The Dream Palace


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Baen Books released this stand-alone gamebook as part of a contest. The reader who could best answer five questions presented within the book would win $500 and a gold wizard statue. The book is unusual not only for its contest-related origins but also for its format. The book is designed so that it is a gamebook, but it can also be read straight through as a regular novel if readers don't want to bother with interactivity. This is achieved by separating the book into the main text (the part which can be read like a novel) and some instruction paragraphs at the end. Whenever a choice arises in the text, the reader is referred to one or more of the instruction paragraphs, and these in turn refer back to page numbers within the main text of the book. I believe that this sort of system has never been used elsewhere (perhaps with good reason).

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 The Dream Palace
Author: Brynne Stephens
Illustrator: Stephen Hickman
First Published: March, 1986
ISBN: 0-671-65557-4
Length: 259 pages (237 pages of regular text plus 126 instruction paragraphs)
Number of Endings: 32
Plot Summary: A pair of friends decide to leave their dull lives behind and go on a Quest to find their True Loves.
My Thoughts:

This is a decidedly unusual book, and unfortunately an only partially successful one. While it has many merits, it has distracting flaws at every level. From a gamebook perspective, it is nearly a total failure. The idea of a book that can be read in linear order or played as a gamebook is an interesting one, but one which doesn't really work. When you make a choice, there are only three things that can possibly happen: you can skip ahead, you can double back, or you can die. None of these outcomes are satisfying. If you skip ahead, you feel that you're missing part of the story (and indeed you are -- very important segments can be easily bypassed in this book); if you die or double back, you eventually end up back at the same place anyway, so it feels rather pointless. After a while, I stopped paying much attention to the interactive elements of the book simply because there was no reason to use them. The contest aspect of the book may appeal to fans of "solve-it-yourself" mystery books (the answers to the questions are far from obvious, and left unanswered in the book), but that's really the only way one might find this to be a satisfying literary recreation.

The book fares considerably better if you read it simply as a light-hearted fantasy novel. It contains some genuinely creative ideas, and the appealing characters and occasional humor keep things pleasant. I felt that some of the characters and relationships developed far too quickly to be plausible, but I can't complain too much -- character development of any sort is rather rare in the world of interactive books. Alas, the main downfalls of the book come from its efforts to be interactive. The text is written in the present tense, and this sometimes makes it more awkward than it should be. A bigger problem is the aforementioned unanswered questions. Since the book was part of a contest, it ends with intentional ambiguity. As I said, readers who enjoy puzzling out the meanings of books will have fun working on this, but everyone else will leave this adventure feeling a little frustrated. The tale has a nice ending, but it leaves you wanting to know more. Sadly, I'm fairly certain that no sequel was ever written, nor do I know of any way to acquire the official contest answers now that it is so long over. I rarely complain when an author chooses to write a gamebook, but I think it's actually regrettable that this story wasn't given a more straightforward treatment.

Errata: Instruction #35 should point to page 81, not page 78.


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