


Speak to the man - turn to 27Too wide a decision tree and you’ve got very short adventures. Too narrow a tree and the reader’s choices feel constrained. A good interactive novel should provide a different but still satisfying story if you go back and make significantly different choices. As a rule of thumb, Jamie and I always used to figure there should be a minimum of three distinct routes through the narrative, with multiple interweaving strands on each route.
Call the militia to arrest him - turn to 120
Ignore him and continue on your way - turn to 206
Your suitors come to you with three caskets. By choosing a casket, you thereby designate the one you will marry. Will it be:So that specifically locates the reader in the narrative. A direct analogy is the first-person narrator in a conventional novel. Contrast with a narrative in which the reader has an authorial role:
The lead casket? Turn to 77
The silver casket? Turn to 101
The gold casket? Turn to 290
Entering the village, Ketzel paused to consider two buildings dominating the main street. One was a squat low-roofed dwelling set on study black timbers. A man stood on the porch sweeping idly at the grey dust that had blown in off the plains. To the other side of the street: a tavern with three chimneys of extraordinary height. The glaring, red-whiskered man at the door was evidently the proprietor.Narrative style
Before Ketzel could even begin to consider his next course, something happened that would force him to change all his plans.
A dust-storm? Turn to 82
A duel? Turn to 109
The reappearance of an old foe? Turn to 260
Durkesh pulls out the tube of blue concentrate. Does he have a +3 magic vial? If so, reduce its magic bonus by one on the adventure sheet and then turn to 44. If not, turn to 303.But how about:
Andrew raises the pistol, which startles him with the noise of its bang. A cloud of pungent smoke fills the space between them. The troops fall back as their officer staggers, clutching at the blood welling from his white waistcoat. In the confusion, Andrew makes his escape into the woods, running until he hears no sound of pursuit. What does he encounter there: an angry hermit (turn to 175), a girl of some beauty (turn to 260), or an abandoned chapel (turn to 304)?Summing up: we’re talking about an interactive novel in which the reader participates as author, not protagonist, to determine what befalls a cast of characters in a rich storyline. Would it work? Only one way to find out…
"What is it like to know you’re going to live forever? Not very pleasant, probably - wouldn’t the spirit be sapped knowing that there was no pressure of time, no finite end? I remember a Borges story, ‘The Immortals’, which had this as its theme. The gods ended up wallowing in mud pools all day, barely bothering to move, so tired had they become of their eternal life. I’m not a great fan of the svelte, charming vamps we find in a lot of contemporary fantasy fiction. I wanted to explore beings for whom the pursuit of blood was a physiological necessity, like an addict’s craving for a drug."And to whet your appetite further, here's the overview that Oliver gave us when he started his role-playing campaign set in the Lightbringer world:
A couple of years ago, Oliver ran a GURPS campaign set in the world of the Lightbringer novels. As you might expect, it was a memorable experience drenched in vivid, brilliantly doom-laden Gothic ambience, as if Lord Byron had got together with the lead designer of ICO to write a set of role-playing scenarios. If there's any demand, and if I can get Oliver to dig it out, we might put it up here in episodic form.Ten thousand years ago, the gods lived on the earth.
Reh, god of the Light and the Sun, Iss, God of Worms and Prince of Eternal Darkness: these two were the principles. They fought together at Shandering Plain. The Earth shook at the roar of the battle; the sky went black for a hundred years. And in the darkness, the gods departed. They now live in the stars and their power is exercised by their human servants upon the earth. The two gods wait for that moment when their subjects destroy the worship of the other. The victor will then return: Reh in his chariot of Fire, in a blaze of light. Or Iss under the blanket of eternal night.
Does that Eternal Darkness come soon? The earth grows old and, with it, the sun. The summer comes slower and later. The crops are sere and brown and die in the fields. The light of autumn even in the height of summer tints the woods and fields with a melancholy umber: there is no vigor, or sap. Each day the sun sets in violet doom. Iss prays it will never return.
But there are some worshippers of Reh who still believe the sun will be reborn. The man you once served, Baron Illgill, Lord of Thrull, was one of these. Yet he brought doom upon his people. He excavated the tomb of Marizian, the great law-giver, and took from it a powerful magic artifact of the gods, the Rod of Shadows. War followed with Iss; soon the Legions of the Worm advanced on Thrull. In hubris, Illgill marched his own legions out to meet them, when he could have withstood a siege for years within the city’s walls. Dark sorcery and the Undead legions who leapt from the soil at dusk defeated the Flame.
Thousands died. Their skulls are now built into a pyramid outside the gates of Thrull. The victor who set them there, Lord Faran Gaton Nekron, Undead Lord, High Priest of the Worm has ruled for six years. The Baron fled to the North and no one knows whether he or his few followers are still alive. Faran Gaton has decreed that the worshipers of Reh will be tolerated, for the moment, as long as they meekly accept their subject status. Once Iss comes, all will see the incontrovertible victory of the Darkness.
Unopposed, the legions of the Worm and the Undead spread over the world. From Tiregand their capital in Ossia they have conquered Thrulland, now they move into Surren. The Great Stepped Pyramids of Iss throughout the earth, once abandoned and overgrown with weeds, are being reoccupied by priests wearing the purple and brown. Where can the true servant of the light go..?
Producer: "My boys, do you know what they like? Doctor Who."We planned for the comic book to be created in Lightwave. Leo and our animation team actually had made all the 3D models for the TV show, not just the characters but the factory itself, so it made sense to approach the comic that way too. I love these characters and this is another project I plan to return to just as soon as they invent an 8th day of the week
Dave (already worried): "Oh yes?"
Producer: "And do you know who Dr Who is?"
Dave: "The Doctor."
Producer: "Hmm?""
Dave: "The Doctor. That's what he's called. Doctor Who is just the name of the show."
Producer: "Well, Dr Who is Merlin! Yes! You see, he's a wizard, and he travels in time. And Merlin, he travels backwards in time."
Dave: "Merlin was said to age backwards rather than actually travel in time. But go on."
Producer: "And over the weekend it struck me. That's what this show needs! The Fangle robots should have a friend who's a time-travelling wizard, and each week he brings them magical gifts!"
(Around the table, eager young faces are nodding. But then, this guy does pay their wages.)
Dave: "Well, they're already robots. So really a time-travelling wizard would be what we'd call Double Mumbo Jumbo."
Producer: "What does that mean?"
Dave: "I'll get my coat."
Duels of Wizardry
A wizard can also try the same trick on a human being (perhaps even another wizard, if he is particularly brave or foolish). Again, that human can be enslaved or bound into a weapon, and if the human in question has spell-casting ability it can be commandeered.Bonuses / penalties depending on the effect (and whether it tampers with God’s law).
Different spirits have different powers (depending on the effect that you want to create; an item, how long, etc.)
Full ParryExample of Combat
This is the fully defensive stance. The defender adds his Attack score to his Defence score to work out his effective Defence for the turn. However, no riposte is possible.
Aggressive Parry
A less defensive stance – here, the defender bides his time and waits for the opportunity to counter-attack. Again, the defender sacrifices his own attack. His effective defence is equal to half his Attack (round down) plus his Defence score. He does not pass up the opportunity to make a riposte, but if the attacker makes a counter-riposte, then the bonus to defence does not carry.
Leather or cloth armour: -1 from damage and initiative
Ring or scale armour: -2
Chain mail or plate: -3