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[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9575119" data-attributes="member: 7737"><p>An excellent point. A lie tossed off in the heat of the moment is still a lie, but it's less cruel and manipulative than one that takes advance setup. And repeated reinforcement! This isn't a single lie that Team Good Guy mentioned subtly a while back to send Carr down their preferred path. This is a lie that gets trotted out time and again... but as I have ranted, <em>it's being trotted out unnecessarily because the first lie already worked.</em></p><p></p><p>Assuming you, the player/reader, don't choose the paths that go to Your Quest Ends Here, the conversation goes something like this....</p><p></p><p>Team Good Guys (TGG): Beldon is up to something eeeeevil. You have to help us, Carr!</p><p></p><p>Carr: <em>strikes a heroic pose</em> You can count on me!</p><p></p><p>TGG: Great, but also you need to forget the spellbooks, which previous members of the team told you were important, and are definitely located in Landor's study, in favor of the sceptre that might possibly kill you.</p><p></p><p>Carr: I shall... gosh this is tough... well, OK. Sure. Yes. I will get the sceptre. To Landor's study!</p><p></p><p>TGG: Did we mention that the spellbooks are also in Landor's study. But you need to give up on those spellbooks, your father's precious legacy to you.</p><p></p><p>Carr: <em>strikes a heroic, yet sad, pose</em> It is a sacrifice I am prepared to make.</p><p></p><p>TGG: And remember, when you get the sceptre, don't touch it to the spellbooks, which are in Landor's study, because it would drain their dweomer.</p><p></p><p>Carr: Yes. Right. ... Wait. I thought you said I should forget the spellbooks. Why do you keep bringing them up?</p><p></p><p>TGG: The spellbooks, Carr, the spellbooks! You must choose between them and the sceptre!</p><p></p><p>Carr: I ALREADY CHOSE THE SCEPTRE - WHAT IN THE NAME OF GYGAX IS WRONG WITH YOU?!?!</p><p></p><p></p><p></p><p>I totally forgot that it was Wendel who first planted the idea that the spellbooks are our real inheritance! This just gets better and better.</p><p></p><p></p><p></p><p>Duration: Permanent.</p><p></p><p>Feeblemind is one nasty, nasty spell in AD&D. Its drawbacks are Range: Touch and Casting Time: 8 Segments (meaning you are not getting it off before the target has a chance to blast you first). There is a saving throw, but the primary intended targets of Feeblemind, magic-users, take a whopping -4 penalty to their saves.</p><p></p><p>Feeblemind can be undone by Heal, Restoration, or Wish -- the big guns of "undo badness" magic in AD&D -- but otherwise? If you fail your save, you're a drooling idiot FOREVER.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9575119, member: 7737"] An excellent point. A lie tossed off in the heat of the moment is still a lie, but it's less cruel and manipulative than one that takes advance setup. And repeated reinforcement! This isn't a single lie that Team Good Guy mentioned subtly a while back to send Carr down their preferred path. This is a lie that gets trotted out time and again... but as I have ranted, [I]it's being trotted out unnecessarily because the first lie already worked.[/I] Assuming you, the player/reader, don't choose the paths that go to Your Quest Ends Here, the conversation goes something like this.... Team Good Guys (TGG): Beldon is up to something eeeeevil. You have to help us, Carr! Carr: [I]strikes a heroic pose[/I] You can count on me! TGG: Great, but also you need to forget the spellbooks, which previous members of the team told you were important, and are definitely located in Landor's study, in favor of the sceptre that might possibly kill you. Carr: I shall... gosh this is tough... well, OK. Sure. Yes. I will get the sceptre. To Landor's study! TGG: Did we mention that the spellbooks are also in Landor's study. But you need to give up on those spellbooks, your father's precious legacy to you. Carr: [I]strikes a heroic, yet sad, pose[/I] It is a sacrifice I am prepared to make. TGG: And remember, when you get the sceptre, don't touch it to the spellbooks, which are in Landor's study, because it would drain their dweomer. Carr: Yes. Right. ... Wait. I thought you said I should forget the spellbooks. Why do you keep bringing them up? TGG: The spellbooks, Carr, the spellbooks! You must choose between them and the sceptre! Carr: I ALREADY CHOSE THE SCEPTRE - WHAT IN THE NAME OF GYGAX IS WRONG WITH YOU?!?! I totally forgot that it was Wendel who first planted the idea that the spellbooks are our real inheritance! This just gets better and better. Duration: Permanent. Feeblemind is one nasty, nasty spell in AD&D. Its drawbacks are Range: Touch and Casting Time: 8 Segments (meaning you are not getting it off before the target has a chance to blast you first). There is a saving throw, but the primary intended targets of Feeblemind, magic-users, take a whopping -4 penalty to their saves. Feeblemind can be undone by Heal, Restoration, or Wish -- the big guns of "undo badness" magic in AD&D -- but otherwise? If you fail your save, you're a drooling idiot FOREVER. [/QUOTE]
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[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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