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Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

The Secret Empire, Book Review

The epic fantasy starting in The Golden Cord, then into The Dragon Hunters, continues with the third installment The Secret Empire. Drake, Bellor, Thor, Debarius, and Bree (along with Jep and Temus) continue on their quest to rid the plateaus of Draglune.

While crossing through a land most of them never knew even existed they face new challenges. But not all of their struggles are from without as they have to also come to grips in understanding themselves and their place in the world. A place that is much bigger than most of them ever thought it was.

The story of the dragon hunting party is not the only one being told by Paul Genesse in this book. Jenna, Drake's childhood love, has chosen her own path that takes her into the depths of danger.

The two storylines are woven together to provide intrigue and depth as you explore this unique world through the eyes of the characters.

You learn there is more going on in the world. The subplots crafted by Genesse are well presented—carefully laid into the storyline. And, by the time I got to the end of this installment of the series, I was ready for the next.

This is an epic fantasy that builds a rich world. The action is well paced, pulling the reader forward. I enjoyed the hints provided for the mystery of something bigger is still developing. I found myself wanting to read one more chapter.

Paul Genesse
When I first finished the book I didn't think it was as good as the first two. Then, as time gave a gap from the reading, I found myself thinking about different scenes and plots of the story, piecing together the clues, being drawn back in. This made the story grow, becoming better as I sifted through the levels that were built into the telling.

This has been an enjoyable reading and one I recommend for any fan of fantasy.

Here are my reviews of The Golden Cord and The Dragon Hunters.

As a disclaimer, I will tell you I have gotten to know Paul as an author and gamer. Even though he killed me in our last game of Risk! I still recommend his book.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



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Got Luck by Michael Darling, Book Review

Goethe (Got) Luck is a private detective in Miami who always had a touch with the fantastical elements that most people never know about. He is telling his story about how he finds out more about who, and what he is. Got Luck is not fan fiction of someone else's world. Even though there are similarities to other books (Jim Butcher's Dresden series) Michael Darling creates his own setting and characters. A fun read that left me wanting to know what is going to happen next. 

I decided to pick up Got Luck after sitting in on a panel discussion about poetry at a writing convention where Michael Darling was one of the panelists. It was because he mentioned how he used the Johann Wolfgang von Goethe's poem "Der Erklonig" with the story. Upon reading the title I knew there was going to be a mixture of light heartedness to go along with the detective story. Seriously, with a title of Got Luck who didn't think of the milk ad campaign.

Early in the story I felt like things were moving along a little quickly and too easily accepted by our hero, but I came to understand that even though this is a fantastical twist in his life, it isn't as radical as it would be for us normal humans. Got's backstory is presented in a slow release in a past paced storyline. The slow release of information works well because Got doesn't take himself too seriously. If he did he would either consider himself crazy, or would go that route. What I was thinking would make me crazy was another layer of what he had grown up with. I know some readers are going to have a hard time with how this part of the story unfolds.

There are hints into the other character's histories. But, they can only be revealed as Got finds out about them. This unwinding of information presents kept me looking for the details.

The timeline of the story is quick. In true detective fashion we start when Got takes on a new case and the twists start dropping in. A major event is going to take place soon and Got finds out he is a major player in keeping the mortal realm safe. We know he succeeds because he is telling the story, but how he does it is the crux of the narrative.

I am not a fan of most first person narrative stories. For me they remove an element of risk of what could happen. I know that is one of my own failings because the story isn't about the success, but the how the success is accomplished. Darling does a wonderful job in building the details through his lead character. Got's personality is constantly intermixed, and he never breaks from his reality.

The architecture of the world provides a solid basis for the story. There is a reason for what is happening and how it is happening. Again, this stays consistent throughout. I liked the description of the realms because it gave a reasoning I could go with instead of the just because scenario I have seen used so many times. The use of old world mythologies fits well and ties the story together. It was fun to see how the Goethe poem was used to create a solid backbone.

Got Luck is a good read. It is something you can have your younger readers dig into without concern.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstGmng).




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Magic in Fantasy Settings

Earlier this month I shared an article on why fantasy is so popular for role-playing games (RPGs). (Link to article.) There were a number of responses at different locations where the article was shared, but Greg left a response with the article that started me thinking about some differences between fantasy and other genres. One of his points was about magic, and that got me thinking more about the role magic plays in fantasy setting games.

I have the opportunity of reading a variety of RPG books—I write articles, including review of games, for a local magazine (Utah Geek Magazine). This does not make me an expert, it just means I read a lot of RPG books and I'm exposed to variations on the theme. The real experts are those who create the systems, making the different components work together so they complement the whole.

I have read and played fantasy based RPGs with no magic to systems where every character has some level, or type, of magical ability built into them. Every system has certain basic elements it must address for a gaming system, no matter the level of the magic. But, there are elements in games that use magic that are designed in to create a specific and different feel for their game.

Changing the game system, which, many times, includes changing editions, means the game structure changes. When looking at the magic system within a particular game, how the game is structured affects the magic system. A point based system will play differently than a level based system. Systems designed with differing prerequisites (levels, or other spells and abilities) create affects specific to the system. They also influence the development of the characters, the settings, and the plots.

Fantasy Magic from wall.alphacoders.com
If you have converted an adventure from one system to another, you have experienced the gaps between not only the gaming systems, and the magic system. I have found the games with more highly developed magic systems are harder to convert to a different game setting. This is usually because the more advanced systems are addressing all of the nuances that have been identified over previous play, and have created some level of heartburn for a player or, more specifically, a game master (GM). These types of changes usually started at the tabletop.

Introducing changes at the table for the magic system of a particular game or campaign is also going to give the game a different feel. I have seen this really come across in a game where magic was available, but was considered evil unless it was clerical magic. In another game, spell casters were rare individuals and were held in high regard. Neither of these were directly changing the magic system, but how the magic was perceived within the game setting. I have also played in a historically based system where magic didn't exist at all. These were all done with alterations in the game, but not the system.

Magic can also be involved in genres other than fantasy. Even though magic sets fantasy apart from other genres, there are settings where complex magic systems are involved. Some crossovers are popular settings, like Darkover, Dragon Riders of Pern, and Star Wars.

Magic, in any of its manifestations, provides gamers a level of control over events through means of extraordinary actions. I have seen how different people gravitate to a favored system, either for ease, familiarity, desired results, etc. And, fantasy settings allow for an increase in variability because you don't, and can't, explain it through the logic of the real-world we are locked in.

Fantasy Magic Girls from Desktophive.com
Magic helps define the genre, helps create a popularity for it. Moreover, magic can change the flavor of an RPG, either on the system, campaign, or even the specific gaming session. There are enough systems out there to allow every style of play people would like to try. If you are looking for something for a particular setting, you can take a system that is close and tweak it to get the desired results.

With all this said, I don't think there is a winner-take-all system. Each has been developed for a specific purpose within the system. I have seen more overlap between systems than anything else, which is to be expected.

Greg commented how he prefers Numenera, and I am interested in what other systems people prefer because of their magic systems.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).





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