Showing posts with label setting: fantasy fighting gamebooks. Show all posts
Showing posts with label setting: fantasy fighting gamebooks. Show all posts

Friday, June 21, 2013

Solo Play: Memories of Game Books -- Part II

Now, some folks might look askance at this type of gaming. I mean, is it really an RPG if you play by yourself? Can't you just cheat? And where's the flexibility of the player to do whatever he wants, instead of just choosing between option A (turn to page xx) and option B (turn to page yy)?

Well, heck. It ain't perfect, it's probably superceded by the flexibility of modern RPGs, but there's still that wonderful exercise of the imagination here. The words trigger the imagery in your mind, and some handy illustrations help bridge the gap from time to time when your vocabulary fails you.

Just like some memorable face-to-face sessions, I still have memories of the first time I encountered the following stalwart foes in the dungeon of the Warlock of Firetop Mountain.

Let sleeping humanoids lie

The handsome fellow to the right was clearly a sentry. Going alone into a dungeon (with a crappily statted character no less) for the first time, you can bet I opted to sneak past the sucker.

Knowing I was going to go into the mountain fortress of a powerful warlock, what self-respecting hero would want to have everyone on alert that early on in the adventure?

The artwork is absolutely lovely -- the linework and detail, shading techniques and all really sold it to me... and became the palette that my mind followed throughout the rest of the adventure.

Sweet mother of pearl! What is that thing?

This frickin' thing scared the bejeezus outta me when I first saw it. And will not deny a visceral desire to kill it! Kill it dead! With quick but thorough ultraviolence -- dice don't fail me now!

"DM, I kill it with my murder knife! I stab it with my stabby thing! Wait, I'm alone here in my room..."

In retrospect, I'm actually amazed that this kind of reaction took place. But I think the art, plus the writing and the synergy between those two inputs and my imagination really made this thing an opponent to be feared!

Interestingly enough, something about the description and the picture warned me that I didn't want to be hit by this disease-ridden creature -- and I was right! I don't know if I was afraid of paralysis because it might be ghoul-ish in nature, or if I feared George Romero-style zombification, but I was so happy when I dropped this thing without so much as a scratch on me.

So, we meet again -- for the first time!

Yeah, it took me so many tries to find this guy. And I died when I first ran into him -- didn't have a chance to use the *ahem* 'secret way' to defeat the damn Warlock of Firetop Mountain. He's a tough character -- but oh, so cool looking too.

Time to warm up the pencils and the dice, it's time to venture into Firetop Mountain once more!


Thursday, June 20, 2013

Solo Play: Memories of Game Books -- Part I

When someone mentions solo play -- not RPG play where there's a GM and one player, but an RPG played by one player and some module or book only -- I immediately think of three things: the Warlock of Firetop Mountain, Lone Wolf, and some old D&D modules by TSR.

But I must admit that the first one that comes to mind is the Warlock of Firetop Mountain by Steve Jackson and Ian Livingstone -- the version before it become #1 in the Fantasy Fighting Gamebook series.

Just remove the "25th
Anniversary Edition" tag
and this is pretty much the
cover of the book that my
late grandmother bought
for me many, many years ago
I think the reason that this really worked for me and hooked me is the cover. It was very different from nearly all the covers beside it, and when I looked closer, it said somewhere on the cover or in the book or on the back cover: "Part story, part game, this is a book in which YOU become the hero!"

Because I'd been unable, at that point in my young life, to actually play D&D with anyone other than my sister (and I didn't quite get the rules either), this was a fascinating opportunity for me.

I remember that the combination of the simple rules, the occasional illustrations, and the encouragement to map the place really helped reinforce that feel of playing in a dungeon game by myself. Puzzles, traps, and strange monsters and room were all part of the wonder.

The fact that I died quite a lot before finishing also helped with the re-play value.

I clearly remember getting my classmates hooked on this same series of books back in high school, and we all compared maps and strategies until people started solving them on their own -- and they all returned to Apple computer games.

When more gamebooks in this series started to appear, I was overjoyed and picked them up right away. Though a bit disappointed that I didn't get to bring my gear and character over from the prior books, I was happy to remain in that space for a time.

Until Lone Wolf and the Magnamund-set series came about, but that's another story.