![]() Promoting munchkinism and min-maxing over flawed characters? blashphemy! But this isn't D&D, and there aren't any gamebook aficionados who'd seriously argue that Ian Livingstone's random insta-death, impossibly hard monsters, and start again from the very beginning because you didn't find the right keys, gems or body parts at the very last encounter is actually a better way of writing gamebooks, but then Ian does have an OBE. Not only that, but (bear in mind I'm still playing through chapter 1) the narrative drive is essentially about levelling up, getting better equipment, and creating ever more powerful character builds. Puffin wanted friendly covers on the books but Ian and Steve wanted something more violent and used some of the Games Workshop artists instead as they thought that this artwork would be a better way of drawing the reader in. "Now, if Gamebooks were D&D, I can imagine the grognard-o-sphere scoffing about the kids today, their sense of entitlement to win, and their inability to deal with loosing, having to have everything handed to them on a plate, being molly-coddled. That synopsis eventually became The Warlock Of Firetop Mountain, which became the first Fighting Fantasy book in 1982. Well said! Zhu said something similar on his blog review of DestinyQuest: Stuart: "If there's one thing that almost thirty years of Fighting Fantasy has taught us, it's that impossible situations are not fun." (I guess at least Littlebig broke the Curse of Mungo!)Īnd you're right - Ghost Road is pleasantly good! :-) It could have just been done *better*, particularly as it was the first new FF in what, 10 years? Imagine if the dungeon complex beneath Darkwood Forest linked up with the Dark Elf city of Tiranduil Kelthas or if Yaztromo accompanied you, or stuff like that. "Although I will admit "old school charm" probably doesn't best display 15 years experience in the video game industry." Kieran: I get where you're coming from, and I do like this:
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