Reading old 80s D&D clones and found the best villain scheme ever.
While everyone is conquering the world or bringing about the apocalypse, the Riddling Reaver (from Fighting Fantasy) is planning to use an ancient artifact to alter the universe. If he succeeds, rather then everyone's moral status being easily placed into one of nine unambiguous categories, Morality will be grey, blurry and impossible to uncontroversially define. At one point someone starts panicking about the terrible possibility of having evil people who don't know they're evil.
"This fuckers going to implement moral complexity in your game and it's up to you to stop him!" is such a high-concept extrapolation of the concept of an alignment system that I can't help but love it. The villain is coming in with postmodern accounts of intersubjectivism and someone needs to stop him reading them to the GM.
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The Bonerat Caves, an orc settlement (Titan: The Fighting Fantasy World, by Steve Jackson and Ian Livingstone, Puffin Books, 1986)
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Genuinely saddened by this. One of my favourite illustrators over the decades and was still producing new art for games very recently.
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As is my tradition, let’s start off the year with some adventure gamebooks, this time from the Fighting Fantasy line. I’m going to jump around to some I particularly enjoy, starting with FF3, The Forest of Doom (1983). I very much enjoy Iain McCaig’s cover art — autumnal tones and lizard folk, what’s not to love? The interiors are by Malcolm Barter. After devouring so many Russ Nicholson-illustrated FF’s, Barter’s line work seems jarringly clean, but I like it and he actually employs a variety of stylistic choices that are grittier than they seem at first blush.
I probably enjoy this one more than it deserves. It is constructed on a loop, which is nice, because you get lots of chances to not succeed at your quest (which is rather dull — find the hammer, return the hammer) and try again, but subsequent trips don’t account for the things you’ve already done (like the monsters you’ve killed, for instance). I don’t really see a good way of fixing that problem, either, at least not without ballooning the page count. There are also a ton of items to get and use, but none of them are particularly exciting. And it might be a me-problem, but I can’t seem to find a genuinely optimal path through the book; there is always some need to retread. I don’t love that.
Still, it’s a literal walk in the woods, which is a delight after the first two volumes taking place underground and inside. I love the atmosphere of it, and the number of weirdos who are hanging out in what is seemingly not that large a forest. Not the most earth-shattering FF, but not the worst by a good measure.
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what do you mean, there isn't a comprehensive dictionary I can google for a conlang I made up?
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Here is an early concept for Wyvern's Bane, an artifact crafted centuries ago by a small kingdom of dragon slayers. Unfortunately, it has been lost to the ages. Art for the adventure The Dragon Curse. Art by @sirindoodles.
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I finally got around to painting my Fighting Fantasy Gamebooks Zagor, the Warlock of Firetop Mountain 75mm figure from Blue Giant Studios (my catch-up chat with Ian Livingstone and Jon Green at Dragonmeet got me motivated!).
So here he is - still pinned to my Miniature-Heroes painting handle for now, and he will eventually stand in his own diorama scene which I've started building!
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Brutal Moon - a science fiction novel in which you are the hero.
Published today.
I love Adventure Gamebooks. I love the cover. The blurb makes it all sound terribly British too! I’m gonna order a copy. Paperback, of course, because old-school.
timeandfate.com
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Legend of Zagor by Martin McKenna
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Yaztromo's Tower, in Darkwood Forest (Russ Nicholson, Titan: The Fighting Fantasy World, by Steve Jackson and Ian Livingstone, Puffin Books, 1986)
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City of Thieves (1983) is legit one of my favorite Fighting Fantasy books. Port Blacksand! We’re pretty early in the evolution of the series yet, so the proceedings are still fairly straightforward and lacking the tricksy things more ambitious titles in the double digits get up to, but you can really start to see the potential forming here. And I honestly LIKE the straightforward FFs. They’re routinely elegant and more polished than pretty much any other adventure gamebook line.
You’re at odds with a pirate named Zanbar Bone (that’s his leering skull on the cover, lest you think the pirate’s name was just poetic) and need to collect a bunch of items that will help you defeat him and his henchmen. Once you do that, it’s off to his tower, which I like a lot less than the exploration of Blacksand — there are a bunch of unfair traps and the last couple combats are hard if you aren’t a cheater like me. And, like Livingstone’s section of Firetop Mountain, it is easy to miss key items and therefore be thoroughly screwed when they are necessary to progress. That’s a symptom of these early days and I think it mostly goes away over time (can’t be sure, never really read them in order), but that doesn’t make it less frustrating when it happens.
Occasional lumps aside, this is one of the best looking FFs, cover AND interiors by Iain McCaig. Hard to pick a fave, but it is probably that wizard. Or the goth lady. I enjoy the surprise cameo by an issue of White Dwarf, too!
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Spartan Warriior
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