Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, October 1, 2016

Art of Coloring Disney Villains


How do you like your Disney villains? Do you like them devious? Cunning? How about hipster-y, self-centered, and covered in patterns? Then have I got a treat for you!

I see you found a Disney coloring book more suited to your tastes.
Yes, though I only had a chance to flip through it. Art of Coloring Disney Villains is a little thank-you gift I bought for one of my friends. It's weird at times, but thankfully still entertaining. Unlike in the Disney Princess coloring book, the characters in Disney Villains are allowed to express a wide range of emotions while reenacting scenes from their movies or otherwise posing with new, "updated" material. Probably one of the funniest examples of this are the several images of Gaston from Beauty & the Beast as he takes an endless stream of selfies on a smart phone. Yeah. Wrap your head around that one. You'll see it makes complete sense— if he had a smart phone. One of the repeating "wallpaper" images is multiple villain faces wearing hipster glasses. Weird? Yes. Entertaining? YES.

The book is split into several different sections: animal kingdom, strictly human, and witches/creatures. As an unexpected bonus, most of the villains in the book also have a small, card-size portrait with information regarding: their movie, when it was released, and who voiced them. As with Art of Coloring Disney Princesses, this book is also that strange kind of hard cover (where it's a soft cover book with cardboard on the front and back). I still don't get it, but since the images were so much more fun for the villains, I really didn't mind so much. My favorite thing about this book, though, is that each of the villains has at least one image that include the movie's heroes as well. In each of these, the villain looks (appropriately) menacing— or looms over— the heroes/heroines; especially Izma from Emperor's New Groove. So what if they drew her with a piece of spinach stuck in her teeth? She's still a badass!

If you're interested in purely classic villains doing only what they do in their movies, I recommend you move along now. As previously mentioned, they took some liberties with these characters. However, since they are still "in character" for the most part, I forgave the artists and would be happy to have this book for my very own. I recommend you get one for yourself as well!

Saturday, September 17, 2016

Hello, Bicycle: A love letter on two wheels

Mango and I went to the e-cycle place in town to get rid of an old scanner,
then treated ourselves with a trip to the library!
My husband spoils me: for my birthday he bought me a shiny new bike. Though I originally intended to get a folding bike (for easy storing and getting around town), the folks at our local bike shop pointed out this beauty and I fell in love with it. I call her "Mango," and I take her out for rides as often as possible. Though Mango and I are probably in the honeymoon phase of our relationship, it is clear that Anna Brones and her bike are not. She obviously has a deep, abiding love for her two-wheeled conveyance. Hello Bicycle is clearly her love letter to bicycles with added useful information to their riders.


You are a woman of strange passions...
I am a woman of varied passions, that's all. And bicycling is now one of them! I requested Hello Bicycle from Blogging for Books— in exchange for an honest and fair review, of course— because it promised a "practical guide to the bike life with real-world advice" which I hoped included how to fix a flat tire. Honestly, I wasn't sure what to expect beyond that, and I was happy that I got it! I suspect Anna Brones is a woman of varied passions as well, since she includes more than just bike history, maintenance, and various reasons you should dust off your bike and get pedaling. Were you wondering what you could do with a bicycle beyond going for a joy ride? Ultimately we ride because we want to and it's enjoyable, but had you considered other possible biking adventures like camping, touring, or just commuting? And how will you remain fueled? Brones includes snack recipes to keep you pedaling, gear that might make your life easier if you want your two-wheeled steed to be as utilitarian as possible (or you want to go touring), and even up-cycle projects you can do when you inevitably get a flat tire (or two) and can no longer patch the tubes in your tires. All of that and more in a short book that you could read in an afternoon!

Overall, I would classify this book as a good, beginner "bike info sampler." You can tell with every sentence that Brones loves her cycling. She gives compelling reasons to add cycling to our everyday lives, as well as points out how easy it would be. If you haven't been on a bike since you were a kid, but you want to get back into it: this would be a good book for you. You'll get help figuring out what you need in a bike and additional resources to check out. If you're looking for something with more technical jargon, move along.

Saturday, August 27, 2016

A is for Adventure: Part Coloring Book, Monster Manual, Campaign Guide. ALL Fun


The other day, I went on a little shopping spree for my friends. I am not allowing myself to spend much on myself lately, but I wanted to get a few little thank you gifts for my D&D group so... I bought coloring books. Of the three that I bought, my absolute favorite is A is for Adventure, by Scott Aleric. I want this book for myself and I want it now.

So the artwork is good?
Yes, but that's not all. This book is fantastic! I appreciate Aleric's style and the attention to detail. All the monsters are displayed in dynamic poses— typically in the process of mauling some foolish adventurer. The illustrations are worked in ink with full backgrounds and— Okay, you may find this a little bit strange, but...

I've read your other reviews. How could this be any stranger?
—what really does it for me is the hatch and cross-hatch shading. I love the texture it creates on the page. It's something that I just don't see all that much anymore, especially as more artists do digital art. And I haven't even told you about my absolute favorite part!

There's more?!
Yes! Included with each letter/monster is a mini campaign scenario featuring the monster, a small map, and even some plot twists to kick things up a notch. What I particularly love about these adventures is that they act almost as adventure-Legos: you could play with them on their own, put them together, or drop it in to your bigger campaign set. Tweak the scenarios to taste! Overall, I highly recommend this book! You'll like it too if you're into: 
  1. Coloring! The pages are thin, but single-sided. No worries about markers bleeding through to the next page.
  2. Role-playing! Mini campaigns need little customization if you're a lazy dungeon master or you just want to sample playing with friends.
  3. Monster art! Most of the illustrations look like the monsters are winning. That's typically a plus in my book!
Have fun!

Saturday, June 18, 2016

Shenanigans Continued: Dragons of Winter Night

Would you just look at these goofballs? Two of them aren't even facing the right
direction to fight a dragon!
My research into the D&D world and lore continues with the second volume of the Dragonlance Chronicles! Last time, our reticent adventurers faced one dragon, summoned two and a half Deus ex Machinas, and seriously considered putting on their big boy/girl pants before getting to the business of saving the world.


Two and... one half? You hadn't mentioned this before!
Don't worry— the other half shows up in Dragons of Winter Night. I'm not certain what possessed authors Weiss and Hickman to go and kill three separate characters in their previous book, then immediately resurrect two of them. However, I can tell you that it was damn obvious the third one was either not dead or wouldn't stay dead long. And I was right— but this time I was pleased at the "resurrection." Fizban the wizard is a weird and sometimes bumbling character, but he's my favorite and I was happy to see him again— despite receiving ZERO explanation as to how or why he shows up again. One of the other characters literally just stumbles across him midway through the book— he was taking a nap in an out of the way corner of a dragon's lair— and they have this "moment."

Like a sweet and romantic moment?
Nope! It ran a little something like this:
Tas: F-Fizban!
Fizban: WHERE?! ...wait, isn't he dead?
Tas: That's what I thought! I saw you fall in a flurry of chicken feathers!
Fizban: Chicken feathers? How dreadful!
Tas: I wanted to go back and find your body, but was assured there was no point— but your memorial was beautiful!
Fizban: I didn't realize I'd kicked the bucket... Was there a twenty-one gun salute?
Tas: What's a gun?

It went on like that for a few pages. Yes, it made that much sense. What this series does unexpectedly well is ridiculously random little details of the "what the fuck?" variety. Those are the best parts of the story, and they are not the main ones. I believe these are the unplanned, role play portions of the book. A group of weirdos got together, had fun, and this series is the result.

So it still feels like a series of dice rolls gone right?
That feeling is drastically reduced in Dragons of Winter Night. The story flows considerably smoother, even though our heroes have been split up into two groups. Each group seeks the ultimate weapon to combat the oncoming dragon threat. At first, it seems that they all must get together and discover the truth behind the mythical dragonlances— the only weapon thought to be strong enough to penetrate a dragon's hide. But then we find out that those aren't the only or most important weapon.

What IS then?
Dragon balls. Our heroes spend nearly the entirety of the story searching for orbs made by the most powerful of wizards in previous ages. Any one of these dragon balls—so called because they've been imbued with the essence of dragons— will summon all dragonkin in the near vicinity because reasons. We are not privy to what these reasons are. The dragons cannot refuse the siren call of the orbs. This seems a terrible idea, given that the balls don't actually control the dragons; just call them over. Why not just get a dragon whistle? Or some dragon pheromones? No, instead they go through all the trouble to find these rare dragon balls that they can't even use without losing their minds.

Does that count as spoilers?
Have you learned nothing from my reviews? Nothing is sacred! Besides, I'm not revealing more than the chapter titles do. You can get a fair idea of what will happen in the story simply from reading the chapter titles. Each one gives you a "preview" of what happens therein. For example, in one chapter, an elf king named Lorac tries to use a dragon ball to save his land. "What will happen next?!" I wondered to myself. I didn't wonder long, for the first thing I read on the next page was, "Visions shared. The Death of Lorac." Weiss and Hickman: Scheherazade they are not.

Are you sure you're enjoying these books?
I am, I promise! They're only a little frustrating sometimes— when they slow down for their little romances or give away what's going to happen in the chapter title. The random banter between characters is entertaining, and the storytelling has smoothed. Overall, the experience is improved. So I can recommend Dragons of Winter Night more than the previous book! Go check it out!

Thursday, June 2, 2016

Nerdgasms: Dragons of Autumn Twilight

Five hours of mostly snap decision-making
ultimately yielded this weirdo. Artwork by
myself and Timothy James.
Last week I was drafted into a Dungeons and Dragons game for the first time in my life. Having never role-played in person, I wasn't sure what to expect or how things would progress. However, as I created my character— which was an arduous, five hour, brain-birthing process that resulted in a "tiefling bard" for anyone who's curious— I realized that to play in a fantasy world, it might help to immerse myself in a fantasy world first. Dragons of Autumn Twilight, by Margaret Weis and Tracy Hickman, is the world I chose.

Seeking inspiration?
Actually, I vaguely recalled from the last time I read this book that it was set in the Dungeons and Dragons universe. So this technically counts as research, or reading an entertaining history book. Who said research can't be entertaining, after all? The good news is that you don't need to know anything about— or be interested in— D&D to enjoy this book! Knowing a thing or two about tabletop role-playing games might explain a couple of minor points in the story, though. I will tell you about those in a minute!

The plot seems solid: a band of "unwilling" heroes find themselves thrust into a dangerous quest to save the world. I use the word "unwilling" loosely. Our heroes may play coy, but beneath their protestations, the whole group is getting off on putting their lives on the line. After five years of solo-questing, five friends return to their hometown to share their findings from around the world. Rumors of impending war abound, though no one wants to believe it. Their reunion is interrupted when two strangers— a barbarian couple— enter the bar. When the barbarian woman, Goldmoon, sings a song about how they arrived to town, one of the locals takes offense and insists that she and her companion be arrested. Then, Mayor Douche-nozzle—

Please tell me that's really his name.
Unfortunately not, but this does accurately describe that background character. As I was saying: Mayor Douche-nozzle, having already imbibed more alcohol than is generally recommended, trips and falls in the fireplace. His robes quickly catch on fire, and the man will thankfully die to his flailing and fanning of the fire. (Apparently no one ever told him about "stop, drop, and roll.") In an effort to put the fire out, Goldmoon swings her plain, wooden staff at him to knock him down. The staff, however, has other ideas. It glows blue, knocks the fire out, and heals the man. Instead of being grateful, the man accuses Goldmoon of witchcraft, and the barbarians must now escape with the help of the five adventuring friends. The friends resolve to help Goldmoon and her companion find out more about the staff she wields: where it came from, what it means, and why it is so important to the draconian armies that are springing up around the world.

The first page in the book introduces the cast as "an unlikely group of heroes." Calling a group of skilled fighters that range from "lawful Good" to "chaotic Good" an unlikely group of heroes in a fantasy book is tantamount to lying. Damnable lies, I tell you! That is the likeliest group of heroes you will find in any fantasy book. However, I can think of one potential reason for this blatant falsehood: Weis and Hickman came up with the plot before they developed the characters. Hickman started work at TSR Hobbies, Inc. as a game designer in 1983, and conceived of a world where dragons played an influential part of the story. The world he conceived became the Dragonlance campaign in the D&D game.

"Dragonlance," as in...?
Cover art in the style of "Conan the Barbarian"
clearly marks this as fiction of the '80s.
As in the Dragonlance Chronicles this book is a part of. So this story is an offshoot of the game, but I'm really curious if they actually played the game and this was the result. It would explain some characters acting contradictory to their backgrounds. Given that the idea of Dungeons and Dragons is to guide your own avatars through a world and its quests, it makes sense that they would come up with the general plot before they tossed their own characters in as a beta test. I would consider Raistlin— a magic-wielding human character— a prime example of this. Raistlin is described as highly intelligent, driven by his quest for power, but very frail in body. Therefore, I find it odd whenever he does anything that isn't magic-related quickly or forcefully. He is repeatedly represented as being helped around by his much stronger twin brother, walking slowly with a staff, and barely speaking above a whisper due to his "shattered" health. So when— three-quarters of the way through the book— Raistlin is suddenly helping to usher another, more able-bodied character around, I have to wonder how. They make him sound as though he's decrepit, but suddenly he can run faster, or pick someone else up? Why?

Because the plot calls for it?
Pretty much. And if the plot didn't call for it, then he must have rolled a very good number in game to help him achieve it. Let me briefly describe how this game works in case you're flabbergasted by that last statement... The premise is that different abilities have points assigned to them. You roll dice to see if your character can do a thing, based on the points in that ability. The fewer points you have in an ability, the better your dice roll has to be to compensate for it. In other words, if Raistlin is so weak that he can barely move himself around at anything better than a snail's pace, he has to roll a good number in order to use up more strength. We then might explain that randomly amazing dice roll as "a sudden surge of adrenaline" in-game (or in-plot).

And this is important because...?
The reason I bring this up is that just as someone could have amazing dice rolls, someone else might be rolling shit. Another of our heroes, a dwarf named Flint Fireforge, is described as being an older and experienced, adventuring fighter who regards his younger companions as "his children." Everyone else regards him as a generally competent friend and member of the party. So some of the things that he does or that happen to him I can only ascribe to really shitty dice rolls. As I mentioned earlier, you don't need to know or be interested in D&D to enjoy this book, but having that bit of background knowledge explains some of the unbalanced writing.

So the writing is unbalanced?
A bit. Don't get me wrong, I've read far worse. The writing is polished, fairly well-edited, and the story makes sense (most of the time). I think, partly, it suffers from being the first of a trilogy and therefore needing to set up many things for the sequel. Another thing that I found to be a little jarring were the romances in the story. Admittedly, I'm not a huge fan of the romance genre. It doesn't really do anything for me. That's not saying that I can't appreciate some romance sprinkled into an adventuring story, though— as long as it's done well! But, as with the rest of the book, the romance is passable at best.

It really doesn't sound as though you enjoyed this book.
That's not it at all! Sure, I've spent most of this review telling you the story has its problems, but I still enjoyed it. I think there's a good chance you'll enjoy it too, if you forgive it some of its quirks! You may like this book if:

  • You like adventuring stories with a dash of romance.
  • You want a story with a dragon or two. (I suspect the sequel will have more dragons.)
  • You appreciate fantasy settings with heroes, magic, and various races.
  • You're curious about the sorts of shenanigans role-playing produces.
So give it a shot! You won't regret it!