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“The Dead Path” Author Stephen M. Irwin on Ghosts: Can They Be Redeemed?

Posted on November 4, 2010 by

Special guest post by The Dead Path author Stephen M. Irwin

When I began writing The Dead Path – in fact, sometime before I began the penning process – I grappled for a long while with the concept of ghosts. I had decided to write a novel, and knew I wanted it to be a ghost story and that it would be set it in my hometown of Brisbane. But writing a ghost story is a bit like putting on wings and a beak on the first day of duck season – unless you look different to the rest of the flock, you run the risk of being shot down quite quickly (I imagine it is at present a risk even more onerous for authors considering writing tales concerning vampires). Ghost stories are as old as human storytelling; they exist in every culture and predate our major religions. And ghosts rank among the most famous of literary characters and religious figures – Hamlet’s ghost, Jacob Marley’s ghost, the Holy Ghost …

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Fantasy World Building for Indie Film

Posted on November 1, 2010 by

We have a new design essay to start the week. Film-maker Lisa Stock tells us about the world building that went into her project Titania.

People are always curious about where I shoot my films. But when I tell them it was a state park, local beach, or neighbor’s backyard they seem disappointed that I haven’t said Oz, Gotham, or at least New Zealand. I’m thrilled though – because for me, that means I’ve effectively created a world they believe exists somewhere further than a few blocks from home.

World building is as important in fantasy film as character building. It not only holds and surrounds the action of your plot – but influences it. An actress said to me once, “I have terrible fears about the forest, nightmares since I was a child of being left alone in a forest.” Luckily, the film we’re working on together takes place entirely in a forest and I need for her to be frightened.

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Play Dirty: Happy Halloween

Posted on October 30, 2010 by

Just in time for Halloween, FlamesRising.com is pleased to present you with advice on terrifying your players from veteran game designer John Wick. Games that John has designed recently include the Lovecraft-inspired CURSE OF THE YELLOW SIGN and HOUSES OF THE BLOODED. For more about John, visit his website located at John Wick Presents

Play Dirty: Happy Halloween

Every Halloween, I run Call of Cthulhu.

It’s a tradition. Something I’ve rarely broken. Every year, I dress up in my “Man in Black” outfit (black pants, black shirt, black vest, black jacket, black tie, black hat and Yellow Sign pin) and I tell a story of man’s futile attempts to understand the universe.

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The Foreshadows Equation, Part 2

Posted on October 27, 2010 by

Foreshadows: The Ghosts of Zero is a 19-story anthology of dark science fiction intertwined with a 19-track album of songs and soundtrack music, created collaboratively by a veritable shadow gallery of speculative fiction authors and musicians, under the banner of the Very Us Artists, to be published by Blindsided Books.

In this essay, editor and author Jeff LaSala tells us what sort of stories are contained therein…

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History of the Tarot: Part Three – Modern Day

Posted on October 24, 2010 by

Halloween is right around the corner, and many people read tarot cards to celebrate the holiday. In this three-part series of articles, FlamesRising.com turned to tarot card expert Paula Dempsey to talk about the history of the tarot. In the last article of this series, Paula discusses tarot and how we use and think about it in our modern day.

The History of Tarot: Modern Day

Finally, this whistlestop tour of the tarot brings us to the twenty first century. My question for modern times is: Is the tarot still truly occult? There are hundreds, possibly thousands of modern tarot packs, many of which are easily obtained from bookstores or online retailers. Books on how to read the cards may be borrowed from public libraries and tarot courses are offered in most cities. For those uncomfortable with the occult connotations, there is even a Jesus Deck.

The broken-hearted or inquisitive amongst us can phone or text a tarot hotline at any time of the day or night and instantly get an answer to “Does she love me?” or “Will I get that great new job?”

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The History of the Tarot: Part Two – Occult Revival

Posted on October 23, 2010 by

Halloween is right around the corner, and many people read tarot cards to celebrate the holiday. In this three-part series of articles, FlamesRising.com turned to tarot card expert Paula Dempsey to talk about the history of the tarot. In this first article, she discussed its mysterious origins. Today, she talks about the occult revival.

The History of Tarot: Occult Revival

The late 18th century saw Western society immersed in the Age of Enlightenment and on the verge of the Industrial Revolution. Paradoxically, this era of scientific rationalism also saw a rebirth of magical traditions. Druidry was reinvented in Great Britain by William Stukely and others. The end of the Witch-craze in Europe and the USA meant that those claiming to practice magic could do so without fearing a noose around their necks and to many, magic had an undeniable romance to it.

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The History of the Tarot: Part One – Origins

Posted on October 22, 2010 by

Did you know that Halloween is a popular time of year for divination? One way that many people celebrate the holiday is to have their tarot cards read. In this three-part series of articles, FlamesRising.com turned to tarot card expert Paula Dempsey to talk about the history of the tarot. In this first article, she discusses its mysterious origins.

The History of Tarot: Origins

Once Upon a Time…

… in 48BCE to be exact, when the Roman Empire was at its height and Julius Caesar’s troops laid siege to the Egyptian city of Alexandria. The custodians of the Royal Library of Alexandria, one of the seven wonders of the ancient world, knew they didn’t have much time before enemy forces broke through and destroyed their precious scrolls forever. Fortunately they had made a plan. Decks of cards were small and portable, so they prepared special decks rich in symbolism carrying much of the spiritual and magical guidance from the Library, if one knew how to read them.

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The Foreshadows Equation, Part 1

Posted on October 13, 2010 by

Foreshadows: The Ghosts of Zero is a 19-story anthology of dark science fiction intertwined with a 19-track album of songs and soundtrack music, created collaboratively by a veritable shadow gallery of speculative fiction authors and musicians, under the banner of the Very Us Artists, to be published by Blindsided Books.

In this essay Jeff and John LaSala tell us a bit about how the project got started and just what readers can look forward to as this project continues…

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Confessions of a Boy Fraidy Cat

Posted on September 15, 2010 by

FlamesRising.com is pleased to present you with an essay written by Bob Fingerman, an author and artist with roots in the comic book industry. Fingerman has worked on a number of horror-themed works, including BOTTOMFEEDER, ZOMBIEWORLD: WINTER’S DREGS and the zombie graphic novel entitled RECESS PIECES. Just recently, his new zombie novel PARIAH was released from Tor Books.

In this essay, Fingerman offers us an insightful look into his personal experiences with the horror genre as a kid. Be sure to stay tuned for an exclusive preview of PARIAH and our review of his second novel.

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Cthulhu Week: Deconstructing Realms of Cthulhu

Posted on August 22, 2010 by

Throughout Cthulhu Week we’ve discussed Mythos tomes in comic books, fiction, movies and more. We’ve even offered up a Campaign Frame for the Trail of Cthulhu RPG and vivisected elements of the Call of Cthulhu RPG as well.

Yet there is another Mythos RPG and game designer Sean Preston is here to tell us about his dark work on the game called Realms of Cthulhu

Deconstructing Realms of Cthulhu

Hello there. I’m Sean Preston, and I’m a game designer, writer, editor, publisher, and an avid gamer as well. I like to talk and write about games (when not playing them) as much as most of us in this industry, but before we get going let’s have a compact. Since we’ll be talking about Lovecraft, it’s only natural that blood enters the scene, so let’s make it a blood compact. Shall we? My digital blood is being spilled before you, pixel by pixel. I trust you’ll smear some about at some point or other, so the compact is made. What I’ll be talking about is the philosophy of writing Lovecraftian horror for games. I shall not deviate. If I do, I pray the Hounds of Tindalos find a lovely angle from which to spring upon me in the dead of night. As for you, if you enjoy the article, share it about. Fair enough? Good. Now, let’s get started in earnest. The clock is ticking.

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Cthulhu Week: The Man Who Shot Joseph Curwen

Posted on August 20, 2010 by

Kenneth Hite, author of Cthulhu 101 and other Mythos tomes of dark intent brings us a tale of the Call of Cthulhu roleplaying game from Chaosium.

Enjoy this contribution to Cthulhu Week, but don’t read too deep…we can’t be held responsible for what horrors are left behind…

In Call of Cthulhu, your character explicitly starts no better than any other. There is no leveling up, no percentile strength, no special class skills or feats separating your character from any other citizen of Arkham. Yes, your character may well gain magical powers and travel to exotic destinations, as in other roleplaying games. But such “improvements” come at a cost, at the cost of lowering your irreplaceable Sanity. In Call of Cthulhu, the player knows at the outset that his character, if played long enough, will go insane and die. That’s a very different proposition from hoping that your character will become the vampiric Prince of Pittsburgh or get a Helm of Command at 18th level. Of course if that was all it was, Call of Cthulhu would simply be nihilistic, an exercise in masochistic masturbation. At best, its characters would resemble the decadent aesthetes of Lovecraft’s short story “The Hound,” seeking ever more outré pleasures, or perhaps the shortsighted Tillinghast in “From Beyond,” accepting insanity as the necessary visa for interdimensional tourism. And in many of Lovecraft’s stories, this is the case — Lovecraft was, after all, a nihilist (albeit a gentlemanly nihilist) himself, who considered morality “mere Victorian fiction.” The object of terror, for Lovecraft, is terror.

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Cthulhu Week: Inmates by Robin D. Laws

Posted on August 18, 2010 by

Cthulhu Week continues with a new Campaign Frame for the Trail of Cthulhu RPG from Pelgrane Press written by game designer and author Robin D. Laws.

This series concept uses the Trail Of Cthulhu Campaign Frame format. The idea can easily be ported to your Cthulhu RPG of choice.

Inmates

Setting: Play begins within the confines of Butler Hospital, a Providence, Rhode Island mental institution. This real-world facility was founded in 1844 and is still operational today. H. P. Lovecraft’s father, Winfield Scott Lovecraft, died there in 1898 after succumbing to psychosis in a Chicago hotel room.

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Cthulhu Week: A Note from the Editor at Innsmouth Free Press

Posted on August 17, 2010 by

Innsmouth Free Press Issue Number 4Flames Rising is pleased to present you with a guest post from Silvia Moreno-Garcia, the publisher at Innsmouth Free Press. According to the “About Innsmouth Free Press” page, this webzine is “a fictional newspaper publishing faux news pieces – lovingly called Monster Bytes – in a Lovecraftian/Cthulhu Mythos universe, as well as original short fiction stories.” Uncover the sordid details behind these Monster Bytes, how Silvia fell in love with Lovecraft’s work, and how you can be a part of this Mythos-inspired ‘zine:

Every few months Innsmouth Free Press will get an earnest e-mail from someone who thinks Innsmouth is a real place. Oddly enough, it actually exists, at least in our collective minds.

Innsmouth Free Press is a zine that publishes daily articles, interviews and reviews about all things horror and speculative. Three times a year, we produce a free issue of Lovecraftian fiction.

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David A Hill Jr “Ghost Stories on Space Stations”

Posted on July 19, 2010 by

Game Designer, David Hill jumps into our design essay series with some notes on the development of the Maschine Zeit RPG. David tells us about some of the cinematic inspirations for the setting of this new RPG as well as the goals that went into the initial development of the system.

When I advertise Maschine Zeit, I call it, “Ghost Stories on Space Stations.” I wanted to talk briefly on that. Over the years, there’s been this sub-genre of horror films that are fundamentally haunted house stories, set in science fiction environments. The sub-genre really got its chops with the release of Ridley Scott’s masterpiece, Alien. Looking around at various RPGs, I didn’t feel that the genre had been properly emulated, so that’s what I’d set out to do. What this resulted in was an RPG that, in my opinion, shares a number of conventions with popular games, while eschewing many.

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Notes on Designing THE QUEEN OF CROWS

Posted on July 6, 2010 by

FlamesRising.com is pleased to present you with the design notes for THE QUEEN OF CROWS, which is available at DriveThruHorror.com. This unique e-book was designed by Monica Valentinelli. In addition to her work here at FlamesRising.com, Monica is also an author and game designer who specializes in the horror and dark fantasy genres.

For more information about this project, be sure to visit VioletWar.com or Monica’s blog located at www.mlvwrites.com.

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Author Yasmine Galenorn on Writing and a Contest

Posted on June 28, 2010 by

FlamesRising.com is pleased to present you with a guest post about writing and inspiration from New York Times bestselling author Yasmine Galenorn. At the end of the post, Yasmine is offering a chance for you to win a copy of BONE MAGIC from her Otherworld urban fantasy series. Be sure to check out our excerpt of BONE MAGIC, too!

When I think about what influences my writing, first I have to go back to childhood. I had a very rough childhood—there was no Brady Bunch like life for me when I was little. Besides problems with my stepfather, we lived in a house that was creepy as hell with a lot of black widows in it, and I’m convinced it was haunted. I was psychic even as a child and that sure didn’t help. So horror plays into my books, always, in muted tones and shades of gray.

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Vampire Week: Meagan Hatfield’s Shadow of the Vampire

Posted on June 26, 2010 by

FlamesRising.com is pleased to present you with an exclusive look at the writing process behind author Meagan Hatfield’s SHADOW OF THE VAMPIRE. Here, Meagan talks about her path to publishing and offers some insight on her writing process.

As the release day for Shadow of the Vampire inches closer and I chat with more interviewers and newspaper editors, I have realized the one question I dread the most, is unfortunately the most commonly re-occurring one… “What is your writing process?”

Now it seems like such an easy question on the surface. However, it can also be a fully loaded one. It’s like everyone thinks that since you are a “published author” you must have some cookie cutter, fail-proof way to write a book that will not only be stellar in quality, one that will sell and will be a procedure others can follow like an outline and use to create their own books. Um, I hate to burst that preconceived bubble, but…POP! There it goes!

The truth is, there is no one true way to write a book.

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Vampire Week: Author Alex Bledsoe on his Vampires

Posted on June 25, 2010 by

FlamesRising.com is pleased to present you with an exclusive look into the mind of Alex Bledsoe, an author who has published a series of horror novels with an unusual vampire character. Find out what Alex Bledsoe thinks about vampires, and why they are so meaningful to him as an author.

I’m a long-time fan of the vampire as a literary figure, and believe strongly that to realize its potential, that figure must function as a metaphor for something else. The standard tropes–blood drinking, aversion to sunlight and crosses, unending existence, irresistible sexual attraction–are simply gimmicks without the metaphor’s symbolic context to give them meaning. And what makes the vampire so special is that it can embody so many disparate things while remaining true to its essential nature.

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Joe R Lansdale’s Introduction to The Complete Drive-In

Posted on June 17, 2010 by

Last week Eric posted his recent Interview with Joe R. Lansdale here at Flames Rising. One of the titles discussed in that interview was The Complete Drive-In published by Underland Press.

Flames Rising is pleased to present the introduction to this new collection. The Complete Drive-In is available now at Amazon.com.

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Girls of Gore: Women of Buffy the Vampire Slayer

Posted on May 13, 2010 by

Girls of GoreWhen considering different candidates for the “Girls of Gore,” you can’t help but think of the women in BUFFY: THE VAMPIRE SLAYER. Although there was a movie that predated the popular television show, most people think of Sarah Michelle Gellar’s version of the blonde high school student who has a natural talent for killing vamps. With the help of her friends, Buffy overcomes evil time and time again.

Buffy is often at odds with herself, her friends and her family, because she is the reluctant heroine. She doesn’t want to be the slayer, but she does it anyway. She is a very “human” character, unlike some of the ever-so-perfect pulp heroes that seem to have it all. Buffy doesn’t have it all, because it’s difficult for her to find love while kicking all kinds of ass.

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