Drunk Review: Fighting Fantasy #10 House of Hell
Posted: Sun Mar 31, 2013 11:11 pm
(Note: since this is a single-person review/playthrough I'm assuming it's OK in IMHO.)
So, some have suggested that I drunken review some of the more frustrating and/or less playable Fighting Fantasy books on my hands, and since I have both UK Steve Jackson's two most difficult titles to make it through... and a lot of booze on my hands, now I will.
I'll start with House of Hell, mostly because that one doesn't literally require a fucking cipher to interpret it (unlike Creature of Havoc, which will be very hard to convince me to do,) and assume you all know by now that Fighting Fantasy were a series of solo adventure gamebooks from the 1980s that were mostly bullshit hard stuff (they were competing with Gygax's AD&D and early Nintendo games, recall) that generally have a simplistic writing style (some authors more simple than others) and very linear structure. They run off a rather simple 2d6 system (opposed rolls for combat, roll under for stat checks,) and if you want more info I'll shamelessly promote the Let's Plays from the series that I (and recently angelfromanotherpin) have been running.
While I really like the concept of Resident Evil-style claustrophobic horror, this book does not do it well, which I unfortunately learned many years ago...
Now, despite the lying introduction claiming that you can make it through with minimum rolls, I recall you need at least 9 FEAR points to survive, and I'll probably enter the cheat code for unlimited FEAR so we can have proper Scooby Doo adventures as opposed to "Ruh roh Shaggy, my FEAR score is at 8, if I see one more painting talk I'll literally die of fright!"
Like all horror gamebooks, you're probably imagining that this is going to lead to lots of terrible deaths, but it's really just leading to lots of rather dull ones (Beneath Nightmare Castle is actually decent fantasy horror that has really long and drawn out deaths, but I respect that one too much to Drunken Review it a new ass.)
All we know about our protagonist is that he/she/it (I'll say he) has an important appointment to make it to, and got some sketchy directions from a creepy old man before having his car break down while driving in a terrible rainstorm near an old house that has a small light on inside. Being a reasonable person, he decides to see if that house has a phone to call AAA. However, he doesn't notice in the darkness that there are no lines running to/from the house! Goddamnit this looks like it was made for Scooby Doo, but this is more House of the Dead. Also our character needs a name and more of a motivation. And since I already mentioned House of the Dead, G is on his way to meet his friends at the AMS but happens to have some car trouble on the way. He also forgot to bring his gun, and is thus unarmed (-3 SKILL in combat until a weapon can be found)
My habit of rolling well continues:
G SKILL 12 STAMINA 19 LUCK 12 FEAR 10
(EDIT: Looking at my rolls on d20 dice bag, I drunken typoed my STAMINA, it should be 19. Fixed. Still really good stats; only Dirk von Facestabber III could take G down.)
The FEAR might not be enough, if I actually want to succeed, but whatever.
To quote the book, "Tonight is going to be a night to remember..."
NOW TURN OVER
(waiting a bit before actually starting up)
So, some have suggested that I drunken review some of the more frustrating and/or less playable Fighting Fantasy books on my hands, and since I have both UK Steve Jackson's two most difficult titles to make it through... and a lot of booze on my hands, now I will.
I'll start with House of Hell, mostly because that one doesn't literally require a fucking cipher to interpret it (unlike Creature of Havoc, which will be very hard to convince me to do,) and assume you all know by now that Fighting Fantasy were a series of solo adventure gamebooks from the 1980s that were mostly bullshit hard stuff (they were competing with Gygax's AD&D and early Nintendo games, recall) that generally have a simplistic writing style (some authors more simple than others) and very linear structure. They run off a rather simple 2d6 system (opposed rolls for combat, roll under for stat checks,) and if you want more info I'll shamelessly promote the Let's Plays from the series that I (and recently angelfromanotherpin) have been running.
House of Hell is notable in that you are a human from (then) modern day Earth (so 1980s Earth, then, which is why we don't have a cell phone; the 80s ones would kill quicker than the nastiest of UK Steve Jackson's insta-deaths,) and that you have a FEAR score, which is essentially another HP track that more than makes up for the relatively easy combats in this book (if your FEAR points exceed your FEAR score you die.)House of Hell wrote:Taking refuge in the infamous House of Hell has to be the worst mistake of your life!
The dangers of the torrential storm outside are nothing compared to the blood-curdling adventures that await you inside. Who knows how many hapless wanderers like yourself have perished within its gruesome walls? Be warned! Tonight is going to be a night to remember...
While I really like the concept of Resident Evil-style claustrophobic horror, this book does not do it well, which I unfortunately learned many years ago...
Now, despite the lying introduction claiming that you can make it through with minimum rolls, I recall you need at least 9 FEAR points to survive, and I'll probably enter the cheat code for unlimited FEAR so we can have proper Scooby Doo adventures as opposed to "Ruh roh Shaggy, my FEAR score is at 8, if I see one more painting talk I'll literally die of fright!"
Like all horror gamebooks, you're probably imagining that this is going to lead to lots of terrible deaths, but it's really just leading to lots of rather dull ones (Beneath Nightmare Castle is actually decent fantasy horror that has really long and drawn out deaths, but I respect that one too much to Drunken Review it a new ass.)
All we know about our protagonist is that he/she/it (I'll say he) has an important appointment to make it to, and got some sketchy directions from a creepy old man before having his car break down while driving in a terrible rainstorm near an old house that has a small light on inside. Being a reasonable person, he decides to see if that house has a phone to call AAA. However, he doesn't notice in the darkness that there are no lines running to/from the house! Goddamnit this looks like it was made for Scooby Doo, but this is more House of the Dead. Also our character needs a name and more of a motivation. And since I already mentioned House of the Dead, G is on his way to meet his friends at the AMS but happens to have some car trouble on the way. He also forgot to bring his gun, and is thus unarmed (-3 SKILL in combat until a weapon can be found)
My habit of rolling well continues:
G SKILL 12 STAMINA 19 LUCK 12 FEAR 10
(EDIT: Looking at my rolls on d20 dice bag, I drunken typoed my STAMINA, it should be 19. Fixed. Still really good stats; only Dirk von Facestabber III could take G down.)
The FEAR might not be enough, if I actually want to succeed, but whatever.
To quote the book, "Tonight is going to be a night to remember..."
NOW TURN OVER
(waiting a bit before actually starting up)

















