“So, let me get this straight. A group of college-aged gamers are transported to the fantasy world their GM has been running, transforming into their characters in the process?”
As old and jaded as I am today, I would probably give Joel Rosenberg’s The Guardians of the Flame series a pass. Fortunately, I was still a teenager when The Sleeping Dragon was published. When I read the review of the novel in Dragon Magazine, I thought the premise was cool as hell and picked up a copy on my next trip to the bookstore.
I’m glad I did. Mr. Rosenberg skillfully handles the difficulties inherent in the setup for his series and instead of the schlocky, juvenile story one might expect, we are treated to an intelligent and edgy fantasy adventure, with depth, humor and gritty violence.
I would imagine, that most of us, at some time or another, had a conversation with friends where the idea of “Wouldn’t it be cool as hell, if we lived in a D&D world?” was introduced. When it actually happens to these gamers, they’re smart enough to know that they’re in deep shit! This point is quickly brought home, when, one of the characters doesn’t even last the day, precipitating their first full on “party vs. monsters” battle, where the fear and trauma of having others out for your blood and having to reciprocate the sentiment, slaps them square in the face.
The reality of mortal combat and how the protagonists both cope with and meet that challenge is an ever present theme in the series. There’s no glory, but, there is nobility. Whether dealing with melee, magic swords, or wizardly combat, the action is always grounded in the chaos and blood of the battle-field. The characterization is excellent, throughout, but, never more-so than when the author is presenting his characters’ actions and response, in regards to violence and its presence in their lives.
They learn, quickly, that they’re going to have to be hardcore, if they’re going to survive.
Back in the day, when my friends and I used to enjoy debating the particulars of alignment, questions like “Is it evil to kill a sleeping enemy?” would often arise. One of the main characters, Walter Slovotsky, would probably answer with one of his famous Slovotsky’s Laws. Something like:
“Slovotsky’s Law no. 123 – So long as he’s careless enough to let me sneak up on him, the bastard doesn’t have to be asleep.”
That last was my attempt at writing a Law. Walter’s wisdom runs throughout the series, often during the character’s dialogue, sometimes as introductory quotes at the beginning of chapters. Walter’s quips provide wry humor, as well as insight into how the former college student copes with the fear and turmoil of a violent career in a dangerous world.
While still at the Student Union, Professor Deighton announces that he’s starting a new campaign, the “Quest for the Gate Between Worlds.” The player’s are free to choose whichever character’s from their notebook they wish, as the new campaign is not intended for low-level play.
Walter Slovotsky starts off as a large, cocky, jock, but not stereotypically so. He’s smart, human, empathic and he games. As an aside, I’m reminded of a friend, who played with us a few years ago. He would tell stories of how, in high school, he was a jock and a “closet gamer,” never letting his jock friends know about him playing D&D with his nerd pals. Not a problem for Walter, as he’s far too confident for that sort of thing. Though Walter takes others’ feelings into account, he still has a problem with seeing himself as the center of universe. When he finds himself in the Eren Regions, as a Thief, still large, but with incredible dexterity and skills, the challenges he faces force him to reassess a few things.
Karl Cullinane, dilettante, unfocused, prone to lose things, is transformed into a mighty Warrior. Karl is forced to choose what kind of man and warrior he wants to be, learning to express both his will and passion. As the story progresses, he becomes a true and very human hero.
Doria Perlstein, in many ways the least equipped to deal with the situation these young men and women find themselves in, is immediately hit with a crisis that endangers the whole party. She’s the Cleric. Professor Deighton’s character levels start at “A” and run through the alphabet. At level “K,” Doria is the most powerful character in the party.
Jason Parker is the party’s second Thief, Einar Lightfingers. Alas, never choose a character who’s missing a hand, just in case…
Andrea Andropolous is the woman of Karl’s dreams. Interestingly enough, she finally agrees to accompany her would-be suitor to a game, on this particular night. Using d4’s, they roll her up a “C” level Wizard. Andrea, the person, has charisma and guts. Like the others, she has to find that which is most noble and human inside of herself, in order to meet the ordeals which lay ahead.
Lou Riccetti is an Engineering student and decides to play his character Aristobulus, a “J” level Wizard. He’s one of only two of the former gamers who actually want to stay in the world in which he finds himself. He learns soon enough, that as a fairly advanced wizard, their new political environment will guarantee a life of privilege and prestige. If, that is, he can solve one little problem.
Lastly, James Michael Finnegan, plays the Dwarven Warrior, Ahira. He’s the other player who has no intention of going back. His reasons are every bit as selfish as Lou’s, but far, far more sympathetic. Not to mention, obvious. Before he and his fellow player’s cross over, he’s unanimously chosen to be the party leader.
Travelling across land, by sea, and through the desert, the party meets new friends, visits famous Pandathaway, learn secrets, make dangerous enemies and make tough decisions, some of momentous and far reaching importance. Ahira, as he chooses to call himself, vows to get the others home safely and ensure they find the “Gate Between Worlds.”
As the series progresses, the adventurers take on the task of changing their new world. They start a war. They also learn, that all is not as it seems and new information regarding Professor Deighton and his motivations comes to light. While much of import is going on behind the scenes, we get only tidbits and glimpses. Like the protagonists, we see things from the point of view of the trenches. Our heroes, in the theater of the campaign, are at ground zero, as it were, wading through blood and politics. We’re privy to very little of what the major Wizards, Priests and powerful, inhuman entities are about. So far, after the nine books of the series I’ve read, very, very, little of what’s going on behind the scenes has been revealed.
Here and there, we get some interesting gaming tidbits. One thing the player’s never knew, until they crossed over, was that a Wizard has to “reign in,” and control the spells he has memorized. They constantly push at the back of the mind, insisting upon release. As a plot device, this is used to rather important effect, fairly early in the book. As interesting flavor for D&D games, it has some possibilities.
“He let his remaining spells cycle through his brain, making sure each one was ready and complete. Not that that was necessary; an incomplete spell wouldn’t make his mind pulse, wouldn’t push at him night and day to release it, as though it were some sort of huge sneeze, backed up in his nostrils. He could live with that, easily, in exchange for the power.”
There’s much in the series that will no doubt please old school gamers. The heroes are human, not super-heroes. The author is definitely an “Old School DM.” Even those who haven’t read the Guardians of the Flame, may have heard of Joel Rosenberg’s reputation for being willing to kill his characters. Even major ones!
As to the writing, Mr. Rosenberg’s prose is packed with style, humor and depth. I found it to be felicitous and quick.
So far, the series has run to ten novels. If you’ve never read them, I heartily encourage you to do so. For entertaining, intelligent, violent fantasy, that’s an absolute joy to read, the Guardians of the Flame series is one of the best choices out there. It’s the first I would recommend to anyone wanting to read some D&D style fiction.

Oh, man, that really takes me back. I had the Science Fiction Book Club edition of the first three books in the series in a single thick hardcover. As you say, at the time, when I was 14, it was a wonderous concept (albeit one that was already handled in a short story in Dragon sometime earlier...). I wonder how the books would stand up 30 years later?
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ReplyDeleteHi Joseph. It's been a while since I've re-read the earlier books in the series, but, judging from the later efforts, as well as what I remember from several readings of the first few novels, I think they would hold up wonderfully. I might re-read the whole thing this coming year, then, finally get around to reading no. 10.
ReplyDeleteJames, I'm glad someone else has fond memories of these books. I really disliked the whole this side/other side gimmick, but I really enjoy Rosenberg's world once they are immersed. I thought this particularly true of the first book, especially Pandathaway, the Tabernacle of the Healing Hand, and the establishment of Home, which ended up being a bit of a road-map for dominion-management campaigns later on.
ReplyDeleteThe books turn up quite a bit at used stores; particularly the SF Book Club edition which I still have on my shelf, pretty worn after frequent rereadings over the years.
Wow, I'm not alone!
ReplyDeleteI have been rereading the series and I think once (SPOILER ALERT) a key protagonist died, the series took a dive.
I liked the brutality of the world that they lived in. The deal that they had to make to try and return through the Gate was awesome. The fact that someone died early on really made an impression. And the fact that these people were almost always in over their heads up till they got Home going good was something I found refreshing compared to Dragonlance, et al.
I still quote Slovotsky's Laws... :)
Great review, James! I'd never heard of these books or their author.
ReplyDeletebarrataria: Yeah, I wore out my original paperbacks, years ago. Baen pub. put out some hardcover omnibus editions, which I picked up a while back.
ReplyDeleteChgowiz: Nope, not alone :) While I did enjoy the books written after The Death, the series lost some heart, as well as direction.
G. Benedicto: Pick em up, if you get the chance. The first three, in particular.
Thanks to everybody for their comments!
While I never cared for the later works, those first three books were re-read many times through my teen years (like Joseph, I had the bookclub edition ;). I actually re-read them a couple years ago, and they've held up well. Love the map above, too!
ReplyDeleteI highly recommend paperbackswap.com if you want to try and find these books to read them again.
ReplyDeleteAl: The Silver Crown is definitely my favorite.
ReplyDeleteHi again, Chgowiz!