Back in 2011 I wrote a commic gamebook called the Horrible dungeons of dreadful doom. I did it mostly to test the Darkgrue gamebook creation program, and thus it was rather rushed, but I actually got a lot of fun out of writing it. When i sit down to considder writing another gamebook, i always find the plots going dark and find myself less motivated with anything serious. Then I remember how much fun I had writing dungeons and so decided it needs a sequel. This I'm calling the Horrible Forest of Frightful fear. It's intended to be a little better presented than dungeons, sinse I'm taking more time over the writing and actually having a propper stats system. I also have had some interesting ideas for the actual plot and elements of the story.
I'm currently writing the introduction and rules section, but have already written "the story not so far" a retelling of the salient points of The Horrible dungeons of dreadful doom for people who aven't read it, I'll post that below sinse I find myself quite pleased with the humour. If however you'd prefer to play the original gamebook rather than read the commical synopses, you can download it on https://www.sendspace.com/pro/8vq939 Oh, and if anyone wants to try out Darkgrue, you can find it on http://www.kaldobsky.com/audiogames/ The story not so far. Your name is Jo Mcavaerage and for the majority of your life nothing all that interesting happened. Well of course there was the usual everyday drama of living, relationships, a career, the need to desperately seek harmony among your fellow humans in an enormous and perplexing cosmos and struggle for an individual and authentic expression of your own unique self actualization, ---- but for all practical purposes nothing all that significant, or at least nothing anyone would bother writing a gamebook about anyway. Even whether Jo actually was short for Joseph, Josephine, John or Joanne wasn't really something of any particularly major significance IN YOUR LIFE. One day however while spending a summer holiday with your parents (Stan and Norma), at the rain drenched seaside resort Dullnesse on sea, you were accosted by a witchy old lady in a red van offering completely none magical and perfectly safe doughnuts. As it turned out the old lady wasn't just witchy, but was a real witch named Sugarina, and what's more was a witch of the child mouse making, involuntary sculpturizing, mermaid voice stealing kind. She was also lying on almost all counts, since the doughnuts were definitely magical and far from safe since one bight transported you to an ironic, perplexing and definitely unsafe dungeon. In fact one could almost call it the horrible dungeons of dreadful doom accept that that would be a stupid and entirely ridiculous name for such a place and only occur to a really bad writer of ammeter gamebooks. Anyway, despite being confronted by trolls, 7 headed horrors, aggressive ninjas, and more puns than a life time of punishment you actually didn't do too badly in the dungeon. You ran into the jaws of a mysteriously helpful grue who told you that you would need two mystical objects to complete the dungeon, the adjective of noun and the prawn of destiny, yes prawn! The prawn you were able to get from the frighteningly loud and distinctly terrifying pirate Davy Jones after looting his locker, while the adjective (actually a small plastic card), was in the possession of Gougehook Throatmangler and his gang of goblin miners. These goblins you found quite different to how you expected, since though they did give vent to goblin folk songs about slaughter and pillage THAT WAS ONLY TO RESPECT TRADITION. In reality they were actually rather kindly in a fluttery, over enthusiastic way. They gave the Adjective of noun to you in thanks for your help breaking the spell on a magic door that was in their way. They also had a goblin centric retelling of the Lord of the rings which gave you a valuable code that you used to retrieve the 2 ring from a strange mechanism. This turned out to be a small, cheep looking, silver and definitely not very precious ring with the power to make it's wearer invisible. With the help of this ring and a surprisingly useful item which you believed at first was just a red herring (actually because it was a red herring), you confronted the highly nasty witch Sugarina in her foul lair, a disconcerting mixture of torture chamber, dark enchantress's laboratory and flouncy old lady's room. A smack with your trusty weapon (or at least your trusty fish), forced Sugarina to take a doughnut transmogrification spell to the kisser and leave nothing but a nasty sugary stain on her abominably pink carpet. Taking a large bight out of one of the doughnuts Sugarina created during her erratic spell hurling, you find yourself standing back on the road by the beach beneath the drizzling rain with nothing to show for your adventure but the magical ring tucked neatly into one pocket, and a piece of doughnut with the transportation spell on it which you decide to keep handy if you ever want to see Gougehook and the other goblins again. You are just congratulating yourself on your feat of survival and your ability to know more of the world than just superficial appearances, when the creaking voice of an gnarled old stump of a man startles you: "toffee apples, completely none magical, absolutely safe toffee apples!" Mouth watering you run for the sugar laden treat. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.