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In the hills of Gerrick's Boon, strange stories reach your ears. Alchemy, a rare art elsewhere, here seems more commonly taught than reading. Judging from the wordless shop signs lining the four dirt streets, anyway, and from the amazing variety of liquor at the tavern of the Noisy Owl. It's there, after some other tall tales, that you hear about the dragon.
A story of exploration, adventure and transformation.
Suitable for mature audiences.
| Average Rating: based on 13 ratings Number of Reviews Written by IFDB Members: 5 |
This is an excellent gamebook style RPG centered around a dragon's lair. There are two real goals in the game: to maximize a treasure score, and to choose how you interpret the events of the game, by means of various moral choices. This leads to 15 possible endings.
The game gave me the feel of old Dnd modules, the kind where you don't realize that a sword is a cursed demon in weapon form, or where you don't know if trapdoor is safe to open.
I played several times. The game is polished and descriptive, and the interactivity was very effective. But I felt emotionally distant from the protagonist and their life.
Recommended for DND fans.
The writing is excellent in this game. I really enjoyed how the story progresses through choices and puzzles. I got some inspiration for my next interactive fiction game.
You know, people who grew up with gamebooks, like I did, often wax nostalgic about the medium. It's not as common to see someone try and bring those simple pleasures back to life, even for a glimpse. That's why I was excited to hear that Kris was working on Dragon Fate -- a good old-fashioned fantasy adventure where you, an adventurer, investigate claims of a dragon sighting off a small mountain village, hopefully getting rich in the process. But there's more up there than you bargained for...
Briefly put, Dragon Fate does everything right. The writing is to the point, but pleasant (Kris is a writer, and it shows). You can choose what kind of character you play. There's a diceless rule system that allows for freedom in how to tackle the various challenges, and you even get to decide the meaning of the mysteries you uncover, which will have an impact on certain endings. (The story features transformation themes.) The game is non-linear; you can explore in any order, and you'll want to visit everywhere multiple times to catch everything as you level up. The game also boasts no less than 14 endings (not counting death from injuries), but isn't judgemental about them -- you decide whether they're good or bad. All in all, a very replayable game.
All that makes the game more of an RPG than some titles actually claiming to belong in the genre. And to think it's made in plain old Twine! It's not exactly some deep meaningful story, either, but still entertaining, definitely head and shoulders over most of the classic gamebooks it reminds me of. Even the size is just right -- not so large as to require multiple play sessions, but neither so small as to leave the reader disappointed. There are places where there's nothing to suggest that coming back later might be fruitful, but that hardly impacts the enjoyment. So, enjoy!
The Saint's Tomb, by Seth Jones Average member rating: (4 ratings) The Saint's Tomb is a hybrid of a choose-your-own adventure type computer game and a pen-and-paper roleplaying game. It is compatible with the fifth edition of the most popular tabletop roleplaying game in the world (you know the one,... |
Replay and relax by Felix Pleșoianu
Games that are always a pleasure to play again, not to solve puzzles but to enjoy the good memories.
role play/ toy games by Xw
any thing1