Horror Books
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great book Review Date: 2008-04-05
Great book fun and excitingReview Date: 2008-07-28
A good and satisfying scary tale!Review Date: 2008-06-15
Good AudioReview Date: 2008-06-11
Let me tell you, it scared the heebies out of me. :) It was exciting and terror-filled. Many times I had to turn it off because I was driving in middle of nowhere Texas.
All in all, 2 thumbs up for scaring a 22 year old college student.
I was actually a little scared!!Review Date: 2008-04-09


Not Lovecraftian inspired, but a good "Modern" horror gameReview Date: 2008-08-18
That other type of flavor game was mainly to appeal to people that:
1) Felt uneasy to play in the 20s
2) Wanted more fire power or modern organized resources
3) Were fan of X-Files even if DG came a bit before the TV series, the popularity grew much after that
So its a good game to play Mulder and Scully or even men in black kinda investigators with those sunglasses and Steyr rifles
Its definitally Modern horror type and not for the classic HPL type of game fans
Delta Green, back in print!Review Date: 2007-06-26
Best game everReview Date: 2006-11-22
Delta Green- Best RPG book Ever?Review Date: 2005-11-30
The book is curently out of print, but I understand that it will be reprinted in 2006 as a hardcover with d20 rules. Anyone wanting to write or publish an RPG should read this book and use it as an example. A MUST.
Second Fiction Anthology for Award-Winning DELTA GREENReview Date: 2004-11-15
Dark Theaters has some fairly lenghty short stories, designed to flesh out the world of DELTA GREEN. Some clues and hints are elaborated on; what exactly happened during the fabled raid on Innsmouth in 1928? What was the final mission of Gen. Fairfield? We find out more about the summoning by the Karotechia that was a dress rehearsal for the end of the world, but the entirety of the episode remains tantalizingly removed.
Dark Theaters, like the rest of DELTA GREEN fiction, is about what it means to be human. Or not human. The monstrosities which are called up and cannot easily be put away serve to highlight our humanity. But in the end, humanity is just short-hand for a fundamental incomprehension of the universe. We are carrying on a rear-guard action against reality, buying our fellow-man time for ... what? To say that humanity loses in the end is to pretend that there are other players, rules agreed upon, some validity to having tried and lost. Life is a game of solitaire, and we're not playing with a full deck. All is meaninglessness, a blowing of the wind.
And yet humanity means staying in the game. Like Lucifer, the real patron saint of lost causes, we know that we will lose and darnit, we are going to keep playing the hand we were dealt. It gives meaning to life, death, and the passing of the seasons, the sacrifices we have made and those we have sacrificed, to play by the rules, even if there aren't any. So let us cheer for the hero and jeer for the villain, and not go gently into that dark night.

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Trippy little bookReview Date: 2007-12-17
Like most of this genre the Women are the caretakers of wisdom and culture. Unlike most, men have some sense of mystery as well.
This book has none of the obvious as the Straub books and some of the King books. You are never sure what is real and what is not. This is a good thing.
You are only sure of one thing and that is the interconnectedness of lovers, family and community. That is a pretty important thing and one which Jordan communicates regardless of all else that goes on.
I know I am going to look for more of her books.
Messenger delivers Review Date: 2006-06-06
My visit was too short!Review Date: 2006-05-01
If Stephen King wrote Christian fiction, it might be like thisReview Date: 2006-06-06
The Messenger of Magnolia Street is definitely religious in tone; if I had a dime for every time a character is saved by prayer or divine intervention, or prayer or divine intervention or faith is alluded to, or God pops up as a sort of supporting character, I would have enough money to go out and buy another book. A reader who enjoys Christian fiction, who enjoys reading books that feature angels and miracles, might enjoy this book much more than I did.
The other nagging feature of this book is in the lack of details. Several of the characters don't seem to have jobs, and many aspects of their lives just aren't described. Even the evil thing itself is not specifically described until the end. The story was still compelling, however, and in some ways very well-written.
---Couldn't put this book down until I finished it---Review Date: 2006-10-14
It's the tale of hard times that come to a cozy little town in Alabama called Shibboleth. The changes to the town take place over a twelve-year period and seemed to have started after Nehemiah Trust left the town to work for a senator in Washington, D. C. Nehemiah was bright, kind and admired by everyone. The changes to the town were slow but a feeling of darkness, and in many people, forgetfulness, was sliding into their minds and thoughts. The town and citizens were becoming parched and dry just like the land around them.
Not everyone was completely aware of the changes, but Nehemiah's brother Billy knew some odd things were taking place. When his best friend, Trice told him they needed to get Nehemiah to come home he agreed. Trice had always had some kind of psychic insight and Billy also longed for his brother's presence. Nehemiah reluctantly returns to his hometown and the childhood friends reunite in a bond to save Shibboleth.
The characters in "Messenger" are wonderful. The story is told by an angel who calls himself the Recorder and he sometimes tells us what God has to say. For instance, Aunt Kate is a bigger than life and kind-hearted woman who owns the local diner. She offers food and good will to all that need it. At one point we are told that everyone loves Kate, and the Recorder tells us that God loves her too!
I can't wait to see what River Jordan writes next!


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"
These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.
Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.
So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.
To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?
No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.
Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.
So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.
Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.
The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.
So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?
Let me assure you, gentle reader, he not only thinks he has, but he has.
The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."
This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.
You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.
The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.
This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.
I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.
It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.
This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.
Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).
I'll not give away any more of the plot. Buy this product, and you'll see.
I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.
A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.
This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.
Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.
My players have made me promise to tell all when it's done.
Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.
So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.
So did they survive? I can hear the question in your minds.
The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.
Too bad they'll all be dead by the time you read this.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.
I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.
Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.
This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.
In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.
Return to the Tomb of Horrors is an excellent adventure in the old module style.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This is a quality productReview Date: 2000-11-26
Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.
I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.
Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.
Fantastic Module- one of the best everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.
So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.
Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.
Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.

Review by Randy SipinReview Date: 2006-11-16
one of my all-time favoritesReview Date: 2004-07-29
The Santanic MillReview Date: 2005-02-14
This book is very creepy, mysrerious, and unpredictable which, I think, is great. There are several things to focus on, so it doesn't get boring. It's very nervewracking, too. All in all, it is one of the best books I have ever read. I give it a five-star rating.
The Satanic MillReview Date: 2003-12-24
One of the best--and scariest--books I read as a child.Review Date: 2003-02-17
The story begins as a young boy named Krabat, somewhere around present-day Eastern parts of Germany, falls asleep wandering, and dreams of ravens crowing. Their message is for him to go to the mill some miles away, to sign up as an apprentice. Which he does, of course, and soon learns that it is no regular mill. (Nor is it quite Satanic, actually--for it is not Satan who runs it). He may stay, or he may go; if he goes, he will learn magic from the Miller himself. Of course, he stays--and becomes one of the apprentices, who turn, at their Master's command, into black ravens. All peachy so far--until the cleverest (and the kindest) of all the apprentices dies an unnatural death--but not before having made his own coffin and dug his own grave.
In the (happy) end, of course, Krabat will have to choose between love and good and fairness--and magic. Between being a regular boy and a powerful Miller himself; but such a choice will not come to him easily--and he will have to fight for his life, and that of his love.
My favorite characters in the book were the idiot Yuro and the Great Pumphut, who gives the Miller a run for his money. The story is very creepy (or I think it would be for a 13-14 year old; I know it was for me), poignant and beautiful.

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Short and sweet!!Review Date: 2007-12-30
That aside, The Three Imposters is a black diamond of a little dark fantasy, told in hypnotic descriptive prose. The book is structured as a series of stories within a frame story, much like the Decameron or Canterbury Tales, only the frame story has its own plot and is the most interesting of all in The Three Imposters. The sub-stories range from the strange to the macabre, to the frankly paranormal, each entertaining in its own right, besides what it contributes to the whole. Moreover, Machen's style glitters with curious flights of thought and characterizations, wellnigh as entertaining as the story itself.
What struck me most of all about The Three Imposters is how panoramically influencial this short book is, as if it were the whole nine muses of twentieth century literature! The Maltese Falcon owes an obvious debt to the Gold Tiberius. I think that the Novel of the Dark Valley is a clear precursor to the Trial, and obviously, Lovecraft derived his entire schtick from the Adventure of the Lost Brother. Machen himself must have been influenced by Dr. Jekyll and Mr. Hyde, published about 10 years earlier, but Machen amplifies the original, rather than narrowing it.
Altogether, The Three Imposters is well worth the 150 pages or so of reading time. Dyson and Phillipps are my new literary heroes! I would recommend this Chaosium edition, which includes these several other quality Machen works and sells for nearly the same price as other editions.
A great addition to any weird library, from this Welsh seer of the hiddenReview Date: 2007-12-15
The first tale is "The Great God Pan", a very good tale, but as I've said; time has not been kind to this. A naked God in the forest don't exactly scare or shock people these days, at least not in the way that Machen intended. Although, it should be noted that I'm not the type of "conventional Christian" that Machen had in mind as his audience when he wrote it. The tale details an experiment gone "wrong", where a young girl sees and interacts with the ancient heathen god Pan. The result pops out nine months later, and several horrific incidents spawn from this. A fine tale, but a bit dated.
The second tale is much more to my taste, "The Inmost Light" (and for fans of the marvellous English musical group Current 93, I assume this is where Tibet got his title), also a taste centred around an experiment, where an occultist attempt to capture the essence of the body, "The Inmost Light", in a gem. A wonderful tale with an eerie feeling throughout.
The third tale is "The Shining Pyramid", a tale about the well-known "Little people", and one of the two best tales in the book. It unfolds somewhat like a detective novel, where two men find strange clues to uncanny activities in connection to the disappearance of a young woman in the Welsh countryside. The protagonists suspect the hands of the pre-Aryan inhabitants of Europe, and the tale is an effective weird tale, with Machen's wonderful prose really showing its best side.
The final tale, or I should say "tales", is the title story, "The Three Impostors", which is a strange creation of interlocking tales many in number. The tale is about a young man in London, a wannabe writer, who through random encounters with a few people hears several tales that all contain a few common elements; "a young man with large spectacles" and some weird and horrific incidents involving this young man. But alas all is not as it appears to be, and we are brought to several places in the search for this man, and what it all means is not revealed before the final phrases, where the real evil is revealed. This tale is among the best work I've read in the genre, and it really gives you the creeps at various parts, some of it being simply excellent.
Highly recommended!
More chilling than goreReview Date: 2006-08-03
Along several months, or years, Dyson and Phillips meet different persons, who have in common the search for a shy and nervous young man with a little black moustache and big spectacles. Each one of these persons tells his or her story in inserted chilling tales, full of the imagery that would later become cliche. This is no cheap horror: it has a great sense of humor, it is not about axe-grinding nor about phantoms and exorcisms. It is pure cosmic horror, the horror of hidden forces and obscure memories of a remote past. It is a horror of strange gatherings and incognoscible conspiracies. The inserted stories are often compiled independently of their contextual frame: "The novel of the Dark Valley" is an adventure in the loneliness of the Rocky Mountains, with a pre-Kafkian touch that makes you go pale. "The novel of the Black Seal" happens in the Welsh wilderness, with a mad scientist and beings from the past. "The novel of the Iron Maiden" includes a collectionist of instruments of torture. "The novel of the White Powder" is about a substance that transforms humans into something indefinible and horrific. Finally, ""The story of the Spectacled Young Man" closes the circle and "explains" everything.
Like a good Englishman, Machen is a master of the understatement. More than showing, he insinuates to let the readers feel for themselves all the weight of the horror of the world, the mysteries that haunt us, and the strangeness of this life. Little surprise, then, that this was one of Jorge Luis Borges's favorite books, since much of his beloved subjects are here: ancient and undecipherable languages; stories lost in time; mirror games; equivocal identities; implacable gods; and somber mansions. Much recommended.
A Bit Dry But WorthwhileReview Date: 2005-06-17
The title story is the heavy-hitter of this collection; it ties several shorter stories together under one title. The other stories are much shorter but have their twists and turns as well.
The language is not as dry as one might expect from stories written a century ago.
Worth four stars out of five.
Convinced to buy Vol. 2Review Date: 2004-05-03
Clearly, the crown jewel of this collection is "The Three Imposters." The deeper I got into this novel, the more engrossed I became. It is made up of 14 short stories, each of which is part of an overarching storyline that involves the protagonist, a golden coin, a man with spectacles, and 3 people who are not who they say they are. Each successive short story drew me in further. Some of the best reading I have done in years!

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What of the competing editions?Review Date: 2008-02-15
The benefits of this edition are evident:
a) All the short stories--yes, even the uproariously funny ones that most paperbacks leave out, as well as Poe's bizarre "hoaxes" and inexplicably contrived "articles" that don't really pass very well as stories
b) All the poems--including poetry written in childhood as well as posthumously discovered
c) ...and a couple of essays--most importantly, "The Rationale of Verse."
However, the book still lacks most of Poe's criticism and other essays. I suggest you purchase Dover's little paperback _Edgar Allan Poe: Literary Theory and Criticism_ (kind of a "Greatest Hits" collection of Poe's critical work which, in reality, spans over 1500 pages) to complete your library. There you will find the great classic "The Philosophy of Composition" accompanied by dozens of ingenius (and at times ascerbic) reviews of books you may know from elsewhere. It's an invaluable resource.
Moreover, the same Modern Library problems afflict this edition--thus, herein lies another reason I cannot explain why I must keep on buying and reading Modern Library hardbacks:
A) There is no textual or intertextual editing, nor are there any critical footnotes. Moreover, there is no critical introduction by a Poe scholar. This bytes.
B) There is no margin room. There never is in a Modern Library hardback. This gets really annoying when you're reading "The Fall of the House of Usher," and you're trying to tie together pieces of evidence (all part of Poe's perfect conceived "totality" of content) to form a of cohesive, critical interpretation of the story with about a centimeter of margin room in which to write! Your handwriting will quickly show itself illegible, and your hand mercilessly cramped.
C) Modern Library hardbacks are customarily printed on cheap (although smooth and aesthetically pleasing) paper. Thus, when you write in your book, the ink is very likely to bleed over onto the converse page. Also quite annoying.
However, however, however--I must not forget that the goal of Modern Library is not to print the best book possible, but the best _affordable_ book possible. And at $18.00, this 1000 page hardback is hard to beat.
So, if you have the money, do actually buy _the best_ edition: the Library of America edition. ISBN 0940450186. It's over 1400 pages, is printed on paper that will last forever, and is edited by a prominent Poe scholar--but it's almost $40.00!
But, more importantly for those of us on budgets: This edition is in direct competition with both the DoubleDay and Castle editions of Poe's collected stories and poems. Under no circumstances would I recommend the other two editions due to their typesettings. I know that may sound ridiculous, but a humane typesetting has a lot to do with the pleasure and utility that a book can and will proffer its reader. The print on the other two editions is inordinately overloaded (too much packed on each page) and serves to burden the eyes. For sooth, the Modern Library version is packed too--but it's a huge improvement on the other two editions.
If you've got $40, get the Library of America edition. If you've only got $20, get this one.
Quoth the ravenReview Date: 2006-07-06
Poe was a tormented genius who died young, under mysterious circumstances, and at the time of his death he wasn't deservingly popular. Certainly his work was not cute romances for the masses -- he explored the darkness of the human heart, love, satire, and the earliest whodunnit stories. And "Complete Stories and Poems of Edgar Allan Poe" brings together all of his poetry and writings in one book.
Poe's fiction writings include short stories and novellas, which tend to be rather weird -- a treasure-hunt and a golden insect, a ship caught in a whirlpool, a hypnotized man talks about the universe, and stories of despair, madness, and occasionally beauty. There is also his trilogy of Monsieur C. Auguste Dupin stories, which were the first to feature a brilliant detective solving an impossible crime.
Most people know about "The Raven" (which even has the Baltimore Ravens named after it) but Poe actually wrote a lot of poetry, most of which readers never heard of. Sometimes dark, or whimsical, or even both. "By a route obscure and lonely/Haunted by ill angels only/Where an Eidolon, named NIGHT/On a black throne reigns upright..."
And, of course, the horror. This is what Poe is best known for, including such well-known stories as "The Fall Of The House Of Usher." But there are also lesser-known gems -- tales of a plague invading a party, being buried alive, a portrait that siphoned the life out of its subject, and a nightly visit to an Italian crypt leading to madness.
Don't read "Complete Stories and Poems" all at once. It's too intense. It's better to soak it in a little at a time, so that you can get a better feel for the different kinds of writing that Poe did, and how he excelled at pretty much everything he put down on paper. Most great writers can't boast of that much.
Poe's writing is what makes even his least story or poem come alive -- he brought a gothic, misty vibrancy to his stories, and could make his quiet dialogue seem utterly chilling (" "I have no name in the regions which I inhabit. I was mortal, but am fiend..."). It's not hard to see why he was an influence on authors such as Fyodor Dostoevsky, Oscar Wilde, Arthur Conan Doyle and Franz Kafka.
"Complete Stories and Poems of Edgar Allan Poe" is a must-have for anyone with an appreciation for great literature and beautiful, dark writing.
Tales from the MasterReview Date: 2000-06-19
Poe's tales contain all the excitement of a novel, in around 10 pages. I recommend this collection because it offers hours of enjoyment. The only thing you might need is a large vocabulary because he tends to have an advanced word choice. Get this book and have fun!
Meditations On Horror In "Terrible Ascendancy"Review Date: 2006-05-06
One hundred and fifty-seven years after his early death, Edgar Allan Poe (1809-1849), who made horror the dominant theme of his creative work, remains the American master of the weird tale. Poe's work has had enormous worldwide influence: French poet Charles Baudelaire was an early champion and translator, Poe's 'William Wilson' (1839) haunts the pages of Oscar Wilde's The Picture of Dorian Gray (1890), and several stories look presciently ahead to work of Sigmund Freud and Carl Jung.
The Collected Tales and Poems of Edgar Allen Poe (1992), which also includes humorous pieces ('The Devil in the Belfry' is a hilarious tribute to the father of American literature, Washington Irving), detective fiction (Irving's 1838 story-cycle 'The Money-Diggers' stirs fluidly beneath 'The Gold Bug'), and early examples of what would come to be known as science fiction, brings together most of the author's important work.
Two general narrator (or protagonist/character) types emerge. The first is meticulously rational, calm, and 'objective'--like Dupin, the amateur sleuth who coolly solves the mystery of 'The Murders in the Rue Morgue.' The second, best represented by Roderick Usher in 'The Fall of the House of Usher,' is psychically haunted, deeply subjective, acutely sensitive in every pore, and barely able to repress the hysteria--at best--simmering just beneath the surface of his consciousness.
Both general types are isolated and obsessive in their own way--the first perhaps imagines he has found salvation by holding the world at a kind of hard cerebral remove, while the second surrenders his will in increments and sinks obliquely into emotional, spiritual, psychic, and physical fragmentation. The second type (found in 'The Fall of the House of Usher,' 'Berenice,' 'The Black Cat,' 'The Pit and the Pendulum,' and 'William Wilson,' among others) dominates and defines Poe's work.
Poe occasionally offers readers a combination of both types, as in 'The Imp of the Perverse,' in which the narrator, after a lengthy, meditative, and 'objective' discourse on the self-destructive aspects of human nature, briefly tells his own story: compelled to commit a pointless murder, he then finds himself equally compelled to publicly confess it.
Fatalism and perdition are key characteristics of the author's work: death may await everyone, but, in Poe, death impatiently reaches forward into men's lives, sickening, exhausting, and corrupting them, thus hastening fragile humanity's end. Poe's protagonists are once healthy, now dire, everymen surrounded on every side by hostile, malevolent, and destructive forces which dominate every plateau, division, and category of existence that man has methodically--and rather naively--mapped out. Human instinct proves to be 'red in tooth and claw'; the senses betray; the mind collapses; the borders and boundaries of civilization are violently breached; the natural world reveals a harsh, predatory, and incomprehensible face; physical laws prove unreliable; loving relationships sicken and fester; all agents of stability prove false and slip away.
Most of Poe's work suggests that there is no escape for anyone (--"dead to the World, to Heaven, and to Hope!"), and, as several of the tales underscore, including 'The Fall of the House of Usher' and 'Ms. Found in a Bottle,' even the cessation of life may bring no solace for some. However, reprieves are possible: the narrator barbarically tortured by the Spanish Inquisition is freed by the arriving French army at the conclusion of 'The Pit and the Pendulum,' the sailor who experiences 'A Descent Into the Maelstrom' survives to tell of his ordeal, and the vengeful dwarves in 'Hop Frog' apparently escape at that story's conclusion.
Remarkably, because of the skill with which he illustrates his view of man's utter lack of genuine choice or ability for self-determination, Poe manages to make most of his characters likeably human, despite their illnesses, eccentricities, and perversions. Though the tales team with toxic bloodlines, incestuous relationships, premature burials, rioting lunatics, marauding plagues, 'tormenting' doppelgangers, parasitic spirits of the dead, animated corpses, "ghoul-haunted woodlands," and a fair variety of additional supernatural tableaus, Poe remains is a remarkably rational, balanced, and economic storyteller, since the ultimate horror lies not in the external threat, but in the narrator's realization that what he is experiencing is the genuine nature of life itself.
Poe's tales suggest that, if all of mankind lives within a perpetually collapsing, cannibalizing universe, the most one can hope for is that, in the present, it is collapsing on someone else.
Fantastic Poe!Review Date: 2002-08-27


JUST ANOTHER COLLECTION THAT SHOWS WHY ELLISON IS THE BESTReview Date: 2001-08-21
Excellent Collection of Short FictionReview Date: 2006-01-30
Some sample reviews from the collection:
ALONG THE SCENIC ROUTE(1969)***** - Ellison published this tale of "Road Rage" way back in the late 60's. It is definately a classic, and one of the more SciFi-esque stories from this collection. Richard K. Morgan recently tried to do a modern "Road Rage" novel, MARKET FORCES(2005)***, which takes ideas from ALONG THE SCENIC ROUTE, but ultimately falls flat.
O YE OF LITTLE FAITH(1968)**** - A young man of no faith in any god, is accompanying his mid-30's girlfriend back from a quick Tijuana abortion, in this pre-Roe vs. Wade world (Roe vs. Wade was decided in late 1973), and finds himself transported to a world populated by gods nobody believes in any longer.
PRETTY MAGGIE MONEYEYES(1967)*** - A sad story of two people's fateful encounter via a Slot Machine in a Las Vegas Casino. One is a pretty poor girl, who turns to prostitution to claw her way from the ghetto to Beverly Hills; the other is a long-time Vegas loser, who is down to his last dollar, and who's luck is about to change, but is it for the better?
CORPSE(1972)**** - A Latin American Studies professor from Columbia University, a man of some faith in Christianity, begins to see the emergence of a new type of god - the Automobile God, but ultimately fails to realize the inevitability and make the transition to the new faith.
SHATTERED LIKE A GLASS GOBLIN(1969)***** - A Marine, recently back from Vietnam, enters and becomes consumed by the varied pesonalities and drugs in a 60's "Party House"... reminds me of an old house my recently graduated high school buddies rented in San Diego, CA in the 70's (and which was slated to be razed along with the adjacent drive-in theater, to make way for a new shopping center). Like O YE OF LITTLE FAITH, this story is notable for the snapshot it gives of a Beatle's White Album-era America. Indeed, having just said that, I just realized that the title of this story SHATTERED LIKE A GLASS GOBLIN(1969), seems to be a play on the title of the Beatle's White Album song LOOKING THROUGH A GLASS ONION(1968).
This book has recently been republished by the SFBC in December 2005, as part of the third set of books in the SFBC 50th Anniversary Collection.
Cruel godsReview Date: 2006-03-02
The best stories are very hard-hitting and emotionally affecting. These include The Whimper of Whipped Dogs, a retelling of the Kitty Genovese episode about the alleged god of New York City, The Basilisk, where the most terrifying aspect of the story is how a small town treats a returning POW and Pretty Maggie Moneyeyes where a manipulative woman continues to manipulate even after death. There are some other good stories, such as the road rage tale, though not as emotionally hard-hitting.
The problems in several of the stories stem from an abundance of cleverness. Rather than letting the story take the forefront, Harlan chooses to favor style over substance in an attempt to showcase his virtuoisity in the various methods of writing. This lessened some of his stories for me. He is most successful doing this in the titular tale, The Deathbird, but it was still distracting even there.
A very good collection though, despite the flaws. It is unapologetic and uncomprimising demanding you take the stories on their own terms.
Harlan At His BestReview Date: 2000-12-21
Modern Gods, What's This?! It's Out of Print?!Review Date: 2005-02-13
Well, how can you resist an endorsement like that? So, I raced up to the nearest library that had this book (an hour or so away, I'll have you know) and checked it out. And befoul these modern gods if it didn't blow my mind. At least, parts of it did.
Most of the stories - "the Whimper of Whipped Dogs," "Shattered Like a Glass Goblin," "Basilisk," and "Ernest and the Machine God," just to name a few - are really brilliant. They will twist your mind around like only certain versions of certain myths can. They will smack your conciousness around until you think there really are gods in the engine of your car and that traitors really are the high priests of Aries. They will, as Niel Gaiman says, burn themselves into the back of your brain.
Others, however, are not so brilliant. A few simply repeated ideas put forth in other, better stories. Some were simply not as interesting as the others, and some were both uninteresting and sordid. But please note that "some" could and should be read as "one, two at the outside." The majority are amazing.
On the whole, however, this is a wonderful book. I am shocked and dismayed to find that it it unavailable. I think anybody who is into mythology should read this book, just for some of the ideas expressed in it. So should anyone who read "American Gods" and thought it was cool, too. They should have a good time pointing to certain stories and saying, "Neil Gaiman lifted that, that and that." I recommend this book highly. Even with the few faulty tales herein, it is definately worth the time.

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Poppy is the BEST.Review Date: 2006-03-30
PZB's Many Facets Make For a Fun ReadReview Date: 2006-03-28
Love Poppy's shortsReview Date: 2006-09-20
Here's hoping that Ms. Brite will give us many more of these shorts to enjoy.
I'll admit it.Review Date: 2006-03-28
THE LATEST COLLECTION FROM POPPYReview Date: 2006-05-23
Several of the tales feature Poppy's alter ego, Coroner Dr. Brite such as the black humor tale "Marisol" about a restaurant critic who writes an unflattering review of a restaurant and then promptly disappears as the chef introduces his newest dish. The "Ocean" brazenly shows the high cost of fame in a story about a dysfunctional, drug addicted rock band, being fed upon by their fans.
"System Freeze" seems a bit out of place with the other stories in the book, being as much a Sci-fi story as anything else. After a fatal fall from a mountain during a climb, a woman finds she's been given a second chance at life by the mysterious Agent Fine, as long as she completes the new AI program that she is working on. The story is supposed to be a Matrix-esque type tale and is short but effective
"Burn Baby Burn" will have people thinking of Stephen King's "Firestarter" with its tragic tale of pyrokinetic Liz Sherman (of Hellboy fame) and the destruction she causes to friends and family...not to mention her entire neighborhood when her powers go out of control. Liz finds her only place of comfort and safety is at the governments Bureau of Paranormal Research---with the other freaks.
My favorite story was "Lantern Marsh" as it evoked the feelings of youth when our own little worlds and suburbs were filled with mystery and enchantment. We firmly believed that the big old house down on the corner was home to a mad scientist. Set again in the Deep South, three young friends frequent a local swamp where odd lights are seen to float and dance about. Noel especially us drawn to the area over and over, even after he's warned to stay out by the man who owns part of the land it rests on. Years later, Noel returns home from college to find that Mr. Prudhomme now owns all of the land and plans to fill in the swamp for development. Noel knows he'll have to do something drastic to save the swamp, and whatever it is that lives there.
This diverse collection of short tales shows Poppy's development and comfort with various forms and settings as well as her enormous skill as a storyteller. A must have for her fans and a great place to start for new Brite readers!
Reviewed by Tim Janson
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Gentle fantasy is a shocking change of pace.Review Date: 2002-02-27
A Marvellous And Delightful Story For Young And Old!!!Review Date: 2005-04-21
An unusual and satisfying book, maybe Herbert's best.Review Date: 2002-02-03
Spectacular!Review Date: 2004-01-17
I've read this book many times and still find it fascinating; it's written simply but beautifully, in language anyone can appreciate fully. The author obviously has a vivid mind and understands how the world looks through a dog's eyes; or perhaps he has been a dog in past lives. I know that I have. I highly recommend this lovely, exciting adventure.
Beautiful and MovingReview Date: 2002-11-02
Related Subjects: B C F G H I K L P S T W
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scary fantasy, but has a good theme, realistic behaviors