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Post by Melkor on Aug 17, 2017 1:55:40 GMT
Wouldn't it be nice if Steve Jackson returned to write another FF? Or at least give Ian some tips :-)
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Post by thealmightymudworm on Aug 17, 2017 3:10:51 GMT
Wouldn't it be nice if Steve Jackson returned to write another FF? Or at least give Ian some tips :-) Absolutely. They are supposed to be doing a Firetop mountain-related book together for the 40th anniversary, but obviously that's 5 years off.
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Post by Balthus Dire on Aug 25, 2017 13:18:18 GMT
Port of Peril is a weak shadow of the original FF! The paper of the book is thin and tears easily, the cover is bad and crude, the interior art is appallingly childish and looks like it was created on a 1985 version of MS Paint. The artwork is shockingly poor, compared to the original series, and lacks fine detail in the images. Disappointing and cheap; but comes with a bumper six pound price tag!
It hurts me to say this, for I've always loved FF from childhood, but I think Ian Livingstone has sold out and produced an inferior product priced too high as all he cares about is getting money for his new house extension! It isn't the first time either; George Lucas sold out with those bad Star Wars prequels and Sony Corp sold out by needlessly ruining Ghostbusters for ever with that ghastly new film!
Why do they always do it! FF should've been left well alone after Blood of the Zombies!
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Post by lordomnibok on Aug 25, 2017 23:27:27 GMT
Port of Peril is a weak shadow of the original FF! The paper of the book is thin and tears easily, the cover is bad and crude, the interior art is appallingly childish and looks like it was created on a 1985 version of MS Paint. The artwork is shockingly poor, compared to the original series, and lacks fine detail in the images. Disappointing and cheap; but comes with a bumper six pound price tag! Regarding quality in general, unfortunately my spine's golden strip started wearing off after just a few hours of reading In regards to the art, your post has made me wonder about the schedule in a bit more detail. I don't know for sure, but if the same artist illustrated 6 gold spine books with roughly 20 illustrations per book, he would have been hammering out one illustration pretty much every day over a four month time frame to be ready for the release date. (Apologies if I've got that wrong as its a quickly worked out bit of supposition on my part) but, if that's right, you'd have to be a pretty experienced pro to pull that off in style.
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kieran
Baron
Posts: 2,434
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Aug 30, 2017 12:30:48 GMT
Port of Peril is a weak shadow of the original FF! The paper of the book is thin and tears easily, the cover is bad and crude, the interior art is appallingly childish and looks like it was created on a 1985 version of MS Paint. The artwork is shockingly poor, compared to the original series, and lacks fine detail in the images. Disappointing and cheap; but comes with a bumper six pound price tag! I must admit I was disappointed with the "jotter" paper and the simplistic internal illustrations (Freeway Fighter's looks polished by comparison!). I liked the covers and had ordered the set of 6 books from Amazon. But after seeing POP and COT, I decided to cancel my order of the others. I'll get any other new books they release but I'll stick to the Puffin and Wizard editions for the originals.
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Post by Melkor on Aug 30, 2017 13:51:17 GMT
Is the Leo Hartas map in the book new?
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Post by lordomnibok on Aug 30, 2017 14:03:31 GMT
Port of Peril is a weak shadow of the original FF! The paper of the book is thin and tears easily, the cover is bad and crude, the interior art is appallingly childish and looks like it was created on a 1985 version of MS Paint. The artwork is shockingly poor, compared to the original series, and lacks fine detail in the images. Disappointing and cheap; but comes with a bumper six pound price tag! I must admit I was disappointed with the "jotter" paper and the simplistic internal illustrations (Freeway Fighter's looks polished by comparison!). I liked the covers and had ordered the set of 6 books from Amazon. But after seeing POP and COT, I decided to cancel my order of the others. I'll get any other new books they release but I'll stick to the Puffin and Wizard editions for the originals. I'm doing the same. I've even read that some people have not bought pop due to the artwork, which is a shame. The publisher should look closer at their sales and decide if their customers are predominantly kids or adults in the late 30, early 40 bracket
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kieran
Baron
Posts: 2,434
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Aug 30, 2017 15:13:51 GMT
I must admit I was disappointed with the "jotter" paper and the simplistic internal illustrations (Freeway Fighter's looks polished by comparison!). I liked the covers and had ordered the set of 6 books from Amazon. But after seeing POP and COT, I decided to cancel my order of the others. I'll get any other new books they release but I'll stick to the Puffin and Wizard editions for the originals. I'm doing the same. I've even read that some people have not bought pop due to the artwork, which is a shame. The publisher should look closer at their sales and decide if their customers are predominantly kids or adults in the late 30, early 40 bracket If they want to target kids, that's fine. After all that's where the money is and they're a business. In fact the cover art is fine in my opinion - if the internal illustrations were like that, I think both kids and adults would be fine. But they're not, they're slapdash and cheap looking. I can't imagine any kid loving them. I remember as a kid talking about what my favourites pics in different FF books were - can't imagine today's kids will care enough for the Scholastic illustrations to do the same.
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Post by a moderator on Aug 30, 2017 21:04:46 GMT
The map includes a few details I don't recall having seen on previous maps of the region, and the copyright info says 2017.
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Post by bloodbeasthandler on Sept 3, 2017 18:11:08 GMT
I have altered my solution due to the disclarity regarding the provisions situation. It has been mentioned elsewhere the beginning implies you are without food hence the bizarre opening stamina issues. Also your partner hunts for food later on. Why would this be necessary if you could share provisions a la Caverns of the Snow Witch? The irritating thing is the instructions seem to be lifted from a standard book. Yet another brickbat. This makes the book much harder. A good thing? I assumed that you start with NO provisions at all. No money, no potions, no shield. Paragraph 1 tells you what you start with - just a load of odds and ends.
Yes- I think you are right when you say instructions seem to be lifted from a standard book.
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Post by lordomnibok on Sept 3, 2017 21:03:21 GMT
I have altered my solution due to the disclarity regarding the provisions situation. It has been mentioned elsewhere the beginning implies you are without food hence the bizarre opening stamina issues. Also your partner hunts for food later on. Why would this be necessary if you could share provisions a la Caverns of the Snow Witch? The irritating thing is the instructions seem to be lifted from a standard book. Yet another brickbat. This makes the book much harder. A good thing? I assumed that you start with NO provisions at all. No money, no potions, no shield. Paragraph 1 tells you what you start with - just a load of odds and ends.
Yes- I think you are right when you say instructions seem to be lifted from a standard book. Agreed, they haven't adjusted the rules properly. I have also been playing with no food or potions. Because I appear to be starving at the start I also took a couple of Stamina off of my character right at the beginning, which clears up some of the other little oddities. Do you think that was what Ian had intended for the rules, but someone just copied and pasted the instructions and therefore caused all these little anomalies?
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Post by bloodbeasthandler on Sept 4, 2017 9:38:44 GMT
I assumed that you start with NO provisions at all. No money, no potions, no shield. Paragraph 1 tells you what you start with - just a load of odds and ends.
Yes- I think you are right when you say instructions seem to be lifted from a standard book. Agreed, they haven't adjusted the rules properly. I have also been playing with no food or potions. Because I appear to be starving at the start I also took a couple of Stamina off of my character right at the beginning, which clears up some of the other little oddities. Do you think that was what Ian had intended for the rules, but someone just copied and pasted the instructions and therefore caused all these little anomalies? Precisely that. Meant to start at Initial STAMINA minus three or something like that would be my guess. I hope they get a grip of stuff like this because, as we all know, it's an error to just transplant the same old template from book to book.
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kieran
Baron
Posts: 2,434
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Sept 4, 2017 11:45:52 GMT
Agreed, they haven't adjusted the rules properly. I have also been playing with no food or potions. Because I appear to be starving at the start I also took a couple of Stamina off of my character right at the beginning, which clears up some of the other little oddities. Do you think that was what Ian had intended for the rules, but someone just copied and pasted the instructions and therefore caused all these little anomalies? Precisely that. Meant to start at Initial STAMINA minus three or something like that would be my guess. I hope they get a grip of stuff like this because, as we all know, it's an error to just transplant the same old template from book to book.
Yes, it did seem a bit odd to me that I'm scrambling for food with 10 portions of provisions in my bag.
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Post by bloodbeasthandler on Sept 4, 2017 14:11:20 GMT
I'm doing the same. I've even read that some people have not bought pop due to the artwork, which is a shame. The publisher should look closer at their sales and decide if their customers are predominantly kids or adults in the late 30, early 40 bracket If they want to target kids, that's fine. After all that's where the money is and they're a business. In fact the cover art is fine in my opinion - if the internal illustrations were like that, I think both kids and adults would be fine. But they're not, they're slapdash and cheap looking. I can't imagine any kid loving them. I remember as a kid talking about what my favourites pics in different FF books were - can't imagine today's kids will care enough for the Scholastic illustrations to do the same.
I think we're going to just have to wait and see and trust that Scholastic know their audience. Fingers crossed they do, but I agree with a lot that's been said on this thread so far. I don't like the internal illustrations.
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Post by daredevil123 on Sept 4, 2017 15:22:02 GMT
I have altered my solution due to the disclarity regarding the provisions situation. It has been mentioned elsewhere the beginning implies you are without food hence the bizarre opening stamina issues. Also your partner hunts for food later on. Why would this be necessary if you could share provisions a la Caverns of the Snow Witch? The irritating thing is the instructions seem to be lifted from a standard book. Yet another brickbat. This makes the book much harder. A good thing? I assumed that you start with NO provisions at all. No money, no potions, no shield. Paragraph 1 tells you what you start with - just a load of odds and ends.
Yes- I think you are right when you say instructions seem to be lifted from a standard book. I think it's a mistake that you start with provisions, but I think you ARE supposed to have a potion, as para 89 says that you can lose a potion. Or can you get a potion elsewhere in the book?
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Post by bloodbeasthandler on Sept 4, 2017 15:44:13 GMT
I assumed that you start with NO provisions at all. No money, no potions, no shield. Paragraph 1 tells you what you start with - just a load of odds and ends.
Yes- I think you are right when you say instructions seem to be lifted from a standard book. I think it's a mistake that you start with provisions, but I think you ARE supposed to have a potion, as para 89 says that you can lose a potion. Or can you get a potion elsewhere in the book? Yeah, looks like you are right. There IS a healing 'potion' you can get from the boatman but that gets used quickly with no chance to retain it so it does not apply here. When that pickpocket got me, I assumed it was the snakeoil or the skunk oil they ended up with but could be a mistake on my part.
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Post by champskees on Sept 22, 2017 7:31:32 GMT
The Port of Peril is, in my humble opinion, a rushed entry that could have been a decent FF adventure with a bit of tweaking. Although the authors writing style is unrefined, I still enjoyed the descriptions of the places and people I met on the journey. It was like reading the flavour text of an old DnD campaign in many places. I didn’t think Ian was terribly creative when it came to encounters; it is largely a binary-direction path system with enemies scattered along the way. There are certainly many paths that are closed off fairly quickly, which I thought was a bit lazy. This makes it more linear than it could have been, which reduces replayability somewhat.
Thankfully, whilst there are some grammatical errors, there are no broken paragraph links. The problems are largely to do with the rules, which appear to have been tacked on as part of a rushed cut and paste job. As the protagonist is hungry and surviving on scraps, it is hard to believe you begin with 10 portions of provisions!
The artwork is very disappointing, but it actually made me appreciate the art from the original books a hell of a lot more too. Very cartoony and cheap; several of the images have an ugly black line at the top of them (para 11 and para 159 are good examples of this). I did like the image for Para 132, but the majority of them were pretty bad. The gold spine is tacky, the paper very thin, almost like butcher’s paper.
The other main issue is the treatment of skill bonuses and the rule which does not allow you to rise above your Initial Skill limit. There are several moments when the book does a poor job of explaining how a particular skill bonus/modifier should be treated, which is a shame. Mind you, many adventures are guilty of this so I cannot say I am too surprised for it to happen here.
So in summary, I think everything I noticed has already been covered here lol.
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Post by johnbrawn1972 on Sept 22, 2017 22:00:53 GMT
Solution updated to be more readable and the beginning has been streamlined. There are no turn to such and such when you have this or that entries at the beginning. What do I mean e.g. when you have the box you could automatically open it unless you have met the beggar with a -30 to the paragraph you are now on. So none of that exists in the text therefore you might as well circumvent most of the beginning.
I agree the 12 skill boost has to be taken as sincere but we have to make that decision. Likewise the Venom Sword with the 3 skill bonus. This allows 15 skill against the 12 skill enemy at the end. This problem was raised back in 1984 with House Of Hell so why are we retreading the same ground in 2017? It stinks.
My personal interpretation of the rules is you have no provisions or potions at the beginning other than the Generation Game list of items. If you did have a potion I would have sold it for a room and food so this sort of makes sense. The lose a bottle of potion option at the tavern is just another example of lazy writing and insufficient playtesting.
My ire has somewhat dimmed but this is still an entirely mediocre effort. The Jon Green extended paragraphs do show some effort but lack the wit of say Falstaff in Night Of The Necromancer.
I want genius not some hackneyed attempt at nostalgia.
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Post by johnbrawn1972 on Sept 23, 2017 13:14:15 GMT
I think it best to reply to Champskees here rather than clutter up the solutions thread.
It is fascinating how we have moved in opposite directions to one another at virtually the same time. When I was creating my original solution at breakneck speed it seemed logical to include the 'free' advice at the beginning but now I think there is nothing specific in the paragraphs(such as a -30 reference as detailed above)therefore the beginning is somewhat open to interpretation.
Secondly the luck rolls Champskees addresses directly makes sense. It depends on the way you play things as he suggests. He seems to be giving good tactical advice. I think this shows his A-level mathematics ability compared to my GCSE mathematics ability(see below).
Finally the mathematical advice in the thankfully blow upable box. I would never have thought to do something like this. The only thing I find a little hard to understand is it seems to suggest it is better to go for the demon dagger, Lucky Bones and Flintlock Pistol. Surely it is better to go for the Lucky Bones and Flintlock Pistol solely. Am I not reading this right? If you go for the latter you avoid the extra luck roll? Am I not reading the mathematics right?
The only other thing I can reiterate is the decision from above concerning the Venom Sword. I agree with Sylas with his decision about the 'rules' applying to both bonuses. It somehow seems perverse to apply one bonus yet ignore the other. My personal decision is to apply both as this makes the last encounter make sense and almost certainly winnable. I suppose this is what happens when you have perversely ambiguous skill bonuses.
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Post by champskees on Sept 24, 2017 3:57:00 GMT
I think it best to reply to Champskees here rather than clutter up the solutions thread. It is fascinating how we have moved in opposite directions to one another at virtually the same time. When I was creating my original solution at breakneck speed it seemed logical to include the 'free' advice at the beginning but now I think there is nothing specific in the paragraphs(such as a -30 reference as detailed above)therefore the beginning is somewhat open to interpretation. Secondly the luck rolls Champskees addresses directly makes sense. It depends on the way you play things as he suggests. He seems to be giving good tactical advice. I think this shows his A-level mathematics ability compared to my GCSE mathematics ability(see below). Finally the mathematical advice in the thankfully blow upable box. I would never have thought to do something like this. The only thing I find a little hard to understand is it seems to suggest it is better to go for the demon dagger, Lucky Bones and Flintlock Pistol. Surely it is better to go for the Lucky Bones and Flintlock Pistol solely. Am I not reading this right? If you go for the latter you avoid the extra luck roll? Am I not reading the mathematics right? The only other thing I can reiterate is the decision from above concerning the Venom Sword. I agree with Sylas with his decision about the 'rules' applying to both bonuses. It somehow seems perverse to apply one bonus yet ignore the other. My personal decision is to apply both as this makes the last encounter make sense and almost certainly winnable. I suppose this is what happens when you have perversely ambiguous skill bonuses. Personally I don't think the box advice you get from the bone & rag man or the beggars actually matters. But if it doesn't, you might as well expose the card shark for a free gold piece! I agree that the Venom sword bonus should be considered an attack strength bonus but for that combat only. As it reads, you effectively restore your skill score by 3, which doesn't make sense. The venom sword is only giving you a bonus against that particular creature, it should not restore your skill by 3 because that means when you shoot your pistol, your odds will increase. So in fact treating it as an attack strength is much more valid imo. With the calculations it is only looking at odds of acquiring the items and successfully rolling a hit on Zanbar. It does not factor in the flow on effect of acquiring the Demon Dagger i.e. going for the Demon Dagger requires a Test of Luck, which will reduce your Luck score by 1. This will impact on the Wild Hill Man, Norgul & Hill Troll encounters, the two latter encounters being imo the toughest in the book. When you look at the added bonus of acquiring the Demon Dagger, it only improves your chances of killing Zanbar by about 1-2%, which is not nearly significant enough to offset the loss of the luck point. If you could restore the luck point for free before encountering the Wild Hill Men, then the stat table would effectively be complete and I would recommend going for the Demon Dagger in addition to the Lucky Bones & Pistol. I did explain this in my previous post but I understand how it can be confusing. As you can see I enjoyed having a new adventure to look at, even of it wasn't the best. Still rate it higher than Blood of the Zombies though. So what's FF67 going to be?
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Post by johnbrawn1972 on Sept 24, 2017 11:37:12 GMT
So as not to make a huge size post I will reply separately.
Looks as though I need to do an AS-level mathematics course to improve my knowledge.
I meant by the last encounter the 12 skill opponent though I was not clear in my post. Also I took it as a combat skill boost so I had automatically assumed what you explicate. The ambiguous 12 skill boost clearly suffices for the final skill roll. Why would you need an extra 3 skill with 2d6?
I was hoping to be able to 'read' the raw data and make my own decision. Clearly I could not!
When you acquire the 12 skill boost why would the Demon Dagger ever be necessary in gameplay terms. It would be a superfluous acquisition so why not be neater and avoid this path completely. Lets say the luck roll does not matter in this case. The Demon Dagger is still superfluous?
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Post by champskees on Sept 24, 2017 23:35:20 GMT
So as not to make a huge size post I will reply separately. Looks as though I need to do an AS-level mathematics course to improve my knowledge. I meant by the last encounter the 12 skill opponent though I was not clear in my post. Also I took it as a combat skill boost so I had automatically assumed what you explicate. The ambiguous 12 skill boost clearly suffices for the final skill roll. Why would you need an extra 3 skill with 2d6? I was hoping to be able to 'read' the raw data and make my own decision. Clearly I could not! When you acquire the 12 skill boost why would the Demon Dagger ever be necessary in gameplay terms. It would be a superfluous acquisition so why not be neater and avoid this path completely. Lets say the luck roll does not matter in this case. The Demon Dagger is still superfluous To make it clear I think your solution is spot on. Pretty much the same as mine except for the beginning. My comments are aimed at the book design and wording, not your solution. I agree about the treatment of the Venom Sword bonus. My points were to support the reasoning behind the combat skill bonus, not against. As for my points about the pistol shot, let's say you went for Yaztromo's 12 luck instead of skill, and for example your initial skill is 12 but because of skill loss throughout the book you have a current skill of 10. The Venom Sword gives you +3 Skill as per the text. You now have 12 Skill. Once the Sk 12 monster is dispatched, you fire your pistol and it automatically hits, because you received this skill bonus from the venom sword. My point is that for those arguing that the book should be played by the letter, it doesn't make sense. Your pistol shot should not be more accurate from possessing the Venom Sword. Another way of explaining this is comparing the text to House of Hell (para 30 & 109). In HOH, the skill bonuses for possessing the Kris Knife specifically refer to that combat only. In the Port of Peril, possessing the Venom Sword just says 'add 3 Skill Points'. It doesn't say 'add 3 Skill for this battle'. With the Demon Dagger issue you need to remember that even if you acquire the Lucky Bones and have a Skill of 12, you still need to roll 4+ on 2D6 to actually get the Pistol. That is around 91.7%. If you fail this roll you will fail the adventure, unless you possess a Demon Dagger (which gives you a 1/3 chance to kill Zanbar). So if there was no luck test to acquire the Golden Rabbit (which you sell to get the Dagger), I would always get it, as it would increase your odds of killing Bone from 91.66 to 91.66+(8.34*0.33) = ~94.41%, about 2.5% increase.
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Post by johnbrawn1972 on Sept 25, 2017 12:55:25 GMT
Now I am on the same wavelength. I think I will do a 1 year AS level mathematics course next September.(Adopt trainspotters voice)Now my solution is better by 0.00003%(Stentorian voice)A total triumph.
I am trying to think of an analogue for your last paragraph. Possibly Night Of The Necromancer where the Codex Mortis takes you in one direction while the Amethyst Blade takes you in another direction. Not quite a correct analogue because you are talking about a back-up weapon after a primary attack. My analogue is a little bit similar but really about differing paths primarily dependent on the luck roll.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,677
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 26, 2017 14:56:42 GMT
Demon dagger is only useful if you failed to acquire the flintlock.
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Post by Zhu Bajie on Sept 26, 2017 16:42:35 GMT
I have to admit the provisions / stamina oversight is really annoying, especially in the new book to re-launch the series, it casts a shadow of doubt across the whole enterprise. I'm playing it with the idea that the provisions are some kind of magical healing surge, but it would be good to know what the intention is. Also there's a lot of +1 Skill objects - with no corresponding -1 skill objects/events (unless I missed them of course), that might either be supposed to boost your initial Skill, which is contrary to the rules or you're supposed to start with a negative modifier that was missed out. Hmm.
That said, I'm thoroughly enjoying the adventure itself. Not a huge fan of the references to other FF books (I'm a bit weird like that) but I've just got to Yaztromos tower, and really looking forward to having a sit down with it this evening.
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Post by offm on Oct 7, 2017 17:19:43 GMT
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Post by vastariner on Nov 4, 2017 22:13:23 GMT
It was OK. Decent enough. Problem for me is Livingstone is one of the better writers of the series - DD being in particular atmospheric - and this one came across as a bit lazy.
Other problem was surely Nicodemus and Yaztromo are too good as wizards to be caught by a sleeping draft and ivy? Doesn't bode well for the powers of Good.
One thing I really liked though...you can get hag's hair, lotus blossom and black pearls, albeit somewhat disguised. That was like an Easter egg for old schoolers.
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Post by johnbrawn1972 on Dec 5, 2017 22:50:27 GMT
I think it best to reply here about the request to generate a solution suitable for a powerful character. This is similar to the request many moons ago in regard to a Scorpion Swamp 5 amulets and steal them solution.
In general I think this is rather strange. On the whole I think the replies made over many years have the right idea. The minimal input for maximum output solutions speak for themselves. When different attributes can apply to achieve different outcomes there have been some notable efforts already made. The only one I can speak for personally is Night Of The Necromancer. The lower limit is more 'objective' while the upper limit solution is more suggestive and tries to limit the 'devastation' possibilities where your dice would explode from overuse. For moderate attributes it is a case of cut and paste from both and I think this is the best suggestion for the 'climb the north face of the Eiger' solution as requested.
In short use the resources already available and improvise your own solution which is probably the best advice in all circumstances.
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Post by lordomnibok on Dec 5, 2017 23:17:51 GMT
You're advise is probably right. In many ff books, like Deathmoor, you can go off on unnecessary side quests which ramp up the difficulty but make it more fun for a high skilled character, but I'm not sure that POP is really the best book for this approach as you are pinned down to the main route for the most part. It's hard to stray off the path for a lot of it without dying almost immediately, but I am sure there are at least a couple of villains you could kill who could otherwise be avoided, just to make the world that little bit safer.
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Post by Ed on Apr 19, 2018 11:42:11 GMT
I've only got around now to reading this and I have to say, it was better than I expected.
A good, solid old school FF adventure with a lot of references to past events.
Although the timeline is a little confusing.
Going by the encounter with Bignose, are we to assume that this tale happens concurrently with Forest of Doom ?
But surely Port of Peril takes place AFTER City of Thieves ?
Its also news to me that Zanbar Bone was once human as there was no mention of this before.
I really liked the ninja companion Hakasan Za even though the art only depicts her in silhouette. Did Ian not want her face to be shown ?
Although the book is well written and enjoyable, there are some annoying inconsistencies.
For example, if you start with 10 meals, why are you reduced to foraging for scraps in the streets of Chalice ?
Niggles aside, I really liked Port of Peril.
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