Showing posts with label 2012 Holiday Gifts. Show all posts
Showing posts with label 2012 Holiday Gifts. Show all posts

Friday, December 7, 2012

Holiday Gift Guide 7: High Touch Books, Part Deux

Continuing on with my suggestions for high touch books, I'm going to throw you a curveball in the form of Journal: The Short Life and Mysterious Death of Amy Zoe Mason.


If you've ever cruised the scrapbooking/collage/altered book craft scene you'll immediately recognize where this book is coming from. Like those websites it's filled with tastefully arranged collage pages set down by a suburban mom. All the tropes of that subculture are here- re-purposed vintage ephemera, artfully cute tributes to precious family moments, warm and wonderful color treatments, and a veritable tidal wave of happy memories.

And under that is a horrific story of lust, betrayal, and madness.

I'll be upfront and admit that this book isn't going to appeal to everyone. Hell, it didn't even appeal to me when my Significant Other bought it. She's heavily into the scrapbooking thing and thought it looked like an interesting attempt at narrative fiction via collage. On that count it succeeds, but I have a feeling it went in a direction that the target audience really, really didn't like. I, on the other hand, couldn't believe a book that goes to such dark places, albeit with some very subtle touches, was packaged up with a veneer of pink ribbons and Grandma's doilies. It's as if David Lynch hijacked a Martha Stewart project, and the results are glorious.

Again, you're either going to love this book or hate it. That said, there are a bunch of used copies available for a penny, so you can take it for a spin without breaking the bank.

Finally, we come what's probably the highest achievement of the high touch approach, as well as an example of how it can go wrong. I'm talking about Personal Effects: Dark Art by J. C. Hutchins and Jordan Weisman.


Here's how Hutchins' website describes the book:

Dark Art follows the extensive notes of art therapist Zach Taylor’s investigation into the life and madness of Martin Grace, an accused serial killer who claims to have foreseen, but not caused, his victims’ deaths. The items among Grace’s personal effects are the keys to understanding his haunted past ... and finding the terrifying truth the patient hoped to keep buried.

The narrative is tightly tied into the included "personal effects", and the producers didn't skimp on either quality or quantity. There are so many inserts and documents, ranging from business cards and Polaroids to police reports and official paper, that it can be difficult to actually lay the book out flat for reading. The effort that went into the art direction for the project really hits home when you actually lay out the dozens of items on a tabletop. Each bit is unique, with a fantastic mix of graphic styles and varying paper stocks on display. It's prop document heaven.




The close integration of all these delightful props with the story is the highlight of the book. Unfortunately, it's also one of the biggest flaws. As part of the "transmedia" approach the book makes multiple references to online assets that the reader can explore to get more information. Unfortunately, most of them have simply vanished since the book's original publication in 2009.

That's a jarring oversight that immediately breaks the immersion the authors have spent so much time and effort developing. What makes it particularly odd is that phone numbers and automated voice mail systems connected to the story are still active. I can understand that the publisher wasn't planning on converting "Dark Arts" into a long-term backlist title, but establishing an archival copy of the assets seems like a no brainer. This is, after all, a project that touts it's technological savvy and multi-media approach as a major selling point.

Beyond it's innate entertainment value I think "Personal Effects: Dark Art" is a good example of how to use both physical and virtual accessories to move a story along, with the obvious caveat about having the online portion actually available.   Even with it's flaws it provides a tantalizing hint of the possibilities of the high touch approach to storytelling.

Thursday, December 6, 2012

Holiday Gift Guide 7: High Touch Books

I doubt I have to describe the pleasures of a good book to anyone reading this. That feeling of being transported by a story, of being taken to another place and time, is a sensation I absolutely love. The only drawback is the inevitable shock when you look at the clock and realize you've been reading well into the night. You really, really have to get some sleep...but a few more pages won't hurt. Or another chapter. Or two.

That level of story involvement comes from an author's ability to immerse you in their world. Well crafted prose has an almost magical ability to build up an alternate reality that you inhabit for the length of the story, and sometimes beyond. But words alone aren't the only way to do that.

Over the years there have been a number of writers that have explored the use of prop documents and inserts to help bring their stories to life.  I've taken to calling the result "high touch books", since being given a piece of the author's world is such an important part of the experience.  When done well, with the production quality of the faux paperwork complimenting the actual content, it's incredibly engaging. 

The earliest examples are the Crime Dossiers from Dennis Wheatley and J.G. Links.  These were a series of four murder mysteries first produced in the 1930's and since reprinted several times in increasingly less impressive editions.  The defining conceit of the mysteries is that they're actual dossiers containing all the details of a crime, including interview transcripts, crime scene photos, faux telegrams, and physical evidence (like cigarette butts) gathered at scene.  Sadly, the reprints replace all of those nifty inserts with photographs, but they're still great examples of an interactive whodunit. I've sung their praises before, and have since assembled a complete set.


The first dossier in the series is Murder Off Miami , featuring an investigation into the death of Bolitho Blane on a passenger ship.  It was followed by Who Killed Robert Prentice, The Malinsay Massacre, and Herewith the Clues, with a noticeable decline in the quality of the mysteries as the series progressed. If you're going to give them a try I'd suggest starting with Murder Off Miami, since it features the most interesting setup and the best use of the gimmick. You can pick up the reprint edition, along with all the other installments, for pocket change from Amazon's used book section.  Copies of the original issue can be found, but they're a bit pricy.

Next up we have something that should be of particular appeal to Lovecraft fans- Shadows in the Asylum: The Case Files of Dr. Charles Marsh by D. A. Stern.


In September of 2004, Dr. Charles Marsh arrived at the Kriegmoor Psychiatric Institute in Bayfield, Wisconsin, anxious to take on his new duties, eager to distance himself from the scandal that had forced him to resign his previous post. Among the patients assigned to Marsh at this time was a young woman named Kari Hansen, a college student who had suffered a nervous collapse during a school-sponsored anthropology dig a year previously. Subsequently, Ms. Hansen began experiencing what hospital records referred to as “a series of vivid hallucinations;” her own words described visions of an “alien” intelligence, a heretofore unknown kind of life form which appeared to her as shadows, often of indeterminate shape, occasionally taking on the form of man. Dr. Marsh came to believe these shadows were real.

This is a real standout. The entire story is told epistolary-style through collected letters, newspaper articles, emails, interview transcripts, scribbled notes, and research reports. What sets it apart is the synergy between the storytelling and the art direction. It strikes just the right balance between moving the story along and the logical constraints of the documentary evidence used to present the narrative. While Stern gets the cover credit I think a great deal of the books effectiveness is thanks to the design work of Matthew De Rhodes. This is a story that builds up the chills with atmosphere, and De Rhodes serves it up in style.



"Shadows in the Asylum" is an entertaining read in and of itself, and on that basis alone it deserves your attention. It's also a nearly perfect example of how to tell an involving story through documents alone. If you're a gamer interested in exploiting prop paperwork to it's maximum the book can serve as a template for your own efforts, including some very subtle examples of how to handle "truth" when dealing with subjective observations. As usual, used copies can be had for a song through Amazon.

I'll have a few more suggestions tomorrow, including the most prop-heavy high touch book of the modern era. You can see the earlier installments of the 2012 Holiday Gift Guide over here.

Saturday, November 24, 2012

Holiday Gift Guide 6: Classic Monsters

One of my ongoing projects is a recreation of Van Helsing's vampire killing kit from "Dracula". I talked about it a bit last year, but it's one of those efforts that will probably take years to complete. I want it to be accurate to Stoker's text and for this particular recreation that means tracking down genuine antiques.

The guidebook that I'm using for my effort is Leonard Wolf's outstanding "The Annotated Dracula" . If you have any interest in Dracula I would strongly recommend picking up one of the absurdly cheap used copies on Amazon. The story itself is already a propmaker's dream thanks to it's epistolary nature, but Wolf takes it one step further and includes copious historical references in his marginalia. That includes maps, illustrations, period documents, and detailed looks at locations mentioned in the story.


Another classic monster you might want to explore is Frankenstein. I write that quite deliberately, since I've always found the good doctor, and not his creation, to be one of the most horrific figures in literature. I can't be the only one shocked at his behavior, not to mention the free pass he seems to get, since getting inside his head is it's own mini-genre. Beyond the various novels building on Mary Shelley's original work there are an amazing number of books built around the conceit of being Victor Frankenstein's diary. Two of the best, also notable for being absolute steals from Amazon's used section, are "The Frankenstein Diaries" by Hubert Venables and "The Diary of Victor Frankenstein" by Timothy Basil Ering and Roscoe Cooper.



Besides being long out of print, both books are profusely illustrated alternate takes on Dr. Frankenstein's obsession with creating life. Venable's version features a text written from the viewpoint of the doctor interspersed with dozens of pictorial elements including photographs of locations and vintage copperplates. But the real highlights are the wonderful pen and ink drawings of equipment, experiments, the massive lab where the deed was done, and multiple views of the Monster in various states of assembly.


Ering and Cooper take a more stylized approach. The book is all art, each page a reproduction of the parchment pages allegedly found after the final confrontation in the frozen north. The handwritten text can be difficult to read at times, but the book has some truly memorable images in charcoal and ink. The early pages feature illustrations of technical equipment and nicely done anatomical studies of the monster's components. Those start be be overshadowed by some very dark and tortured imagery as the story moves toward its conclusion. (Please pardon the spectral artifacts in the scan below.)



I would heartily recommend both books. They're intriguing versions of a story most people are already familiar with, and I think there are some insights to be gained from comparing how they approach the same subject matter. One alternate use you might want to consider is using imagery from the books for the notes of Herbert West. They're absolutely ideal for that purpose and would make great handouts or accessories for a larger prop project.

Friday, November 23, 2012

Holiday Gift Guide 5: Cthulhu Fhtagn

Jason McKittrick's work is frequently featured here, and his Esquimaux Cthulhu Fetish is one of his best pieces. Who wouldn't want to find one in their Christmas stocking?




Thursday, November 22, 2012

Holiday Gift Guide 4: Traveler's Tales

One of the hallmarks of "Call of Cthulhu" gaming is the concept of campaigns that involve traveling around the globe. I know all of us here recognize that "Beyond the Mountains of Madness" is the greatest CoC campaign of all time, but there's a significant fan base for both "Masks of Nyarlathotep" and "Horror on the Orient Express". Those classic-era adventures revel in the trappings of the golden age of travel, long before zipping around the globe was something that could be done in hours.

One neat way to embrace the allure of those days are these Old-Fashioned Luggage Labels from Dover. I first came across them back in 2009 and still think they're a great value for the price of a burger and fries.  The book features over fifty vintage luggage stickers and the vast majority are appropriate to the 20s and 30s.  The print quality is excellent, but they do have the minor drawback of being shrunk from their original size.


A similar product is offered by Laughing Elephant, who box up twenty vintage travel stickers in their Golden Age of Transport Luggage Labels. They include a selection of classic era railways and cruise lines for around the same price as the Dover set, but have one standout entry- an actual Orient Express luggage label.







Wednesday, November 21, 2012

Holiday Gift Guide 3: Small Treasures

I almost feel guilty about posting this, since it borders on making me an accessory to a crime. I say that because getting one of Allan Harwood's Cthulhu cultist artifacts for just ten bucks is an absolute steal. Browse through his Etsy store and you'll find that everything is currently priced like that, including some nifty Mignola-inspired Lovecraftian pieces.


Tuesday, November 20, 2012

Holiday Gift Guide 2: The Ecstasy of Gold

There is something primal about coins running through your fingers.

I'm not talking about avarice. I mean the simple tactile pleasure of them slipping from your hands. The tinkling sound as they fall through the air and land in a pile. Nothing else is quite like that.

Sure, you can get a few rolls of pennies from the bank and do it, but why not invest in your own treasure trove? The Great American Coin Company specializes in collectible coins, but one of their sidelines is replica coins. Spanish doubloons, to be exact, and lots of them.


For the price of a good dinner for two at a restaurant they'll sell you 200 reproduction coins based on the Two Escudo and Two Reale coins of the Conquest era. That's enough to establish a respectable stash, but the price per coin becomes even more reasonable when you start talking about ordering thousands of the things. You know who else needs thousands of doubloons?  The producers of "The Goonies" and "Indiana Jones and the Temple of Doom", who sourced their props from Great American.

The doubloons are available in a variety of gold and silver finishes.  Outside of the reasonable prices for the coins themselves the company uses flat rate shipping, so you'll pay the same amount if you order 50 or 5000.  If you want to add some real sparkle to your treasure chest they even have loose semi-precious stones in bulk lots. I have a feeling you could find assortments of faceted gemstones for a better price through a rock and mineral shop, but they sure do look pretty, don't they?


Monday, November 19, 2012

Holiday Gift Guide 1: The Turn of a Friendly Card

Sweet Jebus, I just figured out I've been playing Mythos-based games for over thirty years.

In all that time the only one that I've continually returned to is the "Call of Cthulhu" role-playing game from Chaosium. There are a lot of reasons for the game's success since it's release in 1981, but it was, and is, the emphasis on props and handouts that keeps me coming back. No other RPG, or game in general, has ever embraced that level of immersiveness so consistently.

Of course, things are a bit different today than they were back in the 80s when CoC reigned supreme. Now there are dozens of tabletop Lovecraftian games and expansions. Out of all of them there's only one I find myself playing repeatedly- "Munchkin Cthulhu".


I know, I know. Just look at that cover. It absolutely oozes the kind of cuteness I've repeatedly expressed a disdain for. Everything about it was seemingly designed to rub me the wrong way, and for years I begged off when anyone suggested giving it a try. Then I was reluctantly dragged into playing it last year.

That first game featured five players besides myself, most of them with previous experience playing Munchkin. It only took a few minutes to learn the basic mechanics. Frankly, I thought the rules were overly simplistic. The cards were dealt, we started playing...and I not only had a blast, but actually won the game.

There are two reasons I ended up adoring "Munchkin Cthulhu". The first is that it wholeheartedly embraces the tropes of the Mythos in general and of "Call of Cthulhu" gaming in particular. Much of the humor, and this is a very funny game, comes from the designer having an intimate knowledge of Lovecraft's work. Beyond that, the game is hysterically self-aware of how ridiculous the mainstreaming of the Mythos has become, mocking everything from Cthulhu bumper stickers to the very Cthulhu plushies that Steve Jackson Games also produces.

The second is the social aspect. This is one of the very few games where the more people that play the more fun it is for everyone, and that's brilliant game design. The mechanics of Munchkin Cthulhu really are quite simplistic in and of themselves. What the rulebook doesn't convey is the dynamics of how the players interact within those guidelines, producing an endlessly entertaining number of alliances and betrayals. Wheeling and dealing is not only part of the fun, but a key part of claiming final victory. I can't count the number of times I've been able to win by simply donning the halo of friendliness and helping every other player. It's all smiles and happiness...right up until that priceless moment when I get to say "Shucks guys, I think I just won."

"Munchkin Cthulhu" is a great game. If you're a die hard Mythos aficionado you'll discover it's filled with references and minutia you'll enjoy, while the social play style makes it easy to dragoon your friends and family into playing. It's easily the best Lovecraftian game of the last decade.

Also Rans

Bag of Cthulhu- Exactly what it says- a bag filled with Cthulhu. 30 altogether, consisting of 24 small figures and 6 larger ones. They're supposed to be used as counters for the collectible card game. I ordered my first set back in 2009, and since then they've ended up being used for everything but game counters. ProTip: These make outstanding ornaments for a Mythos-themed miniature Christmas tree.


Arkham Horror- Put simply, one of the most beautiful games ever produced. Both the artwork and the quality of the components are outstanding. There is a huge fanbase of dedicated players of "Arkham Horror", but despite over a dozen attempts I have never been able to finish a game. And Lord, how I've tried. Mind you, I'm saying that as someone who has literally spent years working on projects for the "Call of Cthulhu" RPG. My sorry history of failure eventually led to the conclusion that that the game is like one of those exquisite crystal animals that spend their lives in a box. Once in a while you take it out to admire the magnificent craftsmanship and artistry, but then it's back into the box and up on the shelf.