RESURRECTION OF THE DEAD
Alexander Ballingall
Reviewed by Mark Lain
When Fighting Fantazine first appeared in
2009 I personally welcomed the deliberate attempt to replicate the format of
the much-missed Warlock magazine,
whilst also adding some new and fresh ideas of its own. In particular, the
inclusion of Warlock’s Omens and Auguries, Out of the Pit, and
its centrepiece, a unique mini-FF in every issue, were all really nice touches
to give Fighting Fantazine a familiar
feel, whilst the new features such as the exhaustive and fascinating The Fact of Fiction, the unreadably smug
Everything I Know I Learned From FF, the
personal recollections of The Magic
Quest, and the blogger style material etc all gave the ‘zine its own
contemporary angle without seeming to just be a clone of the original magazine.
Naturally, as was the case with Warlock
way back when, material for the first issue was in short supply as it was yet
to become established amongst the gamebook community, so it is no surprise that
Issue 1’s mini-FF would be penned by the ‘zine’s Editor, Alex Ballingall. By
his own admittance, AB wrote this over a weekend, so if it had any shortcomings
this would surely explain why.
The first
thing that comes to mind when reading the Rules to this adventure is that it is
probably going to be rather difficult. You start with no Provisions, no
Potions, no weapon (and the associated -3 Skill starting penalty), but you do
at least get a backpack (to put the nothing in that you start with) and 30 Gold
Pieces. Well, at least the money allowance is generous. This may all seem a bit
harsh but it quickly makes sense when you read the background to the piece. YOU
are a wealthy (presumably, as you have servants back at your house) merchant
(and ex-adventurer) who has just returned from a few months away trading in
Royal Lendle. Your home town of Bandur Green is in a state of consternation due
to weird lights that appear at night in the nearby battlefields on the road to
Kings March and, recently, people who have gone to investigate the weird-ness
have started disappearing and/or returning insane, including a good friend of
yours. Spurred on by the human interest element of your newly-mad friend and an
oddly unclear inclination to save the day (why would a merchant be so gung
ho?), YOU decide to get to the bottom of the peculiar happenings and deal with
whatever is causing them.
The adventure
only covers a two day period, Day One being a general recce for information and
equipment, with Day Two being the day of reckoning when you head off into the
fields to face the end baddie. Day One is the vast bulk of the adventure and
involves an exploration of various parts of the town to see what you can
unearth about what is going on. You can visit the Frantic Rat tavern, the abbey
where your now-mad friend is recuperating, the cemetery where some local
legends from the era of the battlefield’s battle are buried, the local
blacksmith to try to acquire a weapon, and you can survey the battlefield
itself during the presumably safer daylight hours. It is in theory possible to
visit all of these areas in any order (although the futile blacksmith hunt can
use up too much time and curtail your investigations prematurely if you persist
in pursuing it) and the book gives the illusion of RPG-style free movement, but
in fact key areas must be visited in a very specific order to get the correct
hidden area prompts in the required sequence and, as you can only explore each
area once, it will take a lot of failed attempts to unravel the puzzle of the
correct order and, even if you do find the necessary information to locate the
hidden sections, the prompts within the text are so very subtle that you can
easily miss them, particularly the critical ones at Narron’s grave and when
following tracks out in the fields.
This concept
of hidden section signposting being so subtle that it becomes obscure is a
trademark of Steve Jackson’s FFs and his modus operandi are very much an
influence on this adventure. The starting Skill penalty for having no weapon
appeared in House Of Hell, you can
suffer -2 Stamina penalties if you will not (or cannot) eat Provisions at
various points (plus the forced eating does not carry any Stamina bonus) as per
the Sorcery! epic, the end baddie
attacks you with spells lifted straight from Sorcery!, and you can encounter a Living Corpse which was a
memorable creature from Khare: Cityport
Of Traps. The relative brevity of the adventure should you fail to find the
hidden sections is also a feature of SJ FFs, as is the combination of confusion
and frustration caused by repeatedly failing but not really knowing why until
you finally do unlock all the hidden areas. Overall, this adventure feels very
like a SJ effort, but with the marked difference in writing styles.
And
Ballingall does write very well, with an atmospheric and coherent style that
keeps things moving along nicely and you certainly do feel compelled to keep
trying to beat this FF as the elements of mystery and plot are very
well-handled. Indeed, as this FF was written over a single weekend it is
surprisingly consistent considering it is effectively a rush job. You really do
feel drawn into the plot and the whole piece is very much driven by its
storyline and themes which are constantly referenced making it all feel very
focussed and at no point does it start to wander or become vague. Added to this
is the fact that AB really knows his FF lore inside out and this helps to make
it all feel in keeping with FF as a whole, rather than the slightly
disconnected feel that some Warlock
mini-FFs gave the player. The way that some of the more interesting FF monsters
(Living Corpse, Xoroa, Night Stalker, Wight, Dryaden, Elementals, etc) are
weaved into the plot also keeps it from feeling run-of-the-mill. Interestingly,
the Dryaden was actually a reader-submitted creature in Warlock’s Out of the Pit
thread and, again, this inclusion shows that AB is thinking outside the usual
basic FF creatures box and trying to make the most of his 200 paragraph limit
to give us something a bit more memorable. Personally, my favourite encounter
was with the three Possessed Goats which is both amusing and a key plot point!
As would be
expected from a gamebook which shows so much Jackson influence and as we
suspected from reading the Rules, the difficulty level here is quite high and
this is certainly an adventure that requires close reading of the text,
note-taking to establish the order of events, and umpteen failed attempts,
assuming you can ever actually figure it out at all! I must confess to
resorting to reading each section in isolation and trying to piece the puzzle
together that way which, with a 200-section piece, is less arduous a task than
it might sound. Once you have fathomed it out the solution is both clever and
extremely tight in true path terms. You need to pay very close attention to the
text and to information that NPCs give you to find the necessary prompts, plus
this also helps you to appreciate just how much focus there is on the plot from
beginning to end. Day One is relatively gentle on the player (hidden sections
and order of service notwithstanding) but Day Two quickly becomes a catalogue
of tough combats with over-powered opponents and this gets very repetitive. On
the one hand, if you have failed to find certain essential items in Day One
this does help you to die quicker before you fail at the end, but it also has
the opposite effect that, should you have finally untied the various knots in
Day One, dying in combat against a stupidly-strong monster can seem a bit
unfair. A noteworthy issue with one combat (on Day One) is the Living Corpse
fight that yields an essential item. The fight is constructed in such a way
that, although each individual appendage is very weak, the fight can
potentially go on forever – clever loop of doom conceit (à la Jackson’s Creature Of Havoc) or design flaw? Who
knows. If you can find the key items, negotiate the labyrinth of hidden areas,
and get past the harsh fights on Day Two, the final showdown with the villain
of the piece (Dar’Noth) is also very hard (he has Sk 11 St 19) and, as
opportunities to replenish Stamina are rare, combined with the –2 Stamina or
eat mechanic (you only get 3 Provisions at best and at least one is required
for force-feeding by the text), you are likely to be on your last legs for this
final fight. I always feel that an end boss fight should be challenging and
justify their being the end boss, but the combats on the whole in Day Two are
collectively too difficult in real terms and if you do not have a Starting
Skill in double figures you do not stand a chance, particularly as you can be
expected to begin the adventure with a Skill as low as 4! On the flipside of
this though, there are three opportunities to destroy the ring (this is
essential for victory) which is very generous and is not in keeping with an
adventure with as tight a true path as this, and there is even a non-win ending
where Dar’Noth is killed but you haven’t dealt with the ring (which controls
the living dead that he is raising from the battlefield) so there are still
loads of undead roaming about for the locals to deal with until the ring
finally gets disposed of. All things considered though, this is generally a
very hard adventure but, as it is a Jackson adventure in spirit, you would not
expect anything else as there is no such thing as an easy Jackson FF.
So, now we
come to the subject that really sets the Fighting
Fantazine FFs apart from their Warlock
predecessors: the art. Warlock had
the benefit of access to FF’s pool of professional fantasy artists and this
really lifted the whole experience of its mini-FFs (many of which were penned
by fans rather than professional authors). Fighting
Fantazine is a fan production. Naturally, there are going to be people out
there in fandom who can write prose and design adventures just as well as the
pros who were part of the Games Workshop/Puffin inner circle. There are far
less likely to be many artists who are skilled enough to produce the required
quantities of professional-looking fantasy art that aren’t already
professionals themselves that will naturally demand a living wage for their
work. Yes, there are some very talented amateurs around but it seems that they
were not available to offer their services for free for Resurrection Of The Dead as the internal art here is frankly
terrible. I will make the concession that I made in the opening paragraph that
AB had to do a lot of the legwork himself to produce Issue 1 (and I don’t want
to take anything away from the sterling work that goes into each issue of Fighting Fantazine) but I just don’t
think that Ballingall’s what I will diplomatically call “limited” artistic
abilities do any justice to his clearly impressive game design and writing
talents. It would have been at odds with the whole ethos of FF if there were no
internal art and I appreciate the effort to give consistency, but I would
really like to see what this adventure would have been had it had better (or
even professional) art as a dark, atmospheric gamebook like this would have
looked fantastically effective had it had brooding and unsettling art in the
style of The Dark Chronicles Of Anakendis
or Fortress Throngard. The magazine’s
cover (as was sometimes the case with Warlock
too) serves as the mini-FFs cover as well but, again, this just does not work
with this adventure. The image itself does show a moment from the gamebook
(which is a bonus), but it is not how I visualised it at all - it just seems
too bright and is not remotely unsettling for something that is supposed to be
part of a descent into unknown maddening horrors. Andrew Wright (of creature
compendium assembling fame) created the cover image and, as with Ballingall, I
have to say that he is a far better writer and has a far more vivid imagination
when describing monsters, than he is
an artist drawing them. His art is marginally better than AB’s but neither really
does the adventure any favours at all.
At this
juncture, I want to discuss the title. Resurrection
Of The Dead is a very literal description of exactly what is taking place
and causing the issues that Bandur Green needs you to resolve. Firstly, it does
slightly detract from the mystery as it gives away the underlying crisis.
Secondly, it has none of the dynamism or sense of intrigue and foreboding that
a gamebook title would be expected to have. OK, the news that the dead are
being resurrected is not something you want to hear, but the initial mystery
and discovery set up of the adventure itself is at odds with the title. When I
started encountering undead it was not much of a surprise, shall we say!
For what is
by all intents and purposes an amateur FF, this is a promising start for Fighting Fantazine. The depth and manner
in which the plot takes centre stage is impressive and drives the piece
effectively. The author’s knowledge and deployment of FF lore makes it feel
canonic and the choice of encounters is varied and keeps thing interesting. The
NPCs are colourful, feel real, and play an important part in your exploration
of the situation. I’m not sure I like the over-reliance on Jackson tropes and
mechanics and this does feel like both a homage, and a sucking-up, to Steve
Jackson. That said, the adventure functions well for the inclusion of the
Jackson-isms, but the signposting could have been more explicit to encourage
replay rather than have players give up in despair. Interesting and generally
enjoyable stuff that belies its, by necessity, rapid creation (and crap title), but the art pulls it down a lot and it is too hard
overall.