An epic series of interactive books with the scope of a massively multiplayer game world. Be anyone you explorer, merchant, priest, scholar, thief, wizard, or soldier of fortune. Buy ships, goods, and townhouses, join a temple, risk desperate adventures in the wilderness, or embroil yourself in court intrigues and the sudden violence of city backstreets. Undertake missions that will earn you allies and enemies, or remain a free agent and choose your own objectives. With thousands of quests and locations to explore, the choices are all yours.
Unfortunately, this series ends up being entirely too much "game" and not enough story. Unlike Lone Wolf, which balances the two deftly, Fabled Lands is mostly an exercise in addictive gameplay. Addictive, but when you've had all your items and money taken from you, twice, due to sheer chance, you quickly become disillusioned. A great idea for a book, but not the best execution.
IN SINTESI Copertina: 5/5 Illustrazioni interne 4/5 Sistema di gioco: 3/5 Qualità del testo: 2/5 Valore complessivo dell'esperienza (divertimento): 2/5 Un prodotto molto ben confezionato e con alcuni aspetti di roleplay interessanti, ma deludente nei contenuti, penalizzato da uno stile di scrittura troppo asciutto e generico. Carente sotto il profilo della trama e dell'immedesimazione.
RECENSIONE ESTESA Ho comprato questo librogame a Lucca 2017 ritenendolo un prodotto nuovo, in realtà sfogliandolo mi sono accorto che è l'edizione italiana di una serie uscita vent'anni fa e arrivata soltanto adesso sotto i nostri cieli. Nessun problema, comunque. Mi sembrava decisamente attraente e ho deciso di provarlo. Il Regno Lacerato mi è piaciuto soprattutto sotto il profilo di alcune meccaniche di gioco, e per le belle illustrazioni che sono tante anche all'interno. Vorrei potergli dare un giudizio migliore se non fosse che fallisce completamente invece per quanto riguarda la trama e in generale il "gusto" di giocarlo. Ma andiamo con ordine. Sei un personaggio generico e senza storia personale che se ne va in giro a fare cose in un regno in guerra. Le tue azioni non hanno alcuno scopo se non quello di sbarcare il lunario. Il tuo obbiettivo è, sostanzialmente, fare soldi con le quest e col commercio marittimo, combattendo contro l'occasionale boss di turno. Già da qui si capisce che l'unico vero personaggio di questa storia è il setting, tu ci vivi soltanto come un avventuriero qualunque. Fin dalle prime pagine del libro hai la sensazione di essere un signor nessuno che in realtà sta lì solo perché ci deve stare - come se la presenza del protagonista fosse solo una scusa per giocare l'avventura - e non hai nessun obbiettivo se non quello di andare a ficcanasare in lungo e in largo. Esplorazione, nient'altro. A questa premise poco interessante si aggiunge una scrittura asciutta e oggettiva al limite del telegrafico, che non perde tempo a farti immergere nel mondo che esplori. Le descrizioni sono piuttosto sbrigative. Anche i dialoghi sono asciutti e ridotti all'osso. Sembra tutto un botta e risposta, stimolo e reazione. Capita di parlare con dei PNG e che la loro unica battuta sia funzionale a darvi una quest. Ho giocato più di metà del libro e non ho ancora trovato un personaggio di contorno degno di questo nome, cioè caratterizzato e interessante, nemmeno a pagarlo oro: sembra che l'autore semplicemente non si preoccupi di questo aspetto. L'oro, per l'appunto, sembra l'unico vero scopo di questo gioco. Terre Leggendarie presenta un sistema economico profondo e sviluppato. Puoi diventare capitano di una nave mercantile e commerciare con altri porti, inoltre puoi acquistare case in varie città come tuoi rifugi personali. Interessante anche la caratteristica del libro di essere un vero open world, ovvero di poter passare da un paragrafo direttamente a un altro libro. Ogni libro è ambientato in una terra diversa, ma tu se vuoi puoi fare rotta con la tua nave per altre terre e questo implica cambiare libro nel corso dell'avventura (e comprarti gli altri se vuoi espandere le terre esplorabili del tuo mondo). Questo punto di forza del prodotto diventa però, a mio avviso, anche il suo tallone d'achille, perché gli autori si sono preoccupati tanto di far funzionare la logica interna dei rimandi tra un paragrafo e l'altro che sembra si siano dimenticati di aggiungere una vera dimensione narrativa. In fin dei conti il libro assomiglia molto a uno di quei videogiochi con una trama filiforme dove devi continuamente spostarti sulla mappa per completare quest e sottoquest e accumulare risorse e abilità. Va bene, tutto molto bello, ma la ciccia dov'è? Anche se il libro nel suo complesso non mi ha soddisfatto, plaudo comunque all'iniziativa di Librarsi Edizioni che ha finalmente portato questo prodotto in Italia con un'edizione davvero pregevole ed elegante.
7/10 Enjoyable and unique but not without drawbacks.
I've played bits of book 1-4 in the Java version and books 1-2 in print.
Fabled Lands is a series of gamebooks that continue the tradition set by the Fighting Fantasy books of the 80s. For anyone unfamiliar with the term “gamebook” it’s like a choose-your-own-adventure and D&D had a baby. So you get to make choices that alter the story, but you also have a character sheet, stats, and items, and there are usually rules to govern combat among other things.
So how does Fabled Lands work? You first choose a Profession, what RPGs often call a class. This establishes your starting ability scores. You then receive starting stamina and items. Once you’ve finished the rules section (which is brief), you begin your adventure on entry 1. As you play, you will reach a point where you are given multiple choices of numbered entries to turn to, flipping through the book to find them and continue on. You can try out Fabled Lands for free using the Java version of the game.
What does Fabled Lands do well?
The biggest draw, something that for years only Fabled Lands did, is the sprawling, open world sandbox which you are free to explore. Think of it as Skyrim, but a book. And not only is the world large, there are many things to do in it. There quests to discover, monsters to slay, treasures to snatch, goods you can ship between cities for profit, mining, fishing, houses to buy, stocks to invest in, even some puzzles. With a unique tick-box system, areas you visit can even change or events trigger, creating the feel of a living world. And that’s book 1. But if this seems overwhelming, the other good thing about Fabled Lands is the low rules overhead. You don’t have to worry about how fishing or mining works, the game will explain those when you come across them. You learn only what you need to get started and off you go.
As mentioned, there’s a lot to do in book 1, and there are now 7 books in the main series and even a couple side adventures you can buy. You will not be left wanting for content. Each new book adds a new countryside or an open sea, or far-away island to explore, with new quests and stories. Many of them also bring a new culture and theme to the world, such as a fantasy interpretation of the Mongol armies of Genghis Khan or feudal Japan. The series is an old school fantasy setting with great black and white art throughout each book.
What are the drawbacks?
While the simple rules mean it’s easier to get into, it means the game is very basic. You don’t have special powers or resources to manage. When you need to test an ability, you roll 2 six-sided dice and add your ability score. You either succeed or fail. And combat is no different. You roll the dice and add whatever modifiers you have and hope you rolled higher than the enemy’s defense. That’s it. This extremely simple approach was very popular with early gamebooks but has lost favor among many players. It’s not for everyone. Even other activities like fishing and mining boil down to a random table you roll on to see if you got something. And you can expect some, not many but some, instant death events that cut your adventure short.
The writing starts off detailed and immersive but drops to brief paragraphs with minimal information. This helps keep the pace up for the gameplay, but detailed passages are reserved for important moments such as pivotal quest junctures or when visiting major cities. Equally sparse are the role-playing options. It’s not often you will find opportunities to make a decision based on character motivations; it’s “do this quest for rewards or don’t.” Major quests are the primary place you will find these moments of role-playing but don’t expect many of them. And it may take some wandering around and exhausting locations to find some of these quests.
Lastly, the sprawling open world can also be a downside, as each book is rather short. There’s a good amount to explore, but many of the quests will require additional books to continue them, forcing you to stop and turn around when you hit one of these walls. If you have the other books, it feels epic, but otherwise, playing only a single book can start to feel like a demo. For this reason, I recommend trying the Java version, and if you enjoy it, buy the first few books together. This will give you a larger space to explore and more quests you can play to completion.
Conclusion
Fabled Lands appeals to old school RPG fans and Skyrim fans looking for that open world experience offline. If you’re willing to accept some of its outdated flaws like the all-or-nothing dice rolls, you will find a lot to enjoy.
Can't say I enjoyed reading it. Playing it, yes, but reading it? This gamebook is more game than book, as it doesn't have an ending. I guess some people might like its open-ended nature, but I didn't. I found it repetitive and I found myself "cheating" some rolls, just so my character is not reset to an empty inventory and having to start over. Or just repeating something until I got the results that sent me off to a particular paragraph. I found myself playing this book as if I was playing an old school computer game - saving, loading, and trying again. And then I realise I'd rather play an actual game instead of "turning the paragraph" to book 2.
This is more of a game than a book. I've played through a couple times and always end up dying. The world-building is great, and it's a lot of fun just wandering around the world fighting battles and finding quests. The setting may be a bit generic for some people, but if you just want a solid playthrough of fun in a fantasy setting, this may be the ultimate game.
The writer(s) have also made it available online as a downloadable program, which is how I played it. The program works great and the best part is that it's free! There's no reason to not give this a download.
The boundaries of cheating are tested yet again. Is it wrong to get fed up with dying? Is it ok to revisit a failed objective over and over again until the correct result is achieved? Is playing again with perfect knowledge really in the spirit of the thing? The premise is juicy, the execution peters out somewhat in a sands of moderate frustration. The open endedness is a mixed blessing for me.
In most formats I wouldn't be able to pinpoint a "best ever". Greatest novel? Impossible. Best poem ever written? Too many candidates. But in the admittedly narrower world of "adventure gamebook", there can be only one! The Fabled Lands books, for me, have collected such a well of nostalgic energy that just seeing the front cover makes me feel 12 again. I remember the evocative storylines, the inventive game system, the mysterious passwords and the magical feeling of "travelling" from one book to another. Alone the maps, brilliantly designed, are engraved deep in my memory. Unfortunately, they are also linked with a deep trauma. Dotted throughout the Fabled Lands series are instructions to turn to pages in book that have never been written. Back in my youth, only the first six books existed. I ached to explore this world to its limits. So I was amazed and excited to see that a book 7 has now been published and a digital adaptation (very faithful and very good) is also available.
Revisiting the Fabled Lands was a flood of pleasure. You can overthrow the War-Torn Kingdom, dive to the bottom of lakes clutching a dragon's tail, joust with knights, buy a house, purchase a ship and go trading on the high seas, explore the endless northern wastes, discover frustrating keys and never know what they open, awaken ancient kings to take back their lands and defeat pirate lords. Many areas mirror real historical settings - there is an Arthurian land of tombs and barbarians, a far Eastern island that echoes ancient Japan, and the new Feathered Lands takes its inspiration from South American native nations. The world feels real and endless. From the grand to the mundane, Fabled Lands were the only gamebooks that achieved the same feeling as a good RPG. The character development was very satisfying and the learning curve steep. At the beginning you can die in an instant but once you gather some good equipment you can mitigate the dangers and thrive in this deadly world. There remain quite a few sudden death instances but if you have the book in hand you can always retrace your steps and try again. Because Thomson's great achievement is the perfect balance of "game" and "story". You want to play the game but you want to find out what happens. As a child, I even tried to write the next part, desperate to enter the missing spaces on the map. It was too difficult of course and I gave up. I'm overjoyed to find out I am not alone in my desire and that a few very talented people have taken up the mantel of finishing this magnificent series.
Nie jest to już typowa paragrafówka, ale bliżej temu do prawdziwego RPG - uproszczonego, ale jednak. Jest to też mniej skondensowana historia niż przy innych paragrafówkach, więc określenie ,,symulator włóczęgi” całkiem pasuje - bo większość czasu, to się tutaj łazi od miasta do miasta, a pomiędzy nimi czasem można natknąć się na ,,losowe” wydarzenie, gdzie można znaleźć coś wartościowego. Lub dostać w łeb od szalonego pielgrzyma.
Moje pierwsze podejście skończyło się szybką śmiercią, gdy próbowałam pomóc terroryzowanemu przez potwora miasteczku… no, nie poszedł mi rzut i nawet walki nie zaczęłam, kropnięta przez zdradziecki trujący gaz. Kolejnym razem poszło mi już lepiej, nawet małego majątku się dorobiłam. Tu się pozbyło jakiegoś ghula siejącego postrach, tam okradło się świątynię… a gdzieś indziej spirzało się, ratując swoje dupsko. Typowy rpg, tylko że w formie książki. Czekam też na kolejne tomy, bo w kilku miejscach trafiłam na momenty, gdzie aby kontynuować jakąś misję, potrzebny był właśnie jeden z kolejnych tomów.
Jeśli podobała ci się Alicja lub Dracula (albo inna paragrafówka od Muduko) to możesz spróbować Fabled Lands, aczkolwiek przez inny sposób prowadzenia historii może ci nie siąść. Ja jako casualowy fan rpg bawiłam się świetnie i chętnie zacznę jeszcze raz inną klasą.
It’s difficult to say “I’ve finished the book” with this gamebook, since it’s not one of those with several endings you can stumble upon. In Fabled Lands, you either die (and I did die, 3 times to be precise) or keep exploring, even crossing over to the other books of the saga. At the time of leaving this review, I’ve found 17 codewords out of the 36 in The War-Torn Kingdom, so you could say I’ve played just a little less than half the book. The thing is, I explored everything there was to explore and I came to the conclusion that the way to access the other missions and codewords has to be through other codewords that can only be found in other books. For this reason, I’m leaving the review now, having exhausted the things to say without having traveled to other parts of the Fabled Lands. I enjoyed the book, I will keep playing it and get myself more books of the saga so I can do more and not remain stuck in Sokara forever, but for now I will say it would be worth 5 stars if it wasn’t for the delay in playing it that comes with having to get the other books at random moments in the story.
I librigame ci portano a vivere storie sempre diverse e in posti sempre diversi. Questa saga però supera nettamente le mie aspettative! Ogni libro è giocabile singolarmente ma vi immaginate viaggiare tra i libri? Beh, ora è realtà! Scegli il tuo mestiere e parti per un mondo vastissimo. In questo gioco potremo viaggiare per terra ma non solo... anche per mare! Oltre ai nostri piedi useremo anche una nave se avremo la possibilità di comprarla ed essa sarà il modo per raggiungere alcuni luoghi che altrimenti non sarebbero raggiungibili. Il passaggio tra i libri sarà segnalato durante il gioco e ci sarà sempre la possibilità di fare altro o tornare indietro se non si possiedono gli altri libri. Per un'esperienza migliore consiglio di iniziare con uno, il primo, ma poi se vi piace il genere, continuare l'avventura attraverso gli altri libri, così da poter godere a pieno di tutte le quest e tutte le sfaccettature. Armatevi di D6, matita e tanta voglia di divertirsi. Recensione completa sul blog noi_leggiamo, anche su instagram e facebook. Ari
Primo volume della famosissima saga fantasy di librigame Fabled Land di Morris/Thomson, Il Regno Lacerato è davvero bello per avventure proposte, combattimenti ed equipaggiamento. C’è una vasta gamma di luoghi da esplorare e cose da fare oltre alla normale caccia e ricerca di mostri fantasy, per esempio l'acquisto di una nave con la quale si può poi navigare, l'acquisto di proprietà, la partecipazione a una guerra civile e persino opportunità di investimento! C’è il giusto livello di difficoltà (aspettati di morire qualche volta) e tante sorprese nascoste per ore di divertimento! L'unicità del libro consiste nel fatto che si possa combinare con gli altri volumi della saga Terre Leggendarie, perché puoi passare da un volume all’altro man mano che il tuo personaggio progredisce. L’edizione e la traduzione sono curatissime e prive di errori! Consigliatissimo!
I really wish I had discovered gamebooks in my childhood, but I never knew they existed back then. I would have devoured them greedily. As a fellow who loves both a good story and a great game, Fabled Lands strikes all the right chords. (I suppose I must disclose I like good music as well.)
My only problem with this book is that it has no ending. Please correct me if I am mistaken. You simply adventure through the world, moving in and out of the volumes in the series as you journey across the continents. But there is no final resolution to look forward to. You just finish when you decide to quit your adventure.
That may seem like a big deal to those who expect a book to have a climax and resolution. But the fun I had while adventuring was so delightful, I could not bring myself to give any star rating lower than 5.
I had read these books when I was younger and thought that kindle would be a perfect format for them. I think that perhaps I was wrong. I know there has been a bit of a revitalization for this series but I didn't find the same joy in them as I did when I was in my youth. I would definitely recommend them to someone who is, around 10-12 years old and has shown an interest in the fantasy genre. Whether it be comic books, tabletop gaming, science fiction, this series could bring hours of interactive and engaged reading.
I can remember reading/playing this gamebook back when I was in middle school. I was poking around at OSR blogs on Blogspot and found Fabled Lands and it came right back to me. The rolling of the dice, the decisions, the weird places and people. This was almost exactly as I remembered it being and it was great.
I do think the book was a little short, but I could certainly play it several times through and lean in one direction or another. Also, I'm planning on picking up the other books in the series so I can continue my character's adventures elsewhere.
This was the equivalent of an open-world computer RPG before those were well-known. It's still worth reading/playing today, though you may also want to look into the computer program "FLApp" that presents these with automatic stat-tracking. The Fabled Lands series acts as a set of "expansion packs" in the sense that each book covers a geographical area and you can travel back and forth between them on your adventures.
Es un libro-juego así que no podría decir que lo leí completo, pero si lo jugué bastante, el sistema es simple y nunca sabes que te tocará en el siguiente párrafo. Si muchas veces me quede atrapado ya que necesitaba el próximo libro (sobre todo cuando compré mi primer barco). Muy buen juego excepto cuando fui devorado por una banda de caníbales.
Fabled lands is an amazing book for all ages. It’s a choose your own adventure with plenty of dice rolling fun. It’s also a never ending story. In fact I’m not even done. It takes lots of strategy and thinking to make your way around the book. This is a ⭐️⭐️⭐️⭐️⭐️ book that I recommend for everyone to read. And did you know? It’s also a series.
Powrót do 1szego tomu z nową postacią. Zobaczymy jak wypadnie na tle 2giego tomu. Jestem optymistycznie nastawiona, że poprzednie doświadczenia pomogą mi tym razem bawić się dobrze od samego początku - trochę już wiem, gdzie czego szukać, a czego unikać i póki co bez śmierci :D
As a book: 2 stars, because it lacks depth and characterization. As a game: 4 stars, because it's quite unique and exciting, even though sometimes it feels like a demo more and actual entry.
This is the best Solo Rpg gamebook I've experienced to date. It's like the original version of Skyrim! Currently, this is the only one I have in my collection, but I will be getting all the available books soon.
Three nights a week I get home close to midnight. Generally, I grab a drink and read a book for a few minutes before heading to bed. Being able to 'play' through that book, and experience it as if I were a part of it is awesome.
The game system simple but intuitive. It only adds to the experience without over complicating things to the point where the game becomes more about math than the story.
I love this book, and I'd recommend it to any RPG lover.