Choose Cthulhu presents the gamebook collection that adapts stories by the famous writer H. P. Lovecraft into the classic Choose Your Own Adventure book format.
Enjoy the cosmic horror of the Cthulhu Mythos and the nostalgia of the classic game-books of the 80s!
Towards the end of the 70s, and mostly during the decade of the 80s, a literary phenomenon that would change how we understood reading took place: the game-book era.
Simple stories written in the second-person point of view, making the reader the protagonist, offered us the possibility of choosing between different paths and ways of solving problems emerging from the narrative.
Choose Cthulhu are not new adventures that are “based on Lovecraft’s work”… In our books, you’ll come to face the very stories told by that Providence’s master! Thus, we have adapted (so far) six of his best stories. Face alien deities that ruled the Earth before man, who conspire to reclaim what was once theirs; horrible monsters lurking in every corner of time; shameful cults… THE ENTIRE MAGNITUDE OF THE COSMIC HORROR!
You can play with us the adventures from:
- THE CALL OF CTHULHU (1926)
- THE SHADOW OVER INNSMOUTH (1931)
- AT THE MOUNTAINS OF MADNESS (1931)
- THE DUNWICH HORROR (1928)
- THE NAMELESS CITY (1921)
- THE DREAMS IN THE WITCH HOUSE (1932)
And a very special surprise: a unique book, exclusive to this crowdfunding campaign, where you will not only take the role of the protagonist, but you’ll also get to be part of the story:
- THE ARKHAM MADHOUSE (2017)
Choose Cthulhu: The Choose Your Own Insanity Game-books is a collection of 7 gamebooks in two different formats –vintage and deluxe— and will be available both in English and Spanish. Remember that the seventh book can only be purchased if you buy the entire collection, and that the purchase of the collection entails a discount with which you will get the seventh book almost for free.
Trying to bring back the nostalgia that the classic game-books from the 80’s inspires, the vintage Choose Cthulhu collection is completely faithful to the layout design and dimensions of the ORIGINAL Choose Your Own Adventure.
Some of the most significant features of this format are the font and the lack of intentionally blank pages and flaps, just as they were released back then. We have changed the white paper used in the originals for ivory-colored paper, which recreates that nostalgia better, and which allows higher ink saturation with high opacity.Laminated matte cover 250 gsm, smooth
– 80s-inspired cover art
– 100 playable sections + 11 illustrations
– Dimensions 18 x 11 cm
– 120 pages
– RRP 11 €
- HARDCOVER format with a finishing technique applied to the title
- Full-page cover art
- Combination of 7 covers that create a unique, great illustration
- 100 playable sections + 11 illustrations
- Bestiary of creatures and characters
- Dimensions 18 x 12’5 cm
- Acknowledgements section in the 7th book (The Pnakotic Manuscripts)
- RRP 15 €
One of the main concerns of the Choose Cthulhu project was that, since the Vintage format was a reproduction of the layout design of the 80s, this would appear oddly simple compared to today’s editions, causing readers unfamiliar with these works to feel uneasy with such a simple edition.
Besides, we know that many of our cultists are keen on collecting material about the master H. P. Lovecraft –where high-quality editions are quite pricey. The Deluxe format is meant to be not only played, but also displayed. Hence, we are releasing a HARDCOVER collection.
Therefore, the Deluxe edition presents a bigger format and more complete adding a “bestiary”. Other interesting feature of the DELUXE collection is that, when combined, the seven covers create a unique illustration closely related to the seventh book, exclusive to this crowdfunding campaign: THE ARKHAM MADHOUSE.
INNER ILLUSTRATIONS AND TEXTS
The visual aspect of gamebooks gained importance as more and more collections were being edited. Our visual inspiration for this project was the Fighting Fantasy collection. A serie that have incredibly well-crafted covers and inner illustrations that could drown the reader in the exciting adventures written by our authors. Choose Cthulhu has 11 full-page illustrations in each volume, and many other smaller illustrations to set the scene and endings.
In Choose Cthulhu we have striven for illustrations that closely resemble H. P. Lovecraft’s original style, following his way of writing to the letter, and trying to recreate that mysterious, sombre and alien aspect of his writing.
But Choose Cthulhu is also interactive, so we had to adapt many parts of the text to an easier and lighter reading that allows for re-readings to explore all options without it becoming tedious.
That’s why we have chosen the format of 100 playable sections that lead to either the same ending that Lovecraft thought up for his books or a number of alternative endings of our own.
You can DOWNLOAD A FULL BETA of THE CALL OF CTHULHU gamebook by clicking on the image below:
Choose Cthulhu is targeted at anyone older than ten, regardless of their familiarity with the works of Providence’s master, since they are an ideal tool to get into reading and, at the same time, to rediscover the classics. Lovecraft’s work, except for short passages, aren’t particularly gruesome, so there was no need for us to tone them down to be suitable for all audiences.
We want to warn you that we use many terms and expresions of the original texts, so maybe some passages could sound “weird” and “outdated”. We also remove some words that could sound offensive nowdays.
Another aspect that greatly concerns readers is the difficulty of the gamebooks and whether there are puzzles or special abilities.
The answer is YES and NO. We have chosen the classic gamebook format, where there is no dice rolling, nor characters with special abilities; but we have included some simple mechanics in certain volumes in order to make them more entertaining. Some of these are: puzzles you can only resolve by investigating different sections, the possibility of winning or losing CULTIST POINTS (to end up being the bad guy) as well as SANITY POINTS in THE ARKHAM MADHOUSE.
The Arkham Madhouse
Another strength of this project is the creation of a unique book, exclusive to this crowdfunding campaign: THE ARKHAM MADHOUSE (2017), which is co-written by Víctor Conde, Giny Varlís and Edward T. Riker. This book is much bigger, with over 300 playable pages where you’ll find multiple intertwined plots.
When playing our adventures, a recurring ending is your confinement in cell 77 at the Arkham Madhouse, a terrible psychiatric institution where inexplicable events take place. In this exclusive volume we reveal to you what happened to all those characters that ended up in the ARKHAM MADHOUSE.
Víctor Conde has written over ten game-books (some of which have been published in China and different countries of Europe and Latin America), as well as over thirty fantasy novels. He has won most of the greatest awards for fantasy writing in Spain, such as the international Minotauro, the Kelvin and the Ignotus awards.
Giny Valrís is a YA, fantasy and science-fiction author. Alongside Josué Ramos, she coordinated the anothology Chikara: El Poder De La Naturaleza. She also put together Los Cuentos de Vaho, a series of anthologies that pay homage to popular tales and H. P. Lovecraft. Currently, she’s studying to become an infant and primary teacher, and she also collaborates with the Choose Cthulhu project.
Bachelor in Law. His literary career started at a very young age, when he stood out for his writing of fan fiction and diverse dissemination articles concerning fantasy and sci-fi, published periodically in different specialized formats and medias.
After being awarded a number of literary awards at school and university, he was in charge of the comic strips section of the newspaper El Mundo for its local edition.
Nowadays he works as an editor for Ediciones Idea, where he has been managing collections of fantasy, horror and science-fiction for four years.
His first book was published in 2013 and, since then, he has released La Edad Del Plomo: La Fortaleza al borde del Tiempo, 2.0 Books edition, 2014; La Edad Del Plomo: Invierno Eterno, 2.0 Books edition, 2015; and La Edad Del Plomo: El Reino De Los Dioses Dragón, 2.0 Books edition, 2017.
He found his passion for art from a very young age. Self-taught, he satisfied his artistic curiosity –especially illustration— before attending Fernando Estévez (School of Arts and Crafts in Santa Cruz, Tenerife) where he learned new techniques and specialized in Engraving and Classic Printing. Afterwards, he got his craftsman card in Engraving and Printing, granted by the Island Council of Tenerife.
After five years studying illustration at C10 Creative Workshops and EDSIP (School of Professional Drawing), his career kicked off by winning multiple awards across different comic and illustration contests. He currently designs and creates book covers and illustrates their pages, and his specialty is art with coffee. Among his published works you can find El Legado De Christie, a zombie story; and En Las Garras De BábaYagá, a game-book for youngsters published by Alfasur edition. In 2016, the publishing house Apache Libros releases his art-book titled Juapi, 20 Años De Garabatos, and Retratos Para No Dormir, where some of his most recent works with coffee are compiled. In 2017 he started working for Corner4art, an international art gallery with more than 20 years of professional trajectory.
Graphic artist, designer and illustrator.
She stepped into the world of design and illustration at a young age, attending the Universidad de La Laguna, FX Animation Barcelona School and Lightbox Academy. She specializes in digital art with Photoshop.
Computer technician. He started as a server administrator and then moved onto the development of client-server applications, web design and programming, the development of apps for phone devices, social media and community manager.
She graduated from the Universidad de La Laguna with honors in English Studies and is currently studying an MA in Audiovisual Translation at the prestigious Universidad Autónoma de Barcelona.
She has been awarded many literary prizes, completed an internship at a publishing house and has worked as a translator from and to English on many occasions.