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The Hall of the Mountain King

WORST. PLAN. EVAH.

Dwarves: Oh no! All the gold in our mountain has been cursed!

Dwarven God: That sounds sucky. Here’s a magical artifact to remove the curse.

Dwarf 1: Think we should use it?

Dwarf 2: Nope. Let’s lock all the dwarves afflicted by the curse into the lower vaults.

Dwarf 1: And then use it?

Dwarf 2: Nope. Let’s evacuate the mountain.

Dwarf 1: And then we’ll use it?

Dwarf 2: Nope. We’ll hide the magical artifact in the depths of the mountain.

Dwarf 1: And… then use it?

Dwarf 2: Nope. We’ll create clockwork bodies for ourselves and inscribe the secret of how to find the artifact on the gears and cogs.

Dwarf 1: And… wait, what?

Dwarf 2: Then we’ll go senile. And centuries from now the grandchildren of our disciples will “con” a small group of adventurers into retrieving and using the magical artifact.

Dwarf 1: What the hell are you talking about?

I guess this is what happens when you write adventure modules by committee. (I really wish I was exaggerating this, but I’m not. Although they technically didn’t plan to go senile, this is, in fact, the background used in the module.)

THE SIMPLE FIX

The artifact wasn’t ready-to-use out of the box. The Secret Masters of the dwarves collected the tears of the Hundred Widows who had lost their husbands to the corruption of the curse. The fist-sized teardrop of gold they forged from the cursed gold needed to bathe for a hundred years in the widows’ tears before it could cleanse the mountain itself.

Unfortunately, long before the teardrop was ready, the dwarves had been forced to abandon the fortress. Or perhaps the Secret Masters arranged for the evacuation, planning to return a century later. Whatever the case may be, things didn’t go according to plan: A hundred years passed and, deep in the bowels of the mountain, the Golden Teardrop was completed. But the dwarves were never able to return to the Golden Citadel, and so the teardrop lay forgotten…

The Gateway Trip - Frederik PohlThe Gateway Trip is purportedly a collection of short stories subtitled Tales and Vignettes of the Heechee.

But that’s pretty much bullshit.

This book would be more accurately titled A Child’s History of Gateway. Only the last eight pages deal directly with the Heechee to any meaningful degree, while most of the rest of the book is largely a recapitulation of the Future History which is already thoroughly explained in the other Gateway books. This blatant regurgitation of exposition is occasionally studded with short segues describing the missions of various Gateway prospectors, but these are passionless, short (averaging perhaps 5 paragraphs), and read like the informational placards at a rather bland museum.

(I would have dearly loved to have either: (a) A true collection of stories focusing entirely on the Heechee; or (b) a collection of short stories focusing on various Gateway-based prospectors. Sadly this book is neither. It’s a completely wasted opportunity.)

The only exception to this pointless pablum is “The Merchants of Venus”, a novella originally published in 1972 which serves as a prequel of sorts for Gateway. I found “The Merchants of Venus” to be a very entertaining yarn of Campbellian science fiction. The occasional tinge of sexism by way of golden age SF is cringe-worthy, but beyond that the three main characters are well-drawn; the milieu is evocative; and the hard science fiction is used dramatically (rather than self-indulgently).

In short, if you can find a copy for a couple of bucks, The Gateway Trip is worth it just to have a copy of “The Merchants of Venus” (particularly if you enjoyed Gateway and want to find the only other taste of the universe that’s worth paying any attention to). But it’s probably best if you just skip the rest of it.

GRADE: D

(Merchants of Venus gets a B-.)

Frederik Pohl
Published: 1991
Publisher: Del Rey
Cover Price: $6.99
ISBN: 0345375440
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Beyond the Blue Event Horizon - Frederik PohlThe first sensation I had while reading the sequels to the exemplary Gateway was one of disjointedness.

First, the narrative of Beyond the Blue Event Horizon jerks around in an uneven fashion. It’s one of those books where (a) there are multiple protagonists; (b) sometimes nothing interesting will be going on with one of those protagonists; but (c) the author feels compelled to periodically spend a chapter telling you about all the non-interesting stuff happening to that protagonist as if some sort of Equal Time for Equal Narrators (ETEN) lobby existed.

Second, the book is jarringly different from its predecessor. At first it feels as if it might be the different main characters or the different narrative focus creating the disparity, but eventually I figured out what was really going on.

Pohl switched genres.

The gritty, hard science fiction of Gateway is abruptly replaced with Golden Age Space Opera studded with Heinlein heroes. The fallible and interesting Robin Broadhead of Gateway is transmogrified into the Richest Man in the Universe married to the Beautiful Super Model Who Is Also A Genius. Together they fight crime and single-handedly solve all of the galaxy’s problems. Even the most ultimate and terminal of setbacks only result in giving the main characters superpowers.

Even this, by itself, wouldn’t necessarily be catastrophic. Unfortunately, it’s badly written space opera. This is Heinlein fan fiction by way of the brain eater.

Heechee Rendezvous - Frederik PohlThe entirety of Heechee Rendezvous, for example, consists of absolutely nothing important happening. A bloated cast of characters go caterwauling around the galaxy, but they never seem to actually accomplish anything. The entire “plot” of the novel, in fact, appears to be leading up to nothing more than a “surprise revelation”… which might make some sense, if it wasn’t for the fact that the “surprise” had already been revealed at the end of the last book. (It’s as if someone made Citizen Kane 2 as a film entirely focused around revealing to the audience that Rosebud is… wait for it… a sled.)

Pohl’s aping of Heinlein’s brain eater years includes his beautiful-and-brilliant protagonists having lots and lots of sex. Not because this has any relevance to the plot or elucidates the characters in any way, but just because Pohl really likes to tell us about all the hot, hot sex that his Mary Sues are having. It starts out puzzling, becomes annoying, and then resolves into boring.

The mysterious and enigmatic Heechee themselves are transformed into nothing more than a momentary (and largely irrelevant) speed bump for the Heroes to cruise over. This is part and parcel of the switch to over-the-top space opera (conforming to the “Humans Are the Awesomest Awesome That Ever Awesomed” branch of the genre), but is nonetheless a terrible, squandering waste of one of the most intriguing and evocative creations of the genre.

In many ways, Pohl’s failure with the Gateway sequels is very similar to Arthur C. Clarke’s failure with the Rendezvous with Rama sequels (except that Pohl doesn’t have a hack co-author to shoulder the blame). The first volume of each series is a beautiful exercise in engima, creating evocative riddles that provocatively suggest the contours of their solutions without ever providing concrete answers. They force every reader to provide their own closure to the questions they raise, creating an endless panoply of possible truths.

The sequels attempt to provide the definitive answers to every single question and (perhaps predictably) fail.

Perhaps it would be impossible to provide any answer as satisfactory as the non-answers we create for ourselves in reading the first books. But if they were going to try to answer those questions, I wish they’d come up with something more than vanilla pablum that could be found in dozens of other science fiction books before and since. You’ve got a blank check: Take some risks.

The only questions Pohl doesn’t try to answer in the Gateway sequels are those which he has apparently forgotten about. For example, in Gateway a relatively big deal is made out of a golden spiral device in the Heechee vessels — it lights up with sparkling light when the ship reaches the mid-point of a journey and gets hot at seemingly other random times. Nobody knows what it does, exactly, but everyone is very curious about what its true purpose might be.

In the sequels, however, it becomes nothing more than an indicator light and the mystery of its “true purpose” is completely forgotten.

But these types of raggedly hanging loose ends are just a rather specific example of a wider problem in the books: Huge, gaping continuity errors are to be found everywhere. Within any given volume these errors are usually of only a minor sort, but between volumes the Gateway sequels fail to have any sort of consistency. For example, in the last five pages of Heechee Rendezvous you are authoritatively told that characters X and Y have gone to location A. Within the first five pages of the next book, only character X has gone to location A and character Y has instead been killed off-screen in a helicopter accident. Similarly, an entire ship full of people is miraculously resurrected because Pohl apparently forgot that he killed them all in the previous book.

The Annals of the Heechee - Frederik PohlThese books are, in the final analysis, a complete and utter failure. By the time The Annals of the Heechee blatantly breaks the fourth wall, thus shredding any credibility the books have left, the sequels have already firmly established themselves as the literary equivalent of Highlander 2: Exercises in mediocrity interrupted only by stretches of atrocious self-indulgence which you would be well-advised to avoid even on their own sub-par merits. At the same time, they are the sort of work whose existence you must scour from your own mental reservoirs in order to enjoy the excellent work which lamentably gave them birth.

The fact that Gateway is a better novel than Highlander is a movie only makes it worse.

And the quality of the Gateway sequels continues to deteriorate from one volume to the next.

For example, I have a pet peeve about authors who feel the need to summarize the plots of the previous books in a series. First, it is unlikely that anyone is picking up Book 3 of a seven book series without having already ready Book 1 and Book 2. Second, the little snippets of information presented in awkward expository lumps they do include are insufficient to the task of bringing new readers “up to speed” — which means that (a) the extant readers are bored and (b) the new readers are still lost.

Some authors in series with less tightly-woven continuity do an excellent job of incorporating such details through the simple expedient of writing each book as if it were a stand-alone narrative. One of the tricks here is that they don’t try to summarize the plots of other books. Instead they simply drop in the necessary details from their protagonists past lives just as they would with any such detail. The difference is subtle and requires a certain mastery of your craft. Bujold, for example, has practically perfected the technique.

Pohl, unfortunately, has not.

What begins as a predictable drag on the narrative pace of the books eventually becomes something ludicrously disastrous: My copy of The Annals of the Heechee is 275 pages. Despite this brief length, 100 of the first 120 pages are spent finding clumsy ways to reiterate the narrative from the previous three books. And much of this material is studded with the familiar (yet baffling) errors of continuity.

Combined with the fact that Pohl treats his readers like idiots (by repeating the same bits of exposition over-and-over again just in case we missed it the first time) and structures his narratives around solving “mysteries” by revealing things that he he already revealed in the previous book the entire series quickly becomes completely interminable.

In short: Yes, that is an actual F- on The Annals of the Heechee. It deserves it.

GRADES:

BEYOND THE BLUE EVENT HORIZON: C-
HEECHEE RENDEZVOUS: D-
THE ANNALS OF THE HEECHEE: F-

Frederik Pohl
Published: 1980 / 1984 / 1987
Publisher: Del Rey
Cover Price: $14.95
ISBNs: 0765321777 / 0345300556 / 0345325664
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Strip-Mining Adventure Modules

December 29th, 2009

Serpent of the FoldA question I’m asked with surprising regularity is, “Why do you waste money on adventure modules?” It’s a question generally voiced with varying degrees of disdain, and the not-so-hidden subtext lying behind it is that published adventure modules are worthless. There are different reasons proffered for why they should be ignored, but they generally boil down to a couple of core variations:

(1) Published adventures are for people too stupid or uncreative to make up their own adventures.

(2) Published adventures are crap.

The former makes about as much sense to me as saying, “Published novels are for people too stupid or uncreative to write their own stories.” And the latter seems to be derived entirely from an ignorance of Sturgeon’s Law.

On the other hand, I look at my multiple bookcases of gaming material and I know with an absolute certainty that I own more adventure modules than I could ever hope to play in my entire lifetime. (And that’s assuming that I never use any of my own material.)

So why do I keep buying more?

There are a lot of answers to that. But a major one lies in the fact that I usually manage to find a lot of value even in the modules that I don’t use.

Take, for example, Serpent Amphora 1: Serpent in the Fold. While being far from the worst module I’ve ever read (having been forced to wade through some true dreck during my days as a freelance reviewer), Serpent in the Fold is a completely dysfunctional product. It’s virtually unsalvageable, since any legitimate attempt to run the module would necessitate completely replacing or drastically overhauling at least 90% of the content.

A QUICK REVIEW

The only thing worse than a railroaded adventure is a railroaded adventure with poorly constructed tracks.

For example, it’s virtually a truism that whenever a module says “the PCs are very likely to [do X]” that it’s code for “the GM is about to get screwed“. (Personally, I can’t predict what my PCs are “very likely to do” 9 times out of 10, and I’m sitting at the same table with them every other week. How likely is it that some guy in Georgia is going to puzzle it out?) But Serpent in the Fold keeps repeating this phrase over and over again. And to make matters worse, the co-authors seem to be in a competition with each other to find the most absurd use of the phrase.

(My personal winner would be the assumption that the PCs are likely to see a group of known enemies casting a spell and — instead of immediately attacking — they will wait for them to finish casting the spell so that they can spy on the results.)

Serpent in the Fold gets bonus points for including an explicit discussion telling the GM to avoid “the use of deus ex machina” because it “limits the PCs”… immediately before presenting a railroaded adventure in which the gods literally appear half a dozen times to interfere with the PCs and create pre-determined outcomes.

The module then raises the stakes by encouraging the DM to engage in punitive railroading: Ergo, when the PCs are instructed by the GM’s sock puppet to immediately go to location A it encourages the GM to have the PCs make a Diplomacy check to convince a ship captain to attempt dangerous night sailing in order to get to their destination 12 days faster than if the captain plays it safe. The outcome of the die roll, however, is irrelevant because the PCs will arrive only mere moments after the villains do whether they traveled quickly or not. On the other hand, if the PCs ignore the GM’s sock puppet and instead go to location B first for “even a few days” then “they will have failed” the entire module.

So, on the macro-level, the module is structurally unsound. But its failures extend to the specific utility of individual sequences, as well: The authors are apparently intent on padding their word count, so virtually all of the material is bloated and unfocused in a way that would make the module incredibly painful to use during actual play.

The authors are also apparently incapable of reading the rulebooks. For example, they have one of the villains use scrying to open a two-way conversation with one of their minions. (The spell doesn’t work like that.)  More troublesome is when the PCs get the MacGuffin of the adventure (a tome of lore) and the module confidently announced that it has been sealed with an arcane lock spell cast by a 20th level caster and, therefore, the PCs won’t be able to open it. The only problem is that arcane lock isn’t improved by caster level and the spell can be trivially countered by a simple casting of knock.

The all-too-easy-to-open “Unopenable” Tome is also an example of the authors engaging in another pet peeve of mine: Writing the module as if it were a mystery story to be enjoyed by the GM. Even the GM isn’t allowed to know what the tome contains, so when the PCs do manage to open it despite the inept “precautions” of the authors he’ll be totally screwed. And the tome isn’t the only example of this: The text is filled with “cliffhangers” that only serve to make the GM’s job more difficult. The authors actually seem to revel in serial-style “tune in next week to find out the shocking truth!” nonsense.

Maps that don’t match the text are another bit of garden-variety incompetence to be found in Serpent in the Fold, but the authors raise it to the next level by choosing to include a dungeon crawl in which only half the dungeon is mapped. The other half consists of semi-random encounters strewn around an unmapped area of wreckage which are too “haphazard” to map and key. Despite this, the encounters all feature very specific topographical detail that the authors are then forced to spend multiple paragraphs describing in minute detail. (Maps, like pictures, really are worth a thousand words.)

As if to balance out this odd negligence, the authors proceed to round out the final “chapter” of the adventure by providing an exhaustive key to a mansion/castle with 50+ rooms… which the GM is than advised to ignore. (And I mean this quite literally: “In order to [“get right to the action”] have them notice the bloodstains in the entry foyer, and thus, likely, find the bodies. Make the trail that leads to the infirmary a bit more obvious […] it should be easy to keep the PCs moving up the stairs and to the final confrontation with Amra.”) In this case, the advice is quite right: The pace of the adventure is better served if the PCs don’t go slogging through a bunch of inconsequential rooms. But why is a third of the module dedicated to providing a detailed key that will never be used?

Round out the package with a handful of key continuity errors and elaborate back-stories and side-dramas featuring NPCs that the PCs will never get to learn about (another pet peeve of mine) to complete the picture of abject failure.

THE STRIP MINE

I tracked down the Serpent Amphora trilogy of modules in the hope that I would be able to plug them into a potential gap in my Ptolus campaign. Unfortunately, it turned out that the material was conceptually unsuited for my needs and functionally unusable in its execution. So that was a complete waste of my money, right?

Not quite.

To invent a nomenclature, I generally think of adventure modules in terms of their utility:

Tier One modules are scenarios that I can use completely “out of the box”. There aren’t many of these, but a few examples would include: Caverns of ThraciaThree Days to KillIn the Belly of the BeastDeath in FreeportRappan Athuk, and The Masks of Nyarlathotep. Tier One modules might receive some minor customization to fit them into my personal campaign world or plugged into a larger structure, but their actual content is essentially untouched.

Tier Two modules are scenarios that I use 80-90% of. The core content and over-arcing structure of these scenarios remains completely recognizable, but they also require significant revision in order to make them workable according to my standards. High quality examples include The Night of Dissolution, Banewarrrens, Tomb of Horrors, The Paxton Gambit, Beyond the Mountains of Madness, and Darkness Revealed. (For a more extreme version of a Tier Two module, see my remix notes for Keep on the Shadowfell.)

Serpent in the Fold is a Tier Three module: These are the modules which are either too boring or too flawed for me to use, but in which specific elements can be stripped out and reused.

(Tier Four modules are the ones with interesting concepts rendered inoperable through poor execution. Virtually nothing of worth is to be found here, since you’re largely doing the equivalent of taking the back cover text from a book and writing a new novel around the same concept. Tier Five modules are those rare and complete failures in which absolutely nothing of value can be found; the less said of them, the better.)

For example, consider that mansion with high quality maps and a detailed key for 50+ rooms.

Serpent in the Fold - Manor House

That mansion is practically plug-‘n-play. Less than 5% of it is adventure specific. That’s an incredibly invaluable resource to have for an urban campaign (like the one I’m currently running).

But the usefulness of Serpent in the Fold doesn’t end there. I’ll be quite systematic in ripping out the useful bits of a Tier Three module (since I have little interest in revisiting the material again). Starting from the beginning of the module, I find:

Inside Cover: A usable map of a simple cave system.

Page 10: Three adventuring companies are detailed. (These are particularly useful to me because Ptolus feature a Delvers’ Guild full of wandering heroes responding to the dungeon-esque gold rush of the city. Ergo, there’s plenty of opportunities for the PCs to bump into competitors or hear about their exploits. Such groups are useful for stocking the common room of an inn or pub in any campaign.)

Page 25: An interesting mini-system for climbing a mountain. It features a base climbing time and a system for randomly generating the terrain to be climbed (prompting potential Climb checks which can add or subtract from the base climbing time). I’d probably look to modify the system to allow additional Survival or Knowledge (nature) checks to plot the course of ascent (to modify or contribute to the largely random system presented here).

Page 27: A very nice illustration that I can quickly Photoshop and re-purpose as a handout depicting a subterranean ruin.

Serpent in the Fold - Subterranean Ruin A

Serpent in the Fold - Subterranean Ruin B

(As a tangential note: I wish more modules would purpose their illustrations so that they could be used as visual aids at the gaming table. You can make your product visually appealing and useful at the same time, and you’re already spending the money to commission the illustration in any case.)

Page 33: Another useful illustration that can be quickly turned into a handout.

Serpent in the Fold - Giant Serpent A Serpent in the Fold - Giant Serpent B

Page 54-55: A new monster and the new spell required to create them.

The module also features countless stat blocks, random encounter tables, and similar generic resources that can be quickly ripped out and rapidly re-purposed.

So even in a module that I found largely useless and poorly constructed, I’ve still found resources that will save me hours of independent work.

When you’re dealing with a module like Serpent in the Fold that you have no intention of ever using, these strip-mining techniques can be used to suck out every last drop of useful information without any particular care for the husk of detritus you leave behind. But similar measures can also be employed to harvest useful material from any module, even those you’ve used before or plan to use in the future.

Gateway - Frederik PohlI often think of Gateway as being the last great hurrah of the Golden Age of Science Fiction. Although published in 1977, to me it has always felt like a Campbellian classic — as if it should be a contemporary of Childhood’s End or the Foundation Trilogy. A throwback to the 1950’s.

I probably wouldn’t have that impression if I had been reading science fiction when Gateway was published, but there it is.

And there’s really no denying, in my opinion, that Gateway‘s crowning achievement is the perfect melding of multiple branches of the science fiction tree.

On the one hand there is the Big Concept: The Gateway itself. A concept so breathtakingly original that people have been imitating it ever since. (Basically, it goes like this: Humans find a space station abandoned by aliens. Inside they find hundreds of ships. They don’t know how the ships work, but they can operate the auto-pilot. Brave prospectors board the ships, hit a button, and go God-knows-where in the search for Heechee technology.)

Hidden within that Big Concept are the hints of space opera: Small bands of adventurous heroes journeying into the unknown on missions of thrilling exploration.

But while Pohl teases us with the structure of space opera, he weds it to the best literary traditions of hard science fiction: His prospectors are exploring the cold, hard worlds and braving the impossible terrors laid bare by the cutting edge of science. And rather than proving indulgences, the carefully extrapolated detail of the milieu is instead used to provide dramatic sauce for the goose.

Meanwhile, wrapped around all of this, Pohl is tapping the alternative literary structures and deep, psychological characterizations of the New Wave to illuminate the personal struggles of Robin Broadhead, one of the richest and most rewarding characters in science fiction.

The plot of Gateway doesn’t merely happen; it is made painfully relevant by the effect it has on Broadhead. Indeed, the greatest triumph of the novel is the creation of Broadhead: A deeply sympathetic, flawed, and yet (on some very real level) noble human being. His transformation — revealed through complex and interwoven flashbacks and flashforwards — is the heart and soul of the book, lending true meaning to the amazing universe that Pohl has crafted.

In short, Gateway pushes all the buttons. It’s a true highlight of what the science fiction genre is capable of achieving.

GRADE: A+

Frederik Pohl
Published: 1977
Publisher: Del Rey
Cover Price: $14.95
ISBN: 0345475836
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