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#the editor said that putting poirot
poirott · 5 months
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A Haunting in Venice + rain
"The rain obviously was very atmospheric and for my taste I would have had thunderclaps all over the place! But Ken [Branagh] was keen not to overdo those tropes. And hopefully we found the sweet spot of having some fun but without overdoing it. But again, it all leads into this: the house has been there longer than the humans that are currently inhabiting it. The weather itself is subsuming the house and the house is sinking. It's rotting, it's leaking, it's groaning. The electrics are dodgy. You have the feeling that anything you touch might be the last thing you ever do. Just to give it that jagged, dangerous feeling of hum, of atmosphere, of the danger that they're cut off from the outside world and reason." - Lucy Donaldson, the editor of A Hauting in Venice (Art of the Cut interview, September 21 2023)
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dailybestiary · 5 years
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Patch Has Issues: Dungeon #2
Issue: Dungeon #2
Date: November/December 1986 (Pretty sure my Christmas haul that year was full of dope toys from The Transformers movie/show.)
The Cover:
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(Use of cover for review purposes only and should not be taken as a challenge to status. Credit and copyright remain with their respective holders.)
Ah, Clyde Caldwell. He, Larry Elmore, Jeff Easley, and last issue’s Keith Parkinson were the mainstays of TSR’s amazing stable of artists. I have a soft spot for Caldwell. He did the covers for the D&D Gazetteer series, which means his work emblazoned some of my absolute favorite books from my middle school years. (At the time I had the whole series except the two island books, GAZ 4 & GAZ 9 (which I’ve since collected), plus the Dawn of the Emperors box set. My favorites, for the record, were GAZ 3, 5, 10, and 13. I...may like elves...a little too much.) And even as I sit here, other covers demand to be named. The very first Dragonlance adventure, the iconic Dragons of Despair? The Finder’s Stone trilogy? The first Ravenloft box? Dragon #147? Yep, he did those covers too. He was amazing.
But hoo-boy, we also have to talk about the not-amazing parts. Once Caldwell settled on a way of doing things, that’s how he did them. Points for consistency, but man, he had tropes. Even his tropes had tropes. He had a way of painting dragon’s wings. He had a way of painting swords and boots. He had a way of painting jewelry, and belts and coins—ovals upon ovals upon ovals.
And his way of painting women was with as few clothes as possible. Everything I said about Parkinson last entry? Yeah, that goes double for Caldwell. He never paints pants when a thong will do. His take on the reserved and regal Goldmoon—thighs as long as a dwarf and bronzed buttcheeks exposed—reportedly left Margaret Weis in tears. Magic-users (God, I hate that term) famously couldn’t use armor in D&D and AD&D, but Caldwell’s sorceresses pretty much stick to gauze just to be safe. And the Finder’s Stone trilogy I mentioned above? Yeah, the authors of Azure Bonds took one look at Caldwell’s cover art and literally had to come up with in-text reasons why the heroine Alias—one of the most surly woman sellswords in existence—would wear armor with a Caldwell boob hole.
Don’t get me wrong, I love cheesecake as much as the next dude. (Actually that’s not true; I came up in the grunge ’90s—our version of cheesecake was an Olympia brunette in three layers of thrift store sweaters reading Sandman while eating a cheesecake. Hell, that’s still my jam.) But context matters. The sorceress from “White Magic,” Dragon #147’s cover, may barely be wearing a negligee, but she’s also in the seat of her power and probably magically warded to the hilt—she can wear whatever she damn wants; it’s her tower. So no complaints there. But this cover’s pirate queen Porky Piggin’ it seems like an unwise choice. (The friction burns alone from clambering around the rigging…)
It’s clear from reading The Art of the Dragonlance Saga that TSR was trying to turn the ship around when it came to portrayals of women in fantasy, however slowly. And in Caldwell’s defense and to his credit, he definitely delivered women with agency—in nearly every image, they are nearly always doing something active and essential. They just tend to be doing it half-dressed.
Which is all a way of saying I dig this cover—the explosion, the churning sea (even if it does more look like snow drifts than waves), the sailors all running to the rail to look—but yeah, that pirate captain needs to put on some damn pants.
The Adventures: Before we get started, I have to note that though we’re only an issue in, already the magazine feels more noticeably like the work of editor Roger Moore. This is 100% a guess, but it really feels to me like Dungeon #1 was made of adventures that the Dragon office already had laying around, whereas Dungeon #2 was composed of adventures that Roger Moore and the new Dungeon team had more of a hand in sifting through. (He also has an assistant editor this time in Robin Jenkins, which had to have helped.) Even the cartography looks better. Again, I have zero confirmation of this, but the feeling is strong.
“The Titan’s Dream” by W. Todo Todorsky, AD&D, Levels 5–9
PCs visiting an oracle accidentally walk right into a titan’s dream and must solve some conundrums to escape. What an awesome concept this is! (Spoilers for “Best Concept” section below.) It’s a shame I don’t like this more.
First of all, dreamworld adventures are really hard to do well. And for them to work, there usually need to be real stakes—and not just “If you die in the dream, you die in real life!”—and/or a real connection to the PCs in your campaign. The latter, especially, is really hard to pull off in a published adventure; typically it’s only achieved through tactics that critics deride as railroading. (For instance, @wesschneider’s excellent In Search of Sanity does a great job of connecting the characters to their dream adventures...but it does that by a) forging the connection at 1st level, and b) pretty strongly dictating how the adventure begins and how the characters are affiliated. It works, but that’s high-wire-act adventure writing.)
Being a magazine adventure, “The Titan’s Dream” doesn’t have that luxury—it’s got to be for a general audience and work for most campaigns. That unfortunately means the default “Why” of the adventure—a lord with a child, a wedding, and an alliance at stake hires the PCs to chat with a wise titan—is little more than that: a default.
On top of that...I cannot get excited about anything Greek mythology-related. To me, just the fact I’m seeing it is a red flag.
Look, Greek mythology is why I got into this hobby. Hell, it’s why I got into fiction, period. (For some reason I somehow decided I had no use for fiction books targeted to my age, with the exception of Beverly Cleary. Then in 4th(?) grade, I got a copy of Alice Low’s Greek Gods and Heroes, and the rest is history.) But Greek mythology is often the only mythology anyone knows. When people think polytheism, that’s where most people’s minds go. Which is why, if you ever played D&D in the ’80s, I pretty much guarantee your first deity was from that pantheon. (In my first game, my first-level cleric pretty much met Ares and got bitch-slapped by him, because that’s what 4th-grade DMs do.)
So to me, putting Greek deities or titans in your adventure is the equivalent of putting dudes riding sandworms into your desert adventures—you can do it, but you better blow me away, because that is ground so well trod it’s mud. And this one doesn’t do the job.
The format is three dreams, each with five scenes. Parties will move randomly—a mechanic meant to represent dream logic (or lack thereof)—through these scenes, until all the scenes from one dream have been resolved. This is actually kind of fascinating, and I wonder how it would play at the table—I have a feeling observant players will dig it, but others may find the mechanism’s charm wears off quickly, especially if they have difficulty solving the scenes or get frustrated with the achronicity of events. I also like that every scene has a number of possible resolutions, so the PCs aren’t locked into achieving a single specific objective like they were stuck in a computer game.
But...I can’t shake the feeling of weak planning and execution (or even laziness?) that stayed with me throughout the adventure. Like, okay, the first adventure is a cyclops encounter out of the Odyssey. Cool! But then...why does the Titan follow it up with pseudo-Norse/Arthurian encounter? Did the Odyssey not hold the author’s attention? (Nor the Iliad, the Aeneid, or Metamorphosis? Really?) And then why is the third dream “drawn from the realm of pure fairy tale”? Like, were you out of pantheons? Horus didn’t return your calls? Or be more specific—why not German fairy tales, or Danish, or French Court, or Elizabethan? It feels like a class project where one group was on point, one group got the assignment a little wrong, and one didn’t even try.
Again, it’s not even that this adventure is bad—I honestly can’t tell if it is or not; I’m sure a lot of its success is determined at the table. And I could totally see throwing this at a party if I was out of inspiration that week or we needed a low-stakes breather before our next big arc. But the instant I think about it for more than a second, it all falls apart for me.
Have any of you tried this one? Let me know what you thought. And for a similar exploration into dream logic/fairy tale scenarios, I recommend Crystal Frasier’s The Harrowing for Pathfinder.
“In The Dwarven King’s Court” by Willie Walsh, AD&D, Levels 3–5
Willie Walsh is a name we’re going to see a lot more in issues to come—he’s a legendarily prolific Dungeon contributor, delivering quality, typically low-level, and often light-hearted or humorous adventurers issue after issue after issue. His first entry is a mystery with a time limit: A dwarf king is supposed to make a gift of a ceremonial sword to seal a treaty, but the sword has vanished. Brought to the king’s court courtesy of a dream, adventurers must find the sword and the surprising identity of the culprit before the rival power’s delegation arrives.
At first I was going to ding this adventure for its “What, even more dreams this issue?” hook...but here’s the thing with Walsh—never judge his modules until you reach the final page. Nearly every time I’m tempted to dismiss one of his sillier or more random adventure elements, it turns out that it makes sense and works just fine. In this case, the cause of the dream is haunt connected to the mystery, and I feel dumb for being all judgy.
So anyway, the PCs are given leave to search for the stolen object and the thief, but of course it turns out there is a whole lot of light-fingeredness going around. As Bryce (see below) puts it, “It’s like a Poirot mystery: everyone has something to hide.” This castle has as much upstairs-downstairs drama as any British farce, with nearly every NPC having either a fun personality and/or a fun secret (and with the major players illustrated by some equally fun portraits) that should make them memorable friends and foils for PCs to interact with. Not to mention the actual culprit is definitely a twist that will be hard explaining to the king...
GMs should be ready to adjust on the fly, though—a) it’s a lot of characters to juggle, and b) since the PCs are 3rd–5th level, the right spells or some lucky secret door searches could prematurely end the adventure as written. You may want to have some last-minute showdowns, betrayals, or other political intrigue outlined and in your back pocket if what’s on the page resolves too quickly.
Overall though, I’m a big fan of this adventure, and look forward to the rest of Walsh’s output. Also, given the dwarven focus and the geography of the land, this adventure could be a very nice sequel to last issue’s “Assault on Eddistone Point.”
“Caermor” by Nigel D. Findley, AD&D, Levels 2–4
Look at this author’s list of writing credits! Findley was amazingly prolific, and his work was pretty high-quality across the board, as far as I know. I particularly loved the original Draconomicon, one of the first and only 2e AD&D books I ever bought as a kid. I also loved his “Ecology of the Gibbering Mouther” from the excellent Dragon #160, and some of his Spelljammer supplements are currently sitting upstairs in my to-read pile, recently purchased but as yet shamefully untouched.
Now look at his age at the time of his death. Life is not always fair or kind.
(Speaking of unkind, man is the bio in this issue unfortunate in retrospect: “[H]e write for DRAGON® Magazine, enjoys windsurfing, plays in a jazz band, and manages a computer software company in the little time he has left.” As Archer would say, “Phrasing!”)
Anyway, this adventure is simple: An otherworldly force has been murdering the locals. The locals have pinned the blame on a handsome bard from out of town, and their own prejudices and general obstinacy are sure to get in the way of the investigation—that is, if the true culprits, some devil-worshipping culprits and and an abishai devil, don’t get in the way first.
All in all, this is a tight, well-written adventure, so I don’t have much to say about it, other than that if you like the idea of sending your party to help out some young lovers and save some faux-Scots/Yorkshiremen too stubborn to save themselves (and maybe slip in a valuable lesson about prejudice and xenophobia as well), this is the adventure for you.
One thing that does jump out to a contemporary reader, though, is the comically overpowered nature of the baddie pulling the strings in this adventure: Baalphegor, Princess of Hell (emphasis mine). Overpowered, you-won’t-really-fight-this-NPC happens with a lot of low-level adventures, when the writers want a story more epic than characters at the table can handle or are trying to plot the seeds for future evils. But still, any princess of Hell would already be a bit much...but an 18-Hit Dice, “supra-genius”, the Princess of Hell? Like, what the f—er, I mean, Hell?
If you use the adventure as written, the only way to have Baalphegor’s presence make sense is to eventually reveal that the area is an epicenter of some major badness. (Maybe that explains the lost nation of evil dwarves in the adventure background.) For a good model on how to seed early adventures in this matter, Dungeon’s Age of Worms Adventure Path and Pathfinder Adventure Path’s Rise of the Runelords AP, both from Paizo, are exemplars of small-town disturbances that eventually have world-shaking implications.
It’s also fascinating in retrospect to note Ed Greenwood’s massive impact in the hobby. Any article that appears in Dragon has the sheen of being at least semi-official, but it’s clear that Greenwood’s content was a cut above even that. In this case, an NPC from a three-year-old article of his is not just treated as canon, but also supplies the mastermind behind the adventure! It’s no surprise that in the following year his home campaign, the Forgotten Realms, would soon become AD&D’s newest and then its default setting.
Two final thoughts: 1) There’s some fascinating anti-dwarf prejudice in this article. Nearly every mention of dwarves paints them as exceptionally greedy and/or villains. And 2) how did one even begin to balance adventures in those days? This adventure is for “4–8 characters of 2nd–4th level.” There are a lot of difference at the extreme ends of those power scales…
“The Keep at Koralgesh,” by Robert Giacomozzi & Jonathan Simmons, D&D, Levels 1–3
One of the problems of BECMI D&D being known as “basic D&D” is that writers often assumed the players to be basic (that is, younger/new) as well. Which probably accounts for some of the early suggestions to the DM we get at the beginning of this adventure—like some pretty patronizing advice along the lines of not immediately announcing to PCs what the pluses are on their magical swords.
Fortunately, after that the article settles down and gives us Dungeon’s first real D&D adventure. In fact, not just real, but massive: 20 full pages of content—nearly half the issue! It’s a fully fledged dungeon crawl that has the PCs taking advantage of the summer solstice to open a shrine door that will lead them inside a long-ruined keep said to hold great treasure.
Now, I imagine in the coming installments it’s going to seem to many of you like I’m grading D&D adventures on a curve, because of my love for the system and the Known World/Mystara. That’s a fair accusation, but a better way to consider it is that I’m reviewing D&D adventures for what they are—adventures from a separate system, with a more limited rules system and palette of options than AD&D. You don’t go to a performance of Balinese shadow puppetry and compare it against Andrew Lloyd Webber; you look at it for what it achieves in its own medium. Since they appear side-by-side in the same magazine, comparison is going to be inevitable, but that’s with the understanding that AD&D was the kid coloring with the 64-crayon box of Crayola, while D&D was getting by with just eight.
On its own terms then, “The Keep of Korgalesh” is a decent, if not superlative, success. I love that it’s practically module-length and that we get three complete levels—a far cry from the previous issue’s side-trek-at-best, “The Elven Home.” We also get two new monsters, which absolutely fills my inner BECMI D&D player with glee. And I like that what starts as a dungeon crawl/fetch quest evolves into a “kill the big bad thing” and “find out what really happened to this city.”
There are issues, though. If the whole city was destroyed, getting to see some of it besides the keep would have been nice. Some of the ecology for the dungeon inhabitants is questionable. There pretty much wasn’t a single pool or fountain in this era of D&D adventure design that wasn’t magical, and this adventure was no exception. One of the new monster’s names makes no sense except that “tyranna” and “abyss” are cool words (I mean, I guess you could read that as “tyrant of the depths,” but still…) And there are painfully obvious borrowings from other works, especially Tolkien—a door that only opens at solstice, a lake monster, an orc with a split personality that is clearly a Gollum homage, etc.
What this adventure really needs is stakes—just something to give it a bit more oomph beyond the dungeon crawl. (Finding a blacksmith’s lost hammer is the hook offered in the adventure but it’s pretty flimsy.) Perhaps the PCs are some of Kor’s last worshippers, and clearing out the dangers here and resanctifying his temple is one of their first steps toward returning him to prominence. Maybe the PCs’ grandparents were involved in the city’s demise and restoring Koralgesh will restore the families’ honor. Or you could keep it simple and have a band of pirates or a rival adventuring group also trying to clean out the keep, turning it into a race (with the tyrannabyss causing the scales of fate to wobble at appropriately cinematic moments).
So the final analysis is this is a decent dungeon crawl upon which you can build a good adventure. The real reward of this module isn’t treasure; it’s finding out just what happened to Koralgesh. But for that to matter, it needs to tie into the PCs’ pasts, futures, or both.
BONUS CONTENT FOR KNOWN WORLD/MYSTARA NERDS: Kor is almost certainly a local name for the sun god Ixion. The chaotic deity Tram is probably a local version of Alphaks, though Atzanteotl is another strong candidate, especially since deceit was key to the pirates’ success. Koralgesh could be located somewhere on the Isle of Dawn, the northern coast of Davania, or an Ierendi/Minrothad Isle that those nations haven’t made it a priority to rebuild.
Best Read: “Caermor.” Nigel D. Findley was a pro.
Best Adventure I Could Actually Run with Minimal Prep: “The Keep at Koralgesh,” as a well-written, straight-ahead dungeon crawl. Every other adventure here relies on a pretty strong handle of very mobile NPCs and their motivations, or a Titan’s dream mechanics.
Best Concept: “The Titan’s Dream,” as noted above. It’s a great idea very worth exploring, even if I wasn’t about the execution we got in this case.
Best Monster: This was actually a monster-light issue. Despite some awesome art for the tyrannabyss, I have to go with the epadrazzil, a scaly ape from a two-dimensional plane of existence that has to be summoned via a painting. All of those details are just so wonderfully and weirdly specific it has to win. (Extra points for anyone who noticed the thoul—a classic D&D monster (though it did make its way into AD&D’s Mystara setting) born from a typo.)
Best NPC: Since this is a role-playing-heavy issue, there are a bunch of contenders, and the final verdict will go to whoever your party sparks to at the table. Obviously King Baradon the Wise should get the nod for [spoiler-y reasons], but I also really like the opportunity the executioner Tarfa offers, thanks to his incriminating goblet and how it might bring the PCs to the attention of a far-off assassin’s guild at just the right level.
Best Map: All together the maps from “The Keep at Koralgesh” form an extremely appealing whole. But for best single map I have to go for the palace of Mount Diadem—that is a bangin’ dwarven demesne.
Best Thing Worth Stealing: Jim Holloway’s illustrations of dwarves. Good dwarf, gnome, and halfling art is hard to find, and even the good stuff often leans stereotypical. While Holloway’s art is often humorous—I have a feeling he and Roger Moore jibed really well, though that’s totally a guess based purely on what assignments he got handed—his dwarves, especially in this issue, are fresh, specific, and unique. You could identify them by their silhouettes alone—always the sign of good character art. If you need an image of a dwarf NPC to show the players, “In the Dwarven King’s Court” is a great first stop.
Worst Aged: Female thong pirates on magazine covers. Also using the actual names of actual mental illnesses in game materials.
What Bryce Thinks: “This seems to be a stronger issue than #1, although half of the adventures are … unusual.”
Bryce actually almost likes “The Titan’s Dream,” confirming my loathing of it. He in turn loathes “In the Court of the Dwarven King.” Like me, though, he is pro-”Caermor” and sees potential in “The Keep at Koralgesh.” (Also credit where it’s due: I might have missed the condescension at the start if he hadn’t called it out.)
So, Is It Worth It?: If you’re a Clyde Caldwell fan, this issue might be worth searching out in print. So much of Caldwell’s work from this era was dictated by product needs, cropped and boxed up in ads, or shrunk down to fit on a paperback cover. So to get this cover in full magazine size, with only the masthead tucked up top to get in the way—that could be well worth a few bucks to you.
Also, if you’re BECMI/Rules Cyclopedia-era D&D fan (or know someone who is), again, this one might be worth having in print. “The Keep at Koralgesh” is a legit, proper BECMI D&D adventure, spanning 20 whole pages and with two new monsters to boot. I would have practically have cried if someone had given 7th-grade me this.
Beyond that you can probably just rely on the PDF. But both “Caermor” and “In the Dwarven King’s Court” have strong bones worth putting some modern muscle and skin on.
Random Thoughts:
The Caldwell cover painting was also used for the Blackmoor module DA4 The Duchy of Ten. PS: I’m not trying to tell you what to do or anything, but if you do happen to run across a physical copy of The Duchy of Ten or and of the DA modules, holla at ya boy over here.
Since this is our second issue, we now have a “Letters” column. Turns out Dungeon had been announced in Dragon #111 with a really detailed set of writer’s guidelines; most of the correspondence is questions re: those. In the process of answering, we get some surprisingly frank talk about payment. The $900 for a cover seemed low until I converted it to 2018 dollars, and ~$2,000 does seem right to my ignorant eye. I then made the mistake of converting my current salary to 1986 dollars and felt a lot worse about myself and what I’ve achieved.
Apologies this took so long to post. I had the issue read by early October and most of this review written with the next week or two after...but then I got involved in dealing with a 4.5 week hospitalization and aftermath...and then a second still-ongoing hospitalization...and even though I only had about four paragraphs left I just couldn’t find time to put a bow on it.
Notable Ads: The gold Immortals Rules box for D&D. (I also still don’t have that one yet, and Christmas is coming. Just saying, guys, if you happen to find one in your attic.) ;-) Also an ad for subscribing to Dungeon itself, starring “my war dinosaur, Boo-Boo.” No, really.
Over in Dragon: Beneath a glorious cover, Roger Moore is the new editor of Dragon #115, three authors (including Vince Garcia, who I like a lot) share credit on a massive six articles about fantasy thieves, a famous article proposing that clerics get the weapons of their deity (people were still talking about it in the “Forum” column when I was buying my first issues two years later), and a look at harps from the Forgotten Realms (notable because behind the scenes Ed Greenwood’s home setting was being developed for the AD&D game for launch in 1987.) A photographic cover and a 3-D sailing ship are served up in Dragon #116, along with maritime adventures, more Ed Greenwood (rogue stones), and articles for ELFQUEST, Marvel Super Heroes (Crossfire’s gang), and FASA’s Dr. Who game (looking at all six(!) doctors). (Incidentally, I had an Irish babysitter around this time who first mentioned Dr. Who to me—I wish I’d explored more but I was too young to understand what I’d been offered.)
PS: Yes, I’ve heard about the upcoming Tumblr ban. It is a terrible idea that will affect way too many of my readers. It shouldn’t affect me much (and I have all my monster entries backed up at the original site), but I will keep you posted as I learn more, particularly if I find you, my readers, packing up and going elsewhere.
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forthegothicheroine · 6 years
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Best books I read in 2017
I read a lot of graphic novels this year, whose individual volumes artificially inflated my goodreads numbers.  In any case, here are my favorites- not necessarily books that came out this year, just ones I actually got to.
Behind this cut lies gothic horror, true crime, indie comics, weird history, magic realism, and muppets.
My Favorite Thing is Monsters: This one is my absolute favorite of the year.  Oh my god.  Heaven help me.  Oh god.  If you want a fantastic world of monster movies, private heartbreak, memoirs of libertine cults, and amazing color all narrated by an adorable lesbian werewolf girl, please read this book.  And join me in dancing around impatiently for the next volume.
The Faerie Handbook: Look, sometimes I just want to be twelve again and surround myself with fairy artwork and crafts and mythology, all provided by the editors of Faerie Magazine.  This book helps with that.
Haunted Castles: This is a collection of gothic novellas by Ray Russell, and it’s worth it for “Sardonicus” alone.  The other stories aren’t bad either (especially the super-nasty “The Fugitive Lovers”) and an introduction by Guillermo del Toro doesn’t hurt.
Swords Against Wizardry: I’ve talked about my love of the Fafhrd and the Grey Mouser series before, and this book is the best of all.  I love these two dorky adventurers, and this is the pinnacle of sword and sorcery as Coen Brothers-style dark comedy.  Steal invisible treasure!  Romance invisible maidens!  See what happens when you try to fence invisible treasure!  Say ‘screw it’ and end up fucking around in Gormenghast!  Such is the adventuring life.
The Rabbi’s Cat: Another graphic novel, this one is sad and cute in equal measure.  Don’t worry, it’s not a downer- it’s about a skinny, mischief-making cat who wants to become Jewish solely so he can keep getting petted by the Rabbi’s daughter.  The family’s life in 1930s Algeria fluctuates, as does the Rabbi’s faith, and through it all the cat wryly observes.
The Coldest Girl in Coldtown: Now this is the kind of YA vampire romance I want to read!  It’s genuinely exciting and the vampire dystopia portrayed is believably glamorous and grimy.  These are vampires I can believe in, both sympathetic and otherwise.  Plus, if you’ve ever wanted to punch out Lestat, you’ll be satisfied.
Conjure Wife: I had read this one before, but it rang especially true this time.  A college professor finds out his wife has been using witchcraft to prop up his entire career, and everything falls to hell when he makes her stop.  It has to be taken literally for an urban fantasy suspense romp, but you can also easily read it as a metaphor by replacing “witchcraft” with “emotional labor.”
The Refrigerator Monologues: Catherynne M. Valente is pretty hit or miss for me, but this worked for me in a big way.  Her anger at watching Gwen Stacy die on screen resulted in this work, where analogues for female comic book characters air their grievances from the afterlife (my favorite is the Harley Quinn one.)  You can tell her opinions- she thinks Jean Grey has been rebooted way too many crimes, and Daredevil is the only hero who comes off completely sympathetic- but whether you share her opinions or not, I think you’ll find value here.
My Friend Dahmer: ‘Derf’ Backderf went to high school with Jeffrey Dahmer.  The kid was weird, and they always laughed at his antics...until he got just a little too weird and they distanced theirselves from him.  Looking back, he wonders many things, chiefly why none of the adults recognized or cared about the warning signs that Dahmer was having serious problems.  @harkerling said this graphic novel memoir perfectly hit the balance between sympathizing with a killer and not excusing him, and it’s going to stick with me for a long time.
Nightmare Movies: Kim Newman is another hit or miss author for me, but I’m definitely going to check out more of his work now that I’ve read what he has to say about horror movies.  Even when I don’t agree, he’s always intelligent and insightful and notices things I somehow missed (is Hayley from Hard Candy actually a ghost or an avenging angel?)  I’ll fight him on a few movies he trashes, but it will be a gentle fight.
Paperbacks from Hell: Oh man this one is fun.  The author of the horror comedy novel Horrorstor gives us a look at the best and worst of pulp horror paperback covers, from the sixties through the nineties.  You’ll meet skeletons in funny poses, whip-weilding leprachauns, and plenty of gothic heroines running away from big houses in the middle of the night.  The only problem with this book is that it made my to-read list so much longer!
Romantic Outlaws: This dual biography of Mary Wollstonecraft and Mary Shelley filled in so many gap in my knowledge of gothic literature, broke my heart, and even helped me understand what these women saw in their wacky husbands.  It’s huge but it’s a page-turner, and you’ll feel like these women are your troubled but fascinating best friends.
Muppet Classics: Phantom of the Opera: Look, you’ll never know till you read this what a great Christine Miss Piggy is.  It works with the Leroux text adding not only Muppet characters and jokes but developing a semi-plausible background for the plot.  The casting is perfect, and don’t get too comfortable because muppets actually die!  Now I just need them to do Muppet Dracula.
Poirot and Me: Do you love David Suchet’s Poirot?  Do you want to know how an actual method actor works, as opposed to a publicity seeking jackass who annoys his fellow cast?  Read this book.  It’s precious and enlightening, and now when I watch Poirot I see how much work Suchet put into every motion and expression to perfectly match Agatha Christie’s creation.  (And to any of you who may have headcanoned Poirot as asexual, Suchet says you’re right.)
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mikebrackett · 7 years
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Historical U.S. Sites You Should See This Summer
With summer beginning to dwindle away, you may not be sure if vacation plans are still in order. You’ve likely put in your time at work and are trying to decide between staying at home to catch up on TV shows, or packing your bags for an exotic getaway.
Why not head off to a historic destination instead? If you want to venture out of state and like to explore the landscape of the nation, there are plenty of spots to see, whether you’re traveling solo, as a couple or as a family.
According to several bloggers and planners who have made their mark in traveling, many of these exciting places are closer than you think, while others may require travel throughout the country. All of them offer their own unique background story.
Mt. Rushmore
Of course, you might remember from history books the faces of the four U.S. presidents on the side of Mt. Rushmore. In event you can’t recall, they are: Washington, Jefferson, Lincoln and Theodore Roosevelt. Wouldn’t it be great if you actually took a trip there and experienced it firsthand? Probably one of the top places on the list of historic sites, it makes for a great summer trip.
“It’s an inexpensive trip and I highly recommend it,” says solo traveler Elizabeth Avery, founder of SoloTrekker4U.
Mt. Rushmore isn’t the only thing to see here; you can also learn about Native American culture by visiting the nearby Crazy Horse Memorial. With a feel of the Old West, the area also has plenty of restaurants to grab a bite to eat and offers lodging as well.
“Since 1 million visitors a year visit Mt. Rushmore, the key is finding a place to stay. However, there are many large hotel chains in the area. Don’t wait until winter; plan ahead for lodging,” Avery recommends.
Deer Lodge, Montana
Image: Expedia.com
While Yellowstone National Park is revered as a must-see attraction, why not venture to a different gem located within the confines of Yellowstone and Glacier National Park? This small town in Montana is called Deer Lodge.
“This is a great place to stop over for a night on a national park road trip,” says Lacey Doboszenski, a travel enthusiast for Minnesota Yogini.
“I would recommend camping in the National Forest or at a nearby state park. Have your kids participate in the Junior Rancher program at Grant Kohrs National Historic Ranch,” Doboszenski said.
Camping is available on a first-come, first-served basis in the surrounding campgrounds.
Valley Forge and Gettysburg
Image: NPS.gov
Pennsylvania boasts some of the most historic places to visit. Not only can you learn about the nation’s rich history, but you can also find solace in one of its state parks.
According to the PA Tourism Office, Philadelphia (besides the Liberty Bell, of course), and its countryside, have some of the best stops.
Valley Forge National Park offers a “revolutionary” experience for all ages. Travel through the site where George Washington set up camp and get a glimpse of the harsh winter the Continental Army experienced. Or travel to Gettysburg, where critical battlefield sites like Little Round Top, give visitors a glimpse of the revered ground where Union and Confederate soldiers once clashed. Visit the David Wills House, where you will have a world-class museum experience, complete with the storytelling of Lincoln’s Gettysburg address.
Washington Mall
“When it comes to historic places, Washington, D.C., shouldn’t be discounted. Every one of its Smithsonian Museums, including the National Zoo, are free,” states Lissa Poirot, editor-in-chief of Family Vacation Critic.
As a mother who is well-versed in family travel, she likes to trek often to historic sites.
“It costs nothing to walk along the Washington Mall and visit its multiple memorials. As part of the National Park Service, every monument and memorial has its own Junior Ranger program that kids can do with scavenger hunts, puzzles and games,” she adds.
Poirot recommends looking at visitor’s bureaus when planning last-minute trips, as they will typically offer special deals on attractions, restaurants and hotels. She also notes that discounts may be found on the internet.
“When planning last-minute, checking out sites like Groupon can help you find deals and cool things to do wherever you are going,” Poirot said.
Mackinac Island
Image: MackinacIsland.org
If Midwest traveling is your thing, visit Mackinac Island in Michigan. Located in the northern part of Lake Huron, this site offers both fun activities and a tranquil escape.
“Mackinac Island is dotted with smaller Victorian-era hotels and B&Bs that are slightly more affordable” says Kris, a travel blogger at Nomad by Trade. “The island doesn’t allow motorized vehicles, so during summer, all transportation is by horse, bike or foot.” she says. The Grand Hotel, with its regal porch (all 660 feet of it) and historic decor, is an iconic place to stay. Camping options are nearby at Straits State Park St. Ignace. With its location right on the shore of Lake Huron, it gives you breathtaking views of the Mackinac Bridge.
If you’re ready to go and make memories you can cherish for a lifetime, plan a historic trip! There’s something for everyone of all ages to get into. Always remember to research the places you may want to travel to in order to get the best rates and experiences.
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