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Happy Erik Mona Day (Observed)!
Wednesday, November 11, 2009
No one here at Paizo really understands the significance of the 8th of November, or how it came to be known as Erik Mona Day—especially not the pseudo holiday's namesake. But sure enough, like the semi-reliable working of a clock with too many numbers, on or about the 312th day of the year strange deliverymen track their way to Paizo's door with flatteringly inscrutable prizes. Typically, it's pizza—glorious free pizza in all the flavors of the Papa John's rainbow. This year, though, on perhaps the first Erik Mona Day with our publisher actually present at the office, it was fruit. Chocolate covered fruit. On pointy sticks. A delicious gift that suggests a world of devious and appropriately adventuresome extracurricular projects.
So thanks all you weirdos who chipped in to make this another awesome Erik Mona Day (observed)! We can't say how much we appreciate it, or how far this goes toward making the long nights and weekend days worthwhile.
But now, back to snacking. We we've got a lot of fruit to go through and that punji pit outside Jason's office isn't going to build itself.
F. Wesley Schneider
Managing Editor
Link.
Tags:
Community, Erik Mona, Paizo
The Fabled Appendix – Erik Mona (Part 3)
Friday, February 20, 2009
In the second part of my interview with Erik Mona about which books, movies, and other resources he would include in Paizo's Appendix N, he explained how the idea of a devil-worshiping colonial power—the concept of which eventually became the feared nation of Cheliax—began as a faction in a miniatures game that he developed in his free time. In this conclusion, Erik reveals that several other nations of Golarion, including Andoran and the Land of the Linnorm Kings, had their beginnings in his miniatures game as well. Of course, no version of the fabled Appendix N would be complete without a list of inspiration and educational reading, and Erik admirably provides a hefty list of source material!
Erik: Another colonial power in the miniatures game was the Vikings; the fact that I am from Minnesota, am a fan of the Vikings football team, am of Scandinavian ancestry, and am a fan of Vikings as a sword and sorcery archetype in general, made their conclusion pretty much inevitable. A lot of S&S authors, such as Robert E. Howard and Poul Anderson, pulled the Icelandic sagas into their own worlds. I wanted to bring this archetype into the world of Pathfinder.
Before we began working on Pathfinder, I created a homebrew setting for my own games. While I never got the chance to play in the world, the very first region I detailed in this setting was the realm of the Vikings, which I called the Land of the Linnorm Kings; when we created Golarion, I imported this realm, name and all, directly into the world. A number of sources influenced my vision of the Vikings: the Icelandic sagas, Poul Anderson's The Valor of Cappen Varra, The 13th Warrior, a number of different history books about the Vikings, and my own visits to Norway.
Another faction in the miniatures game included a fantasy version of colonial America as well as a faction inspired by Revolutionary France. Thus, Andoran and Galt were part of my conception of Golarion right from the beginning. A number of books influenced my conception of the Revolutionary faction, such as Claude Manceron's 5-book series The Age of the French Revolution about France in the years leading up to the Revolution, and Simon Schama's Citizens—I loved the idea of how the revolution started with idealistic intentions but then went horribly wrong.
A number of sources inspired the creation of other regions in Golarion: Irrisen is essentially the realm of the White Queen of Narnia meets Baba Yaga; the Realm of the Mammoth Lords was designed as an homage to classic Lost World tales of megafauna and giants, as well as Hollow Earth-style settings of the kind Edgar Rice Burroughs created; Numeria could best be described as Expedition to the Barrier Peaks meets Thundarr the Barbarian; Mendev was inspired by tales of the Crusades, and has elements of the Demon War from John Ostrander's GrimJack comic book, the Swarm from Hugh Cook's novels, and the forces of Chaos from Warhammer Fantasy; the primary sources of inspiration for the River Kingdoms were the Bandit Kingdoms of Greyhawk and the Young Kingdoms from Michael Moorcock's Elric series; Taldor was inspired by the climate and visuals of the Crusader kingdoms in the Holy Land, as well as the cultural decadence of Ancient Rome and pre-Revolution France; and Absalom was heavily influenced by HBO's Rome series, which depicted noble families whose lineages stretch back thousands of years, while the Starstone and the religious faiths with which it is associated are an obvious parallel of Jerusalem. The Starstone itself is inspired by the Kaaba in Mecca, and was named after a short story by Henry Kuttner and C. L. Moore titled The Quest of the Starstone. Planet Stories has reprinted Quest of the Starstone in both Northwest of Earth and Black God's Kiss, by C. L. Moore.
Thanks for reading, Paizonians! Stay tuned for more interviews with Paizo staff members as we continue to expand Paizo's Appendix N!
David Eitelbach
Editorial Intern
Link.
Tags:
Appendix N, Erik Mona, Interviews
The Fabled Appendix - Erik Mona (Part 2)
Wednesday, February 18, 2009
This is the second part of my interview with Erik Mona about the sources of inspiration he would list if Paizo created its own "Appendix N." In today's blog, Erik discusses the books and ideas that inspired his creation of Osirion and Cheliax, two of the best-known regions of the Pathfinder Chronicles campaign setting.
David: What historical, mythological, or fictional sources did you use to develop Osirion? I know you mentioned The Sirius Mystery on the message boards. Any other sources like this?
Erik: I've always been interested in Ancient Egypt. In terms of books, one of my favorites was a collection of illustrations made by the surveyors who traveled with Napoleon's army throughout Egypt. Napoleon's scientific surveys of Egypt were a major inspiration for the whole concept of the Pathfinder Society—a group of explorers and treasure seekers whose level of altruism can vary greatly.
Another source of inspiration was the book you mentioned, Robert Temple's The Sirius Mystery. Temple introduces the concept that alien astronauts, aquatic beings from a planet orbiting the Dog Star, came down and gave culture to the Ancient Egyptians. After reading this, I immediately had visions of aqueducts, waterways, and pools surrounding Egypt, with aboleths swimming in their depths, commanding the people to construct enormous monuments. In fact, the name "Osirion" comes from this mixture of Egyptian culture and alien influences, as it plays off of the names Sirius and Osiris.
David: What's the story behind Cheliax? When did you come up with the idea of having a nation of devil-worshippers? What were your primary sources of inspiration?
Erik: I grew up in Minnesota, and while I was visiting the state capital I saw an image that became indelibly burned into my brain, of a Christian monk preaching to a group of American Indians. Since then, the idea of religious colonization has always been in the back of my mind. A while ago, I designed a miniatures-based game just for fun. I wanted the game to have a lot of inherent conflict, so I came up with the idea of a fantasy society that discovers gateways to another world rich in resources. I wanted to make the game about colonization and the conflicts that arise from that, so I decided that I needed several factions that had antipathy for each other. For one of the factions, I went back to that image for the missionary—except instead of the Christian cross, I made their icon a pentagram. This took the theme I was aiming for—religious colonization—and made it undeniably, inherently evil.
For the faction's title, I used the name of an evil empire I had created for a piece of sword and sorcery fiction that I wrote in college. At the time, I had named this empire Chelan because of a horrible family vacation that we had at Lake Chelan in Washington State. After I moved to Washington, I wanted to change the name, but at the same time to make it sound more evil. Cheliax, in Golarion, originally started out in my mind as a colonial power—Arcadia being the stand-in for the unexplored continent that was in my miniatures game.
Thus ends the second part of my interview with Erik about his sources of inspiration. In the conclusion, Erik reveals how his miniatures game gave birth to several other Golarion nations and explains how Thundarr the Barbarian fits into the whole picture. Sources of inspiration abound!
David Eitelbach
Editorial Intern
Link.
Tags:
Appendix N, Erik Mona, Interviews
The Fabled Appendix – Erik Mona
Monday, February 16, 2009
As was explained in my introductory blog post, the purpose of this series is to create Paizo's very own Appendix N, a semi-comprehensive list of the books, comics, movies, and roleplaying products that influenced each member of the Paizo staff in their work on the Pathfinder Chronicles campaign setting. To begin this series, there seemed no better place to start than with one of the original creators of Golarion and the driving force behind Planet Stories, Erik Mona. He had quite a bit to say. By the time we finished lunch, I had filled three complete pages with notes and had been forced to finish transcribing the interview on a napkin. Unfortunately (or fortunately as the case may be), the length of the interview has forced us to break it into three parts. In this first installment, Erik reveals which authors most influenced his idea for the general feel he wanted to give Golarion.
David: What authors or titles stand out to you as most influential on your game design and upon Golarion?
Erik: Robert E. Howard's Conan series, particularly the collections of the original Conan stories that have been published by Del Rey—The Coming of Conan the Cimmerian, The Conquering Sword of Conan—those ones; Fritz Leiber's Fafhrd and Grey Mouser stories; Moorcock's Elric series; China Miéville's stories, particularly Perdido Street Station and The Scar; Jack Vance's 4-book Dying Earth series (which I think is now published in a Dying Earth omnibus); C. L. Moore's Jirel of Joiry series ; Hugh Cook's 10-book series The Chronicles of an Age of Darkness; H. P. Lovecraft; and Henry Kuttner's The Dark World and Elak of Atlantis.
A lot of these authors and titles influenced the mood and tone of the setting, as far as being sword and sorcery stories. Michael Moorcock's Elric series being the only exception, these stories feature protagonists who are not superhuman; each is just a dude. It's like how Captain America is a regular guy compared to the other Marvel superheroes—he can't fly and doesn't have any remarkable powers. Batman obviously falls into this category as well. The characters in these stories are powerful but not superhumanly so. More importantly, almost, is the idea that the environment itself is the antagonist, and the characters are exceptional—but otherwise ordinary—people who must fight back or the world will destroy them.
Tolkien was an influence only so far as he influenced D&D. The world he created just didn't fit with what we were trying to do with Golarion. To be honest, it is too hopeful, not grim enough. I asked Jason Bulmahn when we were first creating Golarion, rhetorically, if it would be possible for Paizo to build a world without gnomes, dwarves, elves, and the like. Of course we immediately came to the conclusion that it would be impossible, but it gives you an idea of what we were trying to achieve with Golarion.
Gary Gygax's Gord the Rogue books were very influential in the way that they showed, through storytelling and world-building, the sort of milieux that the inherent style of a world governed by the game's rules. Even if used simply as a point of departure, that's an invaluable resource. The early Thieves World anthologies were also an influence, more in terms of style and world-view than anything else. Greyhawk and Sanctuary are photocopies of Leiber's Lankhmar, and when it comes to a location most exemplifying the fantasy RPG spirit, Lankhmar is the place.
Thus concludes the first part of my interview with Erik and the first installment of The Fabled Appendix. Next time: Erik discusses how Osirion and Cheliax were born, and the books and horrible vacations that inspired their creation.
David Eitelbach
Editorial Intern
Link.
Tags:
Appendix N, Erik Mona, Interns, Interviews
Two Swordsmen of Mars!
Saturday, September 20, 2008
While pulp science-fiction magazines had entered a sort of digest-sized hibernation by the early 1960s, the paperback book phenomenon was hitting with full force, exposing readers to a new generation of writers while bringing many of the old pulp classics of the past into book form for the very first time. The celebrated Ace Doubles of the era presented many of the books we've already published in our Planet Stories classic fantasy line, including Leigh Brackett's The Secret of Sinharat and People of the Talisman, both of which first appeared in the original Planet Stories magazine of the 1940s. Ace also republished many full book-length tales, including this month's Planet Stories release, Otis Adelbert Kline's The Swordsman of Mars.
Kline's classic tale of swashbuckling and savage monsters in the deserts, swamps, and jungles of Mars first appeared in 1933 as a 6-chapter weekly serial in Argosy Magazine, the very pulp that had birthed the so-called "sword and planet" genre with the publication of Edgar Rice Burroughs's Under the Moons of Mars 21 years prior. Contemporary fans of Burrough's John Carter of Mars and Carson of Venus tales often ranked Kline's planetary adventures as equal or near-to-equal those penned by the master himself, but in the 75 years since the original publication of The Swordsman of Mars, Kline's reputation as an author has not fared quite as well as that of Edgar Rice Burroughs.
The tale's paperback publication came in 1960 from Ace, appearing alongside such science-fiction classics as Journey to the Center of the Earth by Jules Verne, The Isle of Doctor Moreau by H. G. Wells, and The Weapon Shops of Isher by A. E. Van Vogt. The boldly colored cover depicts a long-haired John Carter clone and his damsel battling some Martians under the banner "He wore another man's body on the Red Planet". Tucked away at the bottom of the frame, near the left-hand corner, is the tiny legend "Complete & Unabridged."
As with many early paperbacks, this latter claim is more complicated than it appears. The 1960 Ace edition is an "unabridged" reprint of the 1960 hardcover edition of The Swordsman of Mars from a publisher called Avalon, who reprinted all of Kline's sword and planet fiction starting in that year. Rather than a celebration of Kline's important serial work, the '60s Avalon editions are badly truncated rewrites. Entire chapters are missing, key character and location descriptions are completely absent, and the final product cuts a slash across the chest of Kline's literary reputation that would be totally invisible to readers unable to assemble the original Argosy serial and compare the two texts.
Happily, we at Planet Stories did just that when preparing our manuscript for print, and the differences between the original and the "Complete & Unabridged" versions are staggering. Yes, the serial is much longer, which is to be expected. But the changes made to The Swordsman of Mars rob the story of a great deal of description, characterization, pacing, and background that does no service to the original tale or the literary legacy of Otis Adelbert Kline.
Take a look at the first chapter of The Swordsman of Mars, first in its Ace paperback/Avalon edition, and then in the complete serial publication used as the basis for our Planet Stories edition.
Here's the Ace version:
PROLOGUE
Harry Thorne opened his eyes and gazed about him with a startled expression. This was not the tawdry hotel bedroom in which he had gone to sleep; it was a small room with bare, concrete walls, a door of hardwood planking studded with bolts, and a barred window. The only articles of furniture were the cot on which he was lying, a chair, and a small table.
So the sleeping pills didn't finish me off, he thought. Now I'm in jail for attempted suicide!
Thorne sat up, then rose unsteadily to his feet and staggered to the window. Supporting himself by gripping the thick iron bars, he peered out. It was broad daylight and the sun was high in the heavens. Below him stretched a deep valley, through which a narrow stream meandered. And as far as he could see in all directions there were mountains, though the highest peaks were all below the level of his own eyes.
He turned from the window at the sound of a key grating in a lock. Then the heavy door swung inward, and a large man entered the cell, bearing a tray of food and a steaming pot of coffee. Behind the man was a still larger figure, whose very presence radiated authority. His forehead was high and bulged outward over shaggy eyebrows that met above his aquiline nose. He wore a pointed, closely cropped Vandyke, black with a slight sprinkling of gray, and was dressed in faultlessly tailored evening clothes.
Thorne got to his feet as his singular visitor closed the door behind him. Then, in a booming bass, the man said, "At last, Mr. Thorne, I have caught up with you. I am Dr. Morgan." He smiled. "And I might add, not a moment too soon. You gave us quite a time—Boyd and I managed to get you out of that hotel room and down to the street, passing you off as a drunk. Don't you remember a knocking at the door? You weren't quite out when we came in."
Thorne thought for a moment, then nodded. It seemed that there had been a pounding somewhere. "How did you get in? I thought I locked the door."
"You did—but I had skeleton keys with me, just in case. We took you to my apartment, treated you, and brought you out here." Morgan nodded to Boyd, who left the room, then waved his hand invitingly toward the tray. "I ordered breakfast served in your room. I especially urge you to try the coffee. It will counteract the effect of the sedatives I was compelled to use in order to save your life to bring you here."
"You've gone to a lot of trouble to save something I don't want," Thorne said. "May I ask why you are interfering in my affairs?"
"I need you," Morgan replied simply. "And I can offer you adventure such as only one other man of Earth has known—possibly glory, possibly death. But if death, not the mean sort you were seeking."
Harry Thorne frowned. "You referred to a man of Earth as if there were men not of Earth. Are you suggesting a trip to Mars?"
Dr. Morgan laughed. "Splendid, Mr. Thorne. But suppose you tackle breakfast. It will put you in a better frame of mind for what I am going to tell you. I shall not lock the door as I leave. When you have finished, join me in the drawing room—at the end of the corridor to your right." He paused in the doorway. "You mentioned a trip to Mars, Mr. Thorne. Forgive me if I keep you in suspense for a time, but—although it is not exactly what you think those words mean—that is what I am going to propose."
So that's it. Quick, to the point. Our hero is Harry Thorne. We don't know what he looks like, how he came to be in this room, why he wanted to commit suicide, or really anything about him other than his name. We've met the esteemed Doctor Morgan (the scientist who ties together all of Kline's Mars and Venus serials), but we don't understand why he would be interested in poor, old suicidal Harry Thorne. This introduction is a serviceable stepping stone to the adventures to come, but it does little to ground the reader's interest in the protagonist or foreshadow future events.
Here's the first section of the original serial, as it will appear in this month's Planet Stories release:
CHAPTER 1
A VERY STRANGE VISITOR
"Is Mr. McGinnis in?"
The girl who presided at the information desk and switchboard of the McGinnis Physical Culture Institute suspended her gum chewing long enough to reply: "I'll see. What's the name?"
"Thorne. Harry Thorne."
As she connected the office phone of her employer, the girl surveyed the young man before her with a look of approval. He was tall and slender, with wavy hair of a chestnut brown shade, and there was a pantherish suppleness about his movements which hinted of powerful muscles, perfectly controlled. His faultless attire and aristocratic air told her that he was likely to prove a wealthy prospect for the services which Mr. McGinnis had to offer, so she rang three times, a signal which her employer would understand.
"Mr. Harry Thorne to see you, sir."
She nodded and smiled at the young man. "You may go in, Mr. Thorne. The first office at your right."
"Thank you." Thorne followed her directions, and was welcomed at the door of the office by the beaming proprietor of the institution, a middle-aged gentleman with bulging chest and biceps, a broken nose, and cauliflower ears.
"Come right in, Mr. Thorne. Take a chair. A wonderful frame you have to put muscle on. Now with our system of training we guarantee to add an inch to the circumference of your biceps in less than-⎯"
"One moment, Mr. McGinnis. I came here to be built up, not physically, but financially. In short, I am after that job you advertised in this morning's paper."
McGinnis settled back, a look of disappointment on his face.
"Oh, so you want a job as my assistant fencing master. Can you handle a foil?"
"Fencing has been a hobby of mine."
"A hobby, eh? You'll have to make it a profession if you work here. But come. I'll try you out."
McGinnis led him down the hallway, and through a large room where a group of perspiring financiers dressed in shorts and jerseys were going through various contortions under the direction of a husky looking young man wearing a striped sweater. A conspicuous majority of these striving athletes looked as if their chests had slipped down beneath their belts, and the calves and biceps were undeveloped.
They passed through another room, where a number of corpulent gentlemen were being mauled, poked, pinched, prodded and steam-cooked, and thence into a small empty gymnasium.
McGinnis removed his coat and invited Thorne to do likewise. Then he handled him plastron, mask, glove and foil, and both men armed themselves.
"Now, my lad," said McGinnis, when Thorne was ready, "we'll see what we'll see. On guard!"
They saluted and engaged. Before he had got fairly warmed up, McGinnis, much to his surprise, was hit. "Accidents will happen," he said. "We'll try again."
They did, and this time McGinnis was disarmed. The sudden realization of this made him quite red in the face—he, a fencing master, disarmed by this amateur.
"That was a coincidence," he said, as Thorne politely handed him his foil. "We'll try it once more."
Much to his astonishment and chagrin, the master was hit in the fifth disengage. He threw down his foil and tore off his mask. "Enough's enough." He growled.
"Do I get the job?" asked Thorne.
"Not in a thousand years, my boy. Do you think I'd be fool enough to hire an assistant who can beat me? Don't slam the door as you go out."
Out on the street once more, Thorne fished his last fifty cent piece from his pocket and bought an early edition of an afternoon paper. Pocketing his change, he retired to a doorway to scan the "Help Wanted" column.
Evening found him still tramping, after having followed five more fruitless leads. He fingered the change in his pocket reflectively. Not enough for a decent meal, but if husbanded carefully it would keep body and soul together for the next two or three days. He expended five cents on coffee and doughnuts, his first meal of the day. Then he returned to the cheap hotel where he had taken lodging and where his room rent, which had been paid in advance, would expire on the morrow.
As the clerk handed him his key, he said: "A gentleman called to see you, Mr. Thorne. Said he'd be back later."
"A gentleman to see me! That's strange. Did he leave any message?"
"Only that he'd be back later."
"Thanks."
Thorne climbed the creaky stairs with their covering of dusty, moth-eaten carpet, and entered his room. Shortly thereafter, in dressing gown and slippers and with his pipe going, he sat down in his creaky rocker, vintage of 1880, to think out the situation in which he found himself. He had already pawned his watch and ring, and the money was all but gone. The dressing gown would be next, he decided. Then his reverie was interrupted by a knock at the door.
"Come in," he said, wearily.
He looked up curiously as the door opened, then suppressed a gasp of amazement at sight of the striking individual who entered. His visitor, almost a giant in stature, was obviously a tremendously powerful man. But the impression of great physical strength which the stranger's physique induced was overshadowed by the promise of inconceivably greater mental force which shone from his face. His forehead was high and bulged outward over shaggy eyebrows that met above his aquiline nose. His piercing black eyes seemed to look through Thorne's own, and into his very brain. He wore a pointed, closely-cropped Vandyke, black with a slight sprinkling of gray hairs, and was dressed in faultlessly tailored evening clothes.
Thorne got to his feet as his singular visitor closed the door behind him. Then, in a booming bass voice, the big man said: "At last, Mr. Thorne, I have caught up with you. I am Dr. Morgan."
Surprised, Thorne took the proffered hand and muttered an acknowledgement. "Take the chair, doctor," he invited. "I'll sit here on the bed." As his visitor complied, he continued: "You say you have caught up with me. Am I to understand from this that you have been following me?"
"Halfway across the world and back again," was the reply. "I first saw your photograph in a local paper, accompanying an article which told of your hunting expedition in British East Africa. I followed you there, only to learn that you had sailed there days before my arrival."
"You saw my picture and followed me there? Why?"
"I'll come to that presently. When I reached New York, I called your father's home in Long Island. I was advised that you had left, and that no one knew of your whereabouts. After that, it was not easy to trace you. I learned that you had sailed for home sooner than you planned, because of a wire from your father. I also discovered that on your return, you and your father had quarreled, and that as a result you were disowned and disinherited."
"You seem to have taken a remarkably keen interest in my affairs," said Thorne, amazed at the intimate details of his private business with which this strange individual was familiar.
"Exactly. And I presume you have seen the evening paper."
"Only the 'Help Wanted' columns."
"In that case," said the doctor, "you missed some news which will be of interest to you." He took a clipping from his pocket and passed it to Thorne.
With a shock that turned him suddenly pale beneath his coat of tan, he read:
FIANCÉE OF HARRY THORNE
ELOPES WITH OTHER MAN
Sylvia Thompson, daughter of Dr. and Mrs. Horatio Thompson, of Newport, whose engagement to Harry Thorne, scion of the wealthy Long Island family, was recently announced, has eloped with Herbert Lloyd Vandevetter.
There were details, but Thorne did not read these. Instead, he looked at the pictures of his lovely fiancée, his best friend, and himself, conspicuously displayed beside the article. Then the page blurred and he turned away. A great sorrow gripped his heart. Sylvia Thompson was the one person in whom he had not lost faith. Before leaving for Chicago he had confided in her, had told her that he was penniless, and must seek out a new means of livelihood before they could be married. She had promised to wait. And now—this!
"She was false—a cheat, a fraud!" he said, bitterly. "I'll never believe any woman again. I'll never believe anybody."
"Steady boy," admonished the doctor. "You're taking a lot of territory."
"I mean it," said Thorne. "I—I don't care to live any longer."
"Suppose you were offered a new interest in life. Excitement and adventures beyond your wildest dreams. A chance to view new scenes that no earthly being save one has ever glimpsed. To meet new and strange peoples."
"All that is old stuff to me," replied Thorne. "I've traveled until I'm sick of it. I've hunted big game in Asia, Africa and the Americas. I've been in every important country on the globe. The only adventure I have not tried is death, and just now it is the one adventure that intrigues me."
He got up suddenly, and stepping to where his suitcase lay open on the grip-rack, drew therefrom a .38 caliber pistol. "I don't know why you've come here, doctor," he said, "and I don't much care. But I'll appreciate the favor if you will notify my fond relatives of my demise. I don't like being messy, and I haven't the slightest desire to be dramatic, so I'll go into the bathroom for the last act."
"One moment, before you go," said the doctor. "Do you realize that if you do this deed while I am present you will implicate me as a murderer?"
"Right. I hadn't thought of that. Sorry. I'll say good-by then, and give you time to get away."
The doctor rose. "That's considerate of you my boy, and I'll be glad to notify your relatives for you. Good-by." He held out his hand.
Thorne listlessly grasped the extended hand. As he did so, he felt a sharp pricking sensation in his palm, followed by a numbness which shot up his arm and traveled rapidly through the rest of his body. The gun, which he had been holding in his left hand, clattered to the floor. A moment later things went black before his eyes. His knees buckled under him, and the doctor, catching him beneath the arms, eased him back upon the bed. Then consciousness left him.
The original Kline text reveals his hero to be a weary world traveler, an adventurer of impeccable swordsmanship and an aristocratic background (all of which will serve him well on the Red Planet). We have a fitting physical description for the ideal sword and planet hero, and we have a tragic love story that explains Harry Thorne's self-destructive impulse and the motivation that will eventually send him to Mars.
Otis Adelbert Kline died 14 years prior to the publication of Avalon's The Swordsman of Mars hit the shelves. Whoever wrote the short version, it wasn't the original author, and the merciless cuts did little to help Kline's literary reputation. No less an authority than The Encyclopedia of Science Fiction calls Kline's work "pulp fiction at its worst." But these analyses, indeed most modern perception of Kline's fantasy output, is based not on the original pulp printing, but on posthumous editorial hack-jobs perpetrated long after the author himself had died.
Now, for the first time in 75 years, Planet Stories presents Otis Adelbert Kline in his own words. Order The Swordsman of Mars today and take the fantastic journey to the Red Planet the way the author originally intended it.
You'll find it makes all the difference in the world.
Erik Mona
Publisher
Link.
Tags:
Erik Mona, Mars, Otis Adelbert Kline, Planet Stories, Swordsman of Mars
Attack of the Pod(cast) People!
First Wave—Erik Mona
Monday, September 24, 2007
In recent weeks, members of the design staff here at Paizo have been doing a number of podcast interviews with various gaming-themed radio shows, and they're now becoming available to the general public. They're super easy to access—just click and listen—so why not drop by and hear what the imaginations behind Pathfinder, GameMastery, and more have to say about the future of the industry?
Kicking things off, Erik Mona sat down with Chris Pramas of Green Ronin to discuss the announcement of 4th edition and what that means for the Open Game License and d20 publishing, which leads them into a discussion of Paizo's new ventures, high-level play, and more. And of course, it wouldn't be Erik without a significant foray into the "storied history of Greyhawk."
Click here to check out the 73-minute behemoth (guaranteed to keep your brain alive at work through that long post-lunch lull!) and get the inside dirt from the best possible source. And stay tuned for tomorrow, when we'll be back with more from Mr. James Jacobs, dungeon designer extraordinaire....
James Sutter
Assistant Editor, Pathfinder
Link.
Tags:
Community, Erik Mona, Interviews, Podcasts
Erik in Black Gate
Wednesday, September 12, 2007
Many of you may be familiar with Black Gate, one of the biggest fantasy magazines around. Recently their managing editor, Howard Andrew Jones, sat down to do an exclusive in-depth interview for their website with Paizo Publisher Erik Mona about Planet Stories. In what's his most extensive and candid interview on the subject to date, Erik pours forth his reasons for starting the line, his hopes for the future, and the reasons everyone who loves gaming should check out some of these novels. Click here to read the full interview.
James Sutter
Editor, Planet Stories
Link.
Tags:
Erik Mona, Interviews, Planet Stories
What's the Difference?
Tuesday, June 5, 2007
One question we've run into repeatedly as we introduce the new world in which both Pathfinder and the GameMastery Modules will be set is, "What makes your campaign setting different?" In order to answer that, we've asked each member of the editorial design team—collectively known as "The Pit"—what they think sets our world apart.
Erik Mona (Publisher)
"The GameMastery world will contain a wider mixture of influences that most available on the market, making it easier to find a home for the type of adventures you and your friends are interested in playing. The world doesn't come burdened with a single overarching plot or expectation of play style, but rather allows for a wide variety of campaigns. Do you feel like exploring a savage frontier? The Lands of the Linnorm Kings or the Hold of the Mammoth Lords provide perfect backdrops. Players who enjoy urban roleplaying and intrigue will be drawn to the political world of Absalom or the treacherous courts of devil-tainted Cheliax. Players interested in science fantasy will find plenty to like in the barbarian nation of Numeria, greatest of the River Kingdoms, where a powerful sovereign and his council of witches rule from the ancient ruins of a mighty vessel fallen from space. They might even get a chance to explore the green and red worlds in the heavens above. The code-phrase we've been using for development of the world beyond Varisia (and including it) is "Planet of Adventure," because it is a place meant to accommodate great campaigns. We're hoping one of them will be yours."
James Jacobs (Editor-in-Chief, Pathfinder)
"I think that the big thing for our campaign setting is the fact that, unlike most other settings, we aren't kicking things off with a line of setting books that detail regions, religions, cities, and histories of the world. We don't want to drown our readers in canon. Rather, we'll be developing our world primarily through adventures written by the best writers we can find. Each adventure in Pathfinder or the GameMastery line can serve double-duty, because once you've run the adventure, there'll remain parts in there that you can use to expand your own campaign world, be it details of a city, a new monster, a haunted forest, a new religion, or whatever. Sooner or later we'll certainly have enough material to cull from the adventures that we'll be able to produce a setting book or something like that, but it won't have been designed in a vacuum. Everything in our campaign world will evolve out of things that are already adventures, rather than evolve from ideas that then have to be turned into adventures.
"Oh, and demon lords and archdevils and celestial paragons and archangels can grant spells to their cultists. That's pretty cool too."
Jason Bulmahn (GameMastery Brand Manager)
"One of our primary goals is to give a campaign setting that uses all of the advantages of the modern rules set while still maintaining a sort of "classic" middle-fantasy feel. We want our world to be one that has a place for almost any sort of play style without flooding GMs and players with a bunch of assumed baselines that make some play-styles impossible or difficult to run. If you want to use our setting to run an Egyptian-styled adventure, you can certainly do that, but it doesn't preclude a swashbuckling game, a feudal knights adventure, a lich hunt, or an urban political game. The trick is balancing these themes and flavors that everyone is familiar with, while still giving it a fresh take that fires up the imagination and allows for GMs to give it their own personal flair. After all, we want this to be your campaign too.
"And, of course, we got ninjas."
James Sutter (Assistant Editor, Pathfinder)
"My biggest problem with most campaign settings is the canon. While as a writer I understand well the joy of having your ideas set in stone, of watching people take what you've written and hold it up as The Way It Is, with gaming I find that it's ultimately a decadent and self-indulgent pleasure, and a little goes a long, long way.
"When I first started working at Dungeon, canon and I went head-to-head on a daily basis. It seemed like every time I had an idea I thought was interesting, someone smiled sympathetically and said, "Yeah, but you can't do that because..." As a GM, who wants to be told "no" all the time?
"That's what makes our new setting so exciting to me. Sure, any new setting will have less baggage than one that's been around for years, but throughout the design process of this world, we've tried to always keep that "less is more" mentality in mind. This is our world, but it's also the players' world, and every time you tell a GM or player, "You can't do that," you've just killed a fun session. It's too easy for a setting to reach a point where, through years of development and source material, it's been detailed down to the last commoner, with no room left to invent, explore, and innovate. Either that, or the broad, sweeping changes you've made to distinguish your setting ("All elves in our setting are XXX!") end up alienating portions of your audience. The rallying cry at our development meetings has been, "Never say never." We've all put in a lot of work to make this setting as interesting as possible, and there will undoubtedly be official supplements someday to support the adventures which are the setting's driving force, but know that as we go along, we realize that this isn't just our sandbox—it's the sandbox of everyone who does us the honor of playing in it. And with that honor comes a certain responsibility."
Jeremy Walker (Assistant Editor, GameMastery)
"Often, a campaign setting is defined not so much by what elements it includes, but instead by what it precludes. Specific themes, elements, and quirks help players and GMs connect with the setting, but oftentimes the very things that first attract gamers become the things that drive them away, as, frustrated by the setting's inability to adapt, they move on to the next unique setting, only to repeat the process down the road when that setting's fresh ideas become stale.
"One might think, then, that the solution is to provide a setting as generic as possible, so that any story can be dropped in just about anywhere. And yet people are looking for more in a campaign setting than a blank sheet of canvas. They want a world in which to tell their own stories in their own way, but they also want a living world that seems real. In this way, a campaign setting is like a matte painting on a movie set. A richly detailed backdrop that, while it exists independently of the characters in the movie, gives their actions context and meaning beyond their individual stories. To create a purely generic world is like shooting a movie in front of a black and white painting—it is immediately, and obviously, unreal.
"So how to provide a rich and detailed world without running the risk of our conventions and ideas becoming stale? Our solution is to provide a campaign setting that includes many distinct areas, each containing their own themes, characters, stories, and ideas. Each area of our world is almost a mini-setting all to itself. Vibrant and lifelike, ready for any story you might wish to tell. And when you tire of a particular style of gaming, why there is always something new waiting over that mountain, up that river, or across that sea."
Mike McArtor (Associate Editor, GameMastery)
"1. Interaction: One of the things that sets Paizo apart is our willingness to listen to those who invest in our creation. Spend some time on the messageboards and I think you'll discover pretty quickly that we interact with our readers, and those interactions are never one-way. We're not going to create the setting through democracy, but when the masses speak, we tend to listen.
"2. Inclusiveness: The newest edition of The World's Most Popular Fantasy Roleplaying Game (TWMPFRPG for short) is all about showing you what you can do, not telling you what you can't. In that spirit, our setting is going to allow for whatever you want to include in your campaign. Everything does—or at least can—exist in our setting.
"3. Variety: It's the spice of life. It's also what happens when you put the seven of us in a room, add caffeine, and shake. Then open the floodgates to guys like Baur and Logue and man oh man, have you got something! If you like dinosaurs and Cthulhu, talk to Jacobs over there. If you like your games a little more whimsical, hey man, I've got your back. From the deepest pits of depravity to the most ludicrous non-sequiturs, you'll find it somewhere in this place.
"4. History: We have the advantage of looking back on three decades of what has come before to see what worked. (And of even greater importance: what didn't.) We're building off the initial groundwork of titans—Gygax, Kuntz, Greenwood, and Grubb, for starters. The seven of us are keenly aware of those who came before, and we want to ensure they (and more importantly, YOU) approve of our creation."
Wesley Schneider (Associate Editor, Pathfinder)
"We're only letting the coolest players and GMs use our world. Rabid, endlessly yodeling goblin warchanters will infest the homes of those found unworthy."
Link.
Tags:
Erik Mona, Golarion, Interviews, James Jacobs, Pathfinder Chronicles Campaign Setting
Erik Speaks His Mind
Wednesday, May 23, 2007
The guys at Pulp Gamer have done another interview with Paizo folks, this time catching publisher Erik Mona at the GAMA Trade Show and sitting him down to talk about Pathfinder, GameMastery Modules, Planet Stories, and more. If you've had any questions about where the company's headed in the next year, this podcast probably answers it, so get out your headphones, kick back, and let Erik walk you through the future of Paizo.
Link.
Tags:
Erik Mona, Interviews
Pulp Radio
Tuesday, May 8, 2007
PulpGamer.com recently did an in-depth podcast interview with Paizo marketing guru Josh Frost about Stonehenge, the upcoming release from Titanic Games, Paizo's board game contingent. Take a listen here and get the inside scoop on what it really means to create an "anthology" board game. Plus stay tuned in coming weeks for more podcast interviews from the Pulp Gamer guys, including one with Publisher Erik Mona himself.
Link.
Tags:
Erik Mona, Interviews, Stonehenge, Titanic Games
In His Own Words
Wednesday, May 2, 2007
Last night, Publisher Erik Mona dropped by the #pathfinder chat on the OtherWorlds IRC Network to talk frankly with fans about Pathfinder, GameMastery, and the presence of Gary Gygax himself in the Paizo booth at the upcoming GenCon. To read a fan summary of the discussion, click here.
Want to get in on the conversation yourself? Tuesday nights (in the USA) are the weekly chance for Pathfinder fans, writers, and occasionally us editor types to meet up and discuss the future of the Paizo product line, campaign setting, and more in realtime. Visit http://irc.otherworlders.org/chat/cf.php and enter #pathfinder as the channel, or direct your chat client (such as mIRC) to:
SERVER: chat.psionics.net
PORT: 6667
CHANNEL: #pathfinder
Many thanks to message board regular EP Healy for posting his summarized log of the chat.
James Sutter
Assistant Editor, Pathfinder
Link.
Tags:
Community, Erik Mona, Interviews
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