“Planet Stories” ::finger quotes::

Why do I dislike Paizo’s Planet Stories imprint and recommend against people buying from them when the opportunity presents itself? Well, besides the fact that I hate Paizo and dislike several of the folks who work for them, their “Planet Stories” brand is a bit of a misnomer.

From what I’ve pieced together, Paizo found out that no one had owned the Planet Stories name and trademark for decades. The original Planet Stories folded back in the 1955 along with Love Romances and its parent company, Fiction House. The name had probably been free and unprotected for ages.

It would be like if I decided to swoop in and register the trademark for Thrilling Wonder Stories or some other dead pulp magazine.  Paizo found Planet Stories’ corpse by the roadside and decided to wear its skin while publishing stuff that, ironically enough, wasn’t really Planet Stories. Paizo’s Planet Stories line is decidedly more Sword & Sorcery and Weird Fiction focused than the actual Planet Stories ever was, but I decided to take a closer look at just how little Paizo’s now-discontinued line had to do with its namesake.

  1. Anubis Murders – Gary Gygax – post pulp
  2. City of the Beast – Moorcock – post pulp
  3. Black God’s Kiss – CL Moore – Weird Tales
  4. Elak of Atlantis – Henry Kuttner – Weird Tales/Strange Stories
  5. Secret of Sinharat – Leigh Brackett – Planet Stories
  6. Northwest of Earth – CL Moore – Weird Tales/Leaves/Fantastic Universe/Fantasy Magazine
  7. Lord of the Spiders – Michael Moorcock – post pulp
  8. Samarkand Solution – Gary Gygax – post pulp
  9. Almuric – RE Howard – Weird Tales
  10. The Ginger Star – Leigh Brackett – post pulp
  11. Masters of the pit – Michael Moorcock – post pulp
  12. The Swordsman of Mars – Otis Adelbert Kline – Argosy
  13. Infernal Sorceress – Gary Gygax – post pulp
  14. Worlds of Their Own – Various modern – post pulp
  15. The Hounds of Skaith – Leigh Brackett – Post Pulp
  16. The Dark World – Henry Kuttner – Startling Stories
  17. Death in Delhi – Gary Gygax – Post Pulp
  18. Reavers of Skaith – Leigh Brackett – Post Pulp
  19. Robots Have No Tails – Henry Kuttner – Astounding
  20. The Outlaws of Mars – Otis Adelbert Kline – Argosy
  21. The Sword of Rhiannon – Leigh Brackett – Thrilling Wonder Stories
  22. The Ship of Ishtar – A. Merritt – Argosy
  23. Steppe – Piers Anthony – Post Pulp
  24. The Complete Silver John – Manly Wade Wellman – MoF&SF (Post Pulp/non-pulp)
  25. Sos the Rope – Piers Anthony – Post Pulp
  26. The Walrus & The Warwulf – Hugh Cook – Post Pulp
  27. Template – Matthew Hughes – Post Pulp
  28. Before they Were Giants – Various Authors – All Post Pulp
  29. Sojan the Swordsman/Under the Warrior Star – Michael Moorcock – Post Pulp
  30. Battle in the Dawn: the complete Hok the Mighty – Manly Wade Wellman – Amazing Stories
  31. The Planet Killers – Robert Silverberg – Post Pulp
  32. Hunt the Space Witch – Robert Silverberg – Post Pulp
  33. The Chalice of Death – Robert Silverberg – Post Pulp

So, we have 21 books that are either post-pulp novels or collections of stories that were not published in the pulps, 4 books that are wholly or primarily from Weird Tales, 3 works from Argosy, and one each of Amazing Stories, Thrilling Wonder Stories, Startling Stories, and, yes, Planet Stories.

Brackett is the one (perhaps the only) name on here who is solidly associated with the original imprint, though many of her classics were also in Startling and Thrilling (she was probably the best Thrilling ever had). Kline wrote stories you might have seen in Planet Stories, but due to the time frame he was writing in, he was primarily a writer for Argosy and Amazing.

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255 Game Creators For Hillary (for me to poop on)

I don’t have time to go into this list in detail, because I’m too busy getting issue 4 ready to go out the door, but a laundry list of people in gaming have signed onto this bizarre open letter trying to convince gamers that Hillary is a cool D&D mom.

Aside from the fact that her campaign manager actually is into 1980s style ritual abuse that people tried to associate D&D with, this is an absolutely non-sense argument.

There are a lot of Pathfinder and Wizards of the Coast schmucks on this list, like the utterly loathable Jessica Price and that weenis Mike Mearls, as well as the Cards Against Humanity crew. The only names I’m bummed about are Liz Danforth, Jeff Grubb, and Tim Brannan.  Brannan comes as a bit of a surprise, given his penchant for pinups, but he’s also really big into witches, so maybe the whole Spirit Cooking thing floats his boat.

One very important name is not on this list: E. Reagan Wright

You should probably be playing this instead of that Pathfinder or 5e garbage anyway.

 

Why Lengthy Character Creation is Detrimental to Gaming

Inspired in part by this post at Word of Stelios.

darkdungeonparody

Just one reason not to play 3e or Pathfinder.

I’ve made no bones about my preference for B/X and lighter systems. I’ll admit, I used to enjoy 3e, but nowadays, it’s something I would only play if I did not really have a choice.

While I understand that there are people who genuinely enjoy all of the twinking and min-maxing and character engineering involved in 3e and its clones, I now strongly feel that it is potentially ruinous to the game, the DM, and players.

In games like B/X or DCC, you’re typically looking at a range of 2-5 minute character creation for experienced players to 15-20 minute character creation for someone’s first ever time playing D&D. Not everyone wants pre-gens, and people are more likely to feel a connection with a character they themselves rolled up, but in that case, Char-gen only eats up a few minutes of gaming time. On the other hand, even software assisted, character creation for games in the 3e family can take a VERY long time.

One constraint this puts on the group is a barrier to new players; unless you have spare characters lying around, it’s harder to bring a new person, especially one new to gaming, into the group simply because of the time it would take to create a character of their very own.

People who have invested a ton of time into a perfectly crafted twinked out character are going to be more likely to be attached to it in a bad way. You’ve spent possibly hours on this special vampiric-angel-werekitty snowflake, and you’ll be damned if anything happens to xir! The character-build centric aspect of the game means you’re more likely to have players who are focused on their character rather than the party or the game or, in some cases, even having fun. It also creates additional burdens on the DM.

DMs will feel the need to tailor their game around these lovingly hand-crafted characters, nerf things and pull punches for a couple of reasons. While one, of course, is avoiding hurting the feelings of someone who spent so much time on their character, another is a simple matter of time – do you really want to have to either pause the game or have a player drop out for an hour or more while they optimize their feat trees, allocate skill points, and note all of the class and race advantages of having paws, three tails, horns, elf-ears and bird feet? No, of course not!

And at that point, you’re not really playing a game. You’re having people roll dice until you arbitrarily decide to move the story forward, either slowing or speeding up the narrative pace to suit what the players are doing. If a DM isn’t nerfing things, though, lengthy char gen makes rage-quitting after losing a character almost understandable, because who wants to go through all of that again before rejoining play?

Another problem with super-complex character builds a game that’s death-free? It doesn’t give players a chance to really explore new things in the system and in the game’s world.

Killing characters will make your game better and can make it more fun for everyone. But it only works if making a new character isn’t an arduous chore.

The first character death is always the hardest; “Damn!” they’ll think, “I just lost the game, I suck, this sucks!” That’s why it should happen early on; treat it as a normal ‘fact-of-life’ part of the game and an opportunity to try something new. Once players see character death as a chance to experiment with both class and roleplaying, they’ll not only be less likely to hold character death personally against a DM, they might even look forward to it! It’ll mean more cool and risky heroics, more big-damn heroic sacrifices, and more awesome ‘round-the-campfire’ stories of ‘that awesome guy who died in a crazy way’.