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Sorcery! Part 4 - Little Choices Make It Epic

Discussion in 'Game/SP News & Comments' started by RPGWatch, Oct 23, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]RPS's latest "The Mechanic" column talks about Sorcery!, how little choices make the adventure truly epic, and how other RPGs can benefit from its lesson.

    From Warlock of Firetop Mountain on I was pretty much obsessed with the Fighting Fantasy gamebooks. Of course I was: they presented richly drawn fantasies in which I could play a part, my imagination spinning on their words and illustrations. (My favourite illustrator? Obviously Russ Nicholson.) Inkle's Sorcery! series, four text-based games adapted from Fighting Fantasy co-creator Steve Jackson's original gamebooks, capture all that made Fighting Fantasy special and add a magical extra: the dynamism of videogames.

    In fact, Sorcery! often feels more dynamic and alive than videogames. As you progress through the books, your adventure keeps getting richer, the world more responsive to your passage. It's partly down to the increasing freedom you have to explore, but more, it's because each book is filled with choices that feel like they have consequence; that the game is watching and remembers your every move. Sorcery! is fluid and feels player-directed, and yet it's strongly authored. It's like Steve Jackson is writing it for you as you play, reacting to your every action.

    There's no AI here, though. Sorcery!'s magic is down to a system that's far simpler, but yet results in at least as much intricacy.​

    Read on.
     
    Last edited by a moderator: Oct 24, 2016
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