Charlotte: Prowling for Enchantment
The basic premise explored in this gamebook adaptation is that single Charlotte, wanting to light a fire in her love life, buys a ticket on a swinging cruise ship trip to the Caribbean. Unbeknownst to her, the sailing she ends up securing passage on is hosting a very exclusive party, populated by supernatural monsters who walk among us but live apart from us, with distinctive appetites and passions all their own. The swollen moon low in the Atlantic sky also awakens some latent mystical powers in Charlotte herself, such that she can give as good as she can take.
The story can work through itself in any of eleven different ways, with some romantic successes, some erotic ones, and some downright humiliating failures, all informed by the author's selection of options presented at junctures in the textual narrative.