Books
‘Jaws 2’ – Diving into the Underrated Sequel’s Very Different Novelization
It took nearly five decades for it to happen, but the tide has turned for Jaws 2. Not everyone has budged on this divisive sequel, but general opinion is certainly kinder, if not more merciful. Excusing a rehashed plot — critic Gene Siskel said the film had “the same story as the original, the same island, the same stupid mayor, the same police chief, the same script…” — Jaws 2 is rather fun when met on its own simple terms. However, less simple is the novelization; the film and its companion read are like oil and water. While both versions reach the same destination in the end, the novelization’s story makes far more waves before getting on with its man-versus-shark climax.
Jaws 2 is not labeled as much of a troubled production as its predecessor, but there were problems behind the scenes. Firing the director mid-stream surely counts as a big one; John D. Hancock was replaced with French filmmaker Jeannot Szwarc. Also, Jaws co-writer Carl Gottlieb returned to rewrite Howard Sackler’s script for the sequel, which had already been revised by Hancock’s wife, Dorothy Tristan. What the creative couple originally had in store for Jaws 2 was darker, much to the chagrin of Universal. Hence Hancock and Tristan’s departures. Hank Searls’ novelization states it is “based on a screenplay by Howard Sackler and Dorothy Tristan,” whereas in his book The Jaws Log, Gottlieb claims the “earlier Sackler material was the basis” for the tie-in. What’s more interesting is the “inspired by Peter Benchley’s Jaws” line on the novelization’s cover. This aspect is evident when Searls brings up Ellen’s affair with Hooper as well as Mayor Larry Vaughan’s connection to the mob. Both plot points are unique to Benchley’s novel.
The novelization gives a fair idea of what could have been Jaws 2 had Hancock stayed on as director. The book’s story does not come across as dark as fans have been led to believe, but it is more serious in tone — not to mention sinuous — than Szwarc’s film. A great difference early on is how Amity looks and feels a few years after the original shark attack (euphemized by locals as “The Troubles”). In the film, it seems as if everything, from the townsfolk to the economy, is unaffected by the tragedies of ‘75. Searls, on the other hand, paints Amity as a ghost town in progress. Tourism is down and money is hard to come by. The residents are visibly unhappy, with some more than others. Those who couldn’t sell off their properties and vacate during The Troubles are now left to deal with the aftermath.

Image: As Martin Brody, Roy Scheider opens fire on the beach in Jaws 2.
It is said that Roy Scheider only came back to fulfill a three-picture deal with Universal (with Jaws 2 counting as two films) and to avoid having his character recast. Apparently, he was also not too pleased (or pleasant) after Szwarc signed on. Nevertheless, Scheider turned in an outstanding performance as the returning and now quietly anguished Martin Brody. Even in the film’s current form, there are still significant remnants of the chief’s psychological torment and pathos. Brody opening fire on what he thought to be the shark, as shocked beachgoers flee for their lives nearby, is an equally horrifying and sad moment in the film.
In a candid interview coupled with Marvel’s illustrated adaptation of Jaws 2, Szwarc said he had posted the message “subtlety is the picture’s worst enemy” above the editor’s bench. So that particular beach scene and others are, indeed, not at all subtle, but neither are the actions of Brody’s literary counterpart. Such as, his pinning the recent deaths on Jepps, a vacationing cop from Flushing. The trigger-happy drunk’s actual crimes are breaking gun laws and killing noisy seals. Regardless, it’s easier for Brody to blame this annoying out-of-towner than conceive there being another great white in Amity. Those seals, by the way, would normally stay off the shore unless there was something driving them out of the ocean…
Brody’s suspicions about there being another shark surface early on in the film. For too long he is the only one who will even give the theory any serious thought, in fact. The gaslighting of Brody, be it intentional or otherwise, is frustrating, especially when considering the character is suffering from PTSD. It was the ‘70s though, so there was no intelligible name for what Brody was going through. Not yet, at least. Instead, the film delivers a compelling (and, yes, unsubtle) depiction of a person who, essentially, returned from war and watched a fellow soldier die before his very eyes. None of that trauma registers on the Martin Brody first shown in Jaws 2. Which, of course, was the result of studio interference. Even after all that effort to make an entertaining and not depressing sequel, the finished product still has its somber parts.

Image: A page from Marvel’s illustrated adaptation of Jaws 2.
How Brody handles his internal turmoil in the novelization is different, largely because he is always thinking about the shark. Even before there is either an inkling or confirmation of the new one. It doesn’t help that his oldest son, Mike, hasn’t been the same since The Troubles. The boy has inherited his father’s fear of the ocean as well as developed his own. Being kept in the dark about the second shark is also detrimental to Brody’s psyche; the local druggist and photo developer could have alleviated that self-doubt had he told Brody what he found on the dead scuba diver’s undeveloped roll of film. Instead, Nate Starbuck kept this visual proof of the shark to himself. His reasons for doing so are connected to the other pressing subplot in the novelization.
While the film makes a relatively straight line for its ending, Searls takes various and lengthy detours along the way. The greatest would be the development of a casino to help stimulate the local economy and bring back tourists. Brody incriminating Jepps inadvertently lands him smack dab in the middle of the shady casino deal, which is being funded with mafia money. A notorious mob boss from Queens, Moscotti, puts a target on Brody’s head (and his family) so long as the chief refuses to drop the charges against Jepps. In the meantime, the navy gets mixed up in the Amity horror after one of their helicopters crashes in the bay and its pilots go missing. A lesser subplot is the baby seal, named Sammy by Brody’s other son Sean, who the Brodys take in after he was wounded by Jepps. Eventually, and as expected, all roads lead back to the shark.
In either telling of Jaws 2, the shark is a near unstoppable killing machine, although less of a mindless one in the novelization. The film suggests this shark is looking for payback — Searls’ adaptation of Jaws: The Revenge clarifies this with a supernatural explanation — yet in the book, the shark is acting on her maternal instinct. Pregnant with multiple pups, the voracious mother-to-be was, in fact, impregnated by the previous maneater of Amity. Her desire to now find her offspring a safe home includes a body count. And perhaps as a reflection of the times, the author turns the shark and other animals’ scenes into miniature wildlife studies; readers are treated to small bits of infotainment as the story switches to the perspective of not only the killer shark, but also the seals and a navy-trained dolphin. The novelization doesn’t hold back on the scientific details, however weird as it may sound at times. One line sure to grab everyone’s attention: “There, passive and supine, she had received both of his yard-long, salami-shaped claspers into her twin vents.”

Image: Roy Scheider’s character, Martin Brody, measures the bitemark on the orca in Jaws 2.
Up until the third act, the novelization is hard to put down. That’s saying a lot, considering the overall shark action borders on underwhelming. There is, after all, more to the story here than a fish’s killing spree. Ultimately though, Szwarc’s Jaws 2 has the more satisfying finale. Steven Spielberg’s film benefitted from delaying the shark’s appearance, whereas the sequel’s director saw no need for mystery. The original film’s reveal was lightning in a bottle. So toward the end, Jaws 2 transforms into a cinematic theme park ride where imagination isn’t required. The slasher-at-sea scenario is at full throttle as the villain — wearing her facial burn like a killer would wear their mask — picks off teen chum and even a pesky helicopter. And that’s before a wiry, go-for-broke Brody fries up some great white in the sequel’s cathartic conclusion. That sort of over-the-top finisher is better seen than read.
It would be a shame to let this other version of Jaws 2 float out to sea and never be heard from again. On top of capturing the quotidian parts of Amity life and learning what makes Brody tick, Hank Searls drew up persuasive plot threads that make this novelization unlike anything in the film franchise. If the Jaws brand is ever resurrected for the screen, small or big, it wouldn’t hurt to revisit this shark tale for inspiration.

Image: The cover of Hank Searls’ novelization for Jaws 2.
Books
Experimentation in ‘You Will Die In This Place’ Provides Wealth of Gameplay Possibilities [Tabletop Terror]
Welcome to Tabletop Terror, a monthly series highlighting roleplaying games new and old.
Tabletop roleplaying game manuals are an interesting object. Traditionally, we want them to be laid out cleanly in a way that’s easy to understand so they can be played effectively. But this means they are often dryly written, focusing on clarity instead of style. That’s not to say they don’t have good art, but they are rarely experimenting with the form in a way that makes the book itself exciting.
Some of my favorite games in recent memory are the ones that purposefully break the rules in an attempt to be just as much of an art book as a rule book. Games like Mork Borg, whose aggressive, borderline unreadable layouts are constantly shifting fonts alongside its maximalist artwork. Games like Triangle Agency, which use in-fiction format changes to illustrate the strange forces at play behind the titular agency. Games like Soul Cemetery, a book that kept up the illusion that it was an instruction manual for a lost PS2-era video game, tell a tale of how our relationship with fiction shapes our lives.
You Will Die In This Place takes this to the extreme, mixing its nihilistic dungeon crawling rulebook with a “House of Leaves“-style meta narrative that tells a deeply personal tale about identity, mortality, and the act of creation. Not only is it stylistically bold and endlessly inventive, but it weaves its characters with a raw believability that brings the book itself to life in a way I’ve never seen in the medium.
The Meta-Narrative That Sets You Will Die In This Place Apart

The actual game is by Elizabeth Little, but it’s framed as a reconstruction of an abandoned project pieced together from various notes and design documents. Fictional tabletop designer Samantha Little is cleaning out boxes in her parents’ attic when she comes across the game, which was originally written by a college friend, Charlotte Avery, whom she hasn’t talked to since graduation.
The version of You Will Die In This Place that you’re reading is one that Samantha has “finished,” compiling Charlotte’s notes, which included design work, microfiction, and illustrations, but the line between Charlotte’s original vision and Samantha’s additions to the work remains a tension throughout. There’s also a third character, KC, who is the book’s editor, who comments to Samantha about the process and questions her decisions. The book presented is the “final version” of the game, along with footnotes that give insight into Samantha’s work on the book and how it felt rediscovering her old friend through these notes.
The actual game part has a premise that seems pretty standard, but is done with its own unique flair, both mechanically and narratively. Your party plays a group of people who have been exiled to the Abyssal Labyrinth, a horrific series of corridors and rooms full of creatures warped by manablight.
You will never return from the labyrinth. There’s no winning your way out.
The title says it all. Rather than being a game about heroically slaying the beast that has cursed the labyrinth, it’s about trying to find meaning before you die in this place. While it’s definitely not the first game where you are doomed adventurers that will reach an unfortunate end before the campaign is over, the way it explores the idea thematically feels unique.
It’s hard to figure out where to even begin to talk about this game, and that’s part of the fun. Should I go into the maybe-too-clever class system first, or dig into the themes about what it means to create? Is it best to dive into the strange bestiary, or do you first need to have context about Charlotte’s thought process through her tangential essays that Samantha decided to include? Maybe I don’t even get into the details of that because the rewarding part of the book is watching it all click together in a holistic way.
Experimental Character Classes and Innovative RPG Mechanics

I’ll start by treating it as a traditional tabletop RPG, but even that will immediately give way to talking about the meta layers. One of the most interesting ways for me to look at what a game is capable of is by looking at its character classes and the ways it expects players to use them to interact with the world through their rules. In a bold move, You Will Die In This Place forgoes traditional conventions by having each class operate on a completely different set of rules. While it may seem like a bit of a stunt at first, it’s very clear that each of these disparate ways of playing is well thought out and intended to convey something important about each class.
The Muzeiiyd Mercenary sounds like the most standard class of all of them, a powerful warrior, but you play by rolling a pool of dice and placing them on different body parts to do different actions, almost like a worker placement board game. The Zibari Headhunter uses a deck of cards and asks you to play poker hands to activate your skills, with your deck acting as an alternate health system. The Corpse Engineer forces you to directly control your character while also doing a programming minigame for a flesh golem that does most of your fighting for you.
The Bermail Knight wears a powerful set of armor, but that comes with a heat management system that alters your available actions as you heat up and cool down. The game’s wizard class, the Blight Channeler, writes as many spells as it can fit on a section of its character sheet, but crosses off words of the spells when using them, while also having to physically tear off pieces of its sheet when injured. There’s even a pair of hidden classes, including one that is written in a cipher that I was not able to solve.
At the beginning of this section, there’s a note about how Charlotte wasn’t a fan of class-based systems because they felt immersion-breaking, and these classes are almost a hyperexaggerated response to that, each being as maximally fiddly as possible in its own unique way. As someone who runs a lot of tabletop RPGs, I pride myself on being able to get a good sense of how something will play just by reading, and I have no idea how these would feel at the table. They definitely are clever, but they might be too clever to the point of not being balanced, or maybe even fun, in action. But I feel like Charlotte would agree with that and respond by saying, “Yeah, pretty cool, right?”
Identity, Roleplaying, and Self-Discovery

The classes are successful on two layers, because they not only offer a fun experimentation with the form, but they also use the mechanics of the game to give us insight into the surrounding meta-narrative of who Charlotte is as a designer and as a person. The notes also mention she was not a fan of levels and hit points, and this game plays with those as well. In an inverse of the traditional power fantasy structure, your characters will get worse the further they get into the dungeon.
When you hit certain thresholds of damage, you will take injuries, which will give you debuffs that will constantly make it harder for you until your death. It’s another bold choice that might not make the game as “fun,” but leans hard into the themes in a way that reinforces the text overall.
The idea of creating characters, both for players and creatures, is one that is very important to Charlotte throughout her notes. Not only was she very particular about putting work into non-playable characters in order to make sure they felt like they had lives that didn’t revolve around waiting for the player characters, but it was also an act that was associated with discovering your own identity.
As the story goes on, it’s revealed that Charlotte is a trans woman, and this fact immediately feels like it unlocks the work thematically. Passages about the disproportionate power of choosing your character’s name make sense within that context. The idea of using roleplaying as a mask to try on different identities is a potent one, made all the more powerful by this detail. The real-life author Elizabeth Little is also trans, making this feel like a deeply personal work that’s just as much about her journey as it is about the fictional characters’ journeys.
The Abyssal Labyrinth’s Bestiary and Worldbuilding

The bestiary of the game contains a lot of strange variants on common ideas, some of them even pushing into experimental territory with their mechanics. Each enemy is described sparsely, with just enough stats and special rules to get you rolling, often leaving the minutiae of the physical description up to you. A giant worm with a human-shaped appendage used to lure unsuspecting individuals, animated chunks of alien meat, and innocuous-looking creatures that devour meaning and words are among the creatures you’ll run into in the Abyssal Labyrinth, making for a more surreal and upsetting dungeon crawl than most.
There are several floors laid out to act as your complete campaign of You Will Die In This Place, each with its own grid layout and threats listed. Many of these are pretty simple fights against enemies, but some of them have clever gimmicks that test the player in ways beyond their character sheet. There’s interesting lore contained within these spaces, but never too much that it takes away from the ominous nature of the setting by filling in too many details.
Coming from Charlotte, who describes her GMing style as one that has trended away from overprepping, I found the explicit dungeon maps to be a bit surprising, but it’s here where much of the tension between the two creative forces of the work comes to a head. This was an unfinished game when Samantha found it, but it becomes clearer as the book goes on that she has made significant changes to the final product, including many that seem to go against Charlotte’s design intent.
So many of the notes and microfiction pieces are about the nature of creation, about what it means to create for the artist and what it means for a piece of the author to live on in the art, making this feel like a strange violation. How much of what we’re reading is Charlotte’s work and how much is Samantha’s, and how much does that really matter if we just want to play the game?
Final Verdict on You Will Die In This Place

You Will Die In This Place is the rare tabletop RPG that I would recommend picking up and reading, even if you have no intention of getting it to the table. As a game, it’s deeply experimental, taking a well-worn grimdark dungeon crawl and bringing it to life with intentionally overcomplicated mechanics that feel fresh and odd, even if they perhaps aren’t the most balanced or intuitive.
As a whole, it’s a marvellous work about the act of creation and finding yourself, even in the face of the bleak world in front of you. It was hard not to make this review into just a list of my favorite passages, but I’d rather leave it to you to discover the story of the Corpse Engineer or Charlotte’s tale of being haunted by the memory of a dying fox or the unsettling demonstration of the natural blind spot we all have in our vision.
There’s so much going on in this book, but it all gels together into one of the most unique tabletop RPGs I’ve ever seen. It’s a powerful statement about the creative process, one that’s inspired me to pick up the proverbial pen again and start writing my own RPG, which is honestly the highest compliment I can give it.
You Will Die In This Place is now available in full over on itch.io.
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