Review: Kidnapped

Kidnapped!

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The Twilight 2000 tabletop RPG is a classic of the Fuldapocalyptic World War III genre. So it’s a little disheartening to debut it on this blog with what could easily have been the nadir of the franchise. But the “Kidnapped!” module is still a very interesting example of just a bunch of things all going on a bunch of different paths until it all just breaks.

The big “problem” is that T2K’s later modules were a victim of the very success of its initial premise. The initial European setting was a good way to square the circle of “we want you to be in the military, but we don’t want you to just have to follow orders and sit around until an artillery barrage kills you.” It was also a good balance between “We want to give you limited resources unlike a contemporary setting, but we also want to give you more toys than a full post-apocalyptic setting.”

Yes, this led to issues between the two tones of a “grim struggle for survival” and “like a classic tabletop RPG, only with tanks instead of dragons”. But I have to give GDW credit for making something distinct and adaptable. Then the question is “how do you follow up on that?”

Enter the North American modules, which became increasingly theatrical and bizarre. The “Airlords of the Ozarks” module made me use the term “Arkansas vs. The Blimps” to describe any long series that veers into craziness. It got to the point where it wouldn’t have been too surprising to see the heroes venture into an Upstate New York bunker to retrieve Adolph Hitler’s frozen corpse (as happened in the later Survivalist novels).  But Kidnapped takes the cake both for pure dissonance and poor design.

  • It starts with a description of the super-drought about to strike North America. Too bad the actual main focus isn’t about this Frostpunk-style societal triage. No, it’s about a Hitman/Splinter Cell-style “go and get a high value target”. The target is Carl Hughes, leader of the authoritarian New America, in his Shenandoah supervillain lair.
  • Hughes, the target of the adventure, does not get official stats or an official portrait. But there is a page devoted to a gang of Native American marauders (oh, you 80s action RPGs) and several pages devoted to an abandoned New American facility that does nothing but give a “clue” and a “We’re sorry, Hughes is in another castle” experience.
  • Is Twilight 2000 supposed to be semi-grounded? Good. Now plausibly take on a fortified lair with over a hundred guards and a target who needs to be captured alive (so you can’t just snipe him).
  • Naturally, to fit this mammoth Cadillac V8 into a Smart Fortwo and make the module even slightly viable, there are gimmicks like convenient gaps in the security camera coverage, guards who’ve lived and worked together for years being able to fall for players in simple disguises, and Hughes never going any more than one level deep in the four-level underground complex even when threatened.
  • There are lots of descriptions of places that are either irrelevant or “beef-gated” (too well guarded to realistically challenge), and the “listing of important characters” not only doesn’t have Hughes, but also doesn’t have anyone else actually living in Hughes’ lair. But it does have lots of throwaway bandits-of-the-week!

So Kidnapped! is something I’d recommend only for Twilight 2000 completionists or people fascinated by “How NOT to make an RPG module.” It’s at the point where, if people were running a T2K game in North America and the GM wanted them to take on Hughes, I’d recommend just writing a scenario from scratch instead of consulting this.

For a second opinion on Kidnapped, you can check the the Twilight 2000 Wargaming Blog. That opinion is also not complimentary.

Review: Day Of The Delphi

Day Of The Delphi

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Despite being the sixth in the series, Day Of The Delphi is actually the first Blaine McCracken book I’d heard of. How had I heard of it? Well, it’s quite a story. Shamus Young, one of my favorite video game commentators, had listed it as one of his least favorite books ever. Naturally, this piqued my interest and I found the greatest thriller protagonist name ever. A little later, I heard the name “Blaine McCracken” again, got The Omega Command, and never looked back.

As for Day Of The Delphi itself, it’s excellent-by Blaine McCracken standards. The previous entry, The Vengeance of the Tau was still good, but it suffered from having the first disappointing central gimmick in the series. McCracken returns to form in this ridiculous epic.

The tone of this book (and the whole series) can be summed up by a scene disappointing to me. The disappointing scene did not involve any inconsistency, by now routine super-gambits, or laughably inaccurate designations of weapons. All those are in the book, but they aren’t the disappointing part of it.

No, the disappointing scene was a fight in a slaughterhouse that failed to take advantage of the potential to use live cows as weapons. McCracken uses the ramrod to kill an enemy. It needed more “battle cattle”. Other than the lack of battle cattle, this was a ridiculous Blaine McCracken spectacle extraordinaire. Yes, even by the standards of other books in the series.

It doesn’t have a MacGuffin that’s weird, but it makes up for by having an incredibly ridiculous (the plan of this book’s super-conspiracy ranks as dumb even by the standards of Blaine McCracken super-conspiracies) main plot. Some might reasonably think that’s bad. To me, I view it as part of the fun.

Review: The Samurai

The Samurai

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With the nineteenth entry in the series, The Samurai, Casca swings and misses dramatically like a called-up minor leaguer facing Nolan Ryan. Of all the Casca books I’ve read, this is the worst of them (so far). I’ve heard conflicting answers as to who was actually writing the later Casca books before Sadler’s death, but whoever was did not succeed here.

Knowing the history of the series, I was expecting a clumsy, stereotypical depiction of ancient Japan. And I got it. But it also has very blocky, clunky prose and flat fight scenes that take away the biggest strength of the Casca series-the ability to have effective action despite its protagonist being, you know, immortal.

Not that it really matters much, because here Casca himself might as well just be a second-rate hired gun in a dull story about dull rivals fighting for power in dull battles. Having all the weaknesses of the Casca books but none of the strengths, The Samurai is something I wouldn’t recommend even to fans of the series.

Review: SEAL Team Seven Direct Action

SEAL Team Seven 4: Direct Action

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The SEAL Team Seven series, however much I enjoyed the first installment, is not the kind of series where reading every book in order is the most appropriate. So I decided on Direct Action for two main reasons. The first is that the summary seemed a little interesting. The second is that it’s the first book after original author William Keith was replaced by another writer under the “Keith Douglass” house name.

So, Lt. Blake Murdock (it’s not quite Blaine McCracken but it’s close) has to lead his SEALS into Lebanon to destroy a plant producing counterfeit American money, fighting Hezbollah and the Syrian Army in the process. The prose is a little clunkier and the action somewhat more extreme than the first book, but it’s still a good cheap thriller.

In fact, this book manages to have its cake and eat it too in a good way. It manages to have its SEALS scything their way through enemy fighters, soldiers, commandos, BMPS, and helicopters while at the same time throwing semi-plausible bits of “friction” in their path to make them earn their mission-and not without loss.

A part of me has “glass half empty” thoughts where I think “what if the big-name technothriller writers did a slightly higher-brow version of this instead of clunking along with an increasingly obsolete Cold War thriller model?” and lament what wasn’t. But another part of me has “glass half full” thoughts where I can just enjoy this well-done cheap thriller for what it is.

Review: Steel World

Steel World

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For BV Larson’s Steel World, I returned to a familiar place-the land of spacesuit commandos. Almost every single value checks out. Dystopian background? Check. The main character is a super-special spacesuit commando in a super-special spacesuit commando unit (in this case, a secret dirty tricks “Legion”)? Check. The main characters use nothing more than power armor and ray guns that don’t seem to really do much? Check. The tactics are iffy and everyone uses Roman ranks? Check.

The only novel feature, besides the use of “rules of war” that are clearly structured to enable the plot, is revivification. However, in practice all it does is remove tension, best summed up by having people -multiple times at that- want to be “killed” for the sake of convenience.

For all my complaining, Steel World manages to dodge the biggest problem with the subgenre. Its training sequences are not overly long, and I was thankful for that. And for all its issues, it’s still readable and fun as a mindless spacesuit commando novel.

Review: Red Storm Box Set

The Red Storm Box Set

James Ronsone and Miranda Watson’s “Red Storm” series ran for six books. The omnibus box set I bought contained the first three- “Battlefield Ukraine, Battlefield Korea, and Battlefield Taiwan”.

This checks all the boxes. Lots of conference room infodumps with generals and leaders? Check. Huge descriptions of everything? Check. Characters whose sole characterization is at best an infodump and (more frequently) at worst a “Steel Panthers Characterization” where they’re just paper placeholders who crew military equipment? Check. Hopping around viewpoint characters around the world with what feels like no rhyme or reason? Check. And the cherry on top is the Hackett-style “city trade” plotnukes, as Oakland and Shenyang go boom.

This is what I thought I’d be reading en masse when starting Fuldapocalypse. Thankfully, it hasn’t been what I actually have been reading. Reading countless non-dry, non-World War III books has allowed me to view this in a better perspective than I had before. In the past, I’d have probably just denounced it with a combination of fire-breathing and eye-rolling.

I still view this as a subpar book-it’s in the awkward, neither fish-nor-fowl area of being too “literary”, gimmicky, and inaccurate in a rivet-county way to be a War That Never Was-style pure play by play while being too bland and disjointed to be an actual literary book. But now I can weirdly appreciate it for trying to scratch a specific itch. My mindset has gone from “this is bad” to “this has flaws and isn’t really my thing.”

If a sort of “Hackett but with some technothriller gimmicks” style book is your thing, you could do worse than this series.

Snippet Reviews: August 1-11 2019

It’s time for more snippet reviews.

The Omicron Legion

The fourth Blaine McCracken book, The Omicron Legion continues Land’s style of ridiculous plots, quadruple-crosses (yes, I’m using that word), and BLAINE MCCRACKEN action. If you liked the past Blaine McCracken books, you’ll like this a lot.

The Mercenaries: Blood Diamonds

This Peter Telep (under a pen name) novel would be a routine 2000s thriller if not for one thing-the dialogue. It’s ridiculously and constantly crazy. This wouldn’t be too big of a deal if the actual story was goofy to match, but it’s supposed to be a serious tale of weary mercs in the southern African wilderness.

While it at least it stands out a little because of that, this book really ought to be focused around a Macguffin giant magical diamond that can power a super-deathray, not a stash of normal ones.

Terror in Taos

One of the Penetrator novels, Terror in Taos serves up all the 1970s “vigilante vs mobsters” action one could possibly want. By the standards of the genre, it’s very good. The action, which includes hero Mark Hardin storming a desert castle, is good. There’s even a bit of semi-mystical Native American stuff that makes it even more ridiculously over-the-top and fun (yes, it could easily be tasteless and offensive to a modern audience, but this is a 70s action novel-what did you honestly expect?).

Review: Reflexive Fire

Reflexive Fire

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Special Forces veteran Jack Murphy’s Reflexive Fire is a very strange kind of thriller. The low-level action is very well done, gritty and gory with almost the right amount of “semi-plausibility” and “exaggeration” (I learned about Murphy’s books from Peter Nealen’s posts on them, and could see the similarities in the action immediately). The high-level plot is this huge mega-stakes mix of ancient conspiracy theories, and to say it doesn’t fit the best with the low-level action is a huge understatement. It’s like a video game with ARMA’s mechanics but Metal Gear Solid’s plot. There are Blaine McCrackens that have less ridiculous plots and MacGuffins than this.

The pacing is very jumpy, with lots of viewpoint characters (it’s a rare instance of “just a name and nationality” Steel Panthers Characterization in a small-unit action book) and a very long “Herman Melville’s Guide To Building And Training Your Dream Army With The Help Of A Super-Conspiracy” section. There’s some hamfisted politics that don’t really add anything and are ruined by the presence of the super-conspiracy.

That being said, this was Murphy’s first novel in the series, and he demonstrated enough legitimate strengths for me to be forgiving of its many weaknesses. Plus, if I have to choose between a bland middling book that doesn’t stand out from the pack or a zigzagging, “really good in one way, bad in others, and quirky to boot” book that does, I’m choosing the latter instantly.

Special First Anniversary Review: The Sum Of All Fears

SPECIAL FIRST ANNIVERSARY REVIEW: THE SUM OF ALL FEARS

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This is it. For the first anniversary of Fuldapocalypse, I felt I had to review something big by a big-name author. And The Sum Of All Fears was not exactly a difficult choice. I felt it had to be Clancy, and I wanted to pick what’s often regarded as his absolute height.

Now, I’m not and have never been that much of a Tom Clancy fan. Even in his Hunt For Red October/Red Storm Rising-era “early, lean” period, I’ve felt he was never more than decent, and that his rise was more about circumstance and being able to tap a national mood than actual standout writing. And his later period (at least from Executive Orders onward) is just bad.

Enter The Sum Of All Fears, between them. It’s 1991, right before the Soviet Union collapses. How does it hold up? Well, that’s a tough question. What bizarrely helps is that judging it by the standards of something like Executive Orders, as opposed to The Hunt For Red October (to say nothing of books by other authors), means that any improvement over that clunker makes it look better. Also beneficial is that The Sum Of All Fears is over 100,000 (!) words shorter.

Comparing the two, they have a very similar structure. There’s a bunch of plot threads and they move forward for hundreds of pages with all the speed and gracefulness of a NASA Crawler making its way through the aftermath of the Boston Molasses Disaster. Then in the final couple hundred of pages or so, the plot becomes vastly more focused, moving fast and much, much more smoothly.

And here’s where The Sum Of All Fears beats out Executive Orders dramatically. The latter’s final act was nothing but a dull, triumphalist stomp. This is a far more somber and unflashy piece with the goal being to stop a war rather than fight one. If I had to pick out a strange analogy, it’s the “peaceful resolution” paths of Undertale or a Fallout game. Jack Ryan being Pacifrisk or a speech-maxed protagonist is more conceptually interesting than him as a cook-shooting action hero or as a president.  Here’s the sharp-tongued analyst doing sharp-tongued analyst things in a way that takes advantage of a character built as a sharp-tongued analyst.

This also has the best villain(ess) I’ve read in a Tom Clancy book, in the form of national security advisor/presidential girlfriend Elizabeth Elliot. In a strange way, I liked that she was just petty, shallow, and wrong in a world of blindly ideological supervillains. She’s also one of the few fictional characters that I could instantly pick an ideal actress for-in this case, Amy Poehler (aka Regina’s mother from Mean Girls).

So was The Sum Of All Fears a Team Yankee-style pleasant surprise for me?

Not really. First, there’s still the rest of the book. The plot threads aren’t as tangled as in Executive Orders, and they fold back into the final climax better (there’s nothing like EO’s useless “rednecks with a bomb” subplot in Fears), but they’re still there and clunking along. The setup portion of the book has its share of out-there plots (The “Swiss Guards For Middle Eastern Peace” is very zombie sorceress ) and axe-grinding political figures. Not to the extent of Executive Orders, but still there.

Second, the book is plagued by what felt to me like what can only be described as self-indulgence, even in the conclusion. There’s the infamous chapter (actually, chapters) devoted entirely to a nuclear bomb exploding, but the descriptions of actually building the stupid thing get a much larger word count than they deserve. The adventures of various submarines, aircraft, and electronics get giant infodumps. That’s to be expected, but what really pushed me over the line to “Ok, you’re going ‘Look how much I know’ constantly ” was talking about the vice presidency, from its initial “loser gets in” to the post Twelfth Amendment ticket system.

In the first act, this contributes to the bad pacing. In the climax, it neuters some of the punch (there’s nothing like going from Denver being nuked to a rote description of something far away). This would have been a good finale to the Jack Ryan series. But it had to go on, and some of the elements that weren’t so bad here move on to devour it in later books (which are set up here in plot points that do nothing but slow down the main plot of the current book even more).

If The Sum Of All Fears was four hundred pages long, focused completely on the nuclear bombing and subsequent near-World War III, and written as something completely self-contained by a writer who expected no further success, it would be a good technothriller, if a little clumsy. But it’s over a thousand and clearly written by someone who (accurately) saw nothing but new books, dollar signs, and ever-lighter editing ahead of him.

So, for my conclusions on The Sum Of All Fears, I’d say that the people who argued that this book marked when Clancy jumped the shark were right. It has most of what made his post-USSR books as bad as they were, and the redeeming part is its conclusion. Had it gone with something different (like more direct action, which Clancy never was the best at), I would have viewed it as just a slightly better Executive Orders. But it has that well-done, appropriate climax.

That leaves The Sum Of All Fears as a deeply flawed novel that still has a good conclusion and can serve as an ideal stopping point for Jack Ryan-if not for the writer, then for the reader.

 

Review: Homecoming

Homecoming

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John Schettler’s Homecoming is two things. The first is yet another entry in a ridiculously long soap opera Axis of Time knockoff with a Kirov battlecruiser sent back in time to World War II. While it’s been stated that this book could serve as a standalone beginning and people didn’t need to read the previous 40 (!) books to get it, I still felt a little lost.

The second is a contemporary World War III and a glorified let’s play/after action report of Command: Modern Air/Naval Operations (think a stiffer version of The War That Never Was). When I read the battle scenes, there was this suspicious part of me that went “ok, these are so rote and so exact that it looks like he was simming them through Command or Harpoon or some other wargame.” And it turns out that he was.

I was happy because of all my work with and use of Command. No matter what my feelings are regarding the literary quality of such a work, I felt happy and kind of proud of it being used in such a fashion.

As for leaning so heavily on wargaming itself, well, I’ve kind of adopted a more “glass half-full” approach to it. In the past, I’d have probably denounced it dramatically along the lines of “why should I read about a wargame when I can play it?”. Now, in no small part thanks to my horizons being broadened by many other books, I’ve softened somewhat.

I still can and will criticize books (like this) for being too much like a rigid let’s play/after action report. I still feel using wargaming as an exactly transcribed play-by-play (ie, 10 A-6 Intruders escorted by eight F-14 Tomcats launched to bomb ________…) rather than just to get a general feel for the situation (ie, “how much of a threat is ______’s air force to a carrier air wing? What’s a good figure for how many aircraft I should have the protagonist carrier lose?), isn’t the best way to go if one is making a literary story.

But at the same time, I’ve gotten a renewed appreciation for wargaming in fiction, even in cases like this. What I feel it does is add at least some more plausibility than would be the case in a less-researched book. And it simply isn’t the case that moving the “technical plausibility and detail” slider forward causes the “literary quality” slider to automatically go backward.

Leaving the battles aside, one of the biggest issues with Homecoming is the pacing, especially in matters of conversation. Let me just say that it’s easy to see why the Kirov series had 40 books before this one. It’s a shame, because a series that involves a time-traveling battlecruiser and properly wargamed-out divergences holds a lot of promise. It’s just the execution leaves something to be desired.