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Fighting Fantasy Gamebooks

Published by Puffin Books in the UK and Dell Laurel Leaf in America, these 59 titles defined the gamebook phenomenon. The series ceased being published in the United States after book 21 with certain volumes reprinted by iBooks™ in America and Wizard™ Books in the UK

Space Assassin
The Citadel of Chaos
The Rings of Kether
Starship Traveller
City of Thieves
Steve Jackson's Sorcery! KHARÉ — Cityport of Traps
Appointment with F.E.A.R.
Deathtrap Dungeon

HIGH SKILL, STAMINA, and LUCK SCORES

How in the world did a gamebook series like Fighting Fantasy reach fifty-nine published volumes?

Each book is completely singular with no provision for developing a character across storylines.

Each setting differs from fantasy to science fiction to horror; and the creators of the series don't even write as much after book 11 — instead endorsing newly written titles by different authors with "We present this book."

The combat system is so simple that, in the majority of cases, it declares two opponents have the ability to inflict the exact same amount in damage every turn — unless they're "lucky" in which case this damage varies by one.

Still, the Fighting Fantasy line was the standard that almost all other gamebooks seemed to fail — usually by overemphasizing efforts at being creatively distinct only to wind up tragically distinct.

Maintaining this distinction appears to be the result of Steve Jackson and Ian Livingstone following (enforcing?) key themes across the multi-genre series:

Pacing. Remember the "game" in gamebook. Keep text entries sharp and concise with decision points and encounters occurring ASAP.

Sensory Description. Don't waste space describing what the reader's character is thinking. Instead, write effectively into the five human senses of sight, smell, sound, taste, and touch and let the reader's own experience fuel the imagination.

Roll the Dice and Be Done With It. If only role playing game companies came to grips with this realization, "the world's most popular role playing game" wouldn't be taking over; a better system is more elusive and less enjoyable than a well written adventure. [automobile analogy warning] If your old car is working fine, why buy a new one if all you're going to do is drive to work. Sure, you'll play with all the new gadgets and maybe even drive to work a little faster but then... you should be aware of what you're doing... you're only driving to work... faster...

[stepping to well-lit podium with squeaky microphone]

It is our belief that most role playing game companies, with their seemingly endless new editions of rules (in the name of some sort of evolution), are just driving to work every day.

[stepping away from well-lit podium with squeaky microphone]

Instead, the little econo-hatchback that is the Fighting Fantasy game system is a fuel-efficient vehicle with no air and an AM radio; it allows the reader to explore and interact with an altogether different universe at almost every new volume. Limited variation, like a clever magic system in Steve Jackson's Sorcery! series, happens more than once but not so much that veterans or newbies have to learn a new set of rules each book.

In the "gamebook boom" of the mid to late 1980's, purchasing from any other gamebook series would require you to Test Your Luck.

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