Friday, February 26, 2010

Some Thoughts on Tunnels and Trolls -- Why It Matters


Those who play Role Playing Games as a hobby know that it isn't always easy to find a group of like minded enthusiasts in order to form a regular "gaming group." As the hobby has expanded, gamers have been able to scratch the RPG itch by playing single player computer RPGs like Baldur's Gate and Planescape: Torment, video game console rpgs from Dragon Warrior to Dragon Age, or Massive Multiplayer RPGs like World of Warcraft and Dungeons and Dragons: Online. (You can watch videos for some of these games below.)

There hasn't always been such a rich market of available distractions for the gaming hobbyist. In fact, if you were a gamer in the early 1980s -- particularly a young gamer for whom college was a mere aspiration -- there were really only three solutions. You could used the "random solo dungeon" tables in the Advanced Dungeons and Dragons Dungeon Master's Guide, you could play a Fighting Fantasy Gamebook, or you could play a Tunnels and Trolls solo adventure. As I mentioned earlier, if it hadn't been for Tunnels and Trolls your only option would have been the "random solo dungeon" tables in the DMG.

Tunnels and Trolls provided a much needed service for the gaming community with its solo adventures. Not only did they provide the inspiration for the excellent Fighting Fantasy Gamebooks, but the T&T solos provided hours of entertainment in and of themselves. They also demonstrated how the T&T rules system was an ideal RPG system for solo play. T&T's rules were simple, quick, and abstract, three things that are essential if one is trying to create a game for solitaire play. The early T&T solos were fairly crude in their presentation and content, particularly when compared to the Fighting Fantasy (and later Lone Wolf) Gamebooks, but as first movers they created a wonderful sub-category of adventure gaming -- one that I still enjoy today.

Buffalo Castle, the first solo module, was written by Rick Loomis of Flying Buffalo Games and is a very basic -- though sometimes wildly chaotic -- dungeon crawl. The castle's denizens don't make much sense, and "your" motivation for adventure is pure "profiteering" of the kind common in early RPG adventures. But there is something to be said for entering a room that Tardis-like is larger on the inside than the castle that surrounds it -- a room filled with a herd of buffalo. One imagines that Loomis' work in the Play-by-Mail marketplace may have been a part of his inspiration in drafting a solo adventure.



Ken St. Andre's Deathtrap Equalizer Dungeon quickly adapted the solo module format in a manner that attempted to increase repeat play. The module is best described as a "Gonzo Romp" adventure where death or success can happen at the turn of a page, and where the author punishes readers almost on a whim.

It wasn't until Ken St. Andre's Arena of Khazan and Michael Stackpole's City of Terrors that the solo reached a level of sophistication that made replay not merely fun, but more rewarding that playing through the adventure a single time. I still find myself returning to the Arena of Khazan in the hopes of attaining wealth and glory -- or freedom if I happened to have been "recruited" as a new gladiator like Spartacus in the new Starz TV series.

The solos are worth a look and a play through both as artifacts of the history of RPGs and as experiences on their own -- especially the later modules where narrative components become more important than the first few. I've never quite been convinced that T&T works well as a "group" game, its combat system lacks a kind of "cinematic granularity" that feeds the imaginations of the players with whom I have typically played. But I think that it has some core elements that could be translated into a great group game. This is especially true of T&T's underlying "Saving Throw" system, which I'll be examining in a couple of upcoming posts.



While D&D's influence on computer/video games is undeniable. One should not overlook the influence that T&T and its solo adventures had on that field either. Ken St. Andre worked on the classic video game Wasteland, which was the inspiration for the Fallout series of video game rpgs. Ian Livingstone, of the Fighting Fantasy gamebooks series, went on to develop a video game version of his own Deathtrap Dungeon with a little video game company he co-founded. It's called Eidos. Maybe you've heard of it. They did a little game called Tomb Raider.







Wednesday, February 24, 2010

FFG to Release Battles of Weteros: A Battlelore Game



Fantasy Flight Games has mated George R.R. Martin's Song of Ice and Fire and Richard Borg's Battlelore customizable Wargame and created Battles of Westeros: A Battlelore Game. The many brain cells that I have devoted to these two wonderful entertainment products have formed an endorphin mosh pit and are bashing into each other in celebration.

I can really think of no two products that would better mesh together than the fictional world of Westeros and Richard Borg's Command and Colors offshoot Battlelore. Given that A Song of Ice and Fire is filled with echoes of the Wars of the Roses and the Hundred Year's War, and that Battlelore is a Fantasy adaptation of the Hundred Year's War (and other Medieval conflicts, the combination is staggeringly obvious.

This should be a pairing without possible criticism...yet somehow Christian Peterson manages to create controversy in what should be a seamless win.

As I mentioned above, Borg's Command and Colors game engine creates the mechanical backbone for the Battlelore customizable Wargame. Command and Colors is an easy to learn, yet extremely deep, simulation engine that combines quick play with tactical depth. The engine has been used in several successful, and fun, wargames, including: Battlecry (my favorite Civil War game), Command and Colors: Ancients (arguably the best "ancients" wargame ever as it appeals to both the veteran and the neophyte), and Memoir '44 (an excellent WWII wargame). This list includes some of the most successful wargames ever produced, and with good reason given the strength of the Command and Colors system. It is this system's brand that gives the name Battlelore the premium that it has.



Sadly, according to this interview, "The classic BattleLore game is based on Richard Borg’s Command and Colors game system, while Battles of Westeros is an entirely new engine, one that is significantly more involved than C&C and more in tune with FFG’s design principles."

How one can call a game a Battlelore game when it doesn't share a rules set is beyond me. It seems that Peterson is attempting to get the financial premium that the brand Battlelore brings, without bringing the play style that that premium promises. There are likely a couple of reasons for this.

First, as Peterson says, FFG wants a game that is more in tune with FFG's design principles. FFG games have their own brand preconceptions, and deserve a substantial premium on their own. Games like Descent, Doom, World of Warcraft, Runebound, and Middle Earth Quest share qualities and design philosophies. Wanting to produce a game that shares these philosophies and thus maintains the FFG brand is important to be sure. Given the strength of Tide of Iron, FFGs excellent customizable WWII wargame, one wonders why they didn't brand Battles of Westeros as a Tide of Iron game. This is especially true given the fact that the game is going to have significant differences from its related "brand" and will likely share more with Tide of Iron than Battlelore.

Second, Richard Borg owns the copyright on the Command and Colors system that underlies the Battlelore game. Even though FFG owns the right to produce Battlelore games, they likely didn't want to have to pay Borg for other products in a related line. The easiest way to avoid that is to create a new rules set while still leveraging the brand identity due to some stylistic similarities. Contrary to "gamer knowledge" it is likely that the mechanics of games can in fact be copyrighted and FFG is being smart in not attempting to lift the mechanics and move them into their own game in an attempt to cheat Borg out of his money. Better to create a new system than engage in legal battles. While I might criticize FFG for "misapplying" the Battlelore brand, I can praise them for respecting copyright.

As you might guess, it is my belief that the Battles of Westeros game will feel more like a fantasy version of Tide of Iron than a Westeros version of Battlelore, but I don't think that is a bad thing at all. Tide of Iron is a wonderful game that holds its own against Memoir '44 with regard to flexibility and customization. Though Tide of Iron is more Squad Leader Lite than Battlelore's evolution of We the People style card driven game play.

Regardless, I'll be certain to purchase the game when it comes available -- and this is given the fact that I have committed myself to severely restricting new game purchases this year.

Monday, February 22, 2010

Bitterness in the Gaming Hobby

In certain gaming circles, the name Lorraine Williams is synonymous with "Evil" -- others reserve such ire for Gnomes. While I have read many blog/bulletin board posts excoriating Williams, I have never been of the opinion that she was bad for TSR or even bad for the roleplaying game hobby.

Largely, this stems from the fact that Williams' tenure at TSR is one that I consider a Golden Age of rpg gaming goodness. Under Williams' management TSR published the Forgotten Realms setting, and excellent Buck Rogers roleplaying game by Mike Pondsmith of Cyberpunk fame, Al-Qadim, the D&D Gazetteer series, the Advanced Marvel Superheroes rpg, and the highly under-rated Rocky and Bullwinkle rpg -- something that was aimed at bringing new people into the hobby. Meanwhile, Gary Gygax was making the unplayable Cyborg Commando at New Infinities Productions. There are those who blame Williams for Gygax's being forced out of the company, but I believe that had more to do with the Blumes than with Williams herself. I also think that Williams hard fought battles to preserve the D&D brand, and all other TSR brands, were just good management -- not good PR, but good for the company.

I also believe that Williams only had a limited understanding of the gaming marketplace. She understood where gaming was in the late 80s and early 90s, but (not being a gamer herself) she had no clear vision for how to respond to the emergence of Magic: the Gathering. Her response was an explosion of rpg product and a rushed collectible card game response. The explosion of rpg product was high quality -- Birthright and Planescape were remarkable settings -- but the prolific pace of publication, combined with a brand diluting low quality card game, put more product on the market than the market could bear. In that way, she is also responsible for the implosion of TSR as a company a decade after she took charge. It would have been nice to see someone else take over the company after 5 - 6 years of Williams running the company.

The bitterness between the Gygax camp and Williams isn't the only case of deep bitterness and ire in the gaming community. I was recently reading some back issues of Interplay magazine, Metagaming's house organ after Steve Jackson left the company. I was amazed at the venom they were directing at Steve Jackson. Not because the split was a genial split, but by the obsessive nature of it. Metagaming seemed obsessed with mocking Steve Jackson every chance they had. Ironically, fans of GURPS -- and most modern gamers for that matter -- are likely oblivious to this deeply felt hatred. The Williams is "Evil" meme has lasted decades, but the Steve Jackson is a "Turkey" meme died long ago. Unlike the Gygax/Williams affair, Jackson leaving Metagaming lead to that company's rather quick demise. Steve Jackson was a font of ideas, while Metagaming was wallowing in bitterness. GURPS may be, and I certainly think it is, a direct descendant of "The Fantasy Trip" and Steve Jackson's early board games might have been indistinguishable in appearance from Metagaming's microgames, but the fact is that Steve Jackson and his company were coming out with quality new products while Metagaming was living in the past.

Metagaming has two famous spoofs of Steve Jackson Games material one is their Fist Full of Turkeys game and the other is a spoof of Steve Jacksons excellent One Page Bulge called One Page Bilge.



It should be noted that one of the things that makes Metagaming's protests against Jackson so purile is that Jackson was one of the leading voices advocating for designer rights in the gaming industry. Eventually his desire to see designers properly compensated led to him forming his own company, but the fact is that gaming is one of the last venues where the creators see almost no benefit for their creations due to the "work for hire" environment in gaming. People like Wolfgang Baur deserve credit, and ownership, in products like Dark*Matter, it's the only way to guarantee high quality and it is the right thing to do from a PR perspective. Imagine if designers had options on the systems they created. The Pinnacle Entertainment Group edition of Torg would be more than a pipe dream, and GURPS might be called The Fantasy Trip.

Friday, February 19, 2010

Hulu Recommendation Friday: The Real Housewives of Orange County

I can't help it. I love this show. You must watch it.

The "cast" has changed significantly over the past few years, but this is one of the most entertaining realitoaperas ever created. The spin off shows each have their appeal, and their own craziness, but there is something that keeps bringing me back to OC.

One of the things that makes this season in particular so engaging is that it is the first time that you can see "reality" fatigue so blatantly on display. When the Vicki started stressing how she wouldn't spend any time with the current cast if it weren't for the show, I knew that this season we'd begin to see some real human drama -- and we have. Vicki's family is facing a genuine medical problem, whether it is a crisis or not has yet to be discovered. The combination of Vicki's need for constant attention and historic lack of empathy, is disappearing as she has spent time healing her marriage and wraps her mind around what her daughter is going through. Add to this the financial difficulties some of the other families are facing, and this show is shifting from catty conflict to real pathos inspiring drama.

This isn't to say that there isn't catty conflict...would it be a "Real Housewives" show if there wasn't?

Wednesday, February 17, 2010

Why Does the Press Hate D&D?

Between 1979 and 1992 there were at least 80 news articles written about the "evils" of Dungeons and Dragons. Obsession with role playing games as a cause of social ills dates back to the disappearance of Dallas Egbert III and the myths that he and his friends played Dungeons and Dragons in the steam tunnels of Michigan State University.

Role playing games, like video games and rock music, are one of the key media bogeyman when it comes to attempts to find "reasons" for significantly aberrant social behavior. In some respect, this is an understandable reaction. Why people commit suicide or murder is, thankfully, a mystery to most people and we want to find reasons why individuals would behave in a manner so far removed from our own experiences. It is only when we learn of the actual motives, or underlying psychological issues, of a particular case that these things actually begin to make sense. But before we know those real causes, we still look for answers -- quick and easy answers.

Role playing games are often one of the things pointed to first, and it's getting a little boring and stale. When Patricia Pulling blamed role playing games after her son committed suicide, role playing games were a relatively new -- and little understood -- hobby. One can to a certain degree excuse here zealotry and misinterpretation of the hobby.

What one cannot excuse is articles like the one posted in yesterday's Boston Herald. In the article, Laurel J. Sweet uses Amy Bishop's past experiences playing "Dungeons and Dragons" as a framing device to associate the kind of shooting rampage murder committed on that campus with another murder that occurred a decade ago. To quote:

Accused campus killer Amy Bishop was a devotee of Dungeons & Dragons - just like Michael “Mucko” McDermott, the lone gunman behind the devastating workplace killings at Edgewater Technology in Wakefield in 2000.


The Sweet article is awkwardly worded, poorly constructed, and pairs unrelated paragraphs next to one another in a manner that might confuse a reader that statements written about Micheal McDermott were about Dr. Bishop. There is little to no actual research in the piece, only a couple of hyperbolic statements written by Sweet -- and one out of context, but accusatory, statement by an unnamed source. The article is a demonstration of everything that is currently wrong with news reporting.

It's first problem is that it is sensationalist. Like Kirk Douglas in Billy Wilder's classic Ace in the Hole, Sweet is creating a framework that has little to do with actual events -- or in providing any kind of public service -- rather Sweet's intent is obviously to garner hits (and sell papers) through a tangential connection.

Second, the article uses unnamed sources for all of its "evidence" linking Dr. Bishop's alleged crime with her role playing. Add to this the fact that the source's quote is out of context and bizarre, and one wonders how an editor let this article go to print. The proof from the source that Bishop and her husband were "devotees" of Dungeons and Dragons?

“They even acted this crap out,” the source said.


Wow! Now that is a substantive, fact filled, meaningful quote by a respectable source.

Oh, wait. No it isn't. It is a hack job, yellow journalism sentence, that implies sinister doings, but contains nothing substantially informative. What does the source mean that Bishop "acted this crap out?" Did Dr. Bishop play live action role playing games? Was she a member of an improvisational theater that acted out role playing sessions? Is the source a hack and slash role player who found Dr. Bishop's "in character" role playing disturbing during sessions he/she participated in? None of these questions are answered. In fact, no questions one could think to ask about the circumstances or the source are answered. The quote is just left floating in space for the reader to make huge inductive leaps.

Third, the writing of the piece is just genuinely bad -- as in poor. The logic strings from one paragraph to another are nonexistent. It appears as if this article is just a quick filler piece meant to appear topical, by referencing the recent Wisconsin decision regarding prisoner's and their "right" to play role playing games in prison.

One could guess at Sweet's familiarity with role playing games in general, and D&D in particular, by the inclusion of one word. Sweet describes Dr. Bishop as a "devotee" of Dungeons and Dragons. The Oxford English Dictionary definition of devotee is broad enough to include players of a game, but such devotion would have to be "zealous devotion." As such, it would be rare and one would have to build a case to demonstrate zealous devotion. Sweet makes no such case, just provides loosely worded hyperbole.

If I lived in the Boston area, I might invite Sweet to participate in one of my bi-weekly gaming sessions with friends. Alas, I live in Los Angeles were there is a large industry filled with many people who have played role playing games -- most of whom are better writers than Sweet.

Hmm... Sweet's poorly written column gives me an idea for a "predictive" column myself.

The following is a joke, it may not be funny but it is a joke.

BOSTON HERALD JOURNALIST LAUREL SWEET AT RISK OF COMMITTING MURDER

Future murderer Laurel J Sweet is a devotee of Journalism - just like J. Gregory Robertson, a man police say shot and killed 56-year-old Ralph Colon of Hartford, during a confrontation on Robertson's third-floor fire escape.

Sweet, now an Award-winning court and crime reporter who has been featured in the ABC miniseries "Boston 24/7" and the 9-11 documentary motion picture "Looking For My Brother," fell in love with journalism at an early age and has written for a number of newspapers. One source said that she was obsessed with awards and gaining readership by writing scandalous articles, researched or not.

“Sweet will write anything to get more readers,” the source said.

When questioned about it yesterday, Kevin Convey, Editor of the Boston Herald, dismissed tabloid journalism as “a dying medium. In the future, we'll need better researched news since the internet allows stories to be challenged in real time.”

Robertson is a a former Hartford Courant reporter and editor, but Convey said he never met him. Police seized two copies of the New York Times Style Manual from Robertson's house.

The popular profession has a long history of controversy. After a 30 second Google search, this reporter discovered an expose by Iowahawk which stated, "Accounts of media psychopathy, while widespread, have until now been largely anecdotal. In order to provide a more focused and systematic study of the crisis, Iowahawk researchers set out to identify and tabulate criminal arrests and convictions of current and former journalists. While by no means comprehensive, this 10-minute project yielded a grim picture of a once-proud profession now in the grips of tragic, drunk, violent, child-raping rage."

Friday, February 12, 2010

Speaking of Captain America Controversies -- Hulu Recommentation Friday: CAPTAIN AMERICA (1990)



There has recently been a bit of a row regarding Captain America (see here and here). Some conservatives are irked that the good Captain, and his friend The Falcon, are uncomfortable with a Marvel Universe political movement that bears similarity to the Tea Party movement.

I'd like to inform those conservatives out there who think that this is "new" or a "big deal" that they are wrong. While it could be argued that someone who was frozen in 1945 and who awoke in the late 60s (or early 00s depending on the retcon) might be conservative to the point of being out of touch with most modern Americans, but Marvel has never written the character that way -- nor are they likely to start anytime soon.

If you look at the history of Captain America's career since 1972, you see the following pattern. Captain America quits in disgust over Nixon's behavior. Cap retakes the mantle when Jimmy Carter is elected. Cap is ostracized by the Reagan administration, then fired and replaced by someone more conservative (today's USAgent) during the first Bush Administration. Captain America retakes the mantle during the Clinton Administration. During the Bush Administration, Cap fluctuates between favoring soft or hard power -- depending on the writer and the proximity of 9/11 -- before he is shot and killed after leading a Civil War against government superhero registration policies. Cap is "resurrected" during the Obama administration.



Most of these decisions were made for one of the following reasons. Either there were real world issues that Marvel wanted to engage in their comics to give them depth, or they needed to reassert the value of the Captain America brand and stop having "Nomad" (or "The Captain") wander Route 66. If you're conservative and you wanted Captain America to represent your political philosophy...too bad. He doesn't. He's a comic book character.

It isn't controversial and it isn't new. If you weren't so busy trying to be offended, you might just notice that the stories where Cap quits/is fired/is killed are some of the best runs in the history of the series. They demonstrate the depth of the character and his convictions.

Oh, and since when is pointing out the dangers of "movement" driven populist democracy Un-American? I thought the whole shared powers structure that the Founding Fathers set up was due to concerns with the power of faction and "fear" of majority faction.

WHAT IS CONTROVERSIAL...is that HULU watchers have given the 1980s movie version of CAPTAIN AMERICA 3 stars. 3 stars?! Really?! But it's terrible.

Thursday, February 11, 2010

Now on the iPhone: Fighting Fantasy Gamebooks -- WARLOCK OF FIRETOP MOUNTAIN



Searching my through my favorite interwebs sites the other day, I stopped by the Official Fighting Fantasy gamebooks website and discovered, much to my pleasure, that Wizard Books was releasing several of the Fighting Fantasy titles as iPhone applications. The first book in the series to see release was the classic Warlock of Firetop Mountain, the book that started the whole Fantasy Gamebook phenomenon back in the 1980s when I was a wee lad.

The Fighting Fantasy Gamebooks were a book series created by Games Workshop co-founders Steve Jackson and Ian Livingstone (who are that rare breed in the gaming industry game designers and keen businessmen) that combined the reader interactivity of the Choose Your Own Adventure series of books with the game mechanics of early role playing games. Readers of Ian Livingstone's Dicing with Dragons (Signet), a book Livingstone wrote to introduce audiences to the role playing hobby, it comes clear that Livingstone was inspired by the solo adventures offered by Flying Buffalo in support of the Tunnels and Trolls role playing game.

Here's how Livingstone describes Tunnels and Trolls, one of four games he thought "worthy" of introducing neophytes to:

If Tunnels & Trolls (T&T) did not have one special feature (apart from the general ease of play), no doubt it would have achieved little in the way of popularity -- indeed, its author claims that it was originally designed purely for his own entertainment and that of his friends. Role-playing is generally a gregarious pastime -- one person is the referee and designer of the locations to be explored, and several more are needed as players. However, many people are keen to engage in role-playing but for one reason or another cannot participate in groups of like-minded enthusiasts. An isolated geographical location or lack of free time or transport, or work involving unsociable hours can all conspire to produce the solitaire role-player. In common with some other RPGs, Tunnels & Trolls has a considerable number of ready-to-use adventures, but, unlike most others, which are generally designed for normal group play, most of the Tunnels & Trolls adventures are specifically designed for solitaire play, and thus fill a distinct need in the role-playing market.

Emphasis mine.


Two things emerge from reading this paragraph. First, that Livingstone admires what St. Andre accomplished with T&T -- both in simplicity of rules and in innovation. Second, that Livingstone looks at role playing as an industry. That paragraph reads like part of a SWOT analysis someone might write as background for the introduction of a new product line. Livingstone and Jackson have always been at the forefront of new technologies when it came to integrating role playing and media. Interactive 900 line rpg adventures, video games, books, mass market paperbacks, board games, and miniatures war games are all in the line of products in which they have been directly involved. Now we can add to that long list -- iPhone application translations of their gamebooks.

While Livingstone and Jackson may have received inspiration from St. Andre's T&T both in the idea of a solo adventure market and the importance of simple rules, their Fantasy Gamebooks truly took T&T's solo adventures to the next level. Where the solo adventures by Flying Buffalo typically came in around 32 - 64 pages, the Fighting Fantasy Gamebooks were the size of full length paperback novels -- around 220+ pages -- something that enabled them to add greater narrative to the stories making for "deeper" interactive experiences.



Warlock of Firetop Mountain, which was drafted under the working title Magic Quest, was the first Fighting Fantasy Gamebook released into the market. It featured very simple rules, later products demonstrated how "deep" these simple rules were, and a relatively simple story. You were a warrior in search of wealth and glory who has climbed to the peak of Firetop Mountain in order to claim the treasure of the Warlock Zagor. You didn't have a very heroic motivation, and the world wasn't very well developed. The book was very much an early D&D style module translated into solo play. Go into a hole, kick down doors, kill things, and take their stuff. At least that's how it seems at first.

You see, there is only one real "solution" to the book -- other books in the series would have several possible solutions -- and it wasn't an easy solution to discover. You had to map your progress, especially considering there is a maze in the middle of the adventure. If you map it, the maze isn't complex, but if you don't...the frustration is substantive.



The latest application for the iPhone is a direct translation of this first gamebook -- a very good direct translation. I was able to use my old hand drawn map as I played through the encounters, and thus was able to find some nice enhancements and some minor glitches in the game.

I have to say that after playing one of these as an app, I'm going to buy whatever books they release in this format. It works better than flipping back and forth, and I can't cheat when fighting the battles -- it maximizes the play aspect by keeping track of all of the combat information and your equipment. The app limits your options to those you genuinely have available to you and you can't flip back and forth to see which choice is superior. You really have to play the game as it was designed.



I also appreciated the way that the app incorporated and enhanced the artwork from the original book. The app has the original line artwork from the book, but if you touch the images they get enlarged and become color images. The transformation from line art to color shaded art work makes for some very impressive images. The ghoul and the cyclops statue were two of my favorite images in the original, and they look even better in color.



As much as I loved playing through, I did notice two significant flaws -- likely corrected in the current updates. When I "lost a point of Skill" after looking into a portrait of the Warlock, I performed an action which should have returned the skill point to me -- in fact it should have returned up to two lost Skill -- but my skill remained at the lower rating. Additionally, when I acquired a magic sword, I was prompted to discard my current sword -- which was correct -- but the only sword listed in my inventory was the new magic sword and I had to discard it. This didn't affect game play, as the I still received the bonus for the magic sword even though I wasn't "technically" in possession of the weapon. These are two significant, but not overwhelming glitches in the game.

If you like Fantasy and want a fun application that is good for quite a few replays, you should purchase Warlock of Firetop Mountain for your iPhone. If you don't have an iPhone, you should buy the paperback which was re-released last September. On February 10th, the second Fighting Fantasy App Deathtrap Dungeon was released -- and bought by me.