Suppose you’re writing a gamebook and you want the player to be able to travel from Wishport to Haggart’s Corner on this map. In its simplest form that would require a section (A) for Wishport, a section describing travel on the road (D) with possible side encounters, and a section (F) for arriving at Haggart’s Corner.
In an open-world gamebook it gets a bit more involved. Now you might be travelling on that same stretch of road either north to Haggart’s Corner, or in the other direction south to Wishport. In Fabled Lands we wanted to have random encounters occur when the player is travelling, so we needed a section (C) to handle those. Each encounter could be an entire side-adventure, though the two in this example are both very short. Once the encounters are resolved, or if you didn’t get an encounter, you’re routed to section D and can decide which way to head. Like this:
A
Wishport is a picturesque town set at the
back of a bay rimmed by white cliffs. Fish, oil, dyes and other commodities are
packed here for transport inland. You can buy a town house here for 100 Shards.
If you decide to do that, cross off the money and put a tick in the box by the
town house option below.
[Various options in the town] …
Leave Wishport turn to B
B
From Wishport, you have the option to put to
sea, take the road to Haggart's Corner, or travel cross-country. In order to go
by sea, you must either possess a ship which is docked in the harbour (check
the Ship's Manifest) or find a captain who is willing to take you as a
passenger.
Go to the harbour turn to ---
Take the road north turn to C
Go west towards Metriciens turn to ---
Go east into the Magwort Fens turn to ---
C
The road follows the ridge of low hills
extending out into the headland of Knucklebones Point.
Roll two dice for encounters:
Score 2-5 Eerie things turn to X
Score 6-8 Uneventful journey turn to D
Score 9-12 Penniless
adventurers turn to Y
D
You are on the road between Wishport and Haggart's
Corner.
Follow the road to Wishport turn to A
Go north to Haggart's Corner turn to E
Go due south towards the coast turn to ---
Go east into the Magwort Fens turn to ---
E
The town of Haggart's Corner stands at a place
where three roads meet. Here, in certain seasons of the year, the trau are said
to come and trade their marvellous trinkets in exchange for human favours.
Stop at Haggart's Corner turn to F
Continue on your journey turn to G
F
Haggart's Corner is a pretty, pastel-hued
town. Houses with high gables and mullioned bay windows are set around a series
of courts where fountains splash dreamily in the sunlight.
[Various options in the town] …
Leave Haggart's Corner turn to G
G
The fey, sleepy, whimsy-tainted air of
Haggart's Corner is soon forgotten as you turn your face to the wind and
journey onwards.
Take the road to Metriciens turn to ---
Head to the Monastery of Molhern turn to ---
Take the road to Wishport turn to C
X
Misshapen sprites with grotesque faces come
scampering out of the hedge beside the road. Tittering to themselves, they prod
you with gnarled fingers and discuss whether you are worth eating.
`Give us an emerald and we'll let
you go,' pipes up one of the sprites.
It seems they will accept a green
gem to leave you in peace.
Give them a green gem turn to D
Make a break for it turn to Z
Y
Three penniless wanderers tell you a tale of
being washed up on a lonely shoreline. ‘Still, we're determined to make names
for ourselves,’ they vow. Their predicament reminds you of your own early
career, so you give them a tenth of any cash you have on you (rounding
fractions up). Only later, while passing through a village, do you remember
seeing their faces on a wanted poster.
Turn to D.
Z
Guffawing, the sprites let you go. You run pell-mell until there's no breath left in you. Only then do you notice that they stole one of your fingers. Lose 1 from THIEVERY (down to a minimum score of 1) and turn to D.
This example is a simple one, but as I said those encounters could be entire quests in their own right. That creates some difficulties. First of all, once the player has dealt with a major quest such as exploring a ruined castle we may not want them to experience it again. One way to deal with that is to put a check box in the first section of the sub-quest – something like this:
Section R is the ‘defused’ version of the encounter – the castle is empty, nothing to see here, back to D. That’s assuming you only want the player to have one crack at exploring the castle. If it’s possible for them to fail – and flee, or die there – then you might need to filter it with a keyword, so that they only go to the defused version of the encounter once they’ve handled it successfully. Incidentally in Vulcanverse, where I needed to stop the keywords from proliferating to an unmanageable degree, I used a structure like this instead:
There you embark on the sub-quest at 306. No matter how many times you come back here, if you haven't successfully completed the quest you'll go to 306. When you do complete the quest you'll be told to turn to 41 and tick the box. Section 476 gives you the spiel for having just completed the quest. Section 734 is for if you return here subsequently. (Incidentally I used a similar mechanic in Can You Brexit? to determine when the player had resolved one of the UK/EU negotiating points.)
The other problem with putting sub-quests on a random encounter table is that the player might just walk back and forth among that same section of road repeatedly until they get the special encounter they want. In Fabled Lands that’s a passage of time issue, similar to the way we don’t want players to make investments at the merchants’ guild and walk back in minutes later to collect a windfall:
Notice those keywords Almanac, Brush and Catalyst. You can only get those by travelling to a distant port. Then when you return you get to roll to see how your investments have been doing:
You could use the same mechanic to prevent the player repeatedly traversing the same stretch of road to get that lucky encounter roll. Just mark the encounter as only happening if the player has the keyword Afar or whatever, and remove Afar after they’ve been along the road – so then they’ll have to voyage off to Sokara in book one to collect Afar again.
It’s not ideal, because it’s contrived. We’re trying to represent passage of time, which a paper gamebook obviously can’t do directly, so we say that if you’ve visited a distant location, which we can keep tabs on, then time must have passed. But the player is bound to wonder why going to a specific location in book one arbitrarily unlocks an unrelated quest opportunity in book two. It breaks suspension of disbelief.
If you can think of a better solution, I’m all ears.








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