Gamebook store

Thursday 25 November 2021

Confounding expectations


This is my favourite Vulcanverse gamebook cover and the book doesn’t even exist yet. This is just a mock-up made using a thumbnail sketch by our artist, Mattia Simone.

Why do I like it? Partly because anyone who thinks the Vulcanverse is just a retread of Greek myth (yeah, I’d be yawning too) is going to do a double take when they see this. It doesn’t look like a classical Greek city? No, it looks a million times more exciting than that. Marble colonnades and hypostyle halls evoke the slap of sandals on a sound stage, the unconvincing clash of prop swords wielded by bad actors. Whereas Mattia's cover looks like the set of an MCU blockbuster. That could be Ronan the Accuser in front of the core of the Supreme Intelligence. It’s an image that promises nonstop excitement.

And it’s absolutely right that the fifth book should upend expectations. The Vulcanverse isn’t the world of Greek myth. It’s a Matrix-style virtual universe created by the god Vulcan (well, Hephaistos) using his hyper-accelerated development of today’s information technology. Go behind the curtain and you won’t find oxen turning wheels and steam-powered colossi from the old legends – you will find something startling and amazing and all-new. Something that coruscates with Kirby krackle, that whips the rug out from under you, that takes your breath away and blows your mind for good measure. This is not some lame old 1980s stop-motion movie with a bleeping owl. It’s the American Gods or Anansi Boys of Greek myth, the reboot that brings it up to date at warp speed. And that’s why Mattia’s cover is so perfect. It says: this is not your father's Greek mythology.

While we’re talking about the Vulcanverse books, eagle-eyed gamer Teófilo Hurtardo has pointed out some sloppy syntax in the second one, The Hammer of the Sun. If you get yourself killed, your god arranges to resurrect you and the text says:
‘If you were wounded, untick that box on your Adventure Sheet, but add 1 to your total scars because none returns from the land of death without being marked.’
What I meant there was that everybody coming back to life gets a scar, regardless of whether or not you were wounded when you died. But Teófilo rightly pointed out that’s not what I said. It might just about pass in everyday conversation, but not in a book where the precise logical syntax matters.

So what it should say is:
‘Add 1 to your total scars and, if you were wounded, untick that box on your Adventure Sheet.’
I’ll correct it in future editions. And this is a good moment to thank John Jones, who generously cast his diligent eye over the Vulcanverse books and caught a number of critical errors in The Wild Woods, some of which spread back in time to book one, The Houses of the Dead. For example, there's the ubiquitous demon Wolfshadow, who was supposed to be killed (in book one) based on advice given to you in book three by King Lykaon -- except that advice and the associated codeword had been missed out. Eek. John suggested a good way to fit the advice into the long spiel that King Lykaon actually delivers in book three:
'Despite my title, there is one wolf I do not rule...' leading into telling you about Wolfshadow and, 'Hey, take one of these arrows of Artemis to King Midas's tomb in Hades to maybe get gold-plated so you can kill that nasty thing why don't you? Oh, and don't forget to fetch along an actual bow, either.'
Unfortunately I'd already done the page layout, so I couldn't make use of John's elegant suggestion and we have to make do with Lykaon just mentioning Wolfshadow in passing. But at least you get the codeword so the book isn't actually broken.

John also took us to task, and rightly so, over the random permadeath the player suffers if they stray into the Slimeswamp without any vinegar. The only possible way to find out that you need vinegar there is to lose a character and have to start all over again. Not a lot of fun if you've just spent hours questing around the other books. John proposes this fix, which we fully endorse. Paste it into your copy of book one if you wish:


I'm barely scratching the surface of all the help John has given us with these books. He's the true hero of the Vulcanverse, and you can bet that after the final book is out I'll resign the position of gamebook editor permanently -- and thankfully!


Also at Blackwell's UK:
And at Barnes & Noble in the US:
Also of interest:

Circe by Madeline Miller
Democracy by Abraham Kawa and Alecos Papadatos
Helen of Troy (Harrison, 2003)
Heroes and Mythos by Stephen Fry
Homer's Daughter by Robert Graves
Jason and the Argonauts (Chaffey, 1963)
The Odyssey (Konchalovsky, 1997)

Thursday 18 November 2021

Caught in the coils

The Coils of Hate was one of the two books that Mark Smith wrote for our Virtual Reality gamebook series. Even thirty years on, my feelings about it are conflicted. By the time Mark handed it in, I’d moved on to another project for another publisher. Then the editor at Mammoth Books, who published VR, called me to say the book needed some work. Actually, a lot of work. Some links were missing. Others were doubled up. Some of it wasn’t typed, just handwritten on bits of paper. You could get a découpé sense of what was meant to be going on by just reading through the manuscript, but you couldn’t actually play it.

I spent the next two weeks trying to reverse engineer the flowchart and fill in the missing sections. I had my other deadline to worry about, so you can bet I was fuming, but it wasn’t all Mark's fault. The flowchart-planning side of gamebooks had never been his forte, and during the writing of this book he had the additional problem of two young kids who had been thought to be merely boisterous but had recently been diagnosed as autistic. Given the pressures, he produced a marvellous piece of writing. The characters came alive with their own hopes, fears and weaknesses. The setting was so vividly evoked you could taste the fog rolling in at night, smell the river-water lapping against lichen-spotted stone bridges, feel the fear lurking down narrow alleyways. And the theme was serious and meaningfully explored. It would have made a superb fantasy novel.

Mark is a big fan of Fafhrd and Gray Mouser, so I shouldn’t have been surprised to discover (as I did quite recently) that The Coils of Hate was inspired by Fritz Leiber Jr’s short story “The Cloud of Hate”. But although Leiber may have had the original idea, Mark did it better. Leiber’s story is really just about anger and violence. Mark drew on his own family’s horrifying experiences in the ‘30s and ‘40s to show what hate is really like once it takes hold of people’s minds.

I said that Mark struggled with flowchart design. Jamie tended to take care of that in their Way of the Tiger and Falcon books, just as I took more of the weight of game mechanics and logic off Oliver Johnson's shoulders for our collaborations. But to be fair to Mark, the structure of The Coils of Hate was especially ambitious. You can undertake multiple activities: opportunistic thievery, investigation into what’s going on, organizing the victims of the pogrom, making sure your friends are safe, and so on. And all that while events are unfolding over time. It’s even more complex than Can You Brexit.

While I was writing a new gamebook for Jamie’s Vulcanverse, I got to thinking how I’d have structured The Coils of Hate. To start with, you’d need keywords that would “remember” how far you’d got through the overall story arc. Say the action is split into four acts. So Keyword_Act_Two tells the book you’re in the second act. (It wouldn’t be called that, obviously; it would be Libation, say. Something that didn’t draw attention to the fact that it’s a time-counting logic flag.)

After completing a subquest, you’d be directed back to a “time counter” paragraph that would then route you to the current act. Something like this:

What about those subquests? The book needs to remember how far you are through them, but that might not (often will not) be linked to what’s going on in the overall arc. For example, maybe you’re calling on your friend Lucie. The first time you meet her she is blithely dismissive of danger. The second time she’s had a bad fright and wants your help. The third time there’s a chance she might betray you to the Overlord’s secret police. So that could work something like this:

And within each option there could be a filter that checks which act you’re in. For example, Lucie might conceivably betray you in the third or fourth act, but not before that. So entry 180 in the example here would then ask, “Do you have the keyword Proteus or Kindly?” and if so you’d get routed to the betrayal storyline; if not there’d be a different encounter with Lucie.

Keywords are needed when something has changed globally that needs to be checked for in multiple places. For example, if the Judain (the persecuted community in the book) are all ordered to wear yellow patches on their clothes, that's something you might see or discuss in several different branches, so I'd use a keyword.

Tickboxes on the other hand track local changes. For instance, the first time I visit an informant some militia come in and smash up his shop. On subsequent visits the book needs to know that the shop is shuttered and there's broken glass on the floor, but a tickbox will do because that's not a condition that makes any difference anywhere else. (We try to minimize the number of keywords because the reader has to check through a whole list every time one is called.)

What triggers the next act? That could be accomplished by tickboxes like we saw in the last example. So the hub section for one of the acts would look something like this:

Taking the prison option, for instance, you’d get into a series of adventures, at the end of which you’d reach a section like this:

Thus, after undertaking four subquests in the current act you're routed through to the next act via section 499 where you'd be given the keyword for that act*. If you were already in act four (as you are in this example) that would lead into the endgame for this book, which involves a showdown with the embodiment of hate as depicted on the cover. Various items and keywords acquired during the adventure would steer the outcome of that battle.


I'm not planning to rewrite The Coils of Hate (Stuart Lloyd already did that) but I am occasionally tempted to revisit the Shadow King storyline that Jamie and I cooked up over twenty years ago. That has the main character trying to stay alive in a world devoid of life but infested with vampires -- sort of an H G Wells take on I Am Legend. I'd definitely need keywords to globally track the passage of time, and tickboxes to record how far you are through various subquests. But is there enough demand for gamebooks these days? Not like there used to be, certainly.




*Any subquest that can only be accessed in the current act would route you back to the hub section for that act (100200300 or 400) but subquests that can be accessed in more than one act would need to send you back to the master hub, ie 555.

Friday 12 November 2021

A devil's bargain

Image by Pulp-O-Mizer
Not many fantasy stories are more often cited as thought experiments in moral philosophy than as fiction. I’m thinking of “The Space Traders” by American lawyer Derrick Bell. In a nutshell: super-powerful beings arrive on Earth and offer the United States money, energy and technological advances if all the non-black people agree to hand over all the black people to the angels/devils/aliens.

The Trolley Problem it ain’t. We can’t know what other people will do when faced with an ethical question. It’s hard enough to predict what we’d do ourselves; look at all the people who are convinced they’d have stood up to the Nazis if they lived in 1930s Germany. Derrick Bell takes a misanthropic view -- in his story there’s a referendum and the black Americans are handed over. If Germany had held a referendum in 1940, would the majority have voted to exterminate the Jews? They certainly colluded with that policy, but it was framed in a way that allowed the average citizen to tell himself that he didn’t actually know what was going on. Being confronted with the stark truth and voting on it – morally pulling the trigger, so to speak – would be a different story. We hope.

And the Jews had been demonized in Nazi propaganda for years. Posters claimed they’d betrayed the country, hoarded gold, spread disease – all sorts of conspiracy nonsense, and (as now) there are always idiots who’ll believe it. But for citizens to turn against a group of fellow citizens out of a clear blue sky – whites against blacks, or blacks against whites, even given the dire racial history of the Confederacy -- would be a whole other matter, surely? We cling to the hope humanity is better than its worst moments.

And yet… Islamic State threw gay men off rooftops and then stoned them if they survived that. The people who flocked to join IS presumably condoned it. Even so, it’s not the same as voting within a normal society to murder a group of people. IS was a self-selected band of extremists; we’d expect them to behave like rabid fanatics.

It seems like it might be easier to turn on a subgroup if belonging to that subgroup is a matter of choice rather than an accident of birth. The English in Tudor times might have voted to round up Catholics, if voting had been a thing. The Khmer Rouge, in common with many populist movements, hated intellectuals and was happy to persecute them. Crusades and holy wars throughout history have been all about exterminating people who don’t believe in your big guy in the sky.

Derrick Bell’s story would be more interesting if, instead of making his fictional citizens outright monsters, he’d presented them with a choice that was more honestly and credibly tempting. “We want all your incarcerated criminals,” the aliens/angels could have said. “No harm will come to them but we’re taking them away from Earth.” Even without the offer of extraterrestrial super-tech, getting rid of those inmates immediately saves the US about a hundred billion dollars. Tempting yet?

It’s still an absolutely appalling scenario. With no idea of what fate those exiles are going to face, a vote to hand them over is heinous self-interest and nothing more. However, until very recently a referendum on capital punishment in the UK would have voted in favour of sending some criminals to their death. That’s a lot worse than being banished to space. As a society we don’t make serious efforts to address the root causes of crime, nor to rehabilitate the criminals we have. In a sense we’re already consigning them to exile from humanity, and we’re not even getting fusion power in return.


How might this sort of ethical Gordian Knot be presented in a roleplaying scenario? An example from our Last Fleet game: the war has been going badly for the fleet, and the Corax offer a deal. Humans can live in peace, but they will be settled on one world and they have to give up all their technology. Effectively it would be a return to a primitive Eden. The Corax undertake to watch over the human planet, ensuring no disease or asteroid impact would ever be an existential threat -- but also to make sure we never develop science that could get us off the planet. The deal in a sense is that the Corax are offering to become humanity's gods. Immediately it gets interesting because some will want to take the deal ("We get to live. Our descendants will know peace, not endless war.") but others will bitterly oppose it ("So the human race becomes the pets in a Corax zoo?") If it's presented as a genuine and tempting option, it could cue a lot of gutsy inter-party conflict. I should add that in our game the Corax were not interdimensional fungi (wtftm) but creations of humanity ourselves. A war against your own rebel children is obviously more interesting than one against a genuinely alien Other.

Or it could be a bargain like the one Clark Ashton Smith postulates in his story "Seedling of Mars". The alien's offer ends up dividing humanity into two warring camps -- which might well have been the intention all along.

Going back to "The Space Traders" idea, the choice needn't hinge on an entire racial or ideological subgroup. People in the millions are abstract. What if it's a single individual? You can have all these wonderful things: free energy, unlimited resources, miraculous medicine, nobody goes hungry… and in return you give us one person. One human being for the lives of billions yet to be born.

What would you do?

Thursday 11 November 2021

Return to Golnir


I'll just whet your appetite with this gorgeous Golnir map and then hand you over to Victor Atanasov, head of Prime Games, to explain about all the new adventures, new skills, new items and new gameplay features that are waiting for you right now.

Friday 5 November 2021

Icon of Death

I keep whingeing about how exhausting it is to write the Vulcanverse gamebooks, work on which has taken me most of the year, and meanwhile Red Ruin Publishing have been steadily releasing top-class Dragon Warriors gamebooks with no fuss whatsoever. I feel chastened.

The latest in the series is Icon of Death by David M Donachie, it's completely free, and it's set under the blistering sun of Outremer. Watch out for mirages and forsaken lazars.

"As he smoothly lowered me into the gloom, I held forth my lantern and gazed at the cold, wet stone..."

Also just out and also free: a new Cedric and Fulk adventure, "The Well of All Tears", in a chapbook that also includes pieces on zombie beasts and gallows wood (the material, not the place, though both are ominous).

Thursday 4 November 2021

Like the leaves, we'll ride the breeze

Exciting news from Prime Games: the early-access Fabled Lands CRPG is about to expand to include Golnir as the content from Cities of Gold & Glory gets added. You won't want to miss that, so grab it on Steam now before the Trau beat you to it.

And if you're wondering about the title of this post, here's the perfect musical accompaniment for a few hours' exploration of Golnir. And it's got Christopher Lee!