RINGS OF KETHER (Fighting Fantasy) Review

RINGS OF KETHER (Fighting Fantasy)
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RINGS OF KETHER (Fighting Fantasy) ReviewMany FF fans disapproved of 'science fiction'. They were either poorly written or didn't suit the general fantasy theme the series mostly published. However, only a few notable FFs of sci-fi nature made it through - 'Rebel Planet', 'Robot Commando', and the third: 'The Rings of Kether'.
Andrew Chapman's earlier attempts at sci-fi didn't go down well at all, so FF#15 was at first regarded with suspicion. However, he'd revised his methods at planning and concentrated on improving his reputation. Although there were no new rules as such, there was a lot more to the story itself, and some gripping moments. It's a classic whodunnit, where the reader (YOU!) decides which leads to follow - in this sense, it was admirably complex, just like a real crime thriller.
However, Rings of Kether lost one star due to the minimal number of opponents. I finished this book having fought about four or five encounters, whereas ten would have been nearer the required mark. Despite this drawback, I think this is perhaps Andrew Chapman's most involved gamebook, although the illustrations fail to complement this marvellous sci-fi adventure. Gary Mayes (ironically, illustrator of the doomed Space Assassin FF#12) would have been better suited to this one, as he definitely inspired Rebel Planet.
I suggest any late FF fans to buy this as one of the top three SF gamebooks around.RINGS OF KETHER (Fighting Fantasy) Overview

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