Well, I have recently been complaining that an unfortunate number of stories here end up too short. This is particularly acute when they happen to be at mere 50 refs, but some of the 100-200 ref stories can also feel "cramped", with completely reasonable choices or important detail left out.
This happens to be the absolute first time when I felt the opposite - finding that the story really, really drags and wishing it would end already. And no, it's not length in and of itself: this work is at 380 refs, while A Princess of Zamarra is at 500 refs and is so far my favourite work on here (though I expect/hope Ulysses Ai's sci-fi series & The Diamond Key to at least give stiff competition once I get to them!) Further, Soul Tracker is at 400 refs and Outsider! is at 458: I have some notable misgivings about both, yet altogether, they are both interesting and impressive works (at least as far as genre fiction goes), which make great use of their length and are consistently exciting throughout. Not so here - I don't use the word "tedious" lightly, but it fits this story all too well. I won on the 4th try
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Having previously lost to a cyborg at the laser tag hall, to staying behind to loot and to a grenade-induced avalanche, respectively.
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And I audibly muttered something unprintable in disappointment by the time
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the Globosphere was finally secured, yet there was still that stupid search for a random assassin and then that final confrontation.
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The plot is just really uninteresting, since you are fighting completely random terrorists who do not seem to have any real cause for the longest time - and the one passing reference to their goal being to cause a "new dark age" around halfway point hardly helps to make them more compelling. Everything about them feels completely arbitrary, and there is so little reason to care. The sidekick isn't the worst, I suppose, but the banter is nowhere near as good as in Soul Tracker and not enough to keep you invested - not when the antagonists are completely lackluster and the supporting characters are usually those who blurt out ridiculous amounts of helpful information after hardly any prompting to you, strangers they have just met. Ref 134, where massively important secrets about the terrorists are revealed over drinks in a night club controlled by said terrorists, in full earshot of anybody who could have taken interest, is the absolute worst for this. The descriptive writing is not bad, but it feels stronger in many other gamebooks on here, and is certainly not strong enough to save this one.
Another one of the bite-sized 50-ref adventures on here. I maintain that the format is nearly always too small, and at least 70 are needed (i.e. Lair of the Troglodytes) to help avoid the right path feeling insubstantial, as seen with many comments here. Perhaps the only exception I recall is The Cold Heart Of Chaos, which had a more reasonable main path length due to being a lot more linear (and heavy on skillchecks) than this and most other stories of this size. Well, and I guess Impudent Peasant! felt good at 50 refs and quite a bit of freedom, but it did seem to have a lot more text per ref than is usual for these stories as well.
The background here is VERY heavy on references to canon books, possibly setting a record of sorts. The adventure itself feels like Bad Moon Rising where your character can actually die - and not just because both are set in tombs! Besides that, I found the writing of some "action scenes" really reminiscent - refs like 6 or 45 (or the ultimately doomed alternative to 45) are just really cool. Generally, the writing flows well, there are a lot more incidental characters than you might expect from its length and they all do their best to leave an impression, and the final bad ending is actually quite impressive. I also like that unlike too many other stories, this one has been pretty thoroughly proofread already.
At the same time, I am really glad that there are two possible ways to win - in part because viable choices are good, sure, but mostly because one of those ways makes absolutely no sense.
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What were those bellows even meant to do originally? Why on Titan did Lucius keep them there, in spite of his whole mistwalker habit? It feels about as contrived as the whole "bottle with powerful restorative potion just randomly floats down the river past your boat" in Rebels of the Dark Chasms.
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Some other encounters also seem weird, particularly considering your stated background.
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How did you survive Deathtrap Dungeon in the first place if a single, old guy with a broken sword and Skill 6 was able to instantly kill you? Or indeed, if a single disembodied head was able to ambush you and immediately knock out your sword, regardless of Skill?
For that matter, an EMPTY BOTTLE dealing 4 damage (i.e. twice as much as a sword strike) is incredible, in a bad way. You would also think that someone who had survived a whole gamebook before would know wear a freaking helmet? Or should we take this as a sign that Hakasan Za really was the canonical protagonist of Deathtrap Dungeon, since she also does not seem to like helmets, as seen from the illustrations?
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Some comments on the mechanics as well.
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At 14, you lose your sword and fight with a branch, of all things, yet receive no Skill penalty? Those heads are certainly weak enough that you would expect the penalty to be in place. (Not to mention you would expect the Dwarf's axe to be more effective than makeshift clubs.) There is also no Skill penalty at 44?
The Club is not actually added to inventory at 67/63.
Talking to Gunben makes no difference in how you choose to approach 7?
Does the scorpion instakill you at 54 if it wins a round, or only if it rolls double sixes?
Luck point additions are a little irrelevant in the digital version.
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Lastly, I mentioned that the story has already been proofread quite well, so there's not much for me to point out this time.
So, this was quite an adventure. Neither the best nor the worst on here; in fact, quite far from either! There's a lot of good atmosphere: I particularly liked how the skill checks took your non-human nature into account, or how companions could force you into doing things the certain way. In general, the encounters felt very appropriate to the location. At the same time, there are also no memorable characters to be found, and few surprises in writing.
There are some unwelcome surprises in gameplay, though, as while the choices directly in front of you usually lead to logically predictable outcomes for once, (in sharp contrast with something like Hellfire/Riders of the Storm, where the opposite of logical action was more often than not the right one), it is only through blind luck or the process of elimination that you are going to discover which path and series of turns in the road will actually let you win. I.e. the most important item needed to win is found in an incredibly contrived manner. Perhaps Chasms of Malice somehow justifies that find, but I doubt it.
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Do the numbers on the bottles have any additional significance? In Chasms of Malice, was there any sort of an episode which could have had plausibly resulted in that bottle getting dropped into the river, or is it all just a complete coincidence? If the latter, then it would seemingly make far more sense to just get it from Goranthian, since it's not like you can bypass it if you want to win.
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There are other encounters where the 150-ref size feels limiting, as your choices seem overly constrained - i.e. that moment early on when our only options after encountering a goblin are to stay and watch or leave, and no way to just attack immediately while he's distracted? Granted, most of them are on paths that are already dead-ends, but they still stick out in the moment. I.e.
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We are suspicious of that Gaddon in the web, yet if we don't turn around and attack him on the spot, we still decide to tell him everything, with no option to be more economical with the truth? Further, our character is apparently ready to go and attack a Gaddon who had just been trapped in a web because he finds it suspicious he didn't sense it, but when faced with a chef who actually works for the enemy, even if as a slave, we cannot actually threaten him to get him to talk in any way? Nor, for that matter, can we attempt to loot provisions from the kitchen, regardless of his objections?
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One of the worst things, though, is that
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if you know about the breach, then you can end up asking the ogre to join you, only to dismiss him and any other companions two refs later. Even worse, is that you can somehow end up going from 88 to 116, which is just incredibly dumb. I really wish there was a non-Govanthian path where you used some tool to reach the bolts and lock the door after killing the torturer, then waited for a while inside, until your companions attacked at a predetermined time to make a distraction (strange that an exit strategy this obvious hasn't been considered, and you either throw them at the gate or dismiss them), and you could flee through the breach again. Perhaps you could even get the ogre to move the boulder for you. At that point, you might even be aided by Khuddam breaking down.
For that matter, it's strange that the scout could tell you about the breach, but not about the surrounding tunnels. (Perhaps you could at least remember which one to take through a Luck check?)
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Some other weirdness.
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In 76, it doesn’t seem to make sense that we automatically accept rest, when just earlier, mere hours were so important.
At 119, are we supposed to believe that the Xokusai took everything else, but let him keep the magical axe?
Bottle #35 is not removed from your inventory after getting used?
I am pretty sure that screaming is the last thing one would be able to do after getting vocal chords melted by acid, but then again, it doesn’t really matter for this ending.
After Phil Sadler's gamebooks, it feels weird to fight a giant spider who doesn’t deal extra damage or anything due to its poison. However, the twist during the premature Khuddam fight was awesome!
That, and a successful stamina check at 63 which still ends your run is amazing. (Perhaps this even deserves the “intermediate” ending marker?)
Masterful. Simply masterful. Very strong descriptive writing, a convincing low-magic world, and simply excellent characterization of everybody. Even the single-scene POV character who appears for just the final ref is better written than the pivotal characters of too many other works.
It works well at what it sets out to do also, as even though there's a lot of text and relatively little room for choice in the opening stretches, it feels far more natural here than in, say, Above the Waves or Any Port in a Storm, which felt outright stifling. And of course, there's the battle which is perhaps not as extensively written as the author would have liked, but still has a fair room for variation (it felt amazing when, trying out a few things after already winning twice before, I actually managed to win without seeing the combat interface.) There's perhaps only a little weirdness which may not be intentional.
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Around ref 45 can get Energy to 0 and still keep subtracting from it (though if that happens, you'll surely fall not long after anyway.)
Gouge is protected by his breastplate from getting crushed, yet your own breastplate does not protect your ribs at all when he is hurled at you? Does the breastplate actually make it more likely you get hit? Or is it simply irrelevant vs. the troll, much like the shield and helmet appear to be? After a few runs, including four victories, it felt like only the lantern actually made any real difference, and the other item could be literally anything?
Also still not sure about the box's relevance. My only guess is that it makes you more likely to get attacked first, but that could just be how the dice rolled behind the scenes that time.
I was going to say that it felt like you could keep "hanging back for now" to regenerate your energy with no seemingly no ill consequence - neither the risk of one of the companions getting killed, nor the risk of The Ravager regenerating a bit more. Then I tried it again, and noticed that it could lead to The Ravager just attacking you first, and potentially instakilling you.
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And of course, the now-traditional proofreading section. This wor
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BEYOND THE JAW
Sometimes uses "nondescript" and sometimes "non-descript" + "Will you talk to :"
INTO THE PIT
"The soot covered ground" + "The pit is a large crater" + "within the pit" (capitalization?) + "and find a ravine stones that ends in a large cave." (?)
8
"you never forget that you are could at any moment"
9
light the cast iron stove. + "Just anything that can help us. (missing quotation mark.) + You also see a rude path leading up to a hilltop. (rude or crude?)
"that are the gristly work" (grisly?) + " until their hair faces and skin" (comma?) + "another broad flat stone covered in dark bloodstains a table;" (?) + "You can see only his legs" (only see?) + " but a intelligent being" (an?) + "all he meant to do was distract you." (to distract?) + " Dark grimed in armour" (?)
30
"it is been eaten on the spot." (being?)
35
"with one claw fingered hand" (hyphen?)
46
"to avoid breathing in ashes" (the?)
59
"Do you want to :"
64
"coming to seeing the smudged sky rippling above you"
66
"Do you want to :"
70
"As the sword comes free a agonising roar "
75
"Do you want to :"
80
"cold and careless his eyes" ("his" should probably be the first word here?)
87
"turn and stark to quietly follow"
90
" only a moments warning"
100
"a normal sized troll" + "seemed to be in earnest."
As I have been getting more and more (re)acquianted with Titan's canon, I began to wonder how well the stories I have already seen on here fit.
Upon closer look, I discovered that not only does the ref 109, which makes you fight two ettins as part of a group fight, arrive with zero context (you are literally told nothing about the creatures outside of their stats), but it seems like ettins are one of the seemingly few fantasy/folklore creatures to exist in D & D but not in Titan's canon to date. There's also the Formorian Giant (?)
At the same time, it's also technically possible this story isn't actually set on Titan in the first place, but rather just in Forgotten Realms or the like? The only thing which might place it in Titan seem to be references to Atlantis (when you get the steel body), but that seems to be in every fantasy setting anyway.
And once again:
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15 "He stands at the end of a long red, carpet" - isn't the comma meant to be between long and red, not red and carpet?
This would have been so, SO good if it had more refs to flesh out each episode/location (perhaps as few as 50 extra would have done the trick) and used the Skill system of either Soul Tracker (optimally) or The Word Fell Silent (easier to implement, though probably less suitable than Soul Tracker's for a "combatless" gamebook)!
As it is, this Windjammer entry still boasts an unusual setting with some clever writing and a great cast of characters. Other than what seems like a bug or a typo (more on it below) there's a nary a bug or a poorly written moment, there's very considerable variety that's both background-dependent and skill-dependent, and even two viable endings. Alas, the way skills are all-or-nothing means that if you get the right combo, you'll see the run dominated by stretches where they carry the character on their own, without even needing your input. (The one other time on here I recall something like this was in Any Port in a Storm.)
Now, the aforementioned bug/continuity-breaking typo seems to be this:
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9 asks "Do you want to radio Marlowe as planned" even if you had a Vendetta background and got ref 38 (or its equivalent with the machete?), which is obviously impossible. The next ref does say "Richard", though, so I would assume it's a typo.
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The other typos I spotted.
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2
"Lets see how you fare!"
3
"Moment's pass with the crowd's attention fixed squarely on you, but nothing happens."
11
"He means business,"
5 "drives you forward.Will you"
18 – No punctuation at the end of options.
36 "that you work along side"
37 "Too many people now a days"
40 "Now indistinguishable from the other servers, join the waiters"
46 "all of them armed to the teeth" Durak keeps his eyes" (punctuation.)
52
"within seconds, the a dull roar"
63 "Leave and go shopping for supplies ?"
67 "with arms the size anchor chains,"
88 "this planes almost as old as I am"
90 "left for the then fledgling outpost"
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Regarding reference 9, I think you're right, it should just say Richard rather than Marlowe and then it all makes sense. Thanks for pointing these things out.
311 "something terrible has already started happen."
321 the skies are rapidly turning blue again and its clouds (?) + there bodies lying unmoving + as though he to had + and say what the word on the back. + making doubling up in pain. + the whole section will tile towards you (?) + closes his eyes and dies." (unneeded quotation?)
322 "Deduct another point from your STAMINA.From now on" (missing space.)
324 "trying to catch you up" + "Krackon"
326 "a very clean looking path" + "strong and team with life"
330
"because it doesn't effect"
331 "complements you"
332 "you hear footsteps or felt something close"
337
"you realise that it hasn't been speeded up at all" + " its vast, still boiling hot hands"
339 "of your fast diminishing strength to free your right arm and reach out for her out-stretched hand" + "she is no where to be seen"
347 "hanged for a witch" + "yes, he had seen the young women" + "by her ever present" + "Years past and the village soon began"
350 "rippling gentling through your body"
352 "starts to lope towards you"
362 "Its body is blood red" + "It's heads" + "roars the Night Demon sounding outraged." (comma?) + "The Demon prince" + "mortal? it asks" + "the only resemblance they bare to each other"
365
" no one there ... you are quite alone"
366 "in world record time"
369 "Not bad ... considering!" "next ... got it"
370 "fairy dust haven't you" + "just about some up the strength"
373
"with all manor of nameless horrors." + "back into the tree's welcoming shadows."
384
"the bird flaps its wing sand simply flies away. "
391
"and iron determination ... and win."
399 "seems to be composed of the limps" + "the thing starts to well up all around you and try to"
400 "the one spoke of in legends ou have been given two extra Health Potions.You gaze wearily round"
" and that will weaken it" + "the swords or claws the fight with" +" but screams can now be heard on the air" 409
"On past the deceased Hill Man," (once?)
457 |as though its bowing to you" +"could never again attack you again" + "The creature's great from" + "You chose a spot that catch as much sunlight as possible" + "and you make to step through the portal."
466
" more a reflex action than anything." (reflexive?) + "roughly dog sized" (hyphen?)
And as far as "gameplay" goes, I suppose I had to cheat here less than I did in Hellfire, which probably counts for something. I did not start looking at this comment section for hints until getting to Hell Demon, and I only started "right-clicking" around that point as well. There are only so many choices of direction in a row one can take when they typically come with zero indication of which would do what (a surprising devolution from Hellfire, which at least tended to leave more hints about its tunnel entrances), or which is the core and which is the branch (Hellfire at least kept pretty strongly to "north = leave area, try it last rule" and the sequel enjoys messing with it at all turns), which would let you backtrack and which won't and which would have unavoidable consequences as soon as you turn to that ref - even if in the narrative, IT WOULD SOMETIMES TAKE SEVERAL MILES OF WALKING before you get to the point that kills you or massively punishes you.
Another thing which makes the narrative here so annoying, and the protagonist so hard to relate to, is just how much the Warrior is now a total plaything of whatever enchantments happened to be around the place this time. Being randomly thrown around the first few exits is not too bad once you realize that there is nothing crucial to skip over that way, but even much later on, there are still those infuriating auto-choices where the character is suddenly "oVeRcOmE wItH eMoTiOn" and either has to deal with those fits of fear or grabs obvious traps in the form of food or gems. One might suspect that the thing which would separate "a Chosen One" from a merely skilled Warrior is being able to resist such influences, whether initially or learning to do so over the course of the trial. Yet, apparently being able to guess the path through unmarked trails (since "canonically", the Warrior would have had to have known which path to take the first time, every time) is a far more important skill to determine.
And of course, there's the similar design as in Hellfire, where you get a bunch of items that often sound cool, but are at best useful in one highly specific circumstance, and at worst are not useful at all. Here, it's arguably worse, since you do NOT need a particularly massive list by the end like in Hellfire, but the story is good at pretending that you do. Compared to the approach of Shrine of the Salamander or even A Princess of Zamarra, it just feels so impotent, especially when it results in the totally logical plotting like this:
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* Simply figuring out HOW NOT TO STEP INTO DAMN QUICKSAND is beyond the mind of our Warrior. No, what the REAL Chosen Ones do is get into quicksand and then get bailed out by a blessing they get after randomly deciding to shatter a very specific, yet visually indistinct clay pot.
* Hell Demon can only be harmed with magical weapons. Would a silver dagger work? What about a golden axe of apparently divine origin, buried next to the literal food of the gods? Or, you know, Trinitour is also a Greater Demon, so can you just tell him to beat up the Hell Demon right there? LOL no, there's none of that, instead you have to roll a random boulder out of the way to fight that sacrificial knife.
* For that matter, Trinitour can easily lift two-ton boulders and throw you up tree branches and across chasms, yet that porticullis was suddenly beyond his powers, and "the Warrior" again had to somehow decide that a Fire Sprite of a random, seemingly unfriendly wizard would be what bails him out.
Narratively, there is also the simple fact that canonically (since you cannot win in any other way), "the Warrior"''s first reaction upon seeing unarmed, chained-up, wounded woman begging for help was to slit her throat, alongside doing the same to Rhino Man begging for mercy, and pulling a sword on a frightened old man. Ergo, he cannot possibly be a very nice person - so it's mystifying to see him approach a living die with "can I be of some service?" and talking to that ridiculously suspicious die as a friend moments later. Same goes for his general demeanor in conversations with other suspicious entities, or suddenly talking to Trinitour as a friend, (mostly once you figure out in which puzzles he is meant to be invoked) which clashes badly with the seething hatred anyone who had actually staggered through Hellfire is likely to feel for him. Besides, the protagonist had also lived through some six weeks of "the dead came back, the seas boiled, reality turned upside-down and people disappeared all over the place", as the background cheerfully informs us.) The one "I'm truly sorry for the things I've done in the past ... there's no real ... excuse" is...belated, to put it mildly. Yet, the last two times Trinitour is in the narrative are even more WTF.
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One would expect saluting his corpse after he literally did save your life in combat would be far more acceptable than casually joking about weights and thrown distances with the one who had however many people in his torture chamber, yet, apparently, not to Phil Sadler. Somehow, it is at THIS moment that the circumstances of one's birth suddenly become more important than the content of one's character. And the less is said about an early villain coming back from the dead only to be taken out by Trinitour coming back from the dead and watching over you, the better.
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Even the final, mostly triumphal stretches, where you finally get to (mostly) relax and reap your narrative rewards are surprisingly compromised by not just typos (more on them later) but similarly dissonant and illogical writing.
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The single most WTF moment was when a golden scroll of Oblivion got introduced in that very long conversation with the dying wizard ONLY FOR IT TO BE TORN UP IN THE NEXT REF! Like, why?! Are we also supposed to think that the wizards who literaly did bring the Warrior out of Oblivion themselves couldn't think of the demons being able to do the same in all that time?
And worse, is that the whole test makes no sense. Essentially NOTHING you are doing for 95% of the story has any real relevance to the final 5%.
Nothing you do in the trial helps you to weaken the Night Demon. The Wizards could have had summoned him soon after they awakened the Warrior, and it would have changed almost nothing. The only relevant thing you learn is the warning not to stare hell in the face, and it comes from such a compromised source, that it would be perfectly reasonable to ignore it. Moreover, the Night Demon is so weak, it's completely unclear why a single Chosen One is actually needed, and why a dozen or so SKILL ~9 warriors kitted out with magical weapons.
You do take out the Riders, but the fact Night Demon had no idea you did that suggests that the Wizards could have had summoned the Night Demon to face any other squad from the get-go, and they would have been none the wiser to his demise, either. Night Demon also being COMPLETELY UNAWARE of the prophecy, AND being surprised at even being summoned, makes a mockery of the whole "we cannot wait for even another hour, because prophecy" nonsense as well.
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Before I move on from the primary narrative, I should mention that this story's relationship with canon appears to be really questionable. To be fair, it's not the only one: Outsider! was very obviously written as urban fantasy with little regard to fitting with the rest of the setting, and the complete absence of, say, any Hashak's progeny, seems remarkable even for an Old World location. Here, though, everything to do with demons and religion owes far more to real-world Christianity than the rules of the setting. After Hellfire, I had to double-check that there ARE crucifixes in the setting, but at least they are meant to be a collective representation of all good deities. Here, there are numerous mentions of an obviously monotheistic God, Hell is described more monotheistically than like the Planes of the setting, and there is a mention of a single Devil, as opposed to the demonic pantheon. And one of the refs mentioning literal Christmas is about as inexcusable as the sudden outburst of atheism near the end of Outsider! that completely contradicts characters' own actions.
Well, I didn't enjoy Hellfire much, but it did have SOME things going for it, like violence feeling more consequential than usual. And as much as I hated the shopping list for the boss itself, the feeling of things finally coming together at the end as you got to negate all the other enemies right before him if you approached things right actually was really satisfying.
This, on the other hand, was just incredibly bad.
OK, I'll acknowledge that there is one thing it does a lot better than the first, and very well altogether, and that is the location descriptions. That island really is beautiful and a great step-up from yet another cave of the original. Its vistas are inspiring, with the bodies of water like lakes and even fish ponds a particular highlight. I am not sure how I would rank them next to, say, Andrew Wright's descriptions, but frankly, both are good.
It is therefore most unfortunate that even as the locale descriptions soar to new heights, the dialogue plumbs new depths. I remember being surprised, to put it mildly, that Gavin Mitchell decided to directly follow up his initial, rather dark (and frankly edgy too) work, Outsider!, with New Day Rising, which had a far lighter tone and was filled with not just rather childish humour, but hugely distracting meta humour as well. For whatever reason, Phil Sadler decided that this story really needed those same elements too, but should also be more of an "epic". And so we get brilliant exchanges like "But why - Because it has been prophesised.", alongside pre-kindergarten-level jokes about tossing an obviously-suspicious anthropomorphized dice into nettles and cowpats.
Even worse is the way the protagonist is written now. Hellfire tended to be very economical with internal monologue and the like - and this turned out to be a blessing. It kept banging on and on about BrAvErY, and there was no way to complete it if you (and by extension, the character) did not, in fact, heed it. Yet, here, we keep on reading and reading how the slayer of Trinitour and plenty other beasts keeps getting cold sweats at the sight of monsters (including some that he* had already killed before anyway), how fear literally causes physical damage, or requires tests of stamina (some extremely intensive) to overcome. I could chalk it to PTSD from being banished to the void...except that the conversational dialogue shows no sight of that!
Instead, the dialogue has somehow ended up dumbing him down a lot. In refs like 353, it's so, somoronic that he is "blushing and looking up at the sky" after being told that the gods are justifiedly interested after everything he's done to beat Trinitour (not interested enough to help more than in one very specific and confusingly unavoidably encounter, but still) and after the Wizards have already called him "The Chosen One" and brought him back from the literal oblivion. The utterly enormous refs 347 and 268 are probably even worse. I will never understand why multiple authors here apparently thought that arbitrary, completely unbelievable skepticism makes characters more relatable rather than less (be it a werewolf disbelieving in vampires in Rise of the Night Creatures or the "Warrior" suddenly deciding that a fairly generic demon birth story was less plausible than, say, a ghost of a woman warrior dead for 50 years emerging from a painting to him* give a piece of tiger fur to morph into.)
(* as according to that bit of dialogue near the end, at any rate.)
As usual, I am running out of comment space again, so this is about to end here. Before I continue about more the story and process, I would like to note that having no way to know what each of the three potions offered at the start even does, whether before or even after selecting them, is NOT a good start. I am not sure why one should be expected to read the "self-interview" (not easily available if you click "CONTINUED" at the end of anyway) to know that your healing is now 1D6 and so are the other restorative potions.
Revenant Rising and Songs of the Mystics were both written for the Gamebook Adventures app series so I don't own the rights for either one. I think the former can still be obtained as part of the Gamebook Adventures 4-6 compilation. The latter isn't available anywhere as far as I'm aware.
Apart from those, there are a few other 50 sectioner competition entries that I wrote between 18-20: Sanctuary of Souls, Feathers of the Phoenix and Treasures of the Briny Deep. There's also two other Windhammer entries - Behind the Throne (an 100 section Three Musketeers tribute written between Hunger of the Wolf and Waiting for the Light); and The Experiment which is, ultimately, probably best forgotten. I think they're all floating around the
I also wrote two gamebooks for the Fighting Fantazine - Prey of the Hunter (Issue 3) and Hand of Fate (Issue 10). You can download them from the fantazine website.
I have intended to tweak some of these for uploading here but never quite got round to it!
The hero of Deathmoor is promised half the kingdom but I decided that after rescuing the princess, the two of them become engaged. The hero is being hunted by the Pelagines (sort of fish-men) for stealing one of their scarlet pearls so I posited that they eventually caught up with him and killed him which was a contributing factor to the princess' mental health issues.
Hehe, not actually a huge fan of Tolkien myself, let alone some of the legacy he's left on the genre (which, to be fair, might include the plots of the most typical FF books.)
Now, I have to ask: Songs of the Mystics? Revenant Rising?! (Mentioned by you in another thread.) Other than the gamebooks already present on here (including To Catch A Thief , which is apparently the only one that still hasn't been digitized) how many more did you write, and is there a reason why they are apparently only available from elsewhere? It's certainly far more convenient for us, the readers when everything is in one place, at any rate.
Yeah, while on one hand, the ways in which the stories on here manage to work in the canon books are often really inventive, I do feel that multiple stories lean on those connections far too heavily, and unfortunately, this seems like one of them.
For the record, I have been checking out the archived canon FF book reviews recently, and the ones for Deathmoor are particularly epic. https://web.archive.org/web/20170905062914/http://user.tninet.se/~wcw454p/docs/ff55.txt Amongst all the other things it brings up, Leigh Loveday's review makes me wonder: was the Princess meant to have gotten married to that book's protagonist after the successful victory? If so, is this narrative then premised on the idea it falls apart due to her PTSD?
Well, to be fair, that dream sequence in Baba Yaga's hut might have been an experiment too far, and I wouldn't be surprised if that contributed a lot to those comments.
I would say my main disappointment with the ending(s) is that if you do succeed at the illusion recipe, it is still the same as in the other works, and you never find out if the Davor actually bothered to uncharm those two servants (the one turned to statue, and perhaps more pressingly, the one turned to squirrel), which does add some uncomfortable weight to those events.
Yeah, I read the comments after getting stumped on the military part, so I found someone laying out
SPOILER
Plutchik's Wheel and its relevance to the proceedings in a comment written years ago. The issue is that I think the concept is probably obscure for a reason, and the scenarios are not only too short to develop sufficient investment into them, but some of them can also be seen plausibly related to multiple emotions. I.e. running away from the beast gets you consumed by darkness, so it's unclear why running away would be the right thing for the "Wolfenstein" episode. As in, why is the fear of the beast less valid than the fear of supersoldiers?
For that matter, you can easily argue that abandoning a whole squad and whatever they were defending would evoke far more disgust than shooting a beast who did, after all, just tore off someone's arm, with his sister's (and unintentional accomplice in his likely death) cries still ringing in your ears. This is why I remain surprised more people apparently failed the beast part than the military one.