I had the fortunate foresight to take a day in town before the social distancing and lockdown began (the Monday before Mother’s Day, not coincidentally) and while going through charity shops, I happened upon a copy of The Callahan Chronicals [sic], an omnibus of the first three books in Spider Robinson’s Callahan’s Place series. I’d read the first of these last year (digitally) after having played the very good PC adventure game, and found it a little underwhelming, but I assumed the series would go on to cover the gamut of madcap stuff present in the game (made over a decade after the last of these books).
And it does. These stories involve everything from talking dogs to alcoholic vampires to alien cyborgs and dodgy time travellers. There’s a huge variety of concepts thrown around in here, in a fairly SF savvy context, alongside a good deal of good natured human humanism and terrible puns. There’s even a selection of riddles in one story, which are quite fun (this is something the adventure game builds on).
That said, the stories never reach the heights that the game did for me. I suppose part of that is the game spoiled me on a lot of the surprises before the stories could, but the game has more scope than the books. In the game, the pub is a springboard from which crazy adventures happen. There, Jake (the player character and first person narrator of the stories) goes off into the future of New York, deep into a South American jungle, onto a UFO, breaks into a military complex and more. In the prose, people tend to come into Callahan’s and then just talk in the pub. And that works to a degree, but it can get a bit formulaic.
The stories are also pretty hit and miss and the two biggest misses for me are the two “big” stories in the third collection, Callahan’s Secret, which, in TV terms are the “story arc” episodes. The Blacksmith’s Tale is pretty awful – half of it is devoted to Jake ogling and then awkwardly seducing a woman, which gets old really quick, before then having her berate all the people in the pub for stuff regarding one of the regulars. It just doesn’t work as a story and isn’t helped by the last minute reveal that she’s the daughter of Mike Callahan, the owner of the pub.
The other dud is the last story, which brings something of a conclusion to the series, by blowing up the pub with a nuke in an effort to stop an alien from destroying the planet. There’s some good stuff there about the regulars rallying together to stop the threat, but there’s a very convenient nuke hanging around for plot expediency, huge long sprawling, music-based metaphors about the nature of psychic union/collaboration and then a truly groanworthy reveal of Mike Callahan and his family turning out to be time-travellers from really far in the future. I think the character of Callahan was better as just an unflappable guy who ran a bar where weird things happen, instead of being some special time-traveller there specifically because something was going to happen around that time and he needed to prevent it. It’s a bit like the recent retcons to Doctor Who – sometimes a protagonist works better as an ordinary person who excels in extraordinary situations. I understand why Robinson blew up the bar – I think he wanted an excuse to stop writing about it and have weirdoes writing to him asking where it is – but it’s a bit of a limp ending to the series (which then isn’t even the end).
All in all, I’d say Callahan’s Place ends up in this weird situation where the video game is better than the source material. And that never happens.
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