plot-your-own stories

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Topical Term
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a
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plot-your-own stories

The computer takeover

1995
The reader's decisions control the course of an adventure involving a supercomputer determined to take over the world.

Beyond the great wall

1987
An eccentric collector of art has contacted you for an important mission. You must find an agent who has disappeared. You decide what to do next.

Would you rather ...

1978
Presents choices for the reader such as living with a gerbil in a cage or with a rabbit in a hutch and being chased by a crab, by a bull, by a lion, or by wolves.

Terror on the Titanic

2006
Asks the reader to choose the path of the plot in a story about a ocean liner heading into an iceberg.

House of danger

2005
Asks the reader to choose the plot path of a story in which a young detective--the reader--receives an anonymous call for help from a scary glass house built on the site of a Civil War prison.

You are invisible

1989
You discover a cape inside an old trunk that makes you invisible. The choices you make decide what happens in the story.

The movie mystery

1987
While visiting your Aunt Molly, a stunt woman, on a movie set, she is injured and her dog gets lost. You decide what to do next.

Spooky Thanksgiving

1988
The night before Thanksgiving you open a closet door and out comes a giant turkey. It begins chasing you. You, the reader, determine what will happen next.

Lost dog!

1985
Your dog Ralph is lost. Do you go to the police station? Do you look in his favorite spot in the woods? You decide what happens next.

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