MOONRUNNER
Stephen Hand
Reviewed by Mark Lain
Often listed
in fans’ Top 10 Best lists, Moonrunner
has a formidable reputation as one of FF’s most accomplished gamebooks. The
third (and final) FF from the very talented (and now somewhat reclusive)
Stephen Hand, Moonrunner is a
follow-up (not a sequel) to the extremely impressive #44 Legend Of The Shadow Warriors and continues the themes of the
immediate aftermath of the Wars of the Four Kingdoms. YOU are not the same veteran as YOU were
in the previous book though as your mission this time is rather more personal
and you are seeking to bring to justice the unusually unluridly-named (for FF)
Karam Gruul. Indeed, you play the part of a Bounty Hunter who, as this is a
vengeance quest, eschews the usual motive of huge amounts of gold in favour of
just getting closure. That’s not all, however, as there is more to your beef with
Gruul (snigger) than just disapproval of his behaviour in the wars, but it is
not until the end that the real meaning of the title becomes apparent.
Already, it
should be evident that, by FF standards, this book is big on plot and the focus
is very much on story and characterisation rather than killing things and
collecting items (although equipment can be key to your success, all the same).
From the outset everyone you meet is a well-developed character rather than the
usual one-dimensional sword fodder, even down to potential throwaways like Orc
Guards who have their own vernacular and ignorant way of speaking. Every NPC is
fleshed-out, be it the way they speak, their obvious personality traits, some
foible or other, etc etc, and you really do feel that you are dealing with
“real” characters that have an identity and motive. Equally, almost everyone is
out for themselves and you quickly learn to trust no-one unless they prove
themselves to be worthy of your trust. And that’s one of the big aspects of this
book: the way the atmosphere of paranoia and suspicion is maintained from the
very first to the very last word that you read, which makes the setting
(primarily the town of Blackhaven) one of the most oppressive locales in any FF
book. Blackhaven itself is described in the Introduction as “a place so
dangerous that the City Guards have to go around in groups of ten” so does that
make it trump even the legendary Port Blacksand or FF’s other famously lethal
celebrated setting, Kharé? I guess it does if it warrants that description! I
will always be the first to say that Port Blacksand is FF’s best-designed
settlement ever and, whilst Blackhaven (in terms of how much you can visit)
seems to be smaller and less varied in its scope, it definitely gives PB some
competition in terms of the sheer imagination that has gone into designing it
and the over-riding theme of gothic horror prevails throughout. It’s hard to
name my favourite part of Blackhaven as almost every cameo and area is
brilliantly executed, but I do have a soft spot for the Rohmer Theatre (I
happen to like The Phantom Of The Opera
concept), Craven Asylum (as I like Lovecraft/Batman-type loony bin tropes), Gustav Hollmann’s wax museum (the
Chamber Of Horrors at Wookey Hole will always be with me), and the
mind-bendingly-named Last Octopus inn. That said, there is not one part of what
you can visit/see in Blackhaven that isn’t exciting, unsettling and hugely
imaginative. Even though the bulk of this adventure restricts you to an
exploration of Blackhaven, it really doesn’t matter as you will want for more,
and every playthrough will reveal something new as you unravel (and fall foul
of) its lethal locations.
But the
locations are far from the only thing that is out to get you in this book, as
certain characters will haunt and torment you to the very end if you happen
across them. First and foremost is the oft-mentioned Conrad the Maniac Guard
(with a name like that you can’t help but be worried!) who will endlessly
pursue and harass you right to the finale if you make the mistake of crossing
him and, as his cameo occurs very early in the game, he will become a serious
thorn in your side. Oh, and did I mention that he’s indestructible? Right, yes,
he’s indestructible, so you really do need to keep out of his way if you can as
you have enough to contend with without his interference too! Another, more
subtle, endless tormentor that you can get tangled up with is Baron Milescu the
Vampire. His mechanic comes in the form of a phial of his blood that you carry
with you. The blood gives you a combat advantage but the pay-off is that, after
EVERY combat, you must check to see if the phial has broken. If it has the
Baron will appear and then you are in trouble! Not only are NPCs an Achilles
Heel though, as many items you can collect are also a mixed blessing. In
particular, the Skull of Mora Tao can be a key item to success, but it is also
a massive nuisance. Basically, it feeds on the holder’s spirit in return for
staving off mortality. Certain activities will arouse it and, if you don’t feed
it a Skill point each time it gets hungry, it will grass you up to the
“authorities” wherever you are and whatever you are trying to do. It is worth
mentioning something at this point which these features raise and that is the
amount of wry black humour in this book. The Skull’s behaviour is particularly
amusing, but this book is riddled with little moments of gallows humour. Take
the applications of the Disguise Special Skill for example, which has you
dressing up as Orcs and vampires, amongst other things, repleat with plastic
novelty fangs etc, or the inclusion of a boasting gobshite (who has seen and
done everything) that accompanies you on the tour of the wax museum. Similarly,
there are moments that seem to almost be digs at the accepted norm of fantasy
gaming, and FF in particular. For example, the Introduction (which, as we have
already seen, fires a shot across the bows of the big name cities in FF)
justifies an equipment selection as “not for you the cumbersome leather armour
so beloved of amateurs”. Nice. I have to mention another line in the
Introduction which could be Hand even going as far as to parody himself with
the comment ”It is the dead of night”…
We have
mentioned the gothic horror theme throughout this book and this, along with the
wry humour, amplifies itself in the sheer number of classic horror movie
references that are there to be discovered and enjoyed by those who want to
find them. This book is a veritable celebration of the genre and Universal Pictures’
1930s/40s horror cycle in particular. The list of horror movie-related easter
eggs is pretty exhaustive, but the ones I picked out are: Matra Ouspenskaya who
is incarcerated in Craven Asylum = Maria Ouspenskaya who always played the
gypsy roles in Universal horrors; Lugosh who is holed up in Priestsgate is one
letter away from (Bela) Lugosi; (Wes) Craven Asylum, along with the character
of the Shocker (which was a Wes Craven movie title); The grave robbers
Kilmarney and Hoggy: grave robbers open the 1931 Frankenstein movie, plus the illustration gives them a striking
resemblance to Vincent Price and Peter Lorre; also they are later described as
“fearless vampire hunters” (Polanski’s Fearless
Vampire Killers perhaps?); The whole idea of the Wax Museum requires no
explanation!; The Rohmer Theatre and its organ-playing phantom; The return of
Doctor Kauderwelsch as a reanimated assemblage of body parts in the company of
Son Of Kauderwelsch ie Son Of
Frankenstein; You can jump/fall down a windmill blade at Weathern Mill à la
Victor Frankenstein in the climax of the 1931 Frankenstein; The machete-wielding Conrad the Maniac Guard who just
won’t stay dead no matter how many times and different ways you kill him
(including drowning and burning) is clearly Jason Voorhees from Friday The 13th (and he even
looks like him in the illustration, right down to the hockey mask!) The list
goes on…
Whilst the
horror movie influence is almost
impossible not to notice, I don’t personally see this book as a horror genre piece in the same way that #10 House of Hell or Keith Martin’s two
Count Heydrich books are out-and-out horror. Some may disagree but I say this
because the quest, the item/info hunting, and the underlying generic approach
of exploring the city and then heading towards your final destiny is very much
traditional medieval fantasy rather than archetypal horror. Yes, some
characters are straight out of horror, but you need to be familiar with their
sources to realise this, otherwise this book is not horror in the totally
explicit way that HoH or the Heydrich
books are. The system and mechanics of this book add credence to this argument:
you start with a sword, backpack, etc and 2D6+12 Gold Pieces – all very
conventional medieval fantasy launch points. You also select four Special Skills
from a list of nine which have no horror concepts in them and are all very
conventional fantasy talents. In fact, the list of Special Skills would not be
out of place in a skills-driven book like #29
Midnight Rogue and there is a definite link in this respect. Add to this
your five starting Provisions and a special (very realistic and welcome) rule
about a -1 Skill penalty for fighting hand-to-hand, and you get the foundation
of something very standard, fantasy genre-wise. The only “given” missing is a
starting Potion, but FF had mostly eliminated this by this stage in the series.
Hand’s own Legend Of The Shadow Warriors
used more realistic rules incorporating Armour adjustors (which I really liked)
but I’m not sure that this level of nuance was really necessary for Moonrunner as it is the plot development
that we are expected to focus on above anything else.
Initially, it
seems that your main aim is to gather information and you start out finding
some leads very quickly. However, the book is sly in this respect as your
opening leads are deadly red herrings (one causes the recurring Conrad
nightmare) and, in a neat twist, if you hunt around too long and find too much
intelligence, Gruul will be onto you and progress will quickly become very
difficult. The underlying function of Gruul’s always being one step ahead is
controlled by code words, as are the consequences of certain actions when
dealing with NPCs. I am not usually a fan of code words in gamebooks but here
they seem un-intrusive and really do make the cause-and-effect flow well,
especially as they usually lead to entertaining moments rather than driving the
adventure excessively as is the case in some gamebooks that use code words.
Interestingly, other than you being frequently penalised for drawing too much
attention to yourself, Gruul himself is a slow burn and seems very shadowy and
intangible in the early stages. Normally FF lays the big baddie on thick from
the get-go, but here you have to slowly uncover him as you go along. That said,
and in a brilliant bit of plotting, his influence is everywhere and he is
always on the front foot which just adds to the oppressive atmosphere and your
feeling that everyone is out to get you (and most of them are as Gruul’s
stranglehold on the region is pretty comprehensive!)
The Special
Skills mechanism has a huge influence on how your adventure pans out and your
choice of Skills is at the core of the gaming experience you will have. There
is no optimum combination as such (I hate it when you can fail a gamebook
before you’ve even started just by choosing the wrong selection), although some
combinations can make things easier or harder than others. The Special Skills
are checked and used very regularly and are the central function in this
gamebook’s design as the book has multiple paths to success based on what
Skills you have. Equally, this book can be completed with rock bottom stats (a
rare and welcome thing in FF), assuming you have the complementary Skills to
get you through and/or tread carefully. Obviously, avoiding certain perilous
areas can lower the reliance on Skills and Luck Tests can be substituted (at
times), but you will very quickly have a Luck score of zero if you rely on this
as your only gambit and might even end up dying quickly especially as some Luck
tests are critical. Skill tests are also liberally scattered throughout and, in
a neat twist, passing them can get you into worse situations (or even kill you)
as succeeding at a manoeuvre might not be the ideal outcome. There are also a
few 3D6 Stamina tests at particularly crucial points so maintaining a decent
Stamina score by using experience of previous attempts at the book and eating
at the right times is wise. Indeed, this book is riddled with -2 Stamina
penalties, particularly when trying to acquire key items. However, there is no
way you will be able to collect EVERY key item and suffer every Stamina penalty
as the Skills-driven plot elements, as well as certain time limits (in the very
Skills-influenced Harbour Row section, for example, some parts of which can be
very time-consuming) and impossible path combinations, prevent this from being a
serious problem. The obvious point to make at this stage is that this book is
totally non-linear with multiple paths through, many of which are mutually
exclusive, which makes the replay possibilities endless as you cannot possibly
visit everywhere in one playthrough, and, trust me, with the wealth of
consistently excellent material on offer here, you will want to revisit this
book over and over again.
The factors
we have just discussed might suggest that this book is rather difficult and it
is certainly a challenge to complete it regardless of the route, but this is
more down to you needing to map out and unravel the book which means you need
your head screwed on, rather than the book being weighted against you in any
traditional sense. The Special Skill driver is consistently deployed and does
not seem to be out to scupper you at every turn, and the Stamina penalties will
not mount up as much as it seems if you just flick through and tally up how
many there are (as you don’t need to, and can’t, suffer them all in one single
play). Various perils are avoidable if you know how to avoid them (Conrad in
particular) and treat NPCs with a certain amount of dignity and respect
(shopkeepers, for example) and even the really big infested areas full of kill
points (eg: Penkhull and its Fogwalker blight where you have a one in six
chance of insta-death after every combat) are not essential to visit on some
paths. (And even the Fogwalkers can be nullified with a certain Special Skill).
The difficulty or ease of your quest can be influenced by a function whereby
you need to make important decisions about when and how to use certain items
(the Wards in particular, all of which fiendishly have a penalty to you for
using their advantageous properties) and, very unusually for FF, this book is
very light on combat (again, because the focus is on plot and the use of your
chosen Skills to find alternative paths to victory). What combat there is is
generally fairly easy barring a few “Specials” that are as powerful as would be
expected, which is very logical and fair. The final showdown with Gruul (the
natura fight) will probably require you to still have some key items from the
Harbour Row section but even this might not be the case. However, as this fight
has you totally at the mercy of a dice roll it does seem a little arbitrary and
the result can be deadly through the fault of no previous decisions you have
made. That said, survive this part and the code words come back in force and,
if you have caused too much trouble on the way, you will pay for your
irresponsibility with failure at the final hurdle. The real trick to beating
this book, and the reason I maintain that it is tricky
and cunning rather than literally “difficult”, is in mapping (as I have said)
and knowing how to almost respect its design. By this I mean that, at face
value, you are generally free to roam and can visit areas in whatever order you
wish (within the limits of time and your chosen/assigned path), even being able
to revisit some areas, but the point is that you do not actually want to!
Rather you need to identify which routes and areas go with which combinations
of Skills and plot your path this way rather than trying to see everything and
best everyone otherwise you will soon come unstuck. That is what I mean about
respecting this book – it rewards careful close play and penalises gung ho
killing and plunder, something which is rare in a gamebook. Therein lies the
secret to just how cleverly designed this books really is and it is one of, if
not the, most intelligent book in the FF series. Keith Martin’s FFs used this
freeform RPG-style approach too, but in a less controlled and subtle fashion.
Impressive
gamebook design is not everything though, as the writing needs to be compelling
enough to justify the material. In this task, Hand excels and his prose is rich
with atmosphere and texture to immerse you from the outset. And he never drops
the ball at any point in what is a truly superb piece of gamebook writing, in
the literal sense. He even plays with your mind’s eye in places and subverts
your expectations: take the Last Octopus inn idea or the description of Mawn
Pretoragus’ sanctum made up of “constantly shifting angles” – just try to
actually visualise that. It makes sense as words, but does not make sense as an
image: think MC Escher, but in text form. The perfect companion to Hand’s
horror themes and sensibilities is Martin McKenna’s Hammer-influenced internal
art. I cannot think of a better FF artist than McKenna to visualise Hand’s
worlds and it is no surprise that McKenna illustrated all three of SH’s FF
books. MM’s work here is as excellent as ever and he really captures the terror
and mystery of what Hand throws at you. The cover by Terry Oakes is one of
Oakes’ better efforts showing a scene of colourful carnage that just might be
the back story to this piece, given how controlled the actual content of this
book is.
The Universal
horror influence on this book is clear, but there are also Lovecraftian tropes
such as Craven Asylum and the very Lovecraftian Ectoplasmic Lurker (again,
brilliantly drawn by McKenna in all its eldridge glory) that very generously restores
your Stamina every time you wound it. More conventionally terrifying is the
Shocker with its huge single eye (drawn almost hypnotically by McKenna), but
there are also some very cleverly designed and unique encounters such as the
Xen-Viper and the Obsidian Predator. Hand does not try to be too high brow and
unique though and there is a place for some conventional fantasy species such
as Orcs and suchlike – again, a brilliant bit of design that shows considerable
thought in the planning of this book. We also cannot fail to mention that Hand
favourite that debuted in Legend Of The
Shadow Warriors, the Mandrakes, who are back (well, one of them is) in a
genuinely unexpected cameo role (remember to use fire lol). This gives a nice
link to the earlier book and the return of the Frankenstein-like Doctor
Kauderwelsch is another welcome inclusion, along with some development of her
character and update on her fate between the two books. A very subtle little
linking inclusion too is the Shadow Warrior masks in the image of Kiennar’s
Curiosity Shop. Very clever.
If I have any
criticism, and they are fairly trivial niggles really, they would be that, to
get the most out of this book you do need to have read/played Legend Of The Shadow Warriors or you
will miss out on the inter-related material and the mandrake and Kauderwelsch
bits might seem jarring and randomly inserted with no context behind them, and
that, even at twice the length, I would not be able to get enough of this book.
Yes, the limit of 400 sections keeps it taut and effective, but you cannot have
enough of Blackhaven and its superb selection of incidents and experiences. On
the subject of the 400 sections, it is noteworthy that paragraph 400 is not the
victory section. Normally, FFs that subvert the “Turn to 400 and win” approach
have multiple win endings but this one does not seem to go by that rule. Maybe it’s
just hand going against the grain again or maybe we are expected to feel a
hollow victory? It’s not a big issue, but it’s worth bringing up, I think.
The word “masterpiece”
is used far too liberally in reviews, but I struggle to find a more suitable word
to do Moonrunner justice. It is
intelligent, well-designed, eminently replayable, the challenge is more
cerebral than normal in gamebooks, and the emphasis on feeling the plot and the
world of this book over simply slaughtering everything in sight and stealing
items, makes it a hugely satisfying experience. The book grabs you and fuels
your imagination from the very start and it is very hard to put it down as
there is no let-up in its brilliance from one moment to the next. What Hand
would have followed this with we can only guess, but, if this is a step towards
something even greater, I can only assume that the planned but never produced Blood Of The Mandrakes would have been
the greatest FF book ever, as Moonrunner
is up there with the absolute best. Truly outstanding.
That was a very elegantly written review.
ReplyDeleteThanks. It's a very elegantly-written book!
DeleteThe list of horror movie references could also include Kriswell the moneylender, whose name is too similar to that of the narrator of Plan 9 From Outer Space to be coincidental.
ReplyDeleteHaving the victory section be something other than 400 does make the correct choice at the final decision less obvious. I suppose Hand could have split the ending across two sections instead, but what would he have cut to free up a section in order to fit it in?
I did have the Kriswell Plan 9 reference in my playthrough notes but it somehow got missed when I wrote up the review.
DeleteHigh praise indeed and its made me want to go back and re-visit this particular adventure.
ReplyDeleteThe cover for this has always baffled me as it doesn't seem to have any relation to what happens inside.
Its striking to be sure - an orc-like shaman with medusa style snakes for hair and a burning windmill in the background - but what does this have to do with the actual adventure ?
In fact on reflection , there have been quite a number of FF titles with similarly misleading covers.
By the way Malthus , I've just ordered your book - Destiny's Role - looking forward to reading it !
best of the bunch is Cult Of The Black Feather - quite similar in tone to Venom Of Vortan.
ReplyDeleteWhat a well written review, thanks Malthus. Glad you picked up on the black humour of this book.
ReplyDeleteTwo points of disagreement:
1) I think that Moonrunner is much scarier than either of the "Vampire" books. The "Vampire" books are basically dungeon crawls with (well-executed) gothic horror trappings - they're "Castle Ravenloft". There's nothing in them as terrifying as, say, the Fog Walkers or the vampire's blood.
2) The main flaw of this book is that the crucial background of you being a Moonrunner isn't mentioned enough until the very end. This is why the cover makes no sense!
I vaguely remember that the obsidian predator has claw blades so I always thought thats what the cover creature was. I hope thats not a moonrunner lol. I always liked how vague and mysterious they were described. My mind didn't even jump to 'werewolf' as a kid despite the cabal of the werewolf...
ReplyDeleteAs much as I love Moonrunner I do think it can't really be viewed as anything *other* than a horror genre love letter. Its basically the world as Stephen Hand wishes it was - deadly and filled with insane people but a million times more exciting, freed as it is from the constraints of real life's banality.
ReplyDeleteTaken on its own terms, I agree absolutely that its a masterpiece. The only real criticisms I have are that the Moonrunner plot thread itself is left far too late with no real foreshadowing. It would have been nice to explore your own character in a bit more depth given that until the 11th hour we had no real idea of his (extremely) hidden depths.
This ties into my regret that Gruul himself didn't get many opportunities to be as evil as the book says he is until that aforementioned 11th hour (where he gets several despite technically having been beaten). Too often his schemes and traps are a little too wacky making him seem like a fantasy version of Ming the Merciless. Most of this book's horror is great but Gruul himself often disappoints. His lore is great and from when you capture him he gets a lot more sinister but its very late in the day.
Lastly, Blackhaven itself is great as a kind of 'Hammer Horror Theme Park' for all us classic horror movie fans. But... how could anyone actually live there? Practically everyone you meet is a killer for hire, thief who kills people, sadistic killer for pleasure or just generally insane. And a killer. Even some of the actual monsters are saner and less criminal than the citizenry of Blackhaven. There is Guard Marshal Be... oh. Never mind.
And yet... Its still absolutely sensational. Moonrunner confounds any attempt at logical criticism with its declaration that life would so much better if it was as wild, terrifying and out of its mind as this. Because whilst you'd probably die horribly, you'd do so thinking 'I just got my fingers cut off in a sadistic pit trap and now I'm going to drown... that's *awesome!*
Good comment, and I've got to ask, did you by any chance used to post reviews under the name Modern Day Moriarty, on the official Fighting Fantasy forum, back when it was live during the late '00s?
Deletethe moonrunner is that thing on the front cover that's what you used to be.
ReplyDeleteI think it's the Obsidian Predator encountered in the book. The OP is not really described but is mentioned as having "wrist blades"
Delete