Pages

Friday, 28 June 2024

The sense of an ending

My first memory of the public library is of lugging home a volume of Norse myths as heavy as a thunder-god’s hammer. A red-bearded bruiser with a laugh like the sky splitting. A silver-tongued schemer who can’t help brewing mischief. Together, they fight giants. I was hooked right out of the gate.

Soon after that Doctor Who’s cliffhangers held a generation of children spellbound week after week. James Bond felt like he’d go on forever. (Funny, that.) And the British comic TV Century 21 wrapped all those now-classic Gerry Anderson puppet shows into one shared universe. It all fed the notion that stories don’t ever have to end.

"Give me a child until he is seven..." No truer word, only in my case it wasn’t the Jesuits, it was serial storytelling. And that's fine for kids, in the eternal summer they inhabit, but as we get older we realize the ending of a story is what gives it meaning and value.

What about roleplaying campaigns? In the old days, campaigns were as open-ended as a daytime soap. Campaigns like that can eventually reach a natural conclusion, which is perfect if all the players agree. More often they fizzle out for external reasons, which is rarely satisfying. Nowadays, when campaigns are often built around a high concept with a beginning, middle and end (like Tim Harford's brilliant Redemption campaign, or his equally inspired Earthsea-style saga The Conclave) or designed in seasons like a TV show (Camelot Eclipsed or Keeping the Peace) it's worth thinking about how you can bring them in to land.

Writing guru Rebecca Makkai has some great tips about this. It's a longish series, but worth studying.

  • Part One is about open vs closed endings.
  • Part Two is about endings that come about structurally. For example, in Redemption the campaign ended when we reconsecrated the abandoned chapel we'd been sent to find.
  • Part Three is about meaning, the takeaway you get from the ending.
  • Part Four is about the sound, style and tone of the ending. (To apply this one to roleplaying campaigns requires a bit more work.)
  • Part Five deals with the change brought about at the end.
  • Part Six concerns the way the ending shades into past, present or future.
And author Brandon McNulty has an excellent video essay on what distinguishes good endings from bad ones.

Friday, 21 June 2024

Silver linings

Eight years ago almost to the day, a referendum in the United Kingdom voted 52/48 to leave the European Union. Regular readers cannot fail to have noticed that I was one of the 48% (nowadays more like 63%). I didn't imagine I could know in advance whether the eventual outcome would be good or bad, but I do know that extreme perturbations to complex systems (like modern societies, for example) can have highly unpredictable results. Unless the current state of such a system is catastrophically bad to the point of imminent failure, it never makes sense to make revolutionary changes rather than gradual ones. There were indeed British communities where people figured their situation literally couldn't get any worse. I couldn't even start to get my head around such thinking until I watched this, given that median wealth in the UK is twenty times the median wealth globally, though I tried to keep my own preferences (some would call them prejudices) out of the way enough to ensure that Can You Brexit was an even-handed look at the pros and cons.

I strive for an open mind on all issues, so it's only right to admit now that it's not all been bad news since the referendum. Admittedly the UK is considerably poorer as a result of leaving the EU's single market -- unnecessarily so, too, as the Norway model was an oft-touted Brexit plan among the more moderate of the Leave campaigners. But there are upsides. Immigration into the UK has increased since the Brexit vote and, contrary to the beliefs of the ship-'em-to-Rwanda mob, those immigrants are integrating well into British life and bring valuable skills, energy and culture. New citizens are also now coming from a wider diversity of backgrounds rather than just Europe. So that is good news, albeit the opposite of what most of the people voting Leave actually wanted.

By the 2010s the UK had long been in need of a way to break the old political mold. The main parties stood for fossilized versions of the socioeconomic classes of a century ago, not today's class structure, but Britain's first-past-the-post voting system prevented any reconfiguration of the parties to fit modern UK society. The Brexit vote had the effect of radically shaking up what the main parties stand for. The electorate would have done better to switch to an instant-runoff voting system when they had the chance in 2011, but that became another of history's missed opportunities. (See also the US Presidential election of 2000.)

Also, Britain seems to be escaping the trend towards nationalist populism (indeed, let's just call it fascism) that's surging across Europe. The British Isles have always been stony ground for fascists, and the Britain First party (whose leader has publicly supported lynch mobs) are faring no better among voters than Oswald Mosley's lot used to. Meanwhile, although the slightly less toxic Reform Party has been climbing a bit in the polls, that rise is largely matched by the decline in the Conservative Party's fortunes. Between them, Britain First and Reform are effectively Britain's far-right Tea Party/MAGA movement, liable to get noisily vexed about any measure that's even halfway sensible, informed, decent or rational. The greatest shame about their electoral alliance is that it's sullying the good Whig name of Reform, but eventually their supporters will get absorbed back into the Tories where their reactionary stridency will be dulled to a general grumble of dissatisfied resentment at the modern world. The example of Poland shows what harm can be done to the mechanism of state once you let people like the PiS stick their finger on the scales, but that threat seems far greater in many EU countries (and across the Atlantic, sadly) than in the UK.

Europe needs to worry about defence, of course, and while I preferred the days when Churchill could sell the concept of the Declaration of Union, post-Brexit Britain at least didn't vacillate in supporting Ukraine against Putin's invasion. It might make more sense to have a truly united European front, especially if Ukraine falls and Putin starts hoovering up the former Soviet states, and given that the next US President (and maybe the next French government) might be more pro-Putin than pro-NATO, but there's little sign that the EU as a whole is more alert to that threat than Britain is.

In another eight years, will I say that the Leave vote was a good idea? Steady on there. I'd still prefer my Enlightenment dream, but that might be one to put alongside the Mars colonies and controlled fusion for everybody and the von Neumann probes equipped with strong AI. At this point I'll settle for a world with fewer despots and more equality, and if getting that means distracting populists with some shiny trinkets like Brexit then so it goes.


Cambridge Econometrics analysis of the effects of Brexit (PDF)
Post Factum analysis of the pros and cons of Brexit as of summer 2024

Friday, 14 June 2024

Growing up in the heart of the Vulcanverse

If you've seen any of the recent posts, you already know that Vulcanverse is a solo role-playing game set in an open world, meaning that you can play the gamebooks in any order, coming back to earlier books whenever you travel to the region they cover. Instead of a single storyline there are virtually unlimited adventures. 

Although it's nominally the fifth and last in the series, Workshop of the Gods is a good place to begin your adventures. You’ll have the advantage of having grown up in the city, so you’ll be familiar with the streets and landmarks, and also there are characters who will task you with quests right from the start. Not only that, they'll give you some hints to help you on your way.

Any one book in the series is enough to get started, as in Fabled Lands, and other books allow you to explore more of the Vulcanverse. You will keep the same adventuring persona throughout the books – starting out as a novice but gradually gaining in power, wealth, prestige and experience throughout the series.

OK, why don't we run through the rules and then you can try it for yourself by launching into the first part of the adventure...

ADVENTURE SHEET
Your Adventure Sheet lists everything you’ll need to keep track of while playing. There's an online Adventure Sheet you can use, but don’t fill it in yet. That will happen as you begin your adventure.

ATTRIBUTES
You have four attributes whose values typically range from −1 to +2 as you’re starting out. You will discover your attribute scores as you play. The attributes are:

  • CHARM: Your understanding of people and their motives. 
  • GRACE: How agile, supple and quick you are. 
  • INGENUITY: Cunning and reasoning, and your ability to think on your feet. 
  • STRENGTH:  Physical might and endurance.

The maximum possible innate score in an attribute is +5. If you are at maximum and are told to add to your score, it has no effect.

Items that augment attributes
There are items you can acquire that boost your attributes while you have them. These are:

You can only use the bonus from one such item at a time. So if you had a laurel wreath that gives CHARM +1 and a golden lyre that gives CHARM +2, you’d only get the CHARM bonus from the latter. Similarly, two laurel wreaths still only give you a +1. 

An item can augment your attribute score above the innate limit of +5. If you have a STRENGTH score of +5 and you possess an iron spear, your total STRENGTH bonus when making a roll counts as +7.

Making an attribute roll
Attribute rolls are made to see if you succeed at a task. These are rolls of two dice with a difficulty that you must equal or beat to succeed. For instance, you might be told: ‘Make a STRENGTH roll at difficulty 7’. You roll two dice, add your STRENGTH score (including the modifiers for any one possession that boosts STRENGTH) and to succeed you need to get 7 or more.

Example: You are at the bottom of a cliff. To climb it you need to make a GRACE roll at difficulty 5. You roll two dice and score 4. Your GRACE attribute is −1 but luckily you have winged sandals which give a +2 GRACE bonus, so your modified GRACE is +1, just enough to make the roll a success.

A roll of double 6 (‘boxcars’) is always a success regardless of difficulty. A roll of double 1 (‘snake eyes’) is always a failure regardless of modifiers.

WOUNDS
The Adventure Sheet has a box labelled Wound. This is unticked at the start of the adventure. From time to time you may be asked to put a tick in it. You only have one Wound tick at a time; if you’re asked to tick the box when it is already ticked, you don’t add another. While the Wound box is ticked you have injuries, and must deduct 1 from any attribute roll until the box is unticked. 

If you have an item such as tincture of healing that allows you to untick the Wound box, you cannot use it to avoid taking a wound, only to remove a wound after you have taken it. So if you do take a wound, apply any effects listed and when you turn to the next section you can then use the item to heal.

SCARS
You begin with no scars, but may acquire them from lasting injuries or from returning from the afterlife. Scars are a mixed blessing. Many people will shun you because of them, but others will admire or fear you more.

POSSESSIONS
Possessions are always marked in bold text, like this: iron spear. If you come across an item marked like this you can pick it up and add it to your list of possessions.

You can carry up to twenty possessions at a time. If you come across an item you want when already at your limit, you’ll have to discard something to make room. There are places in the Vulcanverse where you can leave possessions and come back for them later.

MONEY
You can carry any sum of money (measured in a coinage called pyr). You’ll discover as you play whether you have any money to start off with.

GLORY
Glory starts at 0 but will grow as you perform deeds that increase your renown. With high Glory you will be recognized as a hero and given more respect by those you meet.

CODEWORDS
There is a list of codewords at the back of each book. Sometimes you will be told you have acquired a codeword. When this happens, put a tick in the box next to that codeword. If you later lose the codeword, erase the tick.

TITLES
Titles record the achievements you have earned, marking you as the champion of a city, protector of a temple, admiral of a fleet, or even a monarch. You will be told when you acquire a title.

BLESSINGS
If you fail an attribute roll, you can use up a blessing to roll the dice again. You can only do that once per roll, so you cannot use a second blessing to get another reroll if the first one fails.

You can have up to three blessings at a time. You start the adventure with no blessings. Usually the place to get blessings is at a shrine or temple, but you may find other opportunities to acquire them.

COMPANION
As you travel the Vulcanverse, you will sometimes meet people who are willing to journey with you. You can have one companion at a time. When you pick up a new companion you must remove your current companion, if any, from the Companion box. You can also part company with a companion at any time just by deleting their name from the box. You do not have a companion at the start of the adventure. 

CURRENT LOCATION
You’ll use this box from time to time to keep track of where you are. You will be told when to use it. Whenever you are told to record an entry number in your Current Location box, first delete any number that was already there.

Want to try the intro sequence for yourself? It covers your childhood in Vulcan City, generating your character according to the life choices you make, so by the end of it you're ready to set out on your adventures. You can download that demo here.

Friday, 7 June 2024

Actions and consequences in an open world

When I mentioned on social media that Vulcanverse would be the first open-world gamebook series to be finished, somebody rightly pointed out that "finished" is a moot term when we're talking about open-world adventures. Fabled Lands, for example, is famously incomplete -- but all that actually means is that you can only explore about two-thirds of the areas shown on the map. If and when we ever type "The End" on Fabled Lands book 12, that wouldn't constitute an ending in the way a linear story ends. You can go round and round forever. That's what open worlds are all about.

Vulcanverse is different. Superficially it is like Fabled Lands, a sandbox for adventuring in, but that's deceptive. It's actually more like an open-world CRPG where you can take up quests in any order, but they feed into a central story thread that will lead you to a grand finale. Minor quests allow you to qualify for major quests, and some of those have payoffs that change the landscape of the game (literally) or win you allies who may rally to your side at the showdown with the Big Bad.

The last half of Workshop of the Gods (around 880 sections out of 1667 in total) is devoted to that endgame track, and once you complete it the game is over. You can bide your time entering the endgame, gathering everything and everyone you think you'll need, but once you're on it the structure is pretty linear. It's like a traditional gamebook from that point, sacrificing complete freedom of choice in favour of a dramatic conclusion.

I got to wondering how many quests are up for grabs in the whole five books. One clue might be in the codewords that we use to keep track of earlier decisions. For instance, if you begin your adventures in Book Five you start with the codeword Reverie. That remembers that you have a home and family in the city, and that you are familiar with the main landmarks. Titles such as Amazonian Queen or Tricked by a Water Nymph serve a similar function, the main difference being that you can see what the title records whereas the function of a codeword is usually not obvious immediately.

There are about two hundred codewords and seventy-odd titles across the five Vulcanverse books. As a quick yardstick, that might suggest around 250 quests (given that you might pick up more than one codeword on the bigger quests) but actually it's the tip of the iceberg. We only use codewords and titles when a player choice can have consequences anywhere in the Vulcanverse. All sorts of people you meet will react differently if you're the Amazonian Queen, for example.

But there are plenty of quests that don't have global repercussions, so to avoid having to check codeword lists too often we use a non-global logic filter: the tickbox. A tickbox is located "in the code". At the point that you arrive at a location, say, a tickbox could record whether this is your first visit (in which case you get the longer description) or a follow-up. Multiple codewords can be used to trigger different events each time you visit the location, as in the case of the tengu king's court in FL Book Six:

With a little extra tweaking, a tickbox can serve to filter a quest that is not yet complete, or that has just been completed, or that you completed a while ago. Here's an instance of that from Vulcanverse Book Four:


In this case, section 912 gives you the set-up conditions before the quest is dealt with and asks if you have what's needed to fulfil it. Usually you'll go away and come back later with what you need, though you might be lucky enough to have it already -- an item, a codeword, a companion, etc. If and when you do, 912 steers you to a section (or a whole subquest loop consisting of many sections) that if successful routes you back to 408 with the instruction to tick the box. At that point, you'll then go to section 1043 and be told the outcome and what reward you get. If you return to the Atlas tree later on, you'll see that the box is already ticked and so you'll go to section 1007, which tells you the new status quo that applies since you resolved the quest.

There are a lot more localized quests than globally significant ones, just like in a CRPG, so at a rough guess that means the whole Vulcanverse series comprises about six or seven hundred distinct quests. Some just earn you an item or a stat boost. Others unlock bigger quests. Each of the first four books features three major quests called labours, and when you've completed all twelve of those it unlocks the possibility to jump into the endgame in Book Five whenever you're ready.

I haven't seen a breakdown of the quest structure for something like The Witcher or Baldur's Gate, but I'm curious to know how the scope of those games measures up beside Vulcanverse. If you know the numbers, share them in the comments. And if you have a loved or loathed gamebook design feature -- maybe you can't stand writing in books, or you don't like logic gates -- let us know about that too.


Tickbox and codeword spreadsheet for all 5 Vulcanverse books
Buy the Vulcanverse series on Amazon

Sunday, 2 June 2024

How To Back Horses & Yourself

Friend of the blog Andy Fletcher will need no introduction to anyone who follows the comments around here. He can be relied on to contribute to any discussion with wit and wisdom, so it's no surprise that his book How To Back Horses & Yourself is a thoroughly enjoyable read that will half the time have you laughing out loud and the rest of the time scribbling notes to remind yourself of all the brilliant insights.

Andy has walked the walk, having had considerably more success picking winners than most bookies have had picking their ties. That said, personally I'd give good money to have a tiepin like the one on the cover, if only because it would please my granddad, who was a great one for the horses. He'd claim not to understand my maths homework and then he'd reel off the statistics for a series of races at a speed that would have left Red Rum in the dust.

Andy has kindly given permission for a little taster of the book. This is one of the appendices, so it doesn't convey the full value of the book's contents but it does show you that our man has the gift to entertain.

Omens and Auguries 

I read somewhere that every book requires a backstory. This is a somewhat self-indulgent one, where I drone on about how my love of fantasy adventure gamebooks and a children’s book series played a part in my book’s creation. So, if you’re only interested in horse racing, I suggest you leave now, no hard feelings. Please just remember to shut the door on the way out.

SLAM! I must admit, I wasn’t expecting that many to leave. Still, we’ve cut the wheat from the chaff so to speak. Quality not quantity as they say. It would seem like it’s just you and I left then dear reader. (Stop trying to write the afterword like Stephen King and get on with it you vile polyp, otherwise prepare for pain! - The Warlock). Gulp! Right you are, oh splendid one!

Blimey, his temper hasn’t improved much this last 40 years or so, has it? That is of course assuming you remember ‘Warlock’ magazine from the mid-1980s, and perhaps more specifically, Jamie Thomson’s ‘Omens and Auguries’ column, which I absolutely loved. (Right, you were warned, prepare to spend eternity dealing with auditors you putrid maggot! - The Warlock). No, anything but that oh mighty one! You’ll find this next bit really interesting I promise!

Phew, I think we’re ok for now. ‘Warlock’ magazine supplemented the ‘Fighting Fantasy’ adventure gamebooks that were so popular in that era. However, it was Jamie Thomson’s gamebooks that were my favourites. (What was that gamebook bilge called which Thomson and his old crony Mark Smith peddled back in the day? The Day of the Toga and Kestrel, that’s it! - The Warlock). Erm, I think you mean ‘The Way of the Tiger’ and ‘Falcon’, oh supreme one.

Being a fan of ‘Monkey’, Bruce Lee and ninja films, it was no surprise that ‘The Way of the Tiger’ were my favourite gamebooks. Undertaking the ‘Teeth of Tiger’ throw was certainly not advisable unless in the vicinity of a bouncy castle. Some of my GCSE artwork were ninjas ripped off from the books. When the artwork didn’t get graded, the school told me my work had vanished. The irony.

‘Golden Dragon’ by Dave Morris and Oliver Johnson was another favourite series, though even the fabled WHSmith book ordering counter couldn’t find ‘Crypt of the Vampire’. I roamed across the Midlands for months trying to locate it. A few years later, I bartered my entire magazine collection with someone at school who owned a copy. (WHAT?! - The Warlock). Erm, except ‘Warlock’ of course your greatness.

On a nostalgic internet browse in 2011 many years later, I stumbled across a book called ‘The Dark Lord’ by Jamie Thomson. I wondered whether it could be the same Jamie Thomson, favourite author from childhood? It was, and I was pleasantly surprised when Dave Morris, author of the ‘Golden Dragon’ gamebooks, replied to a remark I’d made on a comments page about it.

Doubtless I wasn’t within the intended age readership range, but the Dark Lord book was brilliant. The humour a throw-back to the author’s ‘Warlock’ column. (Pah, that piffling Dark Lord is no match for me, I could destroy the pipsqueak with my eyes shut! - The Warlock). Oh, I totally agree your wonderfulness.

In 2012, my wife and I went on honeymoon to Sorrento and the only book I took with me was The Dark Lord sequel, ‘A Fiend in Need’. We encountered weather of biblical proportions. Having several gripes with the travel firm Thomson, I had a flash of inspiration to write a book, comprised of increasingly unreasonable complaint letters to them, working title ‘Dear Thomson’. It would be based upon real events, with the irony of only having the Dark Lord book to read. I made notes, but writing a book was too much like hard work.

A few years later, much to my delight, I had another comments conversation with Dave Morris, that led to me discovering he has a blog, ‘Fabled Lands’, which I have continued to read. I also rediscovered his excellent ‘Virtual Reality/Critical IF’ and ‘Bloodsword’ series. (Spare me your sycophantic gibbering about that lickspittle’s drivel! - The Warlock). Of course, brilliantness.

Years later, I mentioned ‘Dear Thomson’ on the Fabled Lands blog. After words of encouragement from Dave, an abridged version of ‘Dear Thomson’ felt the need to expunge itself from my system over the course of a few days, enabling me to sharpen the pencil as it were for the main event of ‘How to Back Horses’. I sent ‘Dear Thomson’ to Dave, who gave me some kind feedback and useful writing advice. I quite like ‘Dear Thomson’, so have left it here for prosperity.

See, that was a really interesting story wasn’t it your appendixness? (Not in the slightest. On the subject of Thomson, he’ll feel my wraith when I find out which rock he’s crawled under, and… hang on, what did you just call me, you snivelling little worm? - The Warlock). Gulp! Erm, just a slip of the tongue oh wonderous one. Anyway, you can’t just go around punishing people anymore, things have changed in the last 40 years! (Yes, I’d heard they’d banned smoking in most places, but we’ll see about that! - The Warlock).

ZZAP! SIZZLE! ‘ARRRGHHHHH!’


How To Back Horses & Yourself by Andy Fletcher is now on sale from Amazon, and for one week only you can get it at half price. Don't miss your chance to back a winner.