TRIAL OF CHAMPIONS
Ian Livingstone
Reviewed by Mark Lain
The sheer
popularity (not to mention, brilliance) of #6
Deathtrap Dungeon, combined with the fact that it was set in a wholly
artificial environment, made a sequel book almost inevitable. Indeed, these
factors made DD arguably the most
franchise-able of all the books up to the point where number 21 appeared and
when its imminent release was announced the news was greeted by me (for one)
with considerable enthusiasm. Cynics might say that sequels are never quite as
good as the first instalments and some may have quickly assumed that this would
be the case here, but I welcomed this book with open arms. But is it a worthy
successor to DD?
Firstly,
there are many similarities to the first book, presumably to avoid accusations
of there being no commonality of theme and approach:
- The dungeon is roughly divided into two sections, each ending with a Trialmaster encounter which requires you to demonstrate your fighting as well as mental abilities to succeed
- You are one of several contestants (five, rather than six this time, but the other four are far higher status than in the first book) and the true path requires you to encounter all of the other four
- It quickly becomes apparent that you are going to need a lot of items to get through this, especially trinketry (in the form of lots of gold rings this time)
- There are umpteen Skill tests (and several Luck tests too, mostly to avoid combats though) and having a Skill lower than 11 will give you no hope of getting anywhere at all
- Seemingly dangerous routes often turn out to be good to take (DD has a corridor that grows ever hotter but is on the true path, ToC has a dark corridor full of revitalising volcanic mud)
- There is a certain generosity and ready availability of stat bonuses, but this is tempered by loads of stat penalties, even on the true path
- There is an encounter where literally ALL of your equipment can be stolen, although it comes much earlier in this second book so is nothing like as depressing when it happens and you realise you must start again
- IL seems to be obsessed with pits again
- Certain creatures will cause instant death simply by winning an Attack Round
- The true path is linear, very tight, and allows no room for digression
- But, the incidents on the wrong routes are just as worth experiencing as those on the correct one so there is considerable re-play value
- There are many many traps (appropriately) and incidents designed to make an over-honest player part with their all-important trinkets
- Instant deaths are common
However, to
avoid this simply being a re-tread of the first book, there is a lot of new
material/ideas:
- Hidden codes (three in total) have to be found and victory is impossible without them – in a neat touch you actually find the second before the first which can leave you thinking you’ve gone wrong somewhere even though you are on the right path – which is a more “modern” approach in keeping with the direction FF was now taking in terms of cheat-proofing
- The reward for victory has doubled from 10,000 gp to 20,000
- Due to the nature of the backstory, you start with no Provisions or Potions (although food can be easily found en route and you can completely reset your Stamina at one point)
- There are far more items to collect this time and the majority of combats are tougher with Skills around 10 being the norm
- There is still one final combat to deal with AFTER escaping the dungeon (ie just surviving “The Walk” is not enough this time around)
- There are several (often lethal) moments where your fate is determined by rolling one dice as opposed to by saving throws against stats, making this seem rather more arbitrary
- The overall plot is dramatically different...
... and the
change of plot makes for a very different-feeling Trial this time around. In
response to a previous adventurer having beaten his Trial Of Champions (ie you
are not the same character as in the first book, which is commonplace in FF
sequels), Baron Sukumvit has licked his wounds and come back with a vengeance
unleashing an altogether deadlier Trial on anyone foolish enough to attempt it.
Enter Sukumvit’s brother (Lord Carnuss) who wants to get one up on him by
finding an unfortunate sap who could beat the dungeon. This is where you come
in – having been captured at sea and dragged to a slave colony on Blood Island,
you are forced to undergo numerous gladiatorial combats to eventually leave one
man/woman standing who has proved themself tough enough to attempt The Walk,
and tough you have to be as, again, without a Skill of at least 11 you have no
hope even in the prologue section. If you survive the arena you then head for
Fang and the Trial proper. But, if you do beat the dungeon, a personal
vengeance element comes into play when you have to kill Carnuss himself before
being sent to paragraph 400. So the whole motive for playing is totally
different this time around. You are not a glory-seeking chancer - instead you
are playing for your freedom and for closure. This does add a more perilous
angle and even getting to the Trial itself can take several failed attempts.
This also explains why you start without the usual accoutrements of an
adventuring hero. Naturally then, given all the elements that come into play
here, even compared to the first book, it goes without saying that this FF is
extremely difficult!
What made Deathtrap Dungeon so good was the sheer
imagination that went into designing what was essentially an old-school dungeon
trawl and ToC is no different in that
respect, being another very inventive dungeon full of fiendish traps,
challenging (but not impossible) puzzles to fathom out, and a whole catalogue
of great encounters. Some may be disappointed to learn that no creatures return
from the first book (ie no Bloodbeast) but is this really a bad thing? Yes, the
Bloodbeast in particular is iconic, but this is a totally re-designed Trial Of
Champions, so it makes sense that nothing has survived from the first iteration
as Sukumvit (ie Livingstone) clearly decided that that one was too easy after
all! The creatures this time around show a lot of invention, particularly the
hideous Coldclaw, the manic Bone Demon, the very sinister and challenging Liche
Queen, and the mysterious Xoroa. Add to these a few non-combat creatures to
deal with such as a Siren, and you have a really wide variety of challenges on
show. Most of the traps in the first book were of the gory type, and there are
many again this time around, but there are a few moments that show advancement
in the design of traps/tricks, especially the void that you can launch yourself
into if you are not careful, and the teleportation room that sends you
off-track and makes the game initially un-mappable until you develop some
familiarity with the dungeon design overall. In a really neat trick, however,
there comes a key moment late on where you in fact must teleport
yourself otherwise you are trapped for good. This is a really good twist and is
a nice change to the usual situation of just wandering around in search of the
true path. Ok, overall there is a slight feeling of conceptual déjà-vu as you
explore the sequel dungeon, but there is enough new material here to make this
book stand on its own two feet. Plus the map is totally different too.
As with the
first book, you need to run into your co-contestants, but the roles they play
are rather more limited and this aspect is a let-down compared to the first
book. Two of the other four are met in straightforward combat situations (which
is hardly imaginative), the Elf is found in the grips of death and helps you
out (as before), but the Dwarf is very unusually and much more effectively
incorporated in that he is trapped in a trick box that you can fall foul of and
consequently free him by accident. Although the book states that you enter
second of the five, unlike the first book there is little real evidence of the
other four having passed by anywhere, instead they just seem to sort of
materialise, which is a shame. Equally (and unusually for a IL FF), there is no
requirement to take a travelling companion which removes the heart-rending
ethical moment where you need to kill a friend as there can only be one winner.
I guess it would have seemed a bit too obvious to include this again, but the
overall deployment of the other contestants is weak in this second book.
By contrast,
this time around I found the pivotal Trialmaster moments to be much more
interesting (bar the lack of ethical dilemma caused in the first book.) The
first is not overly difficult (a tug-of-war Skill test, followed by an easy
maths challenge, then a strategic exercise), but the second is hugely demanding
and incorporates combat prowess with item checking, cheat-proofing, and pure
random decision-making as you have to prove that you have found EVERY gold ring
from within the dungeon (and there a nine of them which is a lot by any true
path standard), then find three secret sections based on info, followed by a
Fire Imp combat that then evolves into a somewhat tougher Fire Demon fight, and
finally a lever-pulling choice (from four options) to avoid being crushed to
death. To call this a relentless catalogue of potential fail points is an
under-statement and this episode alone is enough to say that this book is way
tougher than the first. If you survive this second Trialmaster’s test (and
remember that the only way to reach it is via teleporting then using a
particular key that can only be acquired by de-coding a word game early on in
the book), you still then have another item check, a direction choice, and
finally the combat with Lord Carnuss to overcome to be able to finally claim
victory. Sukumvit was not kidding when he claimed that his new Trial was much
more lethal than his first!
A really
important element of the first book was the marriage of Iain McCaig’s superbly
threatening artwork with Ian Livingstone’s urgent and forebodingly atmospheric
text. Ian’s writing is equally as effective and snappy in ToC, but the use of Brian Williams’ oddly artificial imagery this
time around is a bit of an own goal. There is something far less dangerous
about the art in ToC and you do not
get the same feeling of horror or awe. The fact that the Wizard re-issue
edition used a much better-realised re-worked version of Williams’ Skeleton
King on horseback (this time by the brilliant Martin McKenna) shows just how much more impactful the art could (and should) have been. The Puffin edition’s cover
opts to show a moment from the slave arena prologue which, whilst not really
the focus of what is meant to be Deathtrap
Dungeon II, does add an element of intrigue and shows that this is more
than just a return to potentially familiar territory. There is an effective
sun-drenched quality to the very bold yellows and reds of the cover and,
although very different in both effect and plot exposition than the Wizard
cover, I think it works well. In fact, both covers work well, but in different
ways, and it is rare that a Wizard cover has any merit at all, let alone the
considerable impact of this effort!
Trial Of Champions is very much another Deathtrap Dungeon, but from an era when people were demanding more
than just the simple pursuit of glory from their FF plots. This book is a
worthy successor to the first, but it was never going to be quite as good
simply due to it being a repeat of the same basic formula from the seminal
first book and comparisons were always going to be made. But, if you play this for itself, or with no prior knowledge of DD (and none is really necessary), this
will seem brilliant, and it is certainly still very good in its own right. There's even an open ending where you spend your winnings on assembling an army, which eventually led to another sequel, #36 Armies Of Death
I wonder what the third Deathtrap Dungeon is like. It will have been totally redesigned and made more lethal still.
ReplyDeleteOk, look I know it is different from before but I still get the deja vu / PTSD of the trap-ridden Deathtrap Dungeon.
ReplyDeleteHated it.
ReplyDeleteBut I do like how the illustrations make the dungeon look shiney and new, as opposed to the original looking dirty and lived-in. It's probably not deliberate.
Well, the original dungeon IS, in fact, well lived in, having existed for years, and probably dirty as well; I doubt whether anyone bothered to clean it. So the illustrations sound spot-on!
DeleteThis was my first FF book and I loved it. Havin played this before I read Deathtrap Dungeon, I prefer it. I found the traps more interesting, but moreover the gladiator/ revenge plot of the beginning added more depth than DD had. I personally liked the illustrations, although I agree with the comments about them. But the illustration of zombies became a benchmark for me in how zombies should look, even the outfits are a bit scooby doo. The Eastern Idol and Bonecrusher monster pics are also standout, and the Siren picture captures the atmosphere of the cavern description well. Great cover too, if slightly Timelord influenced in the outfit design.
ReplyDeleteOn the Fighting Fantazine forums, one sub-forum is for solutions of every Fighting Fantasy book. Each solution has a chart showing your chance of beating the book with various starting stats. If you start 'Trial of Champions' with maximum possible stats (ie 12/24/12), the chart gives a probability of beating the book at only 25.2%. Ouch. That's one incredibly hard book.
ReplyDeleteHow can you follow-up a true classic? Well, many people would say you really can't. But "Trial of Champions" is enjoyable in its own right, and -- while lacking all the "instant deaths" of its predecessor (#6, not #20, you nit :) -- is an enjoyable adventure in and of itself. I really like the fact that you are just captured and forced to train as a gladiator, and have a sense of revenge built into you (hail, Spartacus!).
ReplyDeleteNotable parts of this adventure are the "Skeleton King" (?) on horseback, the witch's powder (hey, you ain't no mage, son!) and the Xoroa. I always felt the latter should be given a backstory. Where did they come from? What is their purpose? Alignment? To the best of my knowledge no Xoroa were used in any other gamebook I've heard of, and that's a shame.
Very good book. Not its prequel, but what is?