A greater number of sections, 679 to 1200.Other differences between previous gamebook series included: The books became increasingly difficult as they progressed, with tougher enemies and harder quests this was to account for the player becoming more powerful as they went through each book. The player is free to pursue these at their leisure, or spend their time doing entirely different things - wandering, trading, exploring or building up their abilities.Įach book contained a different geographic area of the Fabled Lands, and the player could easily travel between regions by switching to another book. ![]() There are hundreds of quests in the seven books that were published, of varying lengths. The Fabled Lands series gave the player an entire fantasy world to roam around in, doing whatever they wished with no limits or linearity there was no set quest and there is no way to "finish" the series (unless the player dies). Other gamebooks gave the character a linear quest, with some leniency in how they went about accomplishing it when they completed the quest, the gamebook ended. The most notable of these was the open-ended, free roaming gameplay. The Fabled Lands books deviated from other mainstream gamebooks (such as the Fighting Fantasy or Lone Wolf series) in a number of ways. A Kickstarter campaign was launched in 2015 in order to fund the production of a seventh book, which reached its base target within 45 minutes. The first two books were also printed under the name Quest in the U.S. Originally planned as a twelve-book series, only six were released between 19 before the series was cancelled. Cover art was by Kevin Jenkins with Russ Nicholson and Arun Pottier providing maps and illustrations.
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