Gamebook store

Showing posts with label Alkonost. Show all posts
Showing posts with label Alkonost. Show all posts

Tuesday, 26 March 2024

Passion projects

Here are Laurent and Patrick of Alkonost Editions talking about the thriving world of gamebooks and roleplaying in France. My publishers back in the 1980s and 1990s were fine supportive folk, but series like Dragon Warriors and Blood Sword were just part of the conveyor belt of books they were producing at the time. I could never have dreamed back then of working with publishers who are fired up with such enthusiasm for the medium. Inspired by them, I came back from Cannes with renewed energy to complete the Vulcanverse saga.

The only downside is that each time I hear about the two forthcoming books that Alkonost will be publishing for Les Terres de Légende, the more I lament my abysmal grasp of French. They sound to be full of exciting new rules concepts and adventures. Will there ever be English editions? We anglophones can but hope.

Wednesday, 6 March 2024

Coming attractions

Just a glimpse here of upcoming titles from Alkonost, our French publisher. Finally the complete Légende series will be returning to France -- that's both Blood Sword ("L'Épée de Légende") and Dragon Warriors ("Les Terres de Légende"). More details on my Patreon page -- and it's an open post, so don't be put off if you're not a backer.

These are just mock-ups and may not reflect the final covers or layout, but the important thing is that the books will at last get an accurate translation. I'll give you an example. In The Demon's Claw, the third Blood Sword book, you confront your longtime rival Icon the Ungodly (to give him his proper title, Aiken, Lord of the Singing Mountain) and he replies to your attempted brush-off thus:

"By my honour, this is a call to battle. Do you mean to suggest that I am unable to destroy you? I’ll crush you like the merest ant. Like a thing without bones, you’ll squirm and die under the heel of my boot. For five years I have pursued you, since the days of your callow youth when by stark chance you managed to get the better of me in Krarth. When I arrived in Crescentium at the house of my sister Saiki, I discovered you were also in Outremer. Since then I have remained on your spoor, prepared to hunt you for hate’s sake to the very boundaries of the earth. This petty concern of yours for that magic blade is as nothing. My feud with you is like thunder. My wrath is the spitting of lightning!"

But in the original 1980s translation that became:

"Je vous poursuis depuis cinq années, depuis que vous m'avez ravi la victoire. Ma sœur Saïki m'a averti de votre présence en Outremer. Peu m'importe votre épée magique, je ne veux que votre sang..."

Which is to say:

"I have been pursuing you for the past five years, ever since you robbed me of my victory. My sister Saiki warned me of your presence in Outremer. I don't care about your magic blade, I only want your blood..."

It was a busy time in the 1980s with a lot of gamebooks getting published. Gallimard's translator may have been rushing to meet a deadline, which accounts for why that version was so perfunctory. Alkonost's translation team have taken the extra time and care to make a version that's true to the original text, so for the first time French gamers will get to experience the Blood Sword books as they were written.


(By the way, I probably don't need to point this out, but if your French is as lousy as mine and you want to follow that discussion with Laurent and Patrick in the video above, you know that thanks to AI YouTube does auto-translate, right?)

Thursday, 29 February 2024

Festival of joy

It's like going from colour to black & white. My wife and I are back under the chill grey skies of Britain after a weekend in glorious Cannes, where we were fêted like royalty (Louis XIV, that is, not Louis XVI) by my French publishers Alkonost and the good people of Scriptarium. In the South of France, ham slices and bread bought from a Spar corner shop are as delicious as anything you'd get in a top London restaurant. What a shock to the system, then, to return to a country where cheese is sold in tubes after we'd been contentedly munching freshly baked croissants on the Croisette. But we brought back something priceless to cast a golden gleam over Britain's drab streets: memories of a warm and heartfelt welcome from all the French gamebook community, and those memories I will cherish forever.

The occasion was the Festival International des Jeux, where I was signing books alongside Jonathan Green, Emmanuel Quaireau, Gauthier WendlingFrédéric Meurin (who took the photo below), and other talented folk. We enjoyed perhaps the best meal I'll have all year (for both the food and the company) at Le Caveau 30. I won one award (for the French edition of Down Among the Dead Men) and handed out several others, was interviewed, chatted to fans and fellow creatives alike, and generally had the most amazing time.

The Alkonost stand sold out of copies of Notos, the second book in the Forge Divine series (Vulcanverse to English gamers). I think that may have been a divine reward for my honesty when a mother with a 9-year-old daughter came over to look at the Forge Divine books. "She loves Greek mythology," said the mother; "should I get her this?" Remembering what it's like to be a 9-year-old otaku, and what purists the young are, I had to put my hand on my heart and say she would prefer Cyclades, Emmanuel Quaireau's gamebook, because that is set in mythological Greece whereas the Vulcanverse books are slightly Graeco-Roman flavoured fantasy, but mostly their own thing. The little girl went home happily clutching Cyclades, and the Fates took note and later ensured we sold the last copy of Notos fifteen minutes before it was time to pack up.

I just wish my French were better, as there's obviously a lot of really original work going on in the gamebook field nowadays. A couple of examples:

The Mini-Yaz silver medal went to Froides Lattitudes by Henry Pichat, set in the Arctic Ocean at the end of the 19th century. The blurb explains: "You are the leader of a polar expedition setting out in search of the Northwest Passage, but the boat you command is quickly caught in the ice. After two winters on a drifting ice floe, you have no choice but to abandon the ship and try to bring your crew back to inhabited lands. A thousand kilometers separate you from civilization. Will you be able to reach it? And at what cost?"

The Mini-Yaz gold medal was won by Adrien Saurat with his book Traité sur l'expérience divinatoire à propos du vampyre surnommé Le Valèque. The book is supposed to have been written in the 18th century and is formulated as a gamebook, except that the purpose is not (for the fictional author) playful but divinatory. He proposes possible paths that we will follow with our intuition and with the help of certain dice rolls (influenced by a superior force if we pray briefly at each new passage). This process is supposed to help us find the true thread of events relating to a troubled episode that a village experienced a long time ago, and whose testimonies, decades later, vary greatly.

Both sound superb and worthy winners, and hopefully somebody will get around to translating them into English soon. I'll be first in line to read them.

Tuesday, 16 January 2024

Cannes do

Next month I'm going to be at the Festival International des Jeux as guest of our French publisher Alkonost. I rarely attend games conventions but Russ Nicholson, who died last year, would normally have been at something like FIJ. It's yet another reminder how much we miss him.

FIJ won't lack for stalwarts of the industry, however. Jonathan Green, Sir Ian Livingstone and Steve Jackson* will also be there, among others, so if you're able to get to Cannes you'll hear enough gamebook and RPG talk to last you all year.


* But see comments below. I'm only 100% sure about Jon Green.

Thursday, 22 September 2022

A glimpse of the Vulcanverse

The Vulcanverse gamebooks so far have met with a mixed reception. I'm currently writing the final book in the series, Workshop of the Gods, and mindful of those readers who don't enjoy discovering quests for themselves I'm putting a lot of hand-holding in this one. Not quite to the extent of an old man running into a tavern to give you an adventure, mind you, but a cast of characters who will give you plenty of hints if you're gaming in a hurry and just want to motor through the the big plot points.

But it wasn't just the text that bothered some readers. Everybody seems to agree that Mattia Simone's artwork (the colour image above, for instance) is sensational but "there's not enough of it" complained many readers. We didn't have a budget to illustrate every scene even if we'd wanted to (and I tend to think, after all, that's what prose is for) but the French editions forthcoming from Alkonost are going to fix that. Each book in the series will have forty fabulous drawings by the immensely talented Gaucelm de Villaret. For example:


I don't want to give too much away here. If you want to savour Gaucelm's illustrations you'll have to buy the books. But the one below is my personal favourite. It shows the player-character's family as encountered at the start of books 1-4:


And here are those aunts and uncles brought to life:



And if you haven't yet ventured into the Vulcanverse, you've still got one week left to scoop up The Hammer of the Sun in paperback at the special knockdown price before we come to our senses.

Tuesday, 5 April 2022

The expanding Vulcanverse


What was I saying recently about the Vulcanverse gamebooks? You'll either like 'em or you'll hate 'em. The reviewer above is in the former camp, and French gamers will be pleased to hear that Jamie and I are currently picking several dozen scenes from the books to be illustrated for the forthcoming Alkonost edition.

Or, if you can't wait, the English editions are still on sale -- and we are currently writing book 5, Workshop of the Gods, which should be out by the autumn.

At Amazon in hardcover, paperback and Kindle editions..
  
Also at Blackwell's UK:
And at Barnes & Noble in the US:

Thursday, 17 March 2022

The mystery at the desert's heart


Why do people roleplay? For as many diverse reasons as they indulge any other activity. Somebody on Twitter was discussing the best way to include traps in RPGs, citing the example of a curse of fire and ice inscribed on a tomb. That’ll be interesting, I thought; how would a curse of fire and ice manifest? How would it take its toll on the violators of the tomb, whittling them away, pushing each to abandon his comrades and selfishly try to save his own hide? It wasn’t like that. It was just a fireball followed by a treasure sealed in ice and protected by extreme cold. So the players had to figure out a way to chip the treasure out before they froze to death.

Well, I enjoy lateral thinking problems, just not usually as part of my roleplaying games. Not that I have anything against the dungeoneers who like traps and secret doors and wandering monsters and rooms with puzzles. Whatever floats your boat. If you adventure in Legend, though, it’s likely to be because you prefer your fantasy to feel more real, peopled by adversaries with nuanced motives and allies who could in extreme circumstances abandon or even betray you. You want credible storylines, complexity of relationships, and richness of character interaction. If there are puzzles they shouldn’t feel like something in a game show but will arise organically out of the dynamics of the world and the society. 


If that sounds like your thing, take a look at David Donachie’s superb Outremer gamebook Icon of Death, which plays out like a real Dragon Warriors adventure with mysteries and uncertainty, fully rounded NPCs, and action that’s all the more exciting and involving for arising out of a completely convincing background. You get a 320+ section gamebook with superb artwork that brings the characters to life, and it’s entirely free.

David Donachie also has a strong contender for the Lindenbaum Prize with his gamebook The Garden of Earthly Regrets. For me it felt like Max Payne crossed with The Romance of the Rose and directed by Jan Švankmajer. You can try it along with all the other entries and vote for your favourites. And those too are all free.

I began by talking about fire and ice. If Icon of Death provides the desert fire L'Hiver des Hommes, Akonost's new release in the Destins series, brings the ice. It is of course the French version of Heart of Ice, now out in a beautifully produced edition with a couple of all-new illustrations by Russ.

Thursday, 11 March 2021

A visit to the real Legend


“It has become something of a dare for the children of Banlet to walk widdershins around the tomb thirteen times before inserting a finger into the keyhole of the wooden door. The challenge being to leave their finger in for the longest time at risk of the dead man gnawing at the tip.”

What’s the difference between Dungeons & Dragons and Dragon Warriors? No doubt whatever curve we draw around the two there will be outliers, but on the whole D&D seems to like world-shattering plots that, if you put them on screen, would involve a couple of hundred CGI experts. Dragon Warriors is much closer to ‘the little bit (two inches wide) of ivory on which I work with so fine a brush,’ as one of our greatest novelists put it.

In one of our recent campaigns designed for playtesting the Jewelspider rules, Oliver Johnson ran a scenario in which we were able to give a cow to a farmer who had had his livelihood destroyed by rustlers. There was also a plot about finding a bottle of ‘the perfume of Heaven’ to deal with a prophecy about the end of the world, but I can’t even remember that. Real emotion is saving a few people you’ve actually met, not the millions you haven't. That’s why The Seventh Seal is still one of the best Dragon Warriors films.

In a typical D&D campaign, that perfume of Heaven would be a magic item – in effect a bit of tech – to be used as part of a CRPG-style solution, ie matching the item to the problem. In Dragon Warriors it matters that it’s holy. The cultural and theological aspects far outweigh the practical. You won’t catch Legend players saying something like, ‘Give the perfume of Heaven to the warlock because he stands at the back, so he can throw it on the monster while we hold it off.’ You wouldn’t think of a relic as a tool to help you in a fight. You wouldn’t think of tactics as something that trumps the social order. For that matter you wouldn’t even voluntarily associate with a known warlock.

But, of course, he or she may not know they’re a warlock. That’s why I particularly like Nigel Ward’s adventure of two monks in the new Red Ruin chapbook. These two fellows are not the usual cosplayers who inhabit many fantasy campaigns. They are thoroughly part of their world and they perceive everything, including their own abilities, in that light. The adventure is also a perfect example of why Miss Austen was right about the two inches of ivory, and why Michael Fane in Compton Mackenzie’s Sinister Street has a far more magical, marvellous and heart-stoppingly menacing childhood than J K Rowling was able to dream up for Harry Potter. Less is more, and “The Wickedest Man in Banlet” delivers in shudders, thrills and authentic triumph in a way that no we’re-off-to-save-the-world-again epic ever could.

You can pick up The Adventures of Cedric & Fulk free here with several of the best Legend scenarios you'll get at that or any price this year.

Other news. Here’s an interview with Joël Mallet, who has been translating the Fabled Lands books into French for Alkonost. Segueing from that, Alkonost are in talks with Mark Smith to publish his Virtual Reality books Green Blood and Coils of Hate and maybe the never-seen-before Mask of Death.

On the subject of death and cemeteries, if you enjoy the creepy frisson of a visit to Sir Rickard’s graveside then take a look at Jack Cooke’s The End of the Road, in which he drives around Britain in an old hearse in search of storied tombs.

And I’d better not let a mention of books pass without adding that my wife’s new novel Ever Rest is now available for pre-order. I’ll tell you how it came about. It’s loosely based on a short story Roz wrote twenty years ago, which in turn was based on an anecdote my school’s assistant headmaster, Mr Bishop, told me fifty years ago. He was climbing in the Alps and a body was brought in that had been carried down the mountain in a glacier. The body was a little battered but still recognizably a young man. An old woman came and kissed the body, and somebody said that she had been engaged to the man fifty years earlier when he fell off the mountain. Given that Mr Bishop was in his late sixties when he told us that (he came out of retirement to help the school out) the incident probably happened in the 1930s, meaning that the man fell into the glacier in the early 1880s. So Ever Rest really has been a tale one hundred and forty years in the making. Give or take.

Thursday, 3 December 2020

December will be magic again

New news: French publisher Alkonost is crowdfunding editions of Heart of Ice, Fabled Lands and Cyclades by Emmanuel Quaireau and Patrick Fontaine. 

Jamie and I are currently working on his Vulcanverse project (more on that tomorrow) which draws very loosely on Greek myth, so we ought to take a look at Cyclades ourselves.

You can reserve your copies by backing the books here. Meanwhile, any excuse for Kate Bush: