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What Gamebooks are you Read-playing?
- ChristopherMD
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- Road Warrior
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Anyway, I thought I'd kick off a thread as some folks here might be interest in this upcoming one. The author is well-known in the genre -- I'm probably going to play his Dracula one next. But the below one is Arkham Horror investigations where you play as either Agnes Baker, Nathaniel Cho, or Rex Murphy.
aconytebooks.com/shop/darkness-over-arkham-by-jonthan-green/
Anyone else still play these?
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On a little bit of a different note- the CoC solo adventures were also well done. I played Alone Against the Dark and Alone Against the Frost. I think they also put out a new one recently.
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- Virabhadra
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- D6
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- ChristopherMD
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www.projectaon.org/en/Main/Books
I think the Fabled Lands books are free somewhere too.
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- ChristopherMD
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I picked up Expeditionary Company to try. Its a cancelled Kickstarter that they put out POD with downloads on their website.
huge-gamebooks.com/expeditionary-company/
Its sort of a Gamebook/RPG as it has heavy RPG-ish rules for travel. You play the owner of a company that rents wagons and security to transport cargo/people safely to other towns. So part of the game is keeping your company profitable and the other part is going on caravan journeys. You select pre-genned guards and outfit them like a party. Then travel for however many days to reach your destination while using the guards to deal with events/disasters/monsters; so that your wagon and cargo stay safe and on schedule.
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- ChristopherMD
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Outside of that, I read Cages of Fear. Or rather, I died reading Cages of Fear. That's okay. The book is very similar to Escape the Dark Castle. Except there's actually less text in the book. You get a couple pages where you escape the dungeon. Every full page after is an encounter. You roll d3 when you win a fight and go forward that many pages. When you survive until the end (yeah, I looked) you fight one of three bosses based on your character type. Then a page of exit text I didn't read yet. Its an efficient, well-thought out little book. The combat is just 1d6 verses 1d6, higher deals damage, until one of you is dead or you flee. It's fun and cheap but the combat might be too simple for a book based on just combat (again, not much text) and not skills or puzzles. Its lack of prose means its competing with simpler board/card games which is probably not a good idea but at the same time I will play it more and hope they write more like it.
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A website called "Home of the Underdogs" scanned a whole bunch of books, which you can now find on Abandonia or Annarchive .
A collection of good stuff, including Way of the Tiger, Cretan Chronicles, Fabled Lands, 2000AD Diceman, Combat Commander (set in the worlds of famous Sci-Fi novels), Middle Earth Quest, Narnia, and the fairly funky Stainless Steel Rat written by Harry Harrison himself. I also have some fond nostalgia for the "real life" series that I read as a kid and which puts you into historical settings.
Proteus Magazine.
I remember gamebooks coming up a few years back in conversation with Andy; as then, I give a strong recommendation for Kim Newman's "Life's Lottery" (although it's an interactive novel rather than a gamebook, it's incredibly good).
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Target audience is 9+ and so far it has tested really well. Made it in Twine which is a great program for doing these kinds of games. The plan is for it to be printed in August, but only in Danish so far.
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You are the chosen one. You are the adventurer destined to save your village. Everey since the magical macguffin was stolen from you, everything has gone downhill. You've suffered famine, disease, a swarm of killer snails*, and not to forget a long period of time where you all made a lot of foul-smelling farts. However, the latter can be related to the fact that the only thing surviving the swarm of snails was your cabbage.
Anyways, you were awakened this morning by the council of town elders. They told you that you were the village's only hope, and that your destiny was to go on a quest to steal the magical macguffin back from the lousy kobold who stole it from you. The kobold is notorious for stealing treasures, and it lives in a dungeon smack full of monsteres and traps that no one has ever survived. But now you are the chosen one who has to face all the dangers and do that; survive.
The village had a very solemn ceremony where you were blesse by the local priest and all that. You felt very chosen, but you would have felt the somberness of the situation even more if you hadn't done more or less the exact same thing several times for the past two weeks. Because, yes, you are the chosen one, but you are not the first chosen one. You are in fact the fifth to be told that they are destined to save the village and that with the priest's blessing, everything will be fine. But none of the other chosen ones has returned, so now it's your turn.
To be honest, you don't have a lot of adventuring experience. But you once found an ancient, rusty sword in a hollow tree, and you're pretty sure that's the reason it's your turn to be the chosen one. Because you are the only one left in the village with an actual sword.
So now you are on your way towards the kobold's dungeon which you believe is somewhere to the north. Yes, being the fifth chosen one also meant that all the good maps of the area had been taken, so you got a bad one. And you also got, as the other chosen ones, three items to help you on your quest.
"Three things you shall need, if your quest is to succeed," the eldest said. Normally she didn't speak in rhymes, but apparantly she felt it was fitting in the moment. She also said something about it having to be three things because the number was magical, and it all sounded right, you thought. That was until you saw what items you could choose from. Because here, too, the previous chosen ones had scored the best stuff.
You could choose between six different and very not magical items. The eldest pointed out that some monsters can be defeate by the strangest items, but she didn't sound all that convinced herself.
Choose three items from the list to be the ones you picked. Write your choices on a piece of paper.
- A back of GELO-bricks.**
- A mostly dead potted plant.
- A box of breath mints (without the breath mints).
- A ball of yarn.
- A small mirror.
- The hoof from a goat (without the rest of the goat).
- A small silver bell.
So, here you are. You've got your short buckled at your belt, a blanket on you back, and you also got a flask of water and the last bread in the village. And as the village disappears behind you, you feel more and more like a real adventurer. Plus, the other chosen ones might have defeated some of the monsters already. So maybe it'll just be a nice walk and soon you'll have saved the village and everyone will celebrate you for being a true hero. And no matter what, you won't be at home if the swarm of snails returns, so that's an added bonus.
You see a fork in the road ahead, and you whistle a jaunty tune as you Korsvejen
* Yes, a swarm. It was the quite rare flying killer snails, and when they've attacke a village's lettuce, beans and - on very dark days - children, you really want them to be even rarer.
** GELO-bricks are in no way whatsoever the same as LEGOs. We aree, after all, in the fantasy times, so LEGO hasn't been invented yet. Totally not the same.
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Imaginary Worlds - You Are Lone Wolf: A Father/Son Quest
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