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Choose Your Own Adventure is a gamebook series first published by Bantam Books throughtout the late 1970s to the later '90s. From 1992-93, eight adaptations were produced on The Young Indiana Jones Chronicles television series. → This article is a stub. You can help us by adding to it. Check out the talk page for hints on what needs to be done.

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  • Choose Your Own Adventure
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  • Choose Your Own Adventure is a gamebook series first published by Bantam Books throughtout the late 1970s to the later '90s. From 1992-93, eight adaptations were produced on The Young Indiana Jones Chronicles television series. → This article is a stub. You can help us by adding to it. Check out the talk page for hints on what needs to be done.
  • CYOA stands for Create Your Own Adventure. The first CYOAs were books which gave you lists of options and pages to turn to. The random pages kept people from randomly flipping around. By using detailed or influencing writing styles, Authors can make a reader believe he is in complete control of the story, while maintaining a good story arc.
  • Gamebooks are Interactive Fiction and a paper Adventure Game. The player advances the action by reading a short passage describing a scene and choosing one of several actions. To take that action, the player reads a numbered section in the book. The eponymous Choose Your Own Adventure series is a famous and highly successful example of the gamebook genre with 250 million copies in print. The peak of the gamebook craze came in the 1980s, but the form is far from dead. Example: You enter the marble-clad forum to discover a GHOUL feasting on a corpse. Do you want to:
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  • Gamebooks are Interactive Fiction and a paper Adventure Game. The player advances the action by reading a short passage describing a scene and choosing one of several actions. To take that action, the player reads a numbered section in the book. The eponymous Choose Your Own Adventure series is a famous and highly successful example of the gamebook genre with 250 million copies in print. The peak of the gamebook craze came in the 1980s, but the form is far from dead. Example: You enter the marble-clad forum to discover a GHOUL feasting on a corpse. Do you want to: * Attack the GHOUL? (Turn to 203) * Use your Potion of Persuasion, if you have one? (Turn to 288) * Try to sneak around? (Turn to 17) Occasionally there is a limited role for chance and player attributes in fighting and feats of skill. Mapping and note taking is often needed in more complex works. There are typically more ways of failing and/or dying than succeeding. Death sometimes comes in horribly inventive ways, yielding textual Ludicrous Gibs. Success often depends on a combination of luck, possession of difficult to obtain items and sometimes manipulation of the entry number to reach an entry unavailable any other way. Lock And Key Puzzles abound. Sometimes these puzzles are so obscure and unintuitive they are Solve the Soup Cans puzzles. The directed graph of entries for a book can contain alternate paths to the same destination, loops, and occasionally island entries unreachable from any legitimate point in the book. Sometimes these unreachable entries are used to humourly scold the reader for cheating. On rare occasions, these islands have included the best ending/only ending in which the PC survives, rendering the whole thing Unwinnable. Gamebooks are a rich vein of fantasy, science fiction and RPG tropes. Illustrations are a key element in setting the mood of a gamebook world. Second Person Narration is nearly universal. Many Tabletop RPG rulebooks include a short (under 100 scenes) example of this trope, where the reader uses the game system (and a pre-generated character) as the randomizing element, as a way of teaching the rules and RPG concepts. Several people have written scripts for Internet gamebooks allowing the players to add new pages. The results are... interesting. See also Cruel Twist Ending, Have a Nice Death. Examples of Choose Your Own Adventure include:
  • Choose Your Own Adventure is a gamebook series first published by Bantam Books throughtout the late 1970s to the later '90s. From 1992-93, eight adaptations were produced on The Young Indiana Jones Chronicles television series. → This article is a stub. You can help us by adding to it. Check out the talk page for hints on what needs to be done.
  • CYOA stands for Create Your Own Adventure. The first CYOAs were books which gave you lists of options and pages to turn to. The random pages kept people from randomly flipping around. By using detailed or influencing writing styles, Authors can make a reader believe he is in complete control of the story, while maintaining a good story arc.
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