Rereading The Wheel of Time

“The Wheel of Time turns, and ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose in the Mountains of Mist. The wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of time. But it was a beginning.”
― Robert Jordan, The Eye of the World

So begins Robert Jordan’s fourteen-book, 4.4 million word saga, The Wheel of Time, a tale which has sold over ninety million copies since the first novel in the series was published in 1990.

Some three decades ago, or an age ago, in Wheel terms, when I was in high school and college, I happily devoured the first four books in Robert Jordan’s high fantasy series. It hit me at exactly the right time; I had recently read The Lord of the Rings and was constantly on the lookout for more epic fantasy. Jordan’s story fit the bill, and I enjoyed every minute I spent in his world.

As the series went on, I became disappointed with the next two or three books and eventually gave up on them. For me, what started out as an excellent fantasy adventure tale that was heading in a satisfying, if not entirely original direction became bogged down with an unwieldy plot and too many characters. Each new installment of the series introduced more plot elements, settings and people until I stopped seeing the heroes like Rand, Moiraine, Perrin, Egwene, Matt and the rest of the cast of characters that had started out on such a promising adventure in The Eye of the World.

My friends who were fantasy aficionados felt the same way. By the time the later installments of the books came out, I had moved on and lost interest. There were always plenty of other books to read, and other fantasy worlds to explore by writers like Tad Williams, Ursula LeGuin, and many others I was busy discovering. When new Jordan books arrived, I was interested in them but not tempted enough to buy and read them. I’d already spent thousands of pages with The Wheel of Time, and it seemed there was no end in sight.

When I saw that amazon was adapting the Wheel of Time, I thought it might be a good chance for them to tighten up this story a bit, maybe streamline things and tell a rousing tale. I watched season one with great hope but did not really enjoy it. However, I did go back to read The Eye of the World and The Great Hunt, books one and two of the series.

I’m happy to say that after thirty years, these first two installments hold up well. I had forgotten most of the plot over three decades, but I very much enjoyed Jordan’s setup in the Shire-like Two Rivers, the flight from the Myrddraal and the Trollocs, and the slow unveiling of the truth of Rand’s destiny. The magic system is well developed: female wizards wield a magical force called The One Power and must train for years to do it. The philosophical underpinnings of the Wheel, where the world is in a continuous cycle of history, were a fun innovation for the fantasy genre that gave the setting plenty of depth, to my mind.

For me, some of this story aged less well, specifically the adolescent romantic longings of the main characters. I guess I was ok with this kind of thing when I was a teen and in my early twenties, but such doe-eyed yearning was not exactly to my taste this time around. But I let it go, because the story is fun and engaging enough to keep me interested.

What I also found striking in my re-read was the all-female wizardry of the Aes Sedai. They are a powerful order, akin to the Bene Gesserit of Dune. The political maneuverings of their different classes allow for plenty of intrigue and some great plot twists. The idea that men have tainted the One Power is also reminiscent of LeGuin’s Earthsea books.

I could do with less of Jordan’s at times florid descriptions of how gorgeous and powerful some of these women are, though–he lays it on thick at times. In The Great Hunt there is a sequence where some evil women of the Seanchan, an invading army, have leashed and enslaved Aes Sedai and other women who can wield the One Power. I’m not sure the story needed this sadistic plot point, but I guess Jordan had his reasons.

Clearly, plenty of readers disagree with my criticisms, and loved the entire cycle, including the final three books, finished posthumously by the amazingly prolific Brandon Sanderson. It’s sad that Jordan didn’t live to finish the series, but it seems he had a good steward to bring to to its conclusion.

I enjoyed re-reading these two books very much, partly for nostalgia’s sake, but also because they’re a lot of fun. The Great Hunt has a particularly stirring climax, where Rand and his friends face impossible odds as they pursue an ancient, magical horn that will call back legendary heroes of a past age. There are some engaging action sequences with high stakes for everyone involved. Rand, who now knows he is The Dragon Reborn, the great hero on which the hope of the world rests, must fight a demonic being to save his friends. The different creatures and races in the book are also quite well described and evocative. Some of the nightmarish dream sequences, in which Rand and his friends face their darkest fears, brought on by the evil beings that are hunting them down, are well told and gripping. Like Herbert and Tolkien, Jordan took a lot of care in creating these alien societies, and they’re quite detailed and consistent. Jordan had a lot of panache in telling these stories, and it’s easy to see why so many fans stuck with him. Maybe I’ll make it all the way through to the end, this time.

It does seem clear by the end of book two, though, the direction in which this story is moving, so I’m unsure why this series could not have reached a perfectly satisfying conclusion in three or four books. That’s just one reader’s opinion, and others have felt differently, but with so many other good books to read, I can’t say with certainty that I’ll read the other twelve books in this series. Maybe this summer I’ll dive back in for The Dragon Reborn.

Paths of Glory

This World War I game from GMT is probably the most involved, epic wargame I have ever played. Like other games from GMT, this is big on strategy and history, and rewards thoughtful, careful gameplay. Pick your side: The Allies, or the Central Powers.

The game begins in August 1914, and each turn takes one season. Each side receives six turns in this season, in which they can use one of seven cards in their hands to move troops, reinforce, attack, or play other historical events that help their cause. Each side is trying to raise their Victory Point threshold high enough to end the game, before either time runs out in 1918, or an armistice is reached, giving victory with the side who has a better VP total.

I won’t lie–the rule book for this game is a bit daunting when you open the box. It’s thick, with lots of detail. But my eleven year old son read it and was conversant with the rules and eager to play. So it’s not too complicated for someone who plays a lot of Axis and Allies, for example, but it will require some effort, time, and a love of history to enjoy.

I found this game to be a really engaging way to learn some things about the first World War. As my son said, “I feel like I am re-living history, with alternate outcomes for a lot of these battles.” Granted, my son is a history buff who loves to read, but to me that is a high compliment indeed for any game.

After around 12 rounds, or three years, we found ourselves in almost exactly the same VP totals as when the war started. It’s not easy to pull ahead in this–armies get entrenched and are hard to defeat. We fought for years on the European front, with neither side scoring a decisive victory until we neared the game’s final act, when the US entered the war and the allies defeated the Germans. It was quite a mirror of the actual war, with many lives lost even while there was almost no movement in the trenches.

I give this game my highest recommendation. It was clearly made with a lot of care and attention to detail. It takes some time to learn how to play–we had it set up over multiple weekends, and only finished our first full game after probably 8-10 hours of play–but it’s worth it. The board is beautifully produced, the rules are clear, and the sense of history is quite strong as you play. If you’re a history buff or a wargamer, this is a great game, well worth buying and playing. It isn’t cheap; you can find a copy for around $80. GMT sometimes runs sales on their site, which is a good way to pick this one up.

Wild Cards

For most of my life I’ve read copious amounts of fantasy and science fiction. I recall the Wild Cards series coming out in the late 80s; an acquaintance of mine sang the book’s praises, but the idea of comic book characters was something that at the time, as a 16 year old, I felt I was outgrowing. Maybe I was self-conscious reading Batman and Superman and the X-Men as an older teen, and advertising that I still loved those characters seemed unwise. Though of course, I read them at home, away from my peers.

During the recent holiday break, I was looking for something light to read, and picked up the first volume of Wild Cards, that series I had shunned in my young, foolish days. If George RR Martin edited it, it must be good, I reasoned. I’ve been wanting to read Winds of Winter for some years now, but alas, it seems I’ll have to wait for that. I have read almost everything else George published, so I gave it a try.

How I wish I could go back 30+ years and tell sixteen year old me to read Wild Cards. I was the perfect demographic for it back then. I guess I still am. What a fun, crazy ride I had with these stories. I didn’t love all of them, but there were enough good ones to keep me interested, and the ones I didn’t like as much still had some cool elements.

Wild Cards, for those of you unfamiliar with this now-32-volume series, is a shared world alternate universe filled with superheroes, in which, at the end of World War II, an alien virus outbreak turns a large segment of humanity into mutants. It kills some of them outright, horribly disfigures others (known as Jokers) and turns some into superhumans (aces). It’s a funny, neat idea, full of noirish and comic elements, enough to keep an adult comic book reader happy during these long winter nights. I particularly enjoyed Roger Zelazny’s entry, as well as Martin’s. I don’t want to spoil the stories, they are too fun. If you enjoy comic books, but want something a little darker and more adult themed, give these books a try.

I’d never read something like this collection before. I loved the idea of a shared world in which lots of writers try their hand in storytelling in the same setting. I also really enjoyed the way these comics were written with adults in mind. I’d never seen this before in fiction, except perhaps when I read the novelization of the 1989 Batman movie as a teen. These stories reminded me of Frank Miller’s work with Batman, and Alan Moore’s many legendary tales of Swamp Thing, Watchmen, and others. I don’t regularly read comic books these days, but this first volume in the Wild Cards series made me want to revisit my favorites, and maybe read some more in the Wild Cards series.

The Wikipedia entry for this series says that Martin and his friends started the series after playing a GURPS style RPG based on superheroes, which makes perfect sense. The detailed backstories in each tale in this volume are a perfect fit with an RPG campaign of this style. Probably most people who have played in a campaign thought of turning it into a book (what a great idea!), but leave it to uncle George to actually pull it off. I was also reminded of the wonderful Dragonlance books, which were similarly based on a D and D campaign. I may also have to try Thieves World, which is a series I never read, but which was also a shared world.

There are so many books, and never enough time for me to read all my favorites, but I’m glad I gave this series a try. Winter is the perfect time to stay inside and curl up with a book. You’ll have fun with Wild Cards, I think. I just hope Winds of Winter comes out soon.

Memoir ’44

We are heading into winter, perhaps the best time of year for board games!

My 11 year old is crazy about tabletop games, and World War Two games in particular. He really loves games with minis, so we have tried a number of those in many genres, but one of his very favorites for years now has been Axis and Allies. The only problem with that game is its epic length. It can take a long time just to set it up, and the game itself can take several sessions of a couple hours, over several days.

Enter Memoir ’44. Made by Days of Wonder, this game includes 15 different scenarios from D-Day. It’s a card based game with lots of die rolls, and beautifully produced miniatures. We’ve played four of the scenarios so far, and each of them took only around a half hour to complete. It’s lively and fun and if you enjoy wargames but don’t have three or four hours to play one, I would strongly recommend this game. You’ll probably like it so much that you’ll end up playing more than one scenario in a session, anyway.

The game is played in turns during which a player activates a card, which allows them to move troops on one or more sections of the board. You can then engage the enemy by rolling dice, subtracting points for various obstacles like trees, bunkers, barbed wire, and so forth.

I really loved playing this one with my son, and he has enjoyed it immensely as well. It makes great gift, and won’t break the bank– I got a copy of it for around $50. There is enough variety to make each scenario feel quite different; Days of Wonder has also created many different expansions, so if you enjoy this one and play all fifteen scenarios enough that you want more variety, you will never run out of more to play if you’re so inclined. There are also expansions that allow up to eight players, which sounds like it would be lots of fun.

I’d rate this one five out of five stars. So much fun to play, and beautifully designed.

Star Wars: Rebellion

A long time ago in a galaxy far, far away…

There was an endless appetite for games based on our favorite heroes and villains. Star Wars Rebellion, I am happy to report, is one of the very best of the bunch. Made by Fantasy Flight Games, it has their usual high quality minis, a beautiful board with numerous planets and systems, and lots of cards and markers and characters. It’s for 2-4 players, though I have only played the two player version. One side plays the rebels, the other is the dark side.

Rebellion is varied enough and features enough twists and turns that I think it has a high level of replayability. My 10 year old and I have played it 6 or seven times since we got it, and it’s always been fun and surprising. Essentially, the rebel player has a hidden base that the empire is trying to find. If the rebels can stave off the superior firepower of the empire and hang on for enough turns, while increasing their sympathy throughout the galaxy, they’ll win. But the moment the empire finds the rebel base, it’s over for the rebels. Each time we’ve played, both of us had a chance to win by the final round, making for an exciting and unexpected end with each game.

Each player has special attributes and cards to help them win; the rebels, for example, are aided by cards that allow them to change the location of the base, should the empire draw near. Other cards will allow sabotage, and to increase your reach through the galaxy. The rebels will gain victory points through a series of objective cards that award points when completed. The empire, meanwhile, has far superior numbers and brutal planet destroying weapons like the Death Star, making them hard to beat.

The character cards are also well designed. Each of the rebel characters have special skills and powers that allow them to succeed at basic missions, like gaining loyalty in systems, establishing weapons production, or conducting raids on the empire. The empire characters have similar skills, and are able to corrupt the rebels, destroy them with the death star, or otherwise ruin their chances to win. For example, in one very funny moment in our game, Obi Wan was turned to the dark side, which is rather hard to envision if you’re a fan of the old films, like me.

There are plenty of opportunities for battles, and that’s a lot of the fun of this game. You can move into systems and attack with your fleet of finely constructed X-Wings, Tie-Fighters, Star Destroyers and ground forces. You’re aided in battle by the leaders you’ve chosen and special cards that you draw through each round of combat. Nothing hurts so badly as building up a legion of rebel troops only to have them wiped out by Stormtroopers and AT-ATs (take it from me.)

This game is not cheap–the price runs around $90, but if you’re a fan of strategic war games, and of Star Wars, and you think you’ll have time to play this one, I’d say go ahead and buy it. It’s a lengthy game, often taking a few sessions of an hour or two each (or most of a day, if you’re able) to complete. I have found it a great way to spend time with my son, who has delighted in beating me a number of times.

Rebellion is pretty true to the spirit of the films. I love it, and recommend it highly, rating it five out of five stars. Maybe six out of five if you’re a star wars fans into miniatures and epic boardgames.

Axis & Allies & Zombies

As if World War II needed some extra violence and mayhem, Avalon Hill added zombies to their classic game. It’s for two to five players, controlling one of the same powers as the original game, with the wild card of zombies for good measure.

I’ve been playing the original version of this game for many years; I find it a fun, lengthy wargame and my 10 year old son enjoys it very much. He could see after a few games, and after playing some more recent kinds of wargames, that the combat mechanics, while involved, are fairly standard, and when he saw this version with monsters in it he wanted it badly.

We’ve played it a number of times now, and it is always fun. The story is that some sort of noxious smoke, unleashed by a Nazi archaeological dig, circulates around the globe creating zombies. The zombies can end up overtaking you before your opponent, which can be funny. You draw a zombie card before your turn, and add a zombie to a territory. You also have a chance to drive them out of your territories, but beware! If you lose, your soldiers end up zombified, which can be disastrous for your chances to win, even while being quite hilarious. You also have a chance to roll for tech advances that will help you fight the zombies, similar to your ability to advance your technology in the original game. Who doesn’t want a chainsaw tank or zombie mind control ray in their arsenal? No one, that’s who.

The pieces are high quality, and in line with what you would expect from an Axis & Allies game. It’s a worthy addition to this series. I have been thinking of picking up one of the other versions of the game, as there are now editions focused on WWI, the Pacific theater, and so on. But two games of this sort are enough for now. One of the fun things about these enormous wargames is the epic feel of them. It can sometimes take numerous sessions over several days to finish. We have a number of these types of big games in our collection, and adding to that seems unwise. The most disastrous thing that has happened while playing one of these occurred when our cat, in her nocturnal roamings, destroyed a game of War of the Ring after two solid days of play. We tried to soldier on, but the feline monster won the day.

If you like Axis and Allies, I’d rate this one 4.5 out of 5 stars. Highly recommended!

One Roll Quest!

In our family travels this summer, I brought along some quick, portable games to play with my eight and ten year old. A couple of them were real hits with the kids that we will continue to play.

One Roll Quest plays just like it sounds. There’s a big clear die with 5 tiny colored die inside. You roll it, and that roll immediately determines whether you live or die, gain fame and fortune or experience points. The inner, colored dice determine some more specific consequences for your character–i.e. Everyone gains fame and fortune, except you–you die! It’s a very fast paced and funny game that my kids and I played numerous times. We also played One Roll Chronicles, which is a book with a brief story, in which you start out drinking in a tavern (like all good adventurers) and wind up, of course, looking for fame and glory. I’d rate this one 10 out of five stars for the number of laughs we had over it. It even includes some one off jokes like ‘One roll pizza,’ in which the die roll determines what pie you’ll order and which toppings. (we ended up with pepperoni and cheese, but my daughter cheated). 🙂

“Gelatinous” is another humorous dice game from Steve Jackson, in which each player gets 7 dice and tries to roll enough threes to create a gelatinous cube to win. Everyone can also lose and get eaten by a cube, which is a very amusing way to end this game. My kids found this one fun, as well.

We also played Catan dice, a shortened version of the game, in which all the dice have different resources on them, and you roll to create towns, cities, and roads. This was another fun and fast paced game, though it was less funny that the first two.

Finally, on a rainy day during our vacation, we played ‘Undead,’ a pocket box from Steve Jackson Games. This is a fun one, a bit more complicated than the others that will take an hour or two to complete. One player controls vampire hunters, the other is Dracula, and there is an option for a GM. It takes place in London in 1890, and is a hidden movement game that we found fun and thematically pleasing.

You can’t go wrong with any of these games. Steve Jackson Games has always done a great job with affordable, light games like these, and they keep creating great new ones all the time. I highly recommend supporting their kickstarters, or just checking out one of their many pocket or travel games if you’re looking for something to take with you on your vacation. They also make great diversions on game night with your friends.

Our trip was fun, as well. But games make everything better.

Kindred, by Octavia Butler

I found Kindred to be such an amazing achievement; wonderfully written, creating such a believable, harrowing world. I plan to read the rest of Butler’s novels in due course, but had to let my thoughts on this one simmer for awhile. This isn’t light beach reading or something you pick up to be distracted. It’s considered one of the monumental works of 20th century science fiction, deservedly so.

Dana, an African American writer, is transported back to the antebellum south, and this is where the horror begins. It is hard to do this book justice, but the day to day life of a slave in the American south is described in great and horrifying detail. Dana becomes the protector of young Rufus Weylin, the heir to a plantation, and she later learns that he is one of her ancestors. Dana travels back and forth between the 1820s and 1976, finding that while she has been in the past for several hours, days, or months, she has usually only been gone for comparatively short periods of time in the present.

Slaves on the Weylin plantation are brutalized, raped, and tortured, and yet Weylin’s father, Tom, their master, is considered by the slaves to be mild in comparison to other slave owners. Families are casually torn apart to pay debts, or in some cases just to prove a point. Dana’s account of these atrocities gives the reader an idea of what slave life was like, and the unimaginable horror of just surviving and enduring.

The book is set during the bicentennial, which is when it was written, and this setting is significant, given how much America was celebrating at that time. But this book is a clear reminder of our brutal, racist, genocidal past. It’s something we must reckon with, if we want to make this country more just and fair.

Kindred is a book everyone should read. It’s a landmark of American literature, a brilliantly written and researched novel and a powerful work of literature. The characters are very nuanced and have so much depth to them. The depiction of the slave community, and the brutality they were subjected to, are so moving and heartbreaking. They are faced with unthinkable choices for their survival, and Dana’s struggle to help them and eventually be liberated has echoes of historical slave narratives, as many critics have pointed out. Butler has said in interviews that she wanted “to make people feel history, and she succeeded brilliantly.

A Plague of Demons, by Keith Laumer

I’ve been reading authors who are new to me lately, in an effort to try to fill in some gaps in my knowledge. For my birthday, a good friend of mine with impeccable taste sent me a copy of a science fiction collection by Keith Laumer, A Plague of Demons. Laumer reached the height of his career before I was born, so I hadn’t known about him, but I knew it had to be great if my friend recommended it.

I was not disappointed. A Plague of Demons, the novel that leads off the collection, leaps off the page at you from the first sentences. A military thriller/action adventure/science fiction novel, it has a breakneck pace that never lets up, and is filled with surprises and wonders that will reward any reader. I had so much fun reading this and I can’t wait to read more Laumer. In fact, I was at a book sale today and picked up a couple more of his books.

In the near future, the hero, John Bravais, is sent on a secret mission to North Africa, where armies are fighting in a gentlemanly fashion, under the supervision of UN inspectors. Bravais soon learns, however, that demonic aliens are entering the fray, hiding themselves until they can clandestinely kill soldiers and–get this–steal their brains. Why are they doing this? Bravais decides to find out, and spends the rest of the book alternately chasing these demons down and being hunted by them. There is a secret society of humans who try to help him in his quest to thwart the aliens, but the task is almost impossible, since the aliens have far superior technology and are hiding everywhere on earth. They disguise themselves as soldiers and can strike whenever they wish.

I don’t want to reveal too much of the plot, but it turns out the aliens have been abducting soldiers from battles for their brains since at least as far back as the ancient Romans. They take the brains back to their homeworld, place them in giant robots, and use them to fight their wars.

Does this sound bonkers? Yes, but in the best sense of the word. The writing is so lively and the dialogue so sharp that I was laughing out loud. Laumer does a great job with setting up expectations and traps for the reader, and it all reaches a very fun and exciting conclusion. There is one hilarious and action packed scene in which dozens of human soldiers, trapped in their enormous, tank like roboskeletons, attack their oppressors. They are a ragtag bunch from every era of human warfare, yelling Old English and Viking and World War One and Napoleonic battle cries as they take up humanity’s fight against the aliens.

I’d rate this one five stars out of five. It has a bit of everything, and is so fun to read. I love this era of fantasy and science fiction, you never know what kind of story you’re about to get when you start. I’m adding Keith Laumer to my list and want to read more, as will every reader who encounters his work.