Saturday, 30 November 2013
The Rings of Kether playthrough
With less than five books remaining in the series proper and a handful of tabletop ones to run, including one two-player adventure, we are now well and truly near the end of the initial run of this blog. I have several plans for the following era of it. I'm looking to maybe do blind playthroughs of the Lone Wolf series, and probably do full 'until we win' playthroughs of the Fighting Fantasy series. So lots of ideas there.
But for now, we have two more sci-fi gamebooks to get through, which if you know how I feel about the FF sci-fi adventures, means that the next few weeks are going to be bleak and painful. Urrgh. Rings of Kether is apparantly one of the better ones in the sci-fi FF books, which is kinda like saying that being kicked in one tooth is better than being kicked in a different tooth.
I'm promising that I'm going to be very, very positive with this playthrough, though. Not going to say a single negative thing. Positivity is the name of the game today. So, let's get this adventure underway. The intergalactic police have decided to send the player off on his own to break a space drug ring, all by himself. Without backup. Even Judge Dredd has backup. So I'm just going to assume that I've pissed off my department manager and he wants to see me be thrown into a space-river.
The adventure starts with my shuttle arriving at Kether, the planet that I've been told that is flodding the sector with drugs. Immediately I'm asked where I want to start searching for the drugs ring, and I'm given three choices, with no clues or hints as to which may be correct. I decide to hit up the moon. I spend about five days searching around the moon, looking under rocks and lumps of space cheese, but find no drug rings at all.
Upon arriving at the police headquarters, I meet Mr Samuel, who is rather like Commissioner Gordon, but without the epic 'tash. When I ask him what's going on, he makes a show of looking over his office for listening devices, and then hands me a note telling me to meet him later. Oooh, conspiratorial!
He meets me later in a seedy cafe, looking about as inconspicuous as a man in a false beard can be. He tells me that the police are corrupt and that he can point me towards his contact, a freighter captain. The captain in turn directs me towards a poker game going down in a local pub, where we meet our primary suspect, Zera Gross. Zera is described as a hideous, belching woman which describes most of the inhabitants of Essex.
Evidently the local library contains all kinds of useful information, because I'm able to pull up some info on a court case some years ago, involving Miss Gross and her good friend 'Blasty' Blasterson, who I'm guessing has some kind of gun fetish. The court records, which are evidently available to any member of the public who has an interest to look at them, confirms that they are (or at least, were) involved in drug running. I'm also able to pull up a copy of Blasty's home address, which is apparantly in the public domain as well. And I thought Facebook was intrusive when it came to personal information!
So when I reach Blasty's address, it turns out that it isn't a suburban semi-detatched house at all, but is an old warehouse. I mean, I guess that gangsters live in warehouses, I suppose. I sneak in through the back, and over-hear a conversation between two people who I don't know. The book then asks if I want to go to their meeting and listen in on it, but I choose not to because I don't have any idea as to if or why it's relevant to the case. Instead I stick around to snoop through the warehouse some more.
Well, the downside of this adventure is that it's still a sci-fi Fighting Fantasy. But on a more positive note, it's possibly the least awful one that I've read thus far. I can't say that it was a work of art or anything, but I was genuinely surprised. At no point did I feel that I was just exploring a dungeon that was disguised as a spaceship a la Space Assassin. I never groaned at the stupidity of having to fight off rampaging bands of guards who are simply 'called guards because you have to be on your guard around them' a la Starship Traveller. And I certainly didn't feel the urge to beat myself to death with a copy of the book, as I did throughout every living moment of Sky Lord.
In fact, this book wasn't bad at all. It's pacing is a little stringy, throwing you around from location to encounters at speed that's a little too disconnecting at times, and it doesn't really give you any sense of your own identity at times (you don't even have any real inventory, much less a background). But when the investigation gets going, you feel that you're actually playing the part. The setting is actually quite nice this time around, slightly dystopian but not over-the-top post apocalyptic a la Freeway Fighter.
It's entirely possible that I didn't hate this book. Be shocked! Be amazed! Be sure to tune in next time when I play something with swords in!