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Showing posts with label Ian Livingstone. Show all posts
Showing posts with label Ian Livingstone. Show all posts

Tuesday, 1 April 2025

Alternate versions of Heart of Ice

This post isn't really an April Fool, but it tickled me. Somebody told me they'd asked ChatGPT what The Warlock of Firetop Mountain might have been like if Oliver Johnson and I had written it. I could tell it that for starters the book wouldn't have sold a tenth as many copies, but it concentrated instead on the stylistic aspects:

"If The Warlock of Firetop Mountain had been written by Dave Morris and Oliver Johnson, it would likely have taken on a more complex, story-driven, and atmospheric quality, with a richer interplay between narrative and character choice. The book would be darker, more sophisticated, and immersive, with a layered story and morally complex characters that invite readers to question the nature of heroism, villainy, and fate. It would keep readers enthralled not just with the challenge of surviving the mountain but with the depth of the world and characters they encounter."

First thought: spare my blushes. But maybe ChatGPT always finds the upside in any comparison? I tried asking it what Heart of Ice would have been like if written by the éminences grises of UK gamebooks. Its reply:

If Heart of Ice had been written by Ian Livingstone and Steve Jackson, it would likely have had a distinctly different tone, structure, and gameplay focus. Here’s how:

1. Emphasis on Combat and Skill Tests

Livingstone and Jackson’s style, particularly in the Fighting Fantasy series, leans heavily on combat encounters and skill tests. Instead of the intricate social interactions and strategic planning that Heart of Ice focuses on, there would likely be more dice-based combat and stat checks woven throughout. Encounters with mutants or dangerous factions might involve straightforward fights rather than diplomatic or strategic solutions.

2. Simplified Storyline and Character Interactions

Heart of Ice is known for its branching paths, character-driven plot, and complex narrative. If Livingstone and Jackson had written it, the story might be more linear and driven by clear objectives rather than complex interpersonal choices. NPCs would be more likely to serve as allies or adversaries without much emotional depth, focusing on the immediate stakes rather than broader story themes.

3. Collectible Inventory and Traps

Livingstone and Jackson often include item collection as a key part of their gameplay, with a particular focus on specific items needed to progress through the story or defeat major challenges. If they had written Heart of Ice, players would probably need to collect certain artifacts to reach critical locations like the chamber of the Heart, and there might be more hidden traps and hazards along the way, requiring particular items or choices to avoid disaster.

4. Greater Focus on Luck-Based Outcomes

Jackson and Livingstone's works often incorporate luck as a major mechanic, where random rolls can dramatically impact outcomes. Instead of just weighing the risks and rewards in Heart of Ice, players might face outcomes that hinge on a luck stat or a random roll, affecting their survival or success.

5. Increased Use of Instant Failures and Dead-Ends

Heart of Ice has a reputation for being fair in its approach to player agency and choices, allowing for a range of ways to succeed. In contrast, Livingstone and Jackson might introduce sudden death options more often, which could increase the difficulty and frustration. This could potentially make Heart of Ice a more challenging but also more punishing journey.

6. A Clear-Cut "Big Bad"

While Heart of Ice presents a nuanced story where antagonism isn’t always black-and-white, a version by Livingstone and Jackson might feature a single, clearly defined “villain” character. This villain would be more traditional, with the player's final objective involving a climactic showdown or battle, in line with the classic fantasy narratives they’re known for.

So, the gamebook might end up as a harsher, combat-heavy adventure with a strong, linear quest through a dangerous landscape rather than the layered and atmospheric narrative exploration Dave Morris crafted.

I haven't read enough Fighting Fantasy books to know how accurate that is, but it sounds pretty impressive. I couldn't resist asking it about other gamebook authors' possible take on the book:

“A Joe Dever version of Heart of Ice would likely be an immersive, heroic journey with a noble character, structured progression, and clear moral and strategic choices—capturing both the danger and the higher purpose of the quest in a more heroic fantasy style. He’d likely weave in a sense of duty, encouraging players to act for a greater good rather than personal gain.”

“In Jonathan Green’s hands, Heart of Ice would become a grimdark, horror-fantasy adventure, filled with visceral details, deadly encounters, and moral ambiguity. Green favours action-packed scenes and deadly encounters, so his version of Heart of Ice would feature frequent, high-stakes battles and physical challenges. It might involve collecting key items to reach the Heart or unlock special advantages. He’d likely add a layer of treasure-hunting, where players need to acquire specific artifacts or resources scattered throughout the wasteland to succeed. He loves a grand finale, so his version would likely end with an epic, high-stakes confrontation at the Heart.”

“Martin Noutch’s version would be a complex, playful, and layered adventure, balancing whimsy with emotional gravity. It would be a unique experience, inviting readers to engage with the story on multiple levels, both as an adventure and as a philosophical exploration of resilience, identity, and purpose in a world gone cold. He might include interactive features like tracking character traits, shifting perspectives, or even a system for moral ‘weight’ that changes based on choices. Noutch would probably play with the medium, encouraging readers to see the book as more than a story—perhaps introducing puzzles or mechanics that reflect the icy world’s desolation and the player’s perseverance.”

“If Paul Mason & Steve Williams had taken on Heart of Ice, the gamebook would be a surreal, philosophical journey, focused on introspection, symbolic encounters, and moral ambiguity. Rather than a straightforward adventure, it would feel like a dream-like, psychological exploration, where the destination matters far less than the journey itself. Their works often explore identity and transformation, so players might undergo changes based on their choices, affecting their skills, personality, or even memories. The players might evolve, not just in ability but in character, with each decision subtly reshaping the protagonist’s sense of self and purpose. The character’s motivations for seeking the Heart might also shift over time, depending on the journey's transformative impact. Instead of a straightforward victory or defeat, the journey might conclude with an open-ended, introspective finale, leaving players to interpret what they’ve achieved or lost. The Heart could be something far more abstract—maybe a philosophical revelation or an understanding about the nature of humanity and survival. The ending might reflect the choices made throughout, leaving players with questions rather than answers.”

“Jamie Thomson & Mark Smith are known for their sometimes irreverent style. Heart of Ice under their pen would probably include more dark humour and satirical elements, especially in character dialogue and descriptions of the setting. It might lean into the grim aspects of the post-apocalyptic world with a slightly tongue-in-cheek twist, letting players confront both the desolation and absurdity of humanity’s downfall.”

There are many other talented gamebook writers, of course, but let's keep this under two thousand words if we can. Also, many of the above examples make some kind of sense as Jamie, Mark, Oliver and Paul were all players in the Tekumel campaign that inspired Heart of Ice.

Finally, as a tonic against mortal hubris, I asked ChatGPT how it would improve on my original book:

To enhance Heart of Ice by Dave Morris, we could build on its strengths—the compelling world-building, intense survival themes, and open-ended structure—while adding new dimensions to enrich the experience. Here are some ideas:

1. Enhance World Interactivity and Dynamic Environment

Expanding the world’s responsiveness to player choices would amplify the sense of a living, evolving environment. For example, the harsh ice-covered world could react to the player’s presence in ways that change terrain, reveal hidden paths, or shift alliances among factions. This could make survival not only about enduring the environment but also influencing and adapting it.

2. Expand Character Development and Relationships

Adding a system where the protagonist's choices influence traits or relationships could deepen player immersion. Perhaps the player could develop unique bonds with NPCs, leading to varied endings or special advantages based on trust, alliances, or rivalries. This would make each choice carry more emotional weight, emphasizing both the loneliness and connection found in such an isolated world.

3. More Nuanced Morality and Consequences

The original story features morally ambiguous choices, but expanding these even further could add complexity to the player's journey. Introducing choices with delayed consequences that unfold in unexpected ways would heighten the stakes and allow the player to see the broader impact of their actions—either in aiding certain factions, using resources, or making ethical compromises.

4. Introduce Mysteries with Long-Term Payoffs

Building in hidden mysteries that only reveal themselves through multiple playthroughs could enrich the lore and encourage exploration. For example, obscure clues found throughout the icy wasteland might hint at ancient technologies, or the true nature of the Heart of Volent might only become clear through carefully pieced-together discoveries. Each run could reveal new layers of history or insight.

5. Expand Mechanics for Resource Management and Survival

Given the harsh, resource-scarce setting, adding more nuanced survival mechanics could make the journey more immersive. Players might have to carefully ration food, water, and warmth or deal with shifting weather conditions, making travel more strategic and emphasizing the environmental dangers of this world.

6. Player-Driven Goals Beyond the City of Du-En

Expanding the story’s focus beyond reaching the Heart itself would add depth, especially if there are varied side quests or goals tied to the protagonist’s backstory. For instance, players might choose to pursue knowledge about the world’s origins, help rebuild a faction’s community, or take on a personal mission with high stakes. These could offer alternative endings based on different player-defined motivations.

7. Deeper NPC Lore and Factional Storylines

The factions and characters in Heart of Ice are intriguing, but expanding on them could add richness. Each faction could have its own lore, unique goals, and internal conflicts that unfold through interactions. Aligning with different groups might lead to varied story paths, and the protagonist could gain insights into the world’s history, politics, and culture.

8. Philosophical or Reflective Elements Linked to the Protagonist’s Journey

Introducing elements that invite the protagonist to reflect on their motivations could add a layer of introspection. Perhaps they occasionally encounter sites of historical significance that reveal more about the decline of civilization, prompting players to consider their role in this world’s legacy. These scenes could add depth and give a more philosophical tone to the player’s mission.

9. Expanded Narrative Endings with Layered Themes

Adding more varied, layered endings based on how the player has changed or impacted the world would reward exploration and role-playing. Endings could reflect the protagonist’s growth, alliances, and decisions, offering insights into what their journey ultimately means in the grander context of the icy wasteland.

With these improvements, Heart of Ice could evolve into a multi-dimensional experience that emphasizes survival, moral complexity, and a sense of both personal and environmental impact—deepening the world and the player’s journey through it.

Good points, but I'm not sure if I could have packed all that into 454 sections -- or 455 if you're going by the revised Kindle version. Thirty years ago even delivering a gamebook as long as Heart of Ice (which is about 70,000 words) was tricky to sell to a book publisher. If I were doing it today I'd love to go up to 120,000 words (like Can You Brexit?) or even 220,000 words (as in Workshop of the Gods) which would allow me to indulge all the backstories of the other characters and to put more detail into settings which in the 1993 edition I could only describe with broad strokes. With Russ Nicholson I planned a 2000AD-style comic story (called "Don't You Just Hate It When That Happens", if you really want to know) expanding on Chaim Golgoth's history with Harek Asfar, which was touched on in the book in just a few lines:


We'd have liked to do a comic for each of the main characters but abandoned the idea because there was nowhere in the UK to publish them. And maybe it's just as well. Economy in writing can be an asset even when it's forced on you by the publisher. Maybe Heart of Ice if twice as long, or bulked out with standalone comics, would just feel self-indulgent.

I do occasionally get an urge to return to Heart of Ice's roots and write the roleplaying mini-campaign. I'd probably use GURPS 4e for that, which might put a lot of people off but it's really the best fit. I certainly wouldn't make it any less bleak. Modern readers sometimes grumble about that, but imagine Brazil or Excalibur or Sunset Boulevard, say, with a happy ending. Ugh.

What I'd really like, given a ring of three wishes or a lottery win, would be to adapt it into a CRPG or a TV show. And if I ever should get to do that, I'm planning to enlist ChatGPT (or maybe Claude, or Perplexity, or DeepSeek, or all four) as a writing partner.

Friday, 30 August 2024

Fighting Fantasy Fest

Fighting Fantasy Fest 5 is coming up in just over a week. As you may have realized, it's the 40th anniversary of my first gamebook, Crypt of the Vampire. Oh, and it's the 40th anniversary of something called Deathtrap Dungeon, which accounts for why Fighting Fantasy author Sir Ian Livingstone and artist Iain McCaig are the guests of honour.

Originally the plan was for me to be on a panel discussion with Jamie Thomson and Paul Mason, perhaps reprising some of our talk from MantiCon in 2018. (Video above if you can't make it to Ealing for FFF.) Plans changed and now I think the panel involves Paul, Steve Williams and Marc Gascoigne, while Jamie is going to give a talk and I'll be there to answer questions. So in the last six years I'll have attended conventions in Germany, Italy, France, and now Britain. At my age it might be time to slow down. Cutting out air travel would be good for the planet, too.

I'm not specifically at FFF to sign books, apart from a brief slot from 10:30 to 11:00 just before Jamie's talk, but if you happen to bring a book along and I have time then of course I won't refuse. Jamie and Paul are probably planning to be there all day, so if you have limited space in your bag I'd advise bringing Way of the Tiger or Robin of Sherwood rather than any of mine.

Now, about that 40th anniversary of Crypt of the Vampire. I ought to do something to mark that, you say? Watch this space.

Wednesday, 28 August 2024

A vessel for the finer

I'm no fan of the brand of fantasy popularized by Dungeons & Dragons and Fighting Fantasy, but a book featuring the art of that genre will include magnificent work by the late, great Martin McKenna (above) and Russ Nicholson (below), along with lots of other talented folks obliged to earn their crust by continually depicting a world of cannon-fodder goblins, ale-quaffing dwarves, and vatic old men in taverns. So any wealthy gamebook collector is going to want a copy of Magic Realms: The Art of Fighting Fantasy and next month there's a launch party where you can get a copy signed by the author, Jonathan Green, and Sir Ian Livingstone.

Monday, 19 June 2023

Remembering Russ

The latest issue of Casket of Fays is now out, and among the many reasons to pick up your free copy is the tribute I've written to Russ Nicholson.

Inside the Rookery did a special episode last week about Russ's artwork, featuring James Wallis, Marc Gascoigne, and Ian Livingstone. Among the revelations is the fact that he taught art to Sean Phillips, nowadays best known as Ed Brubaker's main collaborator. (Here's some of Mr Phillips's artwork. Is there any influence by Russ? You decide.)

The talk there is about Russ’s art but there's not much about the man himself. I like this recent interview because it not only fills in a lot of his biographical info but lets all of us who were privileged to know him hear again the voice of a much-loved friend and thoroughly decent human being.


Tuesday, 15 September 2020

The fire-god's forge


If you listened to Jamie's interview on Facebook a couple of weeks ago, you might have been intrigued by the glancing reference to a project called Vulcanverse. I'll let Jamie explain it:
"The world itself is based on the premise that the god Vulcan is tired of mankind embracing virtual worlds and pushing the gods out of their lives, so instead of fading into the sunset, he embraces it by creating these four quadrants of land. The books will be a prequel to the virtual game, documenting the journey from technology and atheism taking over to the point when the old gods must choose either to fade into memory or to take things into their own hands."
In strictly game-terms it's a Second Life type virtual world in which players can own land and construct and trade their own assets. As this article explains, there are in-world creatures called vulcanites, virtual pets that I'm hoping could mean that something like my Mean Genes idea could finally get developed. (In a nutshell: players can breed and train a stable of nonhuman gladiators who then compete online, and others can watch the gladiatorial battles as a virtual sport whether or not they actually compete themselves.) I thought that one up at Eidos over twenty years ago but couldn't get anyone then to understand it. Now that e-sports are big business and Minecraft has shown the value of user-created content in virtual "playground worlds", maybe these guys will make it happen. Ian Livingstone, who was chairman of Eidos back then, is also involved in Vulcanverse so I'm keeping my fingers (and claws, and mandibles, and tentacles) crossed that we'll see a lot of gaming there.

Of course, in a freely configurable virtual world I could put Mean Genes together myself. That's the beauty of these virtual environments. They are (as I tried explaining to the Eidos execs in the original Mean Genes overview doc back in 1997) the equivalent of a playing field and a ball -- and lots of other things besides -- and you can use them to create games or theatre or tourist spots or sports or political rallies or discussion groups or whatever you like, just the way you can in the real world. I don't know what Vulcan would think of that, but Prometheus would surely approve.


CORRECTION (15/09/20): Ian Livingstone is not a partner in the Vulcanverse venture, at least not at the time of writing. I know it says so in the press release I linked to above, but it also says I'm a partner and in fact I only heard about it last week! So, well worth investing in (I hear they raised over a quarter of a million dollars from sales of plots on the first day) just don't expect a Fighting Fantasy connection.

Thursday, 27 August 2020

Party like it's 1982


Thirty-eight years ago today, Ian Livingstone and Steve Jackson shook up the gamebook scene with The Warlock of Firetop Mountain, which combined the interactive stories of Choose Your Own Adventure with the dice-rolling of Dungeons & Dragons. To mark that publishing milestone, gamebook author Jonathan Green has organized International Gamebook Day, of which he says:
"We have interviews, read-throughs, giveaways and other things planned throughout the day, but please feel free to post on the event page on Thursday yourself. If you are an author, post links to your books. If you are artist, feel free to post images of your illustrations and links to your gallery. If you are an editor, post stories of your experiences commissioning gamebooks. And if you are a fan, post links to and images of your favourite series and photos of your collections."
You can find it on Facebook and and on Twitter at @GamebookDay. I expect most of it will be about Fighting Fantasy, but if you're interested in some of the series that I've worked on then here's one I made earlier:


That's me, Jamie Thomson and Paul Mason talking about a whole bunch of gamebooks including Fabled Lands, Robin of Sherwood, Way of the Tiger, Blood Sword, Golden Dragon, Falcon, Critical IF -- and, of course, the very best titles in the FF series too.

Monday, 31 December 2018

That was the year that was


"Night followed day like the flapping of a black wing. I saw the sun hopping swiftly across the sky, leaping it every minute, and every minute marking a day. The twinkling succession of darkness and light was excessively painful to the eye. Then, in the intermittent darknesses, I saw the moon spinning swiftly through her quarters from new to full, and had a faint glimpse of the circling stars. Presently, as I went on, still gaining velocity, the palpitation of night and day merged into one continuous greyness; the sky took on a wonderful deepness of blue, a splendid luminous colour like that of early twilight; the jerking sun became a streak of fire, a brilliant arch, in space; the moon a fainter fluctuating band; and I could see nothing of the stars, save now and then a brighter circle flickering in the blue."
Like H G Wells's time traveller, we've careened through another year. There should be a lever to slow this thing down, shouldn't there? But as "minute by minute the white snow flashed across the world, and vanished, and was followed by the bright, brief green of spring" I've had the chance to glimpse a few standout moments of 2016.

My best roleplaying experience was getting to sit in on a session of Dom Camus' Earth Force campaign. This is a modern take on superheroes, with a dash of existential threat and a background swirl of geopolitics. I played a scientist and got through without actively needing to use my powers, but nonetheless getting multinational backing for my open source research program, which made me feel quite Tony Stark. The whole thing was helped along by an elegant, streamlined system that did everything you need of rules and kept out of the way of the roleplaying. I hope Dom will publish it.


Talking of sweetly simple rules, my favourite new game system has been Gregor Vuga's Sagas of the Icelanders. If you're familiar with the sagas, this captures them perfectly. I ran it straight -- no fantasy, no 21st century mores, just bleak neighborhood struggles against the unsentimental elements and your fellow man. It's quick, easy, atmospheric, and the perfect antidote to decades of GURPS.

Proudest achievement of the year was publishing Can You Brexit Without Breaking Britain? This is my and Jamie's first gamebook in more than twenty years. I have no idea what will happen to the UK in 2019 (good luck -- by then I should have regenerated as an Irishman) but I am sure that the book will give you a better understand of the Brexit process than any of the government ministers charged with negotiating it. And Britain's godfather of gamebooks, Ian Livingstone himself, has taken a look at Can You Brexit? and pronounced it "very clever". He may be partial, of course.

Around the time I was finalizing Can You Brexit?, Ashton MacSaylor was getting ready to deliver on his Kickstarter for The Good, the Bad and the Undead. If you've hung around the saloon for a while, you'll remember that was the Wild West gamebook that Jamie was going to write but couldn't get beyond the outline. Ashton took it over, roped and threw and branded it, and now it's riding in out of the desert with a mean eye and a belt full of bullets.

Talking of gamebooks, I wrote two audio adventures for the Amazon Echo, one an all-new interactive drama, the other a reskin of my first ever gamebook Crypt of the Vampire. With very tight deadlines those were hard work, but luckily I like hard work, as long as it's work on something that interests me.


The highlight of the summer was travelling to Germany for Manticon. Good beer, nice people, an open society, fabulous landscapes, and the best trains I've ever been on. I might move there. (See Brexit, above.)

Earlier in the year, I got a call from Lawrence Whitaker at The Design Mechanism, publishers of the Mythras RPG. (Yes, I know; apologies for the spelling. I have to grit my teeth every time I type it, but it's the Runequest system with Glorantha stripped out, so it actually is rather brilliant.) TDM have acquired the licence to do a roleplaying game based on Jack Vance's fantasy trilogy Lyonesse, and having heard me talk about it on the Fictoplasm podcast they thought I might like to contribute a section to the book. You bet. I owe Jack Vance a huge creative debt and it's an honour to pay a little of that back.

Then there was Daniel Fox of Grim & Perilous Studios getting in touch to bring Tetsubo back from the Land of Roots. Nothing's forgotten, as we Robin of Sherwood fans know. Watch for that in 2019, if you still have money left after food and medicine rationing.

I also got roped in by Ian Turnbull, one of the Black Cactus co-founders, to do some work on a Virtual Reality game. Don't reach for your Oculus headset just yet. The developers originally hoped to get the game ready by October this year, but Ian's and my combined half-century in game development told us that was never going to happen. Maybe next October. My role was, as it often is these days, to clarify, simplify and focus the design and creative goals of the game. (And to chuck out all the bloody cutscenes on the principle of "discover, don't tell".)

In October my time machine lurched off into a pocket universe of misery for a few weeks when I came down with a nasty virus followed by a racking cough. It stopped me from going to TekUKon, which was a blow, but every cold has a silver lining. Unable to get on with any of my new projects, I whiled away the time for the fluid link to repair itself by editing the fifth Blood Sword book, The Walls of Spyte. It's still a slapstick dungeon bash but at least the flowchart now makes sense and the pieces of the key you find are properly numbered, so for the first time ever you can actually complete the adventure.


Surprising creative experience of the year was discovering I still have a copy of the Lord of Light boardgame that Nick Henfrey (creator of Spacefarers) and I pitched to Ian Livingstone (yes, 'im again) and Steve Jackson back around 1980. We didn't have the rights, which might or might not have been a problem. Nowadays there's always Kickstarter, so who knows?

And entertainment highlight of 2018 was discovering Guy Sclanders' hilarious Fabled Lands playthroughs on YouTube. Many of the comments focus on how nasty things used to happen in games in the old days. Well, nasty things are more fun. Whatever doesn't kill you helps you level up.

And on that note, best wishes for the year ahead. See you on the other side.


Thursday, 4 January 2018

The dice men cometh


I promised we’d get the skinny on what Jamie has been getting up to. He was reluctant to emerge from his lair and tell me, so I sent Dirk Lloyd round to prod him. Hard.


DIRK: So, you vile tentacled freak, what's this new book project you're working on with Ian Livingstone and Steve Jackson?

JAMIE: I've been tapped by my old bosses, Ian Livingstone (or my 'Dark Master' as I call him) and Steve Jackson, to write up the history of one of our country's most iconic games companies, Games Workshop. Well, at any rate, its history up to 1985 or so, when Ian and Steve sold it for a lot of gold pieces. We've launched the book on Unbound.

DIRK: As usual, I'm not really getting what you're talking about. What's Unbound? Is it like Kickstarter?

JAMIE: It's pretty much a Kickstarter for books, but only books and nothing else. Unbound are more involved in the whole end-to-end process than Kickstarter, though. They're more like a crowdfunded publisher than just a commercial process for crowdfunding, if you see what I mean. So, if a given book project gets funded they will also do the printing and distributing of the book, and then sell it afterwards, usually in conjunction with a mainstream publisher. A bit like what we do with our Fabled Lands stuff, though we haven't got the reach or the contacts that Unbound has. Maybe one day!

DIRK: You're so old and decrepit now, like some kind of shambling, Alzheimery troll thing, I'd forgotten you ever actually held down a job. How did you first get involved with Games Workshop?

JAMIE: Hah, now that's a story. Way back when I left university, around 1980, I was flailing about pretty cluelessly trying to work out what to do with my life. I spent most of my time playing a game I'd got recently, in a little white box with three little ochre-coloured booklets inside...

Which I'd bought from GW, as it happens. Along with my White Dwarf mags. Instead of job hunting, I was painting figurines. My mum pointed out an ad for a job as a features editor on that selfsame magazine. I thought to myself I'd have no hope whatsoever of ever getting that job. It would be like a miracle, a dream job, working with people I admired from afar. So I gave up on the idea pretty quick. But my mum had other ideas. She had to get her nerdy, 21-year-old, paint-stained son out of the damn house, as soon as. So she rang Ian Livingstone.

And they chatted, and Ian said sure, send him up for an interview. And I went up there, had the interview, got the job! And that's how I ended up as assistant editor on White Dwarf in the early ‘80s. All thanks to my mum.

DIRK: Watching you dribble your food down the front of your shirt for the umpteenth time, I'm surprised you can remember any of that, let alone the rest of it. But anyway. What sort of stories will be in the book? Can you give us a teaser? And photos, presumably? Fresh young faces with flares and big afro 'dos?

JAMIE: Well, it won't just be how the company developed and grew and so on – the business narrative. There will be a lot of that obviously, but also there'll be stuff like the anecdote about how I got the job, for instance, but not just me. There'll be the experiences of the people that worked there. Sure, mostly Ian and Steve, but there were a whole bunch of other folk back in the day, people I'm still in contact with. Like Gary Chalk, Russ Nicholson, and Joe Dever too, though he's sadly left us now, but I've still got a story or two to put in about him. And a bunch of other folk working for or associated with GW. Including Dave Morris, White Dwarf contributor extra-ordinaire!

Here's a pic from the heyday, 1983. Gary Chalk, me, Steve and Ian front row, middle, with dear old Joe Dever standing behind Gary.


Mind you, most of the book will be the early days, about the start of it all. Like this photo of the first ever customer in the first ever Games Workshop. Apparently that bearded fellow had been queuing all night...

Not to mention all the ins and outs of the directors and the day to day running of the company...

Games Workshop Board Meeting

And we won't be shying away from those controversial moments too…


That's the Mail for you, mind. Hasn't really changed much, has it?

DIRK: Assuming you're actually still capable of writing a book, when will this be out?

JAMIE: That kind of depends on when the funding goals are reached, but probably summer/autumn of next year. To be part of this exciting new venture, and to help me pay my grocery bills for another few months, shoot over to the official Unbound site where you can pledge for a copy of The Dice Men.

DIRK: Never mind your pointless little hobbies. People should spend their money on my darkly glorious works. Or else.

Friday, 15 April 2016

Last of the Golden Dragons


The Eye of the Dragon didn’t start off as a gamebook. It was a scenario in my Empire of the Petal Throne campaign. The ruined city that the players had to visit was not Thalios but Ngala, out on the Flats of Tsechelnu about a hundred and fifty miles from Jakalla.

I can’t find any notes for the scenario, and that's probably because there weren’t any. Our main weekly game was held at Keble, first in Mike Polling's room and later with Jack Bramah, Robert Dale or Colin Williams hosting, and those games were on Sunday afternoons as a legacy from when we spun off from the Dungeons and Dragons Society at Jesus. I’d usually arrive to run the session after a leisurely start to the day and a long brunch, so there was rarely any preparation and we preferred it that way. For this scenario, though, I had at least drawn up a fairly detailed map of the ruins.

At a guess the game took place in late 1981 or early 1982, because it was obviously inspired by the movie Escape From New York. The players will have included Oliver Johnson, Mark Smith and Robert Dale. I doubt if there was any super-powerful ancient artefact at stake – more likely it was a routine escort mission for their temple. The twist, such as it was, lay in the fact that the players must have been anticipating trouble from an amphibious enemy such as the Hlűss or Hlutrgu, but it turned out they were up against a party of Grey Ssu. Hence all the hypnotic jiggery-pokery, and with it the seeping paranoia of never knowing whether the comrade right behind you might have already been got at. (John Carpenter movies were clearly a big influence on my umpiring style.)

For the gamebook I kept the unity of place and time, starting the adventure as you arrive at the ruins at dusk and finishing at dawn. The Grey Ssu became the Kappa – not the water-dwelling creatures of Japanese folklore, but pearl-eyed and coral-boned nonhumans whose name derived from the Greek letter, which seemed to fit with the vaguely Graeco-Roman flavour of the city.

Some nods to the scenario’s origins at Oxford can be seen in the Amber Pantechnicon (a wonky Radcliffe Camera), the crossroads of Carfax, and the talking sphinxes, inspired by the Emperors’ busts in Zuleika Dobson. For some reason the Sydney Opera House got a look-in too; maybe that was Russ’s idea.

The USP of Eye of the Dragon is that you are a sorcerer. In retrospect I could have come up with a more interesting way of handling that than the Vancean system – which is delightful in the Dying Earth stories, but doesn’t make for very interesting gameplay. In our Tekumel games at that time, magic involved the sorcerer constructing a number of mental “spell matrices”. After a spell was cast, the spell matrix became “fatigued” and you needed to spend time in meditation in order to restore it. You could still cast a spell using a fatigued matrix, but it cost twice as much energy. That would have been a better mechanic than the all-or-nothing approach I went with for the book.

Other snippets… Master Giru is based on Professor M.A.R. Barker, creator of Tekumel, to whom the book is dedicated. His player-character Firu Ba-Yeker is well known in Tekumel gaming circles. Lord Mantiss was a nod to Ian Livingstone, who often urged me to include a character called Mantis in Adventure, the role-playing game I was designing for Games Workshop – or, as it turned out, for myself – in the early ‘80s. (Years later, Ian was to return the gesture of homage by releasing his own version of The Eye of the Dragon. That's a joke by the way.)


For a while I toyed with the notion of giving the book a thorough overhaul. It could do with a bit more grit. The pally way the scholars talk to you at the start never rang true. More suspicion would have helped - and would have resonated with the pervasive distrust once you arrive at the ruins and find that so many would-be allies have been nobbled by hypnosis. I even jotted down a few notes:
The idea is that you’re different somehow. People treat you with fear, suspicion and loathing. We never say if it’s skin colour, a deformity, or what, but something marks you out as Other.

Oh, and you are a miracle worker, sorcerer, whatever. Maybe instead of being “of the Elder Race” this is more like being born a mutant.

So you’re recruited for this job. They don’t like you, but they need you.

You go and get the Eye, then at the end they ask you for it. And we end with you wondering whether to let them have it...
Another option was to rejig the book as a Fabled Lands Quest, with the action starting in Dweomer and then zipping over by means of one of those convenient dimensional portals to the vaguely Hellenic land of Atticala.

But in the end I realized that most people are buying these reprints to fill gaps in their gamebook collection. There isn’t a lot of appetite for revised versions. The Keep of the Lich-Lord was different – we had to rework that because we didn’t have the rights to the Fighting Fantasy setting. But The Eye of the Dragon is in its own universe – and it’s not Legend, at least not quite the low-fantasy Legend familiar to Dragon Warriors players, despite the reference to a place called Achtan. So in the end I changed only a couple of monster names (“dungeon devil” and “blood fiend” – must’ve been in a rush that day) but otherwise left the text unmolested.

The Eye of the Dragon is now available in paperback on Amazon:

Tuesday, 16 February 2016

The Chronicles of the Magi

A lot of people said that the Blood Sword series would make great novels, so in 1997 I took the plunge and revisited the gamebooks in order to convert them into regular fiction. If I'd anticipated the writing being a cakewalk - just a cut-n-paste job, right? - it only took a few days to demolish that notion. I needed to add a lot of text, for one thing, because in between the options in a gamebook there's an implied train of thought process and action that is left entirely to the reader's (ie player's) imagination. For a novel all that has to go onto the page.

And then there was the little question of a protagonist - or two. I rejected having a complete party of adventurers. I didn't want it to feel like a game write-up, for one thing. These were supposed to be proper novels, and having too many characters tends to throw a story out of focus. You've seen X-Men: The Last Stand, you know what I'm talking about. In the end I imported my own character Caelestis, a Vancean rogue who had appeared briefly in Tim Harford's Legend campaign, but on realizing that he was too much of a reprobate to serve as standalone lead in a middle grade series I created a "warrior monk" character (a sort of Capellar-in-training, I guess) called Altor who could come out with all the traditionally heroic lines.

A few weeks into the writing, I accepted Ian Livingstone's offer of a job as game designer at Domark (later Eidos Interactive) which made writing the Chronicles of the Magi trilogy a bit of a juggling act. I enjoyed it, though. Solving problems is my thing, and every scene threw up plenty of those. For instance, to get around the way the first Blood Sword book was really detached from the rest, being effectively a gameplay tutorial, I moved the opening scene of The Kingdom of Wyrd to the start of the first Chronicles novel. That got us right into the quest - though with rather more plot-twists along the way than the gamebooks needed to have. Here's (almost) the moment our two heroes first meet:
Altor reached for the banner, but just then there came a loud outcry from the far side of the square. He looked up to see the young dandy he had encountered earlier. His cloak swept out behind him like a bat’s wings as he ran, and hot on his heels were several guardsmen of the night watch.
‘Stop that thief!’ bawled the irate sergeant of the guards as the young man came racing past the booth.
Altor stepped forward without thinking and put out one arm. The dandy skidded to a halt in front of him and glanced up in surprise. For an instant their eyes locked, and Altor saw a look not of panic but of agile cunning. Then the young man ducked under his outstretched arm and reached for the last pennant. Altor lunged for it too. They both gripped the shaft at the same time.
The guardsmen pounded to a halt and began to fan out. ‘So, villain,’ gasped the sergeant, ‘will you come quietly?’
The dandy looked at him in disdain. ‘Villain, you say? I am Caelestis, the champion of Magus... of Magus...’
He turned to Altor who, although bewildered by the turn of events, found himself saying, ‘Magus Balhazar.’
‘Champion?’ The sergeant tucked his thumbs in his belt and rocked with breathless laughter. ‘You’re no champion, lad. You’re just a pickpocket and I’m taking you in.’
Caelestis stared back at him defiantly. The other guards hefted their cudgels and stood glowering. For a moment there was a tense silence, then the steward cleared his throat. ‘The youngster’s right. You can’t arrest him now he’s taken Magus Balhazar’s banner.’
Altor suddenly realized what was happening. Tugging the banner away from Caelestis, he said, ‘I was here first. Rightfully it is I who should be Magus Balhazar’s champion.’
‘Aha!’ cried the sergeant in triumph. ‘As I thought. Arrest him.’
Two of the guardsmen stepped closer. Caelestis wove away from them and snatched back the banner. ‘Not so fast. The banner is mine. How can this oaf be the magus’s champion? He doesn’t even have a weapon.’
It was true. Altor had left his sword buried in Magus Byl’s black heart. Rather than go into that now, he simply planted himself in a solid stance with his big arms folded across his chest. ‘I need no weapons. The monks of my order are trained to fight with empty hands if need be.’
‘Indeed?’ Caelestis cocked an eyebrow. ‘I doubt whether Magus Balhazar will be impressed.’
Altor snorted in derision. ‘Do you think he’ll be impressed by having a pickpocket as his champion?’
The sergeant flung up his arms in exasperation. ‘Enough!’ He turned to the steward. ‘What is the law? Are both these youths now employed by Magus Balhazar? Frankly I’d be happy to arrest the pair of them.’
‘I have committed no crime!’ protested Altor.
‘And I myself am merely a suspect,’ added Caelestis, ‘until my case comes to trial.’
The steward leaned on the rail in front of his booth and stroked his beard thoughtfully. ‘Both took the banner at the same time, so both are eligible to serve the magus. Consequently they are immune from prosecution.’
At this the guards gave sighs of disappointment and started to wander off. The sergeant spat on the ground to show his opinion of the steward’s judgement. Fixing Caelestis with a beady stare, he said, ‘Just you wait, lad. I’ll be waiting outside the Battlepits for you, and if you fail then you won’t be able to count on the magus’ protection.’
‘If he fails,’ said the steward laconically, ‘then he’ll be past caring about the laws of mortal men.’

The Chronicles of the Magi books are due to be republished on Kindle by Fabled Lands LLP at the end of the month and you can pre-order them now at a special introductory price:

The Sword of Life
Amazon US
Amazon UK
Amazon Spain

The Kingdom of Dreams
Amazon US
Amazon UK
Amazon Spain

The City of Stars
Amazon US
Amazon UK
Amazon Spain

Friday, 13 November 2015

The fantasy podcast


If you want to interview Jamie, invite him down the pub. Oliver McNeil, who recently ran a sort of theatrical Knightmare-type Kickstarter involving Tom Baker instead of Tregard, cornered the Thomsonian one in The Snowdrop in Lewes and there grilled him with questions about the Fabled Lands, Dirk Lloyd, and various other projects.

The only bit Jamie was evasive about is when Oliver asks him how he got his first job on White Dwarf. The truth is that Jamie's mum got him that job. Knowing that he wouldn't bother to apply, she rang up Ian Livingstone and told him all about her immensely talented, smart, personable, diligent son. Unfortunately his elder brother Peter couldn't make it to the interview, so Jamie got the job instead.

If you don't have the time to watch it, download the mp3 podcast here.