Note to the audience: this post is going to be a long one, and it's mostly about the "elaborate combat system" that the books promise. It's going to have a lot of reading of the actual book, and if you're not interested in the game mechanics of Fighting Fantasy, you might want to give today's installment a miss.
Having passed the dragon some nighttime cold medicine, we enter into the book proper. After the usual copyright information we reach a table of contents. Keep in mind that this book is 187 pages in print.
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| It's like if mapquest gave up after your driveway. |
I know that a table of contents after the game part begins is pretty much impossible, because of how you progress through the book, but I still get a chuckle out of it stopping at page 23. You could so easily not have a table of contents and just flip through the handful of pages looking for the big title texts. That's what I used to do.
There is one more thing before we get to the actual content of the book. It's small, but I wanted to point it out:
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| No jokes. I just thought this was sweet. |
I have no idea who these people are, but they know, and maybe someone reading this knows. In any book dedications are a nice touch, and I like the way these compliments are framed.
But, enough sappy delays, it's time for the good stuff!
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Now that's a Dreamworks movie I'd watch.
I've been debating how to actually go through this section. Whether to show it page by page, or just summarize it. I think for full context I'm going to provide the introductory text in full, broken up with commentary, but probably only for this first book. Later books I'll talk about changes and maybe individual sections, but for this first journey let's experience the game in full.
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Pretty sure my strength is 'too lazy to get into danger'.
My weakness is 'unable to cope with danger'. |
Okay, the prose here is... abominable. No amount of nostalgia is hiding that. I know it's just the rules text and being informative is the primary concern, but it's all so stark and imageless, especially for the first page. It doesn't draw me in to this world, or in to this vague character it's starting to shape. It's too detached for either an immersive dive, or the promise of challenge.
I do now have some context. I'm on an adventure. I've got provisions (which need explicit explanation, but I guess not every kid has a dictionary), a rucksack, a shield and a sword. Nice barebones list. Hope I have something to wear, but I guess that wasn't important. The adventure is something I've had time to prepare for, which means my character is going to be at least somewhat competent at this.
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| Because random character stas is never controversial. |
That advice on using a pencil is a filthy lie! As a child naive enough to take the game at its word, I readily grabbed up my pencil to record the details, only to find that a sharp pencil pierced the cheap paper, and a blunt pencil's marks smudged and vanished when the book closed. Much better to just apply your stats on your own scrap paper. If you're really smart you can use your character sheet as a bookmark when your parents yell at you to turn the lights off.
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I'm going to jump ahead and show the character sheet here:
The character sheet is pretty good. Spaces are a little undersized for my giant handwriting, but that can't be helped with a small paperback. It has all the information laid out neatly enough, and the flourishes of the fake parchment are nice. My only real complaint is how that flourish conflicts with the very boxing writing spaces.
Oh, right, and the fact that it's spread across two pages early in the book, so getting it properly spread out and open means messing up the spine, and even then it can be hard to read text that ends up in the seam. Flipping back and forth to it was such a pain. I'd keep one finger on my page, and open to the sheet, and then half pull the book apart to try and get it all visible. Ugh.
These days, printers often have photocopiers built in. Or you can go to your local library or an office supply store to get photocopying done. I was seven and it was 1997, so no chance there. Stick to scrap paper.
Now where were we...
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| One die? Let me find my d20... |
Oh, we're already on rolling, okay. Book never specifies what type of dice to use, but I think it's safe to default to d6. After all, this was before there was any expectation of specialty dice.
For convenience, I'm going to use Orokos.com for my dice rolling. My first roll, 1d6+6, is...
And I'm off to a perfect start! My stalwart hero may not be exactly without skill, but they have the bare minimum skill to be the vague adventurer type.
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| Both dice means percentile, right? |
A chance to redeem myself for all those times I cut my own hand in training! I can still be big and burly and...
Exactly average for this roll! As sturdy and brawny as the typical adventurer, but as unskilled as they come. Well, guess I'm ready to go off and–
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| We will now decide your luck by using luck. |
Oh. Huh. I thought after only Skill and Stamina were mentioned in the intro they'd be it. Guess I have to worry about the number of clovers I stuck in my hair, too.
Huzzah! Okay, so almost as lucky as these adventurers get, highly unskilled, and average stamina... kind of lines up with a bit of a fool. From these germs will grow the character. Right after I get some more context.
But, wasn't this supposed to be about the actual fighting? Let's get to it!
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| Rub out your scores, and the page, and the page behind it... |
I can't stress enough how bad an idea the eraser is. If I managed to get pencil marks without destroying the paper, taking up the eraser to banish the memory of a dead adventurer would certainly shred the cheap pulp till it was more hole than page.
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Pretty sure all the definitions just use the next word in the thesaurus.
Except for LUCK, which uses its own adjective form. |
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Alright, Luck is an actual thing in this setting. This "fantasy kingdom". Great.
... what kingdom is that exactly?
It's a bit misleading to say we'll be exploring a fantasy kingdom. I'm pretty sure that no page in
The Warlock of Firetop Mountain ever leaves the mountain. It will be at least a couple books before Fighting Fantasy has much of a world.
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| You MUST resolve it in that way, or you'll grow bat ears or a lion's tail or something. |
In the grand tradition of roleplaying games, we're going to have combat rules, and only combat rules. We're talking about how to roll the dice before we even talk about the counterintuitive way you read the actual book.
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| Monsters are very good at providing names and stats. It's a census thing. |
I don't think there's any reason to actually keep the list of each encounters, other than your own amusement. The Adventure Sheet only has room for 12 such encounters... which I suspect is not enough for a long run. Maybe I'm wrong, and it was all carefully planned out.
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| Nothing says thrilling action like a list! |
Ah, the coding for the actual fights has arrived. Okay, I make fun of the prose and the very bland presentation of information, but one thing I can say is that it's extremely clear. There's a bad habit in some roleplaying games to mix the prose and rules too much, and make things unclear. And those games have decades of previous titles to draw on. Livingstone and Jackson were forging into brand new territory.
Still, it is a pretty bland and un-evocative display. Not only is it pure numbers with almost no attempt to translate into action (other than the word 'wound'), but you can't actually do anything in the conflict except spend Luck. There appears to be no escape except absolute death.
Or, sometimes, escaping.
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| Running away not available at all battles. See monster for details. |
It's interesting that running away is automatic at cost. No roll. Makes it an interesting decision, because you get a hit, and probably lose whatever the combat might yield, but you don't risk anything.
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| It's either a mosh pit or single file. |
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This feels like it could have been cut. You always follow instructions on the page, so it's not like this is a special case or anything.
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| It does suck when your Luck is unlucky. |
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Huh... so sitting here with 11 Luck, I can only fail on a 12. If I'd rolled 1 higher, I would always succeed. Provided I don't spend Luck. Which I certainly will.
Mechanically, it's smooth enough to make a roll under a success. Does cause some weirdness with 2d6, though. Since 2d6 follow a belle curve, it's a lot different to be over or under 7. I'm also not thrilled that all other dice mechanics presented so far give you better results on high rolls, but this one gives good results on low rolls. Not unworkable, but it's inelegant to have these things in opposition.
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| "Test your Luck" is how I challenge people to button-mash Mortal Kombat. |
Ah, so it gets spent when used. That's a good mechanic. Have to pick uses carefully. I have no Earthly idea what foul trickster convinced them to name the procedure
after explaining the whole thing.
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| Of course, if you were really lucky, you wouldn't be wounded. |
I know these books had younger audiences in mind, but there's a lot of redundancy here. They just explained how to Test your Luck, and now they're bringing it up like it's never been mentioned before. Heck, they mentioned spending Luck in battles and when you can do it already, too.
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| It's good to know Luck is not only real, but dangerous. |
So, you spend a Luck to Test your Luck and see if you're lucky? Putting aside how the word "Luck" is starting to lose all meaning, how crazy is it to spend a point on a Test that might make things worse? Depends on Monsters' Stamina, but I don't think the rewards are going to outweigh the fact it has both a cost and a risk for just 2 damage.
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| Of course, if you were really lucky you wouldn't be... I already did this joke, didn't I? |
The word "restore" introduces some issues of interpretation. If it was "reduce by 1" I'd be fine. But, if I hit zero health from the attack, am I dead before I can Test my Luck? If I have 1 life and take 2 damage, is Restoring 1 enough to be back at 1 Health, or am I at -1 and that just makes it 0?
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| Trust me, that rule is unforgettable. |
Well, that answers none of my questions.
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| Come on, I'm sure cellar taping the swords together will make them twice as effective! |
Skill is about the only stat I thought would make sense to go past it's initial level, but I suppose the dungeon is insufficient for hardcore training. It's good to establish the rule about only wielding one weapon. For all my complaints about redundancy, it would probably have been wise to repeat the 'only one weapon' rule in the forthcoming equipment section.
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| I choose to believe the provisions are all protein bars and energy drinks. |
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Naturally you can only eat when allowed to. Couldn't just stop and cram food into your face any old time. I get that it's also about resting, and resting isn't always safe, but you don't need provisions to take a nap. Not much else to say. Health goes down with hurt. Health goes up when you eat. Keep a balanced diet and maybe keep alive. Simple, but an effective management task.
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| Being lucky is how you get Luck. It's like being wealthy and getting money. |
Ah, so Luck can go over the initial value, if you have a potion. That sounds useful.
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| No soap, which might be why you're here alone. |
I like that this time they define rucksack instead of provisions. Do I have to worry about oil for the lantern? What about a whetstone for my sword? A blanket to sleep in?
I really feel the fool idea getting stronger, because I am clearly not ready for this trip. I didn't even bring a friend or business partner to watch my back.
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| "May take"? Who's going to turn down free potions? Are they high in carbs? Carcinogenic? |
Oh, hey, another actual choice. Obviously I'm grabbing the Fortune Potion. It let's me play to my strength. It appears Luck goes down the most frequently than the other stats and is the hardest to restore. Plus, the Fortune Potion increases the Initial value which is a pretty good boon. After the first potion I get 12 Luck and a guaranteed success on one Test your Luck. Second time it goes to 13, and I have two guaranteed successes. That seems more than worth it.
By the by, calling Luck Fortune would have helped not make the repeated use of Luck, lucky, unlucky, test your luck, so ugly to read.
Well, I'm all geared up, any last advice?
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| Unfortunately, you'll be dead after the first attempt. |
If I were playing the game like a reasonable human, this would be good advice. A lot of trial and error gameplay to find the correct moves. The phrase 'one true path' stands out to me. Implies that there is only one set of choices that will lead the way, rather than some wiggle room for basic failures. Not sure if that's exactly true or not.
I don't think I ever drew maps. Not even in Scorpion Swamp where it would have been really useful. Usually just remembered page numbers of note.
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| The geese were originally brought in to feed the goblins, but have since gone feral in the dungeons. |
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More than ever I'm reminded of the little booklets that used to come with my Gameboy Games, explaining the plot and some of how to actually play. It's terribly non-diegetic. Surely figuring out that you need keys should be something you do in the story. Overhearing goblins arguing about it, or asking prisoners you save, or finding post its from the forgetful Warlock, or anything besides just knowing it.
Still, it's good to have a clear goal. Go hunt keys like a piano repairman after a bombing in the hope some of them fit neatly into the Warlock's tantalizing box. Though, I'm willing to bet the Warlock hasn't stashed his keys anywhere he could reasonably get to them if he wanted to actually spend some of his wealth.
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| All hail the One True Way! It shall bring us to our just desserts! |
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And that sounds like all the justification I need for this insane 'one try per game' self rule. Game says that I can do it if I just play smart/lucky enough.
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| I'd prefer if the gods came themselves. |
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There are gods in this world now?
The lack of setting detail gets to me. It's so vague. But, sure, I'll take the gods' luck. Maybe then they can mess up the next time they have to Test their Luck.
Okay. I have Stats. We all know how to play, and I've written way too much for one post. We've still got Rumours before the first page, but that'll have to wait. Besides, I can actually start roleplaying there.