classes – the thicker your hide or armor the better your armor class and the harder it is to take damage. Too much damage and you die. Fighters clad with metal plates ala Ivanhoe and King Arthur had ACs of 1 or less. Magic Users – er – mages in robes has AC 9 and were easier to hit – if you could get around the fighter in plate mail. Dragons had ACs in the negatives. A particular goblin had a THAC0 of 18, say. A player with a fighter with an AC 1 would be hit if the goblin rolled a 17 or higher (18 – 1) – not too good. The fighter had a THAC0 of 14 and this goblin had AC 7, so he could hit on a roll of 7 or better – which has pretty good odds of succeeding. This won’t be much of a fight…

I have yet to mention the dice used in the game – it started with what the rest of the world calls dice – a six-sided cube with dots on it you found in all the board games and in every scene of “Guys and Dolls”. D&D and other role-playing games use a lot more than those. There are 4, 8, 10, 12, 20, and even 30 and 100-sided dice available. You can always tell a gamer by the way they refer to a standard dice with the dots on them. We call them “six siders”. By the time I got into the game – d6s (six-sided dice) was used for rolling stats and some hit points – mostly the d20 was used. If I had a Dex of 15 and had to “beat Dex” (see my previous blogs), I had to roll a 15 or less on a twenty-sided dice.

Anyway, back to THAC0: once you got used to it, and you used your fingers and toes, it wasn’t so bad.

Magic and Clerical abilities were divided into “spheres” – your character concentrated on only a few spheres. You couldn’t cast just anything. Whether this is good or bad is an individual choice. Personally, I think we should be leery of any rule that limits play. On the other hand, it makes for more of a challenge in selecting how best to overcome a game’s obstacles. “Blast the orc with a fireball!” “But I’m an illusionist! All I can do is turn him purple!’ “What the hell good is that spell!?” “You didn’t mind when we hid in front of that purple tapestry!” “Shut up!”

They also added proficiencies. A fighter could no longer just pick up an axe dropped by that ogre and use it to slice necks. He had to be proficient in the weapon. The character learned proficiencies as he got higher and higher in level (note: as a character plays, he gains experience points and goes up in levels – this means he can gain hit points, gain more spells, gets tougher and better at what he does, etc.).

There were also non-weapon proficiencies. Here is where the rot set it, in my opinion.

Remember the scenario from Part One?

“I try to grab the vine and swing over the chasm.”

“Beat your Dex,” says the DM.

“I have the Jump Proficiency, so I can subtract one from my roll. {Roll} Good thing, I just made it!”

“It’s about time, Mr. Poor Roller. Now the Magic User – er – Mage, sorry, you roll your Dex.”

“I only have a Dex of 9…” {Roll} “Made it!” says the Mage.

“You always make it,” says Mr. Poor Roller.

“Whiner,” mumbles the Mage.

The Jumping Proficiency. Jumping. Anybody can jump! My grandmother could jump! Roll your Dexterity – if you roll shitty, you fall, if you roll low, you make it. You don’t need to be proficient in jumping…

And Jumping was only available to the Rogue class. If you were a Rogue, you got a plus to jump if you selected Jumping. The rest of us had to rely on our die roll. Between the four base classes there were about 68 skills to choose from.

68.

It gets worse.

But in the meantime 2nd Edition was an even better success that 1st! Character kits were introduced – there are different types of thieves (an urban pickpocket vs. a Robin-Hood-esque-good-guy) and with the different non-weapon proficiencies you add lots of different flavors to the basic classes. Classes had their own supplements. A mage could be a chronomancer and cast spells based on time. Different worlds and venues developed – Aztec-like rules and scenarios to play along with the Oriental Adventures (a 1st edition supplement); Dark Sun – set in a ecological-disaster-desert world; Ravenloft – a gothic horror setting, Spelljammer took the players into outer space: all were available as 2nd edition play.  The supplements filled the shelves.

D&D2

It was huge. Huge! So huge the fat and bloated company that was TSR sold the company lock stock and dragon hoard for $25 million to Wizards of the Coast.

And WotC took the game and changed everything…

 

TO BE CONTINUED…

Copyright 2014 Michael Curry

 

A brief history of Dungeons and Dragons (being an eventual review of D&D 5e)

What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th edition

Part One: Making History!

The Dungeon Master looked up from his notes and pushed his glasses further up his nose. “The tunnel finally ends in a huge cavern – you can’t see very far. But before the entrance to the cavern there is a crack in the ground making a huge hole blocking your way.”

“How far is the gap?” A player says.

“About thirty feet – you can’t jump it.” The player checks his character sheet.

Another player asks, “I look above the gap to the ceiling, what do I see?”

“Several bleached white dangling roots – some are thick as tree trunks, some as thick as a person’s arm, some very thin.”

“Are they within reach?”

“No, you’d have to jump.”

“Can I make a running jump and use the vines to swing to the other side? I promise not to yell like Tarzan.”

“Roll …”

This blog started off as a simple review of the new Dungeons & Dragons Player’s Handbook (Fifth Edition), but most of the changes made in this edition required an explanation of what went on before. The review turned into a history of the game itself.

Like the archaeological City of Troy, the information at the top of the site was built upon a lower city with its own information. This was built on the city before that, which was built on the city before that.

To explain the good and bad of Dungeons & Dragons Player’s Handbook (Fifth Edition) and to really appreciate or discredit what they had done, I had to dig into the treasure and trash of its past incarnations.

It started with miniature gaming – those fellows (let’s face it, miniature gaming – especially in the 1960s and 70s – was a y-chromosome activity) who would lay out model train terrain on a huge table or piece of plywood in a garage or basement and place small-scale soldiers in Napoleonic or Civil War gear and equipment, take out their tape measures and rulebooks and become omniscient generals of historic battles.

Sometimes the gamers would take medieval troops or earlier-era figures for their miniature battles. Instead of Waterloo or Gettysburg, they would re-enact Bosworth Fields or the Battle of Alesia.

chainmail_2e_maine_front

Rulebooks for these types of game were plentiful. One such rulebook published in 1971 was called Chainmail by Gary Gygax and Jeff Perrin. It did well.

D&D1

The authors wanted to have some fun and added fantasy elements to their medieval miniatures. Instead of Charlemagne and his troops, elven soldiers took the fields. Wizards blasting bolts of fire took the place of ballista. Dragons flew overhead instead of boulders. Rules for such magical beings were informally written out.

D&D2

But what if the gamers wanted to storm the keep? What if they wanted to go after that dragon in his lair – deep within the bowels of the earth? Mass miniature battles were joined by individual characters exploring caves and castles. More rules were to help move groups of individuals instead of a mass of armies. Sometimes the gamers played the individual characters while the miniature figurines and terrain stayed in their cases.

spartan-aug70-gygax-medieval-s

The individual rules took on new type of game and required a new game system. Gygax and friends called it Dungeons and Dragons (“D&D”). D&D had simple rules that were easy to follow. With some dice, a piece of paper and a pencil, you could imagine playing a Lord-of-the-Rings elf or wizard (called a magic-user) or a Conan-esque or Fahfrd-and-The-Grey-Mouser-like fighter or thief. You could wander castles and its dungeons or deep into the bowels of the earth to root out a dragon’s lair. You could use miniatures, true, but you could do without them as well!

D&D3

Your character was based on the following attributes – basic physical and mental abilities – strength, intelligence, wisdom, dexterity, constitution and charisma. You rolled three dice and the total was your level of that attribute – 3-18. The higher the roll, the better the attribute. Fighters needed high strength, Magic Users, not so much – they needed a higher intelligence to cast their spells. Thieves? Dexterity.

And to add to the Tolkien flavor you could also become an elf or a dwarf. If you played a human you chose which class you wanted to play – the aforesaid fighter, magic user, thief, cleric (a holy healer/ fighter – think Knights Templar). Elves and dwarves had no classes – you either played an elf or a dwarf.

D&D4

                In 1977 or so, Advanced Dungeons and Dragons (AD&D) debuted. It was had new rules and changed bits of the original. It wasn’t a different, improved edition to the original. In fact for a time it was its own game. But it expanded the basics: any race (elves, human, dwarves, halfling – non-copyrightable hobbits – half-orcs, gnomes) could be any class they wanted with some limitations. Elves can be fighters and magic users now. Dwarves can’t be magic users or clerics, though. They can be thieves! Anyone can be a thief.  AD&D had its own Player’s Handbook, Dungeon Master’s Guide and book upon book of extra rules, stats on monsters and other characters one might meet in their imaginative play. It added monks for the ninja-wannabes, rangers for the Strider-ites, and bards so one can be a wandering minstrel, I …

This is about where I came in. I learned of D&D and AD&D through, of all places, church camp. I learned the basics without actually playing the game. That came in 1981 when our high school science teacher started a Dungeon & Dragons club. There I played the game for the first time – a human wizard named Mylock. The group even made the yearbook!

The game was still basic and had lots of role-play. Theater of the mind, so to speak. But the dice were still important. Let’s go back to the opening paragraphs.

“… your Dex,” says the DM (meaning roll the dice and if it is less than your Dexterity score you can, indeed, swing across on a vine).

{Roll} “Made it!” says the player.

“I throw a rope across to him,” another player says, “and tie it to the Magic User. You’re next.”

The player playing the Wizard rolls. He has a low Dexterity and the odds of him rolling below that number is smaller than the others. “Missed it!”

“You fall into the chasm, but you are tied to a rope and splat against the wall for {roll} 2 hit points (you also roll a certain amount of “hit points” – this is how healthy you are and how much damage you can take before your imaginary character dies. Magic Users don’t have a lot of hit points – fighters do to help them survive all those sword fights).

“I pull him up,” says the first player.

“Make a strength roll,” the Dungeon Master says. (Note: the Dungeon Master – DM – is the person who oversees the players, sets up the scenarios, arbitrates the rules, etc.).

{Roll} “Argh! I have a 17 Strength and rolled an 18!”

“Those are the breaks – the Magic User dangles above the abyss! But no other harm comes to him.”
“Get me outta here!” shouts the Magic User.

“I swing across,” the second player says. He also has a high dexterity and is not too worried about his odds. “Made it. I help pull up the Magic User.”

“With both of you working together, you don’t have to roll Strength, the Magic User is out of the crack and standing beside you.”

The first player says, “I throw the rope across the chasm – let’s get everyone else across before something bad spots us.”

“Too late for that …” mumbles the DM to himself, who rattles his dice and smiles.

TO BE CONTINUED…

Copyright 2014 Michael Curry

What Am I Reading? The Last Witch of Cahokia

What Am I Reading? The Last Witch of Cahokia

 LastWitch_front-Cover2-160x225

            The Last Witch of Cahokia (ISBN 9780979473746 Redoubt Books/Bluebird Publishing 2013) by Raymond Scott Edge concludes the trilogy of books beginning with Flight of the Piasa (“Flight”) and continuing with Witches of Cahokia (“Witches”).

            Here are the blogs for the previous two novels:

            You can read my review of Flight of the Piasa here: https://michaelgcurry.com/2014/07/03/what-am-i-reading-flight-of-the-piasa-by-raymond-edge/

            And my review of Witches of Cahokia here:

https://michaelgcurry.com/2014/08/02/what-am-i-reading-witches-of-cahokia/

            It is possible to read all three books alone, but this last book is really based on the events of the second. The first book is complete. The second is also complete, although the story of Snow Pine may confuse you if you do not read the first. But Last Witch (as I will refer to the third book in this little review) is based on the events of the second book: it will be difficult to read alone – although it also tells a complete tale.

            Four tales, in fact. It picks up in the days and weeks of Cahokia in all of its threads.

            1) Daniel French and his conflict with the Illini Confederation of the twenty seven female pre-Columbian skeletons.

            2) Josh Green’s “revenge” against the professors and university that wronged him,

            3) Fred Eldridge’s trip to China to examine an ancient Native American buffalo hide, and

            4) Shen Fu’s journal of meeting Wind Sage and their return to China in the early to mid-fifteenth century.

SPOILERS AHEAD

            We meet for the third time the family and friends of Daniel French. He has two problems – the first problem was introduced in Witches – the Illini Confederation demands the immediate reburial of the twenty-seven female bodies found near Cahokia Mounds.

            Daniel has meetings and discussions with the Illini Confederation and his Provost. This is a good and canny way of bringing in an Info Dump. “As you know, Bob, NAGPRA was passed in 1990 and it provides …” Subjects ranging from digs at Native American burial sites to the Mormon religion is discussed this way. The previous books had their info dumps as well, some awkward – discussing archaeological terms with fellow archaeologists – but the author whimsically gets around the awkwardness with an aside such as, “…ask a professor a simple question and you get a lecture.” A good way to get around a writer’s unavoidable conundrum.

            Daniels’ other problems deals with a mysterious character knows only as Ghost Dancer. Well, the readers know he is Josh Green, but the characters do not. Josh dug up the remains of Elijah Parish Lovejoy.

            As you know, Bob, Elijah Lovejoy was an abolitionist journalist who was killed by a pro-slavery mob in 1837, making him a martyr to the cause. See what I mean by unavoidable? His gravemarker is a nice historical site in Alton and many a speech and many a political announcements have been made there in the past nearly-two centuries. Josh sets up photo ops of the remains at various Native American massacre sites in the west and mid-west – as if he had stolen a garden gnome. He photographs the bones and mails the postcards to Daniel and the press.

            This is the “revenge” of which I speak. We follow Josh across the country in his ghoulish protest. Eventually he meets and befriends a Lakota family – Margaret, her brothers Peter, James and John and their father Poker Joe. Margaret helps Josh dry out and help redeem him. He goes through the ceremony to marry Margaret (who is excellently written as a strong and independent woman), become a member of the Lakota people, returns the Lovejoy remains, and takes up the argument against archaeological study of Native American remains.

            Throughout the book (and even on the back cover) was the mantra: “If I dug up your great-great-grandfather that would be sacrifice. If you dug up mine, that would be science, How can that be right?” the issue is discussed thoroughly through the book – particular at its end.

            The premise of course, couldn’t be further from wrong. Our European ancestors are frequently dug up and examined:

            Earlier this year ten skeletons from the Viking era were excavated in Flakstad, an island in the Norwegian Sea – some intact, some without heads – thought to be owners buried with slaves based on their diets revealed through isotope analysis.

            Also, eight graves were excavated dating from the early twelfth century in Brandenburg, Germany after being initially dug up by badgers.

            In 2008 a Templar Knight was found buried in an underground tomb near Rennes-le-Chateau in France. Did the Masons demand immediate reburial?

            The body of Sir Hugh Despenser the Younger was excavated at Hulton Abbey in Staffs, England – he is believed to be the lover of King Edward the First – hence his mutilated state.

            Then there was the news of finding King Richard III’s body under a car parking lot in early 2013. Did the royal family demand his immediate reburial?

            The point of Native Americans is that the European excavations are not put on display in museums and gift shops or held by private collectors. True – they bodies are or will be reinterred and given the respect due. Therein lay the difference, I think.

            But it brings up a point that was nagging me while reading the debate: Josh/Joseph’s stand is no different than his anarchic beliefs with the CRA – now he has an adopted family of Native Americans and the public opinion of guilty white folks to back him up. He is trying to accomplish the goals of the CRA but now through the sheen of respectability and precedent.  I didn’t buy it.

            But the author is to be commended for causing that reaction out of this reader – not condemned. This isn’t a mistake or an error on his part. To make me react this way to a fictitious character in a fictitious setting is the goal of every good writer.

            So what is the solution? The book provides one and, wisely, the solution is presented by Josh-Joseph. Thus expunging his earlier villainy in the eyes of the reader. Well, I’m with Daniel on this one; I still don’t trust him…

            In China, Fred and Marge Eldridge befriend Ben Wang, his wife Ah Cy and their daughter. Fred (and we) learns of Chinese culture as he examines the buffalo hide telling the tale of the White Buffalo Calf Women from Witches. The Cult of Ku, the bringing and cultivating of corn and the Viking rape – all events we the readers are aware from the prior book – are reviewed and examined with skepticism by Eldridge. Again Eldridge is brought to life and is a three-dimensional character as opposed to the nay-saying curmudgeon of Flight. Fred helps Ben and Ah when Ah becomes pregnant with their second child – verbotten in China – and his solution is written well. “Human rights” is the topic of discussion in these parts of the novel. What happens when my “pursuit of happiness” conflicts with others? What if there is no creator? Or there is a conflict as to who the creator is? How can these truths be self-evident if they have NOT been endowed?

            In a coincidence that only happens in novels, Fred is contacted by the same man who gave Daniel the transcript that made up the bulk of Flight – that told the tale of Sun and Snow Pine and their voyage to America and, eventually, to the cliffs of the Mississippi where the Piasa is painted.  This time he has a manuscript telling the tale of the Last Witch of Cahokia as told by a scholar names Shen Fu who travels with Admiral Zhu Wen, whom we met near the end of Witches. The last witch, who was unnamed save she was called She-Who-Waits, is given the name Wind Sage and travels with them back to China with the buffalo hide and Sun Kai’s manuscript in tow.

            It is tempting to parallel this part of the novel with Flight, but Shen Fu’s manuscript takes up only about 30+ pages of the book’s 244. It brings a nice conclusion to the witch’s line and it is fun reading Eldridge’s reaction to the manuscript. Comparing his skepticism with Daniel’s acceptance of Sun Kai’s manuscript in Flight is fun. Many times in Flight, Eldridge said to throw it out, it was fake, no one at the time wrote like that, etc. But here he was just as enthralled as Daniel with his manuscript – he asked about the historical events of the manuscript – even visited the village/city Shen Fu and Wind Sage lived. Stood on the Great Wall as they did and where they did. The writer did a good job showing the shoe on this particular foot.

END OF SPOILERS

            Last Witch pours a lot of information and brings up moral questions absent from the first two books. Between the info dumps and the morality discussions and, literally, lectures we are provided with enough information to take sides on the issues and be firm in our convictions. But we also find ourselves cheering on the peacemakers and hope they can find enough common ground to provide a reasonable solution – and hope we can do so in real life too.

            It is a novel of redemption and forgiveness and puts us in the middle of the debate between the search for knowledge versus respect for a culture’s beliefs.

            The author avoids the usual traps in books such as these – bad allegories, awkward info dumps, etc. Such things make a book preachy rather than entertaining. Witch is not preachy and VERY entertaining. I cared what happened to the characters – I hated to put it down at the end of a chapter during bedtime!

            The info dumps here are well done, although at times repetitive – the fact that the Cahokia Mound people have no known direct descendents and the Illini moved into the area centuries later is now etched in my brain.

            But that is a minor complaint – I loved all three books and will return to them in years to come. All three are quick and enjoyable reads.

            I hate to be petty, but there is one typo repeated from Flight in Witch … it’s “Shaggy” from “Scooby Doo” not “Scruffy” from “Scooby Do”. Although it‘s nit-picking, to a couch-potato boomer like me it might as well be in red type!

            Please don’t let things like that stop your enjoyment of these books. It didn’t stop me.

            Last Witch is still a Redoubt Book but published through Bluebird Publishing. My copies of the first two books were not so published. Thus the typeset and interiors of Last Witch is different from the first two. It certainly does not affect the readability of the story, but the difference is notable.

            Check the author’s website for his blog entries regarding his trip to China here: http://www.redoubtbooks.com/Author_s_Notebook.html

            Support independent authors! Support local authors! Read their books! Tell others to read their books! Post positive comments online if you enjoy it! Please?

 

Michael Curry

 

Robin Williams, 1951 – 2014

oh captain

O Captain, my Captain! Our fearful trip is done,
The ship has weathered every rack, the prize we sought is won,
The port is near, the bells I hear, the people all exulting,
While follow eyes the steady keel, the vessel grim and daring;
But O heart! heart! heart!
O the bleeding drops of red,
Where on the deck my Captain lies,
Fallen cold and dead.

O Captain! My Captain! Rise up and hear the bells;
Rise up–for you the flag is flung for you the bugle trills,
For you bouquets and ribboned wreaths for you the shores a-crowding,
For you they call, the swaying mass, their eager faces turning;
Here Captain! dear father!
This arm beneath your head!
It is some dream that on the deck,
You’ve fallen cold and dead.

My Captain does not answer, his lips are pale and still;
My father does not feel my arm, he has no pulse nor will;
The ship is anchored safe and sound, its voyage closed and done;
From fearful trip the victor ship comes in with object won;
Exult O shores, and ring O bells!
But I, with mournful tread,
Walk the deck my Captain lies,
Fallen cold and dead.

 ***

Robin Williams’ death affected me more than I can say. He was a comedic genius whose comedy style really struck a chord with me in the 1970s and since. He and I shared a love of Jonathan Winters – I used to emulate Winters’ routine of putting on various hats and improving a bit based on the hat. Robin Williams would do that in his routines, too,

I did not react with this much emotion even with John Lennon – it was just as shocking but I was only a kid of 16 and did not have the maturity yet to realize the tremendous loss we all suffered. George Harrison’s death was sad, but he suffered and his passing was an end to his pain. Bob Hope’s death – well, he lived SUCH a full life his passing, although sad, was not surprising. Anticipated but still not expected.  These were the words my dad used to describe the death of my mother.

I hope Robin Williams’ death brings depression and other mental diseases to the fore. It looks like it already has. Suicide Prevention hotlines are already littering Facebook walls with his photo. If any good can come of his death … let’s hope this will.

 Deepest condolences to his family and friends. And to all of us.

 ***

From USA Today 8/2/14:

Advocates for people with mental illness say they hope Williams’ death will motivate more people to get help for depression, and spur the USA to treat suicide as a public health crisis. Suicide claims more than 38,000 American lives each year — more than the number killed by car accidents, according to the Centers for Disease Control and Prevention — and the rate hasn’t budged in decades, says Jeffrey Lieberman, professor and chairman of psychiatry at New York’s Columbia University College of Physicians and Surgeons

“We know what to do to prevent suicide,” Liebeman says. “We just don’t do it.”

Williams could put a human face on a problem that often gets little attention, Lieberman says.

“He was such a charismatic and beloved figure, that if his death can galvanize our society to act instead of just grieve, it will be a fitting memorial to him.”

Contributing: Liz Szabo

Some numbers on suicide:

– 39,518 people died by suicide in the U.S. (2011)

– 108.3 per day

– 1 person every 13.3 minutes

– 3.6 male deaths for each female death by suicide

Comparison to other highly publicized causes of death per year:

  • Homicide 16,238
  • Prostate Cancer 32,050
  • Motor Vehicle Accidents 35,303
  • Suicide 39,518
  • Breast Cancer 39,520

By age:

Middle age (45-64 years): 18.6 per 100,000,

Elderly: 15.3 per 100,000

Teens (15-24) is 11 per 100,000.

(The rate for middle aged has been increasing and surpassed the rate for elderly a few years ago.)

Source: American Association of Suicidology

The national suicide prevention lifeline can be reached at 1-800-273-8255 or http://www.suicidepreventionlifeline.org

 *** 

Here is an excellent blog describing his thoughts on suicide. I enjoyed it and hope you do to.  I had some trouble getting this hyperlink to load; I hope you do not have such problems. I did NOT receive permission from the blogger to link their post – I hope they don’t mind.

http://m.blogher.com/what-suicide-isn-t-rip-robin-williams

 Williams superman

Michael Curry

Thoughts on Guardians of the Galaxy…

Guardians of the Galaxy: not a review, just some thoughts…

                 What gives, Mike? You boast that your blog is about comic books, science fiction, fantasy and all things nerdy and what have we gotten lately? Reviews of historical fiction, updates on your book Abby’s Road (now available as a Nook and in paperback from Amazon – gee, this corporate whore stuff is getting easier and easier!) and blogs about your health!! Where’s the nerdly goodness!?

                OK, OK, good point. This will make up for it. It has Marvel, Star Wars, Superman, lots of memes and links to websites – geeky enough for ya?

guardians2

                Along with .02% of the world’s population, I saw Guardians of the Galaxy this weekend. I enjoyed it very much – I will likely get the blu-ray when it comes out and will look forward to its inevitable sequels.

                The web is filled with reviews of the movie – Entertainment Weekly gave it a wonderful review and an A- rating. That’s the magazine’s highest rating possible for a non-Harry Potter or non-Tom Hanks movie. This blog review is probably the best and closest to the truth:

http://terribleminds.com/ramble/2014/08/03/an-academic-critique-of-the-film-guardians-of-the-galaxy/

                (really captures the feeling while watching it, doesn’t it?)

                So I’m not going to review the film itself – there’s plenty of those out there. Instead I’ll share the thoughts that popped in my mind before and during the film whilst munching my popcorn.

                1) this is Marvel’s first foray into its current movie blitz with unknown characters. I’m a big comic book fan, but even I did not know much about these characters. My Marvel Universe knowledge is not as great as some, I will admit. And my knowledge of current comicdom (especially with the “Big 2”: Marvel and DC) is certainly lacking. But if you are stuck on a game show question regarding DC in the 1970s, phone-a-friend me.

                We’ve seen all the Marvel big guns lately from the various film companies that own the rights – X-Men, various Avengers (Thor, Captain America, Iron Man) and Spider-Man. (And I think it’s time – especially considering the success of Guardians – to give serious thought to a Fantastic Four redo).

                I wouldn’t put the Guardians even on Marvel’s second tier – they’re third or fourth-rate characters down there with the Squadron Supreme, Omega the Unknown and Night Nurse (don’t ask).

                “Horse Hockey!” you say. “I’m a huge fan of the Guardians! And they have a fan base that makes the Legion of Superheroes pale in comparison!” I’m glad you enjoy it; and no, they don’t.

                I barely knew most of the characters: Star Lord was more a science fiction than a superhero character from the Marvel magazine line. Gamora was a secondary character from Jim Starlin’s superb Warlock saga. Drax was a villain who fought Captain Marvel (Marvel’s Captain Marvel, not the Shazam guy), Rocket Raccoon came along during the 1980s when I stopped reading most “Big 2” comics who was in (I think) the Hulk comics. Groot was in a few Marvel horror comics in the 1950s and 1960s: one of a long line of atomic monsters with names akin to onomatopoeias of bowel movements (“Behold the Terror of Vluum!” or “And Now Comes Splart!”).

                And this is ME, who is a bit of a comics historian! I, along with most movie audiences, walked into this film with NO expectations or knowledge of the character’s history. Captain America these folks ain’t. No baggage or history to fume over. “But Bucky was a kid!” “Nick Fury’s BLACK!!??”

                THESE were my Guardians, published at the beginning of my comic book fandom:

guardians

                Recognize and remember any of them? Frankly, neither do I.

                So if the producers wanted to coast – they certainly could have. With expectations much lower than with the Avengers (expectations they met, by the way), there was no reason they needed to put on their A-game. Let’s have some fun, make a good story, use the budget we have and be satisfied with a job well done. The movie-goers would say, “It has a lot of heart and I liked it.”

                But they put on an A-game. They put as much time and consideration into all parts of the movie as they have with each of the Marvel franchise movies to date. Instead of making a movie that was good (“At least it was still better than the two Hulks”), they made a movie as good as Avengers or Winter Soldier.  They kept the fun in while telling a good story, too. The movie goers said, “It has a lot of heart and I LOVED it!”

                Putting humor in a science fiction movie is a dangerous thing to do. It could very quickly turn campy. But here (as with any good story) the humor was driven by the characters. The storyline was played straight – the humor came from the character’s reaction to their situation. This is where most humor works well and kept us riding along. It kept us connected in this alien setting.

                2) Comparisons to DC comics movies.

rocket

                I hate to join in on all the DC comics bashing, but dammit DC deserves it. I saw Guardians with a friend who saw the movie earlier that weekend. He commented that when he left Man of Steel, the audience was still woeful during the “happy” ending and bloggers argued over the movie’s merits and controversial ending (the destruction porn, Superman doesn’t take a life, etc.). People left Guardians smiling and the blogs continued the raves. You leave Guardians feeling good – you just spent a fun two-plus hours enjoying yourself. No one left Man of Steel feeling good.

                3) A peaceful world attacked by a brutal and near-omnipotent overlord and his powerful minions. Spaceship dogfight battles! Swordfights! Blasters blasting! Wretched hives of scum and villainy!

star wars

                The producers of the new Star Wars movie are tugging at their collars right now. “Eep.” Stop production right now, take pad and pencil and everyone – that means you, too, Hamill, Fisher and Ford (someone may have to help Harrison limp along) – go see it and take notes. And don’t sit near the producers of the upcoming Superman vs Batman movie – you’re there to learn how it’s done, not to listen to them mope about “but at least we have a built-in audience of basement-dwellers …”

                4) There are lots of 1970s tunes on the soundtrack. I didn’t like that too much when I first heard about it – it would lend to camp – but it fit. It gave us a connection to the main character (the only earthling) and linked us normal earthlings to the story. It was also cannily explained in the movie too. I liked that – too many movies forget about things like that!

                But it got me thinking about creator’s rights. During the movie and afterward I said how ironic that David Bowie and Eric Carmen will probably make more money from this film than Jim Starlin (who created Thanos and Gamora) and Bill Mantlo (Rocket Raccoon) will.

                This story is making the rounds:

http://io9.com/marvel-screened-guardians-of-the-galaxy-for-the-co-crea-1615584469?utm_campaign=socialflow_io9_facebook&utm_source=io9_facebook&utm_medium=socialflow

                The brother sounds a bit too satisfied, doesn’t he? He was likely blinking “SOS” into the camera.

                Go see it. Enjoy yourself during a movie. That will make for a nice change, won’t it? Go home and read about the actors and the history of the characters and the movie. Give Bill Mantlo the exact amount you spent on admission and snacks as a donation. He needs it. http://gregpak.com/love-rocket-raccoon-please-consider-donating-to-writer-bill-mantlos-ongoing-care/

                Then eagerly await the sequel. I’ll be in line with you.

                 One final thought: 

firefly

 

 

Original Material 2014 Michael Curry