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International Please Don’t Pirate Books Day

February 6, 2013 8 comments

Over on Chuck Wendig’s blog Terrible Minds he invited people to talk about Book Piracy. Now it being me, the first thing that sprung to my mind was a dystopian Waterworld style future in which the most precious things in the world are books.

After all, if most of the landmasses on the planet became flooded and we all lived on re-purposed ships and barges, things that float would be at a premium. Those floating villages that could rig up enough power to run electrical devices probably wouldn’t waste that precious resource on e-readers, so it would be down to keeping surviving collections of books in a safe and dry place. Librarians would be more heroic than they are today, carrying shotguns and strictly enforcing fines.

All of this would lead to book piracy, of course. Tricorn wearing men and women would roam the seas in powerful ocean-going vessels, seeking out the precious booty of books. Libraries would be the targets of these terrible raiders (who presumably speak in Cornish accents), and librarians would have to protect those who wish to steal these stores of knowledge for their own selfish gain. Huge campaigns would be waged over the last surviving copies of House on Pooh Corner and adventurers would go off on quests to find the legendary “Amazon”, a mythical place that they say is filled with books.

Floating Villages are not a good place to store books

Floating Villages are not a good place to store books

Of course, when they say “Book Piracy” they might mean illegal file-sharing. It’s an interesting problem that isn’t as modern as we like to think it is. Art, be it movies, music, or books, needs to be shared and enjoyed by the community in order to be worth anything. As someone who makes a very modest living from writing, I want my work to do two things; be enjoyed by as many people as possible, and I also want to be paid. If the work isn’t good enough, it doesn’t sell. If I charge too much, it doesn’t sell, and both of those are fine; it’s on me to make sure it’s good work, reasonably priced and on time. If everyone steals my work then I don’t get paid at all, and I have to find something else to do in order to stay safe, fed, happy and living.

People will always seek to share art. This is such a fundamental thing that we even have a whole skill-set devoted to it. People train to be librarians, museum attendants and curators. A society that seeks to punish someone for wanting to enjoy music, view dramas or read books has gone wrong somewhere; we need to feed our brains almost as much as we need to feed our bellies, and if you try and deprive them of this right, then the metaphorical pirate ships will arrive.

The modern argument about file-sharing seems to be one of greed. On the one extreme you have people who wish to take everything for granted and never pay anyone for anything. On the other extreme you have people who want to charge people large sums of money for anything anyone has ever created. Neither of these are sensible approaches, a good book should not be the privilege of the wealthy or those with flexible morals. The middle ground for this debate is that of the public library, and subscription sharing services like Books Free. I like the idea of a service that mails books to me for a modest fee, though I’d be happier if they made sure the fee stayed modest and within the reach of everbody.

What is your take on this debate? Comments below please.

Categories: Books, Rants

Dan Abnett Interview

November 26, 2012 Leave a comment

No blog post update today; way too much to write up. Instead, take a look at this interview I did with Dan Abnett for Starburst magazine.

Link Here.

Categories: Books, Comic Books, Games, Geek

Black Library Weekender

November 5, 2012 Leave a comment

Rather than the usual format for a blog post, in which I wax lyrical1 about some nerd thing or other that has caught my eye this week, I’m going talk about what I did this weekend. Which is go to a luxury hotel in Nottingham and hang out with book geeks.

The Black Library Weekender was a two-day event focusing on the books produced by the world’s fifth largest publisher of Science Fiction. I am a big fan of the Black Library, partially because I was bitten by the Warhammer bug at a very young age2, but also because it deals with expanding consistent world settings; everything BL produces is part of a growing mythology, and everyone is invited to dive in. The imagination, much like sports, can be more fun with the addition of some basic rules, and the loose guidelines that define the worlds of Warhammer tend to be a lot of fun.3

So what happens when hundreds of fans turn up at a really nice place with conference facilities, a bar and a spa? A good time is had by all it seems, though I didn’t see many other fans in the swimming pool (they were mostly in the bar). Personal highlights for me include getting to chat away with the likes of Clint Werner4, who is very epitome of a Texan Gentleman, getting to geek out slightly at Aaron Dembski-Bowden5, and talk to a host of authors, editors and fans. (I was stunned to learn that they are people still using the old-school Rogue Trader rules to play RPGs. That is deeply hardcore.)

I also got to interview Dan Abnett for Starburst Magazine. I’m a big fan of Dan’s work, and it was a lot of fun to do. He’s a nice chap and I got some great stuff to write up later. I probably came across like a huge fanboy, but then that is who I am.

I totally played it cool, as you can see.

As an event, it was mostly seminars and signings, and there was quite a bit of overlap with the Horus Heresy talks; I learned a lot about what was coming up over the next 18 months for that series, and much less about other lines. However, I was also able to grab multiple viewpoints and takes on that bestselling series, so nothing was wasted. Another highlight was some great insights into the adventure gamebook industry.

The evening social events included The Pitch Factor, a Pop Idol style event where nervous unpublished authors pitched their ideas to two editors and an English teacher6. I had a go myself, and got the reality TV experience7, but it was an awful lot of fun. There was also a quiz, which was essentially authors versus the fans. Technically the fans won, but judging by the amount the laughter, I think everyone did.

It was a large, but intimate feeling event. The Black Library ‘tribe’ is a rather awesome one, and I can’t wait to do something like this again soon.


1: Or if you’ve met me, babble in excitable Geordie whalesong.
2: There is no known cure for Geek. It may mutate, but it can never be cured, and that’s fine the way it is.
3: Black Library, and indeed Games Workshop, have a policy that can best described as “It’s all true, especially the lies”. Much of the work is told from a specific viewpoint, and no one pretends that any one faction has the full facts. This means that stories are stack upon stories, creating a deep yet flexible world. This is a very British approach to dealing with story settings that feature multiple creative talents. Doctor Who has a similar policy.
4: He writes some cracking stuff; if gritty fantasy featuring rat-men and disease sounds like your thing, check out Dead Winter.
5: Aaron is a great writer who should be more famous than he is. He also wrote a great article on canon here.
6: Legion of the Damned writer Rob Sanders. Possibly the coolest English teacher ever, for a given value of cool. I may have babbled incoherently at him at one point about his cinematic scenes in The Primarchs.
7: I should have gone for My Little Primarch, also known as We buy any Khan.

Categories: Books, Comic Books, Reviews

The adventure-game magazines of the Eighties

January 12, 2012 4 comments

Back in the mid-eighties, Fighting Fantasy1 books where everywhere; young geeks devoured them, and the bookshops where filled with a myriad of titles and their imitators. For the dedicated fan though, this wasn’t enough. The books painted a fantasy world, but the fans wanted more.

Cue Warlock, the short-lived Fighting Fantasy Magazine. For a fraction of the cost of one of the books, you could get a brief fix of your growing gaming habit. Better yet, you got to glimpse the development of these worlds. Warlock, featured maps, articles and monster profiles, and was pretty much a basic primer on how to build worlds. Many of these features would later be further developed into source books for Fighting Fantasy’s main setting. What made it stand out from the other fantasy gaming magazines of the era was the sense that things where being created before your eyes.

Smell the nostalgia. (Though it could just be the smell of old magazines.)

That and the mini-adventure stories. If you can have adventure books, then surely you can have adventure short-stories, and the idea that one can delve into a spot of gaming on a short bus trip has always appealed to me. I find that adventure books tend to be single sitting affairs, I open the book and try and finish it in one gulp. I may come back to it later to play other options, but if it’s any good then it should feel more like a thrilling fairground ride than watching a TV series.

The cool thing about short-form adventure games is that you can indulge and then leave them alone. They’re quick, fun and pretty much ideal for wasting time in those short moments. Even though the old Fighting Fantasy novels are now available as apps,2, I‘ve not seen short-story format adventures in the modern formats. Which is sad, as the appeal of the e-books is their portability. This is why I tend to read short stories on the train, after all. I’d much rather delve into a sword and sorcery game than play Angry Birds, especially when I’m in the mood for something a bit more interactive than a regular book, but I also want it to last the length of my journey and no longer.

Warlock, by the way, only lasted for 12 13 issues, but in that time developed two imitators. Proteus was filled with the contributions from fans, and some of these were very good. It was all about the adventure-game aspect, and lasted a little bit longer than Warlock. Also of note is the sadly very short-lived Dice Man. Edited by 2000AD legend Pat Mills, Dice Man was an adventure game anthology that let you play the characters form the 2000AD comic. The stories where told through comic panels, and this quirky little bit of comic book history was recently paid homage to in 2000AD’s Prog 2012 with a fun little Judge Dredd story.

I do wonder if this sort of thing will make a come-back. We have the technology, after all, and I recently discovered they’re as fun to write as they are to read. It would be nice, and I do get the feeling that they are due a glorious come-back. Time will tell.


1: Adventure Game books require the reader to make choices, rather than passively reading the story. All books draw you into a different world, but only Adventure Game books let you hit things once you’re in that world.
2: There is also a new generation of these games such as Jonathan Green’s Temple of The Spider God, exclusive to iPhone. Hopefully you’ll be able to read them on other things soon enough.

Categories: Books, Comic Books, Geek

Empire State

January 9, 2012 Leave a comment

Super hero stories tend to shine when they’re dipped in noir-style nostalgia; both genres lend themselves to tales of two-fisted fisted, and the grime and dirt of the post-war era balances nicely with heroism and rocket powered justice. So it should come as no surprise that Adam Christopher’s debut novel Empire State, a tale of rocket powered heroes and private detectives during the American prohibition, is pretty good stuff.

Empire State is the tale of two cities; one is New York in the 1950’s, the other is a mirror-universe version of the Big Apple, called The Empire State. Whereas New York is a big place, filled with possibilities, The Empire State is a claustrophobic, insular city at war with a shadowy foe. The story follows the life of Private Detective Rad Bradbury1, a good man in a rotten city.

Gas Masks, Rocket Packs and Zepplins. What's not to love?

As you’d expect, there’s a woman with a secret and a missing person to find. There’s also rocket powered heroes, super villains, robots, airships and dashing captains. It’s a skilful blend of two well-loved genres, and it’s a fun, pulpy, tightly written book.

The setting is not just an interesting backdrop; the author takes full advantage of the premise and fills in a lot of the details in way that keeps luring you. This makes for a dense story with a well realised world behind it. Like you’d expect in any good mystery story, every character has a past and a strange secret. These elements slowly fit together to create a world greater than the sum of its parts.

Empire State is a master class in world building, whilst still retaining a coherent and engaging story. It manages to keep the reader guessing all the way through, without losing itself in its own mythology.

Fans of Kurt Busiek’s Astro City , movies such a Sky Captain and the World of Tommorow and the The Rocketeer or any ‘Dark Mirror’ episode of Star Trek, this one is for you. Fan of pulp adventures and twisty, noir-style plots will find a lot to love here.


1: Oh yeah, and it’s full of lovely little references like that as well.

Categories: Books, Geek, Reviews

Dead Harvest

December 29, 2011 6 comments

Dead Harvest is a detective horror story with a neat little twist; the lead character, Sam Thornton, is dead and damned, doomed to roam the earth as a ghost. His soul belongs to the powers of hell and he has been cursed to collect the souls of sinners and send them to the demons. Urban fantasy1 is tricky genre to get right; mix in too much of the supernatural and the tale becomes a clichéd creature feature, mix in too many mundane elements and the spooky parts seem gimmicky and false. Dead Harvest pulls of the rare feat of getting it exactly right; Sam’s power to possess the bodies of the dead (and the living) makes consistent sense, as does his doomed (and tear-jerking) backstory.

Like any good detective story, a young lady turns Sam’s world upside down, and the tale quickly becomes an action-movie inspired romp. As the main characters run from one dangerous situation to another, we grow to care about the supporting cast and learn more about this world where heaven and hell are so very close to an unknowing (and often uncaring) human race.

The retro styled cover tells us that the tale is hardboiled

It’s pretty rapidly paced; the peril is layered on pretty thick and it’s this sense of urgency that really draws the reader in. The story takes place over a few short days, lending a leanness and speed to the whole thing. A good mystery story keeps the reader guessing, and though some of the twists seem obvious, the devil is the details. (I’m not going to tell you if I mean that literally. Read it for yourself and see.)

Fans of the Harry Dresden series and those who like their modern-day fantasy with a twist of hardboiled detective story will love this (as will fans of Good Omens and In Nomine). I firmly expect this page-turner to do well, and am pleased to hear that a sequel is already in the works.

1: A clunky term that usually means ‘set in the real world, with supernatural elements’. Typically with a healthy dose of horror story staples like ghosts and werewolves thrown in for good measure.

Categories: Books, Reviews

The further adventures of Torchwood

December 19, 2011 Leave a comment

Earlier this year, Torchwood: Miracle Day‘s launch was accompanied by a trio of tie-in novels1. Previous releases have included books written by the likes of genre favourites such as Dan Abnett and James Moran, so it came as no surprise that this batch featured work by some of the more notable and ‘upcoming’ authors.

Long Time Dead by Sarah Pinborough is the most intriguing of three, as it stars recurring villain Suzy Costello. Fans of the show will recall that Suzy is a girl who just won’t stay dead, and in this, she’s back again, raising hell. Pinborough delivers a nicely chilling story of murder, other-worldly horror and science-gone-wrong with some lovingly delivered moments of utter creepiness. Just enough is left to the imagination to be nicely chilling, and though the tale runs across fairly predictable lines, the characterisation of the confused yet completely crazy Costello is superb. One to pick up by an author who’s worth checking out.

First Born features the return of well known characters from the series

James Goss’s addition to the series, First Born is the best of the bunch. It features former Torchwood agent Gwenn, her husband Rhys and their new-born baby girl on the run. The small family swiftly finds itself in a remote welsh village with a sinister secret and twisted problems. The tale is told from multiple perspectives, and Goss makes the characters compelling and endearing. Fans of the show will find a lot to love here and it’s the sort of science-fiction horror that Torchwood does well.

Man who sold the World is the weakest of the three, and suffers from the fact that the main character, Rex, is the least established Torchwood hero. (He’s only been in the recent series.) It’s a neat little sci-fi thriller, but Rex comes across as unlikeable (rather than headstrong). Author Guy Adams is a very strong writer who seems to have had the toughest deal here, and though it’s a reasonable adventure, the main characters simply don’t carry the story far enough. I was quite disappointed by this, but I do hope we see Rex again, should they do another set of spin-off novels.


1: You may have noticed I like tie-in novels. This is because I’m a big fan of shared creative works, and I find the idea of being invited to play in someone else’s creative sandpit to be highly appealing. Creating a world from whole cloth is one thing, but telling original tales in a more established setting is something else entirely, and allows for a depth often missing from single-creator works. I do wonder if some people are snooty about tie-in fiction because they feel foreknowledge is required to enjoy them. This is rarely the case, as a good tie-in writer can cater to both new and experienced readers at the same time.

Categories: Books, Geek Tags:

Gaunt’s Ghosts

December 15, 2011 Leave a comment

Salvation’s Reach is the latest book in the Gaunt’s Ghosts series of novels. As a review of one book in series of thirteen would be a bit useless to those of you who’ve aren’t familar with them, let’s take a quick look at the series as a whole.

The books are set in the Warhammer 40,000 setting, and focuses on the fate of a specific regiment of Imperial Guardsmen; The Tanith First and Only. These are just regular guys, armed with fairly standard equipment and weapons, facing an uncaring galaxy filled with hostile monsters and hidden horror. They are humble riflemen, doing their duty to protect their civilisation, with very little hope of long term survival. Those familiar with the Sharpe series may recognise some elements here; the first few stories were pitched as ‘Sharpe in Space’. It’s a fair summary, though not a very descriptive one. The two are very different from each other in many respects, however, both are character-lead action dramas with high body counts.

The series began life as a collection of short stories in the magazine Inferno1, and this means they tend to have an episodic nature. This is actually rather handy, as it means you can digest the stories in bite-sized chunks. (I recommend reading them on an e-reader whilst travelling). You can put them down for a while, but the stories are deeply more-ish.

Grim. Dark. Gothic. And a page turner. Stock up on them for a long journey.

The earlier books in the series (collected together in an anthology called The Founding) are also the weakest, but no less interesting. As the first anthology concludes, you can tell that the author, Dan Abnett, is just starting to get into the swing of things. The writing begins with at a pretty good quality, but as the series progresses, the narrative gets much better and becomes much more fun. It’s intensely satisfying to see an author whom you like to begin with improve, and the Gaunt’s Ghosts delivers this in spades. Each anthology improves on the other, as we learn more about the world they are in and the people that surround the regiment.

As this is a tale of war and warriors, the body count is very high. Abnett fiendishly keeps key characters around long enough for you to become familiar and fond of them. He’ll hint at dark fates for his characters (after all, this is a war story), and just when you think your favourites are safe, something awful happens to them. It’s part of the fun. The churn of shocks, bluffs, revelations and funerals are the life-blood of this series. As you become more convinced of the indomitability of certain heroes, something happens to change everything. It’s grim. It’s dark. But it’s also about people surviving in extraordinary ways. Gaunt’s Ghosts is a series about heroes, but flawed, fractured heroes who keep going. “Only in death does duty end” as the books so succinctly put it.

So what about Salvation’s Reach ? More shocks, more revelations. More people die and we learn more about the world. Is it the same as the last dozen? Not a bit of it, because part of the appeal of the series is it uses the massive galaxy it’s set in as a backdrop to the drama. Did I devour it during the spare moments? Of course I did, it’s what I’ve come to expect from the series. Did it leave me wanting more? Yes. More please.


1: An ambitious short story magazine, with a focus on the Warhammer and Warhammer 40K worlds. Sadly, like many anthology periodicals, it’s no longer around. However, the same people behind Inferno do produce a regular e-zine called Hammer and Bolter, which fulfils the same sort of purpose. Which is good, as short story anthologies allow both readers and publishers to find new talent.

Categories: Books, Geek, Reviews Tags:

The Gildar Rift

November 28, 2011 3 comments

Sarah Cawkwell’s debut novel, The Gildar Rift has been eagerly anticipated by fans of the Warhammer 40,0001 books, as the author’s previous short stories (which can be found regularly in the e-zine Hammer and Bolter ) have been very well received. Cawkwell’s style combines the over-the-top elements of the popular sci-fi setting with character driven plot and a keen eye on this heavily baroque world. This is the sort of thing that fans of Black Library2 books like a lot; the 40K fandom likes it’s big, power armoured super-humans to be actual people you care about, rather than just blobs of male-power fantasy.

So it comes as no surprise that, The Gildar Rift is pretty damned good. It’s another one of those Space Marine Battles3 stories, this time focusing on a conflict near the titular Gildar Rift, an unstable region of space prone to raids by Demon-worshipping space pirates known as The Red Corsairs. Defending this region of space are the Silver Skulls who are religious and steadfast space-knights, who rely on superstition for guidance. (Yes, that’s right. Demonic pirates in power armour in space. Wielding chain-saw swords. Fighting knights in shining power armour. In space. Who also wield chain-saw swords. This is why people love this setting so much).

Gildar Rift features Huron Blackheart, who is one of the more interesting villiains of the setting

The action splits three ways; we get starship battles, gritty land war and internal conflict from both factions. The starship battles are glorious, I do enjoy reading about big things going boom and Cawkwell4 mixes the vastness of space with the sort of edge-of-your-seat action usually reserved for the likes of Pirates of the Caribbean. The ground war element is very dynamic; plots and counter plans on both sides mean that the action is constantly rolling, and each leads to a dramatic conflict, rather than simply one long drawn-out fight. This gives us time to care about the heroes, adding weight to the narrative.

Running through these scenes of war are two subplots that give us stronger insight into both sides. The bad-guys get a tale of treachery and deceit, punctuated by evil cackles and barking-mad monologuing. Meanwhile, the heroes get a rather touching tale of hi-tech heresy and the search for one’s place in the universe.

The book is also filled with some lovely touches to the setting. From a subtle shout-outs to fans to pointed observations on the domestic side of the world, this book is a stunning debut, and also a good entry point for those looking to get into Black Library books.


1: Yes, it’s another review featuring 40K. You may have gathered by now, what with the retro-sci-fi game I’m creating, the Doctor Who love and the reviews of 40K books that I love British Sci-Fi.
2: The Black Library is the name of the book publishing arm of Games Workshop. Over the years, it’s nurtured a goodly amount of British genre writing talent, and has helped spawn a number of other British genre publishers. Or to put it another way, well done Black Library, keep up the good work.
3: I reviewed Nick Kyme’s Fall of Damnos a while ago.
4: I’m only aware of a handful of women who’ve written for the Black Library, and by utter coincidence, I’ve met two of them (Sarah Cawkwell and Debbie Gallagher) at LARP events. Both women tried to kill me, but that’s fair enough, people are always trying to kill me at LARP events. It’s a talent of mine.

Categories: Books, Reviews Tags:

Hive of the Dead

November 7, 2011 2 comments

Ian Livingstone and Steve Jackson1 have a lot to answer for. Their Fighting Fantasy game books are a prime cause for me becoming the sort of geek I am today, and a significant portion of my childhood was spent flipping rapidly from page to page, as directed by the text. To this day, the phrase “Turn to Page 400” is nerd-code for victory.2

Jackson and Livingstone also founded UK games company, Games Workshop. So it may come as a surprise to some of you that there hasn’t been an adventure game book set in any of the worlds of Warhammer. That is, until recently; Hive of the Dead is set in the grim darkness of Warhammer 40,000 and puts you in the shoes of an Imperial Guardsman who has lost his memory and who happens to be trapped in a zombie-infested command centre. From the get-go, the story is tense and action-packed, and filled to the brim with references to the zombie genre.

(c) Black Library

Fighting zombies with lasguns = buckets of fun

Let us all be honest here, anyone who’s played these games know that, unofficially, they come with three modes; Easy, Normal and Nightmare. Nightmare mode requires you to redo the book from start after every failure, following the rules strictly, rolling the dice and making a record of every item lost and gained. Normal mode simply requires you to use the rules as written whilst keeping your fingers in various pages in case you make a mis-step and die. Mostly however, we all play them on Easy mode: we ignore the rules that disrupt the fun, and aren’t afraid to back track to find more juicy bits of the game to play with. Or to put it another way, everybody cheats with these things.

I began the game in Nightmare mode, and quickly devolved into Easy mode after several tries. Your brave guardsman is quite squishy, and some of the battles you get into are quite brutal (and without spoiling the story for you, heroically difficult). That said, some of the scenes made me get the dice out simply to see what happens. It’s filled with fun little set pieces and references, and has the sort of pacing you’d expect from an action-adventure story.
It does have some flaws; it’s print-on-demand so it isn’t cheap (but is excellent quality), and you will need to download the errata (which is handily on the ordering page, along with a spare character sheet) and the combat system requires a lot of dice rolling. However, author C Z Dunn has made good on the fun the book promises. I got a lot of joy out of it and went back quite a few times to see if I’d missed anything along the way, and I hope they produce more.


1: The British one, not the Texan. Both wrote Fighting Fantasy books, though the British guy sort of invented the idea. Also, both have owned interesting beards.
2: Typically, page 400 was the last page of the book, and described your hard won victory. For those of you who don’t know what ‘Fighting Fantasy’ books are, they’re novels that require the reader to make decisions as to how the story will play out. The reader is presented with a list of options, and chooses their path by turning to the page relevant to their choice. They mix the joy of reading fantasy novels with the fun of gaming, and were a delight to young geeks throughout the 80’s.

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