Generic fantasy meets cyberpunk in "Caverns of Socrates," s ponderous and not very original SF/fantasy novel by Dennis McKiernan (who wrote the single most derivative fantasy series ever). It has some interesting and original points, but overall I kept ticking off what I had seen before.

The Black Foxes are a group of pals who are getting together again for a unique reason: The ultimate D&D game, a VR experience controlled by the A.I. computer Avery. When put into the fictional fantasy world of Itheria, the Black Foxes will not only act out the adventures, but they will actually BELIEVE that they are who they are playing. For them, reality would cease to exist until they emerge from the computer.

At first, things go smoothly: the Black Foxes are turned into a generic fantasy group (elven syldari, healer, thief, warrior, pathfinder), who are trying to destroy a teeny indestructible gem that contains the powers of evil. Specifically, the powers of the DemonQueen Atraxia, who is now bringing evil beasties into Itheria. And on the outside, things begin to go dramaticallly wrong when an electrical storm sends the compound into chaos... and Avery decides that he wants to start winning against the Black Foxes.

Like the Mithgar books, the overall feeling I got from "Caverns of Socrates" was: I've seen this before, and I liked it better the first time. There are evil computers, VR gamers trapped in a D&D world, elves and wizards and demons, and the fantasy story itself (indestructable evil object, that contains powers of the supremely evil person, must be destroyed by valiant heroes) is pretty much identical in its description to "Lord of the Rings." That in itself isn't so much of a problem in a D&D game, but things like demonsteeds and skelga are virtually identical to elements from the Mithgar books, which in themselves are derivative of "Lord of the Rings." I've never heard of anyone imitating elements from their own works, that they copied from someone else's. Some of the elements in it (such as gaining powers from a computer, and the idea of losing one's real identity in the game) are unusual and well-done, but the less original elements kind of choke them out.

The first hundred pages are more or less dead boring. Readers will be itching for the Black Foxes to get moving already, but they won't -- they'll sit, philosophize, and engage in long bouts of technobabble that people won't understand. His "ye old fantasye" language seeps into the futuristic setting, so there is a lot of head-canting and flying eyebrows and so on. The dialogue is uneven, since the fantasy alter-egos go from speaking in ye old fantasye to speaking in modern English.

One of the most problematic elements of the book is the characters -- they have a sort of generic appeal, but unfortunately they sort of blend together when they are in the game. They don't act like themselves, so it's a little hard to get attached to them. And I don't see much of a reason for Eric and Alice to be in love, except that all of McKiernan's stories include a romance of some type. This one adds nothing to the plot, but it is written more agreeably than most of what he's done.

"Caverns of Socrates," if it were cleaned up of the ye olde fantasye language and the endless technobabbling, might have been a pleasant guilty pleasure. But the derivative elements were too much, and the fact that I could predict half the plot events made it even worse. Not too horrible, but weirdly unappealing.