Showing posts with label Ian Livingstone. Show all posts
Showing posts with label Ian Livingstone. Show all posts

Tuesday, June 18, 2024

It's Not the Konami Code

I have just finished Ian Livingstone's 2022 Fighting Fantasy gamebook Shadow of the Giants. It's not too bad! The main issue is that for the most part there's only an illusion of meaningful choice; decisions either loop back to the point where the choice was made so you can get back on the correct path, or they don't matter because either option has a roughly equivalent effect on later events. As a result things do feel a bit basic and linear, but also more gentle than the Sir Ian of old, who would not hesitate to punish incorrect choices with a gleeful "Your adventure ends here."

(There is one very arbitrary choice towards the end that feels like 1980's Ian, but it's the only occurrence I found.)

So the "game" part is a bit easy and flat, but the "book" part is quite strong. There are some interesting ideas and a few evocative sequences, and there are a handful of compelling characters met along the way. The quest is an interesting one, local in scale but still with real stakes, and I appreciate the twist (revealed early on) about the cause of the calamity. I give it three Yaztromos out of five.


I finished it on my second try. The first attempt was scuppered by one puzzle towards the end. See if you can solve it:

"You see a three-by-three boxed grid carved into the rock wall with each box containing a number."

276
951
438

The book gives us a clue:
"Up down
Left right
Say the number
See the light"

You're then supposed to turn to the paragraph number that matches the solution to progress further. Or, you know, give up and start again. If you want.

After a bit of searching I found the solution online, but I can't work out how you're supposed to get to that solution. These books are aimed at children so I should be able to grok it, but it's gone right over my head! Perhaps my brain is fried after my incident.

I have worked out one way to get to the correct answer -- I'll put it in the comments -- but it feels wonky and I'm not convinced it's the intended solution.

What do you reckon? What am I missing?

Monday, April 18, 2022

It's Not Quite a Jaguar

A couple of weeks ago, Stuart and I ventured into the Outside World to play a round of Battlecars, a game from the early days of Games Workshop, designed by Gary Chalk and (Sir) Ian Livingstone. Stuart had long wanted to play it, and I had a copy knocking around from a few years ago when a generous blog reader decide to give his game collection to me.

Alas, that battered old copy was lacking instructions, but I pieced together a playable set of rules from the Battlebikes expansion, a rules summary that I thought I'd got from Board Game Geek but seems to be absent now, and a remake called Cars That Do Battle. As it turned out, all that wasn't quite enough and we had some minor issues during play, but nothing that caused too much trouble.

I also decided to draw my own board. The original game uses boards upon which flat card terrain pieces are placed, and I could see the whole thing going flying if nudged during the game. The previous owner had used blu tack to attach the terrain to the board, but that seemed an unsatisfying solution and I was worried about damage to the components. Plus, I could draw the board at a slightly larger size so that neither of us would have to do as much squinting.

I didn't have a chance to come up with a similar fix for the car templates, but there was a certain tactile fun in applying the little red damage counters and removing components and weapons as they were damaged and used.

The game was good fun. Playing a new game for the first time always takes a bit longer but we managed it in just over two hours and once we got used to things it rattled along; I was worried that it would be slow and fiddly and wouldn't capture the feel of Mad Max style combat at all, but it did feel fast and, um, furious, which was quite a surprise from such an old design. By the end of the game both cars were burning wrecks, but I made an error of judgement and had my driver leave his vehicle when staying put would have been more sensible, and Stuart punished my poor decision making with a burst of machine gun fire. Ratatatat!

Poor Terry Hawk, gunned down in his post-apocalyptic prime!
Both Stuart and I are keen to play again. I have now found a copy of the actual rules, and we have decided to make use of a variant initiative system as the original game's approach is a bit inadequate and unfair. I have access to a couple of scenarios with different win conditions, so we may also give those a try.

Day, made.
You can read Stuart's thoughts on the game here. We are thinking of giving the more complex Car Wars a try soon, and perhaps even Dark Future, as I've long wanted to play it.

Thursday, May 06, 2021

The Inner Temple of the Golden Skeleton

Over at the resurrected Grognardia, James has shared an early Dungeons & Dragons map from Steve Jackson, co-founder of Games Workshop. This reminded me that the other co-founder, Ian Livingstone, now and then shares an image of one of his early dungeons.


I can't be certain, but I think I remember Sir Ian saying that this was the first dungeon he ever designed for the game. I haven't been able to find a better quality image, and I'm too intimidated by Sir Ian's awesomeness to ask him for one.

(Not that I have any influence over such a giant! I don't mean to suggest that he and I are pals or anything.)

Update! Joe at Explore: Beneath & Beyond has done some heavy squinting and has deciphered much of Sir Ian's dungeon key.