Sep 102014
 

Vampires: A Hunter's Guide by Osprey Publising By Paco Garcia Jaen

The guide to Vampire Hunters fro Osprey

Vampires have had a place of honour in folklore and fantasy literature for millennia. One way or another, they have been present in legend and myth and the 21st century hasn’t done anything to diminish their popularity. Even the Twilight Saga hasn’t been able to damage their reputation!

However what’s not very clear is if they are a force of good, evil or both. Osprey think they are all evil and have decided to put all their knowledge and expertise in this treaty that aims to teach us what we are fighting and how to fight them.

Let’s start with the production and physical description of this book. Cloaking up 80 plus covers, it is a soft-cover and perfect-bound small book that won’t break your bank and will keep you amused for an afternoon or two. The layout is not perfect, but it’s easy to read and the number of illustrations is quite large, so your eyes are never too far away from some visual treat.

The illustrations come in a mix of styles; from old style medieval illustrations to lavishly painted scenes that depict encounters with vampires.

I say depict encounters because the book has been written in a “realistic” style. The language describes everything as if it were actually real information and not fantasy. This is very much in line with the style of the whole series and we saw the same technique used to great effect in The Nazi Occult.

The chapters take us around the world and describe not just what kind of vampires we are likely to find in those areas, but also their origins. This is where things get interesting.

One thing I noticed is that this book is firmly aimed at the American market. Although the European Vampire does take a lot of the book, there is a whole section to the presence of Vampires in the USA and the creation of a special forces unit dedicated to fight them. And actually it’s a pretty good story with a lot to offer and it does feel very American, so, quite frankly, I am very pleased they added it.

The African Vampire, Asanbosam, takes yet another twist. Vampires are thought of as having evolved somewhat and the origins of the species is explained as coming from a sort of ape creature that became extremely adept at jungle life and needs blood to survive. It also describes a class of warriors, the Ashanti, who dedicate their lives to fight the presence of the monster.

Chinese vampires again take a very different twist. These seem to take about 100 years to be created and, to start with, they look like clumsy and mostly harmless stiff puppets that can’t hurt you unless they get too close. And yet, they reveal a series of very powerful and dangerous tool to survive, turning them into pretty lethal enemies. And this was a huge surprise for me. To start with my scepticism made me sneer, and then, as the chapter went on, I kept smiling at the devious ways in which those vampires operate and how they can be destroyed by the Shaolin monks who spent centuries learning the ways, not just to fight them, but also to return them to their graves where their souls can rest forever.

The South American vampire is the one with the least coverage in the book. In a nutshell, it’s the Chupacabra. A legendary monster that is just that, a very advanced and dangerous animal that doesn’t resemble the vampires as we know them. At all.

Conclusion

I did enjoy reading this guide, though I must admit I struggled with it on two counts.

Firstly it portrays vampires as irredeemable evil creatures, sometimes mindless. Secondly it really plays up with the origins of vampires in totally new ways and that took me a while to come to terms with.

After having played so many games in which I was a Vampire, to see them as the evil people no matter what sat hard on me. This is not to say it does’t make sense or that it’s badly done, quite the opposite. However if you expect this to be something like Twilight or Vampire: The Masquerade, you’ll be disappointed.

The origins of vampires really got me by surprise. I have always associated vampires with some sort of mystical beginning, so to think of them as the produce of evolution… that was weird!

And yet it does work to a great degree. Considering that we’re talking about a manual about fantasy creatures, there’s no reason why this shouldn’t work. It has a tough fight to battle against our pre-conceptions, though and that’s quite a challenge.

The one thing I struggled with most with, though, was the way in which the book tries to tie all the vampires together as if they’re somehow related. Yes, they have the common trait of blood drinking, but whereas the European and Asian vampires are intelligent creatures, the African and South American are little else than beasts. That is just strange for me.

As a gaming aid, this is one to have. It is affordable enough that it won’t hurt your pocket too much, it reads well (as in being very entertaining and well written) and it’s full of ideas that can be used in pretty much any game with a touch of supernatural.

Another good addition to Osprey’s collection!

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Apr 262014
 

123039-thumb140[1]By Endzeitgeist

This guidebook to help aspiring freelancer is 32 pages long, 1 page front cover, 1 page inside front cover, 1 page editorial/ToC, 1 page inside back cover, 1 page back cover, leaving us with 27 pages of content, so what is this book about?

Essentially, this book is Creighton Broadhurst’s wisdom (with a slew from John Bennett thrown in for good measure), or at least a part of it, regarding the nature of freelancing – and in case you wonder – he does explain, sans hubris or pretensions, what qualifies him to give this advice – which is valuable.

Now usually, I go into a point-by-point analysis of a product’s contents, but seeing that I’d have to essentially reproduce the whole book in this case, I’ll instead tell you about some of the articles herein: First of all, examine why you want to go into freelancing – 12 reasons against it (like “for the money”, “problems with taking criticism”) and 8 reasons in favour – while I’d consider many of these self-evident, experience has shown that not everyone is in the know regarding the realities of the rpg-industry; I’ve seen people actually expect completely unrealistic things, so reading these should provide a nice reality-check for aspiring authors. Once you’ve decided to take the plunge, make sure you follow his GOLDEN RULES.

They’re called like that for a reason – from editing, knowing and playing the game as well as the target audience/publishers, contracts etc. – there is a lot to take into account and yes, this includes the acceptance that whatever you write, it WILL be edited. Proper project management advice and further reading (re Kobold Press’ EXCELLENT, nay MANDATORY design-books, for example!) further should provide several excellent starting points for aspiring freelancers.

Now the essential thing beyond quality is actually getting things on (virtual) paper -advice for being productive is extensive herein and as a person who values efficiency (otherwise I wouldn’t be able to review…at all), I can attest that these are not only valuable, they even managed to teach an old dog like me a new trick or two, even if the pieces of advice in question were not that complex – just reading them has a benefit in itself -and yes, “Turning off the internet is just one of the pieces of advice I can attest to regarding efficiency, as is listening to music -fun fact: Whether I’m writing for my day-job, supplements or reviews: The proper music, much like a good work-out, can get you faster into the proper mindset. While Creighton doesn’t go deep into details, I’ll be egoistical for a second and provide some examples from my own array of writing-music.

Complete derail of the review in favor of some of my favorite tunes to write:

Are you writing something viking-themed? Get Turisas’ “Varangian Way” or Týr’s “Blood of Heroes” or anything by Amon Amarth. You’re writing some dark “Sword & Sorcery”-stuff? Put Bal-Sagoth on your speakers. Decadent gothic horror/fantasy? From “Ordo Rosarius Equilibrio” to bands like “Pretentious, moi?” or “Project Pitchfork” (Beholder, for example!), a mix of low-key songs and sinister, pumping beats can go a long way. And once you need to get stoked, KMFDM’s “Hau Ruck” or Sabaton/Blind Guardian make for a great background to get into the proper set of mind. Oh, and if you need some inspiration for disturbing imagery, there’s not much that surpasses Sopor Aeternus’ “La Chambre d’Echo” and for dark sci-fi “Darkspace”, for bloody, fast-paced martial arts, Combichrist’s “Today I Woke to a Rain of Blood”. Finally, there’s no track that better encapsulates a feeling of desolation on a post-apocalyptic level than the brilliant “78 Days in the Desert” by Sólstafir.

/derail

Sorry, got a bit lost there. Where was I? Oh, yes, project outlining – tips for properly outlining projects are provided herein as well and once you have started your career, the struggle is anything but over: Properly “levelling up” by pitching the right stuff the right way to the right people is crucial as well. Another page covers reasons why you want your own web-site – whether as a blog, a site or something else: There are benefits here and yes, the virtues and how and what to publish here are explained concisely.

Now what would make my job as a reviewer much easier is if everybody checked the “How to Kill your Career”-page here: There is a reason Raging Swan Press supplements only rarely miss the highest echelons of my rating system, and from missing deadlines to bad spelling etc., I can only fathom what some publishers have to deal with submission-wise. In fact, I do have some partial insights behind the curtain and having seen some submissions as they reach the respective publishers is sometimes horrifying to behold. Oh and there is the “Don’t Argue with Reviewers”-point – at least here, I don’t mind an argument, as long as it’s CIVIL. I’ve been insulted, called out and even threatened and don’t react well to the like – though I try to keep a calm head. Now on the other hand, I’m not perfect, nor is any other reviewer out there, so if you write something and feel a review has an OBJECTIVE mistake, feel free to point it out and discuss the review in a civil manner. I believe I have managed to remain civil and helpful in most instances and always like to provide feedback for improvements and at least I’m not beyond saying “Mea Culpa”, man up and rectifying mistakes I’ve made. Just my 2 cents, though. :)

Proper pitching of projects is also important and with some experience at choosing pitches under my belt, I can attest that these guidelines here should be followed. Next up would be advice not on the logistics of freelancing, but on the act of actual creation – from dungeon dressing to dungeons that make logical sense within the world and how to properly make a dungeon ecology that does not break one’s sense of immersion, these pieces of advice are GOLDEN. Oh, speaking of which -how to properly craft unoccupied rooms is handled here as well. What? Yes. And you should read and take this page in – there is a reason Raging Swan Press-modules tend to feel that realistic, concise and alive – and these are an integral part of it! Encounters, Treasures, Settlements, NPCs, Villain motivations – all the following pages should be considered a Bullet Point-check list to avoid bad design-choices and, more importantly, bland ones.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to RSP’s elegant standard with 1-column-articles that fit (if your eyesight is as good as mine) up to 4 pages on one sheet of paper, making this very friendly on the printer. The pdf comes fully bookmarked and in two versions, one for screen-use and one to be printed out.

Creighton Broadhurst has provided a collection of articles and lists here that every aspiring freelancer should check out – the advice is thoroughly sound, concise and as a check-list to avoid design-sins and issues, this pdf can be considered an invaluable guide to help you get into freelancing – a cool and useful companion to have, well worth a final verdict of 5 stars +seal of approval.

Endzeitgeist out.

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Apr 062014
 

alchemist_revengeBy Paco Garcia Jaen

The Alchemist’s Revenge is the first novel by Peter Cakebread, one half of the team Cakebread and Walton, fine purveyors of Role Playing Games, namely Clockwork and Chivalry, Pirates and Dragons, Renaissance and Airship Pirates.

This novel is based on the universe of Clockwork and Chivalry, a dark time in England’s 17th century, with a civil war raging and the forces of clockwork battling against the forces of magic and alchemy. Royalists fight and battle Parliamentarians and they occupy the land our heroes, reluctant as they might be, must traverse.

When a grieving widow hires a disgruntled and bitter mercenary to accompany her to the grave of her late husband, a journey that should be simple enough becomes plagued with more dangers they could have all expected. Reunited with old friends and stalked by ruthless enemies and a very dark past, they band together to overcome challenges that are, quite frankly, terrifying. Like the whole setting actually is.

This book is published by Delta 14 Publishing and, at least the book I received, is a print on demand version. The softback has been very, very well bound, no pages will come off that book anytime soon, I must say. The cover is thick enough and the paper is a little bit on the thin side, but it won’t tear when you flip the pages.

Let’s get out of the way the only thing about this book that’s not all that great. It’s not bad, but it’s not great: The art direction and graphic design. Yes, believe it or not, novels also use graphic design. The cover, although is attractive enough, it doesn’t really give away much about the novel, the setting or anything. If you saw this book in a bookshelf in a library, you’d have no idea what’s like. Again, is not bad looking, but it’s not great.

The interior also lacks of a bit of TLC. Although the font is big enough, it needs a bit more space to breathe around the page. The numbers and title of the book is a bit too close together for my liking, and a bit more separation between paragraphs wouldn’t go amiss. Once the eye gets used to it, the book is easy enough to read, but it takes a few pages to get the eye trained to follow the lines and it can be irritating for the first few pages.

Thank goodness those little niggles don’t last long as the story quickly drives you in and you just want to know what happens next. Even though the plot is not epic and it seems quite simple from the start, the pace is well set since the beginning and the plot twists are interesting enogh without being mind boggling. It doesn’t start too quickly and Cakebread doesn’t spare any effort to describe the environments to give a clear picture of what’s going on and where. From the point of view of someone who lives in England (that’d be me) it is lovely to see the description of pubs and locations that still echo in the walls of buildings and streets to this day. There is a sense of familiarity and enough richness in the prose to allow you to imagine the locations rather vividly. A huge plus for me!

The characters also take some time to fall into place and the best bit about them is that the don’t try to be likeable. They all have their own agenda and personalities, including their own reasons to be there, and they stick to them, even if that makes them look stupid, selfish or arrogant. The author hasn’t tried to soften the attitude of anyone just to make you like them. And yet, as you get to know the characters, almost without realising you can understand the true reasons behind their reactions, you can see behind the mask while the other characters stay with the surface. Very cleverly done!

Throughout the whole book there’s a feeling of tension; an unease sensation that come from the fact that the protagonists can’t relax. Every person they cross can be a foe, everything they do can turn against them and every location is unsafe. And yet it’s perfectly congruous with the war environment. I can see the 17th century being something very similar to this.

The fantastic elements are also there and in good measure. I mean this in all the senses of the expression. There is plenty of Alchemy and Clockwork and there are a lot of questions that are left unanswered about both areas. This is probably the one thing I can imagine would frustrate some people. As much as we are all used to the idea of Magic in fantasy setting, mechanical wonders are less common and this book doesn’t offer anything on its origins or ideas on how the work. There’s a some  interaction between the heroes and some clockwork designers and the door into that room is ajar, so you can see a bit, but not enough to lift the mystery. The magic is catered for as one of the characters is a magic wielder and she manages to pull some punches very nicely thanks to it.

This is very much a roleplaying game adventure novel. If you are familiar with role playing games, you’ll easily see yourself around a table rolling your dice as the adventure progresses, and you’ll probably want to run this novel as an adventure too. From that point of view is perfect.

This novel is also brutal. There’s plenty of violence, plenty of gore and plenty of unpleasantness. This is not a fluffy pink novel. At all. This is not to say that the author rejoices in it, just that it doesn’t shy away and tells it how it is.

Conclusion

I must admit that at the start I had difficulties getting into the book because of the weak layout, however a few pages in I found myself enjoying this book a lot. The drama and tension are very high and keep you gripped very tightly as events unravel.

Though the plot is not demanding (at all) the author’s knowledge of the whole universe is such that describing the right elements to get you interested comes very naturally. Most importantly, what he describes is, somehow, familiar and it’s easy to “see” what’s going on. It’s a world so full of adventure you can see the possibilities.

I do wish the publisher had a more cohesive art direction between the book and the game itself. I think that linking both lines of product visually would go a long way to help people buy the other. At the very least, get a cover artwork that is more consistent with the contents of the book.

The best bit is that this novel leaves you wanting to play the game it’s based on. Maybe that’s because I like RPGs so much and I can see the RPG adventure elements in this novel that it attracts me so much, or maybe that’s because the world this is set in is very inviting and interesting from all angles. I don’t know… the fact is that it makes me want to be a part of it, and that has to count for something.  And now I want to read more, so I hope there are more coming.

Recommended book and one that promises a great future for this author!

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Feb 132014
 

Death_Mark_NovelBy Paco Garcia Jaen

This D&D novel was published by Wizards of the Coast in 2011 and was written by Robert J Schwalb  in 2011. Yeah… I’m a bit late on this one. I should have got hold of it a long time ago.

I absolutely adore Dark Sun. It was the first D&D setting I actually got to master and it was so far out from anything else that was going on at the time – and the time is 1994 when is was released in Spain – that I was captivated from the moment go.

I read the Prism Pentad novels avidly and I re-read them not four years ago. Then I read the newer novels. I wasn’t impressed, I’m sorry to say.

You see, Dark Sun is meant to be a truly horrible and brutal world. One that would make Westeros a cozy place. The novels I’ve read didn’t convey that. They offer a rather sanitised version of Athas that I felt belonged more in a Disney production than an HBO, if you know what I mean. So when I found this novel, I bought it out of inertia more than anything else. Yes, the author’s name was encouraging, but then that’s never any guarantee.

When I started to read, though, I started to change my mind pretty much as soon as my eyes hit the pages. Much to my surprise!

The plot takes place one year after the events in the Prism Pentad. King Kalak has been defeated and Tithian has been crowned king in Tyr. The city is in turmoil as it tries to shift from slavery to a free society and the merchant houses, unsettled by the loss of earnings and the threat of invasion from Urik, decide to take matters into their own hands and various plans are conceived to take over the commerce and government of the city, including the tremendously profitable iron mines, now closed. The roles of the characters introduced throughout the novel and the seemingly disconnected actions of all the parts slowly come closer together.

It is difficult for me to tell you much about the plot without giving away key clues and I really don’t want to spoil this one. It’s too good to do that, so please bear with me. Also I can’t help but comparing this novel with the previously published ones. Sorry. Can’t help it because Death Mark is miles ahead from any other novel published before.

The characters, without going into any existentialist essays in the book, are actually really, *really* well crafted. Most of them have perfectly credible motivations and great personalities; they are congruous. That is, they react as you’d expect a character like them to react. The former gladiator is a killing machine; he might not like killing, but he does so, does it well and has the reactions you’d expect from a gladiator brutish, to the point and struggling to keep up with mind-games. The self-centred defiler works to better his plans and status and will step over anyone to achieve that goal, even if his actions put the health of the city at risk.

The best way I can think to describe how the novel is structure is this: most novels feel like they narrate how an adventuring party is out and about on missions and tasks, just like your gaming group does when you get together to play. There is one group of people and they drive the plot. This novel, though, takes several adventuring parties and sets them away from each other, each one with their own adventure to follow. Slowly, as time advances and events unravel, their paths start to converge and, eventually, most of them come to see they were all going in the same direction from different starting points.

The cast of characters is well balanced and there are villains and heroes in both genders. There are strong women and weak men. There are ruthless men and women and there are weak women and strong men. Schwalb doesn’t hold back on that front. Or any other, for that matter.

The novel is pretty hefty at 304 pages with fairly small font, and no description is spared. The fabrics in the markets, the leather armour worn by warriors, the tunics of wizards, smells, textures, spells… Everything is looked into and everything is given to the reader uncompromisingly.

Also no compromise is reached when is about the brutality of the land and its people, though, and that is a good thing. Unless you don’t like graphic descriptions of gore, violence and the unpleasantness of human (and other races) nature. Make no mistake; this novel could give any of the Game of Thrones series a run for their blood. From the quick death by beheading to the struggle to kill another gladiator in the arena with multiple blows, if a detail needs to be there, the author makes sure is there in exquisite detail.

Same goes for the ways of the land. Halflings are unpleasant and untrustworthy – at last a proper Athasian halfling! – and elves are far from the noble race we’re used to; just as they should be in Athas. And magic is lethal; properly and really lethal. And yet, there’s so much of it!

This is possibly the only thing about this novel that has taken me aback a bit. There’s barely any psionic activity. The Way is almost absent. Although I can understand it would add yet another element to follow, add even more material to the book and make it even more complicated to follow, leaving behind something as inherent to the Dark Sun universe feels strange.

One worrying thing, though, is that there’s no editor listed in the credits. The reason I find that worrying is because this wouldn’t be the first novel published by Wizards of the Coast that leaves the printers without any editing. “City Under the Sand” suffered from that oversight, which I consider unforgivable.

Everything else is absolutely fantastic, though, and if that were indeed the case and the editing had been omitted, that only turns the author awesometer a notch higher, because this novel is excellent as it is.

One of my friends complains that D&D novels suffer from a big problem, either they are written by great writers who have no understanding of the D&D universe, or they are written by mediocre writers who do understand it. There’s no doubt Schwalb understand Athas and the Dark Sun universe better than any other writer before him. And that is saying quite a lot. Thank goodness he’s also vey talented as a writer and manages to convey that understanding also better than anyone else. As far as I’m concerned, he’s the perfect storm D&D novels need. Badly.

By now you would have guessed I truly love this book and will be one I read again. I would go as far as to say anyone who’s ever run a game of Dark Sun in any of its editions should give this one a serious go. This is the true Athas.

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May 282013
 

Nazi-OccultBy Paco Garcia Jaen

The Nazis were crazy. I mean… truly. Apart from being a bloodthirsty bunch of despicable bastards (if you challenge my statement, please stop reading now and leave my website. And don’t come back) they spent a huge length of time looking for myths and studying the occult in their quest for world subjugation.

Kenneth Hite has done a great deal of reading and research to find out about these Nazi escapades in their search for the true roots of their “purity”. And my goodness it has paid off!

Before I jump into the contents, let me start with the physical book. The Nazi Occult is a perfect bound soft cover and full colour 82 pages book by Osprey Publishing. The binding is really good and the soft cover is hard enough that it doesn’t get bent easily. Layout wise, though, this book is a bit of a mess.

Although the font size was big enough to make it very readable, the separation between paragraphs is a bit too tight, making the differentiation between them a bit hard to get. The side notes font is much smaller, though still easy enough to read. Only problem is that they’re too close to the main text, so the pages can look a bit too busy.

To this we have to add the images. Although they’re really interesting to look at and the few illustrations around the book are gorgeous, their distribution makes the book look a bit disjointed and lacking rhythm and consistency.

The book consists of 10 chapter, an introduction, a further reading appendix and a glossary.

The chapters are not in chronological order. They follow a different aspect of the Nazi pursuit of the occult. From the area that investigated runic lore, the history of the Ahnenerbe, the pursue of Vril and the exploration of Tibet in the search of the origins of the Arian race are some of the areas explored by Hite in this book.

And more, a lot more truly incredible stories of occult studies the Nazis. I could tell you more. I could tell you about the Man with the Green Gloves and his Yeti bodyguards, magically protected tanks fighting against djinni, the Holy Grail… The list goes and on.

Conclusion

There are two things about this book that bug me.

Firstly is that the layout is all over the place. It feels they had a truly tight page budget and weren’t unable to edit the book any further. Thus the information feels a bit crammed. And there is a lot of information.

Although the images and captions that come with them are very interesting and really help get a sense of the history, their positioning feels truly haphazard with sizes and captions all over the place.

There are a few full page illustrations throughout the book and they are gorgeous. Excellent visual representation of either fantastical scenes (like impossible meetings or creatures) help do what this book does best; inspire.

My second bug is with the difficulty to discern the veracity of the studies. The style of writing is very clear and, amazingly enough, Hite manages to convey a huge amount of information in a way that doesn’t become overwhelming. The whole thing is really fun to read and at no point becomes boring, so it certainly does the job.

However it is very difficult to see when something is coming out of a book or when something – if anything – is coming from a book or it has been fictionalised even further to make it more palatable to read. The style of writing is not formal enough for this to read like an academic text, but not fictional enough to read like a collection of short stories.

However don’t let the two things that bug me put you off this book. It is indeed worth getting it. The price is more than reasonable and if you can look past the layout, Nazi Occult will give you more than enough inspiration for stories and adventures in any WWII based game. Or maybe use it as the origins of a story that happens in modern day. Or maybe use them as the culmination of something that started a long time ago.

The only reason I don’t give this book 5 stars is for those two issues I’ve mentioned and that I hope will be sorted out in the future. With a bit more careful editing and a few more pages so the layout could truly shine, I’d probably give it more than 5 stars because is an absolutely fantastic source of inspiration.

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Nazi-Occult

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Jan 262013
 

book-on-pedestal[1]Possibly the ultimate in-character resource, written in a ‘future history’ style and with numerous extras, this is a treat for all Star Trek fans…

By Megan Robertson

Publisher’s blurb: “Assembled as a Special Exhibit on Memory Alpha, Star Trek Federation: The First 150 Years celebrates the 150th anniversary of the founding of the United Federation of Planets.

“This unprecedented illustrated volume chronicles the pivotal era leading up to Humankind’s First Contact with Vulcan in 2063, the Romulan War in 2156, the creation of the Federation in 2161, and the first 150 years of the intergalactic democracy up until the year 2311. Meticulously researched, this account covers a multitude of alien species, decisive battles, and the technology that made the Age of Exploration possible. It includes field sketches, illustrations, and reproductions of historic pieces of art from across the Galaxy, along with over fifty excerpts from key Federation documents and correspondence, Starfleet records, and intergalactic intelligence.

“Housed in a pedestal display complete with lights and an audio introduction by Admiral Hikaru Sulu, this deluxe edition also features five removable documents from the Federation Archives, including Zefram Cochrane’s early sketch of the warp-drive engine, a handwritten letter from young Jim Kirk, and the first-known diagram of a Trill symbiont.”

Megan’s review

Have you ever wished that the United Federation of Planets was real and that you, too, could bodly go where no one has ever gone before?

You’re not alone. Watching the TV series and the films is not enough… sometimes even the role-playing games don’t quite hit the mark. This book might help.

all-the-bits[1]Imagine, if you will, that you are rooting around in the library at Starfleet Academy, in the history section. In pride of place, on a fancy display stand, your eye is caught by a history of the Federation. You decide to pick it up and have a read…

That sounds like something I might say when running an RPG: this splendid resource makes it come to life, enabling you to enter that alternate reality that is Star Trek! For here is the history of the origins of the Federation written as history, just like any other popular history book you might have on your coffee table or your bookshelves.

Starting with Zefram Cochrane’s first warp drive test flight that led to First Contact with a passing Vulcan ship – and speaking of it as a familiar tale that you grew up on at that! – it reviews the sweep of history since then as Earth humans joined, and quickly assumed a leading role, in galactic civilisation. Much will be familiar to the enthusiast who enjoys everything that comes out about Star Trek, the real joy is in the interspersed images: copies of treaties, exerpts from Vulcan philosophy, from newspapers of the time, sketches of pivotal figures. It’s like a piece of future history fell back through a wormhole in time into your hands. Even the bibliography at the end is ‘in character’ with references to Memory Apha records and historical dissertations published in the 22nd century!

If that alone wasn’t enough, the rest of the package is pretty neat too. A blueprint of the USS Enterprise is maybe no surprise, most of us have assorted ‘technical manuals’ tucked away. But notes about warp drive scrawled by Cochrane himself on an envelope from the IRS? A note from a young Jim Kirk to his Mom? An anatomical diagram of a Trill, and a letter (in Trill script & translation) concerning doubts about revealing their symbiotic nature to the Federation in case they got upset about such a novel lifeform? These are things that those of us who would inhabit the alternate reality that is Star Trek can but dream of… and here they are, ready to be handled and passed around.

A particular gem is the author’s Addendum for the 75th Anniversary Edition… with some further events, more future history, enhancing the sense that this all happened and is continuing to happen, a nice touch!

Overall it is a beautifully-produced work, with a lot to offer the Star Trek enthusiast, something to treasure as you let your imagination boldly go…

For the role-player: Excellent background reading and fabulous props: there isn’t much more to be said. Whilst not particularly useful within the course of an actual game, it’s something keen players will want to study as they get inside their character’s head – perhaps a proud parent bought the book when they enrolled at the Academy!

Book Details:
Author: David A. Goodman
Publishers’ Reference:
ISBN: 978-1612184173
Hardback, 176 pages + extras and stand
Date: December 2012

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