vagsancho
Knight
Posts: 809
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Aug 31, 2020 15:32:39 GMT
Yes... But after all that work... That feeling... THE feeling... It worth it.
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Post by pip on Aug 31, 2020 18:39:08 GMT
Yes... But after all that work... That feeling... THE feeling... It worth it. I'm genuinely curious about this. I understand the fun in working hard to find the true path. I don't understand the fun in rolling dice over and over again, when the odds are so strongly against you. Do you replay the book, take the same path over and over again, reroll dice hundreds of time until you're lucky enough to win, and find that dice rolling exercise fun?
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vagsancho
Knight
Posts: 809
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Aug 31, 2020 20:43:03 GMT
Yes... But after all that work... That feeling... THE feeling... It worth it. I'm genuinely curious about this. I understand the fun in working hard to find the true path. I don't understand the fun in rolling dice over and over again, when the odds are so strongly against you. Do you replay the book, take the same path over and over again, reroll dice hundreds of time until you're lucky enough to win, and find that dice rolling exercise fun? Crypt of the Sorcerer is a FF Masterpiece. The most perfect of all. The masterpiece of all Fighting Fantasy books. Crypt of the Sorcerer is not a hostage, not even, in any form, dependent of Ian Livinstone. Completely independent. It is far more related with me than with Livingstone.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Aug 31, 2020 23:14:47 GMT
Well, Pip, I think that's the best response you're likely to get.
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Post by Charles X. on Jul 2, 2021 0:12:34 GMT
What would be a good 'fix' for this gamebook to make the insaneish difficulty level playable, perhaps in the manner of Blood Of The Zombies suggestions? I suggest as an experienced adventurer, you should start with a stat bonus, just like Night Dragon. Possibly an extra die roll of stamina? When your sword is stuck in the Clay Golem, you should have a 50% chance of freeing the sword, because of your abilities as well as the heavy unfairness of the book.
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Post by bloodbeasthandler on Jul 2, 2021 6:11:48 GMT
Charles X, have you seen the thread by Sylas on these boards entitled: Crypt of the Sorcerer (revised edition) ?
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Post by Charles X. on Jul 2, 2021 21:10:16 GMT
Charles X, have you seen the thread by Sylas on these boards entitled: Crypt of the Sorcerer (revised edition) ? No, I haven't and thanks for the recommendation (where I have left a message). COTS is in dire need of a revised edition and it seems like Sylas did a good job about it. FF books were arguably never great literature, but it seems like the authors and\or their editors were pretty careless both in terms of printing\typo errors, bugs and ambiguities and the gameplay difficulty curve. It's a shame because, for one example, Revenge Of The Vampire has a wonderful sense of atmosphere, storyline, and gameplay, hidden somewhere in the rubbish.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Jul 3, 2021 13:32:05 GMT
Charles X, have you seen the thread by Sylas on these boards entitled: Crypt of the Sorcerer (revised edition) ? No, I haven't and thanks for the recommendation (where I have left a message). COTS is in dire need of a revised edition and it seems like Sylas did a good job about it. FF books were arguably never great literature, but it seems like the authors and\or their editors were pretty careless both in terms of printing\typo errors, bugs and ambiguities and the gameplay difficulty curve. It's a shame because, for one example, Revenge Of The Vampire has a wonderful sense of atmosphere, storyline, and gameplay, hidden somewhere in the rubbish. Revenge of the Vampire is a great book...if you play it as it should be played (horse costs 8 Gold, traverse the Igor problem etc). I did have it on my radar to revise but the sheer amount of errors in it makes me very hesitant. Plus I wouldn't be rebalancing the gameplay; just fixing existing errors which doesn't really interest me for all that work.
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Post by johnbrawn1972 on Oct 10, 2021 15:09:59 GMT
- You are wearing a Bone Ring with a skull etched into it (+1 Luck). I am having trouble typing into this but I have noticed the solution does not include -1 tot of healing potion
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Post by CharlesX on Oct 10, 2021 15:27:38 GMT
Is it really necessary to fight the rad-hulks when you can avoid them and get to the burning village anyway? There doesn't seem to be any benefit in fighting them except a +1 Skill bonus, and fighting two Skill 10 foes is hard, especially if you have lost some Skill with the Harpoon Flies. Am I missing something? It's been a long time since I played this dreadful book, but it seems to me that unless you gain something else from the Hulks, the fight is worthless? I think this point has been raised somewhere else. After fighting the Rad-hulks, the armour you gain, aside from gaining you a skill point you may have lost before, means you don't have to test your luck later on when you open a treasure chest and a rat jumps at you. Aside from the risk the rat could successfully bite you, this saves you a point of luck, which is really beneficial against Razaak. So a 12 24 12 Avatar is probably better off going for the armour.
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Post by johnbrawn1972 on Jun 14, 2023 18:25:11 GMT
-5 tots of healing potion -If you would rather follow the river north up into the hills -If you wish to keep heading north - 1d6 1-2=-4 stamina. -1 tot. 3-4=-6 stamina. -2 skill. -1 tot. 5-6=start again 3 tots 10S 24st-18st-22st -If you wish to cross the river to look at the cave -If you wish to enter the cave -If you wish to try lifting the lid -Fight the Rad-Hulks - 1st Rad-Hulk sk10 st5 2nd Rad-Hulk sk10 st6 1 tot 22st-18st-12st-20st -If you wish to break the crate open -Try on the chainmail suit - +1 skill 11S -If you wish to go and see what is causing the smoke -If you wish to see if he is still alive - +1 stamina. Gold nugget 10 gp. Knife. Holy Water. If you wish to put the chain around your neck 20st-21st -Crystal of Sanity - 2d6 <=skill=ok >skill=2d6 <=luck=-1 stamina >luck=start again - 1st Chameleonite sk7 st7 2nd Chameleonite sk6 st6 3rd Chameleonite sk7 st6(+2 a.s if horse-back) -If you would rather spur your horse on further east -If you wish to approach him -If you wish to attack him -Bonekeeper sk5 st6. -3 luck 9L -Try on the Skull Ring -If you would rather ride east out of the Valley Of Bones -If you wish to dismount and examine the words -If you wish to release the reins to allow your horse to drink - +1 stamina 20st-21st -If you wish to charge down the hill to attack them - 1st Goblin sk5 st5 2nd Goblin sk5 st6 3rd Goblin sk6 st5 4th Goblin sk6 st6 - 2gp. Cracked mirror in silver frame. If you want to eat it 2gp - +2 stamina 21st-23st -If you wish to ride towards the wood - 2d6 <=skill=ok >skill=If you possess a hunting-knife Wood Demon sk9 st10(-2 skill for duration) - Wood Demon sk9 st10 23st-21st -If you wish to tie your horse up to a tree and trudge through the thick undergrowth -Examine the silver rod -Rod 37 -open the backpack - 4gp. Candle. If you wish to open the scroll and read the writing 6gp -If you would rather return to your horse -If you would rather ride around the edge of the clearing -Werewolf sk8 st9 -Griffin sk10 st10 21st-15st -If you wish to ride over to investigate -If you wish to take the shield - +1 skill. +1 luck 12S 10L -If you wish to open the box -If you wish to take the doll -Clay Golem sk8 st9. 1d6 1=Unless your blow has just killed the Golem start again -If you wish to put the ring on your finger -Centaur sk10 st10 15st-13st -If you would rather ride off without the talisman -If you wish to ride to the knoll -If you wish to cut her down -If you want to swallow some of the powder - +1d6+2 stamina 13st-16st -Attack him with your sword - 1d6 1-2=start again 3-6=ok -Hill Giant sk9 st10 0 tots 16st-14st-18st - 1gp. Copper bracelet 7gp -search the Giant’s cave after placing the gold and bracelet in your backpack -Break the globe - +1 luck. You may now either open the chest 11L -If you still wish to lift the lid -If you are wearing armour -Parchment 66. Leave the cave -If you wish to ride over to the fire -Will you reply ‘Lawful’ -If you trust this man and agree to do as he suggests - +2 stamina. If you would rather ride around them 18st-20st -If you wish to stop to investigate -Suma 11. If you wish to ride north into the forest -Demonspawn sk6 st6 -or setting off now - +2 stamina. 5 tots healing potion 20st-22st -If you decide to investigate - -1 tot of healing potion. +1 luck. If you are wearing a bone ring with a skull etched into it 4 tots 12L - 1st Skeleton sk6 st5 2nd Skeleton sk6 st6 3rd Skeleton sk5 st6 -If you wish to pull the rod out of the grave - 2d6 <=luck=ok >luck=-1d6+3 stamina. -1 skill 11L -turn 50 -Rod of Paralysis. +1 luck 12L -If you would rather ride into Stonebridge - +2 stamina 22st-24st -The Western Flatlands - 2d6 <=luck=ok >luck=If you wish to walk north 11L -If you wish to turn right - 1st Doragar sk9 st9 2nd Doragar sk9 st10 24st-22st -Bronze key. If you wish to continue along the tunnel -If you wish to investigate -If you would rather walk up to the Zombies -Number 5 tattoo -If you would rather walk to the junction and try the other passage - 1d6 1-5=-1 skill. Iron-Eater sk4 st5 6=ok -If you would rather keep on walking - 2d6 <=luck=ok >luck=-1d6 stamina 3 tots 22st-16st-20st 10L -Cave-Troll sk8 st9 -Alternatively, you can either tip up the cart -If you wish to open the large box -If you want to rest a while and let Borri read the book -If you wish to go right - 2d6x3 all <=skill=ok any >skill=start again -If you wish to pass between the statues -If you have not - -2 stamina. 2d6 <=skill=ok >skill=start again 2 tots 20st-18st-22st -If you are wearing a translucent crystal around your neck on a gold chain -If you wish to use something else -A silver rod -A Rod of Paralysis -A rabbit -Gargantis horn. 2d6 <=luck=ok >luck=2d6 <=luck=If you wish to hide in the alcove Rat Man sk5 st6. -2 skill attack strength 1st round or >luck=1d6 1-3=-2 stamina. Rat Man sk5 st6 4-6=Rat Man sk5 st6 4-6=Rat Man sk5 st6. If you wish to eat the nuts. +1 stamina 22st-23st 9L - 2d6 <=skill=ok >skill=2d6 <=skill=ok >skill=start again - 1d6 1d6=1-5=ok 6=-2 stamina 1 tot 22st-18st-22st -If you wish to continue the conversation -turn 11 -If you wish to walk to the edge of the hills to sleep - +2 stamina. If you wish to wait to meet whoever is approaching 22st-24st -If you wish to talk to him -If you wish to reply that you intend to slay Razaak -If you have a piece of parchment with strange writing on it -If you would rather walk by -If you wish to wait for a servant of Razaak to appear -Demonic Servant sk8 st7 -If you would rather press on to find Razaak’s crypt -If you wish to squeeze through the crack -If you would rather walk down the narrow tunnel -If you would rather walk through the archway and into the tunnel beyond it -If you want to go left -If you wish to wait to see if anybody comes along to replace the candles -If you wish to attack the Zombie -If you have a phial of holy water - 1d6=-1 to -5 damage Zombie sk6 st6 6=ok -Copper identity tag 283 -If you would rather turn back -If you wish to sit on the chair -turn 283 -However, if you do have a key and wish to do as the sign says -If you wish to answer -turn 35 -turn 119 -turn 5 -turn 108 -turn 184 -If you are not wearing a talisman -If you are wearing a gold ring -If you have inhaled the smoke -turn 66 -If you are carrying the Defender -Razaak sk12 st20(use 4 luck for extra damage and if stamina=3 use 1 luck to reduce damage)If wins 2 consecutive attack rounds=start again 24st-2st 4L -If you would rather leave the crypt as quickly as possible(if stamina <6 use 1 tot) 0 tots 2st-6st -stamina >5=ok <6=start again
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Post by johnbrawn1972 on Jun 14, 2023 18:25:36 GMT
Manifestly 12/24/12 is necessary. This is difficult but the beginning is a little easier. -5 tots of healing potion -If you would rather follow the river north up into the hills -If you wish to keep heading north - 1d6 1-2=-4 stamina. -1 tot. 3-4=-6 stamina. -2 skill. -1 tot. 5-6=start again 3 tots 10S 24st-18st-22st -If you wish to cross the river to look at the cave -If you wish to enter the cave -If you wish to try lifting the lid -Fight the Rad-Hulks - 1st Rad-Hulk sk10 st5 2nd Rad-Hulk sk10 st6 1 tot 22st-18st-12st-20st -If you wish to break the crate open -Try on the chainmail suit - +1 skill 11S -If you wish to go and see what is causing the smoke -If you wish to see if he is still alive - +1 stamina. Gold nugget 10gp. Knife. Holy Water. If you wish to put the chain around your neck 20st-21st -Crystal of Sanity - 2d6 <=skill=ok >skill=2d6 <=luck=-1 stamina >luck=start again 21st-20st 11L - 1st Chameleonite sk7 st7 2nd Chameleonite sk6 st6 3rd Chameleonite sk7 st6(+2 a.s if horse-back) -If you would rather spur your horse on further east -If you would rather ride around the Valley of Bones -If you wish to dismount and examine the words -If you wish to release the reins to allow your horse to drink - +1 stamina 20st-21st -If you wish to gallop away from them -If you wish to ride up the next hill -If you stopped to rest and water your horse at the stream -1d6-2=1-2=1st Goblin sk5 st5 2nd Goblin sk5 st6 3rd Goblin sk6 st5 4th Goblin sk6 st6. 2gp. Cracked mirror in silver frame. If you want to eat it. +2 stamina 21st-23st 3-6=ok -If you wish to keep riding east/continue east -If you would rather gallop through the glade as fast as possible - 1st Giant Beetle sk5 st4 2nd Giant Beetle sk5 st4 -Griffin sk10 st10(if luck=12 use 1 luck for extra damage) 21st-15st 11L -If you wish to ride over to investigate -If you wish to take the shield - +1 skill. +1 luck 12S 12L -If you wish to open the box -If you wish to take the doll -Clay Golem sk8 st9(use 1 luck for extra damage)1d6 1=Unless your blow has just killed the Golem start again 11L -If you wish to put the ring on your finger -Centaur sk10 st10 15st-13st -If you would rather ride off without the talisman -If you wish to ride to the knoll -If you wish to cut her down -If you want to swallow some of the powder - +1d6+2 stamina 13st-16st -Attack him with your sword - 1d6 1-2=start again 3-6=ok -Hill Giant sk9 st10 0 tots 16st-14st-18st - 1gp. Copper bracelet 1gp -search for the Giant’s cave after placing the gold and bracelet in your backpack -Break the globe - +1 luck. You may now either open the chest 12L -If you still wish to lift the lid -If you are wearing armour -Parchment 66. Leave the cave -If you wish to ride over to the fire -Will you reply ‘Lawful’ -If you trust this man and agree to do as he suggests - +2 stamina. If you would rather ride around them 18st-20st -If you wish to stop to investigate -Suma 11. If you wish to ride north into the forest -Demonspawn sk6 st6 -or setting off now - +2 stamina. 5 tots healing potion. If you decide to ignore the cries 20st-22st -If you wish to ride toward Mirewater -Ride north to the wood -Enter the wood -If you are not wearing this ring -If you would rather ride into Stonebridge - +2 stamina 22st-24st -The Western Flatlands - 2d6 <=luck=ok >luck=If you wish to walk north 11L -If you wish to turn right - 1st Doragar sk9 st9 2nd Doragar sk9 st10 24st-22st -Bronze key. If you wish to continue along the tunnel -If you wish to investigate -If you would rather walk up to the Zombies -Number 5 tattoo -If you would rather walk to the junction and try the other passage - 1d6 1-5=-1 skill. Iron-Eater sk4 st5 6=ok -If you would rather keep on walking - 2d6 <=luck=ok >luck=-1d6 stamina 10L -Cave-Troll sk8 st9 -Alternatively, you can either tip up the cart -If you wish to open the large box -If you want to rest for a while and let Borri read the book -If you wish to go right - 2d6x3 all <=skill=ok any >skill=start again -If you wish to pass between the statues -If you have not - -2 stamina. 2d6 <=skill=ok >skill=start again 4 tots 22st-20st-24st -If you are wearing a translucent crystal around your neck on a gold chain -If you still wish to step into the pit and attack it with your sword -Gargantis sk12 st24 0 tots 24st-2st-18st -Gargantis horn. 2d6 <=luck=ok >luck=2d6 <=luck=If you wish to hide in the alcove Rat Man sk5 st6. -2 skill attack strength 1st round or >luck=1d6 1-3=-2 stamina. Rat Man sk5 st6 4-6=Rat Man sk5 st6 4-6=Rat Man sk5 st6. If you wish to eat the nuts. +1 stamina 18st-19st 9L - 2d6 <=skill=ok >skill=2d6 <=skill=ok >skill=start again - 1d6 1d6=1-5=ok 6=-2 stamina -If you wish to continue the conversation -turn 11 -If you wish to walk to the edge of the hills to sleep - +2 stamina. If you wish to wait to meet whoever is approaching 18st-20st -If you wish to talk to him -If you wish to reply that you intend to slay Razaak -If you have a piece of parchment with strange writing on it -If you would rather walk by -If you wish to wait for a servant of Razaak to appear -Demonic Servant sk8 st7 -If you would rather press on to find Razaak’s crypt -If you wish to squeeze through the crack -If you would rather walk down the narrow tunnel -If you would rather walk through the archway and into the tunnel beyond it -If you want to go left -If you wish to wait to see if anybody comes along to replace the candles -If you wish to attack the Zombie -If you have a phial of holy water - 1d6=-1 to -5 damage Zombie sk6 st6 6=ok -Copper identity tag 283 -If you would rather turn back -If you wish to sit on the chair -turn 283 -However, if you do have a key and wish to do as the sign says -If you wish to answer -turn 35 -turn 119 -turn 5 -turn 108 -turn 184 -If you are not wearing a talisman -If you are wearing a gold ring -If you have inhaled the smoke -turn 66 -If you are carrying the Defender -Razaak sk12 st20(use 4 luck for extra damage and if stamina=7 use 1 luck to reduce damage)If wins 2 consecutive attack rounds=start again 20st-6st 4L -If you would rather leave the crypt as quickly as possible -stamina >5=ok <6=start again
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Post by thealmightymudworm on Feb 29, 2024 1:49:59 GMT
Quick question:
I now own this book, which I never did when younger, but am not that familiar with it and see no point in trying to play it as is. On the matter of self-daubing with chameleonite blood, is its only relevance avoiding a 2 STAMINA loss and a life-or-death SKILL roll against the Gargantis?
I notice that whilst Champskees's solution in this thread appears to advise against the daubing, his original solution inherited from TUFFF was in favour and he seemed to revert to that in his playthrough simulator. JB's solution has settled on avoiding the blood. Is it a question of how high the player's SKILL is, in weighing the SKILL roll against a single die roll which might doom the adventurer by rendering them unable to use the Defender?
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Post by CharlesX on Feb 29, 2024 14:20:58 GMT
Quick question:
I now own this book, which I never did when younger, but am not that familiar with it and see no point in trying to play it as is. On the matter of self-daubing with chameleonite blood, is its only relevance avoiding a 2 STAMINA loss and a life-or-death SKILL roll against the Gargantis?
I notice that whilst Champskees's solution in this thread appears to advise against the daubing, his original solution inherited from TUFFF was in favour and he seemed to revert to that in his playthrough simulator. JB's solution has settled on avoiding the blood. Is it a question of how high the player's SKILL is, in weighing the SKILL roll against a single die roll which might doom the adventurer by rendering them unable to use the Defender? t isn't worth risking daubing yourself with Chameleonite blood. There is a 4 in 6 chance you will get the ideal outcome, meaning you do not lose 2 Stamina, and do not face a Skill test. The former is helpful but actually barely anything - insignificant - if you are playing Crypt with ideal or very-close-to-ideal starting stats as you should be. For the latter we'll assume you started out with Skill 12 (possibly getting it lowered if you were averagely lucky with the Harpoon flies). So there's a 50% chance of a 4 in 36* chance of death. Weigh that against a 1 in 6 'nightmare' chance you will be heavily affected by the Chameleonite blood and will have effectively already failed. If you roll other 1 in 6, perhaps someone who has Crypt can help me, but I believe you lose like 1 Skill 4 Stamina? Which is actually a lot and way worse than just 2 Stamina, and as I've said the Skill risk is arguably minimal\negligible at this point if you started out with max Skill. All this would be a different game if Sir Ian had written a vaguely fair gamebook, but he wrote Crypt the way he wrote it and as it is any Avatar with a shadow of a chance of completing Crypt daubing Chameleonite blood isn't worth it.
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Post by fertobardi on Feb 29, 2024 22:26:00 GMT
Yes... But after all that work... That feeling... THE feeling... It worth it. Haha. I have ordered some books that i didnt have by now and ofc Crypt was one of them because that kind of "i wanna feel it" thing of Vagsancho. But im completely aware by now that hes Razzaks apprentice and a fanatic adept of his cult. His lines on the other thread were so poetic and passionate describing Razaaks eyes and such that i took them to use in a RPG like rumors, gossips, to add flavour. Because really someone have to call more people in and go after Razaak to avenge those million people doomed by this quest. And well, im entering on to this without expectations and i will play by the book to be another victim some of the times. But here in my country, local reviewers talks also about the sadistic difficulty but they rate the book very high.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,679
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Mar 2, 2024 15:27:41 GMT
But here in my country, local reviewers talks also about the sadistic difficulty but they rate the book very high. Crypt of the Sorcerer is a decent adventure in terms of story and characters. But from a gameplay perspective, the book is not presented in a way that a hero can survive. Basically, if you are rolling dice and playing by the rules, you will not win. Ever. To win, you must apply many house rules or 'restart at point of death' system to get anywhere. Saying that, I do enjoy the book myself.
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Post by CharlesX on Mar 29, 2024 18:08:30 GMT
I calculated a very rough % chance of winning before rolling for starting statistics by adding together the odds for each permutation and dividing by the number of possible permutations (only with the three given Stamina permutations).
Crypt Of The Sorceror's Odds of victory
0.03 (363 recurring) %
About 3 in 10 thousand.
37 out of 11000.
Because I'm only working with three permutations for Stamina instead of 36 and it gets more innaccurate the further it is from 50%, around 3 in 10 thousand sounds about right.
Yikes!
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