Crossroads - Books 8-14

                                                             RANKINGS 


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8. Encyclopedia of Xanth - Score = 5.1   Tier = OK

Sections: 108
Attempts to Beat: 2

I return to the Crossroads series of gamebooks after a moderate layoff, and oh brother, what a way to start the back half of the series. The reason I say this is because right off the top, this was one of the most painful "reads" I have had in my life, and this is one of the worst written gamebooks I have played to date. And this is bizarre, because the author of this entry, Jody Lynn Nye, was also the author of the very well written first book in the series, Dragonharper. I am getting a bit ahead of myself though. To begin, this adventure is set in the world of Piers Anthony's "Xanth" series of novels, and like other entries in the Crossroads series, opens up with an introduction written by Anthony himself. And I gotta say, while many of those previous intros had me intrigued and wanting to check out some of the actual novels the gamebooks have been based on, this intro had the complete opposite effect. Anthony comes across as arrogant and self-important here (at least to me), as he explains how he originally came up with the ideas behind his world of Xanth. For example, while walking outside one day, he wonders what might happen if a tree came alive and grabbed him, so he decided to write that into his stories. Y'know, there is certainly nothing wrong with including plant life or other creatures that attack unwary travelers in a fantasy story, hell it's to be expected. But to act like you invented it is rather rich isn't it? He also decided to have his world/country of Xanth itself take on the exact shape of the state of Florida (where it appears he was living at the time), with a large canyon bisecting it in the middle. There is another country which I think lies to the north called Mundania (really?), where normal "non magical" people dwell, because apparently each Xanthian citizen is born with a magical talent, which differs from person to person (kind of like X-Men mutants I suppose). Oh, and let's not forgot about the large Lake Ogre-chobee that can be found within Xanth. (And for those who don't know, Lake Okeechobee is the largest lake in the actual state of Florida). Wow, what an imagination this fellow has! And that's about all I learned from this intro. While there is mention of magic, and creatures such as dragons and centaurs existing in this world (along with those attacking trees), there is precious little information given as to how this world operates, be it political systems, neighboring enemies or allies, the level of technology, or even info about the population. Heck we don't even get so much as a map. There could be cities teeming with people, or the whole place could be a barren wasteland for all I know. But to be honest, I had no desire to learn about it after reading his introduction either. 

So anyway, we play in this adventure as Alister, a Xanthian teenage boy with the magical talent of "finding things". Because as the book tells us, "When he concentrates, he can find almost anything he sets his mind to". That should come in pretty handy in a fetch quest like this I should think! It turns out that Alister's father is from Mundania, and therefore has no magical talent of his own. Sick of the teasing his schoolmates give him about his Muggle of a father,  Alister sets out to find a local wizard known as Humfrey to ask him how he can help his father obtain a magical talent. Upon locating the wizard, Humfrey offers him a deal, in that he will answer Alister's question if the boy can bring him the 5 volumes of the Encyclopedia of Xanth, which are scattered around the country. Thanks to his own talent of finding things, Alister readily accepts, and sets off to locate the books, with his loyal pet dog Marbles along with him for the journey. The game system here is similar to the previous adventures, with Alister being provided values in the 6 attributes of: Strength, Intelligence, Wisdom/Luck, Constitution, Dexterity, and Charisma. He also has 21 Hit Points, and has inventory slots for 4 Weapons, 4 Magical Items, and a backpack with room for 5 "other" items. I'm not sure why the adventure bothered with the inventory system though, as other than the 5 books you need to gather, I don't think there is anything else to acquire. Combat functions the same too, with enemies given values that you need to roll "To Hit" them, and values they need to roll "To Hit" you, along with showing how much damage they do should they successfully strike, with Alister himself causing 1D6 of damage using his staff.

But then you start the adventure, and goodness gracious the amount of puns thrown at you here is ludicrous! Look, I like a pun as much as the next guy, but you gotta sprinkle them in, not machine-gun fire them non-stop at the reader's face as if your life depended on it. There are many sections in the book that are several pages long, with seemingly every other sentence containing a pun of some sort. There was one section in particular, section 10, that I had to put the book down halfway through, because I just couldn't take it anymore, and it was beginning to elicit a physically unpleasant response. In addition to puns you might expect to find such as "trees barking", "eye scream", "suddenly feeling angry when you reach a crossroads" or "getting in a bad mood whenever you eat crabapple pie" , we also get such gems as enjoying watching a genie coming out of a bottle while making a fizzing noise because "you always wanted to see a slow djinn fizz", along with wondering why the bindings of a group of books are wet, and are told it is because of the "Dewy Decimal System". And who could forget your character avoiding a cluster of trees because they have no desire to play "copse and robins". There is even one involving "nose candy" which felt a bit out of place, but then again this gamebook series has not shied away from more adult themes than others I have played, so I suppose it may actually fit in after all. All of these are just a very, VERY small sampling of the puns leveled at you in this book, and therein lies the real issue. I might have found some of these quite clever, and taken individually still might, but the sheer volume of them at times completely overwhelms everything else going on, including the story itself. I even found myself wondering if the whole reason for the book to exist was purely as an excuse just to make these jokes. You know you've got a problem when you have your protagonist perform actions completely out of character, just because you needed them in that situation to use a pun you had in mind. F#&!ing hell! After finishing the adventure, I did a small amount of research on the novels and the world of Xanth (and by "small amount of research" I mean consulted Wikipedia), and apparently puns were a big part of the novels too. So, maybe instead of criticizing Nye for writing this, I should be applauding her for mimicking the same style of the actual books on which this adventure is based. I can say this though, if the novels are indeed written anything like this gamebook, then I have even less desire to read them than I did after that introduction from Anthony.



You have been judged by a panel of your Piers. And the verdict is.....guilty!
( I can do them too!)



Ok, now that I have that diatribe behind me, onto the adventure itself, which considering as how the book only has 108 sections to work with, is actually pretty decent. After visiting the wizard, you head out in search of a moving marketplace that runs along at breakneck speed as it travels continuously through the countryside, and yep you guessed it, this is called the "Flee Market". Once you find a way to catch up and jump inside the market, you can easily acquire the first two volumes of the Encyclopedia after dealing with a man working a "bookstall", who attempts to delay you in buying his books, har har. After leaving the market, the adventure then gets much more interesting, as you come to a crossroads (don't say it), and are given a choice of three directions. Each direction leads to one of the three remaining volumes of the Encyclopedia, and you can do them in any order you wish, which is always a welcome addition in a gamebook. The three routes all have different challenges that must be overcome, although none are particularly difficult. One of the routes involves solving 4 riddles in succession to obtain one of the volumes, and my only failure at the adventure occurred here, when I got the answer to the final riddle incorrect, and then doubled down on that choice which led to my being locked out of obtaining that particular volume. (Note to self, when you are given a choice of directions in a gamebook, and upon choosing one are then asked something along the lines of "are you sure you want to go this way or will you turn back?", you should probably turn back.) Another route involves you visiting a circus (where large ticks issue the tickets), and where you must play a game against the ringmaster, a creature made up of actual rings, in order to obtain that volume. The final route is the strangest of the bunch, as you travel through a strange wooded area, where you must defeat a couple of creatures in combat before then needing to outwit a giant translucent baby of all things, who has a volume of the Encylopedia in its stomach, because it eats everything it sees, which includes you and Marbles. Once you have all 5 volumes of the Encyclopedia, you then travel back to Humfrey the wizard to win the game.

I should point out that even if you don't acquire all 5 volumes, you can still win just by making it back to Humfrey, you just do not get the "optimal" ending for having all the books. That said, there is very little difference between the endings, as your character makes a moral decision nearing the end of the quest which for all intents and purposes makes the number of books you have gathered moot. Much like with Nye's first entry, Dragonharper, this adventure is not difficult at all, as while there are some combats to be had, the numbers given for you and your opponents are frequently heavily in your favour. Indeed, I found the most dangerous creature I faced was the very first one, which is a shapeshifting Python that is guarding the entrance to the wizard's castle right at the start of the book. This Python changes form every two rounds, and a couple of its forms could cause some high damage if you are unlucky with the dice, including the form of a fire-breathing crocodile pictured on the cover of the book. There are some Skill checks to be passed too, but as with some of the other entries, your stats are set high enough so that they are generally very much in your favour, and even should you fail them, you likely will get another chance at it before anything dire happens. And finally, as much as I disliked, and perhaps even hated, the writing style of the adventure, your dog companion Marbles (who by the way, sings in a "barkershop quartet" back in your village), is FAR and away the best part of the book. He acts much as I would want a dog companion to act, in that he dutifully seeks to please you, warns you of danger, begs you for treats, and cowers or whimpers when he knows he has acted badly. There is a running joke (well you better hurry up and catch it!) of how Marbles is a rock hound, and is made of actual rock, which plays into much of the adventure. However, I don't think this was properly communicated to the illustrator here, as in the one picture of him, he is drawn very much as a real life flesh-and-blood dog. Even so, give me a dog companion such as this in more gamebooks please! 


Ranking: What a shame. The brutal and relentless onslaught of puns all but ruins what otherwise is a decent, light-hearted, fantasy adventure. I thought Nye's first book, Dragonharper, was well written but light on gameplay, but this was almost the opposite experience. There were times while reading that I thought I was going to have no choice but to put this in the Bad tier, but then I remembered that while important, prose isn't everything. The adventure itself, along with the great inclusion of Marbles, did just enough to rescue it. I do confess to a certain amount of dread though, because I couldn't help but notice that book 13 in this series, Ghost of a Chance, is also written by Nye and is based once again on Anthony's world of Xanth. Oh no! Please, please, don't let it be written like this one! At least I have a little bit of time before I find out.  

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9. Warhorn - Score = 7.3   Tier = Good

Sections: 120
Attempts to Beat: 1

Onwards, and most definitely upwards, the series goes with this entry. This adventure takes place in the world of Lynn Abbey's Rifkind, Daughter of the Bright Moon, and right off the bat the introduction here provided by Abbey is miles better than the one given by Piers Anthony in the previous book. We get some good background information to the world here, although Abbey herself admits that she put much more thought and effort into her characters than the actual physical world they inhabit, which she named Dro Daria. The geography here is fairly simple, as Dro Daria is a circular island, with the middle of the island consisting of desert, the outer rim near the ocean made up of wetlands, and with a couple of mountain ranges thrown in between them for good measure, one in the east and one in the west. Each terrain also contains different human inhabitants, with the nomadic tribes of the Asheera dwelling on the fringes of the desert, the more civilized Wet-Landers along the coast, and the hardy Glascards who live in the mountains. The mountainous areas might be the most dangerous of all, as they also contain a tribe of crazed cannibals referred to as "Mountain Men". Magic and deities play roles as well, with various gods being worshipped, mainly depending upon what region you happen to live in. And lo and behold we actually get a map of Dro Daria! Granted, it's not much of a map, showing only a few points of interest in what appears to be the cramped confines of the island, but anything we can get helps with the immersion.

The adventure itself begins in one of these mountainous regions, and as the main character of the novels, Rifkind the warrior-woman, does not make an appearance in this gamebook, we take on the role of Scatha, a teenage girl currently boarding in the large mountain fortress of Chatelgard. Here, Scatha is undergoing training to become a warrior, and as she is the only girl being so trained, faces constant teasing and bullying from her male classmates. Scatha, using a magical seeing stone that she possesses and which allows her to see visions, has a vision one night of an evil wizard known as Drukor, who has located an ancient and powerful relic, that being the titular Warhorn. This Warhorn, which is made from the actual horn torn from one of the ancient gods, allows the user to call forth any deity they desire upon blowing it. Scatha realizes immediately that she must prevent this powerful item from falling into the hands of this evil wizard, and fearing that no one would believe her or trust her vision, sets out on her own to find the Warhorn before Drukor does, because as we all know, an evil wizard would seek to call forth evil gods. 

Ok, so needing to prevent an evil wizard from using a powerful magical item that can destroy the world isn't exactly original stuff as far as plot goes I'll grant you, but the way the story itself is told I found quite compelling. Right from the start, author Dana Kramer mixes things up by using her female protagonist to show all the misconceptions that Scatha must overcome, as most people she comes across do not initially take her seriously as a fighter until she proves otherwise. And once again the more adult subject matter of the series comes through, as Scatha finds herself the victim of an attempted rape right in one of the earliest sequences of the book, when she tries to escape from a band of brigands she encounters along the road. For the second adventure in a row we are also given an interesting travelling companion, this time in the form of a teenage stableboy (no word on if he's "rough hewn") named Harold, who joins us along the way. Granted, he is not near the companion that Marbles from the last adventure was, but he is well fleshed out, and Kramer alludes to a budding romance between Scatha and Harold all throughout the adventure without completely hammering you over the head with it, such as was done with the romance found in book 3 of the series, Revolt on Majipoor. 

Once you have got Harold along with you, which happens very early, then begins a trek to obtain the Warhorn, the location of which is shown through the seeing stone, which is revealed to be in the desert area located in the interior of the island. Scatha and Harold then get to traverse icy snow covered mountains, ancient temples, a dank fortress, a cut-throat infested city, and finally the end stretch across the desert, which leads to the final confrontation with Drukor with the fate of the world hanging in the balance. No pressure! The whole trip is a lot of fun, and a pervasive feeling of paranoia abounds, as you will come across various people along the road and in the city, and are never quite sure who you can trust. Like most entries in the series, the book has a relatively low section count of 120, but with many of those sections containing several pages of text. However, there are more than enough decisions and skill checks thrown in here so that you know you are playing a gamebook. The combats themselves are a little more sparse, but I think this works for the best, as each one has an incredible feeling of danger, at least narratively if not necessarily gameplay wise. I will say though that I felt the final sequence against Drukor was a bit of a let down, and while it was certainly an acceptable conclusion, it lacked some of the oomph in the storytelling found in the earlier sections of the book. On that note, it's tough not to feel that the book started to get rushed near the end, as the amount of text in the sections of the adventure seemed to get less and less the nearer I approached the endgame. Once Drukor is defeated, Scatha returns to Chatelgard to a hero's welcome, and while hinted at, the fate of her relationship with Harold remains open to some reader interpretation.  

My biggest complaint, as it is with several books in this series, comes down to the easy level of difficulty. This might not have necessarily been the case however, as there is the odd tough combat in here, and perhaps I was just fortunate with my dice rolls, but still, you will more than likely acquire several stat-boosting items (such as a +2 sword, +3 armour, AND a +1 shield), along with some insta-win magical pearls that can be used at various times throughout the quest. These items then turned what could have been a difficult final battle where the odds would have been against you, and flips those odds around into one made much easier and now in your favour. Although to be fair, this fight is still by no means a gimme, as I could see a few bad dice rolls during this encounter leading to failure. Normally I would say having the opportunity to seek out combat enhancing items to use in a tough final fight to be a great thing to include, only the problem here is that in this case I don't think these items are likely to be missed unless you were to fail several skill checks in a row, which seems very improbable. There is also a "Day Chart" mechanic included near the end of the adventure, where once you make it to the desert, you are told you only have 10 days left to locate Drukor before he obtains and uses the horn. From that point on, you will be instructed in various sections to mark off a certain number of days, and if 10 days pass before you make it to a certain point, it's game over. It felt like this too though was made a little easy, as other than a moment occurring where you get knocked out and are told to take 1D6 off your number of days remaining, as long as you don't roll a 6 here, you shouldn't have much trouble in making it in time. (Although I might be singing a different tune had I rolled a 6!) Credit to Kramer for including this though, as she was at least attempting to expand the gameplay in what so far has been an otherwise relatively simple series in that regard. The adventure does include a death section which you could be sent to, and I found it to be strangely worded, as you are told you can try again and may wish to increase Scatha's "skill level", which will also increase her Hit Points. I'm not really sure what that is supposed to mean, as there really is no "skill level" here. I can only assume Kramer meant to just go ahead and give yourself any attribute scores that you wish, along with however many Hit Points you want, and if this is the case, then making completing the book a challenge probably wasn't what she was going for anyway.    


Ranking: And we have a new leader in the rankings! It's not lost on me that the two books I have at the top of my series rankings to this point, Warhorn and A Warlock's Blade, both only took me 1 attempt each to complete. This is odd for me, as I have been vocal about preferring a challenge in my gamebooks. That I have them at the top of the rankings just goes to show how enjoyable I felt the writing and story of these were. As with other entries in the series, due to its low section count the adventure is rather linear, but I don't have a problem with that because for me, while Warhorn doesn't tell a particularly original fantasy story, it at least does so extremely well, and I greatly enjoyed the ride. Where I might have normally stopped halfway through the book to take a break (because the books in this series are reading-heavy as opposed to most gamebooks), this entry had me ploughing on through to the end as I was so invested in what would happen next. It even introduces some mechanics into the proceedings with the Day Chart feature and the acquisition of combat-enhancing items, if even the latter of these was a contributor in ultimately making the adventure too easy. There is also just enough variety in the choices offered while playing to make me want to try this book again sometime and make different decisions. Overall, very well done Dana Kramer!

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10. Seven No-Trump - Score = 0.0   Tier = Broken

Sections: 110
Attempts before calling it a day: 30

Well, the title of this book certainly cries out for some political jokes doesn't it? Being apolitical myself however, I will refrain from attempting to make any. And besides, there is quite enough going on with this gamebook which renders such humour unneccesary, because pee-ew is this one ever a stinker! This entry is set in the world of Roger Zelazny's "Amber" series of novels, and as usual, we begin with an introduction from Zelazny himself. Just based on this intro, it sure feels like Zelazny's novels are heavily character based, as he gives us a brief description of each of the members of the royal family of Amber, which I'm led to believe consists of 9 princes and 4 princesses, of who he provides us some background information as to each of their character traits and their roles within the kingdom. Very little is mentioned about the world itself that these characters inhabit, and all I know is that there are 3 cities: the capital city of Amber; a floating city in the heavens; and an underwater city that sounded the most interesting of the bunch, but played no part in the adventure (at least from what I played of it). Oh, and I also learned that each of these members of the royal family owns a deck of cards, with each card in the deck representing one of their brothers or sisters. They can then use these cards (or "Trumps" as they are known), to communicate with each other, and can even travel through the Trumps themselves to instantly join whichever of the siblings they are communicating with. An interesting touch there at least. One other thing to note is that Zelazny sure seems to have some trepidations about allowing the author of this gamebook, Neil Randall, to use his characters, as he expresses doubts about this a couple of times, and then goes on like he is trying to convince himself that Randall will do right by him. As it turns out, it might have worked out better if he hadn't allowed this! 

In this adventure we play as one of the princes, who goes by the name of Random. Or should I say, a former prince, as when the story opens Random has only recently been named the new king upon the untimely passing of his father. While sitting in his throne room one day, Random realizes he has not heard from most of his siblings for weeks, which seems rather odd, so he decides to use his Trumps to contact them all. Upon so doing, he finds that he can get in touch with all of his sisters, but only 1 of his brothers, as the remaining 7 brothers do not respond, which I presume is where the title of the gamebook comes from. So, Random determines to find out what happened to his brothers, and we begin the adventure by searching their rooms in the palace for clues as to where they may have gone. Now, check out how this adventure starts you off:

Section 1 - read 11 pages of text - turn to Section 2
Section 2 - read 10 pages of text - turn to Section 3
Section 3 - read 7 pages of text before finally making your first decision

To say this is not a good way to start your gamebook is putting it mildly. Why do gamebook authors do this? To pad out section count? Surely they don't think they are fooling anyone with this do they? Maybe they think they are breaking it up for the reader by doing this and don't want to annoy them by having one huge section, but I personally just find it even more frustrating when I get to the end of a very long section only to find I have nothing to do and am just sent on to keep reading. At this point, my expectations were now already quite low. They would still not be met.   

Anyway, it is mentioned that the royal family are lovers of art, with the brothers rooms that you visit containing many unique drawings and paintings. This then also leads to the initial premise of the adventure, and it is a good one, that apparently the brothers have vanished because, through some kind of magic,  they were pulled inside either a drawing or painting in their respective rooms. In the first brother's room that we investigate, that belonging to Julian, we also find ourselves pulled inside a drawing that Julian has on his wall. This also happens to be a drawing from a well known real life artist, M.C. Escher, and it is one of those weird-ass stairs that lead to nowhere and seem to defy logic, such as seen in his work Relativity. Here, we can attempt to free Julian (or you can actually just leave him there if you'd rather), and may find ourselves stuck on those "impossible" stairs. Escaping these stairs can prove rather frustrating, as you have to make several Skill checks in a row, and unfortunately two of the Skills being tested are your two lowest ones. I died here a couple of times before finding a way to escape this drawing while avoiding the stairs, so fair play for allowing a way to bypass this. In the next piece of art you enter however, things get far, far worse. 

After escaping that Escher drawing (with some help from your sisters using their Trumps), you then move on to another sibling's room, your brother Caine this time, and are yet again pulled into some artwork, which happens to be a rather idyllic painting that shows 3 towns, one on a mountainside, one in a valley, and one beside a river. And from here on out, the book sucks. At least, what I got to see of it. When you start out, you get to pick from two choices of towns for which you want to head towards. No matter which you pick, it doesn't take long before you learn that in addition to Caine, there is ANOTHER one of your brothers inside this painting as well, that being the evil Brand. (There had to be an evil brother didn't there?) You also learn that time passes at a different rate inside these magical works of art, as Caine and Brand have been living within this painting for years from their point of view, even though they have only been missing for a few weeks time back in Amber. The two brothers are also at odds, with Caine even having gotten married while he has been in here, and who also now sees himself as the protector of the people who live in these towns, while Brand has been seeking to rule over all those in the painting by establishing himself as their god, having even had a church built in which they can worship him. We obviously side with Caine here, and must then locate and confront Brand, because he plans to wipe out anyone who will not worship him. 

Before I get to the confrontation with Brand though, the adventure tries to take steps that will prevent you from going in circles by providing you with a codeword whenever you have an encounter with one of your brothers. However, despite this I still sometimes found myself going back and forth between the two towns, being sent to sections I had already been to, which completely ruins any feeling of immersion. Oof. But then once you have ploughed through that, you finally must confront Brand himself in battle near the halfway point of the book in an unavoidable one-on-one fight, and this is where my journey came to a screeching halt. 

So, you and Brand are evenly matched in terms of skill, with each of you requiring a roll of 14 or higher on three dice to "hit" one another. Wait a minute, 14 or higher? Oh no! This is the "Car Wars" series all over again! This number is just set too high, and I routinely found myself rolling over and over and over with neither myself or Brand scoring a hit. A successful hit would cause 1D6 of damage, and I swear there were far too many times that I would FINALLY get a hit in, only to have it cause a whopping 1 point of damage. Incredibly annoying that! Now if that's all there was to it, simple perseverance should eventually see you winning roughly half the time. But wait, there are a few other wrinkles conspiring against you. First of all, and this is the major problem, your Hit Points are not even close to even, as Brand starts the fight with 42 Hit Points, while you begin with a maximum of 23 Hit Points, assuming that you haven't lost any up to now in the adventure of course. But that's not all. When the fight begins, Brand already has his hand around your throat, and you must break free from his hold before you can even damage him. You do this by scoring a hit on him that does higher than 2 points of damage. Meanwhile, he can damage you as normal each round while you are attempting to do this. But that's still not all. Once you break his hold you get to fight on even terms, however should you do 4 points of damage on him in any round, Brand then pulls out his sword which does 2D6+2 of damage! For f#@k's sake! You then try to draw your own sword by attempting to pass a Dexterity check each round until you are successful (while Brand gets to use his sword while you are doing this), and when you finally succeed, you now both fight with swords in what is now a fencing match. This fencing part of the combat then immediately switches things up by lowering the "to hit" value for both you and Brand all the way down to 6. Which, when using three dice, led to each of us hitting the other pretty much every single time. At this point you are likely totally screwed, or at least I was, as whenever I made it this far, Brand already had me down low enough to where one or two hits was probably going to finish me off,  while I still needed to hit him several times if not more. True, if you can get Brand down to 3 Hit Points or less he will "flee", but in over 25 straight attempts at this fight, I only ever came close to doing so once, when I got him down to a measly 5 Hit Points but couldn't close it out. What a magical run of the dice that was (and I still lost!), as the next closest I ever came was bringing him down to 13 Hit Points, although he would often finish with 20 or more by the time he killed me. As such, I eventually decided to wave the white flag. Alright Brand, you win. Keep the damn painting! What the heck do I care what happens to these fake people in the painting anyway? So there! 

This really isn't what I had in mind when I was wishing for an increased challenge in the series. Dying at the exact same spot in an adventure over 25 times in a row is not challenge, it's torture. While 30 total attempts at the adventure doesn't sound like all that many before declaring it "Broken", as I often attempt many more than that, it wasn't so much the number of attempts that stopped me as it was how drawn out that damn Brand fight was thanks to the high "to hit" value, and I just couldn't take rolling the dice that many times over and over when the odds of victory felt so slim. I do think I would have eventually gotten lucky enough to win I suppose, but I shudder even now thinking about how many total dice rolls it would have taken. Hundreds? Thousands? (Surely not?) Maybe one day I will come back to it and try again, but to quote Aragorn "it is not this day". 

To finish up with some other aspects of the book, this adventure has a rather unique writing style for a gamebook, with your character constantly inner-monologuing to himself about experiences he has had in the past based upon whatever situation he is facing now. This is interesting at first, but gets old really fast. Not only that, but we learn that the princes and princesses have the ability to visit endless different worlds in a vast multiverse, and apparently at any point in time they choose as well. Tell me something then, if that is the case, with our Random character having visited countless different worlds, why does every single anecdote he gives come from the same world? If you guessed that world was Earth, you win the prize. This feels like an excuse for the author to name drop famous people such as Shakespeare or Machiavielli that our character may have run into while on Earth, but it also feels lazy. Hell, our character even takes aspirin for a headache while on Amber for crying out loud. Couldn't you have bothered to at least make up some interesting things that happened to us on other planets? Like the time we ran out of gas on Rygell-4 and while walking to the nearest gas station discovered that our date was actually a space-werewolf?  Or how about that time we picked up a three-breasted prostitute on the Moon of Vega but then realized too late that we were out of cash? Work with me here! 



In this book we could only wish to be so lucky.


Apparently the first book in the Amber series is entitled Nine Princes in Amber. I have no clue how these characters are portrayed in the actual novel, but to me this gamebook was more like "Nine Assholes in a Palace". The whole situation appears to borrow from Greek mythology, with all these princes and princesses, each with some different ability, continually engaging in political maneuvering and personal feuds much like the gods of Olympus, with Amber obviously standing in for Olympus. Although I did not get to encounter all of them, none of these royals seemed particularly likeable, with perhaps your character Random coming off the best, but even he seems like a righteous prig at times. Perhaps Zelazny was right to be worried about what Randall would do to his characters! I will say though that after reading a synopsis of the actual novels, I found myself intrigued by the concept, and have put this series on my list to possibly check out in the future (if I ever run out of gamebooks to play, which seems increasingly unlikely).  


Ranking: To the very bottom it goes. With some gamebooks I have put in my "Broken" tier, there could be a mechanical reason that, if corrected, might have actually made the book good, if not at least passable. That is not the case here though, and even if I had managed to get past the Brand encounter, and barring a miraculous recovery in the final act, this was still easily heading for the "Bad" tier. The initial idea was good, having to enter drawings and paintings to rescue someone, then fight your way out again (and I believe there was an excellent quest much in this vein in one of the Elder Scrolls video games which did this to great effect), but it's all downhill after that. Unlikeable characters, pages and pages of text with no decisions or dice rolls in sight, a writing style that wears out its welcome far too quickly, and worst of all, crappy gameplay (I was even asked to see if I could roll lower than my Intelligence score on TWO dice at one point, and your Intelligence score is 14!). For the most part I enjoyed the first book of author Neil Randall's that I played, that being Storm of Dust from this same "Crossroads" series, although looking back on it now, that gamebook was rather short on gameplay, which was probably what saved it, because Seven No-Trump is now the second book in a row of Randall's that I have played, following Ultra Deadly from the "Sniper!" series, where the gameplay is very poor, and that might even be considered a generous statement. I noticed I have one more gamebook of Randall's to play, which is The Black Road War from the "Combat Command" series, and I do hope that entry isn't more of the same.

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11. Deryni Challenge - Score = 5.2   Tier = OK

Sections: 101
Attempts to Beat: 2

Well, at least we are back in the realm of the sane, if unremarkable, as far as gamebooks go. The next adventure up for bid takes place in the world of Katherine Kurtz's "Deryni" novels, which is yet another series of which I know nothing about. And after reading the introduction from Kurtz herself, I still know almost nothing about it. Congratulations Ms. Kurtz, you may have written the worst one of these introductions so far. This intro just jumps right in with both feet, feeling like it even starts mid-sentence, by rattling off places and names with no context or meaning given to anything mentioned. It talks about various clans and their rulers and how they are intertwined, and that's about it. There are some pretty huge gaps here, such as, is this series set on Earth? I assume so seeing as how we are eventually told that the year is 905 AD. But then if so, where? I can only gather from the names given, like Clan MacRorie, that this is supposed to take place in northern Scotland, but that is just a guess. What is the makeup of this world in terms of populations, economics, technologies, magical beings, or challenges faced by its inhabitants? Some better info would be nice here! I find it hard to believe this was written by an actual published author. After that opening bit of complete no-help, we begin playing as Geordie Drummond, a hot-headed member of the aforementioned Clan MacRorie, who also happens to be a member of the Deryni. So just what is a Deryni? Hell if I know, as it's never fully explained! Anyway, after losing our temper one day and venting our anger on a long-tenured stableman, we are summoned by our leader, Lord Camber, to answer for this insult against a loyal member of the clan. In order to redeem ourselves, we are given a mission to undertake. It would seem that along the far northern coast, there lies an ancient monastery which has recently come under the leadership of a monk who goes by the title of "The Gryphon". Rumour has it that this monk has been fomenting rebellion against our clan among the local populace, and we are charged with heading up there to investigate whether these rumours are true, and if so, to then assess the threat he may pose. This seems like it could be rather dangerous, and I'm not sure the punishment in this case fits the crime of insulting a stable worker, but wishing to get back in Lord Camber's good graces, we readily accept and immediately head out. And I do mean immediately, as in right after leaving his chambers, where we are led directly to a horse to leave for the north. 

The author of this gamebook is Stephen Billias, and right away I realized I was unfamiliar with this name. A quick search would explain why, as this appears to be the only gamebook he has ever written, and I'm sorry to say it shows right off the hop. Right after setting out on your horse to make your way north, you come across a fast flowing river where you find a young boy clinging to a log in the rushing waters, crying for help. The boy is about to plunge over a waterfall, and you are asked to make a Dexterity roll to see if you are able to pluck him off the log. Except the outcome of this roll doesn't matter. Pass it and you rescue the boy. Fail it and he goes over the falls, but survives, and you pluck him out of the waters at the bottom, then move on to the same section you would have been sent to if you had gotten him from the log in the first place. Sigh. This boy, whose name is Beck, is one of two key NPC allies you will meet along the way, so the adventure needs him to live in order to accompany you, but still, couldn't you have at least suffered some kind of Hit Point loss for failing the Dexterity roll? Anyway, once we have rescued Beck, we learn that he has recently been made homeless upon the death of his uncle, so we allow him to accompany us on our mission. 

The adventure becomes a bit episodic for awhile after that, with Geordie and Beck travelling northwards, needing to get themselves out of different jams along the way. First they visit a local fair where they need to buy provisions without getting robbed or killed. Next they take shelter in a clearing one night alongside some fellow travellers, only to wake in the morning to find that two of the travellers (local monks) were murdered in the night. Doing the right thing and returning the bodies to a nearby monastery only goes to show that no good deed goes unpunished, as we are accused of the murders ourselves, and then must extricate ourselves from that sticky situation. Then it's on to a local inn, where an acolyte of the Gryphon suspects what our mission is, and we must then find a way to fool him. After that, we continue on and once again take shelter for the night with a fellow traveller, who turns out to be the second key NPC ally of the adventure, a Deryni healer known as Jarmuth Rhydon. Or is he??? So, with this encounter the gamebook does something very strange, and if I may be so bold as to say it, rather annoying. Upon meeting Jarmuth, you might find yourself asking him to join up with you, and are then asked to make a Wisdom roll. Should you pass the roll, Jarmuth does indeed join you, and you all now continue on together. From here on out, Jarmuth proves himself an incredibly honourable and worthy ally, giving sage advice and pulling your butt out of trouble on more than one occasion. But should you fail this Wisdom roll when you first meet him, not only does Jarmuth not join you, but he becomes a completely different character entirely, and tries to murder you in your sleep! Having a character react a different way depending upon a skill check is to be expected, but to have everything about them rewritten save for their name, including background, motivations, and most importantly, having them go from being a good guy to a bad guy based solely on your skill check, seems rather messed up doesn't it? And even when he does try to murder you in your sleep, you awaken before he does so and get to fight him in a one-on-one combat. But this combat doesn't matter, as you have already lost. Lose the fight (and you shouldn't, as your stats are far better than his) and you are obviously dead, yet even if you win the fight, you are told he managed to wound you in the process severely enough (even if you took no Hit Point damage) so that you must return back home, mission failed. Indeed, this was how my only failure at the gamebook occurred. Much like with Beck, you need Jarmuth with you to complete the mission, but yikes what a strange way to do this. Now, this Wisdom skill check thankfully isn't essential, and can be bypassed once you know its coming, which is good news for the gamebook, because otherwise I would have been even harsher about all this. 

So now that you have both Beck and Jarmuth with you, you close in on the Gryphon's headquarters, which is located in a monastery perched high atop some craggy rocks along the northern seashore. After a brief visit to either a nearby town or the castle of the local lord (where nothing at all happens), you then move on to another strange episode of the adventure. Your character decides to do some reconnoitering of the monastery first, and does this in the most bizarre of ways. You decide to lower yourself by a rope down the side of the cliff just outside the monastery, to see if you can locate a way in down along the beach. Then begins a long stretch where you manage to make it down to the beach, do in fact locate a door back there, and then construct a makeshift ladder out of planks that have washed up on the beach so that you can reach said door. But before you can climb up to the door, one of the monks of the monastery comes along and steals your ladder while you hide behind a boulder. Now having no means to reach the door, you give up and head back up the cliff face to try something else. Dang, this was a whole lot of sections with no payoff whatsoever! 

Ok, so you finally devise a way inside the monastery, by using your Deryni powers to walk along a tightrope you manage to secure between the mainland and the crag the monastery rests on. You are almost given away by an inhabitant of the monastery, but he allows you to go on your way should you be able to solve a riddle of his. This is one of those instances where you are told the riddle, but then whether you can solve it or not comes down to a skill check. In fact, you even get a couple of different attempts at passing a skill check to see if you can make it past him as he gives you a second riddle should you be unable to "solve" the first. A wasted opportunity to allow the player to solve an actual riddle here. After this, you are inside the monastery right at its very peak, and are already at the chambers of the Gryphon, because he lives on the top floor naturally. You are then given a few different options as to how you want to confront the Gryphon, and this will determine whether you win the adventure, because should you choose correctly, there is no final combat with him, you just get sent to the final victory section and automatically "win". This isn't necessarily a bad thing, but the correct option here seemed rather easy to guess in my opinion, and after winning the adventure and going back to examine the other options, most of the others lead to victory as well, so you would likely need to be rather unlucky to lose at this point. Not having a final "combat" against the big bad of the adventure, but having it all unfold narratively instead, always feels rather odd, but more so in this case, because the final fight against the Gryphon is described in a borderline batshit crazy fashion. This fight takes place with the both of you perched on that tightrope that you came across earlier, with you both using swords and twirling moves a la "Crouching Tiger Hidden Dragon". Entertaining for sure, but rather out of place with the rest of the adventure, which had a much more grounded reality to it. After the Gryphon falls to his death, his minions immediately surrender, and you, Beck, and Jarmuth return to your clan in heroic fashion, with all of this rushed along in the final section.  

Stephen Billias' writing here is noticeably more terse and to the point than prior entries in the series have been, with less flowery descriptions than many of those books. That probably works in its favour when it comes to a gamebook though. There are fewer of those very long text passages (although there are still some here and there), and even the font is a bit larger in this book to make up for it, which made this one of the quicker reads of the series as a result  That's not to say it's completely without atmosphere though, as Billias does a very nice job in my opinion when it comes to describing the cold, grey, and foggy landscapes that you travel across. While I don't think characterization is a strong point of his, he has the immersion of the landscapes down pat. 

As far as the gameplay goes, there is not an abundance of it, and what there is felt rather straightforward for the most part, with more than a few decisions and rolls to be made that don't really matter. There are also a few situations where random rolls are used to determine events, and I have found myself softening over this aspect the last few years. In a way it would make sense, as there are many things outside of our control, so what happens next determined in such a manner can be seen to have merit. That said, it can admittedly be frustrating to have a random roll that then sends you to a do-or-die skill check, which happens a couple of times here. (And in one instance there is even a skill check that you are better off failing, as passing it leads you to a do-or-die random roll!) Thankfully I was able to pass the skill checks in those instances where I fell foul of the random outcome, or I probably would have been harsher about this also, and wouldn't blame anyone in the least if they wanted to rant about it. 

I do think there was one large missed opportunity to do something unique and special here however, and that has to do with the hot-headedness of our character. All throughout the adventure we are warned about our temper, and how we need to control it in order to successfully complete the mission. It would have been great to have had some kind of "Temper Score" or some such, where we must sometimes either test this as a skill, or perhaps accrue "Temper Points" as we make our way through the book, with the possibility of it boiling over at some point, in which instance we could find ourselves in a situation or combat that we otherwise would not have been in. But, perhaps that would have been too much to ask from this rather more simple series with its lower section count. Ah well. Oh, and on a final note, even after finishing the adventure, I still have almost no idea what a Deryni is supposed to be. Through playing the book, it seems that they are imbued with some sort of mild telekinetic and empathic powers like some kind of Obi Wan Kenobi, but that's about all I learned. 



"This is not the gamebook you're looking for."



Ranking: One of those gamebooks that, while containing a few eyebrow-raising design decisions to be sure, does just enough to slide by. And to be fair, for a first-time gamebook author, it could have been worse. I came to appreciate Billias' writing more as the adventure went on, and just compared to the introduction, he seems like a better writer than Kurtz, the actual author of the novels. I can't bring myself to score it much higher than this though, and have it neck-and-neck with Revolt on Majipoor in my rankings, although I give a slight edge to Deryni Challenge as at least it does not contain the cloying romance angle of that previous book. Three more books to go! And although the odds would seem against it, I wonder if I can find a great entry before the series is over.

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12. Dragonfire - Score = 6.0   Tier = OK

Sections: 125
Attempts to Beat: 2

Well it took 12 books, but for the first time in the series I find myself revisiting a world in which we have already had a gamebook set, that being the world of Anne McCaffrey's "Pern" novels, which was also the setting for book 1 of this series, Dragonharper. Both of the Pern related gamebooks in this series are also written by Jody Lynn Nye, so I am going to assume she is a big fan of McCaffrey's novels. This means I don't have to spend any time going over the particulars of the world of Pern as I have with all the other entries in this series. There is one big change however, because in this adventure we are in fact playing a different character, as this book sees us taking on the role of Mirrim, a female teenage dragonrider currently assigned to Cove Hold, which is a hold located in the blazing hot southern continent of Pern. Clearly some time has passed since our first adventure in book 1, as the character we played in that book, Robinton, was merely getting started in his career during that quest. Here though, Robinton is now a Master Harper, and indeed is described as the top harper in the whole world of Pern, with all the accolades and honours with which that role entails attributed to him. Robinton plays a not-insignificant role in this adventure too, as he is currently also present in Cove Hold when the book opens, recovering from a bad case of heat stroke. When the story begins, there are actually two main events taking place. First, Mirrim, along with a host of other dragonriders, are in the process of preparing for Threadfall, which is scheduled to take place shortly over Cove Hold. This is the event that takes place every several hundred years, when a red planet in the solar system gets close enough to drop "threads" onto Pern, which will consume anything organic that they touch. They can be destroyed by fire (or water), which is where the dragonriders come in, with each rider being telepathically linked to their own individual dragon, which in Mirrim's case is a green dragon called Path, and they use the dragons to fly out and burn the thread before it can land and do any harm. The second event taking place is the recent discovery of an ancient "landing site" near Cove Hold, where the ancient ancestors of Pern's human race apparently landed in their ships long ago. While visiting this landing site the day before Threadfall, Mirrim learns that many artifacts discovered at the site have been going missing, and as she absentmindedly took something from the site to give to Robinton as a gift, she finds herself accused of the thefts of ALL the other items that have gone missing from the site as well, which numbers a dozen. Therefore, our mission for the book is twofold. Prevent the threads from doing any damage in and around Cove Hold, and also to find the actual thief of the artifacts and thereby clear our name. 


The two objectives are intertwined as you play through the book, with you battling Threadfall one day, then spending the next day or two trying to find the artifact thief, before going back to fighting Threadfall again, but it would be a bit tough to review like that, so I will break up the two components.

Fighting Threadfall

While excitingly described, there really isn't all that much to this aspect from a gameplay perspective. You will be asked to pass many Dexterity checks in succession as you and your dragon Path fly around and attempt to sear the threads from the sky as they fall. Your Dexterity score is set rather high at 14, and you also generally need to fail two of the checks in a row before the thread will hit you. In all my battles against the threads, I was only ever hit once. This happens should you fail back-to-back checks, and it means you have missed burning the thread you were aiming for, and it thus gets close enough to land on either you or Path, causing one of you damage (and which of you it lands on is determined with a random roll). If Mirrim takes the damage, she loses 2D6 of Hit Points (and you start with 21 Hit Points), but if Path is the one hit then you must mark off on the character sheet that she has been "scored" by thread. Should Path take 2 such hits, she becomes badly wounded, and the game is over. So while the penalties for getting "scored" can therefore run high, thanks to the high Dexterity score combined with the fact that you usually will need to fail two of these checks in a row before the thread will hit you, I never came close to losing this, which is too bad because these sequences could have had a higher level of tension which would have fit in well with the situation. In my head it was playing out like a game of "Missile Command", and a not very difficult one at that.


Missile Command: Pern Edition



Finding the thief

This plot angle dominates the book, and you will spend most of your time trying to uncover the identity of the artifact thief so that you can get back in everyone's good graces. That said, there are a few sequences here that don't seem to have much to do with anything, and I found myself getting bored in a couple of places. For example, there is a long stretch where you assist a new farmer friend of yours, Dannen, in helping him to gather plants from a nearby jungle. Thrilling stuff. There is another sequence where you attend a party, and spend most of your time worrying about your clothes and the various boys who want to dance with you. These sequences seem to exist to cultivate a growing romance between Mirrim and Dannen, but nothing much really becomes of it. The ultimate identity of the thief isn't all that interesting either, but the way in which you go about finally gathering proof was brilliant. It is mentioned early in the book that not only are dragons capable of teleporting themselves and their riders over long distances (going "in between" they call it), but they are also capable of time travel! Mirrim then decides to ride Path backwards in time to the artifact site so that she may catch the thief red handed. Why didn't she, or anyone else, think of doing this earlier? Well, the book kind of hand waves this away by saying that dragonriders aren't really supposed to do this, but they may if it's deemed important enough. That seems a bit lackadaisical doesn't it? Mirrim therefore must take great lengths to avoid running into her earlier self, lest the universe implode or some other such catastrophe occur (it's left open to interpretation). Still, this is definitely something you could see a teenager doing, and as a reader, give me anything time travel related and I'm hooked. Fantasy might be my favorite genre of gamebook, at least so far, but science fiction is my favorite genre of movie, and especially so if it involves any kind of time travel element. We then get a wonderful conclusion to the book, as we go back in time to the events we experienced at the very beginning, and view them from a different perspective as we attempt to stay out of sight and find out who the real thief is. This is admittedly a rather short sequence, but bravo nonetheless. To finally win the game, you will need to pass a final do-or-die skill check, which with no way to affect the outcome of the dice is always irksome. However, at least the skill being tested is a higher one of yours, and you will need to roll 13 or under with three dice to succeed. This is in your favour yes, but not a guarantee either, and had I failed this a few times in a row, my score on this book would likely have been much lower. Once you succeed though, the thief is apprehended, Threadfall is defeated, and all is well in the world of Pern once more.         

As far as the gameplay goes, there are few actual combats here (although my one failure at the book came when a Wherrybird in a swamp jumped out and killed me in a fight, thanks to some poor dice rolling), and most of the challenges are overcome via skill check. I did notice an oddity as far as the game system goes though when it comes to your inventory. You are told in the rules that you have 4 inventory slots where you can keep items, however your character sheet shows you having 5 item slots. Furthermore, 4 of those item slots are already filled in with "clothes", "riding gear", "belt pouch", and "knife". Wait, clothes?? Those take up a slot? Even more strangely, your dragon Path also has 5 inventory slots, with "fighting straps" and "carry-sacks" already filled in on 2 of the slots. The thing is, at no time in the adventure did either my character or Path pick up any items, at least, not ones that seemed appropriate for an inventory slot. Was I supposed to use one on that plant I picked up? You wouldn't think so, but then again, if clothes constitute an "item", then who knows. This calls forth the interesting image of what a player should do if they find themselves out of inventory slots but want to pick something else up. The rules say you need to drop something, so I wonder how many teenage boys playing the game would have Mirrim drop all her clothes! 

I do also have to comment on the writing of this book, which is excellent. Boy, you can really tell that author Nye is a professional novelist. This is the best written book of the series, and one of the better written gamebooks I have played. Granted, some of the situations and plot I may have found personally boring in places, but the prose itself is top notch and helped to keep me engaged through those slower sections. You really get a good sense of the strong emotional bond that the dragonriders have with their dragons, and having not read any of the Pern books, I am willing to bet that it is this rider-dragon lifetime bond which serves as a high point to the storytelling. (Although I am admittedly a sucker for "Puff the Magic Dragon" too). I do think there was a missed opportunity in one aspect to the world of Pern though, and that is in the timing of Threadfall itself. We are told that the time and location of Threadfall can be predicted (I presume using celestial charts?), which is why the dragonriders always know where to be and when. In my opinion, the story would have worked better had this been more unpredictable. If Threadfall could occur anywhere on Pern at any time, there would be a constant level of tension in the air, with the dragonriders always needing to be ready for battle at a moment's notice. Then, when the alarm is sounded, they would all rush to their dragons much like pilots rushing to their planes during a World War 2 air raid attack. Ah well, just a wish.    

 
Ranking: In several places, this one was a bit of a snoozer. The Threadfall sequences I did not find very difficult, and the mystery of the artifact thief all but dies on the vine. By all rights this would have received a lower score had it not been for two things that helped to pull the score up a few notches. First, while it only covers a handful of sections, the time-travel sequence at the end helps the adventure go out on a high note (provided you pass the following do-or-die skill check that is), and it took me back to playing The Crown of Kings from the "Sorcery!" series, which is always a good thing. Second, this is an excellently written gamebook, and just went to show me that even middling material can be uplifted by great prose. I found Dragonfire to be superior to Nye's first effort in the series, Dragonharper, and if only Nye had an equal flair for the gameplay mechanics as she does for writing, or could have gotten someone to assist her in that area, we could have really been onto something. A Jody Lynn Nye and Dave Morris collaboration might have been a match made in heaven!

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13. Ghost of a Chance - Score = 1.3   Tier = Terrible!

Sections: 94
Attempts to Beat: 19

While "playing" through this gamebook, a soccer football chant I once heard (I believe from an Arsenal game, but it could be a universal chant for all I know) began repeating itself in my head. It went something like......"You're shit, and you know you are, you're shit, and you know you are...". Good grief does this book ever match that description in spades! For the second entry in a row we are returning to a world we have already visited, this time with a return to the world of Piers Anthony's Xanth series of novels. Once again we have an introduction from Anthony himself, and I wouldn't have thought it possible, but he comes across as even more arrogant here than he did the first time. The intro is also very oddly written, and at one point he even seems to be telling us that the author of the gamebook, Jody Lynn Nye, has a great set of legs that we should be checking out. Okaaaayyy. Anyway, we play in this adventure as "Max". No last name, just Max. He lives in the South Village of Xanth, and being a Xanthian citizen, he has a unique magical talent, that being his "lantern jaw". Yep, you know it, he is a square-jawed hero whose jaw can actually light up like a lantern. This means he will always have a light in a dark place, and can even get it bright enough to temporarily blind someone. Not the most envious of magical talents to have, but not really a bad one either. We begin with Max awakening in his little cottage to discover that this is his wedding day, as he is set to marry his fiancee, Onda. Onda's magical talent is that she can create maps on the back of her hand (so she therefore knows everywhere she is like the back of her hand....get it?). There is one problem however. You see, each village has its own "Bluebird of Happiness", and it is customary for this bluebird to bless a couple with happiness during the wedding ceremony. The problem is, the bluebird of the village, known as Brun, is too sad to perform the blessing, because his true love, a bluebird called Beryl from another village, has gone missing. So, with the dual goal of helping out their friend Brun and getting their marriage blessed, Max, Onda, and Brun head out towards Beryl's village to see if they can pick up her trail and rescue her from whatever evil has befallen her. 

Not the most terrible of openings I suppose, but then, uh, you kind of stumble through the woods and swamps for awhile until you locate Beryl and rescue her. The end. I kid of course, but this is not all that far from the truth. The low section count (even for this series) of the adventure doesn't really allow for much game, but it doesn't make real good use of the sections it does have either. There is an unavoidable combat against a creature called a Switchback, which is some kind of razorback hog that patrols up and down a path, that isn't too difficult of a fight, before you move on to an encounter with an odd time-traveller who seems to be repeating the same moment over and over, and truth be told you can actually get an interesting item from him in the form of a "two minute rewind" which theoretically allows you to rewind time for two minutes, which SHOULD be something that comes in very handy (more on this later). After that, you are told by the inhabitants of Beryl's village that she has been taken south, and in order to travel more quickly, you are directed toward a grove of "plane trees" that, you guessed it, actually fly. Not only that, but these trees are flown by "pilot fish". Hilarious! In the words of Edmund Blackadder...."I thank God I've worn my corset, because I think my sides have split." Once you make it to these plane trees, you learn that Beryl was captured by a creature called the Ghost Writer, and taken to his Phantom Ranch. Managing to book passage on one of the planes, you get dropped off not far from the Phantom Ranch and continue on. 

Now, just before you get to the ranch, you need to cross a marsh. And here is where for me the adventure almost ground to a halt. There is an unavoidable combat here against not one but TWO marsh monsters called Marsh Samphires, and they both have better offensive and defensive stats than you. The combat itself is shown below:

Marsh Samphires (2)

To Hit Max:10      To be Hit:13    Hit Points:12

Marsh Samphires do 1D6+2 points of damage per hit (the book actually says they do 106+2 points of damage per hit, but I am going to assume that is a typo)

Max does 1D6 +1 points of damage per hit


Max himself has 23 Hit Points to begin the adventure, but it is very possible he will have lost some before he makes it to this fight. As you can see, it is much easier for the Marsh Samphires to hit you than it is for you to him them, but the real kicker comes from there being two of them, and they each get to attack in a round. They even get to do more damage as if all that wasn't bad enough. All my failed attempts at the gamebook except for one came right here in this combat, and it was really looking for awhile that this was going the way of Seven No Trump, with an unlikely to beat combat possibly causing me to throw in the towel. I even found myself going over the combat rules at the front of the book several times, looking for some loophole regarding fights against multiple opponents, but alas, the rules indicate that each opponent gets their own attack each round. Much like with Seven No-Trump however, I eventually had that magical run with the dice, but unlike that previous adventure, this actually allowed me to win the combat this time. I spent the remainder of the quest after this holding my breath on every skill check hoping against hope that I wouldn't fall victim to a failure section, as who knows how many more tries the Marsh Samphires fight would have taken me to beat again, if even I was able to. To make this even more frustrating, there is no option here to put that 2 minute rewind that you may have acquired earlier from the time traveller to use. C'mon! You're telling me there is no way that could have come in handy here? Argh!

When/if you get lucky enough to win this combat, you have your Hit Points restored to "Max-imum", and have one more fight against a zombie (with the odds far in your favour on this one) before you meet up with the Ghost Writer for the final confrontation. It turns out this character is not actually a ghost himself, but a human who has the magical talent of creating ghosts by "writing" them into existence on his typewriter. I'm not all that sure why he kidnapped Beryl other than he likes scaring people, but it is revealed he has been stealing stuff from all over Xanth as well. The adventure actually does have a good idea for the final encounter against the Ghost Writer, as he challenges you to a word game, with the winner gaining control of the Phantom Ranch and all its belongings including the stolen goods, and with the loser to become an actual ghost. The word game is even an interesting one, and I thought maybe for once in this whole mess we might have something worth playing. But no, in keeping with the rest of the adventure, even this is fouled up. Instead of actually getting to solve a puzzle, whether or not you can beat the Ghost Writer at his word game comes down to a simple dice check. What fun. Pass the skill check and you win the adventure, but even should you fail it, you might still win should you have gotten that 2 minute rewind item from the time traveller earlier. With that, Beryl is freed, you fly back to the village to complete the wedding and receive a double blessing from both bluebirds. A true rarity! 

No doubt the gameplay here is not good, but does that explain why this adventure got such a low score from me? Well simply put, the writing here is absolutely atrocious. I still cannot believe that merely one book ago I got to experience one of the better written gamebooks I have yet come across, only to have the very next entry be one of the absolute worst, if not THE worst, I have yet to see. And the incredible part is that they are both from the same author! I have to assume that the reason this book is so awful is because Jody Lynn Nye is attempting to mimic the style of Piers Anthony, rather than how she would have done it had she been left to her own devices. How "well" she pulls it off I can't really say, being unfamiliar with Anthony's works, but whereas the previous Xanth gamebook she wrote, Encylopedia of Xanth, had at least some clever moments but just went overboard with all the puns, Ghost of a Chance not only also goes overboard with the puns, but I also do not even recall a clever one in the bunch. This book is oftentimes a pun-filled stream of consciousness, and there were several places where I had no idea what the hell she was talking about. The repetitious puns are only part of the problem though, as a lot of stuff going on here just doesn't make much sense. At least under all those puns in Encyclopedia of Xanth, there was a glimmer of a realistic and even somewhat grim fantasy world beneath the surface. Here though, everything exists purely so that a joke can be made of it. There appears to be a particular fascination with trees, with anything one might require in life growing from its associated tree. For example, at one point Max ruins his shirt, so goes looking for a shirt-tree to pluck a new one. Later, Onda messes up her shoes, and therefore the group goes looking for a shoe-tree to get her a new pair before continuing on. This kind of thing repeats itself to a ridiculous degree, with anything you can imagine available to be found on a tree. Is all this supposed to be funny? If so, then I guess the joke is on me, because I didn't get it. And while this series has been known for its long sections with many pages of text, this adventure might go overboard with that too. There is one section here, Section 7, that is 26 pages of text! Sorry, but for a gamebook, that is inexcusable.    

One thing I have enjoyed doing while playing through the Crossroads series is to take a brief look at both the novels these gamebooks are based upon, along with the authors themselves. I gotta say though, if online message boards are any indication, Piers Anthony does not have the best reputation going. I was hard pressed to find any discussion regarding him where the phrase "creepy old man" didn't rear its head only a comment or two in. I try to stay open-minded and would prefer to give Anthony the benefit of the doubt seeing as how I have yet to read anything from him (other than his off-putting introductions to these gamebooks), but sometimes you come across things that are truly head scratchers, such as.....


"The Color of Her Panties" ? At first I thought this must be a photoshop joke, but no this is apparently an actual book by Anthony. Wow. Just......wow. 



Ranking: There are gamebook experiences I have every once in a blue moon that have me questioning the whole point of doing these reviews, and this book was one of those times. At least it's not "broken" I can say that much, although a little less luck with the dice during that marsh encounter and it very well may have ended up there. Broken or not though, this is on the short list for one of the very worst gamebooks I have played. Normally when I say that, it is due to awful game design, but this is the rare case where the writing is SO bad that the book is very close to being unreadable. Oh, don't get me wrong, the game design stinks too, but is almost an afterthought that gets overshadowed for me by the abominable prose. This is the last gamebook on my list from Jody Lynn Nye, and what a horrible way to go out. With only one more book in the series left, the bar has now been set quite low indeed.

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14. Fate's Trick - Score = 7.3   Tier = Good

Sections: 103
Attempts to Beat: 4

And with this my Crossroads adventures come to an end, with surprisingly the best entry of the series. I say surprisingly because this entry is from gamebook author Matt Costello, who has not really wowed me in the past to say the least. I found his Revolt on Majipoor from this same series, and his Daredevil: Guilt by Association book from the "Marvel Super Heroes" series to be passable at best (with the latter hardly even registering as a gamebook), and the less said about his awful KGB Doublecross from the "Sniper!" series the better, however he redeems himself at least somewhat with this effort, Fate's Trick. This adventure takes place in the world of Robert Heinlein's novel, "Glory Road", so only a single book to base it off of this time as opposed to a whole series. What is this world all about? Well, I only found out after finishing the gamebook and doing some online research, because there is no introduction from Heinlein himself here. I subsequently learned the likely reason, as Heinlein passed away in 1988, the same year this gamebook was published. That isn't to say we are not treated to an introduction however, as we get a brief one from fellow science fiction author Isaac Asimov, who from what I understand, knew Heinlein personally, and who would himself pass away only 4 years later. Asimov tells us nothing about "Glory Road", but rather ruminates on the possibilities of parallel universes, which as it turns out does indeed have some bearing on the upcoming adventure. This quest actually begins right on Earth, in the state of Florida to be exact, during the present day in which the book was written, putting this in the late 1980's. In it, we play as Alex Tanen, a second-rate magician who earns his living by performing at seniors homes and on riverboats to modest crowds. Alex is an easygoing "take things as they come" type of guy, and a good thing too, as at one of his performances he is confronted by a stunningly beautiful woman, Palina, and her little sister, Tam. Palina and Tam say they have a job for Alex, and he will be paid one million dollars should he come with them to put on a special magic show. Alex is rightfully suspicious, but cannot resist the beautiful Palina, so reluctantly agrees to go with them on the off chance that this also might be a legitimate offer. He therefore enters their car after his performance, and off the trio head down the highway to begin the adventure. 

It's not long before Alex learns that Palina and Tam are not actually from Earth themselves, but a parallel universe, which helps to explain the Asimov introduction. Travel between universes can only be done at certain places and at certain times, and in order to get to the universe they need to get to, they must travel into the Florida Everglades, which brings with it some dangers in the form of hungry alligators. Once through the portal to the desired universe, Alex learns the true nature of his mission, and why he specifically was chosen. It turns out that an old Vietnam War veteran buddy of his, who Alex used to call "Easy" Gordon, but who in this universe goes by the name of Oscar (and how he ended up in this universe and why he uses this name is awkwardly explained), sent Palina and Tam to find Alex, because he needs someone he can both trust and who is also capable of performing magic tricks. This is because the "Twenty Universes" are in jeopardy of being conquered by an evil ruler of one of the universes. This ruler, known as "Bad William" (and with a name like that you might as well pick up your "evil-doer" ID card at the door) is extremely powerful, however he has an affinity for magic tricks, summoning any magicians he hears about to perform for him in private. Oscar then asks you to gain such a private audience with Bad William, and then assassinate him using hidden weapons that will be provided to you. This initially sounds like a suicide mission, but the hope is that because Bad William rules with such an iron fist, that should you be successful in killing him, many of his servants will do you no harm, being glad to be rid of their cruel master. You agree to the mission (and it is hinted at that Oscar might have you killed should you refuse), and so you depart with Palina and Tam as your guides toward the portal that will take you to Bad William's universe.

There are several interesting encounters to be had along the way, from the annoying Mischief Men (small winged fairy-like creatures who live to play jokes on people), to a dragon in the woods (ok, so maybe this one isn't all that interesting), to the very cool Living Lightning (think Jamie Foxx's Electro character in "The Amazing Spider-man 2"). And full marks to that last one for providing something rather unique. Many of the encounters all throughout the book also have some possible useful modifiers before going into them, so that if you pass a skill check or make a certain decision beforehand, you may get to fight with a bonus to one of your stats, which helps to keep things fresh. There is even a combat or two in here where should you successfully hit your opponent, you then get to take a skill check, which if passed, allows you to get a one-hit kill victory. This is a unique mechanic I don't believe we have seen in the series before, and is quite welcome considering your low starting Hit Point score. Ay and there's the rub, and what gives the adventure any level of challenge, in that you begin the adventure with a scant 16 Hit Points, and what makes that a problem is that there is no Hit Point recovery to be found in the quest. This then becomes trial and error as you best determine how to make it past each encounter losing as few Hit Points as possible. All of my failures at the book came due to Hit Point loss, and even on my winning playthrough I survived with a mere 3 points remaining. I often enjoy this trial and error approach in gamebooks, and here was no different. 

Once you make it to Bad William's palace in his universe, things become quite tense as you realize that this guy is an absolute psychopath. The kind of guy that likes to have targets painted on his unwilling subjects, then have them run around a field while archers try and hit the bullseye. Your ploy to entice him with your magic tricks works though, and there is a nicely described cat and mouse game between Bad William and yourself when you finally get that private audience, at which point you must decide which of your weapons you will use in your assassination attempt, sword or ray-gun, and you then need to pass a series of skill checks in order to keep up the deception (although one of these dice checks appears to have the correct outcome section numbers switched around) before making your move and springing your trap. As suspected, Bad William's subjects are indeed happy once he is dead, and immediately rejoice, allowing you, Palina, and Tam to return back to their universe. From here, you are given one final choice as to whether you wish to take your prize of one million dollars and return to Earth, or remain in this universe and try your luck with the lovely Palina and enjoy the hospitality of your newly rediscovered friend Oscar (and him being willing to kill you earlier is conveniently forgotten about). Although it is probably obvious which one you are supposed to pick, both are nicely described until one of the options chickens out at the last second and basically reverts to what would have happened should you have chosen the other option, which was a bit of a missed opportunity to have a suitably melancholy yet still "successful" ending should you have made that selection. 

I'm not sure what got into Costello's writing, and maybe some of this has to do with the truly disastrous prose of the previous book in the series, but this was a clear step up from his other efforts. Your Alex Tanen character I found to be extremely well written, and while no one else in the adventure really stands out (except for Bad William of course, but he is a bit too over the top), it all still works because Alex obviously dominates the adventure. The humour in this gamebook was much more my style than the pun-soaked previous book, with Alex having a very carefree attitude about the extraordinary events going on around him, and rarely bats an eye no matter how crazy the situation, preferring instead to editorialize on things that are happening with a very dry wit. The combining of this wit, along with the fish-out-of-water tale, was giving me a "Hitchhiker's Guide to the Galaxy" vibe, which is a good thing. One odd thing about the inventory system here though, which to be fair has been all over the place throughout the series, is that you once again have a different number of inventory slots than the rules state, and all of your slots are filled with your various magic tricks, none of which you can ever lose as far as I can tell, with no new inventory items to obtain either, so I can only surmise it exists just as "flavour". 


Ranking: So I conclude my playthroughs with the best book in the series. Not the best by much mind you, but the best in my opinion nevertheless. There is just enough challenge here considering the lower section counts of these books, the story was one of the better ones in the range and I don't recall ever being annoyed by those unnecessarily long sections that many of the other books contain, and perhaps best of all, the Alex Tanen character has been my favourite one in the series to play. Overall the Crossroads series does not set the world on fire to say the least, but it was encouraging to see it go out on this positive note. 



And finally, I have been saving this to the end, but the rules in these books which appear to be copied over from entry to entry verbatim, contain some rather amusing examples of how your 6 attributes would rank against people both real and fictional, providing the associated scores for each. These were written by series creator Bill Fawcett, and some of these in themselves could no doubt spark debate amongst gamebook players such as myself as to their likely accuracy. Reproducing what I thought were the 3 most interesting attributes below:


Intelligence

3 - my dog
5 - Lassie
6 - Curly (the third stooge)
8 - somewhat slow
10 - average person
13 - college professor / good quarterback
15 - Indiana Jones / Carl Sagan
17 - Doc Savage / Mr Spock
18 - Leonardo Da Vinci / (Isaac Asimov)? 


Wait, wouldn't Curly be the SECOND stooge? Indiana Jones and Carl Sagan is quite the duo. Doc Savage is a heck of a pull, just how old was Bill Fawcett when he wrote this anyway? Well, however old he was, apparently he thought Leonardo Da Vinci was the smartest person to have lived. (No Einstein?) And the ass-kissing of Isaac Asimov is shameless! 


Wisdom / Luck

under 3 - cursed or totally unthinking
5 - never plans, just reacts
7 - some cunning, "street smarts"
9 - average thinking person
11 - skillful planner, good gambler
13 - successful businessman, Lee Iacocca
15 - Captain Kirk (wisdom) / Conan (luck)
17 - Sherlock Holmes (wisdom) / Luke Skywalker (luck)
18 - Lazarus Long


I for one have never heard anyone say "Ah, he's got the wisdom of a young Captain Kirk!". And Conan for luck? Not sure I get that one. The Luke Skywalker for luck might be the biggest headscratcher of the whole ruleset. Bill Fawcett knows that Luke used the force to blow up the Death Star and it wasn't just a lucky shot right? And Lazarus Long? I had to look that one up. Apparently a character in a Robert Heinlein book who lived to be well over 200 years old, so some more author ass-kissing going on with that name drop.


Charisma

3 - Hunchback of Notre Dame
5 - an ugly used car salesman
7 - Richard Nixon today
10 - average person
12 - team coach
14 - Magnum P.I.
16 - Henry Kissinger / Jim DiGriz
18 - Dr Who / Prof Harold Hill (Centauri)


Hang on, wouldn't an ugly used car salesman have to have off-the-charts Charisma? I love the "today" qualifier regarding Richard Nixon. Team coach? I guess Bill Fawcett had a different group of team coaches than I ever did! Magnum P.I. was all about the Ferrari and the killer mustache, c'mon now. Without even looking it up, I now know Bill Fawcett must be an American with all these U.S politicians like Nixon and Kissinger. And while he does rate Dr Who as the most charismatic character ever, Prof Harold Hill (Centauri) is another bit of a deep cut that has me wondering how he came up with that one.  All in good fun though and I enjoyed looking at these.      


38 comments:

  1. Not sure you were game for this book

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    1. Ouch, the floodgates have opened. lol. Can't say I have ever read anything quite like it.

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    2. Sounds like an exhausting universe to live in. I might take a vow of silence.

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  2. I think it's safe to assume that you wouldn't enjoy reading the actual novels although i will admit to reading and enjoying them myself back in the 80's.

    Another series that didn't quite work as a gamebook.

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    1. Yeah it doesn't sound like they are for me, but I enjoyed stuff in the 80s that seems cringe to me now, so who knows.

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  3. Note to self, when you are given a choice of directions in a gamebook, and upon choosing one are then asked something along the lines of "are you sure you want to go this way or will you turn back?", you should probably turn back.

    Sometimes, yes, but there are gamebook authors (Ruth Pracy in The Floating City, for example) who put strings of ‘do you want to turn back?’ options on the way to useful or even essential items to bulk out the section count (or possibly to artificially increase the difficulty of the adventure by adding opportunities for the reader to miss that item). When you encounter such a question, you’d do better to ask yourself whether the author is more likely to be offering readers the chance to avert a mistake, attempting to trick them into making one, or just padding the text.

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    1. Excellent point. The sneakier authors might attempt to trick you into changing your mind on what was initially the correct course of action. Steve Jackson leaps to mind as one who might employ such a tactic, although off the top of my head I cannot think of any specific examples.

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  4. As opposed to taking what appears to be the wrong path which then leads to the acquisition of an item or indeed outright success - sneaky !

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  5. Dana Kramer also wrote the first of the Combat Command gamebooks, which was a bit of a mess. I shan't go into detail in case you're planning on covering those books yourself, but contradictions, inconsistencies and ambiguities combined to leave me wondering if the book was ever actually edited.

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    1. I didn't think much of her first book that I read, Blast Out in Lebanon, but thought Warhorn was a nice improvement. Interestingly, it appears she wrote 3 gamebooks, all for different series and all published in the year 1987. Tough to say what order she wrote them in, but If she learned as she went along, then maybe Warhorn was the last one she wrote?

      I absolutely plan to play Combat Command! Looks very intriguing. I have been trying to alternate between fantasy and non-fantasy series to keep things fresh. Combat Command will probably be my last 80's series before starting the 90's with FF.

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  6. Can I gush over the covers for this series? They really are works of art.

    This sounds like a fun gamebook. I tend to get a bit frustrated with gamebooks with long chunks of text but if it's well written then that certainly helps.

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    1. A couple of really nice covers to come too! (Although conversely, book 11 might be a bit "ehhhh"). The spines are also a dark gold, which has a nice look on the bookshelf.

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  7. Sounds quite similar to the recent entries in the FF series. The latest - DUNGEON ON BLOOD ISLAND has a cover that's way too dark. In fact, the title is only visible if the book is held at a certain angle !

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    1. Yes while I like the look of gold books for Crossroads, the black writing they chose for the spine does make it tough no doubt.

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  8. Oh dear. I always suspect when there's a long stretch between posts that you must be valiantly battling throughout a broken gamebook. Hopefully the next one is better!

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    1. And doing a lot of cursing in the process! At least the broken ones give me a lot of material to talk about.

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  9. Don't get your hopes up about The Black Road War. I played it for my blog a while back, and the experience made me reluctant to attempt it a second time.

    It's also based on Zelazny’s Amber books. Now, I’ve read and enjoyed the first series of them, and my familiarity with the set-up is what caused me to fail the gamebook. Giving Randall the benefit of the doubt, I concede the possibility that he was using an element that only got introduced during the second series (which is when The Black Road War is set), but what happened came across as severe trolling of the fans.

    Imagine that you’re playing a Star Wars gamebook, and your character crash-lands on a swamp world. Emerging from the wreckage, you see a short, green-skinned biped with pointy ears, leaning on a stick. You may well conclude that you’re on Dagobah, in the presence of Yoda, but if you greet the creature, he smashes in your skull with his stick, instantly killing you, because this planet is actually a prison world, and he’s one of its most dangerous inmates. The ending I reached in The Black Road War felt about as fair as that would.

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    1. Your comment about enjoying the first series has made me want to check out the novels even more. Your comment about Randall's gamebook also definitely sounds like prime trolling. It sounds like not having read the books will help me for a change. I have to confess though, that I found your example quite amusing. Kind of like "The Family Guy" version of "The Empire Strikes Back". I look forward to reading your blog entries on the Combat Command series and to compare experiences.

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  10. I love the idea of having to take off all one's clothes in order to be able to carry an extra item.
    Wife: Could you give me a hand with this bag?
    Me: Hang on a moment (throws off clothes). Okay, no problem.

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    1. Right? All your clothes count as one item too. Would make for a pretty boring game of strip poker. Almost everyone would be out after one hand.

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  11. This sounds like a pretty decent book - especially compared to some of the others in the series. I see you're back to Xanth next, good luck!

    Oh and what are some of your favourite time travel movies?

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    1. Great question! "Somewhere in Time" with Christopher Reeve has been a perennial favorite of mine, although it is admittedly a bit mushy. I think "Avengers: Endgame" was one of the best I have seen, and remains my favourite MCU movie to this day. Just a masterful piece of filmmaking. I'm not sure if it would be considered time travel per se, but "Interstellar" was one of the best movies period I have seen over the past 10 years. And of course, how could I not mention such stalwarts as "Back to the Future" and "The Terminator". Well, at least the first couple from those series. "X-Men: Days of Future Past" was another one I thought was excellent. "Hot Tub Time Machine" was great, although not just for the time travel (Motley Lue!). "12 Monkeys", "Groundhog Day", "Deja Vu", man, I could keep going and going! I even really liked "The Time Machine", the 2002 one with Guy Pearce, even though not many others seemed to. I am sure I am still even forgetting a few favourites. How about you Kieran? Any personal faves?

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    2. Hadn't heard of the Christopher Reeve movie - must check it out. Come to think of, I'm not sure I've seen any Christopher Reeve movie where he's not playing Superman.

      Didn't think of Groundhog Day as a time travel movie but it definitely is and I agree it's excellent. Also a fan of Back to the Future, Twelve Monkeys and the Terminator films (even most of the later ones - the only one I didn't really like was Salvation which if I recall correctly was time travel free).

      Triangle is an interesting thriller with a bit of time travel. Edge of Tomorrow is a great one in the Groundhog Day mold. Primer was an interesting one though I'm not sure I understood any of it.

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    3. Don't think I have seen Triangle or Primer. I will have to check those out!

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    4. I'd add Looper and Frequently Asked Questions About Time Travel to the recommendations.
      And if you're okay with subtitles (or know Spanish), Timecrimes (original title Los cronocrimenes) is definitely worth checking out.

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    5. Oh yes, Looper is another good shout. Come to think of it, Superman does turn into a bit of a time travel film by the end.

      And foolishly I left out possibly my favourite: Bill and Ted's Excellent Adventure

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    6. Thanks! I will see if I can find these as well.

      I forgot Bill and Ted's also. "Put them in the Iron maiden!"...."Excellent!"

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    1. Another one I do not believe I have seen. Thank you!

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  13. Ouch! What a rotten deal 'Ghost of a Chance' sounds like. And 26 pages of straight text?!
    I can imagine the puns being amusing for a couple of minutes, but it must be just exhausting to read for any length.

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    1. I would finish each reading session with a splitting headache!

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  14. Judging by the book review that convinced me to steer clear of Piers Anthony's writing back in the 1980s, 'creepy old man' may be putting it mildly.

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    1. Was that also a Xanth book by any chance? Some of them sound like they have some "unusual" subject matter.

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  15. Oh dear. Maybe Jody Lynn Nye was distracted by Piers Anthony staring at her legs while she was trying to write.

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  16. A little research reveals that Curly was introduced into the Three Stooges as a replacement for Shemp, which would make him the fourth stooge.

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  17. Definitely an interesting series to read about. It would have been interesting to see more gamebooks based on the fantasy novels of the day, though maybe with a better format.

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