Andrew Chapman
Reviewed by Mark Lain
FF #15 (and
the third Sci-Fi attempt) is probably one of the most obscure of the early FFs
from the era when we would see a new title every month or two and when Steve
Jackson and Ian Livingstone were still actively writing for the series. Only
Steve Jackson (II) and Andrew Chapman were the other regular contributors at
this stage, before SJ/IL took a back-seat and the floodgates opened pouring
loads of new FF writers (some good, some bad) into the mix. The obscurity of this FF is not helped by its never having been re-issued in the Wizard Books series'.
In spite of
its comparative lack of press, this is actually the first decent Sci-Fi book in
the series, if still only a fairly minor entry in the overall cannon and,
whilst fun to play, it is certainly not without its faults but is considerably
better than the dull Starship Traveller
or the simply dire Space Assassin (the
two Sci-Fi FFs that preceded it.) In many ways it is possible that this ended
up as a lesser-known effort due to peoples’ lack of confidence in Sci-Fi FFs
and it is something of a miracle that Andrew Chapman was allowed to write
another one after he inflicted Space
Assassin on the FF readers. But it is a good job that this book did go
ahead as it paved the way for the best two Sci-Fi FFs (#22 Robot Commando and #18
Rebel Planet) shortly afterwards.
There is much
to recommend in this book but the plot is its real strong-point. It’s a lot of
fun and you really do get the impression of being an intergalactic Philip
Marlowe figure as you gradually gather clues and information by sneaking about
and by quizzing various characters that you meet along the way with the
ultimate aim of locating the HQ of (and bringing down) the intergalactic
Satophil-D drug ring. To add to the effect you have an expenses account and can
bribe information out of people assuming you offer the right money in return.
Furthermore, the more you sneak about the more attention you start to draw to
yourself and the more in danger your life becomes, which adds to the atmosphere
and draws you into the character and the storyline, so this is classic Film
Noir stuff transplanted into Space. The plot is logical and there are numerous
possible routes you can take – in other words, none of the irritating problems
of there being only one linear true path that detracts from the playability of
most FFs. Plus, there is ample scope for replaying and choosing a different
route. Added to this is the fact that you are given a certain amount of
RPG-style freedom to roam from place to place as you please which makes this
feel less like a guided story book and more like an actual game. The final
touch with the multi-directional plotting is that there are actually TWO ways
to win: you can either take the baddies in dead by totally annihilating the
entire asteroid where drug production is happening, or go for the more
law-friendly option and take them in alive by out-gunning them (personally I
find the destroy everything option more satisfying and it seems that AC did as
well as the final paragraph for this outcome is far more vividly written than
the somewhat pathetic three short sentences you are rewarded with for capturing
the baddies.)
There are
some great cameo moments along the way, including a bizarre asteroid-monastery
(that is actually a waste of time visiting other than for novelty value),
several run-ins with some fairly surly rival groups of intergalactic miscreants
who like to mouth-off about not liking Feds and who will use you in their
power-games against each other (more Film Noir here), a few EVA space-walks to
remind you you’re in Space (some of which are more dangerous than others), a very hairy negotiation of an asteroid mine field (Empire Strikes Back?), a
fairly interesting spaceport with quite a few options of what to do, etc, but
the best sequence by far is a car chase that you can find yourself in. This
episode is really long and is peppered with all sorts of obstacles and ways of
meeting a sticky end. In some ways it feels a little out-of-place and makes you
feel like you are rather Earth-bound, but it is so well executed and so
fast-paced that your adrenalin really does start to rush.
Overall, the
pace of this book is pretty fast and there are no drawn-out moments or dull
parts to break-up the flow. If anything, the only really disappointing part is
when you finally come up against the drug-producing HQ – there isn’t all that
much in there for a hive of illicit activity and Blaster Babet himself is a
major let-down. It takes very little thought to beat his tricks and his stats
are hopelessly-low for any FF encounter, let alone a final baddie. On that
note, it was also a bit of an anti-climax when I discovered that the
evil-looking fat bloke dressed in baddie gear on the cover isn’t the man you’re
looking for, but one of his minions – Babet himself is fairly emaciated (unless
that’s what Satophil-D does to you!)
As you would
expect with Sci-Fi there are numerous extra rules to accommodate the use of
laser guns and let you get into ship-to-ship encounter situations. These rules
are basically the same as those created for Starship
Traveller (although phaser combat is slightly less lethal, doing 4 Stamina
points of damage rather than your life resting on one throw of the dice like in
ST.) To counter the higher damage you
can suffer, provisions are provided in the futuristic form of pep pills that
restore 6 rather than the usual 4 Stamina points. This does mean that the
damage vs restoration factor is actually no different to that in regular
medieval FFs, but at least it’s realistic inasmuch as phaser combat will kill
far quicker than normal FF sword combat. Yet again, as with ST, ship-to-ship combat is a wasted
opportunity and there aren’t many of these encounters in TROK either. This is a shame as ship combat is made slightly more
interesting here as you are given two smart missiles that cause instant
destruction when fired at an enemy ship. Only having two means you have to be
sparing and take a call on when is best to use these, but as there aren’t many
ship combats you might not even use both of them so that’s a bit of an own goal
as well. As regards one-on-one combat, there are less of these than you might
hope for but how many times is a space detective really likely to need to kill?
So this is actually fairly logical if a little on the flat side in terms of
what you would expect in FF. Also, the encounters are almost all very weak (4
to 8 St is the norm here even for most robots) and take little effort to kill
especially as your phaser does 6 St of damage. Similarly, there is very little
to collect in the way of items so that’s a bit of a let-down but I can see how
it fits into the overall concept of gathering information rather than stuff to
reach the end so this is forgivable.
Unfortunately,
the emphasis on plot and variation in terms of possible routes does come at a
cost, not just in terms of weak foes, lack of combats, not having much to
collect, and minimal exploitation of potentially scope-expanding extra rules.
None of the various routes to either of the endings are especially difficult
and this book is actually very easy to beat. I have played it several times and
have never lost. Many would say the mark of a FF that is too easy is if you can
win on the first playthrough and this is easily done in this book. It is also
fairly short if you happen to crack the clues and take the quickest route
through (indeed, some routes consist mostly of the car chase and I believe it’s
possible to avoid even this), although you can drag it out by going everywhere
possible along a given route even if you don’t really need to.
A real mixed-bag
in this book is AC’s style of writing FF. There is a good amount of dialogue
(which you would expect if you are trying to get people to tell you
information) and it is nicely written in a hardboiled way that adds to the
Noir-ish detective feel. You also get to read the plaques on peoples’ doors
which always seem to feature heavily in Film Noir so that’s a nice addition
too. Flavour and atmosphere is added to the Sci-Fi theme by the inclusion of
ship displays, count-downs, etc and this is a welcome touch. However, a common
criticism of AC’s prose is that it can be very curt and instant death
paragraphs leave you feeling either a bit stupid or vaguely insulted (unless
this was intended, but it’s hard to tell.) Worst of all is that AC commits the
cardinal sin of wasting paragraphs. Granted this might be designed to maintain
the pace but it would be just as urgent-feeling if there were less paragraphs.
I really do not like to be sent to entries that say nothing other than to go to
yet another paragraph. Similarly, some references merely list your options
before you move to another entry. This is just lazy and leaves you feeling
short-changed. Even Starship Traveller
cut its losses and only had 340 playing references! A better use of paragraphs
in TROK is in the car chase as the
constant jumping from short entry to short entry adds to the frenetic feel of
it, but even that stretches to consuming 50 possible entries (ie 1/8th
of the entire book and that’s excluding pointless “go somewhere else please”
paragraphs!) Annoyingly, there are also a couple of typos in this book where
you are sent to the wrong paragraphs so even what was used is not 100% correct.
However, it has to be said that Chapman’s writing here is far better than his
ham-fisted effort in Space Assassin,
although he would not really come of age stylistically until FF 16 Seas Of Blood.
I have
similar mixed feelings about the art in this FF. This was the only series entry
illustrated by Nik Spender who should maybe have been given another chance.
There is a very metallic monochrome feel to his machinery and environment
drawings which does give a feel of Film Noir and of futuristic “shininess” with
clean lines, little background and, in most cases, largely line-drawing. His
people are not drawn in this way and are more conventional which adds life to
the NPCs. Plus it means the art is in two styles which, whilst lacking
consistency, does give contrast between human and mechanical forms. There are
some let-downs though – the mutant thing you meet outside Babet’s lair is
ludicrous and you kind of feel sorry for it, Babet himself is pathetic, and the
serpent monster thing is genuinely laughable. Of more interest is the cover
which I really like - there is a nice black and red theme going on and the
henchman on it is suitably repulsive.
Overall then,
this FF is no more than an average offering that could have been brilliant from the very hit-and-miss “teens”
period in the series (probably the least consistent section of the series, in
fact, due in part to Puffin’s demanding release schedule caused by the runaway
success of FF) that started well with book 11, reached the series’ worst low so
far with #12, was OK at #13, clawed itself back into classic territory with #14, was fun at #16, became
stupid at #17, and then returned to form with a run of classics from #18
through to #22.
I enjoyed Rings of Kether, it had a "bladerunner/scifi noir" feeling that I really like. It's not a stellar FF book, but probably one of the most consistently under-rated ones.
ReplyDelete100% Agreed -- very under-rated.
ReplyDeleteI also loved the cover art!
Isn't the cover a picture of Zera Gross, Babbet's female henchwoman?
ReplyDeleteSlaves of the abyss review? Still to play this one as well!
ReplyDeleteThat book is really good, one of my all time favs
DeleteThis has to be the most forgotten FF. Really different to anything else in the series.
ReplyDeleteNot a classic, but tons of fun
ReplyDeleteIMHO this a bad book. (Despite Malthus apparently enjoying it more than other SFs.) The best part is the space noir feel at the beginning - you really are just a gumshoe dropped on a shady colony in the dark rain, no idea where to start looking but stalked by criminals and CAN run out of investigation time. This quickly gets destroyed tho' as you start asteroid-hopping and run into weird space cults, space god pokemon and a final boss trying to fool you with a mirror?? Basically the 2nd half becomes "Sky Lord" and ruins the whole book.
ReplyDeleteI vaguely remember playing this book and found it somewhat interesting, but as a teen growing up in the 80s the most significant aspect of this book was that it was trying to rip off the "undercover cop" subculture that ruled at that time, led by "Miami Vice."
ReplyDelete