The first book is kind of a fun romp, where the player wanders around playing out various myths and acquiring the favor and disfavor of various gods. The second book is mostly really well-done court intrigue, capped off with a labyrinth-crawl, but unfortunately 'difficult' in the gamebook sense. The third book is... ugh, an incredibly tedious slog of serial shipwrecks and isolated encounters, culminating in a non-ending; it's supposed to be Greek Tragedy, but at least those were fucking satisfying. Book 3 has a few nice moments, but as a whole it should be avoided at all costs.
The books have an inconsistent tone, sometimes parodic, sometimes dreamlike, sometimes sirius biznes; that's not inherently bad, but it isn't done particularly well. The books also have a gimmick, which is that if the reference number is in italics, you can turn 20 references ahead to... well, yeah. See, the books are very inconsistent as to what that mechanic is actually supposed to be. Sometimes it's supposed to be 'trying to have a vision,' and sometimes it's 'try something 'outside the box' (without knowing what it is ahead of time).' That second one is what causes (almost) all the problems because I don't think it ever comes up in a way that wouldn't have been better handled as just a regular option.
So the whole thing is a mixed bag, but a fairly interesting one. As someone who had devoured every FF book I could get my hands on, I couldn't help but check them out. Anyway, enough preamble, let's get to it.
That order is really weird, as it's neither alphabetical nor the order in which they were presented to us. Anyway, this is a fairly important choice that will have repercussions throughout the series.Trembling with terror at the tale of Hermes, you rush out of your cottage and into the fields. You search for your mother, Aethra, and find her huddled under a spruce tree tending the goats. In haste you blurt out the words of the god.
'My son,' replies your mother, 'the words of the god fill me with sorrow, but they are true, for the gods never lie. You must follow the orders of the winged messenger. Travel to violet-crowned Athens and seek your father Aegeus. Take with you my jewel, for it was once your father's, and he will surely recognize it. But first visit Passes, High Priest of Troezen, and take what advice he can give you. Good luck, my son; prove worthy of your noble father and your dead brother.'
Having spoken, she turns away lest you catch sight of her tears. You linger a moment, then, with the jewel clasped firmly in your hand, you rush down the hillside into the town. It is dawn, and rosy-fingered Eos has only just tinged the horizon with red. The streets of Troezen are empty, save for a handful of scurrying slaves already about their masters' business, and you come quickly to the temple. The High Priest greets you; he already knows of your errand.
'Altheus, before you lies a great journey to lands of which you have never even dreamt. Many dangers await you; without the aid of a god you cannot prevail. Choose now a patron god or goddess to guide and help you.
'Grey-eyed Athena offers you the gift of wisdom; Ares, god of war, offers strength. If beauty tempts you, think of Aphrodite. Apollo, the archer god, controls the gift of prophecy, while Hera, queen of the gods, has influence over Zeus. Your travels are sure to take you across seas and oceans, and these are Poseidon's province. Choose now one of these six to aid you, and pay them homage. Good luck, Altheus son of Aegeus.'
• Aphrodite?
• Ares?
• Poseidon?
• Athena?
• Hera?
• Apollo?
MIGHT: 5 (4 Natural +1 Club)
PROTECTION: 10
HONOUR: 7
SHAME: 0
Possessions
Club (Might 1)
Mother's Gem
The Gods
Zeus (Listening)