Yet another fun, bite-sized adventure on here! Also my first to be set in Port Blacksand: I think there are at least three on here from it, including this one? (And all of similar length, for that matter.)
Before I say anything else, I must note it was quite amusing to see that Valience got such a fanclub for herself in the comments of this thread! While you gotta love anyone who can decapitate a SKILL 12 creep menacing your character in two blows (certainly didn't expect this as what is often the first encounter in a "fairly easy" gamebook!), I am a little surprised Angela Luna from Soul Tracker didn't seem to gather quite as much devotion. Then again, that was probably the byproduct of most people's opinion on Soul Tracker getting overwhelmingly coloured by "What do I have to do to get past DESTRUCTION: 3?", leaving little room for reflection on anything else. As far as non-playable female characters on here go, I found it a little sad to see Autumn Moon of Nye's Song or Grauch of A Princess of Zamarra (or the Princess herself, for that matter) go rather unremarked upon even in their own threads.
As for the story itself, I'll say that I still consider the 50-ref format just a little too small altogether for this medium. Yet, this work is one of the best at working with this size. To me, it's almost on par with Andrew Wright's Impudent Peasant! in that regard, the latter pulling ahead mainly because in its marketplace scene, the things you could buy were all useful in at least some sense. In here, half the items that are purchasable are either awaiting that sequel, or are simply red herrings. Even so, it feels more comfortable with this length than either Bad Moon Rising or The Cold Heart of Chaos, both of which feel like episodes clipped out of a larger story; fine episodes, but lacking in internal development all the same.
At the same time, I must say their authors, Davy Stedham and Al Sander, were all significantly stronger writers in a literary sense, same as Andrew Wright. Their ~50 ref managed to make even minor refs feel vivid, and while there are flashes of that here as well (the poor ending at 6 is surprisingly poignant, and I liked the option to run away and avoid getting framed) it's clearly on a level below them altogether. I don't know where Victor Cheng was born and whether English was first or second language for him (as it is for me), but at the end of the day, the words on the page are still there.
Having that said, I must also give him credit for being a lot better at proofreading than some of the other authors here, including the aforementioned ones. Relatively few typos/grammar issues here this time.
SPOILER
Background
"well fed"
1
"a peg legged man."
10 "You leap out of the shadows surprising him." (comma?)
11
"not interested in a street fight; only in their ill-gotten gains and run away as you arrive." (not sure about this punctuation?) + "to ponder on his advice." (?)
15
"rather sorrowful looking houses"
17
"some sort of deal" (?)
19
"splashes on to his face."
20
"you are hard pressed" (?) + "whom the new combatant is," (?)
22
"painted on to its flanks." (?)
24
"is most off putting."
32
"the green robed wizard"
41
"You fell two of the creatures"
44
"rows of vicious looking spikes" + "the contents on to the iron bars"
P.S. Since I had to mention Soul Tracker, it seems like at least some of its typos are still unfixed? I.e. " you stifled chest" in EXPULSION: 2"
END SPOILER
Less important observations.
SPOILER
At 39, "Job done, he tells you that he will bring the horseshoes over tonight to avoid getting mugged in the street." Streets are really safer at night in Blacksand?
At 28, Snake Ring is not added to POSSESSIONS (not that it matters.)
At 32, how does Monro manage to spit through a closed visor?
Lastly, I know finding page images is hard, so I won't draw attention to hair being golden instead of dark. Yet, I found that while the horse and the armour are very well-drawn, the shield seems to be bent in half, as if it was either rubber, or simply broken to the point of near-uselessness? I don't expect a replacement, but I wanted to comment on this anyway.
With regards to the previous comment: I highly recommend Peter F Hamilton's excellent Night's Dawn trilogy. Approximately 3,300 pages of pure sci-fi fun in space opera form. And I didn't regret one page of it; time well spent. Such a read was long overdue because of previous commitments. And I would do so all over again. Meantime, I'm due to start the sixth instalment of Earth's Children, at 800 pages in length. On the other hand, perhaps you don't quite have the patience to read even a fraction of that? Seriously, I've never understood why some gamebook readers don't simply sit back and take a more relaxed attitude to enjoy a colourful narrative and story - something which has taken the author many non-profit hours to create, write, and edit. Just skipping all that fun only to focus on the options, and then get angry at failing, only once at that, speaks volumes about a person's overall character. Giving up at the first hurdle. It's very sad that too many people will be going through life missing out on too many important things. So many life lessons gamebooks have to offer, yet nevertheless they go over certain heads.
Thanks for playing this and I'm glad you enjoyed it. I think it was inspired by a competition, or maybe just the thought of what it would be like to grow up in a typical Allansian village, with all the potential carnage on your doorstep. I did do it as a play-by-post with 6 playtesters on the original FF forum I believe, which was fun. Apologies for all the errors!
This was the first amateur Fighting Fantasy adventure I ever planned and wrote, using the advice on Mark Popp's very old fightingfantasy.com website (of which there is a copy in downloads section I believe). I was living in Bangkok as an young English teacher, and would sit at the pool drinking beer and planning it all out. It was fun to write and plan and I'm glad you enjoyed adventuring in it! :-)
This was pretty good. I especially liked the spells. Provisions don't restore as much stamina as I expected, but there were enough opportunities to either buy more food or gain stamina.
After beating In The Footsteps Of A Hero the other day, I decided to power through the other two Blacksand-set stories on here in short order, and here we are!
Not sure how I feel about this one. On one hand, I absolutely LOVED seeing that reference to Demons of the Deep - up until I found this website, it was one of the only two original gamebooks I ever came across. (The other one was Seas of Blood - I guess my initial exposure to Fighting Fantasy was rather atypically marine-themed!) And I still enjoy adventures with low-powered and atypical characters a lot. Chapter titles are also a nice addition - I was at first wondering if it was going to go all the way with ref names, like Soul Tracker, but I guess not.
At the same time, it feels rather arbitrary altogether. Halron's alcoholism (why would a tavern-keeper need any real money in the first place, anyway?) strangely doesn't come into play much, when compared to even the author's own Lair of the Troglodytes. Perhaps it would have been too much of a retread, but then there wouldn't be the addition of recurring characters from Andrew's previous two stories. Unexpectedly, they are not particularly welcome here. as they appear implausibly dumbed down compared to their previous iterations. It's also strange that you have no choice but to talk to them (and lie to them out of spite), yet the follow-up from that inevitable action is completely skippable, in a way which doesn't make much sense.
SPOILER
If you go to sleep upstairs, does this somehow prevent Raitharve from reaching your tavern that night? Does she suddenly decide not to disturb you while you are asleep? Or did SKILL 10 adventurer got scared off by a guy who is most likely well weaker than her, since he lost to a SKILL 9 troll?
END SPOILER
On the other hand, the final encounter is both all-but-unskippable, and doesn't make much sense. If it was that easy for someone like them to exhort taverns, how did you even get by for so long? And surely even they would have been able to understand that since your establishment generates money, they could keep coming back and claiming at regular intervals (since if you couldn' repel them once, why would you succeed the next time?) All the railroading towards that battle simply isn't very satisfying. Out of the two endings, the one which involves the axe is just not very interesting (with even a few works on here featuring variations on this ending) or even hopeful (as the character doesn't come across particularly suited for that life, to say the least). The other ending is a lot better, but the path to it is not very satisfying.
SPOILER
If their late mother was this important, I feel like they would have mentioned her on their own already, not caring what you would think? It's also funny that Thord doesn't care about Raitharve or the extortionist, yet charges into a doomed action against a Troll.
END SPOILER
The key conversation in the lead-up to that ending option really needed to be more involved, with more dialogue options to navigate before pulling this off. Sadly, the supporting characters don't get much of a chance to be remembered, since their encounters are rather one-note due to their brevity. I think that this would have likely worked better with the adventure
Finally, proofreading.
SPOILER
CHAPTER ONE - BREAKFAST AT ALLIERTÉ'S + CHAPTER TWO - THE LUNCH (LIVE, AT THE BLACK LOBSTER) + CHAPTER FOUR + 8 + 19 + 21 + 28 + 37 + 41 + 44 + 56 - extra spaces before question marks
"that you possibly think could be a pirate"
40 – “swing his battle-axe” – not swings? 42 – " green-skinned SERPENTS” – not green-scaled? Drunken Enhance spell is excellent!
This was going pretty well until the story felt the need to use the same plot twist as Escape Neuburg Keep. It felt really cheap there, and is not much better here, undercutting most of the initial narrative stakes just the same. And with how underwhelming the writing of the real primary villain is, I actually preferred the other, "failed" ending to the intended one.
Proofreading (mostly missing hyphens here.)
SPOILER
Stormsday Morning
"well-connected"
Stormsday Afternoon
"strange sounding"
Moonsday Morning
"heat absorbing"
Stormsday Morning + Stormsday Afternoon+ 3 + 25 + 27 + 44 - extra spaces before question marks.
Fireday Afternoon
"fit looking"
4
"lashes your face blinding you." (missing comma?)
7
"white faced"
8
"Well pleased"
13
“sun browned"
19
"boarded up door" (twice)
25
"a beggar still."
35
"not the assassins"
43
"poison tipped tail"
46 "wicked looking"
49
"villainous looking man." + "won't save you this time" he states" + "no longer" you declare (missing comma in both.)
Interesting, and I guess I can see some play-by-post traces here if I look closely enough!
This actually gets me to wonder if converting some of the more-famous play-by-posts which have proliferated on the internet in the two decades since this plucky website came online would be feasible. At least some of them have to be worth it in terms of writing, narrative stakes, etc., right? Though, either way, I suppose more people need to know about this place as a prerequisite.
Thanks again for returning to comment after so long!
I have to say, it is fun to go through a single author's works, and see how the things change, stay the same, and loop upon each other!
While this tale may not involve the adventuring duo that featured in Andrew Wright's first three stories, it is otherwise remarkably full of references to previous works - be it the alcoholic drink from Lair of the Troglodytes, another gastronomically gifted Mind Flayer like in The Black Lobster, bees and beehives playing an important role like in Impudent Peasant!, alongside an infinitely-spawning fight very similar to what that story had. That, and there is also another reference to the canonical Demons of the Deep, like in The Black Lobster, though this time it's clearly a rival of what was probably the most memorable character in that story.
The journey is also very fun on its own, although the narrative leaves a questionable aftertaste. In terms of morality, nearly all the canonical stories had been extremely straightforward, and predictably, this applies to a fair few works here as well. Then, an encouraging fraction here genuinely attempt moral ambiguity, which I appreciate dearly. And lastly, there is the uncomfortable category where the events appear far more ambiguous than the narrative is willing to acknowledge.
Up until now, Nye's Song was the only example I could think of, and my reading of it may be considered esoteric (is the invasion of England by Thuggee-led undead and demonic hordes actually worse than the Bengal Famine it would have averted?) Here, though, I don't think it's particularly arguable that you serve evil while considering yourself a hero (like most villains do, anyway). Not only do the Salamanders hold a very good claim to the artifact, but your city is literally ruled by slave masters who need the artifact to keep the slaves that toil in the mines in check...and we are heroic for helping them do just that? I wouldn't have minded it if the narrative seemed more aware of it (i.e. A Princess of Zamarra is very clear in its true ending that what you have achieved is hardly a boon for anyone outside of the orc tribes of Khul and Zamarra's ruling classes), but the true ending here is clearly meant to be read as an unadulterated triumph.
As for the rest, it's great when the story doesn't just have a lot of artwork, but artwork which was actually purpose-drawn, and not slotted in awkwardly from elsewhere, at times with clear mismatches between it and the text! The spells are fun, too, although there are perhaps too many of them for an adventure of this length, since the balance is clearly off. The Galehorn's spell wrecks practically everything and is just so much better than the rest. Meanwhile, picking a Giant's Tooth at the start is literally a total waste, and there doesn't seem to be any situation where a Fire Water is usable AND preferable to alternatives either. The items you can exchange for provisions also seem rather underwhelming at that point. It doesn't help when some fights deny you spell use for what appear to be balancing reasons, yet seem to have no internal narrative justification for that. (that Beetle, or the merchant, anyone?)
And at a certain point, there's some weirdness I'm really not sure about.
SPOILER
The negative penalties for falling into a latrine are brutal, yet are also memorable, and completely logical as well. However, you can completely avoid the negative effects of a latrine just by fleeing from the fight in there? Moreover, if you fall into the latrine and then reach the crossroads (regardless of whether you ran there or walked out after fighting, the work does not recognize it, and still gives you the option to enter the "half-circle" tunnel, even though that's presumably where you have just emerged from.
END SPOILER
Finally, proofreading.
SPOILER
31
"down the looded tunnel, "
32
"that regard your with a sinister glare."
64
"ts own fiery breath!Defend"
66
" with razorsharp talons" (hyphen?)
73
"plenty of different kinds food"
83
"is not looded" + " its many oriices."
93
"You discard it as it now"
100
"only one option that you haven't tried : the Croaking Caves."
Glad you liked this one, Yard. I'm quite pleased with it from a gameplay perspective, but I've really gone off the premise now - I think I was going through an 'atheist edgelord' phase during my early 20s when I wrote it and it makes me cringe to think of it these days! Maybe I could rewrite it into something less edgy and more respectful.
And yes, probably should have opted for 'grain' over 'corn'.
My inspiration for writing this was I was watching the movie Inland Empire and thinking 'I'm enjoying this without having the faintest clue what's going on' and figured I'd write a gamebook in this manner. My idea was that people could make their own interpretations of what it was all about even though I had a clear idea in my own head what it was about. But to be honest, I'm probably kidding myself that people thought it worth thinking about that deeply and it's more a case that people are just mystified why they have to take certain actions
SPOILER
like killing the poor beast
END SPOILER
in order to win. While I left a couple of clues in the quiz show segment, they're probably too obtuse to be helpful.
For anyone who's curious about what it actually is all about:
SPOILER
The gamebook takes place inside the head of a patient committed to a mental health facility due to emotional instability. The four scenarios are based on Robert Plutchik's emotional wheel of 4 pairs of opposite emotions ie joy or sadness; acceptance or disgust; fear or anger; and surprise or anticipation. In each scenario the reader must make a decision that assigns one of these simpler emotions (flee from the super soldier = fear while fighting him = rage; repair the couple's relationship = joy while failing = sadness; spare the beast = acceptance while killing it = disgust; failing at the quiz or taking the mystery prize = surprise while taking the jackpot = anticipation. Plutchik argued that these simpler emotions combined to make more complex ones - so acceptance + joy = love; joy + anticipation = optimism; anticipation + rage = aggressiveness; rage + disgust = contempt; disgust + sadness = remorse; sadness + surprise = disapproval; surprise + fear = awe; fear + acceptance = submission. The goal is to gather the 4 basic emotions so the only complex emotion formed is optimism as that is the only one that's healthy for the patient in their current situation. To do that you need to gather fear, joy, anticipation and disgust (which is why you have to kill the poor beast).
Yikes, that's a lot of typos! Thanks for fixing those, Andy.
I mostly like this one and I'm glad you do too as the feedback I got at the time was mixed bordering on negative. I think one reviewer suggested it verged on transphobic which was the complete opposite of my intention so definitely my bad there. I also find the ending is a bit rushed but couldn't really find a way past it without cutting other content I liked.
Now if King Melchion got lukewarm reviews at the time, this one was pretty much universally panned! So glad to see you liked it. My idea was just to do a standard Livingstonian gamebook with some Arthurian window dressing but I panicked that it was too generic and so rehashed some ideas from Waiting For The Light as well as making some meta-comments about Livingstonian gamebooks in general. I am quite proud of how I structured the maze even if the rest of it wasn't wholly successful.
Fair point regarding sparing Mawrogh from the skeletons. Can't remember now if I mistakenly didn't think it was possible for him to still be about or I just didn't think of him at all - a definite mistake either way.
My idea behind this one was to have a wide array of paths but still have a fairly strong story - it's an approach I also took with my earlier Songs of the Mystics and I think it fit well with writing a sequel to a Luke Sharp book since his books had unusually wide branches for FF.
This was written for a competition for the official FF site. It had to be Christmas themed and 50 sections max. In the end I missed the deadline for the competition so I guess I could have expanded it, but hey, I'm lazy.
It has a number of references to both Deathmoor and Masks of Mayhem - the Word version carries a spoiler warning for both books. Admittedly these references are probably very confusing to those unfamiliar with either book!
Not technically my first work as I'd submitted a number of 50 section gamebooks for various competitions prior to this, but definitely an earlyish work - a lot of the content was reused in my later Revenant Rising - for better or worse.
Hmm, I may not be religious myself, yet I have a lot more positive attitude towards non-extremist believers than those "New" Atheists who are, as you say, edgelord. For what it's worth, I didn't really consider the story edgy altogether - particularly not when this very place happens to host Hellfire, Outsider! + New Day Rising and Escape Neuburg Keep (and a few more undigitized works in their vein). There is also the earnest Christianity of basically all of Robert Douglas' works here, and while I don't consider this bad in and of itself, I appreciate the presence of The Word Fell Silent as the right counterbalance to that. I also find it very reminiscent of Agora, which I consider gravely underrated, so that is another point in its favour for me.
I suppose you might be having second thoughts about including certain character who often ends up poisoning the player. To me, though, while the inclusion of him in particular came across as quite a bit of sensationalism at first, his perspective felt entirely plausible, as practically every major movement had at least one person present at the start who then thought it lost its way and became one of its greatest detractors. The way his presence allows you to carry out your task, though, needs a lot more detail to be remotely plausible.
As I said before, my main narrative issue was about how little of a plan you and any possible companions have once you actually get to the point of carrying out your mission. My main tonal issue was with Elena coming across as a plot device whose fate is completely insignificant once the task is done.