I never really thought of Stegosauruses (Stegosauri?) as 'evil', but whichever deity it was that saw fit to give my character the journey he experienced tonight certainly is.
Saturday, 25 October 2008
#37 - Portal Of Evil
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Dan
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21:12
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Thursday, 16 October 2008
#36 - Armies of Death
At first I thought, what, another far-off growing threat I have to extinguish? But Armies of Death is a bit different than the previous... however many it is I've had to do in the past couple of months!
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Dan
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21:19
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Saturday, 11 October 2008
#35 - Daggers of Darkness
At first Daggers of Darkness sounds awfully familiar - an enemy is ammassing an army, you're society's only hope, etc etc. But there are several differences here, largely in the gameplay - poison is spreading through your body, and instead of just killing the top bad dude, you've also got to ascend to the throne in his place.
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Dan
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20:29
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Saturday, 4 October 2008
#34 - Stealer of Souls
So there's no more sci-fi in FF from here on in apparently, and with Stealer of Souls deliberately or not it seemed Jackson and Livingstone were determined to get the series back to basics.
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Dan
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20:47
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Saturday, 27 September 2008
#33 - Sky Lord
Sky Lord is the last science-fiction FF gamebook, and it's not difficult to understand why - it's pretty dang strange, and perhaps takes a few too many liberties with what a FF adventure is supposed to be.
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Dan
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20:24
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Saturday, 20 September 2008
#32 - Slaves of the Abyss
I never tried Slaves of the Abyss as a kid - the cover art, with a bunch of people in some kind of mult-dimensional space jail and the villian with the never-ending mohawk just seemed kind of lame. I wasn't sure what to expect playing it, and now that I have, I'm still not sure what to think.
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Dan
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20:54
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Saturday, 13 September 2008
#31 - Battleblade Warrior
Despite the awesome cover (a Lizard Man riding a pterodactyl?!), I didn't go into Battleblade Warrior expecting much; perhaps because of the title, perhaps because I'd no recollection of this book, or perhaps because of the disappointing book it follows.
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Dan
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22:28
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Saturday, 6 September 2008
#30 - Chasms of Malice
Skipping the fondly-remembered Midnight Rogue, as I don't have a copy this time around as yet, tonight I tackled Chasms of Malice - and it was no substitute. Nowhere near.
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Dan
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20:26
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Saturday, 30 August 2008
#28 - Phantoms of Fear
In Phantoms of Fear, you play either (according to the back page blurb) a 'humble' Wood Elf, or (according to the introduction) a Wood Elf who's inherited magical and fighting powers from your parents, and has been named 'Defender-Shaman of the Tribe'.
So whichever of these you are, it's your job, as decreed by yourself in a dream, to rid the forest of an evil army being put together by Ishtra the Demon Prince.
Dreams are a big part of PoF, and despite sounding like some crazy gimmick, they actually work quite well - more on that later.
I rolled 9/18/12 and a dream/magic 'power' rating of 11 - not too bad. Starting without provisions made it easy to choose a Potion of Strength. Apparently as a Wood Elf, you're quite confident of being able to find food as you go - unfortunately, the player is human and has read 27 previous FF books in as many weeks, and isnt' so naive.
Straight away the book threw me into a dream - should I walk down the nice, calm forest path, or the evil, twisted one? It's a dream, it can't hurt too much I thought, and went down the dark one. That's something cool about PoF, as far as I discovered, dying in a dream doesn't leave you dead for real - at least for the most part. You can feel free to try things a bit scarier, riskier.
So anyway, after wandering off and almost being killed by squirrels while trying to steal their nuts (told you I should've brought food), I find seven packs of provisions, but not before battling a giant. Stupid elf.
I head north until a creek and bog forces me southwest. Night falls, I crash in a hole in a tree. Of course it belonged to someone else, whom I inevitably had to kill, 'cause that's what you do when you sleep in someone else's bed in FF.
The further west I go, the more skittish the animals become. Somehow, my character thinks this is a good thing - yeah, the same character who thinks the gods speak to him in dreams, names his sword ('Telessa') and kills people who own the beds he sleeps in, like some kind of evil Goldilocks-bear.
I see off some wolves with a fire spell and swordplay (sorry, 'Telessaplay') then it's nearly night again. I don't like the look of any of the caves, so press on throught the night, offsetting the two stamina point-loss with a large eight stamina-point breakfast. Just then, an unearthly wail spread across the land, accompanied by a strong gust of wind - but, according to the text: "fortunately you were breathing out, so none of the blast entered your lungs." Wow, this is going to be easier than I thought - a sorcerous gust of wind passes so quickly and weakly, I'm unaware of it cause I happened to breathe out at that exact moment.
Heading into the evil forest, apparently I can no longer use spells - wow, I only got to use one the entire book, and it was to scare a wolf. I'm feeling distinctly underwhelmed by the use of magic in PoF, but what the hell. I'm sure if I'd headed east or south to begin with, the complete wrong direction, I'd be using it loads. And wasting my time - though I'm sure they wouldn't have had such a 50/50 decision so early on!
I follow a trail leading to holly bushes, which I climb under. As I'm coming out the other side, someone stands on my neck and tells me to lose the sword. Hmmm. I do so, and he lets me up - an insane barbarian. Apparently I can tell he's insane because he is so unkempt and dirty, but has a perfect, immaculately carved double-headed axe. Maybe he's just got Aspergers? I suppose that didn't really exist in the '80s. We go to his hut and sit down. I tell him who I am, and he laughs. Fuck this I think. I grab my sword. kill him, drink my potion and look around. Nothing to take, except his axe. Maybe it's magic? Who knows.
I head further west, and am circled by six Dark Elves. Shit. I try to make a break for it, but they attack - a new one every four attack rounds... somehow, and my dice aren't usually this kind, but I survive it... with four stamina points left... lucky, lucky rolls. But a fucking mean fight to stick in the middle of this adventure! I assume it's avoidable somehow, but jebus.
I come across the tunnel to the underground, which is a good sign. I feel like I'm actually doing quite well for once! Now this is where the book really does something quite innovative and cool. You're able to switch between the dream world and the real world at will by subtracting/adding numbers to the paragraph you're on, and continuing on wherever it takes you. It works too, at least the part of it I got to experience.
A Sphinx tries to trick me, but I'm no fool. I head down the correct path and see a troll fighting an orc. Once they're done, the troll comes for me... and I come out of it with a single stamina point.
Hmmm... to the dream world! Alright! A way to complete this adventure with only a single stamina point. But...
My body in real life wanders into a narrow passage, and the large axe I pinched off the crazy guy hits the sides, alerting the denizens to my presence... and I'm killed with a volley of crossbow shots, invisible or now.
All in all, a good read. The dream elements were implemented really well, perhaps at the expense of the magic side of things a bit. The fights seem a little unfair - the odds are stacked against you with random dice rolls - but that's what dream are like, right?
I can't imagine what I would've thought had I gone east or south to begin with though! The freedom seemed well done, the way I went at least. Recommended. If you go west or north.
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Dan
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20:59
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Thursday, 21 August 2008
#27 - Star Strider
Star Strider is that rare thing in the FF universe - a book set on Earth. It's Earth somewhat far into the future, but Earth nonetheless.There's Madrid, 'Roma', Paris and London... but I only found this out from a map, not from experience.
Another difficult entry, Star Strider finds you, a bounty hunter of some sort, on a mission to save the Galactic President, who's been kidnapped by the Gromulan race and hid on the backwater planet of Earth.
Right off the bat Iknow this isn't going to be any normal FF book - the instructions are slightly rewritten to be more like a mission briefing - I'm even given the option to not accept the mission before the book proper even begins - but there's a flaw. Nowhere is it mentioned your scores can never exceed their initial levels. I thought this an error till in the very second paragraph I read I ate some 'food cubes' and gained a stamina point, without the chance to have lost any. The future rules!
Apart from the kidnapping and all that.
So once on Earth, I'm on the way to Madrid when some Gromulans realise I'm a rogue tracer ( the fancy future term for bounty hunter). Surprisingly enough, they let me go. Once in Madrid, I ignore the suspicious looking android (some are agents for us, others have turned to the dark side) instead try to capture some local houlgans/hooligans. The one I capture is just a kid, and takes me to their gang - who hate the Gromulans too. They suggest trying one of two places - the Plaza de Toros, or the hacienda - the latter of which is more lightly defended, and probably host to New Order gigs, so I choose that one.
It might not be guarded by androids, but it's host to laser beams. Having watched the Mythbusters episode where they figure out how to escape detection by burglar alarms, the dice roll me lucky and I'm in. A butler robot accosts me but I deal to it quickly (by now I've got 31 stamina and am feeling quite invincible). A little comes out, and it seems I've destroyed the android she sent to get her a drink. Still, she wants to play - I suggest a game involving her family's ComTerm (like an internet access point), and she's keen.
Sweet! To get in though, there's a maths problem - a 'fill in the missing number and turn to that page' problem.
54 (12) 9
18 (?) 2
I worked it out in some backward-assed manner, and was faced with a much easier problem. Who blocks off their internet with maths problems, anyway?!
Anyway, onto Roma, I find a member of the underworld there who apparently has some info. unfortunately, he won't even talk to me until I've won a round of Russian Roulette, which I lose. Grrr.
It was a frustrating way to lose, as I was quite enjoying Star Strider. It strikes a nice balance between feeling open-ended but still with enough purpose and drive - the continually leaving bus/train/subway thing keeps you moving along, as does the time limiton your mission - 48 hours.
I didn't get the impression, at least this far in, it was too random, and it felt like an intelligent romp. Perhaps a little too heavy on the backstory/info, but intriguing nonetheless.
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Dan
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19:01
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Friday, 15 August 2008
#26 - Crypt of the Sorcerer
I'm finding it hard to believe I was once five from 15 in completing these books - and after a rather sudden end to Crypt of the Sorcerer, which I was really enjoying, I'm still at five... from 26.
Damn.
Anyway, CotS is kind of a cross between Star Wars and the King Arthur legend; there's a powerful sorcerer (duh) spreading his influence and control over the land, using the 'dark' arts... and the only thing that can kill him is his old sword, currently being held by a former enemy who'll willingly give it up to anyone who can find him. He doesn't make it easy though, hiding in a secluded lake, sailing about.
It's obvious my mission is to kill the sorcerer, so the first thing I do is visit ye olde wizard Yaztromo, he of Forest of Doom and Temple of Terror. In CotS, he plays a Yoda analogue - the wise, grumpy old fuck who gets everyone else to do what he can't, being too old and all.
Turns out the lake with the sword is to the east, which is also the direction from the which the darkness (figuratively, and literally - the overcast skies are annoying Yodatromo) is spreading. Slightly annoyed at having to partake in the farcical aquatic ceremony of retrieving a magic sword from a watery skeleton, I decided to follow the river, and was almost killed by Harpoon Flies. Yaztromo's potion quelled the poison's effects.
I came across a cave, and knowing I'd need lots of amulets and things to defeat the evil sorcerer because a) Yaztromo told me, and b) this is an Ian Livingstone book, I decided to investigate. I came across a metal box, which unleashed two creatures called 'Rad Hulks'. Not green, but Rad. Hmmm.
Dispatching them eventually, after a run of four consecutive tied attack rounds, I then came across a wooden box. I figure a wooden box wouldn't be able to hold creatures as strong as Rad Hulks, and was rewarded for my wonky logic with chainmail. Sweet. My character decides on his own he doesn't need the plate armour, for some reason (but this being a Livingstone book, probably wisely).
Next stop is a smoking village, where a dying dward bequeaths me his barrel, in which I find gold, a knife and a crystal on a chain - a crystal of sanity! Something I could have done with in past adventures, no doubt. I remember back in the day (in my case, the early 1990s) when I'd use characters 12/24/12 and re-roll bad rolls, I'd re-use characters from one book in another - keeping any iron keys, gold pieces and so on from quest to quest. It made no logical consistent sense, but sure as hell made it easier. Cause you know, it was so hard with re-rolling and perfect stats already...
Anyway, I digress. I killed some chameleons, dabbed their blood on my skin in order to gain their camouflage skills - it's not made apparent in the text whether this only applies to the parts of my body I daubed it on, like sunscreen, or everywhere - though for laughs' sake, I hope it's the former.
Next up I came across a boneyard, which is one of those 'only in FF' things. Though I did once live in a student flat with a cat who had a stash of dead creatures behind the couch. The 'Bonekeeper' needed a new knife for carving his 'magic' rings, so I gave him the one I had in exchange for a ring that warded off werewolves. At least, that's what he said.
So far, so good. I'm feeling like I'm doing well, making good progress. I've had lucky rolls, I'm collecting a lot of gear, and I'm coming across fortuitious poems such as: 'To go beyond a granite door, press the numbers one, eight, four,' inscribed into boulders. Think about this. Someone went to the trouble of composing and carving a rhyming couplet into a random boulder about a particular granite door in some place not even I, on a quest where I'm likely to need to go through a granite door at some point, know. It's the FF equivalent of the modern, I don't know, reading a random article on Czechoslovakian economics then there being a question on it at that night's pub quiz. Or something. Either way, it's a slow golf clap for Livingstone here, surely.
But I was never to find out, as a wood demon - some kind of evil Ent - grabbed me, I failed a roll, and as I'd dropped my sword (where was my skill roll for that?!) reached for my knife... which I'd swapped for a bone ring, so I was crushed to death.
Damn.
I was actually really enojying CotS, others say it's quite difficult though - I never got that impression, but sure I would have eventually. I'm going to assume you don't need the werewolf ring, for one, though.
I'd recommend it, for sure, but if it really is as hard as others say, it could get frustrating over a few reads.
My copy is the same as the pic above, excpet with a '26' in a yellow circle in the top right, and a message in pen inside the front cover - 'To Tony, with love from Anne & Bob.' I suppose I can't say for certain the copy pictured above doesn't also have this dedication, but what are the chances?
Probably greater than finding a random boulder with the pin number to a random door, that's for sure!
Posted by
Dan
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20:30
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Saturday, 9 August 2008
#25 - Beneath Nightmare Castle
I don't really have any memories of Beneath Nightmare Castle - when a single FF book cost as much, if not more than I earnt a week it was inevitable I'd miss some. The horror genre isn't particularly up my alley either, so I wasn't sure what to expect here.
But I sure as hell didn't expect to die four pages in!
I rolled 7/20/7, and willpower 12, which didn't bode too well. Basically, I'd suck in a fight, but would persevere anyway, never a good combination.
In BNC, you're back in town to see an old friend, Baron Tholdur, but something's gone horribly wrong - the town seems oddly quiet, and your old friend is under the control of a powerful wizard, or something. I never did work out what exactly was going on.
This is partly down to the fact there's no picture for the first entry, nor the introduction. It's straight into the story, what little story there seems to be so far. Not surprised though - the artwork throughout is pretty poor, though I've read elsewhere some of it was taken out prior to publication. If it was anything like the art that made it through, I've no idea why. It's pretty lame.
So a guy cuts me free and buggers off, so I decide to check out where I am - and am captured, bludgeoned unconscious, and tortured - without loss of stamina, which I think is weird, until I'm told I'm dead. The same thing would have happened had I ignored the voice offering to cut me free. Damn.
Well within my restart boundaries, this time I high-tail it out of there at first chance. I can't bash the door down though, and have to fight no less than six swordsman. Come on! Not only have there already been two or three oppurtunities for instant death, but I have to fight six dudes, armed only with a skill of seven? And I can't even use my full complement of stamina - if they get me down to two, it's all over. Seriously?
Only a lucky succession of dice rolls keeps me alive, and my character decides it's time for a drink, and wanders off to a tavern for rest. Err, I've played enough FF books now to know going to a tavern is not usually a good idea when you're low on stamina, but I've no choice it seems.
The tavern owner is a mate of our old friend Tholdur, and tells me to hunt down the town's oldest man, Huw, for advice. I do, but not before coming across a 'crate of limbs' that seriously threatens my willpower.
The old guy, whom I have to assume is Welsh going by his name, isn't a lot of help. He asks for the ring Tholdur gave me, I hand it over, he makes me do a simple test and lifts my initial willpower and stamina by a point. Hmmm. Skill and luck, now that would have been useful!
Anyway, I follow his directions into the keep, kill an ogre, he shows me his secret passageway down, I take it, and am captured again. This time however, I'm taken straight to the Baron, who doesn't remember me. Hmmm. After killing and escaping from my captor, I trip and fall into some kind of slime thing, which eats me. Hmmm.
I don't know about this one. Everything was a bit vague, but not in the Creature of Havoc kind of way; it always seemed like a wrong move would end in instant death, which made it hard to get too involved in the story. The cover and art didn't inspire me, and the writing seemed a little bland.
Or maybe I'm just not a fan of the genre Beneath Nightmare Castle falls into. Others have rated it highly.
Posted by
Dan
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20:26
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Saturday, 2 August 2008
#24 - Creature of Havoc
Looking at the adventure sheet, you'd think Creature of Havoc, another adventure from Steve Jackson #1, is a simple, classic romp through Allansia - you'd be quite wrong, as I was.
The first sign this isn't any ordinary FF adventure is the 20-page introduction; if you thought parts of The Phantom Menace were interminable, you ain't read nothing yet. The frustration of having to read The Hobbit before you can launch into the Lord of the Rings is capped off with the phrase, on the 20th page: 'Much of what you have read will be of little help to you...' Well, fuck you too, Steve #1. I've already used up half the time I've allocated to playing this book reading an intro which is mostly useless. Save it for the novels!
Anyway, in short you're some kind of beast, you're not really sure who or what you are, but you're probably the result of experiments that seem to have come right out of the new X Files flick (which by spooky coincendence, I saw earlier today - highly recommended). You can kill enemies with a single blow, provided you roll a double, which is pretty awesome.
So despite the long, expansive (yeah, that's what we'll call it) intro, I start the adventure wandering in some kind of dark corridoors, soon finding an injured dwarf. Trying to wake him up, I crush him to death... oops. I see. I don't know my own strength. He's carrying a piece of leather hide, with writing I can't read, which my character decides on his own is useful, and some shiny, round pieces of metal, which aren't. Apart from character development and immersion into the world of Creature of Havoc, I'm not sure why I'd find a piece of leather interesting and coins not so... but alright, I'm playing along.
But any goodwill I might have towards the book is ruined over the next quarter of an hour, during which every single move is decided either by the book or dice rolls. Not just tests of luck or or skill, which would still be random but keep the game part of the book individual to each player to a small degree, but things like 'roll 1-3, you go west; roll 4-6, you go east'. Throw in a few fights, and already we're three-quarters of an hour into starting Creature of Havoc and we've made but a single decision as to the fate of our character.
At some point, suddenly I'm able to choose where I go - but it's still all random decisions of east/west, open/don't open, etc. I look at a parchment written in what sounds like a mixture of Tolkien Elven and Welsh, get cursed by a zombie, find an orb.
Ah, the orb. It speaks to me, and I'm beginning to think I can read this: 'Did you think you could theif the orb of Zharradan Marr?' The rest of it's a little harder to decipher, so I leave... the orb seems evil.
The next place I randomly wander into burns me to death. Yep, that about sums up the book.
So, there are promising flashes in Creature of Havoc - the fact I think I could actually start to read the Elven/Welsh, the slow shift towards being able to actually choose what my character could do, and I assume that intro is useful for something. Surely!
The book also has more than the usual 400 pages, so perhaps Steve was going for something a little deeper than the usual hack-n-slash or was looking for a different way to expand an adventure than the usual extra-rules method. It seems like one with depth that perhaps I didn't get to encounter; perhaps I was a little harsh on Steve #1 earlier.
So much like the previous book I covered, if you've got the time, Creature of Havoc might just be one of the better FF gamebooks, but as a once-off, it's frustrating and random.
If you're wondering why I skipped book #23, it's because I don't have it. Anyone care to expensively lend a copy to someone (probably) on the other side of the world?
Posted by
Dan
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18:05
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Saturday, 26 July 2008
#22 - Robot Commando
When I picked up Robot Commando, I got ridiculously excited - just look at that cover! It's a dinosaur biting what looks like a Transformer, and the title combines the best of what I loved as an '80s kid - robots and Commando. Oh, and I was obsessed with dinosaurs. Completely bonkers.
So I was pretty thrilled to realise that unlike some other FF books, the cover showed exactly what was inside - actually, it failed to mention that not only are there robots fighting dinosaurs in a Schwarzenagger-esque one-man mission to save the world, but you actually wear the robot. (It was a toss-up between that and The Simpsons for that link...)
Basically, your planet has been invaded by an alien race, and they've put everyone to sleep - except you, somehow. It's your job to defeat the invading army, singlehandedly, whilst avoiding being killed by the dinosaurs that roam the planet you call home.
Truly awesome.
So, I rolled 11/18/9, grabbed a standard 'cowboy' model robot and beelined for the City of Knowledge - figuring I'd need to know what I'd need before hitting up the City of Industry. On the way to the CoK, I killed a pteranodon, and soon came across a digger, apparently a potential replacement for my current robot. Well, we have diggers on Earth, and they're nowhere near as exciting as wearable cowboy robots.
Once at the CoK, I went to the interestingly named 'War College'. We don't have those on Earth, at least not in this part of the world, and it sounded useful. We're at war, and I'm wearing a giant robot, remember.
I was soon attacked by a Karossean (the bad guys), whom I defeated... I went to check out his remains, when he self-destructed and destroyed my robot... which without, I was quickly dispatched by the other Karosseans.
Hmmm. I counted this within the 'restart' boundary, and err, restarted. With the same rolls, as I was pretty happy with those.
So, I quickly made it back to the same spot, killed him, and continued onto the War College. The Karosseans were closing in, and I only had time to read one book - I chose the one called 'Emergency Procedures', considering I was in an emergency, and it was useless. Damn. I escaped, jumping into one of their robots - the Starscream model, I suppose - and escaped.
I went to the Medical College, and made a potion - the antidote to the sleeping virus! I could only make one litre, and it was so volatile it could only be used once. Hmmm. Somehow knowing this jar would still be usefel, I took it with me. There were weird noises, so I bolted.
Next up was the museum, and I went to the Karossean cultural display, to learn about these assholes. I found a dead one, stole his uniform - I assume we fit their clothes? - and soon realised they'd been messing about with the T-Rex exhibit. Hmmm.. must be time to bail this place too!
Onto the dinosaur preserve. I didn't find anything in the admin department (Yeah, I found a freakin' dinosaur preserve, and the first thing I did was check out the freakin' admin dept), but in the barn was a super cowboy robot. If there's one thing better than a cowboy robot or a wearable Starscream, it's something prefixed 'super'.
The dino reserve itself contained vicious Triceratops, plural (however you do it), so I left there. One thing the super cowboy robot couldn't do was fly, damnit. It was one of those times I felt like something was just out of reach due to an idiot ('wow, it has 'super' in the name') decision earlier on.
Next up I travelled to the City of Industry, and it was significantly more boring than the City of Knowledge, much to my surprise. I got my robot touched up a but, got hit on the head by a falling book, and found an ape who did my robot some further fixing.
Okay, no rocket add-ons or super heavy-duty robots? Anyway, onto the City of Pleasure, something to alleive the dull monotony of industry.
Once there, being the geek I am I went straight to the arcade, and a game called Wasp Fighter, which proved that playing games is good for you - my skill against robots increased by one. Bouyed, I played Dinosaur Hunter next, which was fun, then 'Zap the Karossean'. This one was broken, and zapped me back.
Onto the City of Jungles, where I found a serpent robot.
If this entry's getting a little dull, it's because around here the book did for me too. It started so damn well, and I'm not sure exactly what wrong. I think a little freedom is great in FF books, but perhaps this one went a little too far - I was eventually killed in the Capitol City, after being asked for the return call by some Karosseans, and failing. It was a pretty dull end to an adventure that opened so excitingly, but got far too open and wide far too quickly, without a focus or clue as to just how defeating the invaders would be achieved.
I think this book has the real potential to be a classic, for someone willing to buckle down and nut it out - but for a casual stroll, it's too open. It's obvious there's a huge amount to do, places to go, choices to make and paths to follow - and for this, Steve Jackson #2 has to be applauded.
So if you're just in the mood to have a romp through a land full of robot-wearing commandos and loose dinosaurs (to be honest, who is never in the mood for that?!), Robot Commando is perfect. If you're in the mood for a deep, open and mysterious FF adventure, ditto.
But if focus and a linear plot is what you're after, or perhaps a quick read, go elsewhere.
Perhaps tonight, I was just in the mood for something quicker! Any way you look at it, I'm on a bad run at the moment... and I won't be passing Masks of Mayhem, #23, as it's the first gap in my collection, and hasn't been republished in the current series. I picked up Legend of Zagor the other day from Borders, though I'm several months from visiting that one at the moment.
So: all in all, Robot Commando is good if you have the time and patience to give it a decent shot; and a robot made of whatever the Terminator is.
Posted by
Dan
at
21:31
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Saturday, 19 July 2008
#21 - Trial Of Champions
Unlike others, I wouldn't call Trial Of Champions a sequel to Deathtrap Dungeon - it's not as if you're playing the same character with the same motivations or anything. This is probably just as well, as I doubt a corpse would get very far.
This time around you're a slave belonging to the maze owner's brother, Lord Carnass, and he wants a strong contender to represent him in the competition, to stick it to his bro', as all brothers do. Apparently someone won it the year before (not me, mind you) so Baron Sukumvit redesigned the competition from scratch to make it more evil.
Carnass has 42 slaves, but can only send one for some reason, so puts us all through challenges - not like a trial, to be honest, as the losers are put to death, if they're not dead already.
Sounds a little complex and two-parted, huh? Well, that's nothing compared to the adventure sheet. Just skill, stamina, luck, some boxes for fights, and one for equipment/notes. No food, magic, treasure, nothing. Sensing fisticuffs would feature heavily, without even a mention of weaponry in the intro I was glad to roll 12 skill, 21 stamina and 11 luck. Though, somewhat ironically, these high rolls would result in my eventual downfall.
I survived the first test - running on hot coals with a sack of rocks on my back, thanks to a technique I developed long ago while at high school - the slower you run, the less energy you lose. Next up, I had a choice of going into battle with either a sword and shield, or a net and trident. When faced with such a choice, always choose the quirky gear, 'cause you're bound to be facing an opponent whose weaknesses match, and this was no different.
What did amuse me was the name of the creature - Bonecrusher. I had a snail by that name when I was a little one.
Anyway, the next challenge was dodging spinning blades, and a skill of 12 certainly came in handy here. So many times I was faced with challenges of skill, and every time I came out of feeling like I must've been wearing my undies on the outside and a cape. Even a blindfolded fight with morning stars went my way without trouble, as did the final battle against the last other slave alive. Lord Carnuss really should've thought about how much money he was losing with each death!
So although I doubt the chances of making it through this part of the book were 1/42, I still felt pretty good, and even better so when a week of gorging and living in luxury restored my stamina to its initial level. I know in real life when I gorge and live luxuriously, the opposite happens.
Into the dungeon I went, second in line, but obviously whoever went in first was chicken - they didn't even open the door with the 'keep out' sign. I did, killed the hellhound, and found a gold ring. Sweet. I wasn't given the option to wear it and lose skill points, so I figured it must be useful.
Next up I found a bunch of spears hanging from the ceiling, so took one. No, it didn't seem scary at all, for some reason. So far so fail, Sukumvit, I was thinking, till a random crossbow bolt took a skill point off me. Damn you, Livingstone! Yep, when things are going well, it's Sukumvit's fault, when they go badly, it's Livingstone's.
Next up I found some orcs having a dagger-throwing contest, which was unlucky, as I was a much bigger target than the rat they were using before. Oddly, the dagger I had to rip from my arm only did 2 stamina damage; I assume it hit my muscly arm, while the crossbow bolt hit that arm of mine which is directly attached to my heart, or something.
Killed them, took the breastplate, got my skill point back and eventually came across a little mischevious-looking dude in a glass bowl. I should've guessed, but he was a thief and stole my pouch, where I was keeping my gold ring. Bastard! Oddly enough, later on I came across a bell, rang it, and a dove delivered me a gold ring (once again, not one I had the option of wearing); so I figure owning a gold ring must've been important at some point in the book, not that I got to find out.
As if to balance the universe, I then randomly, without much effort stumbled across a magic sword. Now, no indication was given in the text how I knew it was a magic sword - no mention was made of lightning bolts firing out the end or an eerie glow, and I didn't get any increase in skill. What a lame magic sword.
It was even lamer when I came up against a 'Skeleton King' (what, the skeleton king? Weren't the skeleton serfs annoyed their king was living in an amusement park? A deadly amusement park, but one nonetheless?) and I was told that unless I had a hammer, I'd do only one point of damage with each hit. What, a hammer can do two, but a magic fucking sword can only do one? Eh?!
Anyway, before that encounter I did come across a couple of his subjects lounging about, posing riddles. One pointed to the other, and said: "Brothers and sisters I have none, but this man's father is my father's son." I know this is an ages-old riddle, and I should've known the answer right off, but I've been looking at family trees regularly while playing my newly-acquired Medieval II: Total War, and got a little confused, 'cause 'sister' wasn't an option. Eventually my graph (yeah, I know it shouldn't have taken this much thinking) showed me the answer, and I got an iron key for my troubles.
Alright, it's a planned maze, I figure the placement of probably essential items in artificialy situations is probably fair, this time!
So eventually I come across Buddha, except he's masquerading under the name 'Trialmaster'. I beat his caveman in tug-of-war, solved his junior school maths problem and beat him in a bout of kendo. Once again, or perhaps even thrice, it helped having a skill level of 12.
Skipping past a fountain (too obvious, Livingstone, surely!) I defeated the aforementioned Skeleton King and killed a giant worm (I should have known better than to open a grill on the floor, I mean, really...). Still, given the option to check out its lair, I was game. I found a sheet of paper in a bottle with the sentence: "There is a door behind the pile of stones." Strangely, the text told me this made no sense. Odd, cause I know what door means, I know what behind means, I know what stones are, and I've already proved I can do maths and solve riddles - I'm not just an idiot slave, damnit!
It wasn't long before I found the pile of rocks, and the door was right there, behind it, mentioned in the same damn paragraph. Some help, condescending previous location!
I wandered in and found an elf being eaten by a giant tongue. This was the first contact I'd had with another contestant - unlike Deathtrap Dungeon, this was a pretty solitary adventure. Maybe it was written as such, and when it didn't fill 400 pages, the trial was added? Or maybe the trial bloated, so the trip inside the dungeon was simplified? I mean, so far it seemed the only essential thing I'd need would be a gold key! And some brains...
Anyway, I went through the mouth where the tongue was, and heard some music. I slap my forehead now, but being a music geek, I decided to check it out - apparently it was real good! Yeah, I temporarily forgot I was the FF world. It was a siren.
And here's where having a skill of 12 paid off badly! I was heading towards her when a tentacle or something grabbed my leg, pulling me under. I rolled equal to or lower than my skill level, of course, throwing it off and continuing onwards toward doom.
If only I'd rolled a 13 or something, damnit! I had a quick viddy and saw that failing would've saved me, most likely. Dang. I have to say, well played Livingstone. Nice twist.
I think perhaps although Deathtrap Dungeon was definitely better in atmosphere and structure, Trial Of Champions pips it for playability and style. It's easier - maybe not to finish, I can't say as I didn't complete either, but it didn't seem like there were too many die/pass 50/50s. I wouldn't know if I happened to choose the correct way each time though, of course. I also feel like it wouldn't take too many attempts to complete, with decent dice rolls, while Deathtrap seems very particular about what you do.
Overall, I'd say Deathtrap Dungeon was better, but Trial Of Champions more fun. It's like comparing Pinkerton to The Red Album - on any given day I'll chuck on the latter, but every now and then, but only when the time is right, I'll pull out the former and deal with the full-on version.
Or something...!?
My cover's the same as above, but has a '21' in a yellow oval in the top right. I'm not sure what this means, except to guess perhaps they were celebrating FF's 21st. Inside the front cover Crypt of the Sorcerer and Beneath Nightmare Castle are advertised, so I suppose it's a later printing?
Pretty good overall, but a few less 'you find a door - do you open it?' scenarious would've been better.
I'm only one book from my first missing one now, which is #23, Masks Of Mayhem.
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