[Let's Play] Fighting Fantasy 34 - Stealer of Souls
Posted: Sun Oct 25, 2015 5:13 am
So.....after running a 5-book-running series with more complex rules (and not really doing that good a job at it), I'm going back to something much simpler for now. FF34 is pretty much a "back to basics" book in this series that really just sticks to the basic system with no additional new rules. Hopefully, the adventure itself will still be fun enough to make this game enjoyable.
This probably won't be the only FF gamebook I run after this, since we went through 5 non-FF ones prior to this, but Ill take a look at what's left from my collection after we run through this one: there're lot of FF books left, but the ones that can be fairly completed in a single playthrough are rapidly running low!
Let's take a look at the cover:
And the back cover blurb:
A generic straight-forward FF plot for a simple book: save the Good Wizard, kill the Evil one.
Let's see if the introduction inside the cover tells us anything else:
I think this is the first time I've seen a gamebook specifically tell its readers that he also needs to save the not-so-innocent people.
And of course, the rules....it's been a while, but this particular book doesn't require anything more than the Standard FF Boilerplate Rules!:
Skill, Stamina, & Luck
So...we got an average fighter who's moderately tough and lucky. In most FF (like Deathtrap Dungeon), this adventurer probably just signed his death warrant, but in this book, it might just be enough (this book isn't as easy as Keep of the Lich Lord, but it's far from impossible).
Combat:
Again, nothing new here....just like our Starting Equipment:
Again, standard FF-fare here!
Speaking of standard.......does how Hero still get the traditional penile-related name? That's up to you, of course!
Any takers?
Adventure Sheet:
This probably won't be the only FF gamebook I run after this, since we went through 5 non-FF ones prior to this, but Ill take a look at what's left from my collection after we run through this one: there're lot of FF books left, but the ones that can be fairly completed in a single playthrough are rapidly running low!
Let's take a look at the cover:
"The name Mordraneth strikes fear into the hearts of all who dwell in Titan. Now he has found a way to unleash a magical army of fear upon the land. The wizard Aslander has been kidnapped and you must rescue him from the Isle of Despair. But will you also enter the Empire of Illusion, confront Mordraneth and save Titan?"
Let's see if the introduction inside the cover tells us anything else:
"YOU are a hardy and experienced adventurer. When the wizard Vanestin summons you and offers you the chance of riches and glory, you can hardly wait! But wealth and fame are less important to the world of Titan than the success of your mission; for if you fail, the Stealer of Souls will ravage the land- The Stealer of Souls is Mordraneth, an evil Archmage who has found a magical way of unleashing all fears and nightmares upon the innocent - and even the not-so-innocent - inhabitants of Titan! This is what he is poised to do - and only YOU can stop him!"
And of course, the rules....it's been a while, but this particular book doesn't require anything more than the Standard FF Boilerplate Rules!:
Skill, Stamina, & Luck
SKILL score: Roll one die. Add 6 to the result. We roll a 3 and get 9.
STAMINA score: Roll two dice. Add 12 points to the result. We roll a 5+3 and get 20
LUCK score: Roll one die. Add 6 to the result. We roll a 4 and get 10
SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points" . LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.
Eating a meal restores up to 4 points of STAMINA; you may only eat one meal at a time.
Testing your Luck: When instructed by the book to Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.
STAMINA score: Roll two dice. Add 12 points to the result. We roll a 5+3 and get 20
LUCK score: Roll one die. Add 6 to the result. We roll a 4 and get 10
SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points" . LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.
Eating a meal restores up to 4 points of STAMINA; you may only eat one meal at a time.
Testing your Luck: When instructed by the book to Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.
Combat:
SKILL and STAMINA scores are given in the text for each adversary that you face.
The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.
Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Specific instructions will be given whenever you meet more than one opponent.
Using Luck in Combat
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.
Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA.
If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.
The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.
Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Specific instructions will be given whenever you meet more than one opponent.
Using Luck in Combat
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.
Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA.
If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.
We're armed with a sword, dressed in leather armour, carries a shield, and a backpack that contains enough provisions for 10 meals.
Speaking of standard.......does how Hero still get the traditional penile-related name? That's up to you, of course!
Any takers?
Adventure Sheet:
Name: ???
SKILL 9/9
STAMINA 20/20
LUCK 10/10
Equipment: Sword, Leather Armor, Shield
Provisions: 10 Meals (+4 STAMINA)
SKILL 9/9
STAMINA 20/20
LUCK 10/10
Equipment: Sword, Leather Armor, Shield
Provisions: 10 Meals (+4 STAMINA)