Last I checked Red & Pleasant Land was disappearing at faster than a copy a minute--at the current rate they will be gone in two days. Anyone who's tried to scrounge up a print copy of Vornheim knows how hard it is to get your hands on these things once they disappear.
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| Connie says: "This is the greatest book I have ever read…" |
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| "…Glory can be yours, too." |
So I am very happy with it and
you should buy eleven (one to mark up, one to keep and nine to give people on each day of Hannukkah) now.
But don't take our word for it! Here's what the rest of the free world has to say:
China MiƩville (author of Perdido Street Station and The Scar)
"How lucky are we? Once again we get to experience the artistry and art, the cantankerous smarts, the dissident gaming philosophy of Zak S. It's inadequate to call Red & Pleasant Land brilliant. With alchemist swagger, Zak takes the base matter of well-worn fantasy standards and our cheerful nerd hobbies, and makes the strangest gold."
Molly Crabapple (artist, journalist, author of Shell Game, King's County suspect # 2-2-14 08955-10)
"God, it's so beautiful, I love this. It just makes D&D look so fucking now."
Kenneth Hite (author of Qelong and Night's Black Agents)
"It should be next to impossible to do anything original with Dracula or Alice, but Zak S demonstrates instead that it's next to impossible for him to put out a bad game book. He trails his barbed artistic and gaming sensibilities through these two modern myths and emerges with something more than a mashup or a collage: it's a necromantic restoration of a nightmare that never was."
Monte Cook (author of Numenera, Ptolus, The Strange)
"Zak is not just imaginative, he's bold. Which means that while he recognizes the value of fantasy traditions, he doesn't hesitate for a moment to throw out anything that's become tired or dull. Going to Zak's blog is like opening a window to let in fresh ideas when the room is full of only stale, trite, conventional ones."
Keith Baker (creator of Eberron)
"ZAK SMITH'S IDEAS ARE... (d100)
1-21. Intriguing
22-49. Innovative
50-62. Insane
63-92. Indispensible
93. Warm & Fuzzy
94-95. Torn through a wormhole from a dystopian future that can only be stopped by the timely intervention of a Nordic cyborg
96-100. Roll twice and use both results. "
--Keith Baker
Vanessa Veselka (journalist, author of PEN-prize winning novel Zazen)
"Let me be plain in case it is not obvious; you want Zak Smith as your GM....Zak unfolds one mind-blowing illustration after another. Art is never absent from anything he does. The world we are in was once the site of a giant castle roughly the size of a continent. Worn to its roots now, all that’s left is the foundation of old power structures. There is a Red King (who dreams of an Antiland) and a Heart Queen (who is cruel) and a Slow War. One name for this place is “The Land the Gods Refuse to See.” It has mirror portals that lead to a Quiet Side of the glass where you go “unplayably insane,” a reminder that Zak uses Lewis Carroll like manga uses the atom bomb, as inspiration for a terrifying and wondrous landscape…"
…in Matter.
Charlotte Stokely (star of Skater Girl Fever and Not Too Young For Cum 4)
"Groovy"
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The new, deluxe Death Frost Doom--the classic fantasy module that I started my campaign with--is also out. James had me completely re-write it.
From the introduction:
When a freakishly original thing is made, it inevitably contains both inherited and mutant genes. When the original Death Frost Doom was found on the doorstep of the old school gaming scene, its horror-short-story tone and structure came thinly wrapped in familiar adventure-game trappings. James and I agreed that this new edition should maintain that tone and structure, but replace as many of the handed-down bits as possible with more creepy magic.
When I first read James' Death Frost Doom, I considered it not just the best module I'd ever read, but the only usable one I'd ever read. It demands only a little of your campaign's space and time, but it does something with every inch of that space and every second of that time. I've tried to keep it as disturbingly efficient as it was when I first met it five years ago--when it helped kick off the campaign I am still running today (and when it caused most of the trouble the characters have been dealing with since).
I think we've done no violence to it, and given you and your players a few more toys to play with. And smash.
…the reception of the pdf has been good:
So go buy things. There's a package deal on shipping, too, so literally, this is the best time to pick up anything else you might want from LOTFP including the must-have Carcosa hardcover (which not nearly enough people own) and new ones like The Idea from Space and No Salvation For Witches.
I am extremely pleased with everything we've done here. It's been years of effort to bring this to you. These are days the like of which will not be seen again.