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Showing posts with label Coils of Hate. Show all posts
Showing posts with label Coils of Hate. Show all posts

Friday, 21 August 2026

News flashes

A grab-bag of news today. First there's my interview with Riccardo Scaringi above, in which we talk about Vulcanverse, Lovecraft, Buffy, Rifkin's Festival, The Seventh Seal, Captain America: Civil War, robotics, post-scarcity, the simulation hypothesis, Whispers Beyond the Stars, and a few other matters.

(The "OK, boomer" moment: at 6m59s I say that Alex Dragan, the protagonist, could be male or female. What I should have said is they can be any gender. Consider me corrected.)

Other news: James Desborough's Stray Crows is currently on Kickstarter. This is a roleplaying game set in the Japan of the Sengoku and early Edo periods. Unlike most Japan-set RPGs, it isn't populated with 21st century Westerners cosplaying at being ronin and ninja. Mr Desborough believes in striving for authenticity, as do I. We may not be able to fully recreate the mindset of a 16th century samurai, but we can surely do better than James Clavell and Justin Marks, at least. Back Stray Crows now if you care at all about real roleplaying. I also think it's the most elegant and dramatic set of rules designed yet for such a setting, and the proof of that is in this sample combat.

One of my favourite podcasts is Fantastic Fights. Hieronymous (sic) J Doom's reviews of gamebooks are excellent and his insights into gamebook design are useful even to a forty-year veteran of the field like me. Mr (or maybe Doctor?) Doom mostly covers Fighting Fantasy books, which I'll confess aren't my cup of tea, but this month he's taken a look at Mark Smith's Coils of Hate. That was one of the books in the Virtual Reality series, my own titles from which have been resurrected as Critical IF, but Mark's Coils of Hate and Green Blood are hard to find in print these days.

Coils is a particularly tricky one, so here are some tips on how to survive it. Listening to HJD's very smart analysis of the book's problems was a bit triggering for me. I did make a half-hearted effort to get it into vaguely playable shape, given that some of the handwritten pages just ended with lines like: "Various options here, turn to ?" I was at my desk at 7am every day for a fortnight to devote a couple of pre-breakfast hours to trying to make sense of it while also facing a deadline for a book of my own. The published version of Coils of Hate was an appalling mess even so, and I'd rather have been hired as official editor and been given a month to fix it properly, but the publisher wasn't paying anything for that and they refused to wait, hence the botched version that still makes me want to hide in a storm cellar every time it's mentioned. Here's an account of my very minimal involvement in the book and how I'd have advised Mark to restructure it if there'd been more time.

What I do think is that Coils has some of the best writing, best characterization, and best worldbuilding you'll see in any gamebook even to this day. And Mark had the courage to tackle a serious issue -- not just intolerance, but the way that hatred and tribalism are auto-immune diseases of society that eventually harm not just the scapegoated target group but everybody else, even the haters. It's a long, long way from the old man in the tavern who tells you to collect five items so you can beat the evil guy who wants to take over the world.

Now that we're talking about Coils, there's something I ought to clear up. I sometimes get credited with being Mark's co-author, so just to be clear: I had no hand in the writing. I didn't even rewrite any of the sections I was given in hand-written form; I just typed them up and tried to figure out how to connect one to another when all I had to go on was "turn to ?" It's all Mark's work. The flashes of real genius are his. If only he'd written it as a novel instead of a gamebook! Luckily Stuart Lloyd has rescued the book, doing all the editing work I didn't have time for thirty years ago, and he has made his version available free on DriveThruRPG. Without him, Coils of Hate would probably have been forgotten. Stuart, you are a star.

In other news, the chapbook series from Fabled Lands Publishing now has over a dozen titles, as illustrated above, so if you suffer from the collecting bug those might be worth a look, either on Amazon or DriveThruRPG.

Lastly, a new Casket of Fays is always a treat, and the latest issue features the usual fine selection of articles including an in-depth look at Gully's Inn by Shaun Hately. It's a useful location for any medieval fantasy setting, whether or not you use the Dragon Warriors or Jewelspider rules. There's even a map. What are you waiting for?

Thursday, 29 June 2023

Ravages of Hate

It started with a throwaway remark that both of Mark Smith's Virtual Reality gamebooks are set in the same universe. Stuart Lloyd had got Mark's permission to revise the books and he mentioned that he was taking the opportunity to develop the part of Green Blood that takes place in the city of Godorno: "I'm going to let the character be able to explore Godorno and everywhere on the map before heading to the forest."

To which I replied: "If you’re bulking up the Godorno sections, and Godorno is also the setting for Coils of Hate, maybe there’s the opportunity to combine the two?"

"To make one mega book where the character can both save Godorno from Hate and the forest from the Westermen?" said Stuart. "It isn't beyond the realms of possibility. In Coils of Hate, the character has to flee the city due to the anti-Judain rhetoric. They then wander the surrounding area for a bit then go back. Maybe wandering the surrounding area could turn into a quest to save the forest as well? Then the character comes back? There are similar themes in the sense that human greed and hate are ruining things for everyone."

From that little acorn was to grow the magnificent blockbuster that is Ravages of Hate. You can get the first draft of the book here, and Stuart and Mark plan to run a Kickstarter to fund a print edition with new illustrations -- by real human artists, you'll be glad to hear, not Bing.

There was a third book, which I have mentioned before. I offered to help Mark flowchart that one before he plunged into the writing. I'll admit I had a little bit of an agenda when I made that offer. The publisher had made me fix the flowchart for Coils of Hate, or try to fix it, and I'd had to work on that while a deadline was looming on another book. So I was pretty frazzled after that, and given only two weeks before it went to press I hadn't really been able to make the flowchart work properly anyway. I dreaded having to do the same thing all over again, so thought the best thing would be to help Mark with the flowchart of the next one. At least that way I'd know how the story was meant to fit together, just in case the publisher expected me to clean up that one too.

But Mark couldn't work that way because it didn't fit with his creative process. He always took a novelistic approach to the writing, and having the plot constrained in gameplay terms from the outset would have hampered him too much. I didn't want to spoil that -- I've already said that I think the maturity of Coils of Hate's storyline and the richness of its characters are way ahead of anything I've seen in any other gamebook.

So when the publisher asked me, as I feared they would, to evaluate and edit Mark's third Virtual Reality book (titled The Mask of Death) I had to turn it down. I was still a nervous wreck from trying to knock Coils of Hate into shape. The manuscript went to VR series editor Ian Marsh. Had it come to me I would have kept a copy, being an inveterate hoarder, but sadly neither Ian nor Mark did, and now it's lost forever. (Unless, like one of those missing episodes of Doctor Who, it turns out that the publisher still has it in a desk drawer somewhere.)

It's a shame because Stuart could have included all three books in his magnum opus. Still, he's created a 1330-section gamebook as it is, so he deserves a break. Please let him have any playtesting comments (contact details on his blog) and be sure to back the Kickstarter. Maybe if the funding goes well, reconstructing that third book could be a stretch goal.

Completely unrelated to all the above, but as we're on the subject of old gamebooks, some readers of the blog have been asking about the HeroQuest series. The third of those is quite possibly the book I was meant to be writing when I was suddenly given the task of fixing the Coils of Hate flowchart. You can get them here: The Fellowship of Fear (book 1), The Screaming Spectre (book 2), and The Tyrant's Tomb (book 3).

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.

Tuesday, 25 March 2014

Sermons in stones

I had forgotten that Mark Smith's Virtual Reality books were both set in a world which may very well be part of the Rainbow Land of his and Jamie Thomson's Duelmaster series. The name of the Palayal River by the city of Godorno suggests Tekumel, but nothing else about the setting does. The Forest of Arden features in both, though whether it's Shakespeare's, the one by the Avon, or some third high-fantasy variant is not clear.

It does feel quite Shakespearean, these books being very strong on atmosphere. That's especially true of Godorno in Coils of Hate, a city that resembles a nightmarish version of Venice where the walls fairly drip with a dank ambience of distrust and fear. I could ask Mark about the intended setting (possibly it was an unmapped corner of Orb) but it was twenty years ago and he's not likely to remember now.

Mark's titles in the series were Green Blood (love that title) and Coils of Hate. They were the nearest to being interactive novels - rather stronger on the novel side than on the interactivity, to be honest. The characters and locations would make a superb role-playing sourcebook, which is one clue that Mark might have taken them from his notes for the Orb campaign. (Which was not, as I never tire of telling people, even remotely Oriental, despite the Way of the Tiger books.)

And these maps..! I challenge any role-player to look at Godorno and not want to spend a few evenings adventuring there. One of Mark's biggest literary influences is Fritz Leiber Jr, and there's more than a hint of Lankhmar to those streets and canals. It does no harm to have the maps beautifully rendered by Leo Hartas, too.