Showing posts with label Gamebooks. Show all posts
Showing posts with label Gamebooks. Show all posts

Monday, May 15, 2017

Gamebook Review: "Bloodfeud of Altheus" (1985)

Last year, I discussed the seminal Choose Your Own Adventure (CYOA) series of gamebooks and the legendary Lone Wolf series by Joe Dever.  Today, I wanted to look at another excellent, if under appreciated, RPG gamebook, the first entry in the Cretan Chronicles trilogy, "Bloodfeud of Altheus":




In the days of yore, I spent many, many hours pouring over the ancient tales from Greek mythology: the trials of mighty Heracles, the battles of the Trojan War, the foibles of various mortals and deities, the general dickishness of Zeus.  One of my favorite yarns was the story of Theseus and the dreaded Minotaur, so it's not surprising that I took a shine to this series.

In the Cretan Chronicles, things went a bit differently- Theseus has been slain at the heart of the labyrinth of Minos!  It falls to his younger brother Altheus, played by you, to finish Theseus' quest and to seek vengeance for your fallen kin.

Traveling through mythic Greece, you strive to prove yourself a true Achaean hero as you face numerous challenges, mortal and otherwise.  The gamebook also rewards knowledge of Greek mythology, as a number of familiar names pop up.




The Cretan Chronicles series is perhaps the best blending of rules and setting in a gamebook.  Unlike other gamebook series, which mostly used generic rules, the Cretan Chronicles attempted to model  the feel and pathos of Greek mythology.  For example, in "Bloodfeud of Altheus," you are supposed to role-play the titular character in a suitably heroic manner.

To "encourage" such, there's the infamous Honor/Shame mechanic, where you gain Honor points for honorable actions and you also gain Shame points for (you guessed it) shameful actions.  Most notably, you were supposed to kill yourself if your Shame exceeded your Honor- and if you didn't Zeus does it for you with a thunderbolt!

Respect My Authoritah!

This gamebook is also notable for its hint mechanic.  At numerous points in the story, you have the option of performing a non-standard action.  Be wary, for if you choose to do something that No Greek Hero would do, you will be penalized!  In addition, the book's notion of what is appropriate for a Greek Hero is sometimes very arbitrary and even bizarre- a great emulation of the source material!

Another nice detail is your relationships with six different gods and goddesses.  You select a Patron deity among them, each of which has different in-game effects, and are Favored/Neutral/Disfavored by the rest, which affects your story at various points.

So, if you are a fan of Greek myths and/or Old School gaming, grab your sword, slip on your himation and read this gamebook- or die of Shame!

Monday, November 28, 2016

Gamebook Review: "Flight from the Dark" (1984)

A couple months ago, I discussed the seminal Choose Your Own Adventure (CYOA) series of gamebooks.  In the wake of CYOA's success and the concurrent success of tabletop role-playing (most notably Dungeons & Dragons), it is unsurprising that folks would start to blend the two, publishing gamebooks with light RPG mechanics.  Today, I wanted to look at the first entry of one of the best of these hybrids, "Flight from the Dark" by Joe Dever:



In "Flight from the Dark," the reader plays the titular protagonist of the Lone Wolf series who, at this point, is an initiate and the sole survivor of the Kai monastery following a successful surprise attack by their archenemies, the Darklords.  However, the Darklords have just gotten started and Lone Wolf must race against his enemies to reach the capital in time to warn the King of the impeding danger.

"Flight from the Dark" is the first book in the Lone Wolf series, which as of today has twenty-nine books.  This probably makes the Lone Wolf series the oldest continuous gamebook, as well as perhaps the longest continuous novel with a single protagonist.

Like other pieces of interactive fiction, the Lone Wolf books are written from a second-person point of view, in present tense, which immediately puts the reader into a roleplaying mindset.  In addition, unlike CYOA (which are purely narrative), the Lone Wolf series also features very simple RPG mechanics that are clearly influenced by Dungeons & Dragons, as noted by the author in the forward:

"While working in Los Angeles in 1977 [Joe Dever] discovered a then little-known game called ‘Dungeons & Dragons’. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books."

There are two stats in Lone Wolf, Combat Skill and Hit Points... I mean "Endurance" Points:



Combat consists of comparing the opponents' Combat Skills, using a random number generator, and referencing the result on the appropriately named Combat Results Table.  Rinse and repeat until Lone Wolf or his foe(s) are dead, hopefully the latter.

One can also see on the Action Chart above that the reader must select five of the Kai Disciplines in the first book.  Not only does this provide customization and re-readability (i.e., a reader's play though can be different with each reading), but also a basis advancement, since the reader may add one additional Discipline after each of the first five books (the later books use a different but similar system).  This also provides incentive to read the books in the correct order.

In terms of structure, the Lone Wolf books use a set of narrative bottlenecks, with a series of branching paths between each bottleneck.  This structure works better with the light RPG mechanics than a purely narrative approach, since some paths may be more optimal for a particular PC than another one.

In also must be said that many of the books feature the excellent and distinctive artwork of Gary Chalk:



As a millennial gift, Messr Dever generously allowed Project Aon to publish the Lone Wolf books online for free!  So, there's no excuse not to read them.

Monday, September 5, 2016

Gamebook Review: "The Cave of Time" (1979)

This week, I wanted to give a shout out to the seminal "The Cave of Time" by Edward Packard, as well as the entire Choose Your Own Adventure (CYOA) gamebook series:



The above book cover should be familiar to a generation of readers who were children and young adults in the 1980s, when CYOA reached the peak of its popularity.  Much like Original Dungeons & Dragons popularized tabletop role-playing, CYOA popularized interactive fiction a few years later, where the reader took on the role of the protagonist and made choices that determined the direction and outcome of the story.  For example:

You are hiking in Snake Canyon when you find yourself lost in the strange, dimly lit Cave of Time. Gradually you can make out two passageways. One curves downward to the right; the other leads upward to the left. It occurs to you that the one leading down may go to the past and the one leading up may go to the future. Which way will you choose?
If you take the left branch, turn to page 20. If you take the right branch, turn to page 61. If you walk outside the cave, turn to page 21. Be careful! In the Cave of Time you might meet up with a hungry Tyrannosaurus Rex, or be lured aboard an alien spaceship!

Not only are *YOU* the protagonist, but *YOU* direct the narrative!  This was mind-blowing stuff for kids!

"The Cave of Time" was among the first CYOA that I read and it's a still classic, evoking both mystery and a sense of adventure.  Although listed as #1, "The Cave of Time" was preceded by Messr Packard's "Sugarcane Island," published by Vermont Crossroads Press as the "Adventures of You" series in 1976, but it *IS* the first work of interactive fiction for wide release.  


Consequently, CYOA spawned a wave of imitators, most of which were not nearly as well written or as engaging to read.

I would also be quite remiss if I didn't mention the wonderful and evocative illustrations by Paul Granger:



Messr Granger's pictures lend the story, by turns, whimsy, gravity and terror.  Great stuff!

Related to the last, CYOA is, of course, notorious for instadeaths and "The Cave of Time" is no exception:




"The Cave of Time" can be quite harsh with its instadeaths, as they can come with no hint of your impeding doom.  While that may be true to life, this is an instance where I think the gamebook is better served by verisimilitude instead.