Written by J. H. Brennan, the Grailquest gamebook series is most notable for its distinct flavour of wacky humour. They can make a fun ride.....when they're not too bug-ridden.
The player takes the role of a young man named Pip, adopted son of a farmer and his wife.....well, actually, the player is basically him/herself reading the books, and summoned by Merlin's spell into King Arthur's era so that the player's mind occupies Pip's body. Basically, in these books, every time the realm encounters a problem or threat that's too big for the Knights of the Round Table to handle, Merlin summons Pip as the sacrificial lamb hero to take care of it, after teaching him some magic and arming him with a lesser version of King Arthur's magic sword (Excalibur) named Excalibur Jr. Oh, and the sword talks.
For the first book, here's what the quest is about, from the back cover blurb:
One of the distinct flavor of this series is that Merlin explains the rules of the game to you from the beginning bit by bit in the (very long) Prologue sections even as the story is being told to the player. 1/3 of the introduction takes up about 10 pages. Fortunately, there're also cards at the end of the book summarizing the mains rules:In the fabled Realm of Avalon, the great King Arthur keeps court at Camelot. The far reaches of his kingdom are terrorised by monstrous dragons and powerful warlocks, and the famous Knights of the Table Round set forth on quests of valour to combat the forces of evil. But YOU have been chosen for the most perilous mission of all. To penetrate the enchanted fortress of the dreaded Wizard Ansalom and rescue Queen Guinevere from his sorcery.
I'm waiting to see if there're any interest in this before I post the remaining walls of texts.Sit still--I want to cast a spell. And don't fidget! You know how fidgeting upsets me. No, you don't. But you will. Yes, indeed. It's easy to upset people my age. I'm much older than you. I'm also dead. I died hundreds of years before you were even born. But a little thing like that won't make a lot of difference. That's what being a Magician is all about.
About the spell. You can't see me, of course. You can't hear me. But you can read what I write. Yes indeed. Are you nervous? You ought to be: it's a very powerful spell. I don't do this one very often: takes too long. Some spells you just mumble a word. Others you just wave a wand. But this one you have to write a whole spell book. The book you're holding, just for one spell! I'm nearly too old for this length of spell, but the King insists. Something has to be done about Ansalom.
You're going to have to help, you know. You can't just sit there reading the spell book. Not if you're going to be a big time Magician like me and spend your life being bossed around by the King. No, help is needed. I don't have a body in your Time, that's the trouble. So I need an assistant to fetch things for me. You. You're my assistant. Apprentice, really.
(Sit still. Don't fidget.)
You'll have to get a quill and some parchment. A goose quill. Peacock quills are pretentious. We'll leave that sort of nonsense to Wizards like Ansalom. A goose quill. And a little knife to sharpen it. And some powders and water to mix the ink. Or a pencil and paper would do, if you can't find a goose.
You'll also need two dice. Or one if you can't find two. One will do nicely, but two would be better if you can find them. Ordinary dice. Six sides, little spots. You must have them somewhere. Bring them back here and between us we'll cast the spell.
Back? Good. I'd better tell you about the spell, I suppose, now that you're my Apprentice. I'm going to cast it over you. Don't panic. It's the sort of spell that has to be cast over somebody. Otherwise nothing happens. Nothing at all. Complete waste of a good spell.
I'll tell you what the spell does. It takes you away from where you are now, away from your Time. Well, it takes most of you. The inside you. It leaves your body where it is, so if your parents look over they won't know you've gone. But you will be. Yes, indeed. The inside you won't be in your own Time at all. It'll be in mine. When the inside you gets to my Time, I'll just pop it into another body. Quite a nice one. A young person, much like yourself, except better looking. And stronger. I can't make you any smarter, but you'll just have to put up with that.
Once you're in that other body, you'll be able to move around in it and get it to do things, just like your own. You'll be able to see what things were like in my Time. I think I can even arrange it so you get to meet the King. King Arthur. Arthur Pendragon, son of Uther. Quite a nice man, if he wasn't so bossy. (Younger than me, but then everybody is.) You'll also get to meet knights, and have adventures. You may even get to meet me if I'm not too busy.
You can get back to your own body at any time, of course. You just go. It's very simple. And when you want to come back to my Time, you just continue reading this spell book where you left off. No trouble at all.
You'll enjoy living in my Time. The food's better for one thing. And there's a lot of action. Quests. Battles. Adventures. That sort of thing. Knights in armour clanking around all over the place. Horses--a lot of horses. Castles. Keeps. Fortresses. Towers. And peasants (a smelly lot). We even have a few dragons left. Not many, but in your Time they've died out altogether. And there's a lot of magic about in my Time: much more than in yours. The conditions here are better for working magic. You'll enjoy living in my Time for a time. If you don't get yourself killed.
That's the deal. That's the spell. But there are a couple of things you have to do before we're off. Both these things involve arithmetic.
When you arrive in my Time, you won't have any LIFE. No LIFE means you can't do anything. Which isn't much of an adventure. So the thing to do is get a bit of LIFE together before you set off. I'll tell you what to do.
First, you take your dice and roll them together. Now, add the two scores. Now multiply your answer by 4. Write down your answer, because that's the number of LIFE POINTS you will have on your adventure when the spell is cast. You'll find you won't have less than 8 or more than 48. (I know that because I'm a Magician.)
If you aren't very happy with your score, then roll the dice again. See if that's any better. In fact, you can roll the dice three times altogether and pick the best score out of the three. If you've only got one die to begin with, that's no problem. Instead of rolling the two dice, roll one die twice and add the scores together, then multiply by 4. It's the same thing in the end.
I nearly forgot something. You have to learn to Fight. You won't last long in my Time if you don't know how to fight. Nobody does. Knights who can't fight get killed off every five minutes. You find bits of them all over the place. Can't have my Apprentice ending up like that.
The way you fight in my Time is a bit peculiar. You have to roll dice. Two dice together, or one die twice. Doesn't matter which. If you score more than 6 on your two rolls added together, it means you've hit your enemy. Landed him a whopper on the snout or wherever. How about that? If you score 6 or less, it means you swing wildly and missed altogether. It happens. When I was a lad and fighting all the time, I often missed.
Supposing you do hit him--what then? Well, for every point you score above 6, you do him that much damage. If you roll 7 you do him 1 point of damage. If you roll 8 you do him 2 points of damage, and so on. But don't cheat. Cheating messes up the spell. Every point of damage you score against your enemy is subtracted from his LIFE POINTS. Unless he's wearing armour, in which case damage is score against his armour until you've broken through it. After which all further damage is scored against his LIFE POINTS.
Now pay attention, this is important. When your enemy has only 5 LIFE POINTS left, he will fall down unconscious. If he has NO LIFE POINTS left, you've killed him. Deceased as a door nail.
All this is what happens if you are pounding away at your enemy with your fists. If you happen to be hacking away at him with a sword, or poking at him with a spear, or bonking him with a club, you will score Extra Damage. But don't worry about that just now. You'll learn how to use swords and things when you come into my Time. You'll also learn magic, but that's another story.
Fighting is easy, isn't it? In fact, so far as I can see, there's only one real problem with it. While you're thumping your enemy, he (or she--women were very dangerous in my Time) will almost certainly be thumping you back. Turn and turn about. That's the way it goes.
Your opponent will fight exactly the way you do: by throwing dice. (Except you'll have to throw them for him, of course, since you're the one with the dice.) If he throws above 6 he's managed to hit you. And every point above 6 scores 1 damage against you--subtracted from your LIFE POINTS (or your armour, then your LIFE POINTS) until you have 5 left, when you fall unconscious, or none left, when you're dead.
All right, that's all you need to know about Fighting for the time being. But before I start to cast my spell, I'd better tell you about Sleeping. Sleep is the way to get your LIFE POINTS back. You can Sleep any time in my Time. (Except in the middle of a fight, of course.) And every time you Sleep successfully, you get back two dice rolls worth of LIFE POINTS.
There's a snag though. To go to Sleep you roll one die. If it comes up 1, 2, 3 or 4, you're headed for the Dreamtime, which you'll find at the back of this spell book. And in the Dreamtime you're quite likely to get yourself killed. But that's the way the barm brack bounces. When you need a couple of dice rolls of LIFE POINTS you take your chances with the Dreamtime and just hope you throw a 5 or 6.
I nearly forgot something else. When you come to my Time, your name will be Pip. I can't help that. It's the name of the body I picked for you. When the King was young, they called him "Wart". Don't ever dare tell him I told you.
Finally, you've got to learn about EXPERIENCE. You collect 1 point of EXPERIENCE every time you win a fight or solve a puzzle. Count them carefully, because every 20 EXPERIENCE POINTS give you 1 PERMANENT LIFE POINT. And you can add a PERMANENT LIFE POINT to your total LIFE POINTS even if it brings you higher than you were when you started out. What's more, you can take up to 10 PERMANENT LIFE POINTS with you into other adventures and add them to whatever LIFE POINTS you happen to roll up. And by the by, a really heroic deed can often earn you more than 1 EXPERIENCE POINT.
This is nearly everything you need for your adventure. You can learn how to use Bribery and how to test for Friendly Reactions as you go along. These Rules--and all the others--are on the card at the back of the book, so you can cut it out and use it as a bookmark.
Now the Spell.
As you can see from the rules posted, the author knows very well the common practices of most young gamebook players and thus makes allowance for some "cheating" that often takes place. Don't like the stats you rolled the first time? Fine, you get to re-roll them twice more and pick the best! Got killed and don't want to replay all the early parts again? Ok, monsters you've already fought before don't have to be fought again! Occasionally, the book even tells you that if you trigger a trap, who won't trigger it again during a replay (although that doesn't always happen).
So, any interest in playing this one?