Showing posts with label fabled lands. Show all posts
Showing posts with label fabled lands. Show all posts

Saturday, 8 January 2011

Review: Fabled Lands - The War-Torn Kingdom


As I mentioned before Christmas, I bought the first two books in the re-released Fabled Lands solitaire RPG series and I've just gotten around to reading the first. If you're following me on Twitter then you may have seen me tweeting about my exploits in Sokara, the land the book is set in, and probably realise that I was having a heap of unadulterated fun.

If you want to know a little more about the series then check out my previous post about it, since I'm getting straight into the review. Fabled Lands sets out to create a world that you can seamlessly explore to your heart's content and authors Dave Morris and Jamie Thompson have achieved this in spades.

The most striking thing is that there is only a story if you want there to be a story. The first book is set on a backdrop of war and civil unrest, with treachery and plotting around every corner. The land of Sokara has been taken over by a dictator called General Marlock who rules the land with an iron fist. The rightful king has been sent into exile and is now acquiring forces from other lands to take back the throne. If you want to take advantage of the situation then by all means the book lets you. Becoming a pawn for the authoritarian General will land you riches galore but honour and glory lies with taking sides with the rebellion led by the king. However, you could just as well ignore the war completely and go about your daily business, letting events happen around you.

You begin with a selection of character types to choose from, which have their own stat set. It's all very similar territory if you've played D&D, with a number of attributes that determine how well you perform in situations. Theivery will let you slip past guards and pick locks while scouting shows how well you can navigate and notice things. There are six attributes with values ranging from one to six, as well as defense and stamina. The character sheet is much more complex than say Fighting Fantasy, with boxes for titles, blessings, ressurections and even a ship manifest. Yet, it doesn't come off as complex when you're playing. It flows and that's a key factor in creating a good solo experience. The core mechanic involves rolling 2d6 and adding the relevant attribute. For combat you're trying to beat the opponent's defense and vice-versa. For other tests such as magic or sanctity you have to beat a pre-determined number. It's simple and quick, which is strange in a book that feels like it should be much more complex.

You start out on a boat sailing to Sokara in search of adventure, but are washed onto Druid's Isle, just off the mainland. There you meet a mad old man who shows you some standing stones that can teleport you to various places in Sokara. You also have the option of exploring the forested island, but I went straight to the continent itself, namely the capital city - Marlock. Since this is the main city there's a hell of a lot to do. There are lots of buildings, including four temples dedicated to various deities. Becoming an initiate of a certain religion will get you a certain perk, such as cheaper ressurrections, but you can only become an initiate of one religion at a time, and must pass a test to be accepted into the religion. You can also recieve blessings from the gods, which is especially useful when going sailing, as the sea gods will help you through a storm if it hits.

You also have the option to purchase a house in most towns and cities in the land where you can rest and recover your health without needing to pay for an inn as well as being able to store equipment that you would have otherwise has to discard due to the 12 item limit. The fact that you can own property adds to the feeling that you're living a life in this world and that you can choose where you want to live in the world is even better.

Before long you will come across a few quests that you can usually do at your own leisure. Some will be fairly small and others integral to the history of Sokara, such as assassinating the leader of a city. Money goes as fast as it comes as you gain it for completing quests and selling items, but lose it from purchasing, gambling and plain theivery. If you want to make some money with a little bit of risk involved then you can buy a ship and travel to different places selling goods. You could theoretically live the whole game as a sea merchant, with a goal to make as much profit as possible. There are three ships, each differing in size and cargo space. You also get an average crew thrown in with the purchase, but you can pay extra to get a good or excellent crew depending on which city you're hiring from. Good and excellent crew give you bonuses against the nasty things that you may encounter at sea, but prices can be steep. If you're more of a business person than a sailor, you can invest money in the Merchant's Guild to try and make some profit, although it seems that unless you wait a to collect various codewords then you're unlikely to make much.

Codewords are the backbone of Fabled Lands. When an event happens you are prompted to note down a codeword (all words in book one begin with 'a', and are different in subsequent books). Then when you get to a paragraph where you are asked to turn to another paragraph if you have a certain codeword you check if you have the word and then see what transpires if you have. Generally they are proof that you have done something or a certain event has happened. For example, you may be asked by a village to kill a creature that's been kidnapping people. Once you've killed the creature the villagers will react differently towards you than they did previously when you enter the village, such as cheering and praising you as a hero.

While codewords denote personal events, tickboxes are placed on certain paragraphs to show world events that are out of your control. You might be asked to tick a box every time you enter a city, and when all the boxes are ticked something will happen in the city. This mechanic is ingenius as it means the world is constantly evolving, even if you're not having a direct impact on it. Even events in different countries can have an impact on each other.

If you want to explore more of the Fabled Lands world then you're going to have to pick up the other books, which act like expansions to the first book. In fact, the only drawback of the series I can see is that at least one of the quests in The War-Torn Kingdom requires you to own another book. However, since the story spans books I suppose this can't really be helped since it's inevitable that there will be overlap.

Fabled Lands is nothing short of astonishing. It presents a living world that you can do pretty much what you want in. With other books added to your repertoire there is seemingly no end to the adventures that you can have in this fantasy world.

5 Stars

Saturday, 11 December 2010

Journeying to the Fabled Lands this Xmas


I've focused a few posts lately on Fighting Fantasy, but I've just found out some news that will add another gamebook series for me to obsess over. Fabled Lands has been re-released, at least the first four of the six books, and I've just ordered the first two to play over Christmas.

What sets the Fabled Lands series (or Quest series, for my American friends)apart from other gamebooks is the massive open-ended gameplay. There is no overarching quest that you must complete to 'win' the game, like in Fighting Fantasy. Rather, each book contains an area of the game world that you can explore at your own leisure. There are hundreds of quests to undertake, from really short to fairly epic; property to invest in and a fluid economy for you to trade in. You also get to choose from a bunch of classes when you begin your adventure, giving Fabled Lands more depth than your run-of-the-mill gamebooks.

There were six books that were originally printed (although 12 were planned), each increasing in difficulty as the series progressed and each with their own theme. If you want to travel to another land then all you need to do is pick up the book that land is set in. Think of each of the sequals as an MMO expansion, adding vast amounts of content for you to roam in.

The books in the re-released series are as follows (descriptions from Wikipedia):

1. The War-Torn Kingdom

Sokara, a nation at war with itself

Set in the land of Sokara, shortly after a civil war in which the king was overthrown in a military coup. This background provides the book's two major quests; the player can choose to either help the heir to the throne and his band of partisans regain power, or assist the new leader General Grieve Marlock in crushing the last few pockets of resistance.

Other quests involve assassinating the king of the rat-men infesting the sewers in the city of Yellowport, looting treasure from the lair of Vayss the Sea Dragon, delivering packages between the druids of the City of Trees and the Forest of Larun, defeating the Black Dragon Knight in combat to the death and rescuing a trapped god from the summit of Devil's Peak.

2. Cities of Gold and Glory


Golnir, a wealthy land steeped in curious folklore

Set in the prosperous kingdom of Golnir, wealthy from its rich agriculture. A common complaint readers had about the second book was that it was far more difficult to find quests than in the first book. There are still several major quests, however, including slaying a dragon for the Baroness Ravayne (the ruler of Golnir), searching for magical artefacts for the wizard Estragon, bringing to justice a murderer on behalf of his victim's ghost, finding the key of stars to gain access to a treasure filled tomb in the Forest of the Forsaken and making a map of the northern mountains.

The quests in the second book have a more whimsical, fairy tale nature to them than those in the first book. This gives Golnir a very strong Merry England atmosphere.

3. Over the Blood-Dark Sea


Swashbucking adventure on the high seas

Set in the Violet Ocean, which separates the northern continent of Harkuna from the southern continent of Ankon-Konu. Travel is severely restricted without a ship, making it a difficult book to start off in, particularly for less experienced gamebook readers. Over the Blood-Dark Sea is also one of the first in the series to feature regular danger - the player is almost always at risk of pirates, storms and even sea monsters.

Key quests include assassinating Amcha, king of the pirates, enrolling at a wizard's college in the city of Dweomer to learn magic, searching for buried treasure on hidden islands and climbing the enormous mountain on Starspike Island.

4. The Plains of Howling Darkness


The desolate wastes of the Great Steppes

Set in the Great Steppes, an environment of grasslands, plains and tundra similar to Siberia and Mongolia. Key quests include liberating the Citadel of Veris Corin for the King of Sokara (closely linked with quests in The War-Torn Kingdom), releasing the King of Harkuna from his prison underneath the Rimewater (closely linked with quests in The Court of Hidden Faces) and killing the immortal tyrant Kaschuf (based on the legend of Koschei the Deathless) who rules over the village of Vodhya (which requires the player to find and release his soul, hidden on an island in Over The Blood-Dark Sea).

This was the first book in the series to introduce the concept of a harsh environment - out on the Steppes, the player must make constant SCOUTING rolls in order to find enough food, and on the northern steppes the player loses one point of stamina a day from the cold, unless they have a wolf pelt to keep warm.



I'll be reviewing each book when I've had a play. Hopefully we'll see the remaining two books released soon.