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Accessory - Dragon Magazine #111.pdf - Index of

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uncomfortably close resemblance to Anne to be members <strong>of</strong> the wealthy jet set, as they<br />

McCaffrey’s Pernese dragons. claim.<br />

What’s more frustrating about all this is It takes Barney some snooping next door,<br />

that Lee’s writing isn’t actively bad, only a bit <strong>of</strong> detective work, and a sailboat trip to<br />

undistinguished. Given a tougher plot or the island to figure out just how strange the<br />

more memorable characters, The Unicorn neighbors are. On the island, he finds the<br />

Quest could have been a passable adven- real Interstellar Pig and rapidly becomes<br />

ture. As it stands, however, the novel’s best involved in a deadly high-stakes contest<br />

recommendation is that it isn’t about<br />

against aliens who want the Piggy for them-<br />

dragons, and that’s not enough to lift it<br />

selves.<br />

above its neighbors on the bookstore<br />

The Piggy then tells Barney it has the<br />

shelves.<br />

“hiccups,” and the game’s rules seem to<br />

change. Each hiccup equals a 100-megaton<br />

nuclear blast so that only the Piggy’s owner<br />

INTERSTELLAR PIG<br />

dies at game’s end. Which explanation <strong>of</strong><br />

William Sleator<br />

the game is right? Barney must decide, with<br />

Bantam Spectra 0-553-25564-9 $2.95 Earth’s future riding on his choice.<br />

According to Barney’s summer neighbors William Sleator expertly juggles several<br />

at the beach, “Interstellar Pig” is a brand- levels <strong>of</strong> conflict in Interstellar Pig and<br />

new science-fiction game about to hit the creates at least three fascinating games<br />

retail market. The object? To capture and along the way. There are elements <strong>of</strong> board<br />

hold the Pig at the end <strong>of</strong> the game, when games, role-playing games, and tactical<br />

only its possessor and his or her homeworld wargames in the various sets <strong>of</strong> rules, and<br />

will survive while the rest <strong>of</strong> the universe readers following Barney’s adventures will<br />

goes up in smoke. And Barney’s neighbors almost certainly wish that at least one ver-<br />

just happen to have an advance copy. . . . sion really was on the market. They may<br />

Barney’s neighbors also happen to be a also begin to realize, however, that the aura<br />

little strange. They show unusual interest in <strong>of</strong> ruthlessness coloring many real science-<br />

the house his parents have rented for the fiction and fantasy games loses some <strong>of</strong> its<br />

summer — it’s said to be haunted, and a attractiveness when it’s extrapolated into<br />

madman is supposed to have been locked in reality.<br />

Barney’s bedroom for twenty years. (The That makes the novel a valuable lesson in<br />

stories began after an unexplained ship- perspective as well as a fast-paced tale <strong>of</strong><br />

wreck occurred in the ocean beyond a<br />

alien invasion. And that makes Interstellar<br />

nearby island.) They also seem too relaxed Pig doubly rewarding.<br />

38 JULY 1986<br />

RECURRING ROLES<br />

The Hounds <strong>of</strong> God (Bluejay, $15.95)<br />

brings Judith Tarr’s trilogy about an elven<br />

healer and wizard to a powerful climax. As<br />

a singlework, it’s a fast-moving blend <strong>of</strong><br />

magic, intrigue, and deadly danger. The<br />

series as a whole, however, may be one <strong>of</strong><br />

the few epic adventures <strong>of</strong> recent years with<br />

real literary merit lurking behind the fireworks.<br />

Less ambitious, but nearly as absorbing,<br />

is Dervish Daughter (Tor, $2.95), Sheri<br />

Tepper’s second novel in the third True<br />

Game trilogy. This will send fans <strong>of</strong> these<br />

tales scurrying to reread the previous books,<br />

as odds and ends long since disposed <strong>of</strong><br />

begin to rearrange themselves in preparation<br />

for a climax <strong>of</strong> major proportions in the<br />

final volume.<br />

M. Coleman Easton, meanwhile, has<br />

turned to the East with Iskiir (Questar,<br />

$3.50), the story <strong>of</strong> a sorcerer’s nephew who<br />

alone may be able to save a might city from<br />

destruction. As with Masters <strong>of</strong> Glass, the<br />

magic is intriguing, but the execution occasionally<br />

falters.<br />

It may be wise to reread the short story in<br />

DRAGON® <strong>Magazine</strong> issue #100 before<br />

tackling Artifact <strong>of</strong> Evil (TSR, $3.95), the<br />

second <strong>of</strong> Gary Gygax’s novels about Gord<br />

<strong>of</strong> Greyhawk. Unlike its predecessor, this<br />

one doesn’t have space for a travelogue.<br />

The action is constant, and the plot machinations<br />

are almost complicated enough to<br />

warrant keeping a scorecard.

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