Friday, December 25, 2009

GHOSTS OF RPG PAST AND FUTURE

My very first experience of roleplaying was Fighting Fantasy’s The Warlock of Firetop Mountain. Many more gamebooks followed and when I first became aware of Dungeons & Dragons, I assumed that the modules were similarly set out. Coincidentally, my very first step into Dungeons & Dragons was a module called Thunderdelve Mountain: A solo adventure set out with multiple choices very much like a gamebook. As a way to ease myself into D&D, Thunderdelve Mountain seemed like a good choice.

Being a naïve country boy I assumed that the rules would be contained within the module, I was dismayed to find that there was no such thing. Mark James (my childhood friend who shared my passion for adventure) and I spent a week on holidays divining the rules from what tables and references we had and we extrapolated from there. Our biggest hurdle was Armor Class; to that point, we had never encountered integers within a roleplaying game, but once the to-hit tables made sense to us, it was as if a door had been opened. Another obstacle was that as country kids, we had no access to polyhedral dice, just d6’s out of myriad Snakes and Ladders, Ludo and Monopoly sets.

We had to make do with what we had: our first d20 was 4d6-4 for example (a score of 1,1,1,1 was re-rolled). I also spent many hours trying to construct a d12 dodecahedron by attempting to glue 12 balsawood pentagons together. 2d6 be damned!

Ah, such is the minutiae of necessity and I am digressing.

Soon after, I was fortunate enough to buy TSR’s Blizzard Pass and play the Maze of the Riddling Minotaur a few times. This was of course after we got the red Basic Set and the blue Expert Rules. We were armed with our own polyhedral dice and were a little more experienced then. Our joy in a more complicated ‘gamebook’ was immense. Because of our predilection of using the d6, we even experimented with Tunnels & Trolls, with varying results. I have always been enamoured with their racial multipliers; the possibilities of races were endless!

I have travelled a long way since those days, but I still remember Thunderdelve Mountain and those other modules fondly.

Of course, I have 2010 and onwards packed with many, many, many Adventure, Dungeons and Danger Modules. But I thought to ask you what you thought of gamebooks and solo adventure modules? What ones do you own? Which ones are you missing from your collections? Or do you avoid them like the plague?

I have also made a Christmas poll I would like you all to take part in. It is entitled: Solo Adventures for Pathfinder or perhaps a gamebook. and it asks two questions:

1. Would you play a Pathfinder Roleplaying Game ‘solo game module?’
2. Would you like to see a return of the gamebook?

Polling closes 23:59, 31st January 2010.

I am taking a small break over Christmas until the first week of 2010. I am back into Temple of the Kraken then and I should have a finish/release date not long after that.

Merry Christmas to everyone, everywhere!

Andrew Gale
SAGAWORK STUDIOS.

3 comments:

  1. I collect gamebooks, having all the original Fighting Fantasy and Lone Wolf books, as well as many other series. Gamebooks have made a successful comeback in the last couple of years. The Fighting Fantasy series is not only on its second recent reprint:

    http://www.fightingfantasy.com/

    ...but has produced new titles, such as Eye of the Dragon, Bloodbones, and Howl of the Werewolf.

    Lone Wolf has made a comeback too, first online with Joe Dever's approval:

    http://www.projectaon.org/en/Main/Home

    And also in print through Mongoose:

    http://www.mongoosepublishing.com/home/detail.php?qsID=1464&qsSeries=Lone%20Wolf

    There is also an active community working on the unpublished Fabled Lands gamebooks:

    http://games.groups.yahoo.com/group/fabled_lands/

    All in all, the gamebook is alive and thriving.

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  2. 你要保守你的心,勝過保守一切,因為一生的果效是由心發出........................................

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  3. Devil of RosesMar 10, 2010 07:59 PM

    I'd say it would depend. I played a few gamebooks when I discovered them in my Middle School's library. It was around the time I had recently discovered D&D and didn't have a plethora of players and certainly didn't game enough to satisfy those preteen dungeon crawling desires. The adventure books were a fun way to sate that hunger but I don't think they'd be nearly as entertaining to me now as they were then, at least not compared to a full on adventure module.

    Solo-adventures on the other hand...

    Personally I think they're genius. Practically everyone has tried a 'Choose your own Adventure' book at some point or another and so the Solo adventure is somewhat familiar territory. It's also a great way to learn a new system whether you're a hard core gamer or brand new to role playing.

    I've been interested in the old Alternity game that TSR published right before their dying gasp and found that there was a small but still active online community. One of these people put together a Dark Matter solo adventure that also taught the system as you played through. I thought that was pretty awesome. Sure it doesn't replace the rule books but it certainly gave me a better grasp of the rules.

    So, on the fence as far as game books go but solo adventures, especially if used to help bring in new players, sounds like a downright awesome idea.

    Z?

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