Showing posts with label Game Books. Show all posts
Showing posts with label Game Books. Show all posts

Wednesday, 27 August 2014

Your Adventure Ends Here, Again!


192

The lair of the Demons is guarded by a terrible device: a large swinging pendulum blade, which even now plunges deep into your forehead. Your adventure is over.

(Bambra and Hand, Fighting Fantasy #40, Dead of Night)


Okay, I've skipped on a few books since I last recorded my 'choose your own death by misadventures'. I'd dutifully recorded the demise of my various characters until I kind of ran out of steam last summer with #18 Rebel Planet. I was never much of a fan of the non-fantasy FF books - they just didn't have the verve or inventiveness - the character - of those set on Titan. Shortly after that we began playing The Crown of Kings for Advanced Fighting Fantasy 2e, so I got my fill of Jacksonian trickery by inflicting it on my players. I did play the *other* Steve Jackson's Demons of the Deep (#19). Unfortunately, one year on from my sub-marine adventure the best I can remember of that was that it had an interestingly 'sandboxy' structure (as does 'not the real' Steve Jackson's Scorpion Swamp), but that, despite the fact that a Merman spa had raised my SKILL to superhuman levels - allowing me to defeat a Kraken in single combat(!!) - I failed in my mission. For some reason, I had set myself the task of killing Captain Bloodaxe by the end of the day. Ambitious. So that the adventure ended in unsatisfying non-death defeat. 'Oh, woe is me', my character wailed, before realising that he was nigh-on the incarnation of Courga, and that he could always kill Captain Bloodaxe tomorrow. And cut a bloody swathe across Titan; and unto this, YOU, destined to wear the jewelled crown of Salamonis upon a troubled brow. 

But back to Dead of Night, a very good gamebook set in Gallantria, a northern kingdom of the Old World. I had never played this before, as 'back-in-the-day' my Fighting Fantasy collection only ran to the mid-thirties. I know that I owned #35 Daggers of Darkness. No-one forgets that cover. In Dead of Night YOU play a renowned Demon-Stalker, a Templar from the Sacred Citadel in Royal Lendle. Demon-Stalkers make enemies, and YOU have made an enemy of Myurr, the loathsome Frog Demon. He has done... something to your parents, and YOU are off to find out what. 

I played this gamebook twice. The first time through I had a SKILL 11 Templar as my hero, but managed just 25 sections before meeting my doom, as above. A failed Test of Luck, of course. I thwarted no major evils, though I did manage to defeat a Vampire with a bit of holy symbol action.

In my second attempt I rolled a SKILL 9, STAMINA 15 and LUCK 8 hero. Not a character likely to see section 400, for sure, but this time I got much further. After defeating Calbert the Vampire once again, this time I read the map correcting and found my old ally Sharleena (whose name sounds a bit too much like Shareella, the Snow Witch, for my liking). Unfortunately, while I was sipping hot wine in an anteroom, she accidentally summoned a Spirit Demon. Luckily, this isn't a book full of Livingstonian SKILL 12 monsters, and even with modest attributes I had the edge on the horror. With her last ounce of life, the dying seer scrawled 'N' on the floor in her own blood. North it is then.

I survived being drugged and taken captive in the Hanged Man Inn, run by Kremper the Half-Orc. Now, I wanted to see the best in people, to give even Half-Orcs a chance, but...

But they shouldn't have messed with me. Even at SKILL 9, I escaped the slave cart, found my way to Colton-on-the-Marsh, and cut my way through zombies to defeat bone-crowned Magrand the Necromancer, who was collecting the patrons of the Inn for his 'experiments'. Leaving the Colton a hero and continuing north, I almost immediately came across a Moon Demon reincarnating Magrand. They wouldn't let him lie, would they? Despite the undead Magrand having SKILL 10, I killed them both. I then saved friendly old Tom Hickson and his family from Skeletons, before accepting a ride on a barge up river to Axmoor. 

Axmoor, scene of Geiger-esque nightmares, where human sacrifices were fed into the furnaces of a 'pyramid of bone' [edit: the 'pyramid of bone' is something else - the visions of the fortune teller on the barge misled me - this atrocity is known as a 'Land-Blight'] a factory that belched poison gas, terraforming Titan for Myurr's demonic armies. This was a great encounter, one that I did not expect in the slightest, full of biomechanical weirdness that I'll have to add to the ingredients of my next RPG session set in Titan. 

Well, who can blame me for assuming that this was the final battle, and I threw everything into destroying the Death-Stone, the 'seed' from which this canker had grown. All my Holy Water, all my magics, but it was enough. Oh, but that's *not* the end? No turn to 400? Bugger. But I did 'level up', gaining a SKILL and two LUCK points. On to the final battle(?) then, at Dunningham, where an agent of Logaan, the Trickster (everyone's favourite God) helped me see through the illusions of Myurr and offered me some advice. But it was all for nought, as I was caught in the gaze of the Baleful Eye.

224

If the tower is not on fire, you are set upon by hundreds of Orcs. Although you sell your life dearly, you are bound to succumb to the attacking hordes. The forces of Evil have triumphed.  

Rule one of fantasy adventuring; When someone asks you if you want to set something on fire, you say, 'Yes!'


Wednesday, 20 August 2014

Thoughts on boring systems...


Despite having a wealth new games to play (or never play, but admire, and the same old suspects are wheeled out again and again), I often find my thoughts turning to the world of Titan, and Fighting Fantasy in general. A couple of days I read an old blog post, which I cannot now find. In that post, nostalgia for FF gamebooks was tempered by the assertion that you couldn't get kids these days to play these books when they could be smashing things to bits in [Insert Current Game Title Here]*. And I think that assertion is, sadly, more or less true. But a fantasy adventure gamebook does things in a different way to a viscerally thrilling fantasy adventure video game. And in that difference there is a virtue that we should remember when playing roleplaying games. 

FF combat is boring. It is boring because there are no choices (most of the time). Roll dice until one side wins, with not even the possibility of retreat, is not uncommon. This means that the whole thing could be settled by a single dice roll, the probability of victory being fixed the moment the encounter begins. It'd lose some tension, sure, but the end result, mechanically speaking, would be the same.

So where is this virtue, eh? Well, mechanically boring combat is feature, not a bug. 

I play mostly with people who have not and will not read the rules. And so I am acutely aware that combat with lots of choices equals victory to those with system mastery. I find nothing more disheartening when I read roleplaying forums that are 'epic' accounts of encounters that concentrate on the 'synergies' that the players managed to set up between their powers or other clever exploitation of the system. In the games that I run, once combat is started I want the encounter settled quickly. I want it settled quickly because I want the consequences of that combat to result in further interesting choices for the PCs. Choices about the game world, not the game system. 

By having such boring combat and task resolution, FF gamebooks remind me of the things that roleplaying games can do better than video games. Roleplaying games can never match the complexity of micro-choices about the system that are the focus of many (not all) video games - ability to master the controller and the powers and abilities of the character. And if we use a system that wasn't put together by designers worrying about that, the actual play of a roleplaying game will by necessity focus on the choices being made in relation to the game world rather than the game system. And while a gamebook has the same 'dead' GM as a video game, in a tabletop RPG this perspective can be taken to the extremes, with truly open worlds existing in living imaginations rather than fixed on paper or in code. 

So thank you Fighting Fantasy - I glad that you were my introduction to fantasy adventure gaming and not [Insert Video Game Title Here]*.

*I am out of touch, but not that much. I could have named a video game - probably one that I have enjoyed tremendously - but I don't want to make this about that particular  video game. This isn't about denigrating video games. But simple systems force the play(choices) to be about the world, while a complex system allows the play(choices) to be about the system.

Friday, 24 August 2012

YOU are a buffoon!


Between the time when summer rains flooded the North, and the rise of the XXX Olympiad, there was an age undreamed of. And onto this, YOU, destined to roll 12 for SKILL and 8 for LUCK. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure!

The Rings of Kether. Ugh. YOU play a space cop trying to bust some drug smugglers (brave for a kids book). Unfortunately, the space cop YOU play is also a buffoon.  My space cop landed at the space port and checked out the local underworld bar. Seeing a table where a bunch of known criminals were gambling, I decided that the space cop should join the game and see what he could learn. What does the buffoon do? He finds out that the horrible looking, criminally connected woman, Zera Gross, runs an import/export agency, and says, "More exporting than importing, I'd wager, the nature of the drug business being what it is! Ha, ha!'. I’m not kidding. Space cop gets beaten up, loses 2 STAMINA points, permanently. By the time my space cop gets his brains blown out on the roof of a warehouse (about 10 sections later) I couldn't really care what happened to this idiot. Is he really is a elite space cop, an agent of the Galactic Federation, a Grade 1 Investigator, or in some later twist does it turn out that YOU are playing a 'jimp'?


Anyhow, The Rings of Kether reminded me of the need for the fantastical in my fantasy gaming. Only the faintest of colours on the edges distinguished this book from one set in the 20th century. No science fictional or space fantastical elements had any major role in either driving plot or generating atmosphere. I could tolerate that, if it was a hard-boiled detective game with mere sci-fi dressing, but YOU are definitely not Philip Marlowe in space. 

Thursday, 12 July 2012

Titanic Lesson Plan


In order that my game world / PC graveyard doesn't meander off into boring quasi-historical mundanity, I thought I'd best make sure that I was clear in my own head what I am pinching from my influences when thinking about Hammerstein! I'm doing this in order to keep my imagination active and on message. Here's the lessons that I am taking from the first ten Fighting Fantasy books.


1. The [under]world has dungeons, lots of them. They are more than mere monster lairs, filled with a rich variety, including things that *appear* to make little sense - old dwarfs playing cards, random benches for weary travellers, ferrymen, and animated tools. [Warlock of Firetop Mountain] However, even though evil wizards build towers and populate them with a strange array of creatures and objects, there is a 'dungeon ecology', but it the rationale for and interaction between elements of the dungeon is fantastical rather than mundane [Citadel of Chaos].
 
2. The wilderness should be full of encounters that are mini-adventures in themselves. Stop thinking about mundane ecologies and economics - these forests are full of adventure. Indeed, the wilderness can be structured like a non-linear dungeon [Forest of Doom and Scorpion Swamp].

3.The 'world' can be small because travel is perilous. This peril is fantastical rather than grim.  Bandits should NOT make up the majority of random wilderness encounters [Forest of Doom and Scorpion Swamp].

4.The 'world' is geographically small; tropical islands are a short journey from temperate grasslands, and from there you can reach the icy mountains. All manner of adventures can be crammed into a small space. Mundane distance is not the problem - the fantastic is [Forest of Doom, Island of the Lizard King, and Caverns of the Snow Witch].

5. Pay no attention to real medieval settlement patterns. Civilisation exists as pockets of light amid the fantastical peril. Culture can vary tremendously within a short distance - European inspired fantasy can sit alongside fantastical names inspired by a trip to Thailand [Deathtrap Dungeon].

6. Urban life is no less fantastically adventuresome than the wilderness. Cities are great big dangerous dungeons. If you want a quiet life, live in a modest sized town. [City of Thieves].

7. The big bads of the game world are magically powerful. They cannot be defeated simply by saying 'I ht him with my sword', but require a quest in order to identify and exploit his weakness. Unicorn tattoos are optional [City of Thieves].

8. This world contains famous professional adventurers. Adventurers (that survive) are rock stars [Deathtrap Dungeon].

9. Horror is as good a source of inspiration as its sibling genre, sword and sorcery [House of Hell].    

10. Sci-fi gaming, despite all its promise, doesn't hold my imagination in the way fantasy gaming does [Starship Traveller].

Plenary: Forget subtlety - exaggerate! Don't drain the magic, the fantastic, and the adventure from the world by thinking about 'realism'.

[Addendum: an indiegogo campaign for a new edition of Blacksand? That is well worth £30]

Sunday, 13 May 2012

Hawkanaaaaaaaagh!


I’ve remembered the ‘feel’ of Talisman of Death since I first played it... damn, probably nearly a quarter of a century ago. It felt different to the other Fighting Fantasy books that I’d read until then, and not just because of the framing device of playing an adventurer (you, or YOU?) plucked from Earth, not unlike the characters in the D&D cartoon! Of course, I am now aware that Talisman of Death was written by Mark Smith and Jamie Thompson, gamebook writers of note, responsible for the Way of the Tiger series among other things, while Thompson, with Dave Morris, wrote the Fabled Lands series.   

Orb, not Titan. Greyguilds-on-the-Moor is just to the left of of that ominous looking Crack O' Doom.

My adventure in Talisman of Death was largely urban, with a reasonable variety of locations explored and characters met. I did a little research in a library, met several scholars, recruited help from the Thieves’ Guild, accidentally explored the Temple of Death, and died in battle with the High Priestess of the Shieldmaidens, Hawkana. When you can’t trust a Shieldmaiden, who can you trust? This combat reminded me of the problems with the Fighting Fantasy combat system – the three point difference in Skill between my Hero (Me?) and Hawkana made an 18 point difference in Stamina irrelevant. It works for gamebooks, but for a multiplayer RPG, I’m wary of using it over other simple systems, say, Dragon Warriors or OpenQuest.

Unlike the previous ten books in the series, there was a much greater sense that meaningful choices could be made on the basis of the sections that had been previously read. It didn’t feel – though the truth might be different – that you had to push your Hero into engaging in Bizarre Search Behaviour, as in the previous urban adventure in the series, City of Thieves. Though, perhaps relatedly, Greyguilds-on-the-Moor has very little of the colour or character of Blacksand. 

This sense of control was in stark contrast to my next experience of Fighting Fantasy, Space Assassin, an infiltration of the spaceship Vandervecken to kill the evil tyrant-scientist Cyrus. I remember completing the book on my first go when I last played, probably about ten years ago. This time, blowing apart a security robot, I examined its wreckage. Finding that it guarded a safe with three buttons, one green, one blue, and one red, the book left me with no option but to randomly press a button. That’s not even the bad GM’s game of ‘what am I thinking?’ BOOM!

Sunday, 3 April 2011

Perfect 10

My adventurer's foray into Deathtrap Dungeon ended in the shortest number of sections that I can remember reading, at least when not taking the certain death option for a laugh. Ten. 10. Including section 1.

My adventurer was baked to death in the tunnels of Deathtrap Dungeon. It is difficult to remember whether the liquid in the bamboo container is a trap or not 20-odd years on.


This tunnel is getting a little hot. I'll press on - I've got a LUCK of 11. Oh, what, surviving a hot tunnel is a test of SKILL? But I rolled a 1 at CharGen!


I didn't learn very much from this read of Deathtrap Dungeon, but every time I think about Fang and the Trial of the Champions I am reminded of the way in which I can solve the 'Ierendi problem'. You can keep much of that Gazeteer's zaniness - a key part of Classic D&D - if you add a dash of the Deathtrap Dungeon/Port Blacksand flavour to spice it up a little.

Sunday, 6 March 2011

Your adventure ends here


I have a lot of Fighting Fantasy gamebooks. I have had some of them since the early 1980s. I have had some for a few days. And I am now married, have a PhD, and am a father. So, I decided that I finally have the maturity to obey all the rolls of the dice and to hold myself to the decisions that I have made.

However, playing one book over and over until it has been completed is boring. If you are not going to cheat the books become a mechanical problem. Who wants to read the same passages over and over again, or worse, to not read passages at all, simply making a series of paragraph number choices? I want to enjoy a fantasy adventure.

I have decided to play each book in my collection in turn. When that adventure ends, I will move on to the next book in the series, with nary a backward glance at the dice rolls that I should have fudged or the places where I should have changed my mind. Well, apart from a brief recap, listing the doom of my adventurer.

#1 The Warlock of Firetop Mountain – A very good start, but a little bit of a cheat before I have properly begun. My adventurer killed his way through the mountain to reach the Warlock, defeated him, and had the keys needed to open his treasure chest. The cheat I relied on was the help of the internet to get through the Maze of Zagor, but otherwise everything else was by the book. Putting the cheat in context, I completed this book before I had settled on this programme of gamebook adventuring. Firetop Mountain has a new master.

#2 The Citadel of Chaos – My adventurer, avoiding combat more or less entirely – only fighting a GOLEM that had been weakened by a fight with a CREATURE COPY – very quickly got to the room with the GANJEES in it. Though my adventure ended here in the majority of my previous plays of this book, and I will not resort to an internet walkthrough. It is not quite the same scale of frustration as the Maze of Zagor. Death by falling.

#3 The Forest of Doom – my adventurer survived a series of nasty combats with high SKILL opponents, didn’t find either of the parts of the warhammer, and then died in a fight against a fire-breathing WYVERN. He had equal SKILL, and nearly twice as much STAMINA, but rolled badly, and even a last ditch TEST OF LUCK didn’t come off. The first time so far that the dice have failed me, but it will not be the last. Rare, or well done?

Turn to 400 has a much funnier take on working through the Fighting Fantasy gamebooks in order. All I'm doing is listing the fate of my characters - death, more often than not - and waiting for Advanced Fighting Fantasy 2e.

Wednesday, 16 February 2011

Fighters and Fanzines

Soon, I might be able to write a little about my first experience of Play-By-Post roleplaying, having joined an ambitious Pendragon game on Roleplay Online. I'm not sure quite how roleplaying will work by this method, but I'm looking forward to getting up and running. Or riding - I'm playing a knight, of course.

Brainstorming with the GM and the other players, I'm trying to give my player knight (PK) a set of traits that will give him a suitably Arthurian tragic-hero trajectory. At the moment I'm thinking of creating a PK whose father was (accused of being) a coward. In questing to demonstrate his own valor, to redeem the family reputation, the PK risks undoing the traits that his father did bequeath him; perhaps from his father he has inherited mercy, forgiveness, or modesty as well as cowardice.

Brave Sir Robin

I'd be interested to hear if anyone has used game mechanics such as Pendragon's traits and passions in order to give concrete shape to the extremes of PC personality in games such as D&D. Was a PC the only survivor of a near-TPK at the hands of Ogres? Create a directed passion - Hatred (Ogres) - to be rolled against during encounters involving Ogres. Or has anyone used a similar system in order to surrender some control of NPCs to the will of the dice. Will the clan chieftain accept the PCs' apologies for their trespass? Make a roll against his forgiving/vengeful trait to decide.

A couple of links:

Anyone who finds this blog will probably already be familiar with Meatshields! the henchmen and hireling generator. As it nears its one-year birthday, the blogger at Discourse and Dragons, one of the creators of Meatshields!, has posted a discussion on the way that he uses this neat little application in his own campaign.

If you are British and in your 30s, then it is likely that your introduction to fantasy gaming came through adventure gamebooks. It is nice to find, on the web, that I'm not unusual in my love of this classic mode of gaming, seemingly superceded by CRPGs and MMORPGs. Via the Fantasy Game Book blog, I found this enormous fanzine - Fighting Fantazine (pdf) - which includes a short preview of a new edition of the Advanced Fighting Fantasy RPG, including re-releases of Out of The Pit and Titan - the best fantasy world to fit into a moderately-sized paperback book.

And there is one addition to my blogroll - the excellent Hill Cantons.