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It's a fascinating experience unlike any other and I can only recommend everybody with even the slightest interest to try the books. Together with the congenial original cover art and the original maps these books allow for countless adventures. These texts, taut as they are written, really manage to evoke images in the mind of the reader. I also don't like the art in this conversion, everything looks generic to me and I fear the colorful design to draw the attention away from the very delicately written, almost poetic texts. I have many pages of notes for every book, collected in years of adventure in these wondrous lands. I even fear it could come out as a mediocre computer game as its gameplay mechanics are very basic and it isn't able to recreate the exciting feeling of throwing your dice and writing your own adventure diary, creating your own maps and collecting every little hint.
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As a computer version however it loses its unique character in my opinion and I imagine it's difficult to feel what made and still makes this series so legendary.

The concept is brillant and nothing like it exists in the realm of books ("Legendary Kingdoms" is the only book series that tries the same, the first book is out and adds a party mechanics to the FL formula). Based on your actions you can even get enslaved and sold into another realm (and thus are forced to travel to another book).
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You can experiment and explore as you like, you fight thieves on the road or kill nasty beasts in the wilderness, discover back alleys of great cities or get lost in labyrinthic woods full of secrets or discover ancient ruins, trade with goods, conquer the seas, buy a city house, learn to play cryptic games or break into the well guarded palace of a mighty Shogun, you may invest in stocks, work for a king or do jousts against knights, climb to the highest mountains, conspire against political powers - or just wander from realm to realm and discover what lies behind the next hill, the next mountain, the next ocean.
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What makes it special is that it is basically a free roaming, open world solo RPG experience where you can travel from one book to another, where quests stretch over different books and you are totally free to do what you want. As per the Lamentations style encumbrance, a quick glance (even a notice as treasure is picked up), you'll know if you're going slower.For me, FL is one of the most astonishing book series ever created and the boldest experiment game books have to offer. As loot gets acquired, the Quartermaster records it amongst the characters with slots available. The players will enter their character's name, movement, and how many item slots they have free before their next encumbrance break point. At the beginning of the session, the Quartermaster/Loot Recorder/real life hireling will pass around the loot sheet. So on that loot sheet is where we'll calculate encumbrance. They have one person keep track of it on a loot sheet. But it still doesn't provide the choices between equipment, loot, and movement in a dynamic fashion, because most groups don't hand out the treasure as they go. Here's a link to our slight "quantitative easing" of those rules as we've modified them to fit the flavor of Castles and Crusades that we use. Lamentations style encumbrance is great as it simplifies the math. Enter the Lamentations of the Flame Princess encumbrance system, stone equivalent encumbrance, and other simplifying encumbrance schemes. But most of us (feel free to beat your chest about how you count each copper piece and scrap of orc leather) haven't played that game. There's supposed to be this great mini-game in OSR rules, the trade off of choices between how much equipment you bring in, how much loot you take out, and how fast you go on those activities risking wandering monsters and pursuit.
