The Alexandrian

Jhereg - Steven BrustWhy didn’t anybody tell me about this?

Jhereg, the first in a series of books starring the character of Vlad Taltos, was originally published 25 years ago and I’m only finding out about it now?

Not fair.

Truth be told, though, I only have myself to blame. I’ve heard about the Dragaeran books a number of times over the last decade or so, mostly on the rec.arts.sf.written newsgroup, but also as far afield as Penny Arcade. I actually bought Jhereg about four years ago, started it, and bounced off the first chapter.

It should be noted that I didn’t bounce because it was bad. I just bounced because I wasn’t in the mood for that sort of book

Which is ironic, because the book is actually almost nothing like the first chapter.

The first chapter reads like the introduction to a grand saga of sorts — something along the lines of A Game of Thrones or the Malazan Empire books. The rest of the book reads pretty much nothing like that. In fact, if I was going to describe the rest of the book, it would be something like this:

A pulp detective novel by Raymond Chandler, except the main character is an assassin instead of a private detective and his seedy office is in a world of high fantasy instead of the 1940s.

And it really is as awesome as that sounds.

Actually, though, saying “high fantasy” is somewhat misleading because one of the things Steven Brust does very well is blending together high fantasy and low fantasy. Vlad Taltos runs a small-time criminal organization in a gritty fantasy city. But just a short teleport-hop away, Taltos will also find himself rubbing shoulders with powerful Dragonlords who have lived for thousands of years and wield powerful sorceries that can lay waste to mountains.

And it works.

As an example of making things work, Brust’s world is one of the rare instances in which I’ve seen anyone attempt to work with a society where easy, prolific, D&D-style revivification is possible. And he makes that world believable, largely by simply saying, “This is the way things works.” And then building the world logically around it. “Death” in the Dragaeran Empire doesn’t mean what “death” does in the real world, and everyone in the story just seamlessly accepts that reality.

What else can I say about Jhereg?

Perhaps the most notable thing about the book is Brust’s prose. It’s not the type of eloquent or beautiful language that lends itself to loving quotation, but it’s tight and it’s fun to read. It’s really easy to plow through a hundred pages and then find yourself wondering where the last hour disappeared to you. I literally lost myself in the story, which is a rare pleasure.

Long story short: If you haven’t already read it, I highly recommend Jhereg. You might be 25 years late to the party, but it’s a really great party and you won’t be the only one to have just arrived.

GRADE: B

Steven Brust
Published: 1983
Publisher: Ace
Cover Price: $7.99
ISBN: 0441006159
Buy Now!

THE RINGWORLD ENGINEERS

Louis Wu sleeps his way across the Ringworld… and then kills everybody he slept with.

THE RINGWORLD THRONE

The Ringworld Throne - Larry NivenWithin the first few chapters of The Ringworld Throne, I was struck repeatedly by two thoughts:

1. “This is incredibly turgid.”

2. “Oh lord, here we go again.”

To explain the first, let me offer an example: Early in the novel there is a sequence in which the main characters are waiting to meet with another group of characters. They have to wait three nights.

First, it must be understood that there is no particular reason why they have to wait three nights. Niven simply made an arbitrary choice. Second, it must be understood that essentially nothing of interest happens in those three nights. There is exactly one significant conversation and nothing else of consequence.

Despite that, Niven spends over twenty-five pages describing the events of those three nights. The characters mill about pointlessly; they sleep; they eat; they have meaningless sex. And it’s all described in mind-numbing detail. The one significant conversation meanders along through three different sequences stretched across half a day and six pages and is three times too long at that.

It’s boring. Achingly, painfully boring.

To explain the second, let me simply say this: It takes Niven less than a dozen pages before he has retconned the entire plot of the second novel and rendered it into a math error.

The Ringworld Engineers - Larry NivenSince the entire second novel was, in itself, a massive retcon of the first novel, one begins to wonder if there was ever any actual substance here or if it’s just retcons all the way down.

I also think that there’s a fairly good chance that the original title of this book was Ringworld: Home of the Pointless Orgy until Niven’s editors made him change it. I have never read about so much sex while simultaneously being bored out of my mind. Niven never lets a dozen pages pass without having somebody humping somebody else, nor does he ever let an opportunity pass to make sex sound as boring as he possibly can.

Also, let’s take a moment and talk about Protectors: I know it’s always been kind of tough to take them seriously if you’re a hard science fiction buff. But when the entire conclusion of the novel consists of Protectors running around willy-nilly and a plot lifted from a Benny Hill sketch with the words “sexy nurse” scratched out and replaced with the word “Protector”… well, it’s kinda hard to take them seriously at all.

GRADES:

RINGWORLD ENGINEERS: B-
RINGWORLD THRONE: F

Larry Niven
Published: 1980/1996
Publisher: Ballantine Books
Cover Price: $7.99
ISBN: 0345334302 / 0345412966
Buy Now!

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2A: THE AWAKENING – RANTHIR

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Prelude 2: The Awakening – Ranthir

I started gaming in the summer of 1989. It was right around this time that I also discovered the local BBS scene in Rochester, MN — most notably the North Castle BBS. At the raging speeds made possible by a 1200 baud modem I was able to plug into the ADND FidoNet echo.

For those of you unfamiliar with FidoNet, it was similar to Usenet: A set of completely text-based messageboards. However, unlike Usenet, the individual BBSes that made up the FidoNet were not in perpetual contact with each other. Instead, during each day, the FidoNet systems would call each other during the ZoneMailHour (ZMH) and exchange messages. Local systems would push messages up to regional hubs and those hubs would circulate the message around the world and then push them back down to local systems.

Which meant that sometimes it would take you several days to see a message posted by someone else and sometimes you would see it immediately (if the person posting it was on the same BBS you were).

One of the features of the ADND FidoNet echo were the campaigns that were played through it. This was my earliest exposure to the concept of Play-By-Mail (PBM) games.

My first experience with roleplaying games was when I created my own. My second major experience was the true old school play of campaign-hopping characters, whipping out dungeons on graph paper, and playing during every possible stolen moment of the school day. But my third major experience was watching and playing in the PBEM (Play-By-Echo-Mail) games of the ADND echo.

Because of the asyncrhonous nature of communication, the ADND games all followed a similar structure: The DM would post a lengthy summary of events and then the players would respond. If they were facing a physical challenge or combat, player responses were usually tactical in nature — summarizing a strategy for the next several rounds of play instead of specifying particular actions. If it was a conversational situation, players would just start responding to each other’s messages.

But the asynchronous communication, of course, meant that not all of these responses necessarily meshed. (For example, you might have two characters both respond to a straight line with the same joke.) So, at some point, the DM would draw a line in the sand and end that particular phase of play. They would then gather up all the responses and summarize the official version of events. These summaries were referred to as “Moves”.

From my understanding, this system is similar to the original Play-By-Mail games which were played by physically posting letters — but with the added advantage that the players could actually talk to each other without the DM acting as an intermediary.

All of which is a long-winded way of saying: PBeM games had a major impact on my formative years as a gamer.

But, on the other hand, I profess that I have never seen a PBeM campaign end successfully. Even keeping a tabletop campaign together is difficult, and while it would seem as if the non-intensive nature of a PBeM would help keep it running… in practice the lack of any physical demand for attention means that players tend to just wander away and interest tends to atrophy.

Which is unfortunate, because — in my experience — PBeM play has some unique strengths. It lends itself particularly well, for example, to a more contemplative style of play. In ongoing tabletop campaigns, I’ve found PBeM to be a good way of dealing with certain types of side-action. It can also be used to fill in the occasional lengthy gap between playing sessions.

All of these features made PBeM play ideal for launching the Ptolus campaign: The characters were separated, the contemplative style gave the players time to ease themselves into their roles, and we had a gap of time before the campaign could start because of incompatible schedules.

(And if anyone reading this happens to have an archive of old FidoNet ADND games — particularly those run by Bruce Norman — I would dearly love to get a copy. I used to have a substantial archive myself, but it was wiped out by a bad floppy disk. Now I only have a handful of random moves that were tucked here and there.)

Tie-In Fiction

January 20th, 2009

I recently posted reactions to several of R.A. Salvatore’s Drizzt novels. The resulting discussion touched on the familiar disparagment of tie-in fiction and I wanted to take a moment to discuss that: What’s the appeal of tie-in fiction? Why is it so popular despite the perception of poor quality?

The better D&D tie-in novels deliver on three levels:

(1) They deliver fast-paced plots with easy prose and cool characters.

(2) They take place in a familiar, highly-detailed setting.

(3) In fact, it’s a setting that your characters might be playing in next Saturday! Heck, you might even run into the characters from the novel that you’re reading right now! (That sense of a personal connection really can’t be undervalued.)

The poorer D&D tie-in novels only deliver on levels 2 and 3.

You can contrast D&D tie-in novels with the tie-in novels written for Star Trek or Star Wars, which deliver on three similar levels:

(1) They deliver fast-paced plots with easy prose and cool characters.

(2) They take place in a familiar universe and expand your knowledge of an entertaining milieu.

(3) They feature familiar characters that you’ve grown to love through TV or film.

In other words, if you’re looking for short, undemanding reading material, then tie-in fiction can provide it. Tie-in novels are basically filling the same role for people that the pulps did in the ’30s and ’40s.

That at least partially answers the question of popularity. So let’s talk about the image problem that tie-in fiction has: Why is tie-in fiction almost universally considered mediocre at best?

I think there are a couple of reasons. First, tie-in fiction inevitably concentrates your attention on the 90% crap ratio. (Sturgeon’s Law: 90% of everything is crap.) If I pick up 10 unrelated books and 9 of them suck, I’ll just forget about them and focus on the one which was good, trying to find other works like it. If I pick up 10 D&D books and 9 of them suck, I’ll reach the conclusion that D&D books suck and look for non-D&D books in the future.

Second, the process for creating tie-in fiction doesn’t lend itself to works of greatness. Basically, the vast majority of tie-in authors are established but not top-of-the-line authors. If you’re Iain Banks or Vernor Vinge or J.K. Rowling you don’t need or want tie-in novels, and the “undiscovered greats” are generally prohibited from even submitting. (There are, of course, exceptions to this: Pocket Books remained open to slush pile Star Trek submissions for years and Isaac Asimov wrote a tie-in novel.)

On top of all that, a tie-in author is robbed of the one thing which tends to define the immensely popular works of speculative fiction: The ability to create and introduce a world which captures the imagination. Dune, Star Wars, The Lord of the Rings, and many other classics have uniquely captivating worlds contributing greatly, in my opinion, to their success. But a tie-in author is, by definition, playing in someone else’s playground.

Many of them are also robbed of the ability to create new and memorable characters, but here the D&D tie-in novels prove to be a potential exception. Salvatore’s Drizzt novels are an obvious example of that: The key distinction of those immensely popular works was Salvatore’s ability to create a memorable protagonist. His ability to do so suggests that a Conan, Elric, or Gray Mouser could emerge in the realm of tie-in fiction (although, in my opinion, Drizzt doesn’t reach that level of greatness).

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.