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Review: Decision at Thunder Rift

Long before the Wii, XBox 360, or PS/3 provided an afternoon's cathartic enjoyment, paper and pencil RPGs were the bread and butter of nerd entertainment.  In their heyday in the mid-80s to early 90s, paper and pencil gaming covered a plethora of niches and genres across the whole spectrum of the imagination.  And while some perennial favorites like Dungeons and Dragons still do their best to hold against the storm of console gaming and MMOPRGs, it isn't like it used to be son.  

In my time I sampled a good cross section of the paper and pencil RPG market; from D&D to Twilight: 2000 to 2300 AD to GURPs.  My only real love though was Battletech.  For those familiar with the Battletech universe you're nodding and smiling right now.  For those who only know it from the Mechwarrior line of PC and console games, you still understand.  For those of you not familiar, let me say there was nothing quite like Battletech.  It was a unique combination of some classic mecha with a rich backstory and universe that made it such an interesting place to play in.  

Which leads me to now.  In addition to a great game and universe, the successive owners of the Battletech franchise have made back story fiction a priority.  A quick look through the current list of novels on Wikipedia documents a long history of books that both entertained and advanced the playing universe.  While I've read a lot of the books on that list, I always go back to William H. Keith Jr.'s Decision at Thunder Rift.  Originally published in 1986, I remember first picking up a copy of this book in probably 1987 or 1988.  Some of you my turn up your noises at this admission but Decision at Thunder Rift was both my introduction to the Battletech universe as well as my first sci-fi novel.  No, I didn't cut my teeth on Pournelle or Heinlein or Herbert.  My first taste of sci-fi was with this great little book.  When I got my Kindle this Christmas it was a joy to revisit this wonderful romp through my favorite sci-fi universe.

Decision at Thunder Rift tells the story of Grayson Carlisle and the beginnings of the mercenary unit known as the Gray Death Legion.  Carlisle starts out the book as the spoiled son of a unit commander garrisoning a backwater planet called Trellwan.  Through various betrayals and treacheries, Carlisle finds himself on the run on his adoptive home as an opposing faction attacks and drives his father's unit off the planet.  During his subsequent time on the run, he manages to organize the local military forces into a somewhat effective fighting force using the knowledge he gained with his father's unit.  Just when Grayson thinks he has found a home among the Trell, another betrayal forces him to go rogue and make a final stand at the titular Thunder Rift.

Let's get one thing straight before I say anything else.  If you pick up this book expecting thought provoking prose or an exploration of the Human Condition, you aren't going to find it in this book.  What you will find is a space opera (albeit one firmly grounded on Trellwan) in the finest tradition of the genre.  While it does use some classic aspects of Greek Tragedy and common themes like the spoiled-kid-who-finds-responsibility, Decision at Thunder Rift is meant to be a great little action novel and it certainly delivers at that.  If you're looking for an introduction to the Battletech universe or just a good sci-fi read to fill the cold Winter nights, I can whole-heartedly recommend this book.  It may not blow your mind but it will certainly blow some things up. 

Rating: 5/5