Showing posts with label Midnight Rogue. Show all posts
Showing posts with label Midnight Rogue. Show all posts

Thursday, 7 September 2023

Sir Ian Livingstone's City of Thieves published 40 years ago!

City of Thieves, by Sir Ian Livingstone, was published 40 years ago, on 1 September 1983.

For his second gamebook with sole writing credit, Livingstone sent the reader to the nefarious Port Blacksand for the first time, searching for the means to save the prosperous town of Silverton from the evil Night Prince Zanbar Bone and his bloodthirsty Moon Dogs.

This was the first occasion on which Iain McCaig produced not just the internal illustrations but also, what has since become, a classic cover.

“I’ve always been fascinated by graveside sculptures of the Grim Reaper,” says McCaig. “I eventually designed one for Harry Potter and the Goblet of Fire. Zanbar Bone is an early attempt to bring one to life.” 

The City of Thieves has been revisited again and again, in gamebooks like Midnight Rogue, Night Dragon and The Port of Peril, as well as the Advanced Fighting Fantasy titles Dungeoneer and Blacksand!

There have been various digital adaptations and there is even an original City of Thieves graphic novel on the way. Not bad for the book that was first published four decades ago!







Sunday, 29 November 2020

Blast from the Past! City of Thieves

The fifth and sixth Fighting Fantasy gamebooks regularly via for the top spot in best of polls, and they have a number of elements in common. They were both written by Ian Livingstone, co-creator of the FF series, they were both illustrated inside and out by Iain McCaig, and they are both challenging to complete. However, where they differ is in that Deathtrap Dungeon is a classic subterranean dungeon crawl, while City of Thieves is the first gamebook that features an urban setting.

For his second gamebook with the sole writing credit, Ian Livingstone plumped for a city-based adventure. City of Thieves sends the hero to Port Blacksand for the first time, searching for the means to save the prosperous town of Silverton from the evil Night Prince Zanbar Bone and his bloodthirsty Moon Dogs.

This was the first occasion on which Iain McCaig produced not just the internal illustrations but also, what has since become, a classic cover.

“I've always been fascinated by graveside sculptures of the Grim Reaper,” says McCaig. “I eventually designed one for Harry Potter and the Goblet of Fire.  Zanbar Bone is an early attempt to bring one to life.”

Jackson and Livingstone originally asked McCaig to work on The Warlock of Firetop Mountain but at the time he was busy painting a Jethro Tull album cover and had to turn them down. “Fortunately, the timing worked out better for Ian’s first solo book, The Forest of Doom,” explains McCaig, “for which I did the cover, and both his follow-up books, City of Thieves and Deathtrap Dungeon, for which I did both the interior and cover art. I don’t think I ever enjoyed such a close working relationship with any other author, before or since,” says Iain.

City of Thieves was my first taste of the Fighting Fantasy universe awaiting me,” says comics writer Andi Ewington, who later turned Freeway Fighter into a graphic novel. “I had been reading TSR’s Endless Quest series for a while, and even though they were enjoyable, I found they didn't quite leave you feeling ‘heroic’ at the end… I remember being drawn to that iconic Iain McCaig cover featuring Zanbar Bone. Picking it up and several brief scans of the interior later I realised I was holding the Holy Grail of single player gaming experience in my eleven year-old hands."

When Titan - The Fighting Fantasy World was published, it included a detailed plan of the streets of Port Blacksand, drawn by cartographer Steve Luxton.

Heroic adventurers have revisited the eponymous City of Thieves, many times since, not least in Graeme Davis's Midnight Rogue, which cast the hero in the role of an aspiring member of the Thieves’ Guild of Port Blacksand, and the second Advanced Fighting Fantasy volume Blacksand!

In Blacksand! co-author Marc Gascoigne added detail to the City of Thieves, giving an insight into the individuals, the taverns, businesses and temples of Port Blacksand, as well as its various guilds and nefarious cults.

In 2017, City of Thieves was reissued by Scholastic Books, featuring a new cover by Robert Ball.


Ian Livingstone returned to Port Blacksand, for The Port of Peril, the first new Fighting Fantasy adventure published by Scholastic, while the ruler of the City of Thieves, Lord Azzur, also made an appearance in 2019's Assassins of Allansia.


And somehow the Warlock doubts that this is the last we have seen of that particular den of iniquity either...



Friday, 17 March 2017

The Second Swordsman – ‘Beware Blacksand!’

A few weeks ago we presented the second in Malcolm Garcia's series of Second Swordsman blog posts. Well he's back, and what with the collector's edition of City of Thieves currently funding on Indiegogo, and Ian Livingstone revisiting the port later this year in his new gamebook, it is rather appropriate that Malcolm's new piece is entitled...


The Second Swordsman – ‘Beware Blacksand!’

By Malcolm Garcia

With the possible exception of Fang’s Deathtrap Dungeon, there is unlikely to be a place in all of Titan as infamous as Port Blacksand. Nestled on the western coast of Allansia, astride the Catfish River, Port Blacksand is mentioned in several Fighting Fantasy adventures, usually in unflattering terms. But for two of the books, Port Blacksand is the main place where you, the adventurer, will spend much of your time attempting to complete your quest (while trying to avoid being killed or becoming ensnared).


In City of Thieves Port Blacksand is where you seek out the wizard Nicodemus for his advice, and thereafter you rummage through the city searching for the various objects on Nicodemus’s shopping list. In Midnight Rogue you are a wannabe thief and the port is yours to explore as you attempt to discover the hiding place of the gem known as the ‘Eye of the Basilisk’; finding it is essential if you want to be welcomed into the Port’s Guild of Thieves, for which you have apparently spent several years in training.

So, did the Second Swordsman process result in success in either of these quests?

No.

Again.

However, as has happened in a few of my adventures, consistently choosing the second option made my journey last a surprisingly long time. Also on the positive side is that at the end of both City and Midnight my character was still alive, and not a meal for a creature, or variously crushed, impaled or poisoned by a trap. However I was burdened, respectively, with the heavy shame of letting down the people of Silverton and failing to join the Thieves' Guild. In City I managed to meet Nicodemus (for a man hiding away from folks, he was easy to find) and escaped the city guard, but once outside the city walls I realised I’d failed to gather any of the special items I needed to defeat Zanbar Bone. And in Midnight I did manage to find some information about where the Eye of the Basilisk was hidden during my skulking across the city, but I didn’t gather enough clues and so failed. (Can anybody else figure out how the Guild of Thieves has so many members when the entry test is so difficult?)

In both City and Midnight I had the enjoyable feeling of exploring a large city, rather than crawling through a dungeon or lurking in the corridors of a castle. Despite this, City pushes you constantly forward, giving opportunities to visit various places of interest along the way but with no possibility of going back and exploring streets you haven’t already walked along; which is never the best environment for the Second Swordsman method. On the surface Midnight doesn’t have the same pacing and you’re given the option of sneaking around and visiting places right across the city, in a non-linear manner. But, once you’ve been to an area, you cannot return later – you must gather whatever you need in the one visit and then go somewhere else. Though there are some welcome, if rare, occasions when, if you ignore an option the first time, you’ll later be given the option to do so again.

In City, the Second Swordsman process made for an inauspicious start – the first thing I did upon arriving in Port Blacksand was to flee from one of the city guards. I then chose to ignore both a herbalist and a tavern, surely staples of any adventure. After pelting eggs at a man in the stocks, I then ignored a clairvoyant (although if they were any good they would have known I’d do that) and I ignored a house with skulls painted on the door, but there may well have been ne’er-do-wells in there - this is the City of Thieves after all!

I also ignored a warty man, some other men fighting, a manhole cover, a beggar, a beguiling alleyway, a candle maker and a silver smith. I even ignored the opportunity to check out a pirate ship – as good as any place to find the mysterious items I needed for my quest. While some of these would have undoubtedly led to hostile encounters, not investigating any of them made me less hopeful I’d find what I needed to defeat Zanbar Bone. I did take a break from ignoring things for just long enough to return a convicted murderer into the hands of the city guards, but I then ignored some, almost certainly, interesting gardens (the City of Thieves would never have uninteresting plant life).

In Midnight, the Second Swordsman process did not have the same ignoring effect; maybe because it’s one of the later books in the series and the choices had, by then, evolved beyond the basic ‘do’ or ‘don’t do’. Constantly choosing the second option didn’t make me do anything dangerously stupid – even though I did explore some places that I wouldn’t usually have chosen – and it helped me gain the skill to hide, defeat a gargoyle, and find the aforementioned clue about the location of the precious gem.

Midnight has been the first book I’ve attempted using the Second Swordsman process that has required me to select various skills before starting and I found this a welcome addition. Even though I had to choose every second one available, I found what I selected to be generally very useful. When compared to The Citadel of Chaos (where I burned through my levitation spells in short order but never used some others I had chosen) the process of having an ability for the duration of the book was enjoyable. As was the possibility of gaining extra skills.

Unlike Caverns of the Snow Witch and Trial of Champions, neither City nor Midnight confronted me at an early stage with any especially difficult enemies. In City my only fight was with the most apt of enemies – a pair of thieves. And in Midnight, in a serious case of collateral damage, I made short work of the poor guard and footpad (why aren’t they members of the guild?) who got in the way of me passing my exam.

For now though, I’ll shuffle off into the wilderness of Allansia, head held low in shame but always seeking out the next adventure for the Second Swordsman.


Thanks again, to Malcolm, for his blog post, and don't forget to get in touch if you have any suggestions for item for the Official Fighting Fantasy blog via mail@fightingfantasy.com.