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title | "Michael's CYOA Archive: GrailQuest #1 - The Castle of Darkness by J.H. Brennan (1986, Dell)" |
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body | "'CYOA', in case you're unfamiliar with the acronym, does not stand for "Cover Your Own Ass", but rather "Choose Your Own Adventure". These mind-twisting feats of literary legerdemain permitted a writer to stuff multiple books between one pair of covers. The story contained within was scrambled up into multiple numbered sections, and at critical (or non-critical) junctures in the book, the reader would be permitted to choose what the protagonist did next by turning to the proper numbered section. Each choice unlocked some story options while closing off others. Sometimes these choices led to good fortune: you'd find a clue, or avoid an enemy hunting for you. Sometimes they weren't so great: you'd miss a critical item on your mission, or attack someone you were supposed to befriend. Sometimes the wrong choice even resulted in your death, capture, or incapacitation, thus ending the story in ways less satisfactorily than you as the reader would like...at least until you flipped back to the start of the book and gave it another go. The books were illustrated throughout with pen-and-ink line artwork which brought the details of critical scenes to life.
The original Choose Your Own Adventure series of books kicked off in 1979 with the publication of *The Cave of Time* by Bantam, and they were among the best-selling works of young adult literature all through the 1980's. After seeing their popularity, other publishers followed suit, offering up their own series imprints like R.L. Stine's *Give Yourself Goosebumps* based on his best-selling kids' horror franchise, Scholastic's *Twistaplot* (aimed at middle school students) and *Pick-a-Path* (aimed at younger readers), and Ballantine's *Find Your Fate* and *Find Your Fate Junior* books which were based on licensed properties like *Star Trek*, *The Transformers*, and *Indiana Jones*.
But in 1982, UK authors Steve Jackson and Ian Livingstone combined the non-linear, multi-story narrative with a stripped-down rules system which allowed for randomized elements like tests of luck and turn-based combat. The result was *The Warlock of Firetop Mountain*, first in the long-running *Fighting Fantasy* series of fantasy game books where readers became active participants in the outcome of their own stories, and bad endings could come not just from picking the wrong path, but also through the wear and tear of combat or a poor showing on the dice.
Like CYOA before it, *Fighting Fantasy* spawned a legion of imitators and clones. Some of them, like Joe Dever's *Lone Wolf* and *Freeway Warrior* series, and American author Steve Jackson's *Sorcery!* quartet (or quintet, if you picked up *The Sorcery! Spell Book*, which allowed you to play as a magic user instead of a fighter-type), provided advancement of a single hero through subsequent adventures, with equipment, vital statistics, and money carried over from book to book. While I enjoyed the aforementioned series greatly, my absolute favorite have always been the *GrailQuest* books penned by Irish author J.H. Brennan.
<center>![Castle of Darkness.jpg](https://files.peakd.com/file/peakd-hive/modernzorker/7C0UzOff-Castle20of20Darkness.jpg)</center>
Source: My own scan
___
The first entry in the *GrailQuest* series, *The Castle of Darkness*, was published in the UK in 1984 by Armada, and it inspired seven sequels. The eighth and final entry, *Legion of the Dead*, came out in 1987. The books were popular enough that they were translated into multiple languages, including Spanish, Danish, Japanese, Czech, Italian, and French. Sadly, the market for game books was starting to dry up by 1986 when *The Castle of Darkness* crossed the Atlantic. In an amusing anecdote from a conversation with the author back in 2007, Brennan told me his American agent had cannily gotten Dell to sign a six-book contract right off the bat instead of the traditional "we'll try one, and if it sells we'll buy the others" type. This turned out disastrous for Dell, as each subsequent volume in the series sold worse than the last, and the books wound up as money-losing ventures. Obviously, thoughts of publishing books 7 and 8 went right out the window, but at least US readers got three-quarters of the story, instead of only one-eighth of it.
With that brief history out of the way, let's take a deeper dive into the *GrailQuest* books, starting at the beginning with *The Castle of Darkness*.
___
The *GrailQuest* books, while each telling different tales, are all predicated around a similar circumstance: the wizard Merlin using his reality-warping magic to grab the intellect of a young person in modern times and spirit it back through the ages to the realm of Camelot. Said intellect belongs to the reader of the book, of course, and is deposited in the head of a young person named 'Pip' who lives on a farm as the adopted child of Freeman John and his wife Miriam.
The selection of a gender-neutral nickname allowed the series to be enjoyed by boys and girls alike, a conceit which Brennan never once breaks across all eight books, and one which was highly unusual--virtually every other CYOA-style book assumed readers were male, and thus cast them as male protagonists, either through text description or as depicted in the interior artwork. Books featuring explicitly female protagonists, or which went out of their way to not specify gender, were exceedingly rare.
<center>![Helmet.png](https://files.peakd.com/file/peakd-hive/modernzorker/ZgBJIpU4-Helmet.png)</center>
Once the reader is inside Pip's head, he or she is then free to wander Avalon, meeting with important people, being tasked with various duties, and getting into all sorts of trouble. As befits the first book in the series, there's a lot in introductory material where Brennan, through the guise of a slightly scatter-brained Merlin, explains the idea of the book (crafted as a spellbook) to the reader. Then, as an omniscient narrator, he lays out the basic background information about the quest Pip's soon to be tasked with. Queen Guinevere, King Arthur's wife, has been kidnapped! Spirited away under everyone's noses. While Arthur's knights scour the countryside in search of clues to indicate who could have perpetrated such a crime, the whole thing reeks of magic. That narrows the list of suspects considerably. In fact, Merlin's got his eye on the most likely perpetrator: a wizard named Ansalom, who lives in a giant castle in the middle of a dark forest, and amuses himself by making life hell for other Avalonians (mainly by stealing pigs and blighting crops).
Arthur has been meaning to do something about Ansalom for years, but the Queen's abduction pushed Ansalom to the top of his list, so he's delegated to matter to Merlin. Merlin, in turn, is delegating the matter to you via Pip. So lace up your boots, shoulder your backpack, and prepare your sword arm because there's a wizard who needs killing, and you're just the adventurer for the job.
<center>![Dagger.png](https://files.peakd.com/file/peakd-hive/modernzorker/p2pfHsqc-Dagger.png)</center>
___
Much like a CYOA, *The Castle of Darkness* is laid out not by pages, but by section numbers, and is not designed to be read in order. Also like a CYOA, Pip is most commonly given a choice of two actions to take, although more (or fewer) are certainly possible. To take an example from the start of the quest, where Pip has been led to the edge of a dark forest by a contingent of men-at-arms from Camelot:
> It's a dark forest. Very gloomy, and the paths are all overgrown. Look at the way those trees are all twisted and gnarled, branches like old wizened hands reaching out at you. Notice you don't hear any birds singing. Not one. Never mind: you've a choice of paths. Both look equally unpleasant. And both look as though they might be going to the Wizard Ansalom's Dark Castle. Isn't that annoying? OK, Pip, which is it to be: the right-hand path or the left-hand path?
>
> If you pick the right-hand path, turn to **9**.
> If you pick the left-hand path, turn to **20**
And, of course, there's some phenomenal interior artwork to go with this scene, courtesy of artist John Higgins who illustrated all eight books in the series:
<center>![Forest.png](https://files.peakd.com/file/peakd-hive/modernzorker/vhGdjsl1-Forest.png)</center>
UK Comic aficionados may recognize Higgins as a titan of the industry: he's a frequent collaborator of Alan Moore's, illustrated numerous issues of *2000 AD* (commonly on *Judge Dredd* stories), worked with Garth Ennis on *Hellblazer*, and is equally at home in the black-and-white medium as he is working with colors. Here, Higgins's insanely detailed pen-and-ink work is top tier stuff, offering fantastic interpretations of enemies and locations, along with a variety of fill-in visual adornments that have nothing to do with the story but provide additional atmosphere (I've sprinkled some throughout the article). Whether illustrating simple nature scenes like the one depicted above, or the aftermath of an encounter with a terrifying trap...
<center>![Pit trap.png](https://files.peakd.com/file/peakd-hive/modernzorker/E7PbisyS-Pit20trap.png)</center>
...Higgins' artwork is as important to the series as Brennan's writing. The two synergize exceptionally well, and I can imagine no other artist at work between the pages.
___
But to my mind, the best thing about the *GrailQuest* books, and *The Castle of Darkness* is no exception, is Brennan's authorial irreverence. While other game books, especially the *Fighting Fantasy* series, took themselves seriously, it's clear Brennan's here to craft a more playful tale. This isn't the historian's Camelot depicted in Mallory's tales, nor the serious one conjured up by Mary Stewart in her Arthurian trilogy. Instead, Brennan's Avalon is something akin to a combination of the land seen in T.H. White's *The Once and Future King* mixed with Disney's *The Sword in the Stone*, with a dash of the musical *Camelot* and a little bit of Monty Python thrown in for good measure.
As befitting a book aimed at the young adult market, this is a Camelot where there aren't many gray areas: bad guys (like Ansalom) are bad, good guys (like the Knights of the Round Table) are good, and Pip definitely falls into the latter category, with very few options for the reader to play Pip as selfish, greedy, or inconsiderate. That doesn't mean the story, even with its best ending, won't throw you for a loop now and then, but for the most part, doing the right thing for the right reason is fairly obvious.
Also unlike the *Fighting Fantasy* books, Brennan starts Pip on the adventure armed to the hilt with food, healing potions, a magical sword, a suit of dragonskin armor, and some powerful spells which, if used judiciously, will see all but the unluckiest or most foolhardy adventurer well into the quest. What's more, there are some magic items within the Castle itself that, if found, fundamentally lower the difficulty of the quest even further. As some of these items are randomized in their powers, it's impossible to acquire them all in one play-through, which adds some re-read value. The scroll which contained an Antidote spell the first time might contain a potent Death spell the second, or it may even be blank.
On top of all that, Brennan expects the reader to meta-game. Adventurers are encouraged to draw a map as they proceed through the world, and go back and explore previous areas if they get stuck somewhere. Death is a minor setback, as the player loses any treasure they'd accumulated, but re-rolls their LIFE POINTS and is resurrected with whatever is left of their starting gear by Merlin either at the forest path which opens the adventure, or the gates to Ansalom's castle once the player's located it. Enemies killed remain dead, and prior experience will often allow you to avoid traps which were a surprise the first time around.
It's also possible to avoid some combat encounters all together. Brennan has included rules not just for hacking and slashing, but also for bribing an opponent to leave you alone, or trying to charm your way out of a fight. Neither one is easy, or guaranteed, but it's nice to see them available for times when your LIFE POINTS are maybe lower than you'd like and you aren't ready to start trading sword blows, and it adds a nice dimension to the story: Ansalom doesn't pay his guards very well, so some might be willing to look the other way if you hand over enough gold.
But it's not entirely tongue-in-cheek here either. Brennan occasionally allows the story to get a bit dark: an early encounter with a skeleton, for instance, could turn up the story of how the skeleton got to be that way. Ansalom's lair is full of some nasty surprises to snare the unwary, meaning Pip might wind up bathed in boiling oil or fighting an invisible demon. In fact, the paragraph which closes the introduction might be the best example of the seriousness with which Brennan can infect the narrative:
> The guard carried out their duties as ordered, escorted the young person into the forest and leaving rather promptly on account of the magical atmosphere that surrounded anything to do with Ansalom. It was only when they had returned that everyone realized they had forgotten to ask the young person's name. The oversight caused much general annoyance. As Percival remarked, they would have nothing to put on the tombstone.
Now that's how you describe a suicide mission, right there.
___
*The Castle of Darkness* has been a mainstay of the game book library ever since I ordered it off a Scholastic book fair order form in 1986. I've read it (and the other five we got here in the US) to death. Fantasy game books may be virtually gone in this day and age, but they were among the best parts of my childhood. And *GrailQuest* stood at the top of the heap, head and shoulders above the rest.
<center>![Bones.png](https://files.peakd.com/file/peakd-hive/modernzorker/QrKipOuA-Bones.png)</center>
Did you read, collect, or play any of these type of books when they were all the rage in the 80's? If so, what were some of your favorites? Let me know down in the comments, and if there's interest, I have plenty of other books in my CYOA library I can reminisce about in future installments." |
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transaction_id | f013778e844d2c0244702805eea823439302ce28 |
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block_num | 44,816,187 |
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transaction_num | 11 |
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12. | ref_block_num | 55,097 |
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ref_block_prefix | 4,251,805,324 |
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expiration | 2020-07-03 00:33:33 |
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operations | 0. | 0. | custom_json |
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1. | required_auths | [] |
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required_posting_auths | |
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id | sm_submit_team |
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json | "{"summoner": "starter-224-8cpVy", "monsters": ["C3-107-JGM4BDQITC", "C3-133-A4J24EX4LS", "C3-212-BBJKMVBM2O", "starter-163-YqGhH", "C3-100-VVX58SBYCW", "starter-196-AXkzE"], "trx_id": "2affe12b50bd76f8000b42ae8e273609e3a77823", "app": "steemmonsters/0.7.34", "secret": "7UjXsdO6Ek", "team_hash": "4ee164a7e6d4558facd33c078b416c37"}" |
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extensions | [] |
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transaction_id | 18d50f1188b0a6e103fea5fdccac300733219e7c |
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block_num | 44,816,187 |
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transaction_num | 12 |
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13. | ref_block_num | 55,080 |
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ref_block_prefix | 3,351,500,111 |
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expiration | 2020-07-03 00:42:03 |
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operations | 0. | 0. | custom_json |
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1. | required_auths | [] |
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required_posting_auths | |
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id | sm_find_match |
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json | {"match_type":"Ranked","app":"steemmonsters/0.7.34"} |
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extensions | [] |
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signatures | 0. | 200b3c464d00f3c4e137137b682531919a66058619b7fdd68035fd708b43af385273f56a4164c29c261fcde932a74d73393624413240fccd47c2fec42049595ba6 |
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transaction_id | 8526702c09594c544ddc636ccf7605da7364266d |
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block_num | 44,816,187 |
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transaction_num | 13 |
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14. | ref_block_num | 55,093 |
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ref_block_prefix | 722,751,460 |
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expiration | 2020-07-03 00:33:04 |
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operations | 0. | 0. | custom_json |
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1. | required_auths | [] |
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required_posting_auths | |
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id | sm_submit_team |
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json | "{"trx_id": "94ff93de536bf2b2e1a873b7c16b2bbc79e7ec4c", "team_hash": "20631c1baec1b7434a384218615fb902", "summoner": "starter-156-ZGVDC", "monsters": ["C3-97-7TACOQOKOG", "starter-195-YRUKJ", "C3-91-JLP5ANMGVK", "C3-131-M2XGMLY3HS"], "secret": "gKX6G6z56J", "app": "steemmonsters/0.7.24"}" |
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extensions | [] |
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transaction_id | a263623f8d62b407d6f34e32d8a73f6d81d3959a |
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block_num | 44,816,187 |
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transaction_num | 14 |
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