drcpunk (drcpunk) wrote,

Recent Reading

64. Digger, by Ursula Vernon. If you've been following this blog, you already know I think it's wonderful.

65. Force Multiplication (Schlock Mercenary), by Howard Taylor. I don't know of a lot of impressively good science fiction comics, but Schlock Mercenary is one of the best. (Finder, by Carla Speed McNeil, is also one of the best.)

66. Leviathan, an Unwritten graphic novel. I am a lit geek, and the target audience of Unwritten. I love this stuff. But, start at the beginning if you've not read Unwritten and want to give it a try.

67. Keys of the Kingdom, a Locke and Key graphic novel. I read this for the Hugos, and it's good enough that I'd like to read the whole series. Before this year's Hugo nominations, it would never have occurred to me to read this comic. This is why I read for the Hugos and the Mythopoeic Awards.

68. Drops of God, Vol. 1, a manga. A young man whose father was a great wine connoisseur must win a competition to get his father's legacy. The competition involves identifying the wines his father considered "12 apostles" and the one above even them, the "drops of God". He's never tasted wine when the manga begins, but he learns fast. Of course, the competition is a man who is an expert wine critic. And, during all of this, there are stories about everything -- life, love, family, friendship, everything -- all through the lens of wine appreciation. I doubt that any of what the manga's teaching me about wine will stick, which I admit is a pity, as the author's clearly done the research, but I will remember all the stories!

69. Rose Red, a Fables graphic novel. Not one of my favorite of the series, although I am very much enjoying the current arc.

70. Drops of God, Vol. 2, a manga. See #68 above.

71. Blood of Misty Harbour, by Joe Mcdaldno. This is a miniseries campaign for Monsterhearts. It's fascinating to read, even if I'm not sure I'd want to do things that way. There's a certain amount of railroading between the first and second and the second and third of the three sessions. This may be necessary for any kind of Monsterhearts pre-written campaign that lasts more than a single session -- or it may not. Clearly, hands on research is called for.

72. Until Death Do Us Part, Vol. 1, a manga about a precognitive girl, a nasty conspiracy, and a blind man who protects the former from the latter. Not badly done at all, but not my cup of tea.

73. The Hugo short fiction -- the short stories, novelettes, and novellas. The novella category was impressive.

74. Leviathan Wakes, by James Corey. Not without flaws, but a good solid read, and a lovely, lovely Checkhov's Gun that was put on the mantel very early on, so smoothly that it didn't look anything like a Checkhov's Gun until the author went and fired it late in the book.

75. Monster of the Week, by Michael Sands, an Apocalypse World hack. This rpg has interesting similarities and differences with Monsterhearts. Monsterhearts focuses on Messy Teen Monster Romance, while Monster of the Week focuses on hunting monsters. In Monsterhearts, the PCs pretty much are the monsters. I've had a blast playing both of these.

76. The Lost Days of Memories and Madness, an rpg by Andrew Kenrick. Want to play an insane, powerful fae who's best hope is to be the last sane (or least insane) standing? The PCs are elves who rule the world, and the only currency that counts is memory. Yet, the trade in memories drives the elves mad. I want to play this one.

77. Alarums & Excursions #442

78. Alarums & Excursions #443

79. The Gentle Ladies' Tea & Monster Hunting & Quilting Circle Auxiliary (Machine Age Games), Clover (by Ben Lehman), and Broken Sky (Ember Games). These are all short, so I'm considering them the equivalent of one item. Clover is a very sweet game about playing a father, his daughter, and her friends, and it teaches not only children how to begin to play rpgs, but also adults how not to cut off the children being creative. Broken Sky is about characters channeling forces of legend -- but the price of great power is a loss of will. Characters are compelled to act out their archetypes. I think what I have is a preview glimpse of the full game. The Gentle Ladies' &c is about genteelly, but firmly, dealing with the mess of an apocalypse, rather than waiting in the hope that a man will rescue one (although it is fine to play male characters too -- the point is to be proactive, regardless of gender). And full marks for referring to Frankenstein's Adam!

80. Blackout, by Mira Grant, the third in the Newsflesh trilogy. I'm not quite sure when these books became comfort reading for me.

81. Love of Money, by Matthew Sanderson, for Pelgrane Press's Esoterrorists, although one could easily transplant this into any modern horror / supernatural setting. It's a strong adventure, with a solid backstory. And, it makes me want to pull my hair and reach for a pen to start correcting the things that should have been caught by editors and proofreaders (e.g., "bare" for "bear", sentences whose meaning one has to puzzle out, that sort of thing).

82. Black Heart, by Holly Black. The third in the Curse Workers series. I enjoyed this, although I could see the major twists coming. As for the ending, I find it satisfying for the book itself, but dissatisfying if it's the last in the series. The author's dealing with some heavy issues here, and there's just no clean way I can see to resolve them.
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