Posted on June 25, 2010 by Flames
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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Posted on June 17, 2010 by Flames
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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Posted on May 13, 2010 by Monica Valentinelli
When 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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Posted on April 27, 2010 by Jason Thorson
Twenty-six years ago horror fans were introduced to arguably the most complex and unique addition to the pantheon of slasher-era icons – Freddy Krueger. He was no stiff mute in a mask, maliciously misusing garden tools as a violent catharsis to purge his mommy-issues. No, Freddy had panache.
First and foremost, Freddy could talk – a simple differentiation that opened up vast new areas to cover that were not navigable to his peers. And Freddy inhabited dreams, another seemingly small difference that yielded an incredibly creative set of rules with which to play for Freddy and his victims alike. Most importantly, there’s the bladed glove – his handcrafted implement of death designed to both terrify and eviscerate sleepy Springwood teenagers. Anybody can pick up a machete or a large kitchen knife and perhaps clear some brush or prepare dinner, but Freddy’s glove had a singular horrible purpose and it, along with his dusty fedora and dirty red and green sweater, is now iconic on a global level.
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Posted on October 16, 2009 by Monica Valentinelli
*cue ominous music*
They’re creepy and they’re kooky… Mysterious and spooky…
My first nomination for the Girls of Gore series went to Eve from THE MENAGERIE, the world’s first female (and vampire). In this edition of Girls of Gore, I’d like to turn your attention to the lovely Morticia Addams, who is definitely more than what she seems. Now, you might think that Morticia is just another pretty goth that’s all dressed up with nowhere to go, but you’d be wrong. Dead wrong. She may dress in the finest, black gowns and take extra care of her appearance, but Morticia is definitely a Girl of Gore. Why? Well, read on.
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Posted on October 13, 2009 by Flames
Our game design series continues with a new essay from Bill White telling us about his fantasy RPG, Ganakagok.
Ganakagok is a fantasy where characters are members of a tribe that lives in a night-time world on an island of ice who must deal with the coming of the Dawn and the changes it brings. Play involves the use of a deck of cards to generate situation, prompt narration, and inspire characters; each session produces an authentic-seeming myth of an imaginary people.
Designing Ganakagok
When people ask me what my game Ganakagok is about, I say, “It’s a fantasy.” I tell them that it’s about a people called the Nitu, who live on a starlit island of ice in a world where the sun has never risen. They live in darkness, revering the Stars, honoring their Ancestors, and marveling at the handiwork of the Forgotten Ones, who long ago wrought Ganakagok into its current form.
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Posted on May 4, 2009 by Flames
Eddy Webb, Alternative Publishing Developer at White Wolf Publishing, brings us a new design essay today. Eddy tells us how New Wave Requiem was developed, what some of the challenges were and how the project came together.
Finding Horror in the Eighties
New Wave Requiem started as a joke. A bunch of us were clowning around in the Vampire office (where both the developer and art director had their desks) and joked about all the vampire movies in the eighties. The idea stuck in my head long after the conversation ended, and it led to me spending hours doing research, watching movies and constantly rewriting an outline until I really felt that we could do a Vampire product on America in the 1980s and still have it be a horror game.
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Posted on April 13, 2009 by Flames
Author M. Joseph Young has joined our ongoing Horror Design Project here at Flames Rising and tells us a bit about writing horror elements for his Multiverser RPG.
Multiverser Horror
Some people think that horror is easy: dial up the kill rate, and soon every character is terrified.
What, though, if the characters are immortal?
This was the fundamental question we had to face in writing horror scenarios for Multiverser. Player characters are “versers”. Death is the doorway to take you to the next world, and the next world is where the next adventure awaits. Dial up the death rate, and for the verser it becomes a game of choosing how to die, how to end the horror and get somewhere nicer. Thus if we were going to create horror scenarios, we were going to have to figure out how to frighten someone who is completely unafraid of death. That meant understanding fear, and its more fundamental causes. Here are a few of the things we learned. Each has value.
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Posted on March 14, 2009 by Monica Valentinelli
As a horror and dark fantasy writer and fan of the genre for years, I’ve noticed certain horror tropes that are used time and time again. For example, in supernatural horror you will almost always see the pentagram used as a satanic symbol and the story will typically revolve around the Catholic religion. In slasher flicks, typically there’s always one modelesque female who ends up getting slaughtered viciously in a gory bloodfest. Vampire stories range from the horrific to the romantic, but almost always center around a Master Vampire who is deathly allergic to sunlight. I’m sure you can name several horror tropes that you recognize, but do you know where these tropes began?
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Posted on March 13, 2009 by Matt-M-McElroy
From the bright towns and darkened wilderness they come: mighty heroes intent on exploring dungeons, slaying monsters and battling evil.
The Player’s Handbook 2 offers Dungeons & Dragons players new options with new Races, Classes and more. This book introduces the primal power source, which draws on the spirits that preserve and sustain the world. Wizards of the Coast has offered up a handful of previews and excerpts on the Dungeons & Dragons website and a few lucky gamers out there have already received their pre-ordered copies of the book (some have even posted spoiler threads if you have the energy to dig through them).
Flames Rising was lucky enough to get an advance copy of the book for review and we are teaming up with a handful of other websites to explore some of the new options being made available to players of Dungeons & Dragons. Specifically we are going to be taking a look at the Shaman Class today. After our Look at the Shaman you will find a series of links to other sites examining other sections of the book.
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Posted on February 26, 2009 by Flames
If Science Fiction is Your Thing…
…then, come March 10, you will be a very happy camper indeed! That is the day that Atari and CCP Games will be releasing the ultra popular MMORPG EVE Online to the retail world. And why, do you ask, would this be any different than, say, subscribing online? Several very good reasons, one of which is financial and the other is simply geekish.
First, the financial aspect. EVE Online will be retailing for about $34.95, which is a good $15 cheaper than many new games that come out.
Written by Joe Rixman
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Posted on February 11, 2009 by Jason Thorson
Hurts so Good: A Friday the 13th Retrospective Part 1 wrapped up with Friday the 13th Part VI: Jason Lives. Be sure to check out Retrospective Part 1 before continuing here.
There are so many Friday the 13th movies, even this retrospective gets a sequel. So let’s continue with our bloody stalk down memory lane as we try to answer the question: Despite these movies being so bad, why do I and millions of others love them?
Jason Thorson
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Posted on February 8, 2009 by Jason Thorson
On February 13th, 2009 a new installment of horror cinema’s most prolific series opens, unlocking Camp Crystal Lake and unleashing Jason Voorhees on yet another generation of horror fans. By way of Michael Bay and Platinum Dunes, Marcus Nispel’s (Texas Chainsaw Massacre remake 2003) Friday the 13th re-imagining/remake will mark the twelfth time in the last 29 years that we’ve been given the opportunity to spend an hour and a half at Camp blood.
The Friday the 13th films are guilty pleasures one and all. They’ve contributed as much to the global pop cultural make up as any other film or film series made. The iconography in these movies is among the most recognizable, comparable to The Wizard of Oz and Star Wars. The hockey mask-wearing, machete-wielding maniac is now considered cliché. Harry Manfredini’s musical score has been imitated arguably more than any other. And we all know what happens to those morally bankrupt youngsters who have sex, do drugs, and decide the investigate strange noises – rules that have become permanent fixtures in the horror genre.
Jason Thorson
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Posted on January 8, 2009 by Flames
A new horror design essay has arrived here at Flames Rising. Author Maurice Broaddus tells us a bit about the creative process that went into his recent project with Wrath James White.
Religion and Horror
Some people have asked about what the thought process behind bringing Orgy of Souls to light. So I thought I would explore that for a bit.
At the World Horror Convention 2007, Wrath James White and I were telling award-winning writer, Gary Braunbeck about our collaboration. If I could capture a facial expression of his reaction to just the IDEA of the two of us writing together, and use it as a blurb, I most certainly would have done so.
Wrath James White and I have very little in common beyond being bald, black horror writers. Our writing styles, our lifestyles, our politics, our worldviews, our spiritual perspectives – on paper, we shouldn’t even be friends.
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Posted on November 12, 2008 by Flames
The Horror Design Essay Project continues today with a little something from freelance writer Joe Rixman. Joe recently took part in our Halloween Horror series with the Tear-Drop Rattler.
Today he is going to tell us a bit about the work he did on a couple of books for White Wolf’s Vampire: the Requiem RPG.
Ancient Vampire Tales
I was lucky enough to be friends with a writer at White Wolf who thought my writing was good enough to open a couple doors. Thankfully, Matt McFarland signed me on for two books that he was developing freelance for Vampire, Ancient Mysteries and its sister book, Ancient Bloodlines. I have to tell you that I am probably the luckiest guy in the world to have gotten this opportunity and grateful to both the developers and the other writers I had the chance to work with on them. As to the actual books…
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Posted on November 6, 2008 by Flames
Our ongoing Horror Design Essay Project has a new contribution today. Horror author Paul Alabaster offers a peak into his creative writing process and gives us a look at what he has in store for the future…
Chasing His Nightmares
My love of stories came from my mother – Jacqueline. I always remember whilst tucked up in bed, my mother reading me bedtime stories of Winnie the Pooh. I would listen with eager delight to what misadventures Pooh Bear had gotten himself (and his ever-forgiving friends) in to. Another beloved treasure I adored my mother reading to me was C.S. Lewis’ The Lion, The Witch & The Wardrobe.
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Posted on October 5, 2008 by Monica Valentinelli
Like the origin of the number 666 in our pop culture, Halloween conjures claims that it’s a satanic, violent holiday. Horror movies like the Halloween series with Michael Myers have fictionalized this view for decades. Recently, Rob Zombie offered his version of the Halloween remake review which happened almost thirty years after the Halloween movie debuted in 1978. With many myths and urban legends circulating about the safety of Halloween night — you may remember your parents warning you about the razor blade in the apple — is it any wonder that in some circles Halloween has gotten a bad rap?
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Posted on September 19, 2008 by Monica Valentinelli
From the very depths of the blackest hell we’ve come to parlay with ye about International Talk Like a Pirate Day. All that it requires, is that ye talk like a pirate, for certain. But why stop there?
You see, mateys, after ye watch the Pirates of the Caribbean Trilogy, to study up on the lingo, ye might find yerself in a strange predicament. One that involves dice, your fortuitous pirate accent and a night with your fellow pirate friends.
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Posted on August 26, 2008 by Flames
Recently we’ve had Greg Stolze tell us about creating his new game A Dirty World and Jason Morningstar fills us in on the development of The Shab Al-Hiri Roach. The design project continues today with Tim Brannan telling us about the work he did on the Ghosts of Albion RPG for Eden Studios.
Set in London at the dawn of the Victorian age, players join in the fight to keep the ever-present forces of evil at bay. Whether fighting a demon prince or even a band of infant stealing faeries, the battle wages on. Characters can join the fight as normal humans, ghosts, mysterious faeries or even wield the magic of the Protectors themselves. All against a backdrop of Victorian England with a dark supernatural undercurrent.
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Posted on August 22, 2008 by Flames
Greg Stolze (REIGN, A Hunger Like Fire) has recently released a new game called A Dirty World.
The black and white images conceal a world of baffling gray moral complexities. Noir is about secrets, deception, betrayal and hidden vice. “A Dirty World” rebuilds the One Roll Engine from the ground up to support those themes. Action has consequences, but it’s the only way to make progress. But be careful: Your character’s effectiveness hinges on the choices he makes. It doesn’t matter how nice you say he is: If he acts like a rat, soon a rat is all he’ll be able to be.
Today, Greg takes part in our ongoing design project and tells us how A Dirty World came together and what his goals where while writing the game.
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