The Alexandrian

Archive for the ‘Reviews’ category

Tagline: Unique. Exciting. Different. Enthralling.

Puppetland - John Tynes - Hogshead PublishingThe skies are dim always since the Maker died.

The lights of Puppettown are the brightest beacon in all of Puppetland, and they shine all the time. Once the sun and the moon moved their normal courses through the heavens, but no more. The rise of Punch the Maker-Killer has brought all of nature to a stop, leaving it perpetually winter, perpetually night. Puppets all across Puppetland mourn the loss of the Maker, and curse the name of Punch – but not too loudly, lest the nutcrackers hear and come to call with a sharp rap-rap-rapping at the door.

There is no easy way to summarize Puppetland. It is a tour de force in twenty pages by one of the most talented creative forces the roleplaying industry has ever seen. It’s a masterpiece. Unique. Exciting. Different. Enthralling.

Merely reading the book is a powerful experience in its own right – one which is quickly matched only by the act of stepping into Puppetland on your own terms, using the evocatively original mechanics of this revolutionary game.

SETTING

Many years ago, there was a war in the real world. Many people were hurt and terrible things happened. The Maker saw all that was happening, and was sorrowful. His creations were the gentlest of creatures, and they were terribly hurt by these tragedies. The Maker made puppets, and in the face of chaos and violence he made a great creation: Maker’s Land, a place where all his puppets could go and be safe until the war was over.

Maker’s Land was a place of peace and prosperity – where all of the Maker’s puppets could be happy and content. But such perfection could not last. Deep within one of the puppets, Punch, a twisted darkness lived and thrived. One night Punch stole into the Maker’s home, and slew him.

With the Maker’s death, no humans lived in Maker’s Land. But the flesh lived, for Punch took the Maker’s face and made a cruel new face for himself. That wasn’t all he made, either: by morning, he had not just a new face, but six loyal puppet-servants sewn of the Maker’s flesh. These six, whom Punch called his boys, stood beside Punch as he announced to all the land that he was now the king. He was Punch the Maker-Killer, and his word was law.

Punch subjected Maker’s Land to a regime of terror and cruelty which was utterly alien to the innocent and naïve puppets. But where there is life, there is hope.

Across the great lake of milk and cookies lies the small village of Respite. The village is run by Judy, who once loved Punch but does so no more. She knows better than anyone the cruelties he is capable of. She knows the evil that lies in his twisted heart. When Punch killed the Maker, Judy was there and she caught the Maker’s last tear in a thimble of purest silver. With this tear the Maker can be brought back to life, Judy says. This is her fondest dream, and the Maker’s Tear her most cherished possession.

The world of Puppetland is the nightmare of a child, rendered through the lives of puppets who are more than puppets. It is a startlingly powerful vision, rendered in an intense barrage of prose, which instantly captures your heart’s imagination. It is a surgical blade slicing through the detritus of maturity and laying open the veins of your inner child.

SYSTEM

Puppetland is very specifically a game, and should be thought of as such. The object of the game is to defeat Punch the Maker-Killer and save Maker’s Land.

The game of Puppetland functions by way of three basic rules:

The First Rule: An hour is golden, but it is not an hour. Like an actual puppet show, a single session of Puppetland lasts exactly one hour – at the end of which the show comes to an end. When the next show begins, the puppets find themselves back home in bed (or wherever they happen to be staying at the moment). Note that this is very deliberately a measurement of time in the real world. In that hour of real world time, the Puppets may expend days of time within Maker’s Land. (For example, a puppet can say: “I sleep for a week!” and a week has gone by.)

The Second Rule: What you say is what you say. Every word an actor says during a session of Puppetland comes out of his puppet’s mouth (you can avoid this by standing up before speaking, but this should be avoided for if it is overused it will spoil the atmosphere of the game). This rule also reinforces a puppet show style of gameplay: You wouldn’t say, for example, “My puppet moves across the room and opens the door.” Instead, you would say, “I shall cross the room and answer the door!”

The Third Rule: The tale grows in the telling, and is being told to someone not present. This is a reminder of the play-style on which Puppetland subsists. The actors and the Puppetmaster should think of themselves as collaborators in the presentation of a puppet show to an audience which is not present.

CHARACTER CREATION

Character creation begins with the selection between one of the four types of puppets: Finger Puppets, Hand Puppets, Shadow Puppets, and Marionette Puppets. (Additional puppets can, of course, be added at your discretion.) Each puppet type is defined by three characteristics: What they are; what they can; and what they can not. For example:

Finger Puppets are: short and small, light, quick, and weak.
Finger Puppets can: move quickly, dodge things thrown at them even if they only see them coming at the last moment, and move very quietly
Finger Puppets cannot: kick things, throw things, or grab things because they have no legs or arms.

Next you name them. This is done by describing one specific characteristic of the puppet (for example, a puppet with red buttons might be called “Red Buttons”), and then adding to it a common name (for example, Sally Red Buttons or Nadja Purple Hat).

Finally you modify this puppet’s specific characteristics by adding three items to each list.

It should be fairly clear now that actions are adjudicated based on the very simple interaction between the various capabilities and limitations of various puppets: For example, a Finger Puppet can out run a Marionette Puppet (which “move slowly”) every time. That is, after all, the nature of puppets.

One important aspect of character creation which I have glanced over is the drawing of a character portrait. This is done right on the puppet page (character sheet), in the provided picture box which is divided by jigsaw puzzle lines. This picture is actual size — in other words, a player’s puppet can be no larger than the picture box, and you should be able to hold the portraits of two puppets up next to each other and instantly know which is larger than the other.

COMBAT

There is no specific combat system in Puppetland, per se, but there is a specific method of keeping track of “damage” done to a puppet. Basically you do so by filling in the jigsaw puzzle pieces in your puppet’s picture box (this has no relation to the portrait itself – you will use all of the puzzle pieces regardless of whether or not your puppet occupies all of the pieces in the box). You fill in a puzzle piece whenever:

1. The puppet does something it shouldn’t be able to do.

2. Something especially bad happens to the puppet (for example, Punch’s nutcrackers crunch off one of the puppet’s arms).

At the beginning of each new story puppets awake in their bed wholly healed from whatever their prior experiences – but puzzle pieces are never erased. Slowly, over time, the filled-in pieces will accumulate until finally all of the pieces are filled-in. Then the puppet dies (although they do get to live until the end of the current tale, they know their fate).

And that is the full extent of the rules for Puppetland — although some more general guidelines for the Puppetmaster are provided.

CONCLUSION

Bringing this review to a cogent conclusion is no easy task. The game of Puppetland exists on so many levels, with so much power, that I find it difficult to put my thoughts into an order by which they may be expressed.

First and foremost, if there is any doubt left in your mind, let me make it clear that I am all but shoving you out the door and down to your local gaming shop. You simply must buy this game.

In terms of judging Puppetland I can offer nothing except for adulation and congratulations. As I wrote above, the mere reading of the book is an experience well worth the cost of admission all by itself. The combination of poetic prose, rich world design, and potent imagery blows me away every time I come back to it (and I’ve come back to it several times).

Moving beyond the simple act of experiencing the book, I think what most impressed me – after I had given some thought to the matter — is the way in which Tynes effortlessly blends storytelling with gaming. Often when you hear the phrase “storytelling game” what it really means is that the game has been reduced to a set of muddy mechanics that serve “storytelling” by being easily fudged out of existence.

Not so with Puppetland. Here the game creates the story; and the story creates the game. In other words, the mechanics of gameplay are instrumental in the creation of a Puppetland story (note how the three basic rules encourage a very specific type of storytelling experience). On the flip side of the coin, the nature of a Puppetland story (heavily influenced, naturally, by the storytelling mechanics of puppet shows) are the foundation of the game’s mechanics. The symmetry reinforces itself. Brilliant.

Words fail me. Go look for yourself.

SOME MISCELLANEOUS NOTES

The review is done, but I find myself with some housekeeping left undone:

1. There are undoubtedly some of you who don’t understand what you just read. “What the hell is he talking about?” you’re saying. “There are no dice. There aren’t even any numbers! Obviously there are no mechanics!” As I wrote in my review of Baron Munchausen, you folks Just Don’t Get It(TM). Not all games require dice, and the fact that Puppetland succeeds at being a type of game we’ve never seen before does not make it any less a game. But I digress.

2. With Puppetland following on the figurative heels of Baron Munchausen I feel that Hogshead has successfully captured lightning in a bottle twice over – and proven that their New Style line of games is ripe with a potential which most publishers can only dream of. With the forthcoming conceptual sequels to these two games (Whodunnit for Baron Munchausen and Pantheon, a set of five(!) games designed by Robin D. Laws in a single package, for Puppetland), the future looks bright.

3. Puppetland is packaged back-to-back with Tynes’ Power Kill game. Rather than do both games the disservice of attempting to review them together, I am instead going to review them separately. The page count listed for Puppetland is for Puppetland alone; the price is cost of both games together.

4. Puppetland and Power Kill are both available for free from John Tynes’ website, Revland. That being said, I heartily recommend purchasing the book from Hogshead. The artwork of Raven Mimura which accompanies the text is incredibly powerful – and adds much to the experience.

Style: 5
Substance: 5

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: 20
ISBN: 1-57530-601-8

Originally Posted: 1-899749-20-9

I miss John Tynes.

Roleplaying games suffered a great loss when he made the transition to video games over a decade ago.

Puppetland received an incredibly successfuly Kickstarter campaign just a few months ago, however. I’m incredibly excited to see this beautiful game returned to print.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Ex-RPGNet Review – Mao

March 7th, 2015

Tagline: “The only rule we’re allowed to tell you is this one.” Great fun for the clever, the intrigued, and the sadistic.

MaoImagine: You sit down at a table with your gaming buddies, and they’ve all got a funny grin on their face. “What is it?” you ask, oblivious to your inevitable fate this evening will bring to you. “We’ve got a new game,” they say. “Oh?” you say. “Sounds cool. What’s it called?” “Mao.”

Maniacal laughter echoes through the room.

You’re confused. “Meow? Like the sound a cat makes?” “No, no,” they say. “Mao as in Mao Tse-tung. But that’s unimportant.”

Brave soul that you are, you say, “Well, what are the rules?”

More maniacal laughter.

“The only rule we’re allowed to tell you is this one.”

“Which one?”

“The only rule we’re allowed to tell you is this one.”

“You mean you can’t tell me any of the rules, except the rule which stops you from telling me the rules?”

“The only rule we’re allowed to tell you is this one.”

“Uhh… okay. Let’s go.”

WHAT IS MAO?

Mao, as you may have already surmised, is a card game where the first and foremost rule is that you cannot state the rules. You must learn while playing, all the while being penalized for breaking rules which you don’t even know exist. (Obviously you learn what you should be doing based on what you shouldn’t be doing and are getting penalized for, as well as the example of correct play from the other players.)

The other trick up Mao’s sleeve is that at the end of every round of play, the winner of that round gets to add a new rule to the game – a rule which he doesn’t tell to anyone else. The rule can take any form (including the overriding of the core rules) and remains in effect for the rest of the evening. Thus, even once you learn the game, you still haven’t learned the game.

The only other thing I can specifically tell you about this game is that it is played with two normal decks of 52 playing cards.

THEN HOW DO I LEARN?

There is, of course, at this point an obvious dilemma: How do you learn the game if I (and no one else) can tell you the rules and no one local to you knows how to play?

By reading an example of play.

With such an example no one is telling you the rules (and thus breaking the rules), but they do allow you to conclude what the rules are through inference.

The best resources I have found thus far are the pages of Ka Wai Tam. His examples of play are the best and most concise I have found, and he links to several other Mao resource pages.

 MAO VARIATIONS

Things aren’t quite as easy as I’ve lead you to believe.

Anyone who is a card game aficionado (I occasionally like to think of myself as such) knows that the rules of games tend to fluctuate wildly over time. Although certain centralized resources such as Hoyle’s compendium have a tendency to lock certain games into specific patterns (Parker Brothers’ version of Monopoly, for example, has successfully wiped out the vibrant sub-culture of variant Monopolies which preceded it), the tendency is still there. Anyone with a roleplaying background shouldn’t find this all that surprising – the dawn of the industry were basically hacks of D&D which differed from it to various degrees, and today the web serves as a central clearinghouse of home rules, variants, and expansions for many popular systems.

A moment’s reflection should lead you to the quick realization that the basic nature of Mao would quickly lead itself to healthy perversions, growth, and variation. After all, the core spirit of the rules discourages setting anything down in stone – and someone who plays a brief session may never pick up on some of the subtle nuances (and thus would carry a distorted version of the game with them to be taught to someone else). Plus, the fact that you are supposed to add a new rule to Mao after every round of the game lends itself to the development of favorite home rules which may lead to their incorporation into the core rules.

The exact origins of Mao are unknown. There is a strong probability that it derived from a German card game called Mau-mau (note the similarity in name). Another path traces it to Bartog, a similar card game. All of these may ultimately be bizarre perversions of Nomic.

The earliest reference to Mao is to Mark Alexander’s group at Ithaca College in New York. Where it went from there is unclear, but apparently students carried it from one East Coast college to another. By the mid-‘80s there were hotbeds of Mao variant activity in Brooklyn, Pennsylvania, and Tennessee. Today there are at least three major “families” of Mao variants, and probably far more hanging around out there that we don’t know about.

(Check out Jason Holtzapple’s Unofficial Mao Card Game Site. He has a Mao Family Tree, documenting variants which are known to him. If anyone has knowledge of other variants, I’d loved to hear about them – and I’m sure Holtzapple would, too.)

Ka Wai Tam’s version of Mao is known as “Waterloo Mao” – it’s a fairly simple and straight-forward version, and is greatly helped by the fact that his examples of play are comprehensive to a degree which many other examples fail to achieve. (The only problem I had was figuring out some specific rules relating to spades. After some brief correspondence with him I believe I’ve got that sorted out, though – and will gladly help guide anyone to the proper conclusions. Then again, maybe I’ve intuited it all wrong and have introduced a whole new variant to Mao. Such is Mao.)

CONCLUSION

If you aren’t intrigued by Mao at this point, definitely skip it. It’s obviously not your type of thing. Personally, I stumbled across references to the game while doing some web research on Nomic (which I may eventually get around to reviewing as well) and was instantly ensnared by the concept. The game is both clever and complex, successfully existing at multiple levels of play, comprehension, and strategy. I heartily recommend it to card game fanatics everywhere.

Style: 5
Substance: 5

Author: Anonymous
Company/Publisher: None
Cost: Free!
Page Count: n/a
ISBN: n/a

Originally Posted: 2000/03/21

I remember this review creating a fascinating schism of reaction: A lot of people criticized me for posting a review of a free and public domain game. This seemed to be driven by a couple of factors: First, there were people who felt the primary purpose of a review was to tell them whether or not they should spend money on a game (and therefore a review of something free, which they could check out without paying anything, was pointless). Second, there were people convinced that Mao (or one of its variants) was so common that it was impossible that people hadn’t heard of it.

XKCD didn’t exist yet, so I wasn’t able to reference the lucky 10,000. But I felt personally vindicated in the review by those who replied to say that they hadn’t heard of the game but were intrigued by what I had to say.

For me, personally, Mao was both a revelation and a 60 day fad: I enjoyed it a lot. One of these days I should really teach it to myself again.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Tagline: A great bargain for a wealth of material, and a wonderful little taste of history.

Dragon Magazine ArchiveAllow me to salivate.

The Dragon Magazine Archive collects, on five CD-ROMs, the first two hundred and fifty issues of Dragon Magazine, as well as all seven issues of The Strategic Review (the house organ which Tactical Studies Rules published prior to Dragon). It thus collects more than twenty years worth of material – thousands and thousands of pages of the finest roleplaying material ever set to paper.

For forty bucks. (Some places are selling it for as much as $70 – don’t let ‘em fool you. Amazon.com is selling it, here, for $28.)

So, like I said: Allow to salivate.

Elsewhere on RPGNet I have written a lengthy “100 Issue Retrospective” which covered the magazine from Issue #162 (the first issue of Dragon I ever owned) through to #262 (the most recent at the time I wrote the retrospective). In it I discussed at quite some length the merits and history of The Dragon, and I heartily encourage you to take a look at that for more background information concerning the magazine.

To summarize my feelings, I consider Dragon Magazine to be one of the most significant icons in the roleplaying industry – and certainly one of the most enduring. I remember well removing the subscription card from my red-boxed Basic Set of D&D (hands up everyone who was introduced to roleplaying through that nostalgia-ridden product), mailed it in, and waited with eager anticipation for my first issue to arrive in the mail. When it did, I felt instantly connected to a larger world of roleplayers.

Because so many roleplayers are introduced into the industry through some form of Dungeons & Dragons, and because it is a natural progression to purchase a subscription to Dragon (particularly in the years when TSR was advertising the magazine in the introductory sets of their games), I imagine this is feeling which I share with many others. To a very real extent, Dragon (like D&D itself) serves as a major portal into the hobby of gaming.

Thus the Dragon Magazine Archive, in addition to providing you with an amazing wealth of material, lets you take a peek into what was passing through this gateway in years past. For years when you were in the hobby (particularly the early years), it’s a nostalgia trip of immense proportions. For the years when you weren’t, it’s a glimpse into an “arcane past” which is fascinating and invigorating.

But, lest we forget and assume there is nothing here but nostalgia, let us remember that within this archive you will find thousands of articles and reviews and columns. You simply cannot find a better bargain, in terms of a dollar-to-content ratio, then you will find in this package.

FAVORITE BITS

Despite owning the Archive since my birthday (about four months now), I’ve been able to do little more than skim through the thinnest layer of material – most of it concentrated in the earliest years of the magazine. As a small sampling, let me point out some of my favorite bits:

Strategic Review #1: After a lengthy discussion of spears in man-to-man combat, Gary Gygax writes: “Coming Next Issue . . . POLE ARMS, and Their Relationship to CHAINMAIL.”

Maybe I’m just warped, but I found this intrinsically amusing. (If you have no idea why it would be, you’re just too young.)

Other notable “before they were famous” moments including one of the earliest discussions of the dual-axis alignment system (complete with the diagrams that would later crop up in first edition). My favorite, though, is the article of random dungeon design (for solo play) which would later serve as the basis for one of the most famous sections of the 1st edition DMG.

One of the first things most people will take a look at when they get their hands on the Archive is the very issue of Dragon — and with good cause. It is a major milestone, and I have met old hands who divide the entire history of roleplaying (at least during the first couple of decades) into “before Dragon” and “after Dragon”.

The very first words of the editorial content of The Dragon are: “This issue marks a major step for TSR Hobbies, Inc. With it, we have bid farewell to the safe, secure world of the house organ, and have entered the arena of competitive magazine publishing.”

I don’t think I’ve ever read anything so unintentionally hilarious in my life.

Perhaps the most valuable resource I found in the Archive were the early Tékumel articles – articles which are otherwise very difficult to obtain. While they wouldn’t fully justify the cost of the Archive, except for the true Tékumel fanatic, they come awfully close. Easily worth $10-15 to anyone with the slightest interest in Tékumel, which doesn’t leave a lot of the purchase price left to make up with everything else. (I have posted a review of Tékumel elsewhere on RPGNet.)

Any summary of the Archive would not be complete without perhaps the most noteworthy inclusion:

Wormy!

SnarfQuest and Yamara, the other two comics of serious note in Dragon’s history, in my opinion, have been published in collections, but Wormy never has (because it’s creator simply disappeared). (I believe the Yamara collection is still in print from Steve Jackson Games; while a new (and more complete) SnarfQuest collection is on its way from Dynasty Publishing – which will also be publishing new(!) SnarfQuest strips in their Games Unplugged magazines. But I digress.)

Wormy is one of the most memorable icons of the gaming industry, and has long been unavailable in any form. Now, at last, it is possible to read the strip in its entirety at an affordable price. If the Tékumel articles almost make the Archive worth the price all by themselves, then Wormy definitely has the cover charge under control.

PROBLEM PARTS

Every single problem with the Archive can be summed up in one word: Interface.

The interface, quite frankly, sucks. It’s not just bad, it’s atrocious. The pages take too long to turn, the general controls are unintuitive to the point of stupidity and are sluggish to respond. The provided Table of Contents for several issues is screwed up (although you can always just look at the magazine’s contents page and work from there).

For a product like this, printing is of the utmost importance – but here the problems seem to multiply. I routinely had the printer simply print blank pages. And, unless you set the printing to grayscale, the program will print the black ink by using your color cartridge to print all the colors in the spectrum (a massive waste of expensive ink). Plus, they don’t have the page numbers of the digital document match up with the page numbers of the actual magazine (because they don’t take the simple step of not counting the cover and inside cover as pages).

Worse yet, though, this monstrous program takes up 40MB of RAM! It slows any attempt to multitask down to a crawl.

Bah.

Fortunately, all of the magazines are presented in Adobe Acrobat format and thus, with their free viewer, you can access them directly and without any problems – bypassing the clunky interface entirely. (Although you may still occasionally use the program for the search engine it employs – which quickly and efficiently searches through the entire collection.) There’s still no way to bypass the faulty page numbering (because that’s embedded in the document format), but at least in the Acrobat Reader the digital page numbers are displayed right on the screen – so that you won’t be reduced to guessing how large the off-set is for this particular issue.

CONCLUSION

The Dragon Magazine Archive is a fantastic bargain. Don’t pass it up.

Style: 3
Substance: 5

Author: Various
Company/Publisher: Wizards of the Coast / TSR, Inc.
Cost: $40.00
Page Count: Unfathomable
ISBN: 0-7869-1448-3

Originally Posted: 2000/03/21

“Worse yet, though, this monstrous program takes up 40MB of RAM!” … speaking of things rendered hilarious through the benefit of hindsight.

The Dragon Magazine Archive remains one of the best bargains in the history of gaming. And that remains true even though it’s currently priced at $155 on Amazon.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Ex-RPGNet Reviews – Mindtrap

February 21st, 2015

Tagline: A game of mind-benders which prove to have answers that are either too simple or simply cheats.

MindTrap is a very simple game: You get several hundred cards and a disposable pad of Escheresque mazes. Each card is printed with a mind-twister. A correct answer advances you one square along the maze – a wrong answer doesn’t do anything. First player (or team of players) to the end of the maze wins.

MindTrapTa-da.

Because of the Escher-inspired design of the maze there are two different paths you can follow to victory – one short and one long. Although the rules don’t mention it, you could conceivably use this as a crude form of handicap.

The game is competently put together, but at its heart it fails to be something to waste your money or your time on because of two fundamental flaws with the questions they ask:

Far too many of them prove to be either too simplistic or cheats. Simplistic because they are basically “mind twisters” of such a cliched sort that you were trading them with your buddies in elementary school.

Cheats because some of the answers are basically varieties of, “Hey, look at this piece of information we didn’t give you! It solves everything!”

Don’t waste your time on this overpriced, glossy paperweight. It’s another good example of why Cheapass Games is so desperately refreshing.

Style: 3
Substance: 2

Author: MindTrap Games, Inc.
Company/Publisher: Pressman Toy Corp.
Cost: $35.00
Page Count: n/a
ISBN: n/a

Originally Posted: 2000/03/12

This review marks the end of a series of reviews written between October 1999 and March 2000 in which the only RPG-related products I reviewed were a set of character sheets for Sailor Moon. The reason for this was remarkably simple: I was between gaming groups and I wasn’t actually playing or reading RPGs. But I was able to get together with people and play board and card games with them. I initially wasn’t writing reviews about them, but then I started getting e-mails from people wondering why I had stopped writing reviews. Since I wasn’t actually digesting any RPG material, I responded by reviewing the games that I was playing.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Sherlock - Benedict Cumberbatch and Martin FreemanI’m generally a fan of Sherlock (the modern reimagining of Sherlock Holmes by Steven Moffatt and Mark Gatiss that’s so ubiquitous I’m just going to assume you know about it). I have some rather lengthy thoughts on how Moffat’s handling of Doctor Who has gone off the rails that I may spew across the Alexandrian at some point, but Sherlock has managed to mostly avoid those problems.

Mostly.

Unfortunately, there’s a real danger that the problems Sherlock is currently laboring under could turn into a metastatic cancer on the series (as evidenced by Doctor Who).

Let’s first consider the decision to simply not resolve the cliffhanger at the end of the second series. The ambiguity they attempted to embrace is arguably interesting, but it’s a burnt earth approach to writing: They presented a seemingly insoluble puzzle, implied that the solution to it would be amazing, and then deliberately failed to deliver. Fair enough. But that means the one thing that won’t be effective again is hanging a cliffhanger on a seemingly insoluble mystery: No one is going to take it seriously because you’ve already made it clear you have no intention of providing a satisfactory conclusion.

And yet what do they do literally three episodes later? Present the exact same cliffhanger a second time, but this time featuring a different character.

That would be lazy and uninspired writing at the best of times. But it’s particularly anemic because they’ve already established that they have no intention of following through.

Fool me once, shame on you. Fool me twice, I stop watching your show.

The more insidious problem, however, is the sloppy writing in the third series. (Exactly the sort of sloppy writing that we’ve been seeing a lot of over in Doctor Who.) A key example is the end of the season finale: It depends entirely on Magnussen failing to search them for weapons, despite the fact that the episode explicitly established that Magnussen has everyone he meets with searched for weapons. (It’s particularly silly because the only thing establishing Magnussen’s paranoia about weapons accomplishes is to render the ending of the episode into nonsense.)

In order for Sherlock to work as a series, it has to deliver sharp, clever scripts that support the conceit that its main character is sharp and clever. If it stops doing that it’s going to die a quick death, no matter how sexy and talented its two main stars may be.

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