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Thursday, 23 July 2026

Three snippets

A few bits of news. First, if you haven't been following the design updates on the Blood Sword CRPG from Prime Games then you're missing a real masterclass in how to create interesting rules mechanics. Fix that, starting here.

Second, I just ordered a copy of The Crowd & The Court, a roleplaying supplement that chucks out alignment and shows how to create believable NPCs behaving credibly. As an advocate for culture gaming and a lifelong adversary of alignment rules, of course I was hooked.

And lastly, Grim Jim Desborough will soon release his Japanese RPG Stray Crows (video above, website here). I'm still planning to release Tetsubo, which was originally designed around Warhammer but will now come in two flavours, one using Paul Mason's Outlaws rules (as in the outlaws of the Water Margin), and the other (龍の武士) using Dragon Warriors. But that's taken me thirty years already, so we can thank Amaterasu that Grim has beaten me to it.

Come back tomorrow, when the Muse will be telling us about that man of many ways and wiles, the ever-resourceful, city-conquering Odysseus, king of Ithaka.

Friday, 17 July 2026

Making stuff up

Uh-oh, it’s happening again. The players are going off-piste. You thought they were going to zig but they zagged. They’ve got the bit between their teeth and on top of that they’ve got the wrong end of the stick – except that it’s only the wrong end according to your notes, because whatever the PCs do, that is the story.

And this is all good, because now you’re forced to improvise, and improvisation is the key to pulling down the lightning so that, instead of just lying inert on the slab, your scenario comes alive. Nobody knows what will happen now, including you. That’s what makes roleplaying fundamentally different – and often much more exciting – from traditional scripted media. It’s storytelling in retrospect, but right there in the moment, it’s life.

(If you want a good example of how real life is much more engrossing than most fiction -- in short, how it spawns better stories -- compare the documentary Beautiful Young Minds with the excruciatingly lame and formulaic fictional version of the same characters in the movie X+Y. With all its genre tropes, the latter resembles a preposterously proportioned toy breed of dog in comparison to the natural honesty of the real-life version.)

"[David Lynch] is not following some screenwriting template where the characters are going someplace, they arrive someplace, and then it closes. Storytelling doesn’t have to be that way at all, especially if you’re interested in delivering a different type of truth."  -- Oisin Fagan

But for improv to work its magic, you can’t just apply it as a sticker slapped on the chassis of the planned scenario. For example, the characters are going to a secluded mansion to interview an NPC with important information. Instead of going by road, as you expected, they park on the far side of the woods and walk to the mansion that way. OK, this is a great opportunity for improv. You can build atmosphere and threat. You could have them find something sinister in the woods. Maybe somebody has tried to burn something out in the woods? Something heavy was dragged this way? Is that a mound of freshly-dug earth? And what about this makeshift tent as if somebody has been living rough out here?

But whatever you do it will be more effective if it connects to the core events rather than simply being a closed side-loop for the characters to deal with that has no bearing on anything else. Whatever emerges from this improvised woodland trek should tie back to the adventure. Maybe the burned papers contain fragments that hint at the NPC's secrets. Maybe the drag marks lead to a shallow grave that changes everything the players thought they knew. The goal isn't to create a self-contained side quest that gets resolved and forgotten, but to deepen and complicate the main narrative thread. Use the woodlands sequence as an opportunity to extemporize from what you know is going on at the mansion.

Improvising is easy for the players. They just have to think in-character and do what their game alter egos would do, and events unfold automatically from there. "What is incident but the illustration of character?" as Henry James put it. For the referee (or GM if you must) it's harder. He or she is not reacting from within the world except when improvising an NPC's choices. When in authorial mode, the risk is that the referee will improvise something clichéd -- as all writers tend to do when under pressure, which is why we see the same story tropes over and over again in TV/movie drama. Here's a trick for avoiding that. Whatever you first think of, put that idea aside and improvise something else. I ran a whole Krarth campaign that way and avoided all my bad habits. It was like somebody else was running the game, and the results were as surprising to me as to my players.

In this episode of The Good Friends of Jackson Elias, the chaps describe an example of ‘extreme improv’. A player goes upstairs in the empty house and returns saying, ‘I found the missing woman’s diary and it explains everything she was up to in the days just before she vanished.’

Now, this sounds like a passive-aggressive way of telling the referee: ‘Too slow, bored now, get on with it.’ Obviously you can’t block by saying, ‘You didn’t find a diary,’ because that discourages improvisation. So how about: ‘The diary is interesting because it’s so uninteresting. The entries are all brief and pedestrian. Could she really have led such a boring life? Then you find an entry where she’s written something that’s been heavily crossed out. Holding it up to the light you can see she began writing, “At last! Exciting news from – ”. And she broke off there and scrawled out what she'd written.’

Now the players might realize: ‘She made a mistake writing that. So she must have had two diaries, one for show and one for secrets. We need to find the other one, where she recorded the important stuff.’

We could call this improv aikido, using the player's energy and redirecting it productively. The player’s improvisation is rewarded – it’s told them what they need to do – but you don’t have to drop the clever stuff you had planned for how they find it. Of course, if the player then says, ‘Yeah, I found the other diary too; it was in the same drawer,’ then she really is hating this game and you might as well play something else.

The best improvisation doesn't feel like improvisation at all. It feels as if the story was always meant to unfold this way, even though you and the PCs are making it up as you go. When you achieve that seamless integration of planning and spontaneity, you create something that no author or writers’ room could ever achieve – the plot that emerges out of contingency and character in a wonderful cascade of events that nobody could have predicted.

Thursday, 16 July 2026

Bird's-eye view of the Vulcanverse

Following on from the flowchart for Fabled Lands book 8 that we looked at last time, here are the flowcharts for the Vulcanverse series. They're purposely zoomed-out to avoid spoilers, though you might glean some tantalizing clues from the close-up on one codeword in The Pillars of the Sky. The whole series is more than 6000 sections, but if you've got a hankering for an awfully big adventure then choose any of the books and dive on in.





Friday, 10 July 2026

Books that you explore

I'm not sure about the term "ergodic" literature. It's derived from ergon (= work) + hodos (= path) and supposedly refers to a book for which "nontrivial effort is required for the reader to traverse the text". But that's true of a lot of academic textbooks and some novels. I'd certainly have to exert nontrivial effort to make it through a Lee Child or Harlan Coben book. Ergodicity already had a meaning before it was appropriated for tricky books, and it doesn't help anyone if terms end up with multiple meanings (see also: confabulate) so, if we're looking for a fancy-sounding term for gamebooks and other lean-forward texts what about polyhodal?

Whatever term we use, "Lost in the Labyrinth" on the Beautiful Books website provides a very comprehensive guide to such books, from Italo Calvino's If on a Winter's Night a Traveler to Edward Powys Mathers' Cain's Jawbone by way of Choose Your Own Adventure, Fabled Lands, and even Tristram Shandy. There are titles here I'd never heard of, presented in a form that's an exploration in itself. Set off (no need for a map) and see where the journey takes you.

In related news, Riccardo Scaringi, host of the podcast Il Gioco in Tavolo, has just released a book of interviews with such gaming stalwarts as Ken St. Andre, Sandy Petersen, Kenneth Hite, and Shane Hensley. I'm in there too. Narrative at the Crossroads is on sale now.

Also on the subject of gamebooks, Paul Gresty was writing the eighth Fabled Lands book, The Lone & Level Sands, but had to abandon it because of other commitments. That was a shame, The Serpent King's Domain being regarded as perhaps the best in the series, but the good news is that Paul handed over around 750 finished sections. By the standards of most books that's almost finished. We're now looking at bringing in writers to help complete it. The book should eventually round out around 900 sections and will hopefully be the basis of new add-on content for the Prime Games CRPG. To whet your interest, here's the flowchart.


Friday, 3 July 2026

Comicon in Bergamo

Last weekend I was at Comicon in Bergamo as a guest of the festival organizers and my Italian publisher, Edizioni Librarsi. Jamie Thomson and I joined in a panel discussion (pictured above) on AI, technology and gamebooks, chaired by Francesco Di Lazzaro, and we sat in on a talk on gamebook design by Marco Zamanni

Our colleague on the panel was Gianmario ("The Teacher") Marelli and our superpowered translator was Giulia Brugnetti. Jamie was more sanguine about AI learning to write well, while I and Gianmario think (because good writing is a multi-faceted skill that doesn't lend itself to reinforcement learning, or even particularly well to supervised learning) that it's better used for the grunt work of writing to free the author's time for the actual creative part. Think of yourself as the manager/writer and the AI as your assistant.

For his design lecture, Marco used the interesting example of a gamebook based on Italo Calvino's The Cloven Viscount, a magic realist fable in which a character is literally split into two selves by a cannonball. The choices could emphasize the polarization of attitudes, whether the player wants to be purely "good" or utterly "evil", though when you repress half of your nature it has the habit of surfacing catastrophically. Alternatively you might concentrate on unifying the two selves. Not that Marco was suggesting anybody should actually vandalize Calvino's story by turning it into a gamebook, you understand, but it's an interesting thought experiment.

While at the con I met up with Valentino Sergi, who headed the design team on Blood Sword 5e, and he's hopeful there will be news about a 5.5e version soon. We also got to talk to author Alex Calvi, who translated a couple of my books for Librarsi. We all agreed that nobody could replace Russ Nicholson but that Marco Sada would be a great artist for any future Fabled Lands books. Oh, and on the subject of FL, Jamie blurted out the news that he's begun work on Into the Underworld, the 12th book, so that was a bit of a scoop.

The cosplayers at the convention showed great stamina, walking around in some heavy-looking costumes in temperatures nudging 38°, and Jamie and I signed a lot of books. Flying by RyanAir was hell, given the heatwave and delays of up to three hours each way, but (as Stevenson should have said) it is better to arrive than to travel without hope.