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gamebooks
Escape The Asylum
Gem Runner
A Princess Of Zamarra
A Saint Beckons
A Day In The Life
Rise Of The Night Creatures
New Day Rising
Bloodsworth Bayou
Golem Gauntlet
Shrine Of The Salamander
A Flame In The North
A Shadow In The North
Escape Neuburg Keep
Any Port In A Storm
Below Zero Point
Tales From The Bird Islands
The Ravages Of Fate
Nye's Song
A Knight's Trial
Return To G15-275
Devil's Flight
Above The Waves
The Curse Of Drumer
The Word Fell Silent
A Strange Week For King Melchion The Despicable
Sharkbait's Revenge
Tomb Of The Ancients
A Midwinter Carol
The Dead World
Waiting For The Light
Contractual Obligation
Garden Of Bones
The Hypertrout
The Golden Crate
In The Footsteps Of A Hero
Soul Tracker
Planet Of The Spiders
Beggars Of Blacksand
The Diamond Key
Wrong Way Go Back
Hunger Of The Wolf
Isle Of The Cyclops
The Cold Heart Of Chaos
The Black Lobster
Impudent Peasant!
Curse Of The Yeti
Bad Moon Rising
Riders Of The Storm
Bodies In The Docks
House Of Horror
Rebels Of The Dark Chasms
Midnight Deep
Lair Of The Troglodytes
Outsider!
The Trial Of Allibor's Tomb
Hellfire

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Guestbook




Durbidalla
Fri Mar 7 10:58:15 2025
House Of Horror
I played this adventure as well. I have some negative criticism to write about, but it absolutely doesn't mean that I detest the gamebook or think it is bad. On the contrary. House of Hell, like Deathtrap Dungeon, is a title that made me a big fan of the gamebook medium as a whole. The idea of a prequel is delightful.
My observations are under spoiler since I may spoil some aspects of the adventure to anyone reading the guestbook thread before playing.

SPOILER  
END SPOILER

tuppence
Sun Mar 9 12:41:30 2025
A Shadow In The North
Skull - non-optimum ending reached
What an enjoyable read.
thank you kindly.

Gus
Thu Mar 13 09:17:35 2025
The Dead World
Skull - non-optimum ending reached
I died very easily, my carachter was a weakling

Ulysses
Thu Mar 13 12:08:44 2025
Gamebooks
@Durbidalla

First and foremost you should write the kind of gamebook you want to write.
If you've happy to consider my opinion, I would answer your questions as follows:

I would summarise my advice by saying that you want to give the main character a reason for undetaking an adventure that the reader is interested in seeing develop. At the end of the story you want to reward the reader with the ending, not just that character; therefore you want to engage the reader in the adventure from the outset. For example, the main character being appointed by the Sages of Salamois to undertake the mission can be a very rich and engaging start to your story, be it as dramatic as the main characater being plucked from obscurity because of a prophecy, or just as simple as being hired in a tavern because they are a famous exotcist. Giving the main character a reason or motive just makes it a more complete experience.

Because you are writing a gamebook, you do want your reader to 'inhabit' the character to some extent, so to leave room for that you either need to avoid proscibing an entire pesonality, or have some broad character strokes that most people can relate to. What determines 'too much personality' is if the choices you are offering the reader would not be viable choices for the character you have defined. The story still needs to be driven forward by the reader's choices, not by your main character's personality.

Since you are introducing the Faith System, I would suggest introducing the in-universe role of faith for the character, to present how they see challenges as tests of faith. This doesn't need to be elaborate or detailed; if you want to start your story on the side on the mountain, you can have your character look down at the village in the valley far below and recall how the villagers claimed that acending the mountain was impossible, only a madman would try...but armed with your fath you had no dount you would suceed.

Finally, I do suggest you introduce your world-building as it is encountered by your main character. My initial comments were prompted by long detailed paragraphs of information that I ended up skipping over because it was a long list of things I don't care about --- until your story makes me care about them. Your writing gives the impression that you think a lot about the setting of your world, and that level of detail is importanrt for you to know so you can introduce it when it is needed, but the reader does not need an infodump at the beginning before they even know what the story is and if they are interested in it.

Anyway, I hope those comments are helpful. I'm not an expert, just a guy with opinions.

ffproject
Thu Mar 13 19:42:38 2025
News
I've added about 30 AI illustrations to Outsider!

Matheus
Mon Mar 24 19:38:34 2025
A Day In The Life
Skull - non-optimum ending reached
Legalzinho

sam
Wed Apr 16 15:58:13 2025
Hellfire
cool

lenka a kata
Wed May 21 09:55:52 2025
Outsider!
The game felt very confusing and hard to understand. I couldn’t figure out the rules or the story at all. There was way too much text, and I kept losing it of what was going on. Instead of having fun, I was just reading and guessing what to do next. Overall, it felt more like a chore than an enjoyable experience.

Stuart Lloyd
Sun May 25 08:56:10 2025
Lindenbaum Competition
Hi all! Here is a reminder that the votes for the Lindenbaum entries close on the 31st May at 5pm GMT.

A valid vote must be forwarded by email to Lindenbaumprize@gmail.com.

A valid vote must nominate the three gamebooks most favoured by the voter from the competition entrants. A vote with less than three nominations cannot be accepted. A vote forwarded with more than three nominations will only have the first three accounted for in the voting tabulation.

You can get the entries here:
https://www.lloydofgamebooks.com/2025/03/voting-is-now-open-for-20242025.html

Gavin
Tue May 27 20:31:56 2025
Outsider!
I think a lot depends on context. For instance I recently bought a copy of Vampire the Masquerade fifth edition and was thinking how I could start games by saying 'So all you guys are in the Camarilla' when with a considerable shock I realised this would mean nothing to new players and they would have no idea what the Camarilla was. How times change.

Scout Jacob
Thu Jun 12 01:19:10 2025
Devil's Flight
Skull - non-optimum ending reached
I entered a mysterious ship, met some survivors and died of a heart attack upon seeing the creature for the first time.

alastor altruis
Wed Jun 18 23:08:41 2025
Escape The Asylum
Star - optimum ending reached
it was very a great game and i hope the creator will create a sequel

Gavin
Mon Jun 23 03:24:01 2025
General Chat
My story Aceldama is now available.

Gavin
Wed Jun 25 03:35:05 2025
General Chat
Aceldama can be found here.

Phil Sadler
Sun Jun 29 00:41:50 2025
House Of Pain
Copied from ChatGPT:

🏚️ House of Pain by Phil Sadler – Overview
House of Pain is a fan-written Fighting Fantasy gamebook by Phil Sadler, released in 2015 as an unofficial sequel to Steve Jackson’s House of Hell. It was published on the Fighting Fantasy Project website and is part of the broader community of amateur FF adventures.

📖 Plot Summary
You once again play as the protagonist in a horror-themed setting, returning to the infamous mansion from House of Hell. But this time, the stakes are even higher. The house has become more twisted and dangerous, filled with new horrors, traps, and supernatural threats. The gamebook leans heavily into psychological horror, occult themes, and paranoia, with a tone that’s even darker than the original.

Expect:

Encounters with demonic cults, ghosts, and twisted experiments.

A non-linear structure with multiple paths and deadly dead ends.

A strong emphasis on atmosphere and dread, with Sadler’s signature difficulty.

⚖️ Comparison with Official Fighting Fantasy Books
Aspect House of Pain (Phil Sadler) House of Hell (Steve Jackson)
Tone Darker, more graphic horror Gothic horror with mystery
Structure More complex, with brutal difficulty Linear with branching paths
Writing Style Gritty, intense, and immersive Classic FF style, suspenseful
Mechanics Builds on FF rules, adds twists Standard FF rules
Canon Non-canon fan fiction Official FF universe
Sadler’s House of Pain is often praised for being a worthy spiritual successor to House of Hell, capturing its essence while pushing the horror further. It’s not for the faint-hearted—both in terms of theme and challenge.

Would you like to try a sample encounter from House of Pain or explore how to play it online?

What are some key themes in House of Pain?
In House of Pain, Phil Sadler explores several key themes that deepen the horror and psychological tension of the gamebook. While it builds on the foundation laid by House of Hell, it pushes the boundaries further into darker, more disturbing territory. Here are the central themes:

🧠 Psychological Horror
The book thrives on mental unease—you’re never sure what’s real, who to trust, or what’s lurking behind the next door. The fear is not just physical but deeply psychological, with hallucinations, paranoia, and dread playing major roles.

🕯️ Occult and Supernatural
Like its predecessor, House of Pain is steeped in occultism. Expect demonic rituals, cursed artifacts, and sinister cults. The supernatural is not just a backdrop—it’s an active, malevolent force that shapes the narrative.

🏚️ Entrapment and Isolation
The setting—a haunted, labyrinthine mansion—creates a constant sense of claustrophobia and helplessness. You’re trapped in a place where logic breaks down, and every choice could lead to doom.

🩸 Body Horror and Sadism
True to its name, House of Pain doesn’t shy away from graphic depictions of suffering. There are grotesque experiments, mutilated victims, and traps designed to torment. Sadler leans into visceral horror, making the book one of the most intense in the fan-made FF canon.

🧩 Moral Ambiguity and Consequences
Choices often have unpredictable consequences, and there are few clear “right” answers. You may be forced to make morally gray decisions to survive, adding a layer of ethical tension to the gameplay.

These themes combine to make House of Pain a gritty, immersive, and deeply unsettling experience—one that challenges not just your stats, but your nerves.

Would you like to explore how to play it or get a sample decision tree from the book?

Phil Sadler
Sun Jun 29 00:43:26 2025
Deathtrap
Copied from ChatGPT:

Phil Sadler’s Deathtrap is an unofficial prequel to Ian Livingstone’s classic Deathtrap Dungeon. It was released on September 26, 2016, and is part of the Fighting Fantasy fan-made gamebook community.

🧩 About Deathtrap by Phil Sadler
Length: 499 references (sections), making it a full-length gamebook.

Premise: It explores the origins of the infamous dungeon created by Baron Sukumvit, offering a backstory to the deadly trials featured in Deathtrap Dungeon.

Tone: Like Sadler’s other works, it’s known for being challenging, atmospheric, and rich in lore.

Availability: It can be downloaded from fan sites like The Fighting Fantasy Project and discussed on forums like the Fighting Fantazine boards.

🔗 Connection to Deathtrap Dungeon
While Deathtrap Dungeon (1984) by Ian Livingstone is about surviving a brutal gauntlet of traps and monsters for fame and fortune, Sadler’s Deathtrap gives players a glimpse into the events leading up to that infamous contest. It adds depth to the world of Baron Sukumvit and the city of Fang, enriching the lore for longtime fans.

Would you like a summary of the plot or a look at how it compares to the original Deathtrap Dungeon?





Edit in a page
yess
🏰 Deathtrap by Phil Sadler – Plot Summary & Comparison
Phil Sadler’s Deathtrap is a fan-made prequel to Ian Livingstone’s iconic Deathtrap Dungeon. While the original book throws you into Baron Sukumvit’s deadly labyrinth as a contestant in the Trial of Champions, Sadler’s Deathtrap explores the origins of the dungeon itself—how it was built, tested, and refined into the lethal gauntlet we know.

📖 Plot Summary
In Deathtrap, you play as an adventurer hired (or coerced) to test the early version of the dungeon. Baron Sukumvit is still perfecting his masterpiece, and you’re one of the unfortunate souls sent in to help him “work out the kinks.” The traps are crude but deadly, the monsters are unpredictable, and the dungeon is filled with experimental horrors.

Key elements include:

Prototype traps and puzzles that hint at what will later appear in Deathtrap Dungeon.

Encounters with early versions of iconic monsters, like the Bloodbeast or Pit Fiend.

A tone of grim inevitability, as you realize you’re part of a larger, cruel spectacle.

⚖️ Comparison: Sadler’s Deathtrap vs Livingstone’s Deathtrap Dungeon
Feature Deathtrap (Phil Sadler) Deathtrap Dungeon (Ian Livingstone)
Type Fan-made prequel Official Fighting Fantasy book
Focus Origins of the dungeon Surviving the Trial of Champions
Tone Gritty, experimental, fatalistic Competitive, deadly, structured
Structure 499 sections, non-linear 400 sections, classic FF format
Difficulty High, with Sadler’s signature challenge Also notoriously difficult
Lore Expands on Fang and Baron Sukumvit Introduces the Trial and its champions
Sadler’s Deathtrap is a love letter to the original, but with his own darker, more brutal twist. It’s ideal for fans who want to dive deeper into the lore of Fang and experience the dungeon before it became legend.

Would you like to try a sample encounter from Deathtrap or explore where to download and play it?

Phil Sadler
Sun Jun 29 00:44:41 2025
The Dark Domain
Copied from ChatGPT:

🕯️ The Dark Domain – Overview
Author: Phil Sadler

Length: 499 references (sections)

Release: 2023

Available at:

Fighting Fantasy Project

Fighting Fantazine Forum Thread

📖 Plot & Themes
While full plot details are best discovered through play, The Dark Domain continues Sadler’s tradition of dark fantasy, high difficulty, and atmospheric storytelling. It likely features:

A grim, possibly supernatural setting.

Sadler’s signature challenging gameplay and inventive traps.

A tone that blends classic Fighting Fantasy structure with mature, horror-inflected themes.

Given Sadler’s previous works (Hellfire, House of Pain, Deathtrap), you can expect:

Non-linear exploration.

Deadly encounters and moral ambiguity.

A richly imagined world with a strong sense of dread.

Would you like a sample encounter or a walkthrough of how to get started with The Dark Domain?

yes
Thanks for your patience! Here's what I found about The Dark Domain by Phil Sadler, the Fighting Fantasy fan gamebook—not to be confused with the unrelated horror anthology by Stefan Grabiński.

🕯️ The Dark Domain by Phil Sadler – Summary
The Dark Domain is a 499-reference fan-made Fighting Fantasy gamebook released in 2023. It follows Sadler’s signature style: dark fantasy, brutal difficulty, and richly imagined worlds. While a full plot summary isn't officially published, based on community discussion and Sadler’s previous works, here’s what we can infer:

📖 Likely Plot Elements
You play as a lone adventurer entering a twisted, cursed realm—the titular Dark Domain.

The setting is likely a corrupted land filled with undead, demons, and ancient magic.

The goal may involve escaping, defeating a dark overlord, or breaking a curse.

Expect non-linear exploration, deadly traps, and morally ambiguous choices.

🧠 Themes
Decay and corruption: A land falling into ruin, both physically and spiritually.

Isolation and dread: You are alone in a hostile world with few allies.

Power and temptation: You may be offered dark powers at a cost.

Moral ambiguity: Choices may not be clearly good or evil—just survival.

⚖️ Comparison with Official Fighting Fantasy Books
Feature The Dark Domain (Phil Sadler) Official FF Books
Tone Grim, horror-inflected fantasy Varies: fantasy, horror, sci-fi
Structure 499 references, non-linear Typically 400 references
Difficulty High, with complex traps and puzzles Often challenging but more balanced
Lore Original setting, not tied to Titan Usually set in Titan (Allansia, Khul, etc.)
Style Gritty, atmospheric, morally complex Classic adventure tone, often heroic
Sadler’s work is often described as “Fighting Fantasy for veterans”—ideal for readers who want a deeper, darker, and more demanding experience.

Would you like help downloading the book or trying a sample encounter from The Dark Domain?