Tuesday, March 29, 2011

Happy Birthday, Deathtrap Dungeon!

In the course of researching my next post I learned that today, March 29, is the anniversary of the release of Deathtrap Dungeon in the year nineteen hundred and eighty four. This date leapt out at me as it is also my own birthday! This fact is eerie and significant, it shall haunt me forever.

The post isn't quite complete yet but I couldn't miss the occasion so I quickly sketched this BLOODBEAST, a reproduction of doodle that I drew in the margins of my notebook during a parasitology lecture in 1998.

Regrettably, the original is now lost to history.

Tuesday, March 1, 2011

#5 - "City of Thieves" by Ian Livingstone (1983)

After the interstellar shenanigans of "Starship", book 5 of Fighting Fantasy lands us squarely back in both the fantasy land of Allansia and the ever-fashionable business of slaughtering wizards. In this case our target is grinning right there on the cover, thorny old Zanbar Bone, his tough-guy facade only slightly undermined by a Kermit ruff and kitten eyes.

Behind him is depicted the gates of Port Blacksand, the titular "City of Thieves", with the spiked head of thespian William Hartnell in the foreground as a grisly rebuke to those who would meddle in thiefly business.

"Forest of Doom" was notable as the first wilderness adventure in the series - City is the first to feature an urban environment and as we'll see it's a rather more interesting setting than Darkwood Forest. However, against expectations, Zanbar Bone doesn't actually reside in Port Blacksand, it's just a place we'll be stopping by to run a few errands on our way to the boss-battle at his lifestyle block some several kilometres upwind of the Outer Suburbs of Thieves. More on that to come.

William Hartnell in happier times - inset: doom.
As has become my habit, I present for your fleeting amusement the U.S. cover for City of Thieves:

Zanbar's monobrow is out of control.
Study it well.


Background


Much as in Forest, in City our protagonist is a solitary swordsman who wanders about taking on contract killings and relieving harmless monsters of their dignity, treasure, and lives.  As the story begins he arrives in the prosperous merchant town of Silverton which has a small problem with "Moon Dogs" dropping by every evening to urinate on the legs of distracted businessmen, steal strings of sausages from the butcher, and (perhaps most importantly) devour any unfortunate person who forgets to lock their doors and latch their windows. It's no overstatement to say that Silverton's night life has suffered, with anyone caught in the pub after sundown stuck there all night while Moon Dogs sniff around the door (reminds me somewhat of clubbing in Tokyo).


There's a quiet dignity in the eyes of tag-team wrestlers "The Moondogs", Spike and Cujo.

Nightfall finds our hero in that very predicament,  locked in Silverton's "Old Toad" pub, thinking to himself about how famous he is as a monster-killer and feeling slightly miffed that none of the locals have "come over to hear tales of adventure". Shortly after your arrival the town mayor suddenly scrambles in through a cat flap, the seat of his pants comically chewed out by a Moon Dog, and buys you a roast goose for dinner.

Take a moment to consider - when's the last time you ate roast goose for free? Exactly. Soon enough, Mayor Owen is launching into his hard luck story - ten days ago, a couple of sketchy dudes rolled up on black horses with fiery red eyes and asked the mayor whether he'd object to his daughter attending a slumber party with Zanbar Bone - "no doubt you know that he is the Night Prince", Owen adds.

Zanbar Bone - he's kind of a big deal.
It is never made clear what Zanbar intends with the mayor's daughter but it is presumably some kind of  G-rated magical rite / midnight sacrifice type deal - the dude is a skeleton after all, it won't be anything raunchy. Nevertheless, Mayor Owen isn't having a bar of it and he sent the messengers packing - thereby drawing Zanbar's creepy old curse upon the town. The Moon Dogs showed up that very evening, and every night since, eating 23 hapless townsfolk over the course of ten nights (a period which the people of Silverton have apparently spent waiting for some hobo with a sword to show up).

Owen's plan is to send you to Port Blacksand to hit up his old pal Nicodemus, a "wise old wizard" who has apparently taken up residence in the notoriously unsavoury city precisely to avoid people asking favours e.g. could you please kill the Night Prince, Nicodemus. Owen pays you with 30 Gold Pieces and a shiny new sword, which, in an echo of that crazy son-of-a-bitch from Forest of Doom, you appear to fall immediately in love with ("You have never wanted something so badly in your life before" - yes that refers to the sword, not the roast goose nor indeed Mayor Owen Carralif, whom Ian Livingstone takes unusual pains to describe as fat, bald and sweaty). Then you have a kip and set off for Port Blacksand in the morning.

Despite the mayor's one-sided exposition and all the off-putting detail we are given about  his glistening pate, I will say this is easily the most evocative and entertaining of the Backgrounds I've read so far. I recall that the protagonist's night upstairs at the tavern, "more than once woken by the sniffing, scratching and howling of the roaming Moon Dogs outside" left quite an impression on me as a child. (This may be because there would often be dogs on our lawn at night, as my parents had a habit of throwing carrion out the window - not joking).


Rolling Up My Dude


SKILL - 12
STAMINA - 18
LUCK - 7

Skill of twelve, again - I did mention I wasn't cheating right? I'm not cheating, really. Might be I'm just good at throwing dice. There aren't any variations on the rules in "City", although I noticed that healthful Provisions weren't mentioned in the instructions this time so I assumed I didn't have any (though later I had the option to swap "all my Provisions" for a silver arrow, and I was like "damn, I coulda been eating Provisions?")

The Adventure


The first of many fine, lovingly detailed illustrations in this book - note the artist's inclusion of a "background", basically a first for the series.

The adventure proper begins as you arrive at the gates of Port Blacksand and are offered this rather prissy challenge by an otherwise daunting guardsman:

Now imagine Queen Elizabeth II is saying these lines with her voice pitched up two octaves.
It's not clear how he knows you weren't invited but I guess that's his business. As this was written by Ian Living-"stone-them-to-death" you are of course given the option to immediately attack the guard - but since I more or less exhausted the possibilities of role-playing a psychopath in Forest of Doom I decided to follow my more natural inclination and bluff my way in. I have embellished the resulting dialogue but the gist of it is true to the original:

Me: (approaching the gate, sideways) "Yooooooooooooooooooooooo--"
Guard: "Who would enter Port Blacksand uninvited? State the nature of your business or go back the way you came!"
Me: "--ooooooooooooooo! My man!" (goes for high five, is left hanging, effortlessly turns it into a little point-and-shoot gesture) "Did you you say something about a invitation? Do I got the wrong town? This is Port Blacksand, yeah? AKA, the 'City of Thieves', am I wrong? Be real with me, brother. What do you think it says on my business card, I give ya one guess."
Guard: (grips pike uncertainly, looks about for his supervisor but does not see him) "Um..."
Me: "Here's a hint, it rhymes with 'fief'. Which means a tenure of land subject to feudal obligations; but, you knew that, right? Rhymes with 'fief', the word is.... thhhhhhhhhh--, thhhhhhhhhhh-- ief. Thief. The word is thief."
(pause)
Me: "I am a thief."
(pause)
Guard: "You're saying you're a thief."
Me: "That's correct."
Guard: "Have you ever stolen anything?"
Me: "Have I ever sto--? Have I ever--? What, did the Port Blacksand City Council change the name to 'The City of Wasting-My-Fucking-Time'? Come on, be real with me hombre. Have I ever stolen anything. Man, I stole stuff yesterday. My backpack is just full of uh, silver chalices, silver candlesticks, silver, ah, silver ashtrays, you name it. And all of that stuff is stolen, no doubt."
Guard: "Where'd you get 'em?"
Me: "Silverton, maaaaan! I tell you, they love silver in that place! They got silver doorknobs, silver letter-boxes, just, just all kinds of silver in that place, man! I even saw a dude with silver belt, man, holding up he silver drawers. Not even joking - I was going nuts, just stealing everything! You couldn't hold me back! I was thiefing the hell out of that place, son! Now listen, you just let me through and hip me to a good spot to unload all this silver and it might be that I got a 1 Gold Piece that I'm kind of sick of carrying 'round with me, you know...? "
Guard: "Hmph. Silver chalices, huh. Silver doorknobs. Let me see."
Me: "Oh, you want to see...? Well... about that." (sucks air through teeth) "The silver's all cursed. Yep, totally cursed. Really, really cursed. Probably need to have a wizard look at it first. No idea what might happen otherwise. Something pretty bad, probably." (frowns speculatively)
Guard: "Oh, cursed, he says, from a whole town made out of cursed silver, I suppose. Citizen - I believe you're lying."
Me: "Okay, maybe I am and maybe I ain't. But consider this - what is a liar... if not the Thief of Truth? I'm still a thief either way. Come on, bro. Be. Real. With. Me."
Guard: "Hmmm. Thief of truth, huh. I suppose you got a point there. Alright. Come on in."
Me: (executes a perfect Morris Day slide into Port Blacksand)

While not quite so long-winded, let me re-iterate that this is actually how the conversation plays out in the book - you pretend you have silver chalices to fence, the guard asks to see it and you are given the option of laying down a weak line about it being cursed, whereupon the skeptical guard decides you are  "just the same as all the rest inside this city" and admits you. Evidently Port Blacksand is such a bad place that it's actually Bizzarro-evil, with guards at the gate to let thieves and liars in, and turn honest folk away. Good is bad and bad is good, and citizens get put in the stocks for being "ye Goody-Two-Shoes"

That woman in the foreground with hands like Dolly Parton gives you an egg to throw, but she also picks your pocket. The thought of those ghastly talons sliding into one's purse is much worse than the fact of the theft.
What was his crime, politeness? Attempting legitimate commerce? How Port Blacksand manages to operate with such systematically inverted mores is a real question - how can a city that is literally of, by, and for thieves work as a going concern? Having said that, my theory of Port Blacksand as a Bizzarro town isn't wholly consistent with the facts - or perhaps the facts themselves are not consistent with each other. At one point a burglar fired a crossbow at me because he thought I was a guard, and in another sequence  guardsmen are chasing an escaped murderer. So evidently there is some kind of conventional law enforcement going on.

At any rate, as you wander the town in search of Nicodemus it rapidly becomes a real challenge to hang on to the 30 GP you got from Mayor Owen - I was almost killed within about 200m of the gate when a gang shot me full of arrows after I refused to hand over my purse. There are cutpurses, thugs and fraudsters a-plenty - e.g. a kid selling phoney magic potion from a barrel, or a goblin mugger posing as an injured child. Even if you avoid mishap, your funds tends to be frittered away in the shops, out of anxiety that one of the items on sale will prove necessary to win the game. Not to mention the shopkeepers who are also fraudsters and thugs, such as the chandler who will drug you and leave you kidney-free in an ice bath if you agree to take a look at the "special candles in the back room". Readers will no doubt be pleased but unsurprised to learn that most times when you enter a shop you're also given the option to attack the owner (hey, they're probably evil shop-keepers, right?)

Attack him! He's a MAN-ORC for crying out loud. Might as well just attack him. GO ON ATTACK HIM.  
And if theft and shopping somehow aren't sufficient to empty your purse, there's also street gambling. I lost 5 GP in a game of toss-the-cannonball, a contest of manhood to rival Top Gun's beach volleyball scene in its homo-eroticism.

That'd be me lying crumpled on the ground there then. Why wasn't I offered an option to attack this guy?
Much as in other books you are given the option of popping into all sorts of random places seemingly on a whim - I have fond memories of clambering down a well in Forest of Doom, like Ed Hillary said, "because it was there" - but in a city, the strangeness of this behaviour becomes truly stark. Here's a passage for example:

105
Most of the houses in the street are joined in a long terrace, but you see one on the left that stands alone and is set back. There appears to be a large wooden kennel outside the heavy oak front door. If you wish to approach the front door, turn to 64. If you wish to keep walking north, turn to 304.

So what's going on in the protagonist's mind here? "Man! All these joined-up houses. This street is boring.  Wait a second! That house stands alone! And it's set back! And there's a kennel, so I'll maybe get attacked by a DOG! I think this could be the house where I find Nicodemus!" - but seriously, why this house and not any of the others? I have decided to call this syndrome  "Bizarre Search Behaviour" (BSB) and I very much suspect I will be applying this term again in discussion of future books.

Regardless of which streets you choose to walk down and whether you perform indiscriminate home invasions along the way, the book eventually herds you to Nicodemus, who is living in a wooden hut, under a bridge, next to stinking, polluted river, with the words "KEEP OUT" painted on the front door (hardly auspicious). Nicodemus answers the door despite his apparent misanthropy, and although he says he lives "here under Singing Bridge in Port Blacksand to escape pleas for aid from people fallen on hard times", he still has love for his boy Owen Caraliff and agrees to help. (Quite what qualifies as "falling on hard times" in Nicodemus' opinion is unclear, given his own circumstances). Nicodemus doesn't much fancy going toe-to-boney-toe with Zanbar personally, so instead he explains to you how to kill Zanbar Bone yourself, illustrating the key points with his pipe smoke "in case you're a visual learner".

Nicodemus - "BLAZIN' THA CROP"

How to kill Zanbar Bone
by
Nicodemus, Wizard

1) Six to twelve hours before you kill Zanbar Bone, take a mortar and pestle and grind the following ingredients into a fine paste that can be stirred without clumping:
  • Black pearl
  • Lotus flower
  • Hair of a HAG
Keep aside in a sealed container.

2) Next, shoot Zanbar Bone in the heart with a silver arrow. This will paralyse him temporarily.

3) Once Zanbar Bone is adequately paralysed, take the paste you prepared earlier and rub it into his eyes, enough to cover each eye to about the depth of the first knuckle of your index finger.

4) You will definitely notice results within a few seconds.  If Zanbar Bone does not rapidly decompose into a small pile of dust, repeat steps 1-3 above.

Pro tips


  • Don't let Zanbar Bone touch you! You'll die.
  • Normal weapons do not harm Zanbar Bone!
  • Zanbar Bone has an entrancing stare! To ensure best results, you should not attempt to kill Zanbar Bone without first tattooing  a white unicorn in a yellow sun upon your forehead.
------------------------------------------------------

Aaaaaaaaaaaaaaaand that last point is a definite "WAIT, WHAT" moment for me. You have to realize that by the end of Nicodemus' monologue, your half-day mission for 30 GP and a fancy sword has gone from:

FIND NICODEMUS! ONLY YOU CAN DO IT!

...to:

Find Nicodemus. Then go hunt down a bunch of weird/expensive crap from various dangerous places. Attack a skeleton wizard and his allies on his home turf. Make a perfect shot to the heart with only once chance, against a guy who can kill you with a tap on the shoulder... and then walk around for the rest of your life with a fucking unicorn tattooed on your forehead. ONLY YOU CAN DO IT.

Preferable.
I should also mention that if you get far enough in the book (I didn't), Nicodemus will send you a note saying that he fucked up and you're only meant to use two of the three aforementioned ingredients to make Zanbar's eye-drops, and he can't remember which two. Meaning you have to guess. So take everything I just said about the mission and then add a random 2-out-of-3 chance of failure at the very last moment. In game design circles I believe this is called "a Dick Move".

Needless to say, if I had the option at this point I'd be going straight back to Silverton to re-negotiate the fine points of my deal with Mayor Lumpy, or more likely just slide some adoption pamphlets under his door and slink out of town. But since I'm a "hero", I persevere with this lunacy. Nicodemus off-handedly mentions that you can get all the ingredients you need in Port Blacksand "if you search hard enough [read: bizarrely enough]" which segues us nicely into the second part of the adventure, a scavenger hunt around Port Blacksand.


I was actually able to find all three of the black pearls, lotus flower and HAG's hair, but only because I vaguely remembered where to look from playing the game as a child. Bizarre Search Behaviour reaches a new high when you sneak onto a pirate ship at the docks and steal black pearls from the neck pouch of a sleeping sea dog. And then this apogee of BSB is massively exceeded about a street and a half later:

363
In the middle of the street you see a large manhole cover. If you wish to lift the manhole cover to see where it leads to, turn to 48. If you wish to keep walking walking east, turn to 205.

I just love the impulses that cross this guy's mind. If you go down the manhole, "you realise, much to your disgust, that you are standing in a sewer" (and what did you expect?). It's also the only sewer I'm aware of where someone is paid to go around mounting flaming brands on the walls for light, but anyway that's where you gotta go if you want to kill a HAG and chop her hair off.

Monsters and Combat


While Port Blacksand is quite an interesting setting the monsters you encounter are mainly the same stock models, GOBLINS, GIANT RATS and the such like, with fairly vanilla combat situations. The fight with the HAG is worth mentioning since she will cast an illusion on you so that you "think you are being burned alive with a crowd of skeletal faces looking on gleefully" which made me want to count SKELETONS but I don't know how many a "crowd" is or whether illusionary SKELETONS even qualify.

Probably the most intriguing monsters you face are the LEAF BEASTS who defend the Lotus Flower, which incidentally is the only anti-Zanbar ingredient that you'll find somewhere that a sane person would look for it - the public gardens.

What marvellously sculpted hedges! Why, they look like they could just leap right out and attack you!
Incidentally entry into the public gardens of Port Blacksand is via a gold coin donation in an honesty box (I know?!) - not exactly in keeping with the theme of the city, but the magically animated hedges that attempt to "crush and smother" you if you pick a flower are rather more in the spirit of the place.

While I'm on the topic of encounters I'd like to point out the single weirdest thing that can happen, should your Bizarre Search Behaviour lead you into a certain house on Candle Street...

You blunder in on two identical old ladies dressed in little girl's clothes arguing with knives over a wooden duck.
Probably my favourite thing in this or any book.

Okay maybe except for APE-DOG and DOG-APE.

Failure, And No More Christmas Cards From Mayor Owen Carralif

Your path through Port Blacksand will eventually lead to an unavoidable encounter with two TROLL guards which will result in either your death, or ejection from the city. I managed to not die, so, after being turfed out of the city I mentally ticked off the things I needed to kill Zanbar Bone and realized -- UH OH -- I forgot to get a unicorn tattooed on my face.

Regrets are funny things.
I suppose at this point you could ask someone to lend you a biro and a safety pin but unlike so many other lunatic notions, using his reflection in a puddle to work up a prison tattoo of a unicorn on his own face doesn't occur to the protagonist. So apparently you just walk back to Silverton and shrug your shoulders - and that's the end.

At least I survived.

The SKELETON report

At last!



City of Thieves actually presented me with a few theoretical challenges. First was the issue of whether to count Zanbar Bone, who is never actually referred to as a SKELETON in the text and while plainly constructed of human bones, has features such as eyeballs, scalp thorns and a Kermit ruff that are not considered typical features of SKELETONS generally. In the end I decided I would face all controversy and approbium, come what may, and include Zanbar in the count. His surname is "Bone", for fuck's sake.

The other three skeletons are these jokers, doing what they do best:

"The boys are back in town, the boys are back in town!"
If you make it to the boss-fight with Zanbar Bone he actually conjures them up by pulling out three of his teeth and throwing them on the floor, which for me raises the question of whether to count his other 29 teeth as SKELETONS in potentia. On reflection I thought this would look too much like I was juking the stats so I disregarded Zanbar's remaining teeth.

Finally, in the Background section, Mayor Owen describes Zanbar's two messengers as "skeletal" though apparently they are SPIRIT STALKERS. So I looked them up in my copy of Out of the Pit, the official Fighting Fantasy bestiary - it seems that while they are skinny, SPIRIT STALKERS still have some meat on them and are maybe more like ZOMBIE supermodels in appearance. So they don't count either.

Believe it or not I was given this as a wedding gift.
And check it out - there's your boy Zanbar Bone on the right side of the cover, standing on some other bloke's back. He's the Night Prince as I'm sure you know.

Final Thoughts

Judging from the number of Fighting Fantasy books released in 1983, Ian Livingstone must've written City of Thieves within a few weeks of Forest of Doom and yet, it is a far better book. I have very little hesitation in saying it's my favourite so far - apart from the urban setting, all the constant tricks and thievery create a compelling atmosphere of mistrust. It also features some of the best interior artwork of the early books.

It's pretty clear that the structure of the book is unfair but that's more or less par for the course and it's probably still easier than Starship. I suppose my main gripe is once again the random searching - this would actually be pretty easy to fix. Nicodemus could drop a few hints about where to look for the ingredients which would make it seem less insane to clamber into a sewer for no apparent reason - wouldn't have to give too much away, something about HAGS avoiding the daylight or whatever. Could even throw a roundabout red herring by suggesting that the player search taverns for the black pearls, "where sailors have been known to lose them at games of chance" - despite being a misdirection this would still make your solo raid on the pirate ship more understandable. JUST A THOUGHT IF YOU EVER DECIDE TO REWRITE A BOOK FROM THIRTY YEARS AGO TO INCORPORATE SUGGESTIONS FROM THE INTERNET, IAN.

Anyway thanks for reading (if you've made it this far) - I'll see if I can get through the next one a bit faster eh...

Saturday, February 26, 2011

Thanks, "Blogger", for your dodgy design decisions

Apologies to anyone who just had a half-written version of my experiences with "City of Thieves" crop up in their RSS feed - turns out someone decided it would be a good idea to make Ctrl-P a hotkey for "immediately post this blog without confirmation". That's a mite too close to Ctrl-I for italics for my thick-ended, sleepy fingers, with predictable results.

I have deleted the post and will finish writing it and then post it again. You can take this as a sign that the next full post is not far off, for now I shall whet your appetite with this drawing of an Egyptian sarcophagus which ludicrously turns up out of the blue in the Fighting Fantasy universe:

Just one of the many corny props at Zanbar Bone's house.
(He also has an ornamental suit of armour that comes alive and attacks intruders - dude's steeze is all Scoobie Doo and shit)

Sunday, October 17, 2010

#4 - "Starship Traveller" by Steve Jackson (1983)

This was actually the first Fighting Fantasy book I ever got, I might've been maybe 6 at the time. I vaguely remember my mother trying to read it to me before getting fed up with the dice rolls and letting me work it out for myself. (Pause a moment to consider this hinge in my life where I might instead have been given a tiny set of golf clubs or TOMY's "My First Cancer Research Laboratory" and sigh for what could have been). My memories on the matter are shaky but I'm pretty sure that despite numerous play-throughs my cheating little ass never won it, for reasons that will become apparent.


The cover depicts three stalwart crewmen from the Traveller locked in gladiatorial combat with a "Man-Slayer Robot", a scene from the book that I didn't experience on my play through. There are several details about this illustration that baffled me as a kid, and they yield no more readily to the bludgeoning of my adult mind. Take homeboy with with the blue cut-off top for example - his left arm's been amputated at the elbow. And it's not like the Man-Slayer chopped it off just now either, that there's a stump, cleanly healed. Weird detail. Or the third fellow, lying on the ground hugging Lt. Blue's trackie bottoms - his eyes are glowing red? -- yessir we definitely playing a sci-fi book this time out, 'cos that shit right there is some space-type shit.


Also in evidence here is the Illustrator's Bane, AKA the irrational fear of drawing feet.


Lt. Blue's left foot is obscured by an unnaturally thick cloud of space dust, while his right is, um, behind a spiky thing (what is that thing?) Warrant Officer Red-Eyes doesn't have any feet since his lower body is presumably stuffed into the same car-boot as homeboy's forearm. But the Grand Prize for Foot Avoidance has to go to the feller in red, whose legs seems to just be evaporating from the knees down.

But on the other hand, there's always the U.S. cover:


So crap, and yet, they have feet.


Background


In one of several departures from the standard format, this book doesn't have a Background section. But basically the concept of this book is that you are the captain of the Starship Enterprise, the pride of Starfleet -- uh, sorry I mean: the Starship Traveller, the pride of - erm - "AstroNavy". Yeah, this book wears its Star Trek influences very much on its sleeve and I don't doubt that Steve Jackson would've just gone whole hog and bootlegged it as a Star Trek adventure were it not for the fear of Gene Roddenberry’s legal hit squad.

A rare "posse shot" of Gene Roddenberry's lawyers

Rolling Up My Team


Steve Jackson got tinkering again and came up with a bunch of different rules for various science-fictiony scenarios such as have a spaceship fight or shooting lasers at HUMANOIDS. You have to roll up stats not only for yourself but also for your ship and several members of your crew, who can accompany you on missions and get themselves killed. Here's what I rolled:


The Starship Traveller
WEAPONS STRENGTH - 12
SHIELDS - 16


(This was irrelevant since I never got into any ship-to-ship combat).


Captain
SKILL 7
STAMINA 19
LUCK 12


Science Officer
SKILL 11
STAMINA 19


Medical Officer
SKILL 12
STAMINA 17


Engineering Officer
SKILL 9
STAMINA 20


Security Chief
SKILL 10
STAMINA 16


Guard 1
SKILL 9
STAMINA 20
 
Guard 2  
SKILL 12
STAMINA 21



First thing you notice about this crew is that everybody's more competent than the captain, kind of a space Dilbert scenario. I think of the Captain as just this Mr. Magoo-ass dude with a father-in-law high up in the admiralty at AstroNavy. “Guard 2” on the other hand is proof that sometimes, cream sinks to the bottom. Guard 2 spends most his work-day rushing about frantically opening doors and stacking up mattresses every time the Captain steps onto a stray roller-skate. He is like Hong Kong Phooey’s cat. “Long-suffering” doesn't begin to describe it for Guard 2.


The Adventure
The adventure begins with our Captain, the nonce, driving the starship into a black hole (or being “sucked through the appalling nightmare of the Seltsian Void”, if you prefer)


See the black hole? It's the black bit. Don't drive into that bit.
But, instead of being ripped apart by tidal forces in a rapidly cascading sequence of ever more delicate dismemberments, everyone just staggers from one side of the bridge to the other for a while before blacking out.


The crew awakens, with bleary eyes and thick tongues, to the sight of strange constellations glaring through the portholes. “WTF THIS SHIT IS NOT ON OUR SPACE MAPS” the Navigation Officer announces unconvincingly, and after some chin-stroking the Science Officer concludes that you must have wound up in a parallel universe... might as well take a gander at some solar systems nearby. There’s one straight ahead, one to the port, and one to the starboard – yes, despite the great three-dimensional void of trackless space, the Starship Traveller is in fact situated at one of the classic mainstays of Fighting Fantasy – a T-junction. Deciding between destinations - say, visiting a green star versus a blue star - is Starship's spin on the left-or-right, live-or-die direction-choosing action we expect from Fighting Fantasy. What's a little bit neat about Starship is that that each celestial encounter plays out as its own little self-contained challenge, rather like episodes of a TV show (albeit one that gets cancelled midway through the first season) - accordingly, I have written up my experience of the book as a phoney episode guide (just bear with me on this concept okay).


A word first on your over-arching mission in the book - during your journey you find yourself collecting factoids about black holes. Though I don't think anyone really announces it, the crew of the Traveller seem to have a common understanding that the first order of business is to find another likely looking black hole and steer down its throat. The victory paragraph can only be reached by adding two numbers, one representing a black hole location and the other representing the date you decide to fly through it (along the way you also pick up useless facts like the recommended speed of approach for the black hole just so Steve Jackson can make you feel like a tit for writing it down). So during your visits to alien cultures you are often given the chance to rummage among their astronomical charts for dubious black hole trivia.


"Starship Traveller" Episode Guide 


Episode 1 - "What Price, Freedom?"
First aired March 9, 1983
Synopsis: The Traveller away team visits a world without laws, whose citizens obey only their whims, and where all public decisions are made through slow and painfully won consensus. In the dramatic highlight of the episode, the team are attacked by some violence-loving locals and the Captain is nearly beaten to death before Guard 2 can subdue the attackers. Ultimately, the crew of Traveller depart with new knowledge of the strange new universe in which they find themselves (and facts about black holes).


Episode 2 - "Unquiet Spirits"
First aired March 16, 1983
Synopsis: The Traveller orbits a world in ruins. Exploring the surface, the away team experience alarming visions and seemingly spectral visitations and attacks. As a brief comic interlude in an otherwise dark episode, the Captain stumbles while backing away from the imagined shade of his disapproving father-in-law and gets his hand caught in a jam jar. Ultimately it is revealed that the world is still contaminated with a weaponized hallucinogen used in the last days of an apocalyptic war. But the jam jar turns out to be real. 


Episode 3 - "Live Long... and Despair"
First aired March 23, 1983
Synopsis: The away team beams down to Culematter, a dystopian world where the otherwise immortal inhabitants are subject to the depredations of quota-driven death squads called the "Population Controllers". The away team soon run afoul of Population Controllers and are taken to an extermination centre.


This handsome lad shows up for just long enough to explain the plot before Population Controllers burst into the room and ventilate his thorax. 
While trying to contact the ship, the Science Officer inadvertently discovers that the inhabitants of Culematter can be paralyzed by certain broadcast frequencies from his communicator, allowing the away team to make their escape. In a final twist that confused audiences, the Captain accidentally removes the head of a Culematter native while trying to steal its helmet, revealing nothing but a mass of wires and circuitry within.


Episode 4 - "Blame It On The Rain"
First aired March 30, 1983
Synopsis: The away team explores Cliba, a world suffering from endless rainstorms. The primitive people of Cliba worshop an entity they call "the Rain Lord" to whom they attribute the disastrous rains. Travelling to the Rain Lord's castle, the team discover not a god but an alien castaway from a more materially advanced culture who has used weather control technology to establish himself as a despot. However the dial on his weather machine has gone bung and it is now set to permanent torrential rain - the Traveller's Science Officer gives it a heavy slap and all is resolved.
Note: The explanation of the Rain Lord's weather control given in this episode provoked numerous letters of complaint to the TV Guide from meteorologists and other concerned parties.


Episode 5 - "Do We Not Die"
First aired April 6, 1983
Synopsis: Mysterious deaths occur on-ship following a visit to an crash-landed ship that was broadcasting a distress signal. The deaths are traced back to a contagious "poison" brought back with the away team and further deaths are averted through good quarantine practice. 


Episode 6 - "Free Parking"
First aired April 13, 1983
Synopsis: The Traveller is intercepted in deep space by a warship of the Ganzig Confederation, a reptilian species. Acquiescing without a fight, the Captain permits the Traveller to be escorted to a starbase. The Captain meets the Starbase Commander and they have a polite discussion, while the crew of Traveller take some time to relax. Meanwhile, through a porthole in the background of one scene, the Ganzig warship is shown leaving the starbase without further explanation. At the conclusion of the episode the Traveller continues on its way unchallenged.
Note: Known as "The Episode Where Nothing Happened", "Free Parking" is popularly thought to have prompted the sudden cancellation of the series which was enacted before any further episodes could be shown. However this network decision should be seen against a backdrop of lacklustre ratings that had been consistently falling since Starship Traveller's debut.


Failure and Death


Though Starship Traveller failed to attract a broad audience, there was a hardcore group of fans who were appalled by its abrupt termination and campaigned hard to have it put back on air. After more than a year of complaints and petitions, the network approved production of a single episode to resolve the show's dangling storyline. The producers hurriedly re-united those of the show's original scriptwriters not yet debilitated by alcohol poisoning, and pulled together a group of hastily cast stand-ins along with the few members of the original cast who were not already committed under contract for live appearances in chain restaurants. While many key members of the original production crew were able to return, one important element was missing - the model of the Starship Traveller itself, which had gone missing in the interim (the dark gray blanket that was dangled behind it to represent the interstellar void was still in storage, as were numerous Christmas tree ornaments). The ultimate fate of the original Traveller model remains a matter of some speculation and fake mock-ups are still known to appear for sale on e-Bay every couple of years or so, masquerading as the genuine article.


The original 1983 Starship Traveller


The hasty replacement used for new exterior shots in the '84 Christmas special, a bowl.
From this position of disadvantage and against an aggressive deadline, the producers' frantic labours to provide a satisfactory conclusion to the grossly truncated Traveller saga resulted in the now notorious "Starship Traveller 1984 Christmas Special".


Starship Traveller '84 Christmas Special 
First aired December 21, 1984
Synopsis: The episode opens at a Christmas dinner in the mess hall of the Traveller. The Captain - now plainly wearing a girdle beneath his uniform - proposes a toast to the diginity of the humankind as embodied by the Christmas spirit, and to absent friends - in the process briefing the audience on the various crew members who have been sold into slavery, died by standing too close to volcanoes et cetera in various adventures assumed to have happened since the last broadcast episode, "Free Parking".


The mood around the dinner table is glum as the parallel universe substitutes for turkey and glazed ham are convincing neither in appearance nor taste. Talk turns homesick, and as the space brandy flows, mutinous and dark. Guard 1 speaks first against their Captain, pointing at him with a hyperspace turkey drumstick, and soon other voices chime in on his many disastrous decisions and the toll these have taken in lives. Stammering, the Captain is only able to salvage the situation by announcing that he has determined the co-ordinates of a black hole that he is "99% sure" will transport the Traveller back to their home universe.
The remainder of the episode depicts the various moments of emotional conflict and closure as the crew conduct their preparations to travel through the black hole with a tenuous and brittle optimism, including a sub-plot in which Guard 2 attempts to puzzle through the Captain's astro-navigational calculations in a spreadsheet. Some of these scenes were passably well-written but audiences were confused by the many substitutions of new actors into old roles, as evidence by the title of one critic's review - "Who Are These People And Why Are They Kissing".




Ernest Borgnine Jr., who stood in for the iconic "Science Officer" character in the ill-received '84 Special, was given no lines and was not even listed in the credits. 


Tension ramps up as the command crew strap themselves into their seats on the bridge and commit the course into the heart of the black hole. Well wishes are murmured out like farewells as the whine of straining machinery increases to a shriek. Suddenly, Guard 2 bursts into the room, wild-eyed, and delivers the now famous line "Wait, there's been a mistake in the rounding", abruptly cut off by the sound of an explosion and fourteen seconds of dead air. Finally, the credits roll over footage of the remorseless void (i.e., a dark gray blanket) as a tinny, reverbed version of Bing Crosby's "I'll Be Home For Christmas" plays to fade.


The Starship Traveller 1984 Christmas Special is generally regarded to be the most depressing Christmas Special ever.


The SKELETON Report




So obviously there aren't any magically animated SKELETONS in space. Nor are there any barely obscured genitalia as per Forest of Doom (unless I was misidentifying the anatomy of various aliens). The only things I noticed that was worth counting were interpretive dancers.


There were 4 of those.
Final Thoughts


Starship Traveller really is an odd one out among the early Fighting Fantasy books. There were a few things I liked - the greater sense of interactions between characters - the fun ideas underlying some of the "episodes", and their comparative depth considered against the short encounters in the preceding three books - the fact that in several cases, when presented with a problem I could deduce the likely outcomes of my options based on logic and common sense and select accordingly (compare this with the baffling item-choices in Citadel - should I give the GANJEES a tub of ointment or a spider in a jar? What?) 

But the adventure felt a bit unsatisfactory overall, which mainly arises from the annoying victory conditions. My depiction of the "final episode" is not far off how it plays out in the book - after a while the crew will simply demand that you fly into a black hole, and if you refuse they begin committing suicide (!) - surely if the Bounty mutineers could tolerate life on Pitcairn Island, the crew of Traveller can stand having a whole new universe to explore? Coupled with that is the sheer difficulty of getting the numbers for the "good" black hole you have to fly through and then guessing the right combination of time and place out of the various possibilities - replays ad nauseum would be required to legitimately win this one I suspect. 

Anyway, I'll see you in a few weeks' time for the next exciting installment - City of Thieves - which, hearteningly, features a SKELETON right there on the cover.