Eternal Quest. SeeQUEST, ETERNAL .
...
Quest, Eternal. SeeETERNAL QUEST .
-- Diana Wynne Jones, The Tough Guide to Fantasyland
CYOA had a quite separate origin from modern RPGs, predating them in terms of invention though not as a commercial form. But they were both *cough* asymmetric participatory storytelling in a rule-bounded ludic structure, and once they had become widespread enough to notice each other, some kind of cross-pollination was pretty much inevitable.
Today, I'm going to be looking at three swords-and-sorcery CYOAs that are straightforwardly descended from fantasy RPG. Two of them are solo quests involving heavy state-tracking via a character sheet; these are what I think of as 'gamebooks'. The third lacks character sheets, following a standard CYOA approach while attempting to emulate a classic RPG party.
![]() The Citadel of Chaos, Fighting Fantasy, Steve Jackson, 1983 The Fighting Fantasy books, brainchild of Games Workshop founders Steve Jackson and Ian Livingstone, embraced a grimy, fevered-adolescent style of Tolkien/Moorcock-derived high fantasy similar to GW's. Their feel was strongly influenced by Games Workshop illustrators with an eye for heavy blocks of disturbing detail -- like Ian Miller, an artist whose solo work makes H.R. Giger look chaste and well-adjusted. The stories are saturated with a revolted fascination at the (apparently) adult themes of sex, violence, cruelty, power and betrayal: women are by default seductive enchantresses, monsters are twisted with deformity and withered by age, and the world is out to get you. We're plainly thinking about a slightly older, more male audience than Choose Your Own Adventure. A central goal of these series, I suspect, was to get kids interested in fantasy RPG and wargaming at a lower level of investment, in terms of money, social connections and rule-learning, than was offered by dense rulebooks or expensive miniatures. I encountered Fighting Fantasy well before I came into contact with any RPGs, and they did a pretty good job of condensing its basic elements into something accessible (but not trivially so): read some rules, roll up a character, navigate a dungeon, kill things by rolling dice, take their stuff. The hero in Fighting Fantasy is largely uncharacterised; in theory he's a wizard's apprentice, but he functions more as an all-purpose adventurer, good with a sword but capable of a few useful spells. Like contemporary D&D, character creation was brutally unfair: rolling a 1 for the wrong stat could kybosh your entire play session. I should confess that Citadel is the only Fighting Fantasy I own, and really that should be Citadelle because it's in French translation. (I've played it in English, but long ago.) At various points it looks suspiciously as if the localisation work has gone beyond mere translation: Sur des étagères s'alignent une douzaine de fromages différents dont l'odeur vous arrache une grimace: de toute évidence, certains d'entre eux sont beaucoup trop faits. My French is good enough to follow what's going on (though I have to look up phrases like 'streaming with blood' that didn't come up much in secondary school) but decidedly not good enough to comment on style. Reading it in a second language, and reading every node of such a big work, is inevitably going to shape the experience; treat with caution. Choose Your Own Adventure was always recognisably American -- the clothes and haircuts, the geography, the over-earnest suburban kids. Even when it verged into fantasy or future-SF it usually made an effort to start out from a comfortingly familiar place, the better to build player-PC identification; they often spent considerable space on easing the transition. Citadel starts off deep inside its world, right as the real action is about to start. While CYOA generally embraced a mix of post-hippy tropes -- future utopias, freaky UFOs, dolphins and non-absolutist ethics, blended with the bland MOR gumption of mid-C20th boys' adventure -- Fighting Fantasy was a punk/metal-styled rejection of those values, transforming fairies into imps, planting your feet on the ground and then stomping on your toes. If it acknowledges the moral landscape, it's only in service of screwing with your head. The Citadel of Chaos is basically a story about storming a castle and killing the evil wizard, Balthus the Terrible. There's some gumf about the Valley of Willows and King Salamon and the High Enchanter of Yore, but you can promptly forget all of this. The nodes don't correspond to page numbers: there can be as many as four of them to a page. The effect is more like flipping between index cards than reading a book. This means that, while the page is often crowded with blocks of text, it never stops feeling like a CYOA; it also means that other threads are all but impossible to ignore. This may have something to do with the game's paranoia and pedantry: the author always had to worry that the player had read this bit already, and so the stakes were raised to compensate. [As requested, you can click through to larger versions of these images. There's also a simplified version of the Citadel diagram here.] |
Flight from the Dark, Lone Wolf #1, Joe Dever, 1984All the major CYOA lines of the 80s were dominated by a few prolific authors, but only one series was effectively carried by a single writer: Joe Dever's Lone Wolf series. Many of Dever's gamebooks are now available, for free and with Dever's blessing, at Project Aon. You can play Flight from the Dark here. Lone Wolf wasn't intended to promote anything except itself, and perhaps RPGs in general. Dever spent some time working at Games Workshop shortly before writing Lone Wolf, so he was certainly aware of Fighting Fantasy; Lone Wolf can be thought of as a development of that system. As well as stats and inventory (with fiddly inventory limits), you can choose and develop skills like Animal Kinship and Mindblast (which, unlike the godawful FF spell system, don't get expended when you use them). The combat system relies on a d10 -- but if you weren't already well-established in RPGs you'd be rather unlikely to own one, and you certainly wouldn't have one handy if you happened upon this in, say, a school library. So Lone Wolf included the lamest RNG ever: close your eyes, stick a pencil in a table of numbers. Where FF combat was relatively simple, and not necessarily very well-balanced -- both sides roll dice and add their skill, winner lands a blow -- combat in Lone Wolf required you to roll and then check the results on a two-page table. (Get used to it, kids.) Based around a recurring character, the books were conceived of as much more of a coherent sequence than FF. You could carry stats over from one book to the next in either system, but in Lone Wolf it mattered: there was more plot, items found in one book might do special things in another, and the character system was designed for long-term play. The titular hero rides a pyrotechnic power curve: he's effectively a Shaolin monk, a Tolkienian ranger and a Jedi, and by the end of the series he's the most tricked-out at everything that the world has ever known. Things are just slightly Mary-Sue, and there's a definite fanfic quality about the whole thing, something of the enthusiastic craftlessness of make-believe games. This early on, though, he's relatively vulnerable: he can take on the occasional big monster, but a gaggle of The plot of Flight from the Dark starts out just after the Kai monastery has been burned to the ground by the Evil Guys as the first strike in a surprise invasion. (The Kai were the super-elite of the nation's warriors, but for some reason every single one of them was in the same unprepared-for-defence building.) The In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called 'Sommerswerd', the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar. If you fell asleep during the middle of that paragraph and would now summarise it as, "blah blah ringwraiths blah blah", you're in good company. Because of the ongoing Tolkienian worldbuilding, and because of the accumulation of powers over many books, Lone Wolf wasn't easy to pick up mid-series. In theory you could play it from any point, but you'd be at a mechanical disadvantage and likely to feel rather lost. In other words, the series was set up to reward its more dedicated fans at the expense of casual players: a legitimate approach, but one that put me off the series as an adolescent. There's an obvious commonality with the art style, though LW is somewhat less grotesque and a bit more flattened and medieval-styled. The world, however, is notably lighter; there's Cute Fuzzy Forest People, and a lot more good-guy characters in general. In FF the primary interest lies in traps and monsters; in LW it's the hero's awesome powers and the noble warriorness of his supporting cast. There are glimpses of an ethics beyond paranoid individualism, even if they're not very consistently applied; if you fail to protect some refugee kids then, enh, whatever, but if you fail to protect Prince Pelathar then you die -- as much for flubbing an obvious cue for a grand heroic moment as anything, I think. C'mon, kid, you can metagame better than that. The monsters in Fighting Fantasy tend to be one-of-a-kind freaks: a sentient whirlwind woman, the Dog-Monkey and the Monkey-Dog, the vengeful ghost of a cursed laundress. Flight's attitude is that you can't go wrong with a steady diet of orcs, worgs and wyverns (even if it doesn't call them that). There are a few unique monsters, but they're not anything like as weird. This adds to the feeling that you're in an actual world rather than a bad acid trip. There are a lot more trustworthy allies; there's a definite hint of FF-style paranoia, but the issue's generally "are these friends or enemies?", not "are these enemies or really obnoxious neutrals?" There are a fair number of grotesque and evil humans (particularly in the city; S&S cities are obliged to be cesspools of iniquity) but there's no shortage of unambiguous white-hats, bathed in the heroic elfin glow that Tolkien reserved for doomed warriors. (I don't know whether there are any literal elves in Magnamund, but all the good guys seem suspiciously like half-elves with bobbed ears.) Lone Wolf is all about the big heroic crescendo, the bit where you march into the battle's heart to save the Prince, or receive the applause of the royal court. (FF is about making it through hell alive; you might save the world in the process, but you won't care much.) Citadel has a number of female characters, portrayed as capricious, dangerous and unknowable (which is, to be fair, true of most of the FF world). Flight from the Dark has none at all; it's more interested in idealised men. The military framing may be part of the reason for this: the chaos of the retreat feels very much like something from a modern war, a guerilla rearguard action against a broad-front invasion, with enemy aircraft buzzing overhead. The game's declaration about its difficulty level looks very much like a commentary on FF, where rolling a 1 for Combat Skill was pretty much a guarantee of an early grave. There are many routes to the King, but only one involves a minimum of danger. With a wise choice of Kai Disciplines and a great deal of courage, any player should be able to complete the mission, no matter how weak their initial COMBAT SKILL or ENDURANCE points score. |
![]() Pillars of Pentegarn, Endless Quest #3, Rose Estes, 1982 So while random Brits were churning out CYOA in the D&D idiom, what was the mothership doing? Taking similar material in a direction that looks kind of misguided and embarrassing in retrospect, although at the time it probably seemed reasonable. The first Endless Quest books, including this one, were published the same year as the first Fighting Fantasy, Warlock of Firetop Mountain, but they seem to be unrelated. FF was a British series and may not even have made it to the States by then, and their basic approach is totally different. TSR had the same basic aim as Games Workshop, however: introduce children to high-fantasy RPGs with a lower-investment gamebook. But they were aiming at distinctly younger children, probably ones who were already reading CYOA. It might seem that in the more moral-panic-prone United States TSR was being cautious; more likely, it was because Endless Quest was the product of their brand-new educational department, trying to break into the school market (and advertise D&D therein). It should surprise nobody that a series designed by a committee for schools turned out to be less distinctive than one written by the company founders or by an independent game designer; Pillars of Pentegarn manages to combine a total lack of educational content with a story that's dull, formulaic and patronising. (This made it a perfect choice for schools, and by all accounts the series did quite well.) While a great many of them were published, the Endless Quest books never earned as much enthusiasm as FF or Lone Wolf. Part of this is because they're bland; that title is a paradigm of meaningless fantasy alliteration. (Why do we have these big pillars everywhere? So that the title works.) But a big part of it is has to be that they didn't include character creation, combat mechanics or state-tracking: instead, they just tried to introduce the world/story concepts of fantasy RPG without the mechanics. With very few exceptions, fantasy RPG worlds tend to be kind of lame once you remove the RPG part. (A few years later TSR added more complex mechanics with Super Endless Quest, later changed to the catchy Advanced Dungeons & Dragons Adventure Gamebooks.) The lack of a game-system is symptomatic: Pillars of Pentegarn is aiming at kids several years younger than would normally be playing D&D, and it seems generally confused about what it's doing. It's set in a friendly, rounded font similar to the one used by Choose Your Own Adventure, but it's laid out like a normal paperback. Instead of an overpowered champion, you're put in the shoes of gender-ambiguous-but-male-default Jaimie, and frequently reminded that you're a child. Heroic RPGs are heavily reliant on the fact that they're fantasies of being a cool, competent adult, and it's sort of strange that TSR failed to realise this. You start out surrounded by friends Fox, Owl and Tree: these seem intended to smooth the path between childhood animal-fantasy and adolescent heroic-fantasy, but they sort of get in the way of the latter. (Even counting familiars, talking animal sidekicks do not generally form a major component of D&D; in fact, they're notorious for not working very well.) The art is mediocre and bland, without much of a fantasy sensibility. (I'm not just talking about the absence of antigravity chainmail bikinis, either.) To make the heroic-adventure thing work, you're teamed up with Female Elf Thief Lydia, Human Warrior Baltek and Wizard/Lost Monarch Pentegarn. Lone Wolf and FF would occasionally pair you up with a recurring character or a sidekick, but in general their worlds were isolated and lonely, one guy and his backpack against the world. But a central part of the fun of RPGs lies in party dynamics -- which is why two players and a GM is really the minimum requirement for a good session. Pillars tries to replicate some of the banter and conflict, but does a profoundly lame, trope-reliant job of it. (Flame-haired thief is greedy and duplicitous! Warrior is straightforward and not very bright! They squabble but actually fancy each other!) The focus throughout is on introducing basic character templates, not developing or elaborating upon them or even trying to do them particularly well. There are attempts to pep this up with swaggering comic-relief Fox and prim-scholarly Owl; this is pretty by-the-numbers, full of what adults imagine schoolyard lingo to be like, and none of it really fits in alongside the Tolkienian return-of-the-king, sacrifice-of-Boromir stuff. I should stress that even attempting this party-dynamic thing is really unusual for CYOA: in Choose Your Own Adventure you'll commonly acquire a sidekick or a temporary ally, and there's often a supporting cast, but being alone is the default state and reversion to it is never surprising. Even the romance games I discussed previously, which are centrally about social relationships, mostly depict the protagonist as moving easily between different groups rather than having an established, unquestionable set of friends. Pillars has five friendly NPCs in frame for the overwhelming majority of the story. If you lose them then they're either coming back very soon or the game's about to end. It's really kind of a shame that it's not a stronger attempt. Since you're an untrained child in a group of skilled adults, there's a great deal of the Parent Problem: if you have a child hero, you need a reason why they drive the action and the parents don't. A child with present, attentive, supportive, capable parents will by definition not have adventures, because adventures are dangerous, their outcomes are important, and adults call the shots. The game seems aware of this, and there's a steady trickle of contrived and vague reasons to make you feel useful, which generally follow hobbit patterns (innocent heart, little grabby hands) but never really feel convincing. "What does my decision count?" you ask. "I'm just a kid who happened to come along." Later it turns out that you're Pentagarn's great-grandson and the heir to the throne and thus Special, but this always comes right at the end and feels, like most Chosen One plots, like a total cop-out. (Again: Chosen Ones and hidden-monarch PCs are not part of the usual language of D&D. The entitlement in D&D's all the aristo-meritocracy kind: I earned this artefact of godlike power, dammit.) To be fair, in 1982 D&D was only eight years old: there simply weren't very many people who had played it in their teens and then grown up enough to really understand what had been going on. As with many CYOA authors, this was Estes' first published book, and she had to churn the stuff out. |
![]() Aw man, this begins with an example of the worst choice ever: the first-turn Do You Want To Go On This Adventure Y/N choice. Guys: never do this, okay? It's only legit as a joke, and the joke has been done. This is quite a small diagram even when compared to non-RPG CYOA, but structurally speaking it does quite a lot within a very limited space. 49 nodes, 10 endings (2 good, 4 bad, 4 mixed/ambiguous), 11 no-choice jumps, 28 choices. The most direct routes to the two winning endings are 8 and 10 nodes long, but actual playthroughs could be considerably longer. Apart from the big 4-way branch towards the top, all the choices are binary. There are two main branches, forking at 24-31 when you decide whose plan to go with. Lydia's and Pentegarn's are both routes into the left-hand branch, which is heavily interconnected and doesn't have any obvious clusters; Pentegarn's route is somewhat easier, but it's possible to move from one to the other. Baltek's path, centre-right, guarantees a losing or win-at-great-cost ending; you can still defeat the Evil One, but Pentegarn will be killed in the process. You can get from Lydia's path to Baltek's (or Pentegarn->Lydia->Baltek), but once you're in Baltek's path there's no way out. These transitions are not obvious from the text. The path on the far right (in which you choose your own way, or rather ask Pentegarn for another idea) is considerably smaller and simpler; you have a couple of opportunities to go back to the fork and go down another branch, but there are no other connections between the them. Stay on the right branch, however, and you'll wander around a ruined castle and never meet a monster or similar dramatic challenge until you reach the Evil One, where you'll be guaranteed an optimal ending. There is clearly some sort of a Moral here, possibly about peer pressure or making your own way in the world or something, but the delivery's off. This isn't really the sort of medium in which that that kind of message can be convincingly delivered. Rejecting artificial dilemmas or question-begging isn't really possible in CYOA, because your questions are always framed for you, and because this is conspicuous. In an RPG, players can concoct genuine alternative solutions: in IF or CRPG, alternative solutions can be concealed such that players have to work in that general direction in order to find them, giving them more of a sense of ownership than if the choice had just been presented. Computer CYOA can do this a little bit, but on paper it just doesn't work. The structure of a medium shapes the kinds of content it can effectively convey. All of the final confrontations with the Evil One are choiceless: you win or lose within a single node depending on how you got there. (In the right-hand path, you're actively involved in the victory and get to be king; the left-hand victory is mostly about Pentegarn, with you becoming his heir.) I probably don't need to go into how awful this is as game design; see Emily on set-pieces if you want an in-depth approach. One of the game's basic problems is that there are a number of state-like things to track: which of your party members are still alive, which of the McGuffins you've captured. Mostly it deals with this by loading the big changes towards the end, but there are some problems: you can find the Ring of Spell Turning or the Cube of Mystic Forces in Pentegarn's track, then switch over to Lydia's or Baltek's. The cube will immediately get stolen (not specifically; it's assumed to be lost along with all of Pentegarn's gear), but the ring just never gets mentioned again. On the other hand, if you find an artefact and stay in the Pentegarn track, you automatically find the other one and defeat the big bad. This is plainly not an approach that can scale very well, either in terms of longer plots or more fine-grained control. |
45 comments | Leave a comment


Flight from the Dark, Lone Wolf 

