COMPETITION 3: Tricks
n' Traps
Win Fighting Fantasy™ Books
All the Fighting Fantasy™ Gamebooks have
some pretty terrifying creatures that you may encounter on your
travels. How many of you read the Warlock of Firetop Mountain
and discovered the portcullis levers, or even worse fell to
the many devious traps and puzzles in Baron Sukumvit's deadly
Deathtrap Dungeon in both the Gamebook Deathtrap Dungeon and
the Trial of Champions?
Joint Winner 1: - Heart of the Dungeon!
by John Picot
I will first set up the encounter
like a typical FF paragraph complete with choices. Afterwards
I will explain the logic behind the trap.
1
You open metal door to a strange
room. The walls, ceiling, and floor are all constructed of some
sort of metallic marble. The "veins" of marble seem
to throb with a soft red light in a rhythmic pulsation. Bound
to the wall on the opposite side of the room is a lovely young
woman with black hair and white skin. She is bound by a set
of metallic cables that seem to be imbedded in the wall itself.
She notices you and begins to plead for release from this accursed
place. Will you; rush to her aide and begin trying to free her
from the cables? Turn to 3. Ignore her cries for release and
close the door and proceed on down the passageway? Turn to 2.
2
The passageway continues on
to the rest of the adventure and presumably greater challenges.
3
You rush to the woman's side
and jump with a start as the heavy door closes with a loud slam!
You turn back to the girl and she smiles at you strangely as
you begin to feel weaker. Lose 1 point of Stamina. The cables
that bind her loosen and lengthen as she assumes a fighting
stance and now that you stand this close to her can you see
that her lovely white skin is really some sort of painted metal,
and the cables that bound her are actually part of her wrists.
You have unwittingly been drawn in to the Heart
Of The Dungeon and must now fight your way out
or become the Dungeon's next meal.
Heart Of The Dungeon
Skill 9 Stamina 7
Each round that you fight deduct
1 point from your Stamina and add 1 point to the Heart Of The
Dungeon as the room drains your life away to feed itself. If
you have a vial of metal solvent and wish to use it turn to
4. Otherwise you must defeat the Heart with your weapon. If
you win turn to 5.
4
You fling the vial at the woman
and it shatters against her metal skin. She screams in agony
as it dissolves her body more rapidly than she can drain the
life from you. Within moments she lies on the smoking metal
floor, a ruined parody of a real woman. The strange marble stops
pulsing and slowly turns black. You feel a strange power lifting
from the dungeon as you bind your injuries. At any time you
must fight an encounter throughout the rest of the adventure
you may deduct 2 points from the creature's SKILL and STAMINA
reflecting the loss of control and power that the Heart Of The
Dungeon had. You exit the room with a sense of accomplishment.
Turn to 2.
5
With a wail of agony the woman
crashes to the metal floor with a loud clunk. The strange marble
stops pulsing and slowly turns black. You feel a strange power
lifting from the dungeon as you bind your injuries. At any time
you must fight an encounter throughout the rest of the adventure
you may deduct 2 points from the creature's SKILL and STAMINA
reflecting the loss of control and power that the Heart Of The
Dungeon had. You exit the room with a sense of accomplishment.
Turn to 2.
How The Trap Works
I suppose it may not be fair
to call HOTD a "trap" per se, but rather an obstacle
that the hero must surmount if he is to get through to his final
objective. Defeating the HOTD gives the player some breathing
room in the battles to come, and provides an important component
of the dungeon, a controller.
Since most gamers accuse the
FF series of having "Vacuum Packed Dungeons" (i.e.
a dungeon environment that seemed frozen and without the benefit
of the interaction that a true RPG gave), I use the idea of
a strong-willed controlling entity like the Heart of The Dungeon
to administer the day to day affairs. After all, what keeps
the Cave Troll in encounter 124, from wandering over to the
pantry in encounter 30 and stealing the spare provisions from
it? Who sharpens the spikes, and cleans the blood off the floors
of the trap (presumably so the adventurer won't suspect it's
there) in area 93? So basically the HOTD is like a living computer
that maintains control over the monsters and makes sure things
like the traps and puzzles are maintained and in good working
order. It might also make sure things like the Slime Beast in
encounter 47 is fed since it can't leave it's pool.
I got the idea from the old
Space Assassin book, where you either had to befriend the robot
pilot of the Vandervecken, or blast some holes in the main computer
in order to keep the villain from escaping the ship. I liked
having that extra condition on my game before I could reach
the end, and it made sense that there had to be something besides
the villain coordinating everything. Well the Vandervecken was
a high tech spaceship and lots of the defenses were automated,
so that explained it quite well, but what about the primitive
environments of a dungeon? It's too easy to say "Oh well
Archmage Mugwort, who is the final villain maintains control
over everything". But I thought that would be a lot of
work for one person, who is also trying to expand his own personal
power to deal with day to day operations of a chaotic dungeon.
Even in the very first book (Warlock Of Firetop Mountain), Zagor
had someone in charge of the Maze Of Zagor, and an Orc Chieftain
keeping the greenies in line.
Besides, these ideas behind
it, it also uses the classic "damsel in distress"
motif to lure in potential victims, and as can be read, it has
the potential to be a very deadly encounter, as the Heart can
defend itself quite effectively. It also allows for a hero to
have several ways to overcome the obstacle either in the form
of the metal solvent which can be found in another location,
or by adding more choices to the battle such as cutting the
"damsel's" cables to disable her.
(Congratulations
John! This was an excellent entry with an original idea. Your
signed A3 poster will be with you in the new year! - Ed!)