The Kickstarter for Legendary Kingdoms ends in a few hours. Better get over there right now if you want to back it.
In case the title isn't enough of a hint, LK is an open world gamebook series in the style of Fabled Lands. What that means is that you can start in lots of different places, take the kind of character you want, pick your own goals, and explore the world however you choose by going back and forth between the books, each of which covers a different region.
The grandfather of open world gamebooks is Eric Goldberg, who pioneered the idea (though he may not have realized it) in 1985 with his boardgame Tales of the Arabian Nights. That seemed to me what gamebooks ought to be: a roleplaying campaign in solo Choose Your Own Adventure form.
Jamie and I pitched an open world gamebook series called Hero Quest to publishers in 1987, and later repackaged the concept as Knights of Renown in 1989, but with still no takers. It wasn't until six years later that we convinced Pan Macmillan to do the Fabled Lands series, and by then the gamebook craze was dying out. That's why we only managed the first six books of the planned twelve.
All went quiet for a couple of decades, and then like long-awaited buses came The Serpent King's Domain, Steam Highwayman, Alba and Legendary Kingdoms. And, not to be left out, Jamie and I are writing an open world series of five books for his Vulcanverse fantasy setting, and we're hoping that Prime Games's CRPG version of the original Fabled Lands books might rekindle enough interest in those that we can finally finish off the series.
Meanwhile I'd be quite keen to write the Victorian survival horror gamebook Shadow King (think: H G Wells meets The Long Dark) but I'm too averse to social media and too deficient in marketing nous to run the Kickstarter campaign needed to fund it. Fans of open world gamebooks won't be short of alternatives. It may have taken three decades for the wider reading public to catch up with the concept, but I'm betting it has a bright future ahead.