Sunday, 27 September 2015

Book Review: Darwin's Bastards


I'm not entirely sure what to make of the 2010 short-story collection "Darwin's Bastards: Astounding Tales from Tomorrow". From the subtitle and cover art, one might expect a collection of pulp-inspired yards running the gamut from Gernsbackian wonder stories to tentacled Lovecraftian abominations. Instead one will get a mixed bag whose common thread is that they are written by Canadian(often Vancouver-ite) authors. This bag includes, hands down, some of the best post-cyberpunk that I've read to date. It also has many stories that are more experimental or even allegorical in nature, and these generally didn't resonate well with me. Some of the stories aren't really science fiction or even genre fiction and are written by authors who are working outside their usual genre. I'd like to hear the story behind this collection, but my guess is it went something like this:

  1. Let's make a science fiction short story collection with all Canadian authors
  2. We didn't get enough submissions, let's loosen up our definition of science fiction and ask some local non-genre authors to contribute stories
  3. Oh, Weird Tales and other classic pulps are making a resurgence--let's work that into the marketing

So, for the short version of this review, of the 23 stories contained within, 5 were excellent, and a few more were quite good. The book is divided into 4 sections and all the best stuff is in the first and last section, so my advise would be to just skip the two middle sections. You might also want to read William Gibson's story, though I found it a bit underwhelming.

Anyway, for the long version of this review, we won't dwell on what I didn't like, instead let's talk about the best entries in this collection:

Survivors: This is not the end my friend by Adam Lewis Schroeder

A epic road-trip through post-apocalyptic Canada. An action packed story with some subtle, and not so subtle insights into how Canadians view Americans(and themselves, in contrast). Schroeder's tongue-in-cheek humor is great.

The Aurochs by Lee Henderson

A post-cyberpunk tale of the black market for medical treatments, fossils, and car parts. A really entertaining read and another story with a great, always understated, sense of humor.

Survivor by Douglas Coupland

A tale of reality TV(another very cyberpunkish theme) and the apocalypse, brimming with black humor. The jaded British cameraman was an inspired choice for a narrator, taking a so so premise and making it hugely entertaining.

The Personasts: My Journeys Through Soft Evenings and Famous Secrets by Stephen Marche

This is a fictional ethnography of a fictional subculture based around a sort of roleplaying/acting sort of thing. This story isn't really science fiction, or genre fiction for that matter, but it's so good I just don't care. Especially interesting for readers who are pen-and-paper RPG fans like myself.

Sunshine City by Timothy Taylor

This was my favorite story in the collection. It's a post-cyberpunk tale told as a Hardboiled detective story and it's really well-done.

This story taught be something. The plot is fairly simple, the mystery easily unraveled, the characters all hardboiled archetypes(the hardboiled hero, the femme fatale...) but a good hardboiled tale don't demand complexity in those things. A good hardboiled tale is about the setting, the relationships, and most of all the feelings that these evoke.

In Sunshire City, our Hardboiled Hero, a burned-out detective of sorts, has been called to this decadent place to be duped. Everybody is in on the charade and he himself suspects it, though he stays because his old friend asked for his help. All the characters are sympathetic in some sense, all of them have been hurt by this tragedy in some way, though only our hero is the sort of man-of-honor who is willing to seek out the truth no matter what the cost. This code of honor is why he can't bring himself to live in this sort of place and why he burned out and essentially resigned from Human society.

Dougal Discarnate by William Gibson

A ghost story set in the Kitsilano neighborhood of Vancouver. I got the impression that Gibson is saying something really deep and profound about his old stomping-ground, but I guess it really just went over my head. This saddens me since I was born in Vancouver and I sometimes like to fantasize what life would have been like if my family had decided to stay there and I had grown up a young Vancouverite, rather than a Southern Californian...

Twilight of the Gods by David Whitton

I enjoyed this little post-cyberpunk story of soldiers entangled in a messy maritime conflict. Quite entertaining, through. Like most Norse mythology, it ends rather disappointingly.

Gladiator by Jay Brown

A post-Cyberpunk story where the Libertarians have won and medical research can legally be performed on any Human subjects who are willing. The protagonist reminded me of The Count, in Gibson's Count Zero, when we first meet him, a poor white kid who grew up in the inner city and harbors unlikely dreams of success. The difference is that, rather than dreaming of being an amazing hacker, our protagonist dreams of being the Guinea Pig in the development of the next big drug. The Existential tragedy that ensues is both predicable and compelling.

Saturday, 27 June 2015

On Lego Castle Design

My kids have finally reached the age where they can play with legos, so for the last couple months I've had the opportunity to build things with them once or twice a week. I was really into legos as a kid, but it's been 15-20 years. Anyway, getting back into it, I'd like to talk about designing castles.

Simple castle construction
As a kid, and even as a teenager, I remember finding lego castles a frustrating challenge. I would get a castle play-set, build the thing according to the instructions, and it would turn out great, but if I tried to build something of my own design, it would end up quite disappointing.

Now, working with my own kids, I've build a few, rather humble castles, each a bit more complex than the previous one, and I'd like to take the opportunity to share my novice thoughts on castle design.


Sorting Pieces


So this is something which is so obvious to me now but which I don't
Corner piece
think I knew as a kid. Before you start building something, take five minutes to sort out the pieces you will likely need. This saves you time looking for specific pieces later, and it also gives you an idea what materials you have on hand. When building a castle, that usually means:

  • all the various large castle wall pieces
  • a good supply of the various types of pillar pieces
  • any grey or black arch
  • lots of assorted grey bricks
  • a good number of black bricks


The Walls


Castle with various wall types
Now let's talk about the walls. When I was a kid trying to do this, I would connect several lego wall pieces together and get a very boring castle. So the first thing I would like to point out is that you have many options regarding walls:

  1. Wall/Door Pieces are quick to put up and cover a lot of space. 
  2. Arches on Pillars are a great alternative to a filled-in wall pieces since they are quick to put up, don't use a lot of bricks, and give decent access to the inside of the castle, which is important if this castle is for your kids to play with
  3. Open it's also valid to leave rooms artificially open on one or two sides so the kids can play. That said, you still need to keep things structurally strong. 
  4. Bricks can be used to fill in between wall pieces or even to build entire walls, but this is time consuming and uses up a lot of pieces. They're nice and strong, though
  5. Crenelations are good for the top level or can even go under an arch
  6. You can also make a drawbridge, portcullis--I'm not there yet, though. It requires hinge pieces, string...
Castle Walkway/Flooring Example

The Floors


So you've finished a level of walls on your castle. Now you're going to need to put floors and walkways.  This isn't just a place for your lego men to hang out. Having a broad and well-supported floor will help you put the next story on your castle.

So you pick out some thin lego pieces for your flooring, but how do you support them? The castle wall pieces have a lip to support a floor, but that usually only gets you 80% of the way to something load-bearing. You'll need to come up with a creative solution to get you the rest of the way. Upward-slanting pieces can help with this.

The Foundation

Foundation needed...
Another challenge is if you have an irregular base plate like ours. Before you can even start your castle, you need to create a surface to build on. That means covering over the pits and expanding the floor with pillars and arches. It's a bit of work, but it results in a more more interesting construction.

Embracing the Subjective

So these are the general ground-rules, but you can take them in a lot of different directions and create some really diverse castle designs. There's no correct design, but there are a few categories one can judge the castle based on:
  • Complexity of design- how many stories does it have? Are there separate sections?
  • Structural integrity- how strong/stable is this Tower of Babel you've erected?
  • Accessibility- I mentioned this before. Can the kids easily access all parts of the castle and put their guys there?
  • Colors- is the coloring aesthetically pleasing?(This is a hard one--takes a lot of work if you're picky about colors)
  • Variation- do you just have flat, featureless walls or are their variations? (bonus points for greebling!)
  • Decorations- are there flags, crenelations, colorful roofs, etc?

A whole lot of castle!
All in all, this is a very deep, complex creative venture and I completely understand the guys who make a full blown hobby out of building gigantic lego castles. A lot of things are like this: coming up with an idea, developing it, modifying it, trying to get everything to fit together just right like a puzzle. DMing your own sandbox can definitely be like this. Even composing a semi-coherent blog post...


Tuesday, 16 June 2015

Kicking Sky-Fortress Keister

Well, a month has passed and we finally picked up where last session's cliffhanger left off. Would the party survive? What kind of vampire would be be turned into?! Sparkly or shiny?

The answer, my dear friends, was "None of the above."

Clubbing Amongst the Clouds


WARNING: this GIF may cause blindness,
nausea, and whooping cough
The vampire's thralls that confronted Weiwei were a bit pissy, but they weren't looking for a fight. They refused to commit to anything, even biting the dark elf, without permission from their master, who was taking a beauty sleep. So the party decided to piss-off and look for somewhere more "happening".

On a side-note: the party's composition was a bit different from last time, due to some misplaced character sheets, so we were joined by a couple anonymous pre-gens. So Drogo and Roarrawrurmph had stand-ins. I was still playing as Rama and Kunab though.

First we headed off to some big old tower being guarded by ogres. Someone(Pam maybe) sweet-talked them into taking us up to the top of "the tomb" to check out the view, where we summarily murdered them(Rama managed to knock one off of the battlements with a DCC Feat of Arms), leaving evidence that "the cultists did it". But, the alarm was raised so we ran-off before we could be identified.

We ran into some caves which led to a tense encounter between the wounded party and an adult white dragon. To keep the peace Rama presented it with his magic golden Ale-producing flagon, since anyway he puts little value on material things, valuing the more subtle things in life like returning things to the primordial chaos.

At that point, the party found a secluded passage and hunkered down for a long healing and rest period.

The Politics of Armageddon


After a mostly undisturbed rest, the party emerged from their cave to find the castle's denizens in utter chaos. You may recall that we spent last session poisoning the castle's food stores and fomenting the already latent tension between the castle's various factions. Now was when all that time spent "murdering nothing and taking none of their stuff" paid-off.

First we saw many dead cultists and a few dead giants. Then we were accosted by a Giant patrol. We managed to maintain a parley, and mentioned that our alchemist had cured us all of the poisoning. They insisted we come cure the cloud giant master of this flying fortress as well, so we went along with them.

Cloud Giant
=
Harlan Ellison in a toga
After much talking and plotting and more talking, we found out that the giants are actually sort of "good" but that they are helping the cultists so that can have a huge Giant-Dragon war when Tiamat rises and all get to go to Valhalla(sort of like those guys from Mad Max). Something along those lines(my mind shuts-off during exposition)...

The tomb, it seems is being run my the spirit of the Cloud Giant's dead wife, so we went to speak to his better half and convinced her(and afterwards him) that we had a less risky way of helping them kick dragon butts. Something to do with collecting the masks of dragon control so they can have their big showdown on a smaller scale.

With all the politicin' out of the way, it was time to clean-up this castle from any cultist allies and that meant one thing-- it was time to go DRAGON HUNTING!

Slayer


The party headed back down to take-on the White Dragon in it's lair, with a couple Ogre meat-shields in tow.

Now the thing about this dragon is he likes to just hang-out on his ceiling roost like some giant pigeon that you can't get rid of. And the DM played him well--every time we dislodged him, he's kick some butts then head back up there.

It was a tough fight, but we got him in the end, with Weiwei landing the final shot as he tried to escape.

My guys didn't do much damage, but Kunab the Wizbarian kept summoning giant eagles which kept him occupied, while Rama, though he couldn't reach the dragon to do any damage, absorbed a lot of the hits(including 3 successive rounds where rocks fell on him, then the dragon fell on him, then more rocks fell on him), so he was a good and dutiful meatshield.

I have to say, this was my first slaying a dragon in DnD(computer games don't count) and I have to say, it was flippin' awesome!

(Rama still took back his flagon, though. For all his high-and-mighty ideals, he's still that much the murderhobo.)

Post your favorite stock-photo of a dragon and a flying castle in the comments.
This was mine...

Monday, 15 June 2015

Humanism and Scifi


The greatest of Literature is, by nature, Humanistic Literature. It teaches us something about the Human experience in a more visceral way than any cold-hearted essay could. It is the epitome of Human Culture, comprising, in the words of Matthew Arnold, "the best which has been thought and said in the world".

That said, there is a different type of Literature that conforms to this definition, yet which is the polar opposite of Humanistic. I am, of course, talking about those categories of Science Fiction that give us a window into other, non-human, modes of thought.

Some Noteworthy Examples


Asimov was one of the first to do this well with his robots and his many explorations of their Artificial Intelligence and it's implications. His robopsychologists must grapple with an intelligence created by Man, but ultimately different.

The Cyberpunk(and post-Cyberpunk) genre updated this approach with it's portrayal of vast AIs floating majestically through cyberspace. It also developed a literature of Post-Humanism, considering how the Human experience may change with the expansion and modification of the Brain,by means of computing and genetic engineering(consider Shiner's "Till Human Voices Wake Us". I'll just mention Ann Leckie's "Ancillar Justice" as a recent notable entry in this category genre. In Leckie's case, she imagines a new form of consciousness formed by the merging of AIs and post-Humans(I haven't gotten hold of Leckie's book yet, but I've heard that it takes-on the topic in a way that is both unique and compelling)

David Brin's long-running Uplift series considers yet another category, that of "Uplifted" animals, whose intelligence has been increased through a long-running program of applied genetics. Brin offers a compelling vision of these creatures(generally dolphins and apes) and their experience, intellectually comparable to Humans, and yet so utterly different. Brin's recent story "Aficionado" offered a good example of this literature.

Finally there are the stories that explore Aliens from deep space. This is perhaps the most difficult type of non-human intelligence to imagine, as it deals with things truly beyond the veil of Human experience. I can think of lots of examples, yet few of this that I felt really excel in their portrayals of intelligence that is truly alien to Human experience. Orson Scott Card's "Speaker for the Dead" does a pretty good job of this, with it's "Alien Anthropologists" exploring an alien culture(and finding their initial assumptions turned on their head in the book's climax.)

Know Thyself


These different categories of Science Fiction dealing with non-human minds give us an entirely different perspective on our own situation. Suddenly, through the power of contrast, many of our traits are revealed to be distinctly Human, rather than universal. In this way, fiction blazes the trail ahead of Science itself, exploring other forms of intelligence and learning about ourselves in the process.

RPG Connection


Since this is ostensibly a blog about Pen and Paper RPG's, let's ask the question "Do any Pen and Paper RPG's explore this theme?" 

Answer: I don't know. I don't really read that many RPG products. Maybe in the comments, you could point out the examples you know about. That said, here is a short list of stuff that did make it onto my radar:

  1. Steve Jackson's "GURPS Uplift" rules are an obvious example, though I've never played it.
  2. Cyberpunk 2020 deals with the post-humanism theme with Humanity Loss Rules, resulting in mental illness. One could imagine an alternate set of rules which embraces post-humanism, rather than treating it like a Horror game mechanic.
  3. Monsters and Manuals has posted on this theme. I wonder if some of this sentiment made it into his Yoon-Suin setting...
  4. False Machine's evocative posts on the Derro and other denizens of the Underdark sketch a strange and alien intelligence. I expect that monsters from his "Deep Carbon Observatory" would incorporate this theme, though again, I don't have time to many RPG products these days, even such worthy ones, so I don't know.

Monday, 8 June 2015

Fighting Fantasy Cthulhu Review

So, in March(I think) Chaosium released what's basically a free Fighting Fantasy-style book to promote the release of Call of Cthulhu 7th edition. It's been sitting on my hard drive for a while, but I finally found a few hours to play through it, so here's a review of that session.

The Rules


Alone against the flames is a 64 page pdf solo adventure to help you learn you CoC 7e. It's pretty quick to get started--just download it for free, along with an "Investigator Sheet" and the "CoC Quick Starter Rules".

As for the former, I was a bit put-off that the character sheet is two pages. That said you never use the second page and you're walked through filling out the first page step-by-step so it's actually the simplest new RPG I've gone through the process of learning in recent years. That said, no dice were used in creating the character, which was a big disappointment for me. Also, it could have used a more varied choice of careers.

As for the "Quick Start Rules", I groaned when I saw this 48-page document, but actually I only ended-up skimming the two pages on combat that it referred me to when that become relevant.  So AATF really succeeds in throwing you right into the game without making you read tons of material first.

The Adventure

So, as I mentioned before, the format is Fighting Fantasy(disclosure--I've never played a Fighting Fantasy game book before). Basically it's a "Choose Your Own Adventure" plus a character sheet.

I only played through the adventure once(over a few hours) but there are a total of 270 entries and, I'm guessing, probably half a dozen different endings(I got one where my character dies, but at least I survived till the climax and went out with a bang!)

It was quite fun and I intend to create another character and have another go at it!

Horror Games(spoiler warning!)

So playing this adventure was very different than playing a DnD sandbox or even a published adventure. It become clear very early on that we're in a classic horror story plot arc and, of course, these things have rules. In this case, the rules are taken from the story's two major sources of inspiration:

For instance, the game offers to let you try walking to the next town in broad daylight. Now it was fairly clear to me that the only way I was walking out of this town is at night, with mobs of cultists chasing me Innsmouth-style. But at some point, after maybe the third time they gave me the option, I went for it. I immediately failed my outdoorsmanship skill check and it became clear that if I didn't turn back the adventure would probably end there, so I did.

Or when I met the old man, similar to the character from Innsmouth, it was clear that I had a potential ally in this outcast.

Or when you meet the town's Mayor-- it's clear the guy is the cult leader and you had better play dumb.
My point is, that in your typical sandbox adventure RPG, your imagination is the limit and you can chase whatever schemes your twisted little mind can come up with.

In a Horror Plot, on the other hand, it's more of a "game of chicken" with the "rules". It's a horror game so you know it's not going to let you run away too easy(as an aside, this provides an interesting solution to implementing the Naive Victim in gaming), but a the same time, if you wait too long to make your move, then you'll miss your chance. So you keep your eyes open and your ears pealed for any information that can help you and wait for the moment to try your luck and get away. It's quite fun, but it's a different sort of fun, and I suspect you have to be a horror fan to really get the maximum kick out of it...


Monday, 11 May 2015

Dragon Queen Sky Fortress

It's time for another Session Summary...

The Roster


  1. Drogo Carradine(played by A)- Half-Ogre Monk. MONK SMASH!
  2. Pam(played by L)- badass Dwarven Alchemist ported from WFRP 1e
  3. Wae Wae(played by L)- the Drowess archer with a heart of gold
  4. Bilbo the Halflink Assasin(played by S)- cute but deadly
  5. Roarrawrurmph(played by S)- a Gold-colored dragonborn Paladin
  6. Princess Leah(played by EL)- a tune-twisting bard
  7. Rama(played by me)- axe-wielding DCC warrior. He lives for destruction and the primordial chaos.
  8. Kunab the Wizbarian(played by me)- Codpiece rocking DCC wizard. His goes is to get off as many spells in a session in the most humorous way possible!

The Mission


Something about sabotaging a flying cultist castle so that other cultists can take over. Wait, we're working for the cultists now? Well, Rama's cool with that as long as he gets to destroy stuff. Kunab is probably too busy trying to cast his crazy DCC magic to realize what's going on...


The Plan


So A's two bloodthirsty kids came up with a plan to set all the cloud-castle's respective factions at each other's throats. Those include:
Rezmier(the one on the left or the right? You decide...)
  • The Cultists, their foxy half-dragon mistress Rezmier, and the white dragon Sky Chaser Man Pony
  • The Giants- they run the Broodmotherless Sky Fortress. What are their motives? Money? Power? Affordable monthly payments?
  • The Vampire- she sounds a bit pissy about the whole working for the cultists thing
  • The Red Wizards of Azkaban- why are they here?

The Execution


So the party started-off with the stone giants who keep the castle maintained. They didn't like the cultists. The party convinced them that we're the nice cultists and it's the rest who are the assholes. We warned them to keep their eyes out for a cultist plot to topple the control-tower(now Kunab has something to do with his shatter spell)

The party went on to the Mad Wizards of Red Riding Woods. We sweet-talked them out of their feather-fall spell.

Then Pam broke into the castles pantry and poisoned the heck out of everything. But the lock broke on the way out--better get out of here before anyone places us at the scene of the crime!

We met some very cheeky kobolds, but since they're the ones who are supposed to cook-up the poisoned fare, we let them live. We did leave them with the lingering rumor that the giants plan to eat them.

At some point we accidentally knocked on Rezmier's door. The party had to think fast to avoid a confrontation. Despite his 18 Personality, Kunab rolled a natural 1 while trying to bluff. He had to think fast, so he started asking "Mistress" to "Punish Him". Things got weird fast. Rezmier and the Party's hasty parting was mutual. (Actually, the DM's mother walked by the table right when I was shouting "Mistress, punish me! PUNISH ME!" I almost lost the thread, but I managed to fight though it and stay IN CHARACTER!)

Finally we made it to an old rickety tower. Kunab decided to take it down wit
the party next session?
h a shatter spell, but ended up giving Wae Wae two arrows enchanted with Shatter instead(Isn't DCC magic just CRAAAAZY unpredictable, kids!?) Then Wae Wae and the Mannikin decided to climb up the tower and face the vampire and her minions all alone because REASONS! Ok, it was getting a bit late and my attention span was more on how to sneak some more jelly beans from A's kids without them noticing than infiltrating the least-blingy tower in the place!

That's where we called it a night folks, and what a night it was. Stay tuned for next time when Wae Wae and Frodo take on the Undying Ones alone and we find out the answer to the perennial question "What to do when half your party are Vampires?".

Sunday, 12 April 2015

On R A Salvatore and the Echoes of an Earlier Age


Somewhere along the line, I reached this point where I was embarrassed of many of the things I enjoyed way back in high school. This certainly applies to much of the music that was in vogue in the 90’s, but it also holds true for my then favorite author, R. A. Salvatore.

The Folly of Youth

R. A. Salvatore is a bestselling fantasy author, who got his start writing DnD tie-in novels set in the Forgotten Realms. (He gives some great interviews, which are worth listening to at-length, but one of the themes I found interesting is how much of his career was determined by split-second decisions.)
Why, looking back, do I find myself embarrassed of my former Salvatore fandom? For one, his popular character Drizzt Do’Urden, is a total Mary Sue. He's an Elf who lives nearly forever who, as a child, dominated the Drow version of Ender's Game and is painfully proficient at everything under the sun, a sort of Fantasy Superhero, and yet, he’s an outcast who must fight for acceptance and bla bla bla…my brain just turned-off. That, plus the fact that his writing itself, characteristic of many popular writers of the day, is rather thematically simplistic and artistically uninspired. It is, however, utilitarian. Salvatore writes in a clear and organized fashion and I almost never have to puzzle over what I just read. In fact, his books just fly by easily--they are supremely readable.

Sort of like this guy...
I was introduced to Salvatore’s work while hanging out with one of the coolest guys I knew in HS. Tony was a smart guy, but in a cool way. He had interesting hair. He always had an intelligent opinion on anything and it sounded even more intelligent because he was originally from Leeds and had a really great accent. At one point, during lunch, he pointed out that he was currently reading through Salvatore’s Drizzt books. It wasn't long until I had gone to Barnes and Noble and procured every book of Salvatore's and over the next few years I read them avidly and repeatedly(OK, actually I remember finding the Cleric's Quintet rather dull--but I still read through all five books twice!)

Fast-forward through half a life time, 8 years of higher education, 9 years of full-time work, the last 8 of them including marriage and raising a family. I'm picky about what I read. I don't just read any old genre fiction. I read Genre Literature! Let's just hide this collection of Salvatore books behind the Gibson, the Weird Tales greats, the Tolkien, and the thick cobwebs of bibliophile snobbery...


Rereading Salvatore

You know, where the entire events of the Hobbit took place...

Lately, I've been reading the first 2/3 of Salvatore’s “Crimson Shadow” trilogy, which I think belonged to my younger brother, but somehow ended up in my book hoard. I’d never picked it up before. They definitely have their weaknesses. Luthien is a fairly run-of-the mill fantasy protagonist. A young, naive lad who goes out into the big world and rises to greatness. At least he’s not a farm-boy. Instead, he’s the son of a lord, who spends most of his time in “the arena”, a combination of Roman gladiatorial combat and the Chivalrous Tourney.

And, of course, it apes Tolkien insufferably(though one could certainly claim that all modern fantasy literature shamelessly copies Tolkien, usually quite poorly). There's Luthien's name, of course, though apparently it's an appropriate name for Human Males now, and even more confusingly is the fact that the stories are set in Eriador. Is the Crimson Shadow an unauthorized sequel to Lord of the Rings or is this a different Eriador? I was surpised to see that no map appears in the beginning of the books, but then I realized that it's because the setting is just Fantasy Britain re-skinned with new names. Eriador is Scotland, Avon is Britain(or maybe just England?), and Gascon is France. Also, the Cyclopians are clearly just reskinned Orcs.
Salvatore's Avon

The books are very readable, although the plots are a bit simplistic. Also, there are lots of little details that strike me as poorly thought-out. For instance, in the many mass combats, neither army seems to use scouts and this allows them to get away with all sorts of tricks that wouldn't work if this huge army would just deploy a few scouts to look out for ambushes/keep an eye on the other huge army. That said, I could totally see how Luthien's character would have been relatable for my teenage self. He's a young guy with a good heart and lots of potential but who is clueless with regard to girls, politics, and just generally everything. That said, everything he tries succeeds spectacularly, sometimes because he listens to his friends, sometimes because of sparks of raw talent, and sometimes due to honed martial skill, and he rises to fame and fortune(besides that, the second book is all about this love triangle where he has to choose between foxy half elf girl or fiery redheaded warrior chick. Not only that, but then their rivalry changes to ever increasing fondness for one another, to the point where you start wondering where this is going--I'm starting to understand why this guy was my favorite author in High School...)

Of Fair Folk and Bird-Men


symbolism doesn't have to be subtle...
Anyway, to sum up this rambling review, I've made my peace with Salvatore. He writes very readable fantasy, with true general appeal, especially to young men(as I once was myself). As to the lack of Artistic Merit... I think the recent movie Birdman does a better job than I could of presenting the dialectic of creating entertainment for an audience vs. creating art for art's sake. The film shows how impossible it is to completely separate between the two. Salvatore's work is immensely popular, but one also get's the impression that he truly loves coming up with this stuff, and perhaps that is Artistry at it's truest, regardless of how entertained the snobs and critics may be...