The RPG Scrollbars: Avoiding Adventures In Sorcery!

Last week saw the release of Sorcery 4 [official site], the final part of what’s technically Inkle Studios’ conversion of the hit-80s books, but in practice is easily the most crazily advanced, ambitious CYOA ever put to page or screen. I won’t go into too much detail here, because you can read John’s WIT of the series as a whole, or maybe my own interview with the devs from the start of the year. Suffice it to say that it’s been one hell of a ride, and I for one can’t wait to see Inkle’s next game – hopefully, like the masterful 80 Days, something else that breaks the mould harder and faster than Smash Mouth fleeing the Mystery Men in favour of the big green Shrek dollar.

But something I’ve been wondering about for a while. With all these choices… what if your choice is not to play? To refuse the adventure. Onwards! Reluctantly!

Now, obviously you can just sit in the village at the start of the game, but that’s not what I mean. Sorcery offers a very non-linear path through its game, and most of the time you want to embrace that – to uncover secrets, to find lost loot, etc, on your quest to reach the dreaded citadel of Manpang and retrieve the Crown of Kings from the evil Archmage. A hero would embrace all of these things. I however am roleplaying as a regular Jane handed this ridiculous quest against their will, and really not looking forward to a single minute of it. As most of us would likely answer the Call.

Huh. That was surprisingly easy!

No, wait, wait. Dream sequence. Actually, I’m still in my village at the edge of the Shamutanti Hills, with four long maps to traverse. I dress, breakfast on bread and goat’s milk, and collect the pack and sword from beside my bed. I pray for luck… I think I’ll need it… and head out into the village, where all are aware of my mission. I greet them. The Sergeant of the Sightmaster Warriors gives me twenty four gold pieces. “All we can spare”, the tight-arses. Do you want the Crown of Kings back or don’t you?

Given the option to take it, take half, or refuse it, I of course pocket the lot. Next, spellbook. I make a point of screenshotting this, purely because the last time I complained about the spellbook system being ridiculous and it being much better if the game would just let you pick one from the damn list like a sensible game, I had many a pedant going ‘Oh, but you don’t GET the spellbook so it makes sense that it works like this, you non-RTFMing fool…’ Well, you do. Moral of the day, I was, am and always will be right about this game’s spellcasting system being complete garbage.

See? Here is the Mage pressing the book into my goddamn hands.

Apologies accepted at your earliest convenience. Now, where was I? Oh, yes, being smug. Well, I’m sure that’ll soon fade as the journey goes. First up, rations. Rations in Sorcery restore your Stamina, Stamina is Health. Rations are important. I buy six – the most I can – and get a two gold discount. A bit of training later and it’s time to head out into the hills proper, to seek adventure and Rincewind the hell out of it.

Goddamnit! Barely an hour outside and I just lost half my health to the environment. Well, never mind. I head off cross-country, stopping off to buy some equipment from the first shop – an axe, a flute, and a bag of teeth for use in spellcasting. Admittedly, the axe isn’t quite the kind of thing I want to waste time fighting with, but I might possibly know from previous playthroughs that it has its uses. Likewise, the flute seems pretty pointless, until leaving the town and using it to cast the JIG spell – which causes lively dancing in enemies, humiliating them and leaving them wide open.

At this point, the map opens up. Time to start running. There’s a village not far away, which probably means the safer path. Unfortunately to get to it means a bridge, and this part of Sorcery follows the ‘fuck you’ school of design where falling into the water means almost certainly losing all rations as well as dignity. In fact, this is what inspired this run – knowing that around here it’s possible to die because you sat down for lunch, only to take a shot in the leg from an unseen enemy and promptly keel over and turn into a gravestone. Luckily, unlike the books of old, you don’t need to stick your finger between pages to casually rewind time. Rewinding is built in and approved of.

But even so, sometimes…

Seriously, fuck you Steve Jackson. And fuck the 80s too. With their hair.

With no way around the traps, I reluctantly take the lesser of the various evils, which is to step back from the second trap and so fall back into the first. This results in being captured by Headhunters. Gah! What happened to not having an adventure?

Luckily, being thrown in one of those impossible to actually make pots isn’t the end. I pray to my spirit deity. It makes it rain. The Headhunters drop me on the ground. Somehow… uh… landing on wet mud loosens my bonds. And I’m out of there, with posessions intact! I flee and promptly end up a target for some annoying little elves in the trees, but that’s a better fate than being eaten alive. I let them do their worst and make it to the village of Kristatanti. Unfortunately, despite being dirt poor, the inn-keeper seems to think her guest-house is worth three gold pieces. Haha, no. What’s the worst that could happen to you, sleeping outdoors? Waking up to find a Roach Pig has sunk its teeth into your leg and is sucking on your blood?

Unrelated, I later wake to find a Roach Pig has sunk its teeth in my leg.

And let that be the last combat for a while. From there, I take a lift with a cart driver that proves be, ooh, almost five centimeters of the map, and actively avoid both ruins and caves. Please. Like anything good ever came of poking around caves. I skip another village just in case it’s a trap and then- no! Werewolf! Werewolf attack!

Fortunately, I wait it out and it, uh, gets bored and goes away.

That just leaves a suspicious looking bridge that is quite obviously going to be a Monty Python Bridge of Death reference, which I avoid for obvious reasons. Much easier just to climb down the side and climb up, and be spared any stupid questions about swallows. From there, the final town in Part 1 awaits – Birritanti. For once, I don’t avoid it, but head right in. This is because I have… uh… a sacred vision that somewhere within is the owner of the axe that I bought at the start of the game. His name is Glandragor, and he provides some help for the rest of the trip to the city of Kharé, as well as warning that the peoples of the next village will be looking for an adventurer due to their chief’s daughter being kidnapped by marauders.

“It’s not my trouble,” I tell him.
“It’s not, but you have the adventurer look about you. I think you won’t be able to resist.”

Ha. We’ll see about that, friend. But first, some sleeping and skinny-dipping…

…and fighting an assassin. Huh. But at least while well rested!

This is of course Flanker, whose honour is such that defeating but sparing him guarantees a favour, but who still likes randomly attacking people with a scimitar. Like most assassins codes of honour, it’s probably better not looked into very deeply. Annoying, because fighting him costs me much of my precious Stamina.

I also have an odd meeting with a witch who overthinks things too much.

I don’t know what her problem is. Lovely cup of tea! Was she expecting me to swap cups on her or something? That would be incredibly rude and suspicious! Almost as rude and suspicious as it would be to use a poison you wouldn’t see coming…

Anyway, the final part of the quest is to rescue the Chieftain’s daughter from its last village. I promise to do it, follow them to a hole in the ground, and then bravely, bravely, bravely leg it. It doesn’t work, sadly, the plan not helped by the fact that I’ve acquired an annoying little partner called Jann who cancels out my magical abilities, but at least I tried! Almost as hard as I tried to murder Jann and even now curse his name.

More 80s gamebook bullshit of course follows, including rolling rocks and snake pits. Jann serves up the biggest plate of the aforementioned poo pie though, by not just making everything harder, but completely undercutting about 80% of the things I could theoretically do to solve problems. I dub him the most annoying creature in the universe and pray to my Spirit Guide that he be imminently sodomised by an angry wolf. This is especially pointed when I finally reach the effective boss of the chapter, a Manticore who is a complete breeze to take out with the help of a couple of spells, but a brutal fight for someone armed with starting gear and a winning smile.

And I’m very soon all out of smiles. This is far too much like an adventure. I disapprove.

Uh. Good kitty? Nice kitty?

Fortunately, via judicious reloading, I’m soon done. Ignoring the victory celebrations, I tumble into Kharé battered, bruised, and annoyed. This, I know from experience, isn’t going to get much better in a hurry. Kharé is the City of Trolls. Not giant rock monsters with clubs. I mean that its city flag is a farting anus against a cross-pattern of LOLCats, and its national anthem is Ten Hours of the Trololololo Song.

Also, it turns out that if you don’t do things like adventuring, you quickly run out of things like money and stamina, especially after being forced to fight with a giant manticore. It’s time for serious, serious cheesing. Also, while I’m at it, asking why I have to go through this ghastly place when there absolutely has to be some bridge or something further down the river that would be safer. Hell, let’s swim the damn thing. It hardly matters! That’s how you get across it when you get to the bloody docks anyway!

Anyway. The good thing about Kharé is its gimmick. Basically, you’re not meant to get everything you need in a single run, with a time-loop system being introduced later in the episode so that you can go back and get the essentials – the essentials, supposedly, being the codes that you need to open the Gate to the Baklands, and Sorcery episode 3, as well as some top tips from much more powerful Sorcerers.

First though, beating up a beggar for the hell of it.

Oh, I know. But it’s only fair. Basically, everyone in Kharé wants you dead. If you ask someone to be a guide, they’ll find a way to set a golem on you or drop you into the sewers. If you go to someone for help, they’re as likely to smite you with magic as help out. It’s an impossible economy of absolute beeep beep beeeep beeeeeping beep-beep beep-weasel beeeeeep!s that’s only tolerable because you can rewind time on a whim.

But knowing that is important. And knowing is half the battle.

Not that it keeps you out of jail. Some crooks learn the real art of crime while banged up. I just learn how to play bloody Swindlestones. Swindlestones is basically Strip Liar’s Dice with more talking to old men about lore and thankfully less stripping on any side of the table. Its a perfectly fine mini-game though, and one I can definitely play without fearing too much of a shift towards adventuring. In fact, having a nice evening’s rest in a prison is a refreshing start to exploring Kharé, spoiled only by the fact that I now have… no gold, and no rations. And of course, the prison doesn’t put on a nice Continental breakfast or anything. Not even a bowl of gruel to get the day off well.

Skipping through most of Kharé proves surprisingly easy. Lots of people try to get my attention, and more or less I go ‘LA LA LA LA LA!’ and run out without listening. If they’re a guard, I pretend not to notice. If they’re apparently a corpse, I cross the road to avoid them. If they’re a friendly face, I scream, and commence Operation: Leg It. Oh, this might sound like overkill, but in Kharé, I know from a previous trip that it is in fact exactly enough kill. Just about every decision point offers the words ‘Keep Moving’.

‘Keep Moving’ becomes my mantra, through the market, down the main road, all the way from the nice bit of town to… literally everywhere else in town. Everywhere. Kharé is a place where if you stop for a drink, you’ll drink it, then the friendly guy who was giving you advice a second ago will suddenly cheer “Vangorn the Murderer has claimed another victim!” and watch you die of poison. Fuck Kharé.

By the end of the day, I’ve reached the river and proven that you can indeed swim across it, making this whole adventure somewhat pointless. However, be that as it may, the only route is through the other side of town, past its muggers and underground monster hives, and the Necropolis, which doesn’t sound intimidating at all!

Nope! Nope! Nope!

And so, with pleasant swiftness, I find myself at the North Gate out of town. So, that went well. Also, I get mugged by werewolves who take all my money. That… didn’t go so well. No food, none of the tiny amount of money I’d picked up on the way, and still two chapters to go! Somehow I doubt the Archmage is too impressed.

But it’s worth it for what happens next, which I’ve been looking forward to ever since the start of the chapter. Opening the Gate, I’m met by a booming voice who demands to know if I’ve learned the spell that controls the gate, and the answer is of course “Haha, no.” That’s adventure talk, bucko. And you might think that this would be a problem. Ordinarily, it would be. The gate would remain locked. But today, I’ve lucked into being here right on the edge of a full-on goblin invasion. Hundreds of them! Pouring into the city! And though I can’t force the gate, their army effortlessly barges through. And-


And then a mysterious voice from the past, Lorag, appears to tell me that my quest all along wasn’t to get through Kharé, but to save it. To somehow prevent its destruction at the hands of goblins and werewolves and goodness knows what else that lurks in the alleys and corridors. And for some reason, he acts like this is a sensible thing for a sane person to do. Hell, if I was an adventurer, this would be an unappealing prospect. As a lazy travelling hobo who still unaccountably has a quest, it’s verging on complete idiocy. At the very least you could have stepped in to prevent me getting mugged.

I mean… save Kharé? Really? I would rather eat Johnny Vegas’ underpants. If I had the option “Leave, dancing,” then I would choose it. Too bad Lorag doesn’t see things my way. At all. “If my city burns today, because of you, then your journey will continue,” he warns, “But it will be under a dark cloud. I will curse every further step you take.”

Tough decision.

I’m sure he’ll get over it.

…eventually. Anyhoo, to Chapter 3! Just check out these stats…

Sadly, as of the third game… well, things quickly went downhill. Your goal is to track down the Seven Serpents who serve the evil Archmage, and there’s not much scope for doing that while keeping your nose clean. At least until you meet them, and they eat your face off. “That’s right,” sneers Lorag, “Prepare yourself for your doom.”


Sorcery 3 is the open-world game of the series, and easily my favourite. But that’s when you want to do stuff like control time with the help of magical lighthouses, and collect loot, and go after the Serpents. Just blitzing through is less fun, though having Lorag on hand being a bitchy presence who can’t help but show off his knowledge adds a definite spice to things. Also, despite the whole thing about ‘cursing your every step’, he’s actually okay about taking pity on me and providing the occasional heal. Basically, I think we’ll be besties, just as soon as he realises how much Kharé sucked.

I’m basically the king of priorities.

But in this chapter, the lack of preparation really bites down. The enemies are tougher. Life doesn’t last long. The blocking enemies are everywhere (with many items and encounters randomised rather than in specific positions, as before. Even so, a little knowledge goes a long way. Learning the Serpent’s weaknesses makes them relatively easy to take out. I have to burn my spellbook to take out the first without dying, which sucks… or would do if I couldn’t just Google a list of the spells.

Still. Fighting one of the unstoppable serpents? That’s a bit… adventurous, isn’t it? Very poor show. While this part of the adventure is very exploratory, I make a note to continue half-assing it as much as humanly possible and leave still using my original sword, with no rations, only three gold pieces, and only two of the Seven Serpents killed. I’m pretty sure this is about as non-adventurous as you can get and still make it across the otherwise guarded encounters. That said, the first time I played this game, I know I didn’t kill one of them, and I’m pretty sure there’s a way past the second. I really did hope to get through the chapter without a single accomplishment.

In my success, I find such bitter failure…

At the very least, I impress Lorag, who finally gives up his cursing and spluttering to accept that just maybe… maybe… I had a reason to let Kharé burn.

“Indeed,” I tell him. “I despised your city.”

I suspect we may never be friends again.

Also, somehow I think I managed to become the baddie. Something about misusing the power of time-travel, somehow destroying several villages, turning the Baklands into a poisoned wasteland… yadda yadda. Well, you can’t make an omelette, and all that. Not that I’d try, if there was any way I could just run away from the eggs and the frying pan like a sensible non-adventurer.

Now, I’m not going to go into how things went in Part 4, for the simple reason that it’s only just out, and definitely not because when I went to get my screenshots, they were all blank. Grr. (Spoiler though: It… could have gone better. Turns out that showing up at your nemesis’ house with a broken sword, little stamina, no rations, no resources, and five of his toughest goons wanting to kill you should typically be saved for Plan B.

But as an experiment, I think this non-adventure adventure did its work – of showing the power of Sorcery’s storylet form to tell a sprawling RPG that actually responds and weaves in and out of your decisions. Honestly, I didn’t think it would be possible to get this far while completely ignoring everything, even with a little advance knowledge about the terrain. You can argue that being able to do it means that Sorcery is too easy, but really, even willfully refusing to have an adventure turned out to be a surprisingly fun adventure. Playing it properly, with four games worth of choices running into each other and rippling against each other is of course even better.

And that’s largely why this is one of my favourite RPGs of recent years, despite it having as much conventional adventure DNA in its system. The first chapter is a touch frustrating with its ‘haha, you die now’ traps everywhere, but after that it really finds its feet as a game that tells a story along with you rather than trying to fight against you. The Seven Serpents in particular offers not just the inspired dragon-Hitman approach of giving you the targets, but encourages you to get the job quickly lest the evil Archmage cotton onto your presence. Completely skipping the adventure in Kharé added one of my favourite characters to the mix, both for Lorag’s ineffective snark during mosts of the game, and the amusing way he actually does come around.

Sorry, I couldn’t bring myself to be nice to him, even for a screenshot.

There’s just so much in this series to find, to explore, and with the power of storylets, to enjoy as your story regardless of what everyone else is doing. 80 Days of course offers something similar, but in that game you’re still typically at the whim of travel schedules and the like, whereas Sorcery really does let you control almost every step of your journey. The rewinding system in particular is a masterstroke (until Part 4 turns it off, to show that now, things be getting serious), feeling less like a cheat mode than a way of exploring a situation in more depth. Was there another, possibly better way? Sure. But unlike most RPGs, it’ll be based on something you may or may not have done up to three games earlier, from sparing a character’s life to having found a crucial reagant for a spell that previously seemed to just be filling space in your spellbook. Designing on such a small scale but against such a wide canvas demands a whole new way of thinking about RPGs, but Sorcery! proves that it’s well worth taking the time to do it.

Fingers crossed that some of the big boys have been taking notes during the series.

And once again, I really can’t wait to see what Inkle does next.


  1. Jekadu says:

    I think I found how your run is supposed to end in part 4 (not really spoilers, this is very silly):

    link to

    I like it here.

  2. MisterFurious says:

    ” something else that breaks the mould harder and faster than Smash Mouth fleeing the Mystery Men in favour of the big green Shrek dollar”
    You gain 12 XP for that reference.

  3. Baines says:

    Designing on such a small scale but against such a wide canvas demands a whole new way of thinking about RPGs

    That describes the original books as well. A four book series of not just sequels, but an interlocking adventure where choices in one book might rely on actions taken in one of the previous books. Where you’d be given stuff that you wouldn’t even need until books later, and might never really need at all depending on how you went.

    I want to recall that Kharne did let you skip a lot of it in the books. (I want to recall that you could also get cursed by Lorag, but that might be misremembering.) And the Seven Serpents was a book that made it obvious that you could end up missing a large chunk of your mission and still “succeed”, because at the end you had to tally just how many or how few serpents were actually stopped.

    It was a series that felt surprisingly open, which made it feel a bit more epic than more strictly scripted “epic” books. (If you think about it, you aren’t really doing much “epic” stuff in any book except the last. The first book is the prologue to adventure, the second is a single town, and the third is optional fights with the serpents.)

    It was pretty ambitious (a four-book series, with the spellbook itself being sold as a separate fifth book?), was never equaled, and I remember wondering if the series would be cancelled before the final book saw print.

    • thekelvingreen says:

      The original books each had the spellbook as an appendix, but there was a more elaborate version — with John Blanche illustrations for each spell — sold separately.

    • malkav11 says:

      There are at least a few other gamebook series that have taken swings at similar ongoing and interwoven narrative design. The Lone Wolf books, for example, ran for 28 entries featuring the same protagonist with increasingly potent abilities and continuous inventory that sometimes influences encounters books later. Or the Fabled Lands series, which ended up producing 6 out of a planned 12 titles, each representing a portion of the world and letting you roam between them freely with keywords representing encounters you’d had for followup purposes. As far as I can tell, the thing that makes Sorcery! (as originally conceived, rather than as implemented by inkle) unique is the spell memorization system.

      • klops says:

        Lone Wolf books are also free as a rather well working app if anyone interested in CYOA games didn’t know it already.

        • Harlander says:

          There’s also a somewhat-approved (though not official) Java version of Fabled Lands.

          It’s interesting, but it, to my mind, doesn’t give the “open world but it’s a gamebook” feel quite as well as The Seven Serpents did.

          • malkav11 says:

            I imagine it doesn’t compare to the Inkle implementation, since that’s considerably embellished, whereas the Fabled Lands app is just a convenient way of playing the original gamebooks. (There’s also mobile apps for the first two Fabled Lands books, can’t comment on how they compare.) But when comparing the source material, I would think that six books worth of interlinking worldbuilding would have a substantial edge in simulating an open world environment over one, no matter how well done that single volume might be.

    • syllopsium says:

      The first book wasn’t a Sorcery! book – it was adapted to fit the other three, but it’s not a bad introduction.

      Serpents can be completed without killing them all, but provides a disadvantage in the final book – first by the fact that the serpent ring provides a useful piece of information from each serpent, and second because killing them all provides a secret reference to start the fourth book.

      My memory is a bit dodgy here, but I think the secret reference tells you to ignore a statement to decrease your luck (or was it stamina) when you enter Mampang, possibly it provides other help as well. I’ve got book three somewhere..

  4. Loramil says:

    ~A short distance away from where you stand a thick mist emerges from the floor. You stare at the mist as it writhes and howls until finally it starts to coalesce into a humanoid form. The form is of a beautiful woman dressed in a Hypercolor t-shirt~

    Greetings Richard of Cobbett. I am Loramil, Goddess of 90’s popculture references. I have followed your non-adventures with great interest and with your invocations of the sacred Smash Mouth and the mighty Mystery Men I feel you are now worthy of my most holy gifts. Use them wisely for their power is beyond reckoning. Open your hands to recieve my bounty. Farewell brave soul…

    ~The Goddess disappears into the ether as you feel a weight settle in your opened palms. You look down to see what Loramil has given to you.~

    You have in your hands:

    A CD of Barenaked Ladies greatest hits
    A VHS copy of Tank Girl
    A lock of Brian Molko’s hair

    You have gained a level! You are now level 2.

  5. caff says:

    Very amusing article :)

  6. Rogerio Martins says:

    I love how this game teaches morality, be a complete immoral prick who cheats and steals from everyone is EXTREMELY lucrative. If you’re nice the people will probably point fingers and laugh at you.

    You have eve na Spirit that rewards you for being a dick, I think the Jackal is my spirit, sometimes the Dolphin where I’m just a trickster, but since I’m a murderous cheat, I’m mostly a Jackal, love it.

  7. thekelvingreen says:

    Apologies accepted at your earliest convenience.

    Well, to be fair, in the original books you are not given a spellbook and the rules state that you are not allowed to look at the spell list; what they’ve done here is try to capture the memorisation minigame of the original books while at the same time making it redundant. It’s an odd choice.

    • Richard Cobbett says:

      “It’s an odd choice.”

      Right! Which is why I complained about it being silly, and got irked at people going “No, read more carefully.” I REFLECT THY WORDS!

      • Jekadu says:

        I personally adore the spell system for the way it encourages the player to consider odd solutions. There are also a couple of hidden spells you can use in certain spots by experimenting.

  8. geldonyetich says:

    Nice read.

    Sorcery landed on my wish list after seeing RPS exalted it as the finest RPG ever made which is less high praise and more abject worship. However, I’m still holdinv off for a Steam sale because I have a bought game backlog that could choke a goat.

    • sbrn10 says:

      Well, it’s 40% off for the first week ($5.99, which I think is quite a fair price for the value), so I just bought it now because I didn’t see it dipping all that much lower than that through the end of the year, Halloween and Christmas notwithstanding. Never mind that I’m not finished with 3 yet… ;)

      • geldonyetich says:

        That’s a pretty good deal, but my Steam Sale instincts, weighted by my existing Steam Sale backlog, tell me I ought to wait until I can get the Complete Collection bundle for at least 50% off.

        Granted, for “one of the finest RPGs ever made,” reasonably priced even not discounted, I ought to consider making an exception. Maybe I’ll watch some footage of somebody playing Part 1 and decide based off of that.

  9. Xander77 says:

    I probably know more about the series than is strictly healthy (though not as much as the guys trying to compile a perfect-run guide for all 4 books) and I think that an adventure-free playthrough may well be totally viable.

    A caveat of sorts would have to include buying goods and sleeping in inns as perfectly acceptable – only filthy murder hobos camp in the forests instead. You could do non-adventuring odd jobs all over the place to earn your keep – dig a latrine in Dhumpus to have a place to eat and sleep, or help a Mantis-Man with the harvest in Khare.

    You can have a nice long look at the plague village before avoiding it like the plague, then visit the magical waterfall, only to be struck by a marvelous idea – then you can convince someone ELSE to let the plague village residents know about the waterfall’s healing properties, which isn’t adventurous at all. This would also let you get rid of Jann.

    If you are moderately nice to the Swinns up until you try to run off, you can still get 20 GP and a full health restore after you deal with the Manticore. You can use those to gamble and purchase supplies in Khare, which would leave you fairly well equipped without ever fighting anyone, nor daring any feats of dos.

    It is in fact perfectly possible to finish part 3 without killing a single Serpent (unlike Book 3, which required you to kill at least 2 to proceed), nor ever touching a beacon (though you would have to talk to a sorceress, which might count as an adventure?)

    Arrive in book 4 reasonably well equipped, then agree to follow the goat-women to their village, which will net you the blessed spear, which should help you solve most unavoidable problems.