So if you grew up in the 80s and 90s you probably ran across some variant of a gamebook. Choose Your Own Adventure, Fighting Fantasy, Lone Wolf, Greyhawk, Grail Quest, Endless Quest and Give Yourself Goosebumps.
It was a whole thang.
Gamebooks involve you reading through the book until it offers you a choice. You then make your decision and turn to the section of the book with that number and continue on until you eventually succeed or die a grisly death. (Surprisingly grisly in the case of some of the books designed for younger readers.) Some were simply comprised of choosing paths, others were essentially single player RPGs where you battled monsters and rolled dice.
Regardless of which it was, you held multiple pages open with your fingers while making decisions, fudged numbers and as a general rule cheated like mad. Because the book cheated, and getting 60+ passages in and dying in a pit of acid because you went right instead of left did not feel fair at all.
There were a few that were significantly better than the rest, mostly Fighting Fantasy and Lone Wolf. I ran a Lone Wolf Let’s Play a few years back that was quite popular, though sadly I had to stop running it part way through due to real life getting in the way. However thanks to Tag and many other forum stalwarts they eventually kicked the shit out of all the Dark Lords and reestablished the Kai order.
You can find those threads here if you want to check them out.
First thread.Second thread.Third thread. Credit to
@Tag and co for finishing the fight!
Apologies in advance for the yellow text if you do go back and read them, it was a simpler time when yellow on blue stood out, as opposed to yellow on white, which feels like it is reaching through the screen to gouge your eyeballs out.
I was boxing up some of my old books the other day when I ran into my old collection (of which I'm only missing four) which got me thinking about the old Let's Play. Reading through it again reminded me how much fun it was so I thought I might start up a PA Plays Fighting Fantasy!
While Lone Wolf had a great story that stretched across dozens of books, Fighting Fantasy excelled was at scenarios. It was mostly comprised of one shot stories, with a few exceptions that ran the gamut from your standard fantasy fare to horror, super heroes, sci-fi and post apocalyptic stories.
As you can see there is quite a few! And that's not even all of them.
I figure we should start off on one of the more straight forward ones so that everyone is on the same page with how combat and the book systems work and then move on to some of the cooler ones.
And, since this is a Fighting Fantasy thread and they're all about the multiple choices, I figured I'd leave it up to you guys as to which one we start out with.
Only the foolhardy would risk an encounter with the unknown perils that lurk in the murky depths of Darkwood Forest. Yet there is no alternative, for your quest is a desperate race against time to find the missing pieces of the legendary Hammer of Stonebridge - fashioned by Dwarfs to protect the villagers of Stonebridge against their ancient doom.
Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer, and the merchants of Silverton turn to you in their hour of need.
Your mission takes you along dark, twisting streets where thieves, vagabonds and creatures of the night lie in wait to trap the unwary traveller. And beyond lies the most fearsome adventure of them all - the tower stronghold of the infamous Zanbar Bone!
Kidnapped by a vicious race of Lizard Men from Fire Island, the young men of Oyster Bay face a grim future of slavery, starvation and a lingering death. Their master will be the mad and dangerous Lizard King, who holds sway over his land of mutants by the strange powers of black magic and voodoo. Will you risk all in an attempt to save the prisoners?
I'll give it 10-12 hours from now for anyone interested in voting, then we'll get things rolling.
Okay, I'll bite. How does it work?
Most of the Fighting Fantasy books require you to start up a character, rolling for each of three abilities (Skill, Stamina and Luck)
These are entered into your adventure sheet, which is used to keep track of the character throughout the adventure.
- Your skill score reflects your swordsmanship and general fighting expertise; the higher the better.
- Your stamina score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your stamina score, the longer you will be able to survive.
- Your luck score indicates how naturally lucky a person you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Before embarking on your adventure, you must first determine your own strengths and weaknesses.You have in your possession a sword and a backpack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in sword play and exercising vigorously to build up your stamina.
To see how effective your preparations have been, you must use the dice to determine your initial skill and stamina scores.
Roll one die. Add 6 to this number and enter this total in the skill box on the Adventure Sheet.
Roll both dice. Add 12 to the number rolled and enter this total in the stamina box.
There is also a luck box. Roll one die, add 6 to this number and enter this total in the luck box.
Battles
You will often come across pages in the book which instruct you to fight a creature of some sort. Anoption to flee may be given, but if not - or if you choose to attack the creature anyway - you must resolve the battle as described below.
First record the creature's skill and stamina scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.
The sequence of combat is then:
1 . Roll both dice once for the creature. Add its skill score. This total is the creature's Attack Strength.
2. Roll both dice once for yourself. Add the number rolled to your current skill score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature's Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you
have avoided each other's blows - start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its stamina score. You may use your luck here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your own stamina score. Again you may use i.uck at this stage (see over).
6. Make the appropriate adjustments to either the creature's or your own stamina scores (and your luck score if you used luck -see over).
7. Begin the next Attack Round by returning to your current SKiLLScore and repeating steps 1-6. This sequence continues until the stamina score of either you or the creature you are fighting has been reduced to zero (death).
Escaping
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 stamina points) as you flee. Such is the
price of cowardice. Note that you may use luck on this wound in the normal way (see below). You may only escape if that option is specifically given to you on the page.
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
Luck
At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your luck to make the outcome more favourable. But beware! Using luck is a risky business and if you are unlucky, the results could he disastrous.
The procedure for using your luck is as follows: roll two dice. If the number rolled is equal to or less than your current luck score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current luck core, you have been unlucky and you will be penalized.
This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract one point from your current luck score. Thus you will soon realize that the more you rely on your luck, the more risky this will become.
Using Luck in Battles
On certain pages of the book you will be told to Test your I, tick and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your luck either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.
If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature's stamina score.
However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature's Stamina (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1
If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 poinl of stamina {i.e. instead of doing 2 points of damage it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra stamina point.
Remember that you must subtract 1 point from your own luck score each time you Test your Luck.
Restoring Skill, Stamina and Luck
Skill
Your skill score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your skill score. A Magic Weapon may increase your skill, but remember that only one weapon can be used at a time!
You cannot claim 2 skill bonuses for carrying two Magic Swords. Your skill score can never excited its Initial value. Drinking the Potion of Skill (see later) will restore your skill to its Initial level at any time.
Stamina and Provisions
Your stamina score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your stamina level may be dangerously low and battles may be particularly risky, so be careful!
Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when engaged in a Battle. Eating a meal restores 4 Stamina points. When you eat a meal, add 4 points to your stamina score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided on the Adventure Sheet for recording
details of Provisions. Remember that you have a long way to go, so use your Provisions wisely!
Remember also that your stamina score may never exceed its Initial value. Drinking the Potion of Strength (see later) will restore your stamina to its Initial level at any time.
Luck
Additions to your luck score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that as with skill and stamina, your luck score may never exceed its Initial value.
Drinking the Potion of Fortune (see later) will restore your luck to its initial level at any time, and increase your Initial luck by 1 point.
Posts
EQUIPMENT AND POTIONS
You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in leather armour. You have a you may come across.
In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any of the following:
A Potion of Skill - restores skill paints
A Potion of Strength -restores stamina points
A Potion of Fortune - restores luck point-; and adds 1 to Initial LUCK
These potions may be taken at any lime during your adventure (except when engaged in a Battle). Taking a measure of potion will restore skill, stamina or luck scores to their Initial level (and the Potion of Fortune will add 1 point to your Initial luck score before luck is restored).
Each bottle of potion contains enough for one measure, i.e. the characteristic may be restored once during an adventure. Make a note on your Adventure Sheet when you have used up a potion.
Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
HINTS ON PLAY
There is one true way through the City of Thieves and it will take you several attempts to find it. Make notes and draw a map as you explore - this map will be invaluable in future adventures and enable you to progress rapidly through to unexplored sections.
Not all areas contain treasurer some merely contain traps and creatures which you will no doubt fall foul of. You may make wrong turnings during your quest and while you may indeed progress through to your ultimate destination, it is by no means
certain that you will find what you are searching for.
It will be realized that entries make no sense if read in numerical order. It is essential that you read only the entries you are instructed to read. Reading other entries will only cause confusion and may lessen the excitement during play.
The one true way involves a minimum of risk and any player, no matter how weak on initial dice rolls, should be able to get through fairly easily.
May the luck of the gods go with you on the adventure ahead!
You are an adventurer in a world of monsters and magic, living by quickness of wit and skill of sword. You earn your gold as a hired warrior- usually in the employ of rich nobles and barons on missions too dangerous or difficult for their own men. Slaying monsters and fearsome beasts in pursuit of some fabled treasure comes as second nature to you. Being an experienced and highly trained swordsman, you allow nothing to stand in your way on your quests. Your success on a mission is always assured and your reputation has spread throughout the lands. Whenever you enter a village or town, the news of your arrival spreads through the citizens like wildfire, as few of them have ever met a dragon-slayer before.
One evening, after a long walk through the outlands, you arrive at Silverton, which lies at the crossroads of the main trading routes in these parts. Great wooden wagons hauled by teams of oxen are often seen rumbling slowly through the town laden with herbs, spices, silks, metalware and exotic foods from far-off lands. Over the years Silverton has prospered as a result of
the rich merchants and traders stopping there to mule to distant markets. Its wealth is quite apparent, with ornate buildings and richly dressed people aplenty. But as you enter the town gates, something strikes you as being not quite right. The people look nervous and on edge. Then you notice that all the windows on the buildings have great iron grills bolted over them and the doors have been strengthened too. Although you prefer your own company to that of others, you decide to stay in Silverton for the night to find out who or what is troubling the people.
As you walk down the main street, a single note from a bell rings out from a tall tower ahead. Then a man shouts, almost desperately, 'Nightfall! Nightfall! Everybody indoors!' You see people scurrying around with anxious faces, and looking surprised when they see you. Across the street you see a tavern with the words 'The Old Toad' painted on its signboard. As you enter the tavern, a whisper runs through the locals as they recognize you - some put down their mugs and stare. You are somewhat surprised that none come over to you to hear tales of adventure. Walking over to the counter you ask the old innkeeper for a room and a hot tub, but he ignores you and shuffles over to the great oak door, pushing six large iron bolts into place. Only then does he turn to you and say quietly, 'That will be five copper pieces for the room and one more for the
tub, in advance if you please.' You reach into a leather pouch on your belt and toss the coins on the counter. He hands you an iron key, but at that very moment there is a loud knocking at the door followed by a voice shouting, 'Open up! Open up! This is Owen Carralif.' The old innkeeper shuffles over to the oak door again and slides open the bolts. Then a fat and balding man dressed in rich scarlet robes bursts into the tavern, looking around frantically. He sees you and walks quickly in your direction, huffing and puffing. He is a man certainly not used to haste - you notice great beads of sweat on his forehead in the pale candlelight of the room. As he nears you, he calls out urgently, 'Stranger, I must speak with you. Please sit down. It is important that speak with you.'
When he turns to the innkeeper to snap his fingers for food and drink, you can see that he is obviously of some standing in the town, but his face is full of anguish and sorrow. Being curious, you decide to hear what the man has to say. He pulls out a chair for you at a table, bidding you to sit down and the innkeeper bustles in with a tray laden with hot broth, roast goose and mead. The man in the scarlet robes sits opposite in silence, watching you as you feast as though examining you for some purpose of his own. Finally, as you push your plate away, the man leans forward and says, in a low but anxious voice, 'Stranger, I know of you and seek your aid. My name is Owen Carralif and I am the mayor of Silverton. We are in great trouble and danger. We are living under a curse and it is I who must rid us of it. Ten days ago two messengers of evil rode into town on huge black stallions. Stallions with fiery red eyes! It was impossible to see the faces of the riders for they wore long black cloaks with hoods pulled over their faces. Their voices were cold and each word spoken ended with an unnerving hiss. They asked for me by name and when I came to greet them, they wanted to take my beloved daughter Mirelle to stay with their master, Zanbar Bone! No doubt you know that he is the Night Prince. Of course I refused their demand and without another word they turned and rode slowly out of the town, heads down and shoulders hunched. I knew then that beneath the cloaks were hidden the skeletal and soulless bodies of Spirit Stalkers. Zanbar Bone always uses them as his messengers as they will complete their mission or die in the attempt - and they do not die easily. Only a silver arrow through the heart will release those evil beings from their eternal twilight existence. Who knows what it would take to kill Zanbar Bone! Anyway, that same night after the Spirit Stalkers left, our troubles began. The Night Prince was angry and determined to harm us. Six Moon Dogs came, each stronger than four men, each with razor-sharp fangs. They stalked through the town, entering homes through open windows, and killing the poor people inside.
In the morning we counted twenty-three dead. So we barred our windows and bolted our doors, yet each night the Moon Dogs return and we are unable to sleep for fear that they might find a way into our homes. Some people are now talking of sending Mirelle to Zanbar Bone. Those whimpering traitors, I should have them flogged! But what good would that do? There is but one hope and that rests with you, stranger. There is a man called Nicodemus who, for reasons I'll never understand, lives in Port Blacksand. The place is commonly called the City of Thieves as it is the home of every pirate, brigand, assassin, thief and evil-doer for hundreds of miles around. I think he lives there just to get some peace from the likes of us. He is a wise old wizard and is unlikely to come to much harm even in Port Blacksand, for his magical powers are great. He alone is capable of defeating Zanbar Bone. He used to be a friend of mine many years ago. We need him and I beg you to bring him to us - none here dares enter Port Blacksand. You will be well rewarded if you help us, stranger. Take these 30 Gold Pieces for your journey, and take this sword to use and keep.'
As Owen Carralif rises, he pulls back his scarlet robe, revealing the finest broadsword you have ever seen. He hands it to you and, touching the edge of the blade, you are surprised to see a droplet of blood fall from your finger. You then examine the marvellously ornate gilded serpents twining round the hilt. You have never wanted anything so badly in your life before. You stand up and hold out your right arm to Owen. He shakes it eagerly, saying, 'You must set off at the first light of dawn - the Moon Dogs will be gone by then. I shall be forced to slay the night here also, so let's drink to our destiny and may the gods be with us.'
For the next hour Owen talks about your coming journey, explaining in detail how to reach Port Blacksand. Later you gather up your backpack and furs and climb the wooden stairs to your room. You sleep uneasily despite the security afforded by your new broadsword as you are more than once woken by the sniffing, scratching and howling of the roaming Moon Dogs outside. By dawn, you are already awake and dressed, and determined to reach Port Blacksand quickly to find this man Nicodemus. As you leave the tavern, a black cat scurries past your feet and you almost trip; a bad omen perhaps?
NOW TURN OVER
As you approach the main gate a chill runs down your spine and you instinctively grip the hilt of your broadsword for reassurance. At the gate you are confronted by a tall guard wearing a black chain mail coat and iron helmet. He steps forward, barring the way with his pike, saying, "Who would enter Port Blacksand uninvited? State the nature of your business or go back the way you came.
Tell him you wish to be taken to Nicodemus? Turn to 202
Tell him you wish to sell some stolen booty? Turn to 33
Attack him quickly with your sword? Turn to 49
Okay! So I've rolled out stats for this adventure.
Skill: 9
Stamina: 24
Luck: 7
Not so hot on luck and skill, but we maxed out stamina so we can take hits like a champ.
When making your choice for which page you wish for us to turn to, please put [ color = green ] with no spaces in front of the line so I can track votes more easily.
At this point in time anyone who is following needs to pick what type of potion we wish to take with us, Skill, Stamina or Luck along with your choice of direction. In the likely event that we do die, I'll jump us back far enough we can correct course a bit and make a different choice. Possibly some skill penalties, or at the end of the adventure I'll tally up who managed to get us killed most often.
If you have played this before, please use spoilers to keep things fair for those making decisions who have not.
Character sheet:
Stamina: 24
Luck: 7
Gold: 30
Jewels:
Provisions Remaining: 10 (Restores 4 stamina points)
Equipment List:
Leather Armour
Sword
Backpack
Oh, and we're here to sell this really cool sword, look see it's REALLY cool please don't ask any more questions
Can't you tell from this novelty eye patch I'm wearing? Yar!
Will you:
Tell him that you know the chalices are cursed and should only be examined by a mage? Turn to 381
Try to run past the guard into the main street? Turn to 291
Attack him quickly with your sword? Turn to 49
Rarer ones can get up to, like, $60.
Haha nobody but me wants these things.
Switch Friend Code: SW-1406-1275-7906
Curse is the worst
If they were regular ol any day ordinary items we wouldn't be in this dumb city.
If you wish to head straight into the city, turn to 74.
If you wish to buy the guard's advice, make the necessary deduction on your Adventure Sheet and turn to 261.
Adventure Sheet
Stamina: 24
Luck: 7
Gold: 30
Jewels:
Provisions Remaining: 10 (Restores 4 stamina points)
Equipment List:
Leather Armour
Sword
Backpack
Potion of Fortune (Restores luck and raises Initial Luck by one.
I am four off the set and have managed to find all of those in second hand bookstores since I ran into my first one when I was about seven.
I've held off ebay since it kind of feels like cheating, but two that I am missing are the later ones in the series that are really pricey and it's been years since I've seen one in a second hand store.
Besides, we can always stab him later and get it back. Or rob someone. I'm not picky.
HAHA FIRST RULE DON'T TRUST ANYONE. HTH FYI
straight to the city, nice try guy
i don't want to forget.
You may;
Go west down Key Street. Turn to 95.
Head north along Market Street. Turn to 116.
Go east down Clock Street. Turn to 17.
@DasUberEdward
If you want to enter the shop, turn to 224.
If you would rather continue walker west, turn to 300.
I assume you guys want to enter?
Updates have been a little slow since I'm in the bush at the moment and have to rely on cafe wifi to update, but should smooth out in a bit now. To speed things up I'll update if I check and there are either three votes or whatever the majority is if it's been an hour.
(p.s. yaaaay I used to have a stash of these books when I was young, but then my parents gave them away... =/)
224 - Sitting on a stool at the back of the shop is an old bespectacled Dwarf. He is busy cutting a key on a cast-iron treadle machine which squeaks and grinds noisily. You cough to get his attention but he does not look up from his work. Finally the machine comes to a halt and the Dwarf asks you what you want.
You may either ask him if he has any skeleton keys - turn to 66.
Or ask hi if he knows where Nicodemus lives - turn to 236.
Maybe that's a hint?
Maybe we want the skeleton key to their heart?
Turn to 300.
If you want to obey the instruction, make the necessary deduction on your adventure sheet, lose two Luck points and turn to 347.
If you want to keep walking without leaving the gold, turn to 137.
Let me know your choice, and also if you wish to purchase the skeleton key. (We currently have 30 gold pieces before either decision)
If you are still alive, lose 2 luck points and turn to 327.
We are struck by four arrows and lose 12 stamina points.
Adventure Sheet
Stamina: 12/24
Luck: 5/7
Gold: 20
Jewels:
Provisions Remaining: 10 (Restores 4 stamina points)
Equipment List:
Leather Armour
Sword
Backpack
Potion of Fortune (Restores luck and raises Initial Luck by one
Skeleton Key
If you wish to enter the house, turn to 126.
If you wish to continue walking north, turn to 164.
Recover some stamina?
Also, if I've learnt anything from moves like The Ring, is that little girls are awesome.
Enter the TVhouse
Git in dat house.
Turn to 112.
If we've use provisions to heal then I would assume we don't have to give up our sword. Up to you guys if you want to hold onto the sword or use provisions instead.
If you wish to enter the house, turn to 154.
If you prefer to keep walking north, turn to 334.