Post by bloodbeasthandler on Dec 5, 2018 22:49:25 GMT
Some themes I feel I’ve picked out in Steve Jackson’s books. Feel free to agree or disagree or add to them.
1) Constantly tries new genres and settings – sci-fi, modern-day horror, magic, superheroes, FF as roleplaying game, an epic quest of four linked books.
2) Misdirection and 'things being not what they seem' – the one who was really in charge in the House of Hell; the Sham from Sorcery!3; the aggressive creature from Sorcery!4 which has some sort of heart attack when you stand up to it; the Creature of Havoc itself, among others.
3) Hidden paragraphs and abilities – rather than say ‘do you have item X? If you do turn to 123’, his books will have you use the item in such a manner as the Serpent Ring … or at paragraphs starting with certain sets of words - ’You cannot see a thing’ , or remembering what to do when under the stairs in House of Hell etc.
4) Pathways not on the ‘one true path’ are still absorbing, even if they turn out to be roads to your ruin.
Steve Jackson's books continually push the envelope and come up with new ways of exploiting the FF framework. He was the first author to give the player magic abilities, to take the range into space, to write a linked cycle of books, to do an outright horror story, to use secret references, to venture into the world of superheroes, to write a book with four different parallel solutions, to have the player be a monster, to hide instructions and references in secret codes (and what a code), and so on.
Every book he writes is a genuine challenge, and all of them (bar the slip with the FEAR stat and Skill bonus in House Of Hell) are winnable on minimum stats.
Steve Jackson's FFs are also extremely well-written and constructed, with great attention to detail, and come across as a labour of love each time.
He is not only FF's co-founder, but he remains the range's finest author. No-one else quite gets FF the same way he does.
Post by bloodbeasthandler on Dec 11, 2018 19:36:23 GMT
7. Integration of text and illustrations...
..most notably in Sorcery! - you find the illustrations playing an active role in the story. The locket dropped by the Captain of the Guard, the sign in the Temple of Courga, Lortag the Elder's puzzle, the weakness of the bronze statue, the items for sale in the caravan, the swamp goblins' anti-serpent scroll. (Is the picture of the guillotine death-trap in Khare 'work-out-able'?) Outside of Sorcery - The Rhino man in the Testing Grounds from FF24. And the entirety of Tasks of Tantalon. Steve Jackson seems to like a good puzzle.