Sometimes a dungeon has a carefully balanced natural ecology; other times you open a door and interrupt two dwarves playing croquet (Jon Glentoran, from Fighting Fantasy adventure "The Temple of Testing" by A Arkle, Warlock 7, Dec 1985/Jan 1986)
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Sometimes a dungeon has a carefully balanced natural ecology; other times you open a door and interrupt two dwarves playing croquet (Jon Glentoran, from Fighting Fantasy adventure "The Temple of Testing" by A Arkle, Warlock 7, Dec 1985/Jan 1986)

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Terry Oakes, ''A Lenda dos Cavaleiros das Trevas'' by Steve Jackson & Ian Livingstone, 1991
I love art books. I’ve got a ton of them. Been enjoying them ever since I was a lad, so, uh, several decades. Keep that in mind when I say I am not sure I have ever experienced an art book go so hard as Magic Realms: The Art of Fighting Fantasy (2024).
In terms of scope, there aren’t many books that are comparable. Art & Arcana, I guess, as a collection of art for a game that’s been around for several decades. A&A is so concerned with being on message (about D&D’s place in history, culture, the market place) though, that the art part of the book often feels secondary to the propaganda. Magic Realms isn’t worried about any of that. It wants to show you all the awesome art. And it does. For 350 pages. It’s unrelenting and, while it does not contain all the Fighting Fantasy artwork in existence, the density of artwork on display makes it seem like it must be damn close. Part of this is the remarkable consistency the gamebooks have had over the years. Even modern iterations with wildly different styles find ways to conform to a greater whole; every piece in this thing is recognizably FF in some way.
And yet, the focus is not on Fighting Fantasy as a brand or lifestyle or whatever. It’s squarely on the artists. 28 get in-depth treatment in alphabetical order, frankly an insane pool of talent including Ian Miller, Russ Nicholson, Iain McCaig, Martin McKenna, Chris Achilleos, Les Edwards and so many more, all at the top of their game, most displaying four illustrations up on a page (John Blanche has so many iconic pieces that his eventually go twelve-up to save space!). All of these are accompanied by a short essay explaining their place in Fighting Fantasy’s legacy (including, in the case of McKenna, Achilleos and Nicholson, brief mentions honoring their passings). The last hundred pages is split between surveys of more minor artists, artists for overseas editions, many collections of variant covers and some derivative products.
Seriously, go buy this, even if you don’t have a previously established relationship with Fighting Fantasy. If you like fantasy art or monsters, there is more than enough to entertain. It’ll blow your mind, I guarantee.
Terry Oakes, "The Brain Slayer," a 1985 illustration for 'Out of the Pit,' a Fighting Fantasy book.
Showcasing art from some of my favourite artists, and those that have attracted my attention, in the field of visual arts, including vintage; pulp; pop culture; books and comics; concert posters; fantastical and imaginative realism; classical; contemporary; new contemporary; pop surrealism; conceptual and illustration.
The art of Tazio Bettin.

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Reading old 80s D&D clones and found the best villain scheme ever.
While everyone is conquering the world or bringing about the apocalypse, the Riddling Reaver (from Fighting Fantasy) is planning to use an ancient artifact to alter the universe. If he succeeds, rather then everyone's moral status being easily placed into one of nine unambiguous categories, Morality will be grey, blurry and impossible to uncontroversially define. At one point someone starts panicking about the terrible possibility of having evil people who don't know they're evil.
"This fuckers going to implement moral complexity in your game and it's up to you to stop him!" is such a high-concept extrapolation of the concept of an alignment system that I can't help but love it. The villain is coming in with postmodern accounts of intersubjectivism and someone needs to stop him reading them to the GM.
Free Fighting Fantasy Books
Fighting Fantasy was a series of 80-90s British game books, similar to Choose Your Own Adventure ones but with a D&D-style adventure focus (and occasional sci-fi and horror ones) and a stripped-down version of the D&D system to go with them (which you can find in the back). I love them (despite being younger than the original run) and, if you want to play Dungeons and Dragons but don't have a group you can play it with, they'll be a good substitute, Hence, I'm making this list of links to Internet Archive copies so you can enjoy them.
Appointment with F. E. A. R.
Armies of Death
Beneath Nightmare Castle
Bloodbones
Blood of the Zombies
The Citadel of Chaos
City of Thieves
Creature of Havoc
Crypt of the Sorcerer
Deathtrap Dungeon
Eye of the Dragon
Fangs of Fury
The Forest of Doom
House of Hell
Howl of the Werewolf (playing through this is one of my Halloween traditions)
Island of the Lizard King
Legend of Zagor
Magehunter
Night of the Necromancer
Portal of Evil
The Port of Peril
Rebel Planet
The Rings of Kether
Seas of Blood
Space Assassin
Starship Traveller
Star Strider
Stormslayer
Sword of the Samurai
Talisman of Death
Temple of Terror
Trial of Champions
The Warlock of Firetop Mountain
RE: the Eshen conlang for which I am writing a creation story to inscribe in a clay book
In making the conlang, I assigned the female prefix as 'el', because I want them to be a matriarchal society, and this links through to the start of the word for nation/peoples - 'eshen' ('shen' being a tree).
The suffix of 3rd person singular object pronouns are 'o', making 'her' be 'elo'.
This causes some... issues regarding Elowyn's name, and it's shortening of 'Elo' 🤦️
I will probably change the feminine prefix to something else....