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Showing posts with label Lord of Light. Show all posts
Showing posts with label Lord of Light. Show all posts

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, 5 December 2013

No dice: rules mechanics for non-random combat

I’m often having a go at dice in digital gamebooks. It's a legacy feature, like having section numbers displayed. Might as well have the reader rub out text with their thumb. (Hey, that might actually be a cool thing on an iPad. Not in e-gamebooks, though, thank you all the same.)

Assuming a gamebook has skill checks and combats (and that’s an assumption worth challenging) the question remains: if not dice then what?

In an earlier post I talked about the combat mechanic in Inkle’s digital adaptation of Steve Jackson’s Sorcery books. This is similar to the system used in classic boardgame Apocalypse – and seeing as Steve is a hardcover boardgamer, and such a fan of Apocalypse (née The Warlord) that he published it in 1980, I wouldn’t mind betting that he came up with that.

The way it works in Apocalypse was that one territory attacks another. The attacker hides a number from 1 to 6 (not exceeding the number of units in the attacking territory) and the defender makes a guess. If the defender guesses the number right, the attacker loses that number of units from his territory. If the defender guesses wrong, he loses one unit from his territory and the attacker gains a reward (a segment of missile) for use later in the game. Also, if the defender’s territory is now vacant – that is, if he just removed his last unit there – the number the attacker selected is how many units he gets to move in and take the territory. A high number is good for holding the territory, but the defender knows that so it’s a will-he-won’t-he puzzle.

Nick Henfrey and I used a similar mechanic in our Lord of Light boardgame for Games Workshop. Oh, you don’t remember that one? That’s only because Workshop lost interest in it a few minutes after our first meeting. Nick and I didn’t get the memo, so we completed a rather good boardgame and if anyone would like to publish it (perhaps with Kirby concept art) the email address is right there in the sidebar.

Rather than waste a neat game mechanic, I recycled it as the Spiral of Gold, a pastime of the Magi in The Battlepits of Krarth. Here’s Grandmaster Klef explaining how it works:

The being spreads his hands over the surface of the table. As he draws them back, fourteen gleaming gold coins are revealed - seven in a line in front of him, seven on your side of the table. Beside each line of coins rests a six-sided die. All the coins are showing heads.

‘I am called Kief,’ says the mysterious being. ‘I am Grandmaster of this game, which the True Magi called the Spiral of Gold. Pay close attention as I explain it to you.

‘We play in Rounds, called Spirals. In the first Spiral I shall secretly select a number on my die, placing it under my hand with the number I have chosen uppermost. You do the same. Then we reveal and compare our chosen numbers. Suppose that I have the higher number. In this case you would lose some of your coins - equal to the difference between our two chosen numbers. I do not get the coins you lose; they just vanish. All right, so in our example you’ve lost some of your coins. I wouldn’t lose any, but the number I displayed on my die is the number of coins I have to flip over from heads to tails. So if I displayed a 4 and you displayed a 3, you’d lose one coin and I’d have to flip over four of my coins from heads to tails. 

‘We then start the next Spiral by recovering – that is, if either player has any coins showing tails, he can flip one of them over to heads again. Then we select numbers as before, and play proceeds until one player has no heads showing at the end of a Spiral. Then he’s lost.

‘There are three other rules you must remember. You cannot choose a number on your die that is equal to or greater than the number of heads you have showing. That means that we can each put any number from 1 to 6 on the first Spiral, since we start with seven coins, all heads up. But if at some later point in the game I had only five heads showing, I’d have to choose a number from 1 to 4. Secondly, if we both choose the same number then that Spiral is a draw and neither player loses anything. Lastly, when you have to lose a number of coins you must take them from the heads, not the tails, among the coins you have left.'

All of which goes to show you can have a combat system (or any conflicting skill resolution) without going to the fuss of having virtual dice rattle around on the screen of the phone, tablet or PC you’re running your digital gamebook on. If Jamie and I get around to doing digital versions of the Blood Sword books, that's how we'll work it.