![]() Also, (unlike DND) the series was meant for a single player rather than a group of people. There were 6 stats to keep track of (as opposed to FF's 3), but players only needed a pair of regular 6-sided dice (as opposed to DND's specialized dice). ![]() The gameplay complexity fell somewhere between Fighting Fantasy and Dungeons and Dragons. Unfortunately, Morris and Thomson underestimated the production costs, and only six of a planned twelve books were ever published, but There Was Much Rejoicing when this was announced. Heck, you didn't even have to start with the first book unless you wanted to. Also you could travel between books in any order you wanted. The more books you had, the more of the world you could explore and the more adventures you could have. Each book would allow you to explore a different area in the series's fantasy world (the titular Fabled Lands), and all the books were connected to one another so you could literally go from one book to the other on the same playthrough. See, it differed from other gamebooks at the time by giving you a Wide Open Sandbox to have fun in. It was first released in the mid-nineties, and, to this day, is probably the most elaborate gamebook series ever written. The Fabled Lands is a series of Choose Your Own Adventure gamebooks that were written by Dave Morris and Jamie Thomson. PAGES WILL BE DELETED OTHERWISE IF THEY ARE MISSING BASIC MARKUP. DON'T MAKE PAGES MANUALLY UNLESS A TEMPLATE IS BROKEN, AND REPORT IT THAT IS THE CASE. THIS SHOULD BE WORKING NOW, REPORT ANY ISSUES TO Janna2000, SelfCloak or RRabbit42. The Trope workshop specific templates can then be removed and it will be regarded as a regular trope page after being moved to the Main namespace.
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