Post by Per on Feb 23, 2024 23:00:56 GMT
While we all sit around waiting for the next thing that's going to happen, here's a stupid game of stuff that could have happened in FF but didn't. The proposed rules for these mini-adventures, should anyone care to write one, are as follows:
1. The adventure begins with an existing but altered section from a Fighting Fantasy gamebook, with an X added to the paragraph number to signify its alternate universe quality. It may be helpful to show how the section has been altered, e.g. by greying out any unchanged text. Alterations must include at least one link leading to a new X section. Numbers assigned for these may be arbitrary, or they may correspond to original branching (potentially with additional parts reused from those paragraphs).
2. The adventure should not be overly complicated, consisting of at least two and up to about ten paragraphs including the start and end paragraphs. It may contain branching, item acquisition and use etc., but may not contain any dead ends. Potentially game-ending conditions like combat or Stamina loss are simply assumed not to be fatal.
3. The adventure always ends with the following paragraph:
And here is a simple sample adventure:
Temple of Terror
This will demonstrate the basic principle but I'm sure people can think of morestupid creative scenarios, like, I don't know, having the Traveller crew act like incompetent buffoons leading to stuff going entirely wrong. No, wait.
1. The adventure begins with an existing but altered section from a Fighting Fantasy gamebook, with an X added to the paragraph number to signify its alternate universe quality. It may be helpful to show how the section has been altered, e.g. by greying out any unchanged text. Alterations must include at least one link leading to a new X section. Numbers assigned for these may be arbitrary, or they may correspond to original branching (potentially with additional parts reused from those paragraphs).
2. The adventure should not be overly complicated, consisting of at least two and up to about ten paragraphs including the start and end paragraphs. It may contain branching, item acquisition and use etc., but may not contain any dead ends. Potentially game-ending conditions like combat or Stamina loss are simply assumed not to be fatal.
3. The adventure always ends with the following paragraph:
[any number]X
As you stare vacantly at this unmitigated fiasco, you become aware of a time cop standing next to you. "No, this absolutely won't do," they say and turn a dial on something they're wearing on their wrist. At once, reality seems to rewind itself. Turn to [starting paragraph without the X].
As you stare vacantly at this unmitigated fiasco, you become aware of a time cop standing next to you. "No, this absolutely won't do," they say and turn a dial on something they're wearing on their wrist. At once, reality seems to rewind itself. Turn to [starting paragraph without the X].
And here is a simple sample adventure:
Temple of Terror
136X
Yaztromo explains that his Magic Arrow spell will cause a small, shimmering dart to be fired from your fingertip with deadly accuracy at any target. He tells you the incantation necessary to cast the spell and says that it will not drain your energy too much; only 2 Stamina points are lost each time you use it. As he puts some scrolls back in order to prepare for your next choice, you try out the incantation and are rewarded with a shimmering dart flying off your fingertip. Distracted by a sudden thud, you turn to see the wizard lying slumped over his desk. Slowly, rivulets of blood seep out from his robe to drip down onto the floor. "Oh wow, great, very useful," caws his pet crow. Reduce your Stamina by 2 points for casting the spell. If you cast it again, turn to 324X. If not, turn to 94X.
Yaztromo explains that his Magic Arrow spell will cause a small, shimmering dart to be fired from your fingertip with deadly accuracy at any target. He tells you the incantation necessary to cast the spell and says that it will not drain your energy too much; only 2 Stamina points are lost each time you use it. As he puts some scrolls back in order to prepare for your next choice, you try out the incantation and are rewarded with a shimmering dart flying off your fingertip. Distracted by a sudden thud, you turn to see the wizard lying slumped over his desk. Slowly, rivulets of blood seep out from his robe to drip down onto the floor. "Oh wow, great, very useful," caws his pet crow. Reduce your Stamina by 2 points for casting the spell. If you cast it again, turn to 324X. If not, turn to 94X.
324X
You utter the words of the spell (deduct 2 Stamina points), conjuring another shimmering dart to fly from your fingertip to strike the crow. It falls from its perch onto the floor, stone dead. So if anyone were to ask, you just found them like this. Turn to 94X.
You utter the words of the spell (deduct 2 Stamina points), conjuring another shimmering dart to fly from your fingertip to strike the crow. It falls from its perch onto the floor, stone dead. So if anyone were to ask, you just found them like this. Turn to 94X.
94X
As you gaze vacantly at this unmitigated fiasco, you become aware of a time cop standing next to you. "No, this absolutely won't do," they say and turn a dial on something they're wearing on their wrist. At once, reality seems to rewind itself. Turn to 136.
As you gaze vacantly at this unmitigated fiasco, you become aware of a time cop standing next to you. "No, this absolutely won't do," they say and turn a dial on something they're wearing on their wrist. At once, reality seems to rewind itself. Turn to 136.
This will demonstrate the basic principle but I'm sure people can think of more