The Sorcery series is reportedly very good.
The Sorcery series is what first got me thinking about novelizing these books. As long ago as the '90s I had several pages of notes about my character's backstory, how she and her extended family could fit into the other Fighting Fantasy books (her husband is the character I used for
Caverns of the Snow Witch and
Forest of Doom, and it's their son I sent into
Deathtrap Dungeon.
Of course this means my stories have nothing to do with the official chronology; I'm centuries out of whack in some cases. But considering that mages in these books can live for centuries if they find a way to do that, it hardly matters.
What is challenging is getting my Sorcery! character (born in Khare, in the Old World) together with my Caverns of the Snow Witch character (probably born in Port Blacksand, in Allansia - a totally different continent). I've decided she's the one who is the world traveler and they meet up in some as yet undecided adventure, somewhere in Allansia.
Fun facts: The original paperback editions available here had The Shamutanti Hills sold with the Sorcery! Spell Book as a separate volume... and at one point I had the entire spell book memorized - how many Stamina Points each spell cost, whether or not it needed a physical component, and so on. This meant that I had less chance of more difficult combats or meeting gruesome deaths by guessing one of the fake spells found in the Shamutanti Hills book.
I tried playing Shamutanti Hills as a warrior, but found that this series is so much more fun as a mage. And since I was playing without cheating, one of my deaths in Khare was due to being trapped, with the only escape available being a levitation spell... which would cost 1 Stamina Point.
Guess how many Stamina Points I had left?
Right. Exactly 1. And I had no Provisions left (they'd been stolen). Since the adventure was over either way, I cast the spell and died.
One of my better NaNoWriMo efforts before I started winning was novelizing The Shamutanti Hills. I had somewhere between 22,000 and 23,000 words by the end of the month, and by that point I was still not even halfway through. I spent a
lot of those words setting up the whole overarching Quest for the Crown of Kings, to explain why my character, of all people, would be chosen for this quest.
What are these Fighting Fantasy books? They sound sort of like choose-your-own-adventure books with skillchecks and intsta-fail gates.
Most of the books have 400 paragraphs, and depending on what choices you make, the results of combat, what items you may or may not have, or what number you roll on a d6, you'll be directed to specific paragraphs. Some paragraphs lead to instant death (or some other abrupt ending to the adventure). Some will give you Gold, Provision, magic items, raise one or more attributes, and some others will have negative results. I found it handy to make diagrams of which paragraphs lead to other paragraphs, and those can get very convoluted at times.
The earlier books really emphasized mapping (graph paper and pencils are handy to have). One reason I was lost in the Maze of Zagor for so long is because I made a mistake with one section of wall in my map. Once I realized that, I was able to fix it and stop bothering the Dwarves who were becoming increasingly hostile every time I ended up interrupting their gambling.
Many of the gamebooks' maps (made by people who are a lot neater about it than I am) can be found on the Fighting Fantazine forum (it's a forum dedicated to the FF magazine, that had articles, amateur-written adventures, and so on).