Saturday, March 1, 2014

Cretaceous Dawn by L.M. Graziano and M.S.A. Graziano (2008)

Cover blurb

Enter the world of the predatory dinosaurs… if you dare.

A physics lab accident hurls four-and-a-half people and a dog 65 million years through time to the end of the Age of the Dinosaurs. Paleontologist Julian Whitney and his companions have one chance for rescue: a thousand-mile journey through the dinosaur-infested wilderness to a hypothetical reversion point. Meanwhile present-day police chief Sharon Earles tries to solve the mystery of half a corpse where five people had been moments before. Physicists are brought in to determine what went wrong. But can they get the lab running in time to retrieve the missing people… and do they want to?

My thoughts

Yariko Miyakara is “a crack young physicist,” we learn in the opening line of Cretaceous Dawn, but she is at a loss to explain why beetles keep materializing in her experiment to measure gravitons. She calls in paleontologist Julian Whitney to identify the insects, believing he is someone she can trust, and he quickly deduces the bugs have been extinct for millions of years. They decide to run the experiment again to see if they can make more of the beetles materialize. Instead, the lab vanishes along with the two scientists, a colleague, a dog, and one-and-a-half security guards. (Ewwwww.)

The accidental time travelers find themselves stranded 65 million years in the past. They quickly realize that if they are to be rescued, they will need to make a long, overland journey through the prehistoric wilderness to a spot where they may have a chance of being scooped back up into the present.

Cretaceous Dawn is a small-press title that has some good intentions but never really rises above being merely okay. The authors, both Ph.Ds, set out write a novel that painted as accurate a picture as possible of late Cretaceous North America, and in regards to other fiction on the topic, they were successful. Readers looking for a Jurassic Park-like adventure will be disappointed as the dinosaurs here are not rampaging beasts but more or less real animals that make infrequent appearances. The story is more about wilderness survival in the spirit of Robinson Crusoe, although the closest comparison would be George Gaylord Simpson’s short novel The Dechronization of Sam Magruder, which also concerns a time traveler stuck in the prehistoric past.

If Cretaceous Dawn simply focused on the adventures of its temporal castaways, I would probably think more highly of it. The problem is there is a side plot about a modern-day investigation into the disappearance of the time travelers. This secondary story breaks up the prehistoric action and seems only to exist to lengthen the novel. The authors also spend too much time trying to make their implausible theory of time travel sound plausible. I would have rather spent the time exploring the Cretaceous world.

Do I recommend picking up Cretaceous Dawn? I’m conflicted on this one. It certainly has things I like, but it also wasn’t as fulfilling a read as I had hoped. Dinosaur aficionados probably will enjoy this novel, but I think that anyone else delving into it will find the plot too slow paced for their liking.

Trivia
  • According to the cover blurb, L.M. Graziano is a former professor of oceanography at the Sea Education Association while M.S.A. Graziano is a professor of neuroscience at Princeton University.
Reviews

Monday, February 24, 2014

Hey Hollywood! Forget Jurassic Park: Make this book into a movie instead

It may come as a surprise to learn I have mixed feelings about news that another Jurassic Park film is in the works. How can a guy who writes about prehistoric fiction not be excited about a big-budget dinosaur film? That’s because I’ve never really cared for any of the Jurassic Park movies, seeing them as pale imitations of the original novel. Add the fact that the film’s director has dismissed pleas to update his dinosaurs to reflect current scientific thinking, and I can’t see myself in line on opening day.

Another reason for my lack of enthusiasm is that as a reader of paleofiction, I know there are many other works of literature that would make excellent dinosaur films. Jurassic Park has had its run, and most people would say it has been a good one. It’s time for Hollywood to look for the next dinosaur movie franchise.

Of course, I have some suggestions. Six of them in fact. If there are any movie producers reading this, take notes.


Xenozoic Tales, aka Cadillacs & Dinosaurs

The pitch: Indiana Jones meets Jurassic Park in the jungle-shrouded ruins of the 26th century.

Summary: Cadillacs & Dinosaurs is a comic book series set in a future where every species that has ever lived has been mysteriously resurrected, and mankind shelters in the ruins of the modern-day world. Jack “Cadillac” Tenric cruises the countryside in retrofitted 1950s Cadillacs, defending wildlife from poachers and keeping an eye on ancient technology dredged from the ruins. His love interest is the beautiful Hannah Dundee, an ambassador from a neighboring tribe of humans. Despite the post-apocalyptic setting, the tone of the comic is more Indiana Jones than Mad Max, drawing inspiration from the adventure comics of yesteryear, such as Tarzan. The comic’s creator, Mark Schultz, has penned multiple stories set in the world of Cadillacs & Dinosaurs, so it could easily sustain a movie franchise.

Would work best as: A PG-13 live-action adventure flick with plenty of opportunities for spectacular CGI: Besides the dinosaurs, much of the comic is set in a city half-submerged in the ocean.

I would settle for: A direct-to-video cartoon that doesn’t tone down the violence of the comic. The 2006 film Turok: Son of Stone is an example of how it could be done.


Dinosaur Summer

The pitch: A young boy lives the adventure of a lifetime when he and his father are stranded in a lost world of dinosaurs.

Summary: Dinosaur Summer is a young adult novel by Greg Bear about a boy who accompanies his father on an expedition to return dinosaurs from a circus back to the wild. The two end up stranded on a plateau in Venezuela where prehistoric beasts still roam. Film buffs will appreciate the story, as it features the legendary creators of King Kong and special effects pioneer Ray Harryhausen as characters. There also is plenty of dinosaur action, particularly in the second half of the book. Given the central character is a child, this story will appeal to many younger audience members.

Would work best as: A PG movie in the spirit of the type of family adventure films Disney used to make.

I would settle for: A two-part TV miniseries, with the first half focused on returning the dinosaurs and the second half about escaping the lost world.


Carnosaur

The pitch: A horror-comedy about a menagerie of genetically engineered dinosaurs that go on a bloody rampage across the English countryside.

Summary: Carnosaur was made into a movie by Roger Corman back in 1993, but the entire plot was thrown out. Also thrown out was much of the dark humor of the original novel. While not a comedy per se, the comedic elements could be played up in the novel’s next translation to the big screen while still retaining plenty of scares. Think Shaun of the Dead or The Cabin in the Woods. The story concerns a British journalist who investigates the mysterious – and very gory – deaths of several of his neighbors. He soon learns that a madman is breeding dinosaurs. When the creatures escape, all hell breaks loose.

Would work best as: An R-rated gore fest that doesn’t take itself too seriously.

I would settle for: This one would pretty much need to be a big-screen adaption to do the book any justice.


Wildside

The pitch: Five teens must protect a gateway to a wild, untamed world from greedy government villains.

Summary: After the above titles, it is nice to throw in novel that doesn’t involve dinosaurs, but Ice Age mammals. Five teens find a tunnel leading to a parallel Earth where humans never evolved, meaning that extinct animals like mammoths and sabertooth cats still roam. Unscrupulous government officials soon learn of their discovery, and it is up to the teens to keep the Wildside from being exploited for its natural resources.

Would work best as: A PG-13 teen flick mixing adolescent melodrama with prehistoric thrills.

I would settle for: A TV series about the teens exploring the Wildside while working to keep it secret from the outside world.


Raptor Red

The pitch: Walking with Dinosaurs the TV show, but with a Utahraptor as the protagonist.

Summary: Raptor Red is a slim novel by paleontologist Robert Bakker concerning the adventures of a Utahraptor in Mesozoic North America. The animals don’t talk, but there is plenty of anthropomorphizing through their behavior. Raptor Red must find love (yes, really) while surviving in the prehistoric wilderness and protecting her sister’s hatchling.

Would work best as: A PG-rated faux nature documentary, but with no human voiceovers. The recent Walking with Dinosaurs movie is an example of how NOT to adapt the book.

I would settle for: A made-for-TV special, like the original Walking for Dinosaurs series.


Tommysaurus Rex

The pitch: A movie about a boy and his dog, except the dog happens to be a 40-foot-long Tyrannosaurus rex.

Summary: Tommysaurus Rex is a children's graphic novel with a lot of heart. After Tommy loses his dog, he finds a T. rex that behaves just like his deceased mutt. There is no keeping the dinosaur a secret, and soon Tommy and his T. rex become celebrities. However, good times rarely last forever…

Would work best as: A G-rated animated movie for the younger crowd.

I would settle for: An animated made-for-TV special.

Saturday, February 22, 2014

Cadillacs & Dinosaurs: The Roleplaying Game by Frank Chadwick (1990)

Note: This is a review I wrote for RPG.net back in 2009. Since my thoughts on the game haven't changed, I'm simply republishing it here - complete with the corny jokes. (What was I drinking at the time?)

Chances are you've never heard of the Xenozoic, that as-yet-to-come geologic era when every creature that ever existed once again roams the Earth, and when what's left of mankind cruises the countryside in retrofitted 1940s and '50s Cadillacs. But if it sounds familiar, that's because it's the setting of a comic book series you might have heard of: Cadillacs & Dinosaurs.

Technically, Cadillacs & Dinosaurs (abbreviated hereafter as "C&D") is the nickname for a short-lived comics series titled Xenozoic Tales. It was the brainchild of Mark Schultz, who both wrote and provided most of the artwork for each of the series' 14 issues. C&D was the catchier title so it's the one that stuck.

The series may have only lasted 14 issues and ended mid-story, but it enjoyed a surprising amount of marketing success for an alternative comic. It was the basis for a beat-'em-up arcade game; a Sega CD shooter; a few toys; a sharply animated, if dumbed-down, Saturday morning cartoon; and even a music album with 1950s-ish songs. (The album is decent, if you can get past the corny lyrics: "We make love with fang and claw! Fa-a-ang and claw-w-w!")

Then, of course, there was C&D: The Roleplaying Game, written by none other than Frank Chadwick of Space: 1889 fame.

C&D is a 144-page, magazine-sized paperback published in 1990. Despite its age, it's still relatively easy to find on sites such as Ebay or Amazon.com, and I've spotted it a few times while browsing through comic and hobby shops. It uses the rules from another CDW post-apocalyptic game, Twilight: 2000, and that's its major downfall. The Twilight: 2000 system is a relatively tactics-heavy system, but C&D at its heart is a fast-paced, pulp adventure, and the two don't mesh.

Still, C&D provides a wealth of information about its setting, making it invaluable for anyone who wants to adapt their favorite system to the world of the comics.

Setting

C&D is set 450 years in the future after a planet-wide disaster destroyed most of civilization. While details of the disaster were only hinted at in the comics, Chadwick gives a very thorough and plausible-sounding explanation of what happened. (Chadwick will never be accused of slouching on his science.) The world after the apocalypse isn't a desert wasteland, but rather a lush, jungle world where dinosaurs, mammoths, sabertooth cats, terror birds, and every prehistoric animal you can think of live side-by-side. How it got that way is one of the central mysteries of the series.

In tone, the setting is a mix of The Lost World, Indiana Jones, and An Inconvenient Truth, with a dash of Mad Max thrown in. Schultz drew his inspiration, and his art style, from many classic comic strips, such as Tarzan and Prince Valiant.

Humanity is scattered into tribes that live on scraps of old world technology. Most of the action takes place around the ruins of New York City, which has become an archipelago of skyscrapers named "The City in the Sea." One of the main characters is Jack Tenrec, an "Old Blood Mechanic" who restores antique Cadillacs and preaches a form of environmentalism so unyielding it would leave Al Gore shell shocked. Sexual tension comes in the form of Hannah Dundee, the voluptuous ambassador (and spy) from the neighboring Wassoon tribe. Add to the mix a dozen colorful characters, from marauding poachers to a muscle-bound female villain who could bully Hulk Hogan into crying uncle.

The conflict between environmental stewardship and technological progress is a central theme of the series, with some characters trying to prevent the ecologic mishaps that led to the earlier disaster and others pushing for mankind to once again reign over nature. A healthy black market exists for dinosaur body parts, and the tribes repeatedly send expeditions into the interior in search of natural resources and old world technology. Those expeditions often don't return.

There also is plenty of political intrigue. Various factions in the City in the Sea vie for control of the tribe while the Wassoon jealously eye the vast hoard of old world relics their neighbor possesses.

And don't forget the Grith, an intelligent race of humanoid dinosaurs whose thought processes are so alien that no humans can understand them... unless they play Scrabble.

Content

C&D may be only 144 pages long but it is a densely packed 144 pages, with two columns of small-type text on most pages.

Black-and-white illustrations coming almost exclusively from the comics make up the bulk of art. Schultz himself evolved as an artist over the course of the series, so some of his early work lacked the attention for detail that later issues possessed. Also, some of his best work appeared in the comic's final issues, which were published after C&D was released. The result is the art in the book is a mixed bag, although much of it is of higher quality than what you would find in most other roleplaying products. A disappointing exception is a bestiary that features several full-page renditions of silly-looking prehistoric animals. These images largely came from Schultz's early work, when he portrayed dinosaurs as tail-dragging behemoths.

As far as written content, Chadwick begins with a history of the disaster and how mankind managed to survive hidden underground. After the routine "what is roleplaying" introduction, he delves right into character creation (discussed below). A lengthy and nicely illustrated equipment section is next, with helpful pricing guidelines for various items. Next comes a section about GMing (here called the "referee") that contains many of the system rules. Rules for combat follow, and after that the relatively short bestiary. Then there is "The Known World," a guide to the world of the Xenozoic and the many characters who inhabit it.

Unfortunately, a rather boring adventure ends the book. The characters are ordered by the ruling council to journey to a research station to solve a mystery and then journey back to report their findings. It's about as prosaic as it sounds.

While the adventure itself is not up to snuff, much of the content is. Chadwick goes into great detail about equipping and launching expeditions, traveling overland, keeping equipment in tiptop shape, and encountering creatures in the wilderness. Yes, C&D makes much use of random encounter tables, but here they're put to good use given this is a setting heavy on wilderness exploration.

There also are rules for creating your own tribe as well as a nifty table that allows GMs -- I mean, referees - to randomly generate NPC motivations using a deck of poker cards.

While most rules are straight forward, at times Chadwick goes overboard on emphasizing planning and resource management. C&D, in my mind, really is a story-driven setting with its roots in adventure literature, but Chadwick aims for a simulationist approach: He seems to think that roleplaying in the fantasy world of the Xenozoic should be treated as realistically as exploring the American frontier of the 18th century. My guess is most players will just want to fight dinosaurs and uncover pre-cataclysm secrets, not spend a lot of time figuring out how much food and equipment they will need on their expedition.

System

C&D uses only two types of dice: d6s and d10s. The system at first seems blissfully simple, but once you get into the details of combat, it bogs down.

Characters have six attributes: Strength, Constitution, Agility, Education, Charisma, and Intelligence. All work pretty much as you expect them to. In addition, there are a number of skills linked to each attribute. Attribute levels are determined by rolling dice for random numbers or by assigning points. Skill levels are determined by choosing a background profession and by assigning bonus points to those skills you want to beef up.

Each attribute and skill is ranked from 1 to 10. A player must roll equal to or less than the governing attribute or skill on a d10 for an action to be successful. Say your character needs to repair a car and has a mechanic skill of 5. He or she must roll 5 or less to succeed. Some tasks require characters to use two skills or attributes, so they add the two together, divide by half, and then round down to get the target number.

Tasks can be easy, average, or hard. An easy task is twice the governing attribute or skill level. An average task is equal to the level. A hard task is half the level, rounded down. I rather like the simplicity of assigning difficulty, finding it infinitely more user-friendly for referees than picking arbitrary target numbers.

Simple is not how I would describe combat.

Combat basically uses the same task resolution rules as above. However, there are so many situation-specific rules for attacks, damage, and healing that require you to add, subtract, multiply, divide, or get the square root that they quickly become overwhelming. Keeping track of damage is a headache, given different body parts have different hit point values. Then there is a funky initiative system allowing some characters to take from two to five times the number of actions as others in a single turn, which really unbalances gameplay.

You also can be required to roll a lot of dice, particularly if you're using automatic weapons. One example given in the book has a character rolling 25 d6s in a single turn!

The combat system really defeats the overall pulp tone of the setting. Again, C&D is about two-fisted adventure, gun fights, and facing prehistoric monsters. Combat should be quick and light, allowing players to move from one scene to the other in relatively rapid succession. But the rules system here is unnecessarily complex and, at least when involving automatic weapons, potentially very deadly. It may be a great system for a gritty military game (such as Twilight: 2000), but here it's just out of place.

Conclusions

I'm a big fan of the comics, so I was happy as a Domo-kun chasing a kitten to find a roleplaying game based on them. I even bought two copies of the book. (They're pretty cheap these days.) I don't consider my money wasted because there is a wealth of information about the Xenozoic world, plus several helpful tables, maps, and rules for exploring that world. But it all comes attached to a combat system I really don't want to play and isn't a good fit for the types of adventures the setting lends itself to.

My suggestion is C&D is best used for background for building your own Xenozoic adventures using a pulp-friendly system. The first to comes to mind is Savage Worlds. (And given a Space: 1889 campaign is in the works for the SW system, is there any possibility Pinnacle will come out with its own C&D rulebook in the future, provided it gets the publishing rights?) Another good fit would be the Ubiquity system that powers Hollow Earth Expedition. Heck, move HEX up 500 years, tweak some of the character classes and weapons, and get rid of the hollow earth concept, and you essentially have C&D.

If another company ever acquires the rights to publish another version of C&D, all I ask is for a 50s-style pin-up of Hannah in a fur bikini to be included with the book. Qua-hoon!

Wednesday, February 19, 2014

Upcoming title: Dinosaurs by the Decades

Despite the popularity of dinosaurs, there are few books that explore the animals as a pop culture phenomenon. Now you can add one more to this short list: Dinosaurs by the Decades by Randy Moore, coming in July.

From the description:
Providing an appealing chronology of "all things dinosaur," this book covers these ancient creatures' roles and surprising importance in science, religion, and society at large.

This exhaustive, up-to-date book contains more than 2,000 entries about dinosaurs and dinosaur-related topics. It provides not only detailed information about their discovery, underlying science, and recent technologies and theories but also encompasses all of the facets of dinosaurs in society—for example, their use in consumer marketing and promotion, popularization of dinosaurs in the media, as "proof" for both evolutionists and creationists to substantiate their claims about life's origins, and as cultural artifacts.
The book is priced at $89, which is high but not unusual for a title from a small press. As for the author himself, Moore is a professor of biology at the University of Minnesota who has written a handful of titles, mostly about the evolution-creationism debate.

As for other books that explore dinosaurs in popular culture, the title most relevant to this blog is the 2006 book Dinosaurs in Fantastic Fiction by Allen A. Debus. The author also penned a sequel of sorts, Prehistoric Monsters: The Real and Imagined Creatures of the Past That We Love to Fear, in 2009. Paleontologist Jose Luis Sanz wrote Starring T. rex!: Dinosaur Mythology and Popular Culture in 2002. Art historian W.J.T. Mitchell gave his own post-modern spin on the topic in his 1998 book The Last Dinosaur Book: The Life and Times of a Cultural Icon.

The subject even has its own magazine. Prehistoric Times is a quarterly publication all about prehistoric animals in science and pop culture, with a heavy emphasis on the latter. Every issue contains reader-submitted art along with reviews of current toys and books about paleontology. I'm a big fan of the magazine and have been getting it for years - I recommend it if you have even the slightest interest in the subject.