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Showing posts with label Duel Master. Show all posts
Showing posts with label Duel Master. Show all posts

Sunday, 12 October 2014

The Way of the Tiger continues

1987. It was the climax of the sixth book in the Way of the Tiger series. Having risen from orphan to pretender to king, the hero of the series, Avenger, travels to the Rift, a great chasm into the heart of the Earth, to rescue her (or his) comrade Glaivas the ranger. Plummeting down the precipices, Avenger lands on something soft. That's the good news. The bad news is that it's a web, in which she (or he) is stuck fast, and a colossal spider (and/or god) is coming closer, closer...

Jamie Thomson and Mark Smith got to there, section 424 in the book, and wrote, "The end." Other books in the series had an implied "to be continued", but this one bore a stamp of finality. There's a good reason; Mark and Jamie didn't expect to be writing another one. Knight Books, publishers of Way of the Tiger, had dragged their feet over whether to renew the contract. It's the eternal worry of the freelancer - a publisher or network executive twiddles their thumbs, unhurried as only a regular salary can make a person, while the writer or artist frets about where she (or he) will find the next mortgage payment.

Not knowing whether to commit to more Way of the Tiger, Mark and Jamie had pitched another series, Duel Master, and got an offer from Armada. So by the time the alarm clock went off at Knight Books and somebody remembered to phone up for a discussion about a chat about some thoughts regarding a possible book 7, Jamie was already deep into designing the rules and complex structure for Duel Master. Mark finished off Inferno, dumped Avenger into that web, and typed two three-letter words that stuck a generation of schoolkids on tenterhooks for twenty-seven years. He left the tiniest of get-out clauses, a faintly glimmering "unless" in the final sentence, but the truth is Mark and Jamie never expected to be coming back.

Never say never. All these years later, Fabled Lands Publishing got hold of the Way of the Tiger rights and enlisted the editing team at Megara Entertainment, headed up by Richard S Hetley, to fix some of the logic problems in Inferno, refurbish the text, and now we have an all-new edition to please the most demanding fan. (Not only that, author David Walters has permission from Mark and Jamie to continue the series and looks set to do that brilliantly, starting with book seven, Redeemer.)

The new edition of Inferno is on sale now. The cover took some thinking about, and in the end we didn't use any of the designs above. Initially we were going with the giant spider painting by Mylène Villeneuve, the artist for the other five WOTT covers. It's nice and sinister, but the problem comes when you see it in thumbnail, as it would appear on most online bookstores, whereupon the tiny figure of Avenger is lost and all the customer would see is a picture of a spider. And, as you can see, to use that painting we'd have needed to add a blank strip at the bottom, otherwise the text of the title would have obscured Avenger anyway.

So we turned to the rising star of Megara's art stable, Sébastien Brunet, who did the cover art for the new edition of the Blood Sword gamebooks as well as the interior illustrations in Inferno. But the first stab at using his picture (above right) didn't work. The conventional direction of movement implied the dragon/serpent trying to get somewhere and the swordswoman Cassandra trying to stop it. That may be the scenario in the story, but the cover becomes more dramatic when it's flipped the other way round. On top of which, it always looks odd when artists insist on having warriors fight left-handed. (Unless the author has specified that. I bet a hundred WOTT fans will now tell me Cassandra's a southpaw.) So finally we come to the cover above left, which is the one you'll get if you part with your hard-won oban. But don't empty the piggy-bank completely, as the coming weeks will see the re-release of Falcon 1: The Renegade Lord, a beautiful (and multi-platform) app version of Necklace of Skulls, and The Keep of the Lich Lord (formerly Fighting Fantasy Gamebook #43) as a Fabled Lands adventure. Christmas is indeed coming early.


Monday, 11 November 2013

Where troubles melt like lemon drops

What is it about magic and colour? At a role-playing convention years ago, Greg Stafford described to the breathless Glorantha groupies a scene in a RuneQuest movie that was pitched to the deaf ears of Hollywood. Something has happened to remove magic from the world, said Stafford, and the movie would show this by switching from colour to black-&-white.

It made me think first of A Matter of Life and Death (the difference between monochrome and colour is used more interestingly there) but the very next neuron to fire recalled SPI's 1975 boardgame Sorcerer, in which wizards attuned to different colour frequencies vied for power by enticing each other to battle in zones whose hue favoured their own magic. Sorcerer created quite a stir among us boardgamers because it was SPI's first foray into fantasy gaming - which, as they usually catered for the hardcore wargamer, was a crisis of confidence brought on, no doubt, by the growing success of grungy dungeon games. If you're interested, you can get a glimpse of the rulebook here.

A few years after that, in 1986, Mark Smith and Jamie Thomson came out with the Duel Master series - for me, their best gamebooks, and probably my favourite gamebooks ever. The first (and best) of these, Challenge of the Magi, involved two duelling sorcerers of the Rainbow Land (part of which unaccountably overlapped with Warwickshire and/or the poems of Thomas Lodge) whose magic obeyed a chromatic taxonomy:
  • Red for fire
  • Black for death
  • Blue for illusion
  • Green for nature
  • White for... um, "holy" stuff
There were two books. Each player took one and you chased each other around the map of the Rainbow Land, trying to fake out your opponent so he didn't guess the colours on which you were strongest. OK, in the era of videogames that probably doesn't sound too impressive, but we had to make our own fun* in those days. And anyway, books are like radio: the pictures are better.

To this day I never figured out how Mark and Jamie made those books work. There was some kind of crazed obsessive-compulsive genius at work in the amazingly detailed rules (which were, nonetheless, easy to use) and the complex intricacies of the flowchart (likewise). And they were meaty, these tomes: 800 sections each. And you got a solo option.

They should have been a massive success, but the tragedy of gamebooks was that the craze didn't last long enough to really support any of the interesting things they were evolving into. That's why it surprises me when some modern revivals of the medium seem to aspire only to setting the clock back to simple dungeon-bashing. By the late-'80s gamebooks were already way beyond that.

(For the sake of balance I should add that there are plenty of modern gamebooks that have continued to innovate in terms of rules, setting and, most interestingly, the depth and quality of the storytelling - just look at the quality of most Windhammer Prize entries, for example.)

Fabled Lands LLP has the rights to the Duel Master books and they are cherry-ripe for conversion to apps. A little bit of handheld tech is perhaps all they needed to get the success they deserved. Twenty-seven years on, we'll see what we can do.


* Although, as Mamet says, everybody makes their own fun; if you don't make it yourself it isn't fun, it's entertainment.