First Quote Added
April 10, 2026
Latest Quote Added
"Sooner give a cobra a kiss, than a secret to a woman."
"Then he was running not so much away from the cold and its crippling, supernatural horrors, as toward civilization, which was once again a bright emblem in his brain, an answer to all small-mindedness."
"Understatement is the horror writer’s surest tool. Fritz Leiber, Terror, Mystery, Wonder in The World Fantasy Awards Volume Two, p. xxxi"
"To merit serious consideration, fiction of any sort must satisfy one pragmatic requirement (making due allowance for the time and place when it was written): Does it convince the reader?"
"Not “according to rule” and “something more”—those are the watchwords of the literature of supernatural dread."
"No wonder without fear, no fear without wonder—that’s the rule for the cosmic weird tale and also the compensation for the pains of fear, the jewel in the toad’s head."
"Now when I was corresponding with Lovecraft I was very enthusiastic about Fort’s books, and without thinking twice, I wrote him about how the man had brought to light facts that science had neglected or denied. Whereupon Lovecraft courteously explain to me how scientists cannot accept “new facts” on the basis of single or scattered reports, even by competent technicians and observers, and that experiments or observations must be repeatable—there must be general agreement—before they can become part of the body of scientific knowledge. And this is quite true, of course. Scientists don’t arrive at the truth by inward certainty or by majority vote, but they do demonstrate it to each other (and to other men) by open and rational procedures. If an experiment or observation can’t be repeated, it can’t be accepted, no matter how great the reputation, scientific or otherwise, of the man who says he did it or saw it; the matter must then be tabled as an anecdote (perhaps an extremely interesting one) but unproven (it’s very much like that Scottish criminal-law verdict) until new evidence comes in, if ever. (That’s why, incidentally, there can’t be a true science of history, or of artistic creation, or a lot of other things; you can’t repeat the past to verify it; nor can you go back and rewrite Hamlet to check up.)"
"The Seven Subjects of Sensational Journalism: crime, scandal, speculative science, insanity, superstitions such as numerology, monsters, and millionaires."
"There is an inescapable imperative about certain industrial developments. If there is not a safe road of advance, then a dangerous one will invariably be taken."
"Beside me, traffic growled and snarled, rising at times to a machine-gun rata-tat-tat, while pedestrians were scuttling about with that desperate ratlike urgency characteristic of all big American cities, but which reaches its ultimate in New York."
"Two things will last to the end of time, at least for the tribes of Western Man, no matter how far his spaceships rove. They are sorcery and romantic love, which come to much the same thing in the end."
"Work and pray, Live on hay. You’ll get pie In the sky When you die— It’s a lie!"
"“You are not the first to be shocked and horrified by chess,” he assured her. “It is a curse of the intellect. It is a game for lunatics—or else it creates them.”"
"To understand why George fell for this story, one must remember his stifled romanticism, his sense of personal failure, his deep need to believe. The thing came to him like, or rather instead of, a religious conversion."
"“Life’s always been a business of working hard and fighting the cold,” Pa was saying. “The earth’s always been a lonely place, millions of miles from the next planet. And no matter how long the human race might have lived, the end would have come some night. Those things don’t matter. What matters is that life is good. It has a lovely texture, like some thick fur or the petals of flowers—you’ve never seen those, but you know our ice-flowers—or like the texture of flames, never twice the same. It makes everything else worth while. And that’s as true for the last man as for the first.”"
"Naturally a parent pretends to his child to be a little more perfect than he actually is. To admit any of his real weaknesses would be too much like encouraging vice."
"Every human being believes he is perfect in his way, even the most miserable scoundrel or dreamer."
"Laymen always accuse actors of acting. Because we can portray genuine emotion, we're supposed to be unable to feel it. It's the oldest charge made against us."
"He had the dim realization that the universe, like a huge sleepy animal, knew what he was trying to do and was trying to thwart him. This feeling of opposition made him determined to outmaneuver the universe—not the first guy to yield to such a temptation, of course."
"Everyone knows Newton as the great scientist. Few remember that he spent half his life muddling with alchemy, looking for the philosopher's stone. That was the pebble by the seashore he really wanted to find."
"I thought of how people are like planets—lonely little forts of mind with immense black distance barring them off from each other."
"I’ve never found anything in occult literature that seemed to have a bearing. You know, the occult—very much like stories of supernatural horror—is a sort of game. Most religions, too. Believe in the game and accept its rules—or the premises of the story—and you can have the thrills or whatever it is you’re after. Accept the spirit world and you can see ghosts and talk to the dear departed. Accept Heaven and you can have the hope of eternal life and the reassurance of an all-powerful god working on your side. Accept Hell and you can have devils and demons, if that’s what you want. Accept—if only for story purposes—witchcraft, druidism, shamanism, magic or some modern variant and you can have werewolves, vampires, elementals. Or believe in the influence and power of a grave, an ancient house or monument, a dead religion, or an old stone with an inscription on it—and you can have inner things of the same general sort. But I’m thinking of the kind of horror—and wonder too, perhaps—that lies beyond any game, that’s bigger than any game, that’s fettered by no rules, conforms to no man-made theology, bows to no charms or protective rituals, that strides the world unseen and strikes without warning where it will, much the same as (though it’s of a different order of existence than all of these) lightning or the plague or the enemy atom bomb. The sort of horror that the whole fabric of civilization was designed to protect us from and make us forget. The horror about which all man’s learning tells us nothing."
"I realized that wherever she came from, whatever shaped her, she’s the quintessence of the horror behind the bright billboard. She’s the smile that tricks you into throwing away your money and your life. She’s the eyes that lead you on and on, and then show you death. She’s the creature you give everything for and never really get. She’s the being that takes everything you’ve got and gives nothing in return. When you yearn towards her face on the billboards, remember that. She’s the lure. She’s the bait. She’s the Girl."
"There are vampires and vampires, and the ones that suck blood aren’t the worst."
"That’s what everybody’s been looking for since the Year One—something a little more than sex."
"There are vampires and vampires, and not all of them suck blood."
"I’ll have to learn to snowshoe. I had my first lesson this morning and cut a ludicrous figure. I’ll be virtually a prisoner until I learn my way around. But any price is worth paying to get away from the thought-destroying din and soul-killing routine of the city!"
"He had the illusion, he said, of getting perilously close to the innermost secrets of the universe and finding they were rotten and evil and sardonic."
"Besides, what difference did if make if there had been two genuine coincidences? The universe was full of them. Every molecular collision was a coincidence. You could pile a thousand coincidences on top of another, he averred, and not get Tom Digby one step nearer to believing in the supernatural. Oh, he knew intelligent people enough, all right, who coddled such beliefs. Some of his best friends liked to relate “yarns” and toy with eerie possibilities for the sake of a thrill. But the only emotion Tom ever got out of such stuff was a nauseating disgust. It cut too deep for joking. It was a reversion to that primitive, fear-bound ignorance from which science had slowly lifted man, inch by inch, against the most bitter opposition."
"It really meant a lot to him to hear from people from over the years about how he helped them become a doctor, a lawyer, a policeman, what he gave them ... He really enjoyed that."
"I think a lot of what I was taught, gathered, and learned is worth keeping. Heritage and "wisdom" and simply personal family and local history enrich the one able to tap such information. As it is I wish I had garnered more from my grandparents and parents."
"There is no intimacy; it’s not live. [he said of online games] It’s being translated through a computer, and your imagination is not there the same way it is when you’re actually together with a group of people. It reminds me of one time where I saw some children talking about whether they liked radio or television, and I asked one little boy why he preferred radio, and he said, "Because the pictures are so much better.""
"The essence of a role-playing game is that it is a group, cooperative experience. There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you’re involved in, whether it’s a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things."
"Pen-and-paper role-playing is live theater and computer games are television. People want the convenience and instant gratification of turning on the TV rather than getting dressed up and going out to see a live play. In the same way, the computer is a more immediately accessible way to play games."
"I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else."
"The books I write because I want to read them, the games because I want to play them, and stories I tell because I find them exciting personally."
"The new D&D is too rule intensive. It's relegated the Dungeon Master to being an entertainer rather than master of the game. It's done away with the archetypes, focused on nothing but combat and character power, lost the group cooperative aspect, bastardized the class-based system, and resembles a comic-book superheroes game more than a fantasy RPG where a player can play any alignment desired, not just lawful good."
"In many ways I still resent the wretched yellow journalism that was clearly evident in (the media's) treatment of the game — 60 Minutes in particular. I've never watched that show after Ed Bradley's interview with me because they rearranged my answers. When I sent some copies of letters from mothers of those two children who had committed suicide who said the game had nothing to do with it, they refused to do a retraction or even mention it on air. What bothered me is that I was getting death threats, telephone calls, and letters. I was a little nervous. I had a bodyguard for a while."
"The idea that a game is anything more than a game… You know, there are people who are basically unbalanced who are going to misuse a game and have bad results. If a golfer who insists on playing during a lightning storm gets hit by a stroke of lightning and is killed nobody says, 'There's golfers dying by the droves being hit by lightning!' You can overdo what you really like, and if you're unbalanced you go overboard."
"Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game."
"One more thing: don’t spend too much time merely reading. The best part of this work is the play, so play and enjoy!"
"Hello Fry, it's a ... *[stops mid-sentence, throws a D20 and a D6]* pleasure to meet you."
"One of the things stressed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT."
"While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed. It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing. In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought. A quick glance at the Equipment section of this booklet will reveal just how little is required. The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins."
"The most immediate influences upon AD&D were probably de Camp & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P. Lovecraft, and A. Merritt."
"Theodore Sturgeon influenced me-he was a real craftsman. I probably liked The Synthetic Man, which was originally called The Dreaming Jewels, and More Than Human, the best. The writers who influenced me most tended to be those who were the most prolific."
"Theodore Sturgeon was a well-known science fiction writer. He's dead now, but supposedly he was on a panel at a science fiction convention once when somebody complained to him, "Ted, 90 percent of science fiction is shit." Sturgeon said, "Ninety percent of everything is shit.""
"I liked his work because he was such a good craftsman. Sometimes science fiction writers were more pulp writers than they had to be because they didn't bother to learn. I'm talking about the old-time science fiction writers now, the ones who were more concerned with the wonderful machine than with the people who were supposed to be having something to do with the machine. They didn't characterize very well. Their women characters in particular were stick people, puppets, and Sturgeon, even though he was easily old enough to be my father, didn't write that way, and a few others didn't write that way. I especially paid attention to their writings... By the way, I don't believe that Sturgeon ever graduated from high school. He made a comment when he was teaching the class, an extension course: he said probably America is the only country where a man who never graduated from high school can teach at college. He might have had a point."
"Father-dominated people who form father-dominated cultures have father-religions: a male deity, an authoritative scripture, a strong central government, an intolerance for inquiry and research, a repressive sexual attitude, a deep conservatism (for one does not change what Father built), a rigid demarcation, in dress and conduct, between the sexes, and a profound horror of homosexuality. Mother-dominated people who form mother-dominated cultures have mother religions: a female deity served by priestesses, a liberal government—one which feeds the masses and succors the helpless—a great tolerance for experimental thought, a permissive attitude toward sex, a hazy boundary between the insignes of the sexes, and a dread of incest."
"Pleasure, the outer edge of ecstasy, was in the dour days of Protestantism, considered sinful in itself, wherever gained; Rome held specifically that any or all sexual pleasure was sinful. And for all this capped volcano produced in terms of bridges and houses, factories and bombs, it gouted from its riven sides a frightful harvest of neurosis. And even where a nation officially discarded the church, the same repressive techniques remained, the same preoccupation with doctrine, filtered through the same mesh of guilt. So sex and religion, the real meaning of human existence, ceased to be meaning and became means; the unbridgeable hostility between the final combatants was the proof of the identity of their aim—the total domination, for the ultimate satisfaction of the will to superiority, of all human minds."