Grasp Fuels Gold Conceived By Steve Jackson Depicted In Electronic Format
this was a decent adventure though my least favorite of the series thus far, The premise is a pretty simple one do a courier run with a secret message and stop the terrorists,
The Pros:
There is the opportunity to use a variety of different cars throughout the adventure, which I thoroughly enjoyed,
There is opportunity to engage in side tasks like shopping for equipment for your car, getting healed at a hospital,
There are actually a variety of adventure paths you can go on that are not necessarily related to your mission,
The Cons:
There are some extremely hard battles some might be impossible depending on what you chose for your Gunnery Skill, There are battles where your opponent will have a Defense Class of, If you picked a Gunnery Skill ofor, you will not win unless you have a targeting computer and extra combat bonuses and even with those you will likely lose.
If you use the advanced rules and track ammo, you are probably going to run out see above,
Some win/lose outcomes are based entirely on chance roll a die and turn to this page if you rolled this number,
These con points turned what could have been a great adventure into a frustrating one, It took me
several attempts to get through this successfully, Read this one back in the day and was a lot of fun to read, It lets you create the adventure and incorporates the Car Wars game into your story, Wish I read or could read more, This is another flashback to the days before computer games, and it seems to me that this book would work better on a computer, I didn't enjoy it as much as sitelinkBattle Road this time around, and I think that's consistent with the way I experienced the books as a kid.
It's not a terrible chooseyourownadventure, but it somehow doesn't offer the amount of fun I had hoped for,
This is a "Car Wars Adventure Gamebook," meaning that it is a chooseyourownadventure story set in the world of the tabletop "Car Wars" game by Steve Jackson.
The premise is a science fictional future America in which central authority has collapsed, and rugged individuals survive on the highways by arming and armoring their cars.
All of this, of course, is an excuse for lots of carbased combat, along the lines of the "Road Warrior, " In this particular story, you are acting as a courier for the Massachussettes Militia, delivering a message that the Anarchist Relief Front ARF want to keep from getting through.
As the plot unfolds, the ARFs are planning to destroy a large section of Boston, and you combat them as they attack an isolated truck stop full of militia.
I didn't put this on my "anarchism" shelf, because the ARFs have about as much to do with anarchists as the Emperor in Star Wars has in common with Julius Caesar.
They are generic "terrorist" bad guys, which is fine, ultimately, for the purposes of the adventure, There are also some bikers in the story, whose background is more interestingly worked out, but otherwise there is very little character development, The storyline is an excuse to move from one challenge to the next, and as such it is functional,
Now, on to the problems, For me, the biggest problem with this and, really, the other "gamebooks" is the amount of recordskeeping involved, You not only have a character with statistics to track, you have to keep track of your car's stats as well, which is quite timeconsuming, In the course of this adventure, you will change cars at least twice, which basically means rewriting all your character stats over from scratch, In addition to overall hit points, a car has a power plant, weapons, gadgets, a handling class, and a defense class, And that's not to mention Ammunition, Ammunition is listed as an "optional rule" at the back of the book, but it's included as a key factor in the first combat, so there's really no way to play without it.
The other thing is that entirely too much of the outcome of the adventure relies upon chance, Its frustrating to be able to make all of the right choices, work your way through the book, and then discover that your Prestige or your Mechanic skill neither of which were important until now suddenly determine the die roll that decides the game.
Its not a short adventure, either, so starting over means committing anotherhours to getting back to that point, assuming youre lucky on all your previous rolls.
Neither of those points ruins it completely, but both would work better in a computerbased scenario, in which recordkeeping would be automatic, and you could save the game at some point in the middle, rather than starting all over again.
I guess there are some things computers do better than books, after all, American game designer, often confused with the British game designer of the same name, Author of games/systems such as GURPS, Illuminati, CarWars, and Munchkins, See also: sitelink Steve Jackson, co creator of the Fighting Fantasy series NB the US game designer also wrotetitles in this series sitelink Steve Jackson, author of works on crime sitelink Steve Jackson, Scottish thriller writer American game designer, often confused with the British game designer of the same name.
Author of games/systems such as GURPS, Illuminati, CarWars, and Munchkins, See also: sitelink Steve Jackson, co creator of the Fighting Fantasy series NB the US game designer also wrotetitles in this series sitelink Steve Jackson, author of works on crime sitelink Steve Jackson, Scottish thriller writer sitelink.