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You Should Read This: The Forest of Forever by Thomas Burnett Swann

Cover for Forest of Forever, by Thomas Burnett Swann.
"I am three hundred and sixty years old and I pride myself, not unjustly, on having enjoyed twice as many lovers as I have years. I have loved Men, Minotaurs, Centaurs, and Tritons and no one has ever complained that Zoe, the Dryad of Crete, has failed in the act of love."
Here’s one of my favorite speculative fiction authors, and it was hard picking a reasonable book to represent him. I have a stack of his paperbacks, garnered over the years in used book stores and thrift shops, and they are some of the books I’ve held onto through any number of rigorous book purges.

What: The Forest of Forever, by Thomas Burnett Swann, was originally published in 1971. Many of Swann’s slim little volumes appeared during that decade, lovely retellings of Greco-Roman myths and alternate histories full of mythological creatures. Dryads, centaurs, minotaurs, and fauns fill the pages. Swann depicted same-sex relationships as a matter of fact in a way that nowadays seems well ahead of his time.

Who: If you love gentle fantasy, this is a splendid entrance into Swann’s world. Particularly for those who love mythological creatures, you’ll find a full cast, including some magical creatures invented by Swann.

When: Read this when you’re a little down. You may well find that Swann becomes one of your comfort reads. It’s not a thick fantasy by any means, (my copy is 155 pages) but if you finish it too fast, there’s a sequel to Forest of Forever, Day of the Minotaur.

Why: Read Swann for an interesting take on fantasy. I’ve always thought that his world would be a fabulous one in which to set a role-playing game. Also read him to see same-sex relationships worked in seamlessly, without the “OMG look how socially conscious I am” flavor that sometimes intrudes.

Where and how: Curl up in a corner for this one, with a mug of some pleasantly flowery tea. Be aware the time will pass all too quickly. Be aware there’s plenty more Swann out there, though you may have to hunt for some of the rarer titles.

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You Should Read This: Cold Comfort Farm by Stella Gibbons

English novelist Stella Gibbons. Photo to accompany review of Cold Comfort Farm.
Cold Comfort Farm was Stella Gibbons' first novel but not her last - 22 other literary works followed it.
Another adequate movie that was a brilliant book. I came to Cold Comfort Farm having seen it referenced somewhere as a comic novel. It was that, in spades.

What: Cold Comfort Farm by Stella Gibbons was published in 1932. It’s a send-up of all the books of the time romanticizing the rural life. It references many of the popular novels of its time, adding a layer of appreciation if you’re familiar with that work, but it isn’t necessary to know that much order to enjoy it.

Who: People who enjoy English humor at its subtlest will particularly enjoy Cold Comfort Farm, as will those familiar with the literature of the time. And, if you are a woman who has ever been hit on by a particular type of academic male, you will recognize Mr. Mybug and glory in the very very accurate portrayal of a man soaked in nature’s fecund blessing.

Why: If you’re considering writing humor, this is an excellent book to take a look at for its myriad of different strategies, including a very accurate send-up of the ways dialect are often portrayed. At the same time, it remains an interesting and engaging story.

When: Read this when you want a little humor and charm. Read it when you have been too long among the self-important, and need to see them skewered a little.

Where and how: Don’t read it in the woodshed; there’s something nasty in there.

#sfwapro

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You Should Read This: A Theory of Fun for Game Design by Raph Koster

Cover for A Theory of Fun for Game Design by Raph Koster
One of the many nice things about the book is the illustrations, which are both informative and quirkily entertaining. Highly recommended for anyone who likes games on either the design or playing side of things.
There are some books I loan reluctantly or not at all; this is one of them. This is because it used to be hard to get (nowadays you can find it in both electronic and hardcopy form), and it’s such a charming, useful little book for thinking about game (and narrative) design.

A Theory of Fun for Game Design is written by an author who deeply loves games, understands how they work, and believes in them as an art form. As the forward by Will Wright notes, Koster brings a multi-disciplinary method to the examination of games, pulling out basic concepts and breaking them down in a way that is both easy to understand and enjoyable to read. Accompanying his pithy observations are cartoons illustrating each concept, such as the illustration accompanying “Stories are powerful teaching tools in their own right, but games are not stories,” in which one student says to another, “I beat the last level of Ulysses last night. I had to use god mode for the end boss. Molly is really tough!”

A listing of the chapters provides a good sense of the book:

  1. Why Write This Book?
  2. How the Brain Works
  3. What Games Are
  4. What Games Teach Us
  5. What Games Aren’t
  6. Different Fun for Different Folks
  7. The Problem with Learning
  8. The Problem with People
  9. Games in Context
  10. The Ethics of Entertainment
  11. Where Games Should Go
  12. Taking Their Rightful Place

With Gamergate still brewing merrily on Twitter, those last few items seem particularly important. “The Ethics of Entertainment” contains all sorts of useful stuff, including a passage about end user experience typical in Koster’s wry, succinct summations:

The dressing is tremendously important. It’s very likely that chess would not have its long-term appeal if the pieces all represented different kinds of snot.

He goes on to say something that resonates with recent discussions:

The ethical questions surrounding games as murder simulators, games as misogyny, games as undermining traditional values, and so on are not aimed at games themselves. They are aimed at the dressing.

Koster extends that even further, saying directly “Creators in all media have a social obligation to be responsible with their creations.”

Despite Koster’s correct insistence that games are not stories, for writers, Koster’s book is well worth reading. A lot of the material overlaps with the ways people enjoy stories, particularly the section about the brain.

The book may also change the way you perceive games when playing them, mainly because Koster talks about them in terms of an art form, like a story or a painting, rather than the trivial pursuit label that sometimes get slapped on such entertainments. Koster believes deeply in the evolution of games to something as immersive and enlightening as any other media.

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