Showing posts with label Young Adult. Show all posts
Showing posts with label Young Adult. Show all posts

Monday, December 3, 2018

Literature Review: "The Farthest Shore" (1972)

Two years ago, I discussed Ursula K. LeGuin's seminal "A Wizard of Earthsea," and last year, "The Tombs of Atuan."

This week, I wanted to take a look at the next book in the Earthsea Cycle, "The Farthest Shore."




In a somewhat surprising move, the second entry in the Earthsea Cycle has a new main character!  Rather than Ged from "A Wizard of Earthsea," we follow the action through the eyes of Tenar, a young Kargish girl who is the high priestess to the "Nameless Ones" at the titular Tombs of Atuan.

The Tombs are the center of religious activity for the Kargish Empire (one of the antagonists in "A Wizard of Earthsea") and feature several different faiths that seem to get along quite well.  Oldest and most sacred (but also neglected) is worship of the "Nameless Ones" and their high priestess is the "undying" Arha- undying in the sense that every time the incumbent high priestess dies, the other priestesses find a girl child born at the same time, while apparently becomes the new vessel for the "undying" Arha.

As so it was with Tenar, taken as a child and raised in this strange place by strange women for this strange purpose.  She loses her name (becoming the new Arha) and grows up a lonely servant of a mostly neglected religion.

Ged does show up, but only half way into the book.  He has recovered half of the broken ring of the archmage Erreth-Akbe is looking for the other half, hidden in the Tombs of Atuan.  Once rejoined,  the ring will reveal the powerful magic rune of Peace.  Arha/Tenar manages to trap him in the underground labyrinth but will he escape?  No spoilers but this *IS* the second book in a trilogy...




After "A Wizard of Earthsea," I found "The Tombs of Atuan" to be rather disappointing.

Like its predecessor, this is another coming of age story.  However, unlike Ged, Tenar is a victim of kidnapping and brainwashing and has no special powers.  Unsurprisingly, she has very little agency and spends the most of the book simply reacting to other characters.  In fact, when she asks to become an apprentice sorcerer, Ged shoots down this idea and she simply accepts his judgment!

So, why exactly would young girls want to be her?

The tone and feel of  "The Tombs of Atuan" are also vastly different.  For example, there's no exploration, and very little sense of the magical world of Earthsea.   In addition, the pacing is quite slow for most of the book.

Another area where the story is weak is that, rather than presenting a more balanced view of the Kargish, they are still portrayed unambigiously as the bad guys.  They worship the clearly evil "Nameless Ones",  They are okay with child slavery.  They even banned literacy!

Doing so, LeGuin turns them into orcs.



Of course, "The Tombs of Atuan" does have good points.  It's well written and imaginative and it does shed light on some of the events in the first book.

However, if you are expecting another fantasy adventure tale, you will be quite disappointed, as "The Tombs of Atuan" is more a psychological character study of a pretty weak character.  There are also some horror aspects, but frankly, this is not a frightening tale as I never felt that Tenar or Ged were in serious danger.



Let her be Eaten?  Whatever. 

Monday, August 13, 2018

Board Game Review: "Royal Game of Ur" (~3000 BC)

This week, I want give a shout out to one of the most popular board games of all time that also happens to be almost completely forgotten nowadays: The "Royal Game of Ur":




The Royal Game of Ur, also known as the Game of Twenty Squares or simply the Game of Ur, is a two-player turn-based strategy game where the players race to be the first to move all their pieces through and then off the game board.  However, this is easier said that done in this simple but elegant game that can become surprisingly intense.

On the player's turn, they roll four dice to determine how many squares they can move a single piece.  However, the dice are d4s (a triangular pyramid with four triangular faces), and not the d4 that are commonly used in RPGs today: two of the four vertex corners are marked with a white tip.  The number of white tips pointing upward equals the number of squares they can move a single piece.  This means a player can move 0 to 4 spaces, with the results distributed on a bell curve.

The game board consists of 20 spaces arranged in two rows of 6 and one row of 8 (looking like a deformed "I").  Each row of 6 is controlled by one player only and the row of 8 is shared.  Players must send a game piece through both their controlled row and the shared row before they can move the piece off the board.




The Royal Game of Ur, so named because it was first rediscovered by the English archaeologist Sir Leonard Woolley during his excavations of the Royal Cemetery at Ur between 1922 and 1934, was first played in ancient Mesopotamia during the early third millennium BC and was popular across the large parts of the ancient world among people of all social strata.  In addition, boards for the game have been found at locations as far away as Crete and Sri Lanka.

This game is probably a direct ancestor of the backgammon family of games and was popular until late antiquity. At this point, it have may evolved into backgammon or may have been eclipsed in popularity by early forms of backgammon.  However, the Game of Ur was also brought to the Indian city of Kochi by Jewish traders, where they were still playing a recognizable version into the 1950s.

Modern replicas are available for purchase with an easy internet search.

If you'd like to see this five millennia old game in action, played by Irving Finkel, a curator at the British Museum, who rediscovered the rules of the game by translating in the early 1980s a clay tablet written c. 177 BC by the Babylonian scribe Itti-Marduk-balālu, check out this awesome video!



Monday, January 29, 2018

Literature Review: "The Black Cauldron" (1965)

This week, in honor of Lloyd Alexander's birthday on January 30th, I wanted to discuss the second book in my favorite fantasy series when I was growing up"The Black Cauldron" from "The Chronicles of Prydain":




taking place more than a year after "The Book of Three," "The Black Cauldron" continues the story of Taran the Assistant Pig-Keeper.

he's a little older and wiser but still gets constantly trolled by
Ellidyr, Prince of Pen-Llarcau,

Newbury Honor book

By "favorite," I mean that I liked the Chronicles of Prydain more than any other fantasy work in grade school, including the Lord of the Rings.  To me, it was far easier to relate to being an Assistant Pig-Keeper than a hobbit or a Dúnadan ranger.  Now than I'm older, I appreciate and respect LoTR better but Prydain will always have a dear place in my heart.

Speaking of both series, Messr Alexander has sometimes been accused of ripping off Professor Tolkien's Middle Earth works but, in fact, both Prydain and Middle Earth draw inspiration from a number of the same myths and folktales, most notably the Mabinogion.

"The Book of Three" begins with an orphan named Taran who is on the cusp of manhood and who yearns to become a great hero.  Unfortunately for him, he's stuck on a remote farm that's also home to his guardian, retired soldier Coll, and the great wizard Dalben.  Taran is rather full of youthful arrogance and more than a bit bratty and naïve, which sounds more than a bit like this guy:




While Taran is grousing and daydreaming, Coll puts him in charge of Hen Wen, the oracular white pig.  Unfortunately, that same day,  Hen Wen runs away, despite Taran's best efforts, because she is realizes she is being hunted by the Horned King, the war leader of the Dark Lord Arawn!

Taran heads after Hen Wen to try to get her back and runs smack dab into his hero, the High Prince Gwydion!  An unexpected adventure ensues and, on the way, he meets various companions, faces darkness and danger, encounters extraordinary beings and learns that "being a hero" is rather different from his daydreaming.

"The Book of Three" an epic story of the struggle against a Dark Lord but is also filled with understandable and memorable characters facing very human problems.  Like Ursula K. Le Guin's wonderful "Wizard of Earth Sea" (which I discussed last year), "The Book of Three" creates a brilliantly realized fantasy world yet the writing is also sophisticated and the characters are grounded.


Messr Alexander is able to retain the fairy tale elements whilst also giving us characters who feel pain and yearning.  The best and most touching part of the book, IMHO, is at the end when maturity begins to dawn upon Taran, who, when asked about what reward he would like, chooses to leave childish things behind and merely wishes to return home.



it is



Far be it from me to contradict Messr Alexander (the person who actually coined the phrase "High Fantasy"), but this tale isn't how I usually think about the term:
non-gritty low fantasy, I think - magic is rare and the main characters aren't super-heroic



The cauldron-born are indeed very memorable




first multi-part fantasy series that unfolded over a series of years

Here is the The Chronicles of Prydain segment from the excellent Lloyd Alexander documentary:

https://www.youtube.com/watch?v=sRQGPZt5Pc8



Monday, October 16, 2017

Literature Review: "The Tombs of Atuan" (1971)

Last year, I discussed a work that is both one of greatest fantasy novels AND one of greatest young adult novels, Ursula K. LeGuin's "A Wizard of Earthsea."  This week, I wanted to take a look at the sequel, "The Tombs of Atuan."



In a somewhat surprising move, the second entry in the Earthsea Cycle has a new main character!  Rather than Ged from "A Wizard of Earthsea," we follow the action through the eyes of Tenar, a young Kargish girl who is the high priestess to the "Nameless Ones" at the titular Tombs of Atuan.

The Tombs are the center of religious activity for the Kargish Empire (one of the antagonists in "A Wizard of Earthsea") and feature several different faiths that seem to get along quite well.  Oldest and most sacred (but also neglected) is worship of the "Nameless Ones" and their high priestess is the "undying" Arha- undying in the sense that every time the incumbent high priestess dies, the other priestesses find a girl child born at the same time, while apparently becomes the new vessel for the "undying" Arha.

As so it was with Tenar, taken as a child and raised in this strange place by strange women for this strange purpose.  She loses her name (becoming the new Arha) and grows up a lonely servant of a mostly neglected religion.

Ged does show up, but only half way into the book.  He has recovered half of the broken ring of the archmage Erreth-Akbe is looking for the other half, hidden in the Tombs of Atuan.  Once rejoined,  the ring will reveal the powerful magic rune of Peace.  Arha/Tenar manages to trap him in the underground labyrinth but will he escape?  No spoilers but this *IS* the second book in a trilogy...




After "A Wizard of Earthsea," I found "The Tombs of Atuan" to be rather disappointing.

Like its predecessor, this is another coming of age story.  However, unlike Ged, Tenar is a victim of kidnapping and brainwashing and has no special powers.  Unsurprisingly, she has very little agency and spends the most of the book simply reacting to other characters.  In fact, when she asks to become an apprentice sorcerer, Ged shoots down this idea and she simply accepts his judgment!

So, why exactly would young girls want to be her?

The tone and feel of  "The Tombs of Atuan" are also vastly different.  For example, there's no exploration, and very little sense of the magical world of Earthsea.   In addition, the pacing is quite slow for most of the book.

Another area where the story is weak is that, rather than presenting a more balanced view of the Kargish, they are still portrayed unambigiously as the bad guys.  They worship the clearly evil "Nameless Ones",  They are okay with child slavery.  They even banned literacy!

Doing so, LeGuin turns them into orcs.



Of course, "The Tombs of Atuan" does have good points.  It's well written and imaginative and it does shed light on some of the events in the first book.

However, if you are expecting another fantasy adventure tale, you will be quite disappointed, as "The Tombs of Atuan" is more a psychological character study of a pretty weak character.  There are also some horror aspects, but frankly, this is not a frightening tale as I never felt that Tenar or Ged were in serious danger.

Let her be Eaten?  Whatever. 

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, February 20, 2017

Literature Review: "The Book of Three" (1964)

While this blog is primarily focused on Sword & Sorcery, I am carving out an exception for this most beloved of all High Fantasy and Young Adult works.  So, this week, in honor of Lloyd Alexander's birthday on January 30th, I wanted to discuss the first book in my favorite fantasy series when I was growing up, "The Book of Three" from "The Chronicles of Prydain":



By "favorite," I mean that I liked in grade school the Chronicles of Prydain more than any other fantasy work, including the Lord of the Rings.  To me, it was far easier to relate to being and empathize with an Assistant Pig-Keeper than a hobbit or a Dúnadan ranger.  Now than I'm older, I appreciate and respect LoTR better but Prydain will always have a dear place in my heart.

Speaking of both series, Messr Alexander has sometimes been accused of ripping off Professor Tolkien's Middle Earth works but, in fact, both Prydain and Middle Earth draw inspiration from a number of the same myths and folktales, most notably the Mabinogion.

"The Book of Three" begins with an orphan named Taran who is on the cusp of manhood and who yearns to become a great hero.  Unfortunately for him, he's stuck on a remote farm that's also home to his guardians, retired soldier Coll and the great wizard Dalben.  Taran is rather full of youthful arrogance and more than a bit bratty and naïve, which sounds more than a bit like this guy:




While Taran is grousing and daydreaming, Coll puts him in charge of Hen Wen, the oracular white pig.  Unfortunately, that same day,  Hen Wen runs away, despite Taran's best efforts, because she is realizes she is being hunted by the Horned King, the war leader of the Dark Lord Arawn!

Taran heads after Hen Wen to try to get her back and runs smack dab into his hero, the High Prince Gwydion!  An unexpected adventure ensues and, on the way, he meets various companions, faces darkness and danger, encounters extraordinary beings and learns that "being a hero" is rather different from his daydreaming.

"The Book of Three" an epic story of the struggle against a Dark Lord but is also filled with understandable and memorable characters facing very human problems.  Like Ursula K. Le Guin's wonderful "Wizard of Earth Sea" (which I discussed last year), "The Book of Three" creates a brilliantly realized fantasy world yet the writing is also sophisticated and the characters are grounded.

Messr Alexander is able to retain the fairy tale elements whilst also giving us characters who feel pain and yearning.  The best and most touching part of the book, IMHO, is at the end when maturity begins to dawn upon Taran, who, when asked about what reward he would like, chooses to leave childish things behind and merely wishes to return home.




For lovers of fantasy and young adult literature, "The Book of Three" and, indeed, the rest of the Chronicles of Prydain are must reads.  The Chronicles of Prydain was the first American fantasy work to win the respect of British critics and is arguably the first series of fantasy  novels.  It is also one of the first works of children's literature that presents an ongoing, multi-part story that unfolds over many years.

As a quick introduction, here is the The Chronicles of Prydain segment from the excellent recent Lloyd Alexander documentary:



Monday, January 9, 2017

Board Game Review: "Xiangqi (象棋)" (~1200)

This week, I want give a shout out to one of the most venerable and respected board games and war games of all time: "Xiangqi (Chinese: 象棋; pinyin: xiàngqí), also called Chinese chess":

Attribution: Daniel Danzer

Similar to Chess, Xiangqi is a two player board game wherein each player controls an army of 16 pieces of various types and attempts to checkmate the opponent's General, whilst preventing the opponent from doing the same.  The battlefield consists of a 9 x 10 board with a terrain feature, a river in the middle of the board that is impassible to certain pieces, thus dividing your army into offensive and defensive forces.  The other board features are the palaces (or command tents) of the armies (colored in green and red in the photo above), which restrict the movement of the Generals and the Advisors.

Like Chess, in Xiangqi each faces the other from opposite sides of the board but unlike Chess pieces which are placed within the squares, Xiangqi pieces are placed on the intersection of the lines.

Each army, represented as discs with Chinese characters, consists of:
  • 1 General (labelled 將 (trad.) / 将 (simp.) on the black side and 帥 (trad.) / 帅 (simp.) on the red side). 
  • 2 Advisors (labelled 士 for Black and 仕 for Red).  
  • 2 Elephants (labeled 象 for Black and 相 for Red). 
  • 2 Horses (labelled 馬 Black and 傌 for Red).
  • 2 Chariots (labelled 車 (trad.) / 车 (simp.) for Black and 俥 (trad.) / 车 (simp.) for Red).  The chariot is sometimes called the rook by English-speaking players, since it is functionally identical to the rook in Chess. 
  • 2 Cannons (labelled 砲 for Black and 炮 for Red).
  • 5 Soldiers (labelled 卒 for Black and 兵 for Red). 



Although Xiangqi developed over a number of centuries, earliest references to the current version of the game come from around 1200 (e.g., a poem by Liu Kechuang (刘克庄), entitled <<象弈一首,呈叶潜仲>>).  Although overall complexity is similar to the Game of Kings, Xiangqi's gameplay and tactics are sometimes similar to Chess (e.g., forks, pins, and skewers are possible) but sometimes different.  For example, while the Horse and the Knight have similar moves (an orthogonal move followed by a diagonal move), it is possible to block a Horse (i.e., unlike the Knight, the Horse cannot leap over a piece).

In addition, unlike Chess, where the armies occupy the back two ranks of the board (and, indeed, one of the goals of the Development phase in Chess is to "bring your army on to the battlefield"), in Xiangqi, your Soldiers and Cannons are already forward deployed into a skirmish line.  This more likely earlier enemy contact, as well as greater long range orthogonal striking power, earlier promotion of Soldiers v. Pawns, and the restricted movement of the General often makes for an faster paced game than Chess.

Attribution: Peter Griffin

One of the most popular games in China and other parts of Asia, Xiangqi has developed a following in many parts of the world.  Like Chess, Xiangqi is an all-ages game that teaches strategy, patience, forethought and resourcefulness.  The rules are fairly easy to learn but the terrain and the different  nature of the various pieces add depth and complexity.  All in all, it's a fun and challenging game enjoyed by millions everyday.

Any fan of board games and war games owes it to themselves to take a look!

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, October 17, 2016

Literature Review: "A Wizard of Earthsea" (1968)

This week, I wanted to give a shout out to a work that is both one of greatest fantasy novels AND one of greatest young adult novels, Ursula K. LeGuin's "A Wizard of Earthsea."



The first entry in the Earthsea Cycle, "A Wizard of Earthsea" is the origin story of Ged, the titular character and perhaps the greatest magician of all time in Earthsea.  However, this tale is set long before he becomes dragonlord and Archmage and the reader follows Ged, also known as Sparrowhawk, from simple village child through his training at wizard school on the island of Roke up to his stunning victory against a fearsome creature of undeath.

What starts off as a coming of age story turns into an epic quest that spans a good chunk of this brilliantly realized and wonderfully original fantasy world that reflects the author's clear love of history and anthropology.  Just her innovative system of magic is a great achievement in and of itself.  Indeed, LeGuin pulls off a scale of world building that many consider rivals Tolkien's Middle Earth and Herbert's Dune.  Except she does it in a mere novella!




However, although LeGuin does a marvelous job of creating a rich background and history to Earthsea, what's even more impressive is that she tells a fundamentally human tale of ambition, pride, childish foibles, courage and maturity.  It is easy for a reader to see a bit of themselves in both Ged's missteps and triumphs.

Although widely regarded as a classic of young-adult literature, LeGuin writes with a sophistication that challenges anyone and infuses the text with poetic wit and sensibility.  For example:

“It is no secret. All power is one in source and end, I think. Years and distances, stars and candles, water and wind and wizardry, the craft in a man's hand and the wisdom in a tree's root: they all arise together. My name, and yours, and the true name of the sun, or a spring of water, or an unborn child, all are syllables of the great word that is very slowly spoken by the shining of the stars. There is no other power. No other name.”  

Here the author herself reads from part of the book and discusses a bit of the impetus behind it (forward to 10:55 in the video):




We shall not speak of the horrific Sci Fi channel adaptation.


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.