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/tg/ - Traditional Games

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File: 2677252f735dea7⋯.jpg (242.82 KB,1392x1104,29:23,ff_1.jpg)

File: ff88c4c7fa860ab⋯.jpg (305.17 KB,864x529,864:529,Fabled-Lands-world-map.jpg)

 No.424788

For the young ones: Gamebooks are a form of solitaire RPGs, but with greater emphasis on storytelling than usual in that genre.

They used to come in actual paper form where you'd read a paragraph, make a roll against some skill or other, maybe fight a goblin, and then it'd tell you which paragraph to go to depending on the outcome. Or you'd select which way you wanted to take.

Usually very hard, and especially the earlier ones with copious amounts of bullshit "you died" outcomes that you really only can prevent by having read that paragraph before. That's the main reason many people cheat at them.

Fighting fantasy would be the largest series in the genre, but personally I prefer Fabled Lands by a large margins. 7 Books that somehow manage to get an open-world RPG in bookform. Also has a Java-app with the first 6 books over here: http://flapp.sourceforge.net/

I've just remembered the latter and started a new playthrough starting in book one. And so I wanted to ask: Anyone else here playing this stuff? Any recommendations? Writeups?

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 No.424855

I also remember hearing about another series of books called Lone Wolf which I believe got a digital release as a kind of visual novel. I may have to ask in the VN thread on /v/ if they have anything like that available. Additionally you might want to look at something like the Queen's Blade series of books. They are purely combat, but I believe they can be run solitaire and could serve as the basis for a new type of entry in the genre, one where the player creates their own combat book as they go through adventures learning techniques and spells. Finally, I remeber someone posting about a group of books, "Mystic something or other" that could be used a resource to remove the GM work from a game. Combine with your system of choice and you can create your own adventures for play alone or with a group.

What I'd like to see is a system where character creation starts at the beginning with you selecting certain traits (brash versus cautious, outspoken versus introverted, booksmart versus streetsmart, etc.) that then either directly decide your actions at certain parts or add modifiers to rolls. So if you're brash maybe your character will be more likely to explore a dark cave (for good or ill) and cautious characters might be more prone to running from fearful yet actually weak encounters. That being said with languages like python and videogame design tools like RPGmaker being so easy to use I feel many of these ideas are easier to realize in the digital realm.

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 No.424891

File: 034348eea274dba⋯.jpg (63.36 KB,652x1064,163:266,figfan02.jpg)

I played some of these gamebooks in the mid/late 80's. Mostly Fighting Fantasy, Sorcery!, some of the earlier Lone Wolf, and some french translations of DSA solos called L'Oeil Noir. They're all pretty interesting in their own right, but it's better to start with the FF series since they're the simplest. Just start with the first book, in fact (Warlock of Firetop Mountain) and play them in sequence like that. I would advise that you don't cheat yourself and fudge any die rolls, because it's pointless. Some of the books are pretty hard and you'll definitely need to make a map of some sort (nothing fancy, just circles connected by lines and some notes will do). Most of these books are pretty "linear" in the sense that you can't backtrack much. Scorpion Swamp was the first that stands out and lets you backtrack at will. The second book (pic) added a simple magic system, which was a nice touch. Some books also add their own special touch, like the Fear stat in House of Hell.

Once you played a bunch of the FF books, you'll probably yearn for a bit more. That's what Sorcery! was for. It's a big 4-book epic with more developed magic system than in FF2. I never finished this series, only got up to book 2 back in the day, but it was pretty badass at the time. Lone Wolf was the other option to a more developped story, but frankly I don't even remember what it was even about anymore. Well that just means it'll be fun to play them again! ^_^ The DSA (Oeil Noir) stuff doesn't much stand out as gamebooks (they're more or less on the level of the FF stuff) but the rules are more developped since it's an actual RPG that was designed for group play. So I guess it compares more to Advanced Fighting Fantasy and Tunnels & Trolls in that respect. But you'll need to know french or german to play those solos, I doubt they got translated to english. Just try Tunnels & Trolls at that point... Most of the T&T solo advantures have been scanned and posted in the PDF request threads over the past years, so they're easy to find now. Unfortunately that can't be said about the Fighting Fantasy books, which have been scanned but they're the most horrid scans I've ever come accross (smudged, blurry, low-res, off-center, pages missing, and so on). Hopefully someone will correct this at some point.

To finish, I'd like to mention a text CRPG that's almost like a gamebook and might be a good place to start, if you can't get any FF books. It's called Eamon and was originally made for the Apple II, completely in BASIC language. There's around 250 scenarios that you can play. You just need an Apple II emulator and the disk images that can be downloaded from http://eamonag.org/ and there's a bit of a review here: https://www.filfre.net/2011/09/eamon-part-1/

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 No.424935

>>424891

Thank you for the Eamon link. I'd never heard of it before, but it seems amazing.

It's insane how much was accomplished with ancient hardware.

Some FF books (the more popular ones) also got modern adaptations, look for Fighting Fantasy Classics on Steam, there's even a free adventure (Bloodbones, FF 61). The adaptation is fairly straightforward, just with some looping background sounds, and it even has the great original artwork (nothing goes above 80's inksketches).

Still, the collection is far, far from complete, and you don't get that nice book feel you get with the real thing.

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 No.425088

>>424855

>Lone Wolf

https://www.projectaon.org

the author released all his books for free which makes him a true hero.

since it's open there are a few automatic versions (web based and standalone) to make stuff easier to digest. it's not all combat and you have some skills which affect your route. was even working on my own version before I found those, least got problem-solving lessons out of it

>Finally, I remeber someone posting about a group of books, "Mystic something or other" that could be used a resource to remove the GM work from a game.

just pick any dungeon crawler boardgame which has more or less fluff and integration of it to some the degree (heck magic realm is basically that and it's 40 years old), there are also a few solo pnp modules for various systems. on the opposite end there's stuff like sherlock holmes consulting detective. dunno if any fantasy stuff exists, but probably.

if you're into boardgames there's also time stories which is kinda like a game book which can be played as a group with different characters (and since it's pretty popular it should've spawned some clones).

in general gamebooks.org is an incredible resource for finding stuff etc.

>What I'd like to see is a system where character creation starts at the beginning with you selecting certain traits (brash versus cautious, outspoken versus introverted, booksmart versus streetsmart, etc.) that then either directly decide your actions at certain parts or add modifiers to rolls.

there's legacy of dragonholt from FFG (the only book probably, since the designer behind it quit), certain entries have several options depending on skill and what you did before. it was sold as a dm-less adventure you can play with more than one player, but char creation seemed pretty pointless for half it's options (I highly doubt the trans character will have any relevant entries, but never checked) and it's best played solo due to how the "coop" feature it's implemented (basically you spend tokens or take turns, can't remember really).

but I'm biased when it comes to that one since I'm a fan of the universe (it's the same for the boardgames).

there's also the arkham horror lcg which is kinda like a card based pnp game, but it's more playing than reading, although some of the later stuff has some varying branch depending on what you were able to do/decided on.

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 No.425109

File: af76526d5906b49⋯.png (2.46 MB,1181x1594,1181:1594,ClipboardImage.png)

>>424891

>DSA solos

Never played it myself but I was once told a really fun story by a long time DSA player. Whenever someone in his old group made a new character they'd play through the adventure Nedime - die Tochter des Kalifen first (at least I think that was the one), since it had some potions that would raise all your attributes. After a while they all had the entire adventure memorized completely.

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 No.425620

Blood Sword was my gamebook series of choice.

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 No.425632

i have never heard of these before. i had heard of pick your own adventure but found it boring. trying out the java game right now. thank you for sharing this.

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 No.425647

File: d39254774d2bacd⋯.pdf (624.69 KB,B05 - Nedime die Tochter d….pdf)

>>425109

>Never played it

Take this pdf and a bit of time then.

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