Tuesday, May 1, 2012
Interviewed!
There's a whole host of reasons why nothing has happened on the blog for ages (and there's been a stillborn post sitting on my laptop explaining all of them that I still haven't posted), but for now, check out this interview I did with Stuart Lloyd. You can find the interview here.
Thursday, December 29, 2011
A New Year and a New Plan
This past year has been a good one for Fantasy Gamebook! This blog got started for one thing, taking a detailed look at Dave Morris’ amazing Heart of Ice adventure. Tin Man Games then released my Catacombs of the Undercity gamebook as the fifth entry in their Gamebook Adventures series on iTunes to good reviews. Finally my entry, Sea of Madness, won first prize in Wayne Densley’s 2011 Windhammer competition for short gamebook fiction.
However, it has been exceedingly tricky at times trying to balance fun stuff like gamebooks with real-world concerns like employment and studying, and the number of posts on this blog has suffered as a result. For 2012 there will be some changes, with posts being shorter, but hopefully more regular. In order to do this, I’m going to have to introduce a bit more structure to the proceedings, with posts organized into a cascading series of categories as follows:
News
Wherein I talk about a bunch of tangentially-related gamebook stuff that caught my eye over the past week or so.
Gamebooks
Where I explore some facet of gamebook lore in more detail.
Games
Whether it be boardgames, RPGs, or CRPGs, I briefly review or offer examples of play.
Books
Be they paper or PDF, I offer a few thoughts on whatever texts I’m currently wading through.
Influences
Ah nostalgia! Wherein I look at childhood influences that inspired a life-long lurch into the realm of fantastical endeavours.
Multimedia
Music, film, or (rarely) television; I post on what my eyes and ears are currently distracted by.
Science
A close favourite I’ve previously dallied with here.
That’s the plan anyway. Whether it actually happens is a whole ‘nother kettle of fish...
Monday, December 12, 2011
DestinyQuest: The Review
I've been meaning to do this for a while, but it's probably about time to get a review done of DestinyQuest Book 1: The Legion of Shadows by Michael J. Ward. For those not in the know, this is the first in a brand new series of fantasy gamebooks, notable especially for its size (790+ pages), non-linearity, and character advancement.
Rather than drag this out into a lengthy series of posts, I thought I'd try a quicker review process where I summarize all the bits I like; the bits I think could do with more work; and a concluding statement containing my final thoughts.
For the record, I purchased my copy direct from the author via eBay as a special deal including a rare weapon card, a DestinyQuest postcard, and a set of four DQ dice in a little red velvet bag.
Things I like about DestinyQuest
Rather than drag this out into a lengthy series of posts, I thought I'd try a quicker review process where I summarize all the bits I like; the bits I think could do with more work; and a concluding statement containing my final thoughts.
For the record, I purchased my copy direct from the author via eBay as a special deal including a rare weapon card, a DestinyQuest postcard, and a set of four DQ dice in a little red velvet bag.
Things I like about DestinyQuest
- The size. There's more adventure here than you could wave your character's main weapon at. Just looking at the maps that accompany the three Acts in the book (Tithebury; Mistwood and Blackmarsh; and The Bone Fields), is an invitation to continue adventuring. "Just one more quest..."
- The character sheet. It's a nice, simple, easy to understand two page spread. The location-based layout for equipment is intuitive and far more comprehendable than, say, Lone Wolf.
- Non-linearity. Go where you want, do what you want, when you want. It's the Skyrim of gamebooks in this way...
- Travel. No endless trekking from A to B, dealing with a host of random encounters along the way. If you want to go to visit the weather wizard, turn to 66. In this way the entire map essentially functions as a hub paragraph, with all encounters and their consequences radiating out from it like a web of choices...
- Equipment upgrades. Get better gear, all the time. But wait! What would you prefer? Ebon Boots or the Hood of Night? You can only pick one, so choose wisely...
- Lack of hoarding. Unlike Fabled Lands where you tend to accumulate huge quantities of items and artefacts scattered across numerous bolt-holes throughout Harkuna, in DestinyQuest equipment upgrades mean losing whatever is being replaced. In other words, what you carry is all you have.
- Character advancement & careers. You start DestinyQuest as a generic adventurer, but by the end of it you can pick not only a profession but also a career specialisation. Necromancer, anyone?
- Character uniqueness. Again, unlike Fabled Lands where you characters tend to do the same quests, raise the same abilities and gain the same powerful items, the character specialisation and unique item upgrades means that your character is likely very different from someone else's.
- No pictures. Although I realise the logistics of commissioning and inserting pictures into a gamebook this size are daunting, I do miss the gamebook with pix format.
- No dying. There is no character death which is a bit of a shock for someone brought up on a steady diet of books by Ian Livingstone and Steve Jackson. Instead you simply respawn and begin anew. I can see why it is like this, and I do enjoy it, but it just feels wrong somehow...
- Grind. Towards the end of the book, when the opponents get tougher, the combats tend to grind a little, and all the various special abilities can be tricky to remember and implement correctly.
- Bold type for choices. Sometimes choices are in bold font, and sometimes not. Consistency with this would be good.
- More choices. It would be good to avoid single choice paragraphs, particularly if they lead to more single choice paragraphs. Always offer the reader some kind of choice.
- No indication for legendary beasts. It would be nice o have some vague idea of how tough these critters are as the paragraph for them is an immediate combat experience. An intro paragraph highlighting some of their more gruesome achievements, followed by a choice ("Do you want to face the Jabberwocky or not?"), would be good.
Summary: Despite these minor flaws, DestinyQuest: The Legion of Shadows is possibly the best and certainly the biggest solo fantasy gamebook I've played and enjoyed! This is the absolute closest you can get to a MMORPG in dead tree format if your internet connection goes down, and even if you are online, BUY IT ANYWAY! Guaranteed hours of entertainment as DestinyQuest puts you in charge of the action!
Saturday, November 12, 2011
Five Things I've Learned From The Windhammer Prize (Part 2)
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| Cover of AEsheba: Greek Africa (Blake, Mentzer & O'Hare, 1987), by David Cherry. Nothing to do with Sea of Madness, except the same vibe. |
3. Write Big
Describing his work for Fighting Fantasy, Stephen Hand once said:
One thing I myself had learned from the excellent Lone Wolf books was something I call, "writing big". Look at these two paragraphs:
1
"The Orc scowls menacingly then reaches for his club. You will have to defend yourself:
Orc Skill: 7 Stamina: 7"
2
"The bodies of the slain lie strewn across the battlefield, your position is hopeless. Realising you have no choice but to pull back and rally your forces, you turn only to see... Something bars your way. You try to face it but it eludes your stare. Your assailant is an Forgotten Shade and you will need every ounce of courage to overcome it:
Shade Skill: 7 Stamina: 7"
Paragraph 1 is very typical of your average gamebook. Events feel isolated, low key and a bit flat. Paragraph 2 is written big. It is over the top (some would say too long, verbose and melodramatic), but feels more exciting and satisfying. Structurally both paragraphs are exactly the same - there is a fight with a 7/7 creature - but contextually, they are worlds apart. We decided to write big, so every challenge (even when minor) had character. An event would be: the most evil, the most important, the most tricky, the most melodramatic, the most underhand. Every element would be part of an epic whole. I felt that there was no reason not to rise to this creative challenge, to try and create something dramatic and unique. (Hand, 1999)
So by borrowing Stephen Hand's idea of "writing big", I wanted to make every encounter in Sea of Madness feel epic in scope, as you are playing a powerful hero at large in an extensive game world. Everything that happens to you, even (or perhaps especially) your demise, should be over the top.
One problem with this approach is that it can get a bit tiring to read at times, so for a sandbox adventure like Sea of Madness it is doubly important to try and keep the paragraphs brief but evocative, so as not to bore the reader. Also, a good thesaurus is all but essential for using alternative words. Finally, although Stephen Hand alludes to it without actually mentioning it, this approach is a bit camp, with tongue planted in cheek through varying degrees of force. This is possibly the most difficult aspect to get right. I tend to try and write gamebooks on two levels: the straight, fantasy escapist theme, and the more hidden parody or satire level, where you are essentially affectionately spoofing the whole genre.
RAMPAGE! for example is an extremely obvious parody, riffing on a pseudo-Allansian theme. Sea of Madness was a bit more subtle, though the subtitle "Like the Odyssey but shorter" should be one clue, while other pointers include Star Wars quotes, Fighting Fantasy gamebook titles, and a whole bunch of related stuff crammed in with a crowbar. Feedback from Sea of Madness would suggest the spoof aspect sailed over some heads however, and in fact caused problems because there was an expectation that the adventure would be similar to the Odyssey but, aside from ripping off a few obvious tropes, the gamebook was more a mash-up of faux-Hellenic Bronze Age mayhem and classic pulp fantasy/swords & sorcery/swords & sandals. Basically though, I had a lot of fun writing it!
4. Rules, rules, rules
Given you are writing a gamebook, developing a clear and cohesive set of rules is an absolute must. The two main choices are to borrow an existing rules set, like Fighting Fantasy or Virtual Reality (which is what Per Jorner did with The Bone Dogs), or develop your own. For the former, it makes things easier to write for a familiar system, but opens your work up for comparison against the original material. For the latter, you get more creative control, but you have to ensure your system is balanced, playable, and fun, as well as logically and fully integrated into your gamebook.
For Hills of Phoros I created a 2d6 system that was simply far too complicated for the gamebook, and when I had to strip bits out to fit for length, it started to look rather patchy in other areas. For RAMPAGE! I simplified it to a 1d6 system which worked much better, and I re-skinned this system for Sea of Madness with some additional rules. One common piece of feedback is that rules are still a bit long, though clear. However, I do say in the rules section that you can pick a starting character and begin straight away, referring only to the rules when needed. I think it's also important to add some optional rules at the end, to allow the player to customise the adventure if they so wish.
5. Art of Schmooze
You want lots of people to read your adventure, and you also want lots of people to vote for your adventure as being one of the best. That's not going to happen if you simply let your adventure's PDF file hang off the Windhammer website and expect its natural brilliance to shine through. You need to get people interested in your gamebook, so they will read it, enjoy it, and vote for it!
For my previous entries I just sort of threw them out there, put a few posts on some gamebook groups and hoped it would be enough. As an approach it becomes too poorly focused and too generalistic. For Sea of Madness I tried to get specific groups of like-minded people interested. For example, I messaged all my old gaming buddies on Facebook, passed on links to my Bangkok snooker comrade, and shared details with a shadowy cabal of writers for whom I had done some editing work. This sort of tightly focussed approach to soliciting feedback and votes possibly works better than the more open-ended appeal to interested readers.
In fact, by deliberately targetting non-gamebook fans, not only are you potentially generating votes for your Windhammer Prize competition entry, but you are also stimulating an interest in the other entries and in gamebook fiction in general. If we want to revive gamebook fiction in the future (and there's certainly plenty of evidence we are currently surfing the wave of a mini-revival at present), this sort of approach is going to become more and more important, especiallly as we look at paradigm-changing formats such as tablet devices, online content, and smart phones.
References
Blake, R. J., Mentzer, F., & O'Hare, J. (1987). AEsheba: Greek Africa. Lake Geneva, WI: New Infinities Productions, Inc.
Hand, S. (3/10/1999). Personal communciation with Mark J. Popp, available here: http://www.ffproject.com/download/MJPOPP.ZIP (Thanks to Andy Spruce)
Thursday, November 10, 2011
Five Things I've Learned From The Windhammer Prize (Part 1)
One of the interesting things about the Windhammer Prize for Short Gamebook Fiction is that Wayne Densley keeps the voting tallies secret. This is understandable for what is essentially a niche competition, as if the winning tally was known, competitors may think "Ah, I only need X votes!" and aim to amass the required number of votes rather than devote themselves to their gamebook entry.
While this hidden tally introduces a degree of mystery to the proceedings, it also makes analysing the results, in the form of a voting spread, virtually impossible. However, given that I won this year after several previous years of failure, I thought I'd share a few things I did differently this year that may have contributed to a much improved final placing. I have no way of knowing how much, if any, these changes affected my winning tally, but taken as a whole there surely must be some sort of cumulative effect.
1. Feedback
If you're lucky, you should get a decent amount of feedback on your adventure, post-competition. While recognizing that each person's feedback represents just one person's opinion (which you may or may not agree with), study it carefully. Considering the feedback as a whole, sift it for general trends, as these will identify what worked and what you need to improve.
Plenty of feedback from my first competition entry, Hills of Phoros, indicated that aimless wandering as per Fabled Lands, was tedious in a small adventure, as was excessive grind-time. Also, if you're using a certain style of character generation system, such as points-buying, implement it across the board. Based on this feedback, I added a bit more story to the still sandbox-influenced RAMPAGE! and Sea of Madness, as well as a complete points-buy system for creating characters if you did not wish to use the provided starting characters.
2. Maximum Performance
The Windhammer Prize has stated limits of 100 sections or 40 pages of A4. You should try and aim for both limits as one hundred sections is not a large amount with which to tell a multiple choice story, while 40 pages allows you around 20,000 words, or 200 words a section on average. That's a decent chunk of text, nearly half a NaNoMo entry, and will require an effective time budget to ensure your typed word count per day is ticking over nicely. While sacrificing the art of story-telling at the cold altar of mathematics may seem harsh, the reality of writing a gamebook is that you are creating a complex puzzle that requires a degree of rigourousness unknown to most short stories or novellas. Break out the calculator!
Hills of Phoros sprawled so badly I had to cut huge chunks of rules and sections to cram it into the competition limits, and this had a big effect on the final product. Conversely, RAMPAGE! was a featherlight affair set at half the competition requirements (50 sections) and probably suffered from brevity compared to the excellence and expansivenes of other entries, such as The Bone Dogs. Sea of Madness was planned exceedingly tightly, though parts still got cut. Still, it was a much more cohesive gamebook than its predecessors.
I'll present the final three things tomorrow.
Tuesday, November 8, 2011
Adrift on the Sea of Madness...
Wow! When not battling word-heavy assignments or rising Bangkok floodwaters, I received the most welcome news that my Sea of Madness adventure has won Wayne Densley's 2011 Windhammer Prize for short gamebook fiction! Cue celebratory beers here at Fantasy Gamebook HQ where we are ever-increasingly surrounded by a deluge of stench-laden black klong-water.
As I talked about before, this year's Windhammer competition saw a lot of high quality entries and everyone who entered deserves a congratulatory pat on the back. There was also a record number of adventure downloads and votes, so thanks also to all you readers and voters who were able to enjoy a glut of interesting and adventurous gamebook fiction.
In a bid to resurrect this blog now that I've completed my studies for this semester, I plan on following this post with a series of similarly-themed entries:
As I talked about before, this year's Windhammer competition saw a lot of high quality entries and everyone who entered deserves a congratulatory pat on the back. There was also a record number of adventure downloads and votes, so thanks also to all you readers and voters who were able to enjoy a glut of interesting and adventurous gamebook fiction.
In a bid to resurrect this blog now that I've completed my studies for this semester, I plan on following this post with a series of similarly-themed entries:
- Talking about all the entries in this year's Windhammer Prize, to give you an idea of the quality and variety that was present.
- Looking at five things that helped Sea of Madness win this year, when previous attempts like Hills of Phoros or RAMPAGE! had failed.
- Exploring the planning process behind Sea of Madness as a counter-point to the Adventure Game series I write for Fighting Fantazine on DIY gamebook adventures.
- Finally, DestinyQuest the review is nearly done!
Saturday, September 17, 2011
Fabled Lands Role-Playing Game (Part 3)
Returning to our heroes Shagar and Jarna, we find them on a mission to slay the ratmen of the sewers of Yellowport. They stand before an abandoned well in West Port, the poor quarter of the city. Apparently, the well is a gateway to the sewers below, but there is no ladder or other means of descent. Shagar ties his rope to a crossbeam and tests it for strength and secureness. It seems sound, so, with him leading the way, they clamber down the rope and into the depths...
[Climbing down into the sewers requires a Thievery roll at Difficulty 9, plus 2 for using rope. Shagar rolls 7 plus 1 for Thievery and 2 for the rope equals 10, which beats the Difficulty of 9. He makes it to the bottom of the well unscathed. Jarna rolls 7, plus 7 for Thievery and 2 for the rope for a total of 16. She clambers down the rope a good deal quicker and more dextrously than her comrade]
'Show off!' says Shagar, on seeing her rapid descent. They find themselves in a square chamber almost knee-deep in indescribable refuse that gives off an appalling stench. There are four exits, though only the northern one looks big enough for them to venture into. Jarna lights her lantern, and also pulls out a parchment and a stick of charcoal. Shagar readies his sword and shield, and they head north, into a maze of passageways, stopping often to map the various corridors that peel off and away into the darkness. There is the steady drip of water from above and the occasional skittering of rats, but little else in the way of noise...
Sometime later they are advancing cautiously down a damp tunnel festooned with cobwebs. Jarna has stashed her map in her belt and carries her wand in her other hand. The cobwebs begin to get thicker and thicker, and they bump into the husk-like corpse of a ratman, shrouded in webs and hanging suspended from the ceiling. 'I don't like this one bit,' mutters Shagar as they both hear the sound of something moving towards them through the webs. 'Get ready!' Suddenly the biggest spider either of them had ever seen skitters towards them, envenomed fans gleaming in the lanternlight!
[Combat begins! Strike orders are rolled: Shagar 8, Jarna 10, and the Giant Spider 7. Jarna goes first. She has 2 Action Points and uses 1 to Cast Pacify. This has a Difficulty of 11. Jarna rolls 9 plus Magic 7 and 1 for her wand, for a total of 17. The spider immediately stops attacking and remains quiet. Shagar decides to squeeze past it and check its lair. He spends 1 Action Point moving into the spider's lair and another searching through the remains of its victims. The spider does nothing for its turn, and will continue to do nothing for five more turns or unless attacked. The first Combat Round has ended.
Jarna continues watching over the spider while Shagar searches. The Difficulty of the search is set to 10. Shagar rolls 7 plus 4 for his Scouting, and succeeds! He finds a bag with eighty Shards, and a shortsword and shield of excellent manufacture and untarnished by being in the sewers. For the third Combat Round he gathers up the loot, and goes back to Jarna. There is a brief debate about whether they should kill the spider, but in the end they decide to leave this part of the sewers. The Giant Spider, still Pacified, watches them go with glittering eyes...]
From this brief example of play we can see that the Fabled Lands Roleplaying Game is a fast and action-packed experience. Things happen quickly, thanks largely to the simplicity of the core Difficulty test mechanic, as taken from the gamebooks themselves. At the same time, there are plenty of customizable options for character generations, as with Jarna above, who can get immediately involved in the action. I may be biased, but I think it's a great game in its own right, as well as a much-needed addition to the Fabled Lands world!
This finishes this short series of reviews, though I'll likely be returning to talk about the Fabled Lands RPG from time to time, and possibly continuing the further adventures of Shagar and Jarna...
You can purchase the Fabled Lands RPG here, and find out more here.
[Climbing down into the sewers requires a Thievery roll at Difficulty 9, plus 2 for using rope. Shagar rolls 7 plus 1 for Thievery and 2 for the rope equals 10, which beats the Difficulty of 9. He makes it to the bottom of the well unscathed. Jarna rolls 7, plus 7 for Thievery and 2 for the rope for a total of 16. She clambers down the rope a good deal quicker and more dextrously than her comrade]
'Show off!' says Shagar, on seeing her rapid descent. They find themselves in a square chamber almost knee-deep in indescribable refuse that gives off an appalling stench. There are four exits, though only the northern one looks big enough for them to venture into. Jarna lights her lantern, and also pulls out a parchment and a stick of charcoal. Shagar readies his sword and shield, and they head north, into a maze of passageways, stopping often to map the various corridors that peel off and away into the darkness. There is the steady drip of water from above and the occasional skittering of rats, but little else in the way of noise...
Sometime later they are advancing cautiously down a damp tunnel festooned with cobwebs. Jarna has stashed her map in her belt and carries her wand in her other hand. The cobwebs begin to get thicker and thicker, and they bump into the husk-like corpse of a ratman, shrouded in webs and hanging suspended from the ceiling. 'I don't like this one bit,' mutters Shagar as they both hear the sound of something moving towards them through the webs. 'Get ready!' Suddenly the biggest spider either of them had ever seen skitters towards them, envenomed fans gleaming in the lanternlight!
![]() |
| By Russ Nicholson (from Cities of Gold and Glory) |
Jarna continues watching over the spider while Shagar searches. The Difficulty of the search is set to 10. Shagar rolls 7 plus 4 for his Scouting, and succeeds! He finds a bag with eighty Shards, and a shortsword and shield of excellent manufacture and untarnished by being in the sewers. For the third Combat Round he gathers up the loot, and goes back to Jarna. There is a brief debate about whether they should kill the spider, but in the end they decide to leave this part of the sewers. The Giant Spider, still Pacified, watches them go with glittering eyes...]
From this brief example of play we can see that the Fabled Lands Roleplaying Game is a fast and action-packed experience. Things happen quickly, thanks largely to the simplicity of the core Difficulty test mechanic, as taken from the gamebooks themselves. At the same time, there are plenty of customizable options for character generations, as with Jarna above, who can get immediately involved in the action. I may be biased, but I think it's a great game in its own right, as well as a much-needed addition to the Fabled Lands world!
This finishes this short series of reviews, though I'll likely be returning to talk about the Fabled Lands RPG from time to time, and possibly continuing the further adventures of Shagar and Jarna...
You can purchase the Fabled Lands RPG here, and find out more here.
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