Fighting Fantasy: Difference between revisions

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imported>Joseph Rushton Wakeling
(The Magic Quest)
imported>Joseph Rushton Wakeling
(Edits to history + references)
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'''Fighting Fantasy''' is a series of single-player [[roleplaying]] [[gamebooks]] created by [[Steve Jackson (UK)|Steve Jackson]] and [[Ian Livingstone]], originally published by [[Puffin Books|Puffin]] and now by [[Wizard Books]].  Rather than being read straight through as a [[novel]], a Fighting Fantasy book consists of a series of (usually 400) numbered paragraphs describing different possible scenes.  The player progresses through a sequence determined partly by their own choice and partly by chance, with dice being used to resolve combat and determine the outcome of other uncertain events.
'''Fighting Fantasy''' is a series of single-player [[roleplaying]] [[gamebooks]] created by [[Steve Jackson (UK)|Steve Jackson]] and [[Ian Livingstone]], originally published by [[Puffin Books|Puffin]] and now by [[Wizard Books]].  Rather than being read straight through as a [[novel]], a Fighting Fantasy book consists of a series of (usually 400) numbered paragraphs describing different possible scenes.  The player progresses through a sequence determined partly by their own choice and partly by chance, with dice being used to resolve combat and determine the outcome of other uncertain events.


Beginning in 1982 with Jackson and Livingstone’s [[The Warlock of Firetop Mountain]], the books proved exceptionally popular, running for over 10 years in the original [[Puffin Books|Puffin]] edition.  When it was finally discontinued in the mid-1990s, 59 books had been published in the core series, alongside various sidelines such as ''[[Sorcery!]]'', [[Advanced Fighting Fantasy]], and others.  The [[Wizard Books|Wizard]] reissuing, beginning in 2002, has seen the publication of the famous “lost” 60th book, ''[[Bloodbones]]'', and more original titles are planned.
Beginning in 1982 with Jackson and Livingstone’s ''[[The Warlock of Firetop Mountain]]'', the books proved exceptionally popular, running for over 10 years in the original [[Puffin Books|Puffin]] edition.  When it was finally discontinued in the mid-1990s, 59 books had been published in the core series, alongside various sidelines such as ''[[Sorcery!]]'', [[Advanced Fighting Fantasy]], and others.  The [[Wizard Books|Wizard]] reissuing, beginning in 2002, has seen the publication of the famous “lost” 60th book, ''[[Bloodbones]]'', and more original titles are planned.


==History==
==History==
[[Steve Jackson (UK)|Steve Jackson]] and [[Ian Livingstone]] had founded [[Games Workshop]] in 1975 to distribute [[Dungeons & Dragons]] and other [[roleplaying games]] in the United Kingdom.  Five years later, having expanded from a bedroom mail-order company to a successful publisher and manufacturer (the first Games Workshop store opened in 1977, and in 1979 the company provided the startup capital for [[Citadel Miniatures]]), the two were able to persuade [[Penguin Books]] editor [[Geraldine Cook]] to consider a proposal for a handbook on the growing new hobby.
[[Steve Jackson (UK)|Steve Jackson]] and [[Ian Livingstone]] had founded [[Games Workshop]] in 1975 to distribute [[Dungeons & Dragons]] and other [[roleplaying games]] in the United Kingdom.  Five years later, having expanded from a bedroom mail-order company to a successful publisher and manufacturer (the first Games Workshop store opened in 1977, and in 1979 the company provided the startup capital for [[Citadel Miniatures]]), the two were able to persuade [[Penguin Books]] editor [[Geraldine Cook]] to consider a proposal for a handbook on the growing new hobby.


While preparing their synopsis for the publisher, a new idea occurred.  Jackson recalls, “It was only when we got home and talked about it that Ian and I agreed the best way to get people to understand what a roleplaying game was like was for them to actually play one. I mean we had spent the last four years doing just that, going round to clubs, conventions and exhibitions.  We knew that it was possible to do this by simply letting the book be the Gamesmaster.” [http://www.fightingfantasygamebooks.com/interviews_steve4.htm]  Instead of the “how-to” book Penguin had expected, the final proposal — ''The Magic Quest'' — was for a book where the reader took on the role of a character in a fantasy adventure, choosing their own route through the story rather than reading linearly and rolling dice, as in a tabletop roleplaying game, to simulate risky events such as combat.
While preparing their synopsis for the publisher, a new idea occurred.  Jackson recalls, “It was only when we got home and talked about it that Ian and I agreed the best way to get people to understand what a roleplaying game was like was for them to actually play one. ...  We knew that it was possible to do this by simply letting the book be the Gamesmaster.” [http://www.fightingfantasygamebooks.com/interviews_steve4.htm]  Instead of the “how-to” book Penguin had expected, the final proposal — ''The Magic Quest'' — was for a book where the reader took on the role of a character in a fantasy adventure, choosing their own route according to options the book presented and rolling dice, as in a tabletop roleplaying game, to simulate risky events such as combat.


Although not the first gamebooks to use dice mechanics — priority goes to [[Buffalo Castle]], published by [[Flying Buffalo]] in 1976 — Fighting Fantasy popularised the format immensely, leading to the emergence of many rival series.
Although not the first gamebooks to use dice mechanics — priority goes to [[Buffalo Castle]], published by [[Flying Buffalo]] in 1976 — Fighting Fantasy popularised the format immensely, leading to the emergence of many rival series.
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==Rules==
==Rules==
{{main|Fighting Fantasy game mechanics}}
{{main|Fighting Fantasy game mechanics}}
==References==
*[http://www.fightingfantasygamebooks.com/history.htm Fighting Fantasy History] (official website)
*[http://www.fightingfantasygamebooks.com/interviews_steve1.htm Interview with Steve Jackson] (official website)
*[http://www.fightingfantasygamebooks.com/interviews_ian1.htm Interview with Ian Livingstone] (official website)


[[Category:CZ Live]]
[[Category:CZ Live]]

Revision as of 12:55, 28 February 2007

Fighting Fantasy is a series of single-player roleplaying gamebooks created by Steve Jackson and Ian Livingstone, originally published by Puffin and now by Wizard Books. Rather than being read straight through as a novel, a Fighting Fantasy book consists of a series of (usually 400) numbered paragraphs describing different possible scenes. The player progresses through a sequence determined partly by their own choice and partly by chance, with dice being used to resolve combat and determine the outcome of other uncertain events.

Beginning in 1982 with Jackson and Livingstone’s The Warlock of Firetop Mountain, the books proved exceptionally popular, running for over 10 years in the original Puffin edition. When it was finally discontinued in the mid-1990s, 59 books had been published in the core series, alongside various sidelines such as Sorcery!, Advanced Fighting Fantasy, and others. The Wizard reissuing, beginning in 2002, has seen the publication of the famous “lost” 60th book, Bloodbones, and more original titles are planned.

History

Steve Jackson and Ian Livingstone had founded Games Workshop in 1975 to distribute Dungeons & Dragons and other roleplaying games in the United Kingdom. Five years later, having expanded from a bedroom mail-order company to a successful publisher and manufacturer (the first Games Workshop store opened in 1977, and in 1979 the company provided the startup capital for Citadel Miniatures), the two were able to persuade Penguin Books editor Geraldine Cook to consider a proposal for a handbook on the growing new hobby.

While preparing their synopsis for the publisher, a new idea occurred. Jackson recalls, “It was only when we got home and talked about it that Ian and I agreed the best way to get people to understand what a roleplaying game was like was for them to actually play one. ... We knew that it was possible to do this by simply letting the book be the Gamesmaster.” [1] Instead of the “how-to” book Penguin had expected, the final proposal — The Magic Quest — was for a book where the reader took on the role of a character in a fantasy adventure, choosing their own route according to options the book presented and rolling dice, as in a tabletop roleplaying game, to simulate risky events such as combat.

Although not the first gamebooks to use dice mechanics — priority goes to Buffalo Castle, published by Flying Buffalo in 1976 — Fighting Fantasy popularised the format immensely, leading to the emergence of many rival series.

Setting

See also: Titan (Fighting Fantasy)

Rules

For more information, see: Fighting Fantasy game mechanics.


References