A book based on a computer game
22 May 2012
Like seriously, what the …! Pools of Radiance was a computer game and they wrote a book about it. In fact it wasn't even all that original because it pretty much followed the plot of the game. Come on, can't these writers do any better than write a book based so closely on a computer game that only those who simply can't get enough of the game will pick it up a read it. Okay, granted, I did, but back in those days I was basically reading anything with the Dungeons and Dragons logo on it. This is not the first time they did this either (as we shall discover shortly), but at least Curse of the Azure Bonds actually had a decent story, and the game was based on the book rather than the other way around.
The story is set in the Forgotten Realms in the city of Phlan (which was created specifically for the computer game). For some reason (I can't remember) the city had been destroyed, however some colonists have arrived to attempt to rebuild the city. Mind you, the ruined city is not uninhabited, it had been taken over by tribes of humanoids who are led by some dragon that has been possessed by an evil spirit. On top of this there are corrupt councillors who are attempting to trap the heroes and prevent them from digging too far into the mystery. However, the catch is that every time they are sent on a quest, they complete it and move one step forward to defeating the bad guy.
I might mention a bit about the game now. Pools of Radiance was pretty much the first official Dungeons and Dragons game ever released. There were some experiments beforehand, but nothing actually released by TSR. This was the first and it was also very primitive. As they began to release more games the style became better and the development of the next always seemed to move forward from the original. Like the book, the players explore the ruins of an old city with the intention of clearing it out so that colonists may move in and retake the city.
It is an interesting concept, though in the past when cities were destroyed, they were either built over, or completely raised to the ground. However, in most cases there is usually a very good reason why a city would have been built where it was, and despite an enemy's attempts to destroy a city, some how it would always come back. There are some exceptions though, such a Ninevah and Mycene, but if you travel around Europe you will discover that in many cases the modern city is either near, or on top of, the ancient city. Take Napoli for example, there is pretty much nothing left of the Ancient Greek (or even Roman) city, however take a wonder around the old city and you may encounter some holes where you can see the old city. Further, there is a basilica in the old city where, if you go down into the cellars, you will come out in the ancient market place (though it is completely underground). Here is an incident of the newer city being built on top of the old.
The other issue with this book is its neo-colonial attitude. It was written in the 80s and in a way I thought we had moved on from colonialism (we actually haven't). Despite the fact that the city is ruined, it is still inhabited. The players are told that the inhabitants are bad and must be cleared out. However, who actually says that they are bad? The alignment system that Dungeons and Dragons uses? Probably. Also, why is it they are always bad? Is it because they kill humans. Well, guess what, humans kill goblins, but humans aren't bad. Elves kill orcs, but elves aren't bad. Why is it that orcs and goblins are bad? The only reason I can understand is because they are ugly. Personally, that is pretty low and pathetic in my opinion. Also, who gives the humans the right to kick the orcs, goblins, and other races out of the city? Seriously, let us move on from this narrow minded, racist roleplaying game and actually make something that is worthy of our enlightened society (hold it, that's right, we aren't enlightened).