Review: Good Guys
Steven Brust has a way of building a solid SF genre scenario, drawing readers into it, and then making the world real in ways that raise the stakes in way that should break it. It always works for me, but I see how it is a tightrope walk that won’t work for everyone.
Good Guys give the game away in its title. We’re in a modern Fantasy setting of shadowy magical societies with a group of folks working for the ends of their society. As we go on, they all start to question if they’re on the right side. And then they begin to consider if there is a right side. Or maybe if there are sides at all?
This is easy to do wrong. Too much realism breaks it as does too little. Or even the wrong elements of realism. This works for me. The structure of the adventure stays intact as the stakes evolve for the characters.
Recommended.