COMPANIONS – MORE THAN SIXTY YEARS OF DOCTOR WHO ASSISTANTS

Companions – More than Sixty Years of Doctor Who Assistants

Across its sixty-plus-year history – and certainly since its 21st-century resurrection – the companion/assistant/fellow traveller role in Doctor Who has grown in significance and importance. Nowadays, there is often some mystery or particular relevance to the character that becomes a ‘hook’ to keep viewers intrigued by them and their growing relationship with the Doctor.

It wasn’t always that way, of course; back in the 1960s, the Doctor’s female companions were often dismissed as ‘screamers’ who would shriek with terror at the first sight of danger, and there was a period in the 1970s when the Doctor was accompanied by often scantily-clad, fulsome young ladies like Leela (Louise Jameson) and Peri (Nicola Bryant) who were openly described as being there as “something for the dads”. The Doctor’s companions, whether they’re wearing kilts or bikinis, or even if they’re robots, have become as fundamental a part of Doctor Who’s DNA as the Time Lord himself, and press notices announcing the casting of a new companion now often attract as much publicity as a new Doctor.

There have, over the years, been numerous books about the Doctor’s companions – even 1980s producer John Nathan-Turner wrote a fairly slim, glossy book on the subject – but none have been quite as impressively thorough as Philip Bates and Andy Frankham-Allen’s Companions – More Than Sixty Years of Doctor Who Assistants. This doorstep volume – nearly 700 dense pages unsupported by photographic material for copyright reasons but with occasional illustrations by Terry Cooper – is surely the definitive tome on the subject, notwithstanding the fact that it’s slightly out-of-date by the time it’s even published as the Doctor’s current companion Belinda Chandra (Varada Sethu) is obviously not included. This is no slight on the authors or the publisher, of course; Doctor Who remains an unfolding text, and it’s inevitable that the adventures of a traveller in Space and Time are going to be one step ahead of those who attempt to chronicle them.

Beyond that, all the old favourites are here – plus one or two that might cause the odd raised eyebrow (is hotel manager Anita from last year’s Christmas special really a companion just because she spends a year with the Doctor not actually going anywhere? – answers on a time-postcard). The authors have adopted a commendable chronological approach, starting at 1963 with the first TARDIS incumbents – Ian, Barbara and the Doctor’s granddaughter Susan – and working through the lifetime of the classic series and the 21st-century version.

It’s an intricately detailed work that explores the characters in depth, how they grow and mature throughout the series, and what they learn in their travels. It’s familiar stuff to long-time fans, of course, but it’s rarely been presented with such a forensic attention to detail. They haven’t restricted themselves to the TV canon either; they’ve explored BBC-published books, comic strips and Big Finish audios, although some fans may find their “it’s not canon” gene triggered by the inclusion of companions from the “expanded universe” and alternative histories of characters such as Ace (Sophie Aldred), whose timeline across various media is the dictionary definition of bewildering.

Ultimately then, this is an absolutely comprehensive guide to the Doctor’s companions and, as a book likely to be lifted from the shelf and dipped into rather than read from cover to cover, it allows the reader to pick and choose what parts of Who lore they prefer to focus on; and it might even encourage some to broaden their horizons and explore new corners of the Whoniverse. A weighty and staggering publication that will be the definitive text on the subject for some time to come.

Companions – More than Sixty Years of Doctor Who Assistants is published by Candy Jar Books on June 26th.

THE VATICAN VERSUS HORROR MOVIES

The Vatican Versus Horror Movies

Ever wanted to know what the Church thought of your favourite horror movie? Then check out The Vatican Versus Horror Movies.

This new book from academic and horror fanatic Matt Rogerson is a deep dive into the fascinating history of how the Catholic Church tried to protect their flock from the corruption of genre film. The Segnalazioni Cinematografiche, a dedicated Catholic pamphlet, analysed and critiqued both home-grown Italian and international genre films in order to determine their ‘safety’ for its followers. Though the Catholic Church acknowledged the importance of film (including genre film), Rogerson shows how quick they were to dismiss significant pieces, through examining different key films in a variety of sub-genres. 

Rogerson has truly thrown all of his passion for this subject into his book, with an impressive amount of research, time and dedication put into it. It references the historical context of pertinent events that feature in the films mentioned, boasts a great selection of illustrations (produced by the author himself), and curates a great list of iconic films that were shunned by the Church. The examinations are extensive but are still easy to digest, with full translations of the Segnalazioni Cinematografiche to back up Rogerson’s points. 

If you have an interest in genre films, especially Italian ones, or are just curious to learn about a shadowy side of the Catholic Church’s involvement in culture, then this book should be at the top of your reading list. It is a fascinating and insightful exploration, and will allow you to step into this dark and secretive part of history. 

The Vatican Versus Horror Movies is available now, published by McFarland.

ART! TRASH! TERROR!

Subtitled Adventures in Strange Cinema, author Chris Alexander (Corman/Poe) delves into movie archives to examine some of the shockers that made him who he is. Along the way, he includes extracts from interviews he’s conducted with various people from the industry, gaining their insight into their involvement in cult cinema.

Some of the films Alexander chooses to highlight are well-loved classics of genre cinema, with The Elephant Man, The Company of Wolves, Dawn of the Dead, Living Dead at Manchester Morgue, and Invasion of the Body Snatchers (1978 version) coming under the writer’s gaze. Lesser-known titles are not left out, so it’s great to see The Cabinet of Caligari (the brilliant 1962 film rather than the silent classic), several Paul Naschy and Jess Franco movies, and a number of more recent entries (the 1986 nightmarish western Brimstone, anyone?). It’s a personal journey that will no doubt strike a chord with many readers.

The included interviews are also eclectic. Musicians James Iha (Smashing Pumpkins) and Gene Simmons (KISS) rub shoulders with big screen legends such as Michael Winner, Werner Herzog, and John Waters. These chats are often enlightening and give Alexander the chance to probe into territory otherwise untapped.

TV is also influential to Alexander, as his chapter on the most influential episodes of The Twilight Zone attests (he even includes one from the 1985 reboot).

Alexander has a knowledgeable, comfortable way with words and Art! Trash! Terror! feels like a conversation with a friend. It’s as informative as it is entertaining and the format makes it easy to dip in and out of.

stars

ART! TRASH! TERROR! is out now. Published by Headpress.

ESCAPADES: AN EXPLORATION OF AVENGERS CURIOSITIES

Although the exploits of the urbane John Steed and his coterie of assistants came to an end on the small screen with the final episode of The New Avengers in December 1977 (we shall draw a discrete veil over the jaw-droppingly ill-advised 1998 big screen reimagining), Avengers fans are still unearthing more forgotten/barely-known treasures from the long history of the show.

It turns out that there is a lot more to The Avengers than just the TV series; apart from scripts that never reached the screen at all, there have, it transpires, been numerous alternative versions of Steed and his adventures across the decades and across various mediums. There have also been failed attempts to relaunch the series after it went off air.

Avengers fans, like the fans of all classic cult TV, are nothing if not determined and completist, and Escapades: An Exploration of Avengers Curiosities is an extraordinary and virtually forensic investigation into, particularly, the post-TV series history of the show – its original 1960s incarnation and the 1970s reboot. It’s a testament not only to the durability and versatility of the original show’s format but also to the spell it has clearly woven amongst its hardcore devotees. No stone has been left unturned here in presenting pretty much the definitive history of Avengers ‘curiosities’ – from a run of episodic adventures recorded for radio in South Africa in the 1970s, the ludicrously ambitious but short-lived stage show (starring Doomwatch’s Simon Oates), via unsuccessful pitches for TV films, alongside unmade scripts from the classic series. It’s all here and, very probably, much more.

In truth, you really need to adore The Avengers almost beyond life itself to get the most out of Escapades. Synopses for a couple of unmade scripts (one from the Emma Peel era in the 1960s and one from The New Avengers in the 1970s) are presented in all their glory and, as they were unmade, it’s possible that the eyes may glaze over slightly from time to time. But the book really comes into its own when the history of the scripts themselves is examined and the writers give their verdict on the stories and how they might have fitted into the history and canon of the show.

More interesting again, though, are the hugely informative sections on the unmade 1990s film revival, a proposal for a 1980s revival entitled Avengers International: Reincarnation, the 1990s Steed and Mrs Peel comic book series, an unauthorised 1960s Mexican wrestling film entitled Las Luchadoras vs el Robot Asesino (featuring the return of the show’s mechanical monstrosities the Cybernauts) and an assortment of incredible oddities. The chapter on the 1971 stage play is particularly fascinating as it details the history of a production that was insanely ambitious (and doomed to failure) and lumbered with a script that seemed aimed at a Carry On-savvy audience.

Writers JZ Ferguson and Alan Hayes are to be congratulated and admired for the depth of research demonstrated here; they’ve really gone above and beyond the call of fan duty to exhume and expose eleven quirky Avengers-related projects that most will be absolutely unaware of. You might find yourself getting a bit lost in the various in-depth plot outlines and synopses presented here, but the behind-the-scenes stuff is terrifically informative and, if nothing else, the book reminds us just why The Avengers is still regarded as one of the great British adventure shows of the first Golden Age of Television.

Escapades: An Exploration of Avengers Curiosities is available to preorder from Quoit Media.

THE DEVILS

When Brother Diaz is summoned to the Holy City to meet with his superiors, he is hoping for great things. While he is given a promotion within the Church, it’s not exactly what he was expecting; to say the Chapel of the Holy Expediency is a congregation of misfits would be an understatement – most of them are serving under duress, and their ranks include a vampire, a necromancer, and an often-invisible elf. Not only that but Brother Diaz and his band of convicts and monsters are given a mission to escort the recently-discovered rightful ruler of Troy to the city where she can reclaim her throne. Naturally, there are many who wish to stop them. The Devils is set against the backdrop of a twisted medieval Europe where the church is in schism, poverty and famine are rampant, and greedy royals seek nothing but to further their ambitions, all with the spectre of evil looming in the form of the elves, prophesied to return and eat everyone. It’s everything we’ve come to expect from a Joe Abercrombie novel – tropes and conventions of the genre are played with and while some twists may feel obvious to experienced readers, it’s the ones that have been walking in their shadows that truly deliver. This is apt, as this is possibly Abercrombie’s darkest and deepest book yet, with characters being challenged mentally as well as physically and forced to ask questions about themselves and society’s established norms. It’s a story of high adventure packed with breathless tension, brutal action and intimate moments that will warm readers’ hearts, making them ripe for Abercrombie to squeeze. Characters are created with his usual skill, so be prepared to get attached to them, to cry with them and for them. There’s plenty of humour to balance this, perhaps more so than any other Abercrombie novel, but it works as dark and cynical banter between comrades and even enemies; placed and pitched perfectly, it’s never tiresome and provides much-needed relief. Once again, Abercrombie has delivered a story that grabs readers and never releases until the final page; 19 years since his debut, he still thrills, and The Devils is a wonderful work showing that even in the darkest of times, there is still light that shines. stars

STAR WARS ENCYCLOPEDIA

I must admit that when Star Wars was released at the end of December 1977, I did not rush to my local cinema to see it, even though I had read lots of science fiction books and was hugely impressed by Stanley Kubrick’s 2001: A Space Odyssey.

At that time, no one could escape the wave of publicity and its impact on popular culture has had a long-lasting effect – for good or bad! We can never escape ‘The Force.’ When I did see it sometime in 1978, the special effects looked fantastic compared to most sf films of that period and the story has echoes of the cliff-hanger serials of the 1930s and 1940s. You could say it borrows much from the history of film and SF and dresses it in new sublime technological clothes.

Star Wars has now become an indelible milestone in Hollywood film history, and is celebrated in the Star Wars Encyclopedia, a large format, hardback book, with 447 pages, an index, and hundreds of colour illustrations with the 2,200 entries. The encyclopedia is divided into four sections that cover the topics of Star Wars characters and creatures, locations, technology and vehicles.

The characters section takes up half of the book, and it details the species and affiliation in each entry. We get everything from a Tusken warrior, ‘an elite master of hand-to-hand combat’ to Oddy Muva, a Resistance flight technician. Oddly enough, the entries are not in alphabetical order, so you need the index to find a specific character, which makes the book a bit clumsy to use.

In the locations section, we get a good description of the dreaded Death Star and the secret rebel base, as well as many other planets, and their features in the rest of the Star Wars galaxy. A map for these places would help to give us a wider understanding of the Star Wars galaxy, as such they are a bit random.

In the technology section, there are descriptions of the first lightsabers, holocrons, and megadroids. Key features of the vehicles section are the Millennium Falcon flown by Han Solo, and the Empire’s Star Destroyer.

Despite my quibbles, this is an outstanding coffee table book that shows the sheer scale and imagination that peoples the wonderful world of Star Wars, and is a must have for fans to enjoy.

This truly is, as its subheading says ‘The Comprehensive Guide to the Star Wars Galaxy’.

The first three Star Wars films are now available on ITVX.
The Star Wars Encyclopedia is out now.

DUNGEONS & DRAGONS: DUNGEON MASTER’S GUIDE 2024

When Dungeons & Dragons decides to go for a new edition, we get fresh versions of the three core books. The Player’s Handbook is always first, as it details the core rules for the game. The next book is the Dungeon Master’s Guide, which tells the Dungeon Master how to actually run the game. It’s also the book with all the magic items in it. (The third book is the Monster Manual, which is really just more resources for DM. We’ll review that when it comes out in 2025.)

The Dungeon Master’s Guide 2024 is a 380+ page hard-backed book (available digitally) rammed with illustrations and guidance for novice and experienced Dungeon Masters, which is the fancy title we give to the person who actually runs the game. Players get to be one character, but the Dungeon Master (aka DM, Games Master, or Referee) gets to be everyone else and the world.

Previous iterations of D&D have taken different approaches to how to best guide a Dungeon Master. 2014’s Dungeon Master’s Guide had a much more rules-based approach, being more of a referee’s manual and technical guide on how to tinker with the rules than a tool for good storytelling. 2008’s Dungeon Master’s Guide had great guidance on improvisation, the use of props, and so on, but it sat on such a fundamentally flawed rules set that all the charisma in the world wouldn’t save you.

Luckily, the Dungeon Master’s Guide 2024 sits on solid rules set, namely its companion book, The Player’s Handbook, and it has about a decade’s worth of development. But it has a new challenge to deal with. During the last ten years, expectations of what it is to be a DM have changed. We’ve seen D&D become something that people pay money to see played in front of an audience, and the Dungeon Masters such as Brennan Lee Mulligan and Matt Mercer have become celebrities.  So, no pressure then.

This new book finds the fine balance between referee and storyteller. It’s a solid manual on how to build worlds and how to work with players, and it also provides rules and guidance on how to make things fair. We get solid advice on different play styles and different sorts of groups.  D&D is played by all sorts of people, and something that might seem obvious to you needs to be said to others.

The DM’s Toolbox chapter, for example, provides solid advice on not only how to invent a monster for the players to fight but also what to do when it all goes wrong and the entire party gets wiped out. (We’ve all been there.) The fact that it says “Death Must Be Fair” and then explains the steps to take when, say, your party decides to storm the gates of hell armed only with a wooden spoon and a grin pretty much sums up the gaming experience for Dungeon Masters.

The chapters on creating adventures and campaigns are also solid and break it down so you don’t miss anything for any of the players. Solid examples of how to plot and pace an adventure are provided, laid out in a clear and easy-to-replicate way.  

 

The new Dungeon Master’s Guide also provides a basic setting, Greyhawk, which is a very ‘knights and wizards’ style fantasy setting. This was the very first world ever created for D&D, so it’s appropriate that it’s the example world. The book gives the basics and explores some of the more fun elements of creating your own setting. The physical book also has a map, we are led to believe.

We only had access to the digital copy of this book for review, so we can’t confirm the physical quality of the book or check out the map at the back. Wizards of the Coast does have an excellent track record in this regard, however. The version we saw appeared heavily illustrated, but we can’t confirm if those pictures help or hinder the print edition. Certainly, they look nice on the screen of a laptop.

Still, it’s nice to see Greyhawk become such an essential part of the game, especially as the Forgotten Realms are broadly seen as D&D’s default.

The final chapter of the book (before we get to the useful and expansive glossary) is about Bastions. This is a hold-over from D&D’s origins as both a table-top wargame and as a game folk would play via the postal service. The idea is that as your character progresses in the campaign, they build their own ‘home base’, which can be used as a starting point for adventures and the like.

Imagine if Bilbo Baggins, when coming back to Bag End, had decided to hire some stuff and add a trebuchet to his garden, that sort of thing. The rules presented are a perfectly cromulent example of a cooperative world-building exercise. Alas, we can’t see them used very often. Many DM’s prefer to handwave these sorts of resources instead, and if you wanted to do this properly, it’s the sort of thing you should devote an entire campaign to and build a spreadsheet for, and it really deserves its own book.

Overall, it was the best Dungeons & Dragons Dungeon Master’s Guide we’ve ever seen.

stars

THE MAKING OF THE ORIGINAL DUNGEONS & DRAGONS 1970 – 1977

One entirely useless definition of art is anything produced with artistic intent that is heavy enough to break your foot should you drop it.  On that logic, The Making of the Original Dungeons & Dragons 1970 – 1977 is art. That said, a book that lovingly reproduces the first ever tabletop roleplaying game ever published should be regarded as art anyway.

At 570+ pages, with four separated colour-coded ribbon bookmarks, this book is certainly a beast that fits awkwardly on the shelf. This is primarily a reproduction of treasures from the Dungeons & Dragons archives; books and documents from the start of D&D that would be impossible for most folk to obtain by normal means. It includes things such as the first draft of the game, photographs of the various handwritten notes between Arneson and Gygax (the game’s creators) and so on.

It starts at the very beginning, with an excerpt from a gaming fanzine, and explores Chainmail, the early wargame that would be adapted into the game we know today. Elements such as Peter Gaylord’s character sheet for a single wizard character are included; these provide context for how a humble strategy game would morph into the worldwide phenomenon it is today.

The next chapter reproduces early drafts of D&D, letters between creators, pencil-drawn maps, and so on. We even see idle doodles of monsters and the like. After that, we get a full reproduction of the original D&D boxed set, and the final chapter is further ephemera, including articles from the time and supplements, including Greyhawk, Blackmoor, and Eldritch Wizardry. A yes, that means the first appearance of Vecna is reproduced here.

Commentary is also provided, and it’s mostly neutral in tone with some context added. If you’re researching the history of D&D, this book should not be your only source, but it is a jolly useful one, as it reproduces a lot of hard to find archive material and puts it all in one place.

Some of the language is of its time, a reflection of the standards back then and of course, there is a note informing the reader the content is presented as originally created “because to do otherwise would be the same as claiming these prejudices never existed”. This has been the policy on this sort of thing for years. It’s entirely sensible and modern and should come as no surprise to any serious person.

The book is useful for many reasons. It tells you where D&D came from, providing perspective as to what the future may have in store. It also refutes the claim that the older editions were somehow better; they clearly weren’t. As wonderful as these old pages are, the modern game has much improved.  So it’s a good defence against nostalgia-fueled foolishness, as well as being heavy enough to serve as an offensive weapon if required. (We are joking; do not use heavy books as weapons. Even if they do have illustrations of different types of polearms on page 420.)

Essential for some and a fun curio for others, The Making of the Original Dungeons & Dragons 1970 – 1977 is the ultimate book for the D&D fanatic.

DUNGEONS & DRAGONS :THE PRACTICALLY COMPLETE GUIDE TO DRAGONS

We’ve seen the world of Dungeons & Dragons become its own whole and complete thing in recent years; not just a way for folk to express themselves, but the decades of lore and storytelling have become more and more codified in a way that is accessible and navigable. Yet still flexible enough to work as a tool for storytelling rather than a barrier.

The Practically Complete Guide To Dragons is not a traditional roleplaying supplement; it contains no new rules or ideas. Instead, it’s a storytelling book for younger readers, filled with many illustrations and large fonts. (If you want a book on dragons with stats, check out the excellent Fizban’s Treasury of Dragons.)

The Practically Complete Guide To Dragons is a stocking filler book designed to fit nicely on the shelf next to your D&D Player’s Handbook. It’s a lot larger than the Young Adventurer’s Guides, even though this is essentially one of those: a lore-heavy, fun-focused book aimed at new gamers that contains no actual game content. The guide will tell you how to identify a dragon (the shinier and nicer they may be) and how to fight a dragon (don’t). It also tells you what to do if you meet a dragon with many heads. (Run Away.)

The illustrations in this book are lovely, and this is an excellent treat for your fantasy-loving younger family member who might not have the concentration to sit down and play a TTRPG. This feels more like the sort of book an illustrator or animator would use as a reference for getting the dragons from Dungeons & Dragons correct rather than a book that will help you play a game.

Fun, but not for everyone.

stars

DUNGEONS & DRAGONS: QUESTS FROM THE INFINITE STAIRCASE

With 50 years of games, stories and ideas to explore, it should come as no surprise that the Wizards of the Coast, the people behind Dungeons & Dragons, occasionally have a rummage through their back catalogue. Quests from the Infinite Staircase takes six classic adventures from D&D’s history, giving them a fresh coat of paint and clearer direction.

The book is very much a nostalgia fest; even the name is a shout-out to the old Planescape anthology Tales From The Infinite Staircase, though none of the adventures in that book appear here.  Our framing device for these adventures is the titular Infinite Staircase, an Escher-esque trans-dimensional space full of stairs that hang impossibly in space and lead to various places and moments in time.  The powerful djinni Nafas, a noble being who is also a genius storyteller, lives in this place. In terms of the game, this character exists to help move characters to the various adventures in the book, but it’s helpful to think of him as something akin to The Watcher from What If or the Crypt Keeper. He’s a djinn in charge of his own fate, and he’s only going to grant you wishes if you have a good story to tell.

The book re-imagines six adventures, first published in the 1970s or 1980s. The first adventure, The Lost City, is a pure call to nostalgia as it originally appeared in a 1982 D&D Basic Set, the first adventure many gamers played. As such, this new take on an old story still works; the core ‘my first adventure’ moments are kept, so players learn about dungeon crawling, traps,  talking rather than fighting through encounters, and so on.  It’s a ziggurat quest and a fun one at that.

Next up is When a Star Falls, a creepy low-level adventure filled with memory-eating monsters and dodgy prophecy. It’s one of the adventures written by the UK-based team,  which had a reputation for being slightly odd. It’s also one of those adventures many young Dungeon Masters took apart for all its ideas, and as such, tends to get mistaken for other stories, so it’s nice to see the original presented here.  The third adventure is Beyond The Crystal, another UK-made scenario that remixes Romeo and Juliet.  This has been remixed as a feywild, focusing more on interaction and problem-solving. Beyond The Crystal was very much before its time 40-odd years ago, but it’s perfect for modern D&D now.

 

Pharaoh is a comprehensive update of the original 1982 Tracy & Laura Hickman classic adventure module. This ghost story and pyramid exploration adventure was regarded as top-tier at the time, but gamers have moved on since then. This is a welcome and timely update.

The Lost Caverns of Tsojcanth is an early example of a mega-dungeon crawl, written by Gary Gygax himself. It’s big, it’s fun, and it’s almost pure spooky horror silliness in places. It’s nice to have it updated so a new generation of players can survive a wall made out of corpses only to get eaten by something far worse. Will your players succeed and gain the Witch Queen’s greatest prize? Probably not, but it’s fun to try.

Finally, we get the historic Expedition to Barrier Peaks. This is where fantasy heroes explore a weird dungeon that turns out to be a crashed starship and almost suffocate putting on the ‘fancy armour’ (a space suit) or get eaten by bunny-themed monsters. It’s a classic for a reason, and it still holds up with this more intelligently thought-out version of the adventure.

Overall, this is a lovely blast from the past. Worth it for the bestiary of monsters alone, Quests from the Infinite Staircase takes classic stories into the modern day in the best possible way.

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