Gamebook store

Showing posts with label Nick Henfrey. Show all posts
Showing posts with label Nick Henfrey. Show all posts

Friday, 5 July 2024

The pivot of destiny

I came across this 120-player game of D&D on LinkedIn. Unfortunately the post was whisked away from me before I could note the name of the valorous GM, so apologies for not crediting him here. It reminded me of when my friends Nick Henfrey (co-founder of Flat Earths) and Steve Foster (creator of Mortal Combat) and I turned up at our university D&D society just after Freshers' Week. Dozens of new members had signed up, so we found ourselves crammed into a tiny room (five metres square at the most) with a couple of dozen eager first-timers.

"You can't run a game for a party this size," I pointed out to the GM as we all put down figurines in the traditional ten-foot-wide corridor.

"Course we can," he insisted, announcing that the two people at the front could just make out an ochre jelly or whatever it was.

We played on for half an hour, with most people there watching in bafflement as the experienced players leading the party rolled lots and lots of dice. It didn't look like many of these newbies would be coming back next weekend. Nick whispered in my ear. "Let's liven things up."

We were in the middle of the party, so we started blasting spells and swinging swords in both directions, slaughtering folks on both sides until the experienced D&D players waded back and killed us. Outside in the corridor, one of the first-year players whose characters we'd killed asked, "So what are we going to do now?" I didn't know then, but he was Mark Smith.

I opened the next door. It was another meeting room even smaller than the first, maybe four metres square this one, but it was empty. "Have you ever heard of Empire of the Petal Throne?" I said. And that's where we started a game with the core of a group who went on campaigning together for a long time to come -- decades in some cases. There were several who went on to careers far removed from games (and hi there, Les, Sheldon and Pauline, if you happen to see this) but most notable among them was Mike Polling (yes, the author of "The Key of Tirandor") a friend and creative mentor with whom I did much of my early writing. Mike and Mark had been at school with Jamie Thomson. It was through Mike that I was introduced to Oliver Johnson -- they had met at a party the night before our weekly game, and Mike gave Oliver a drunken but apparently brilliant (neither of them can remember it now) account of how roleplaying worked. The next day Oliver showed up to see for himself. And so, directly or otherwise, that Sunday afternoon connected me to most of the RPG writers I'd be working with over the next forty-five years.

Maybe life is full of those "Turn Left" moments. I met my wife because of another, but although that's obviously of paramount importance to me personally there's no gaming dimension so I won't recount the story here. What about you? Are there people or games that have changed your whole life which would have gone entirely unnoticed if you'd made just one different choice?

Friday, 12 May 2023

GM in your pocket

When Jamie and I were trying to convince the Eidos execs to fund development of the Fabled Lands MMO way back in the late '90s, one of the features we talked up was a storytelling AI:

"The GamesMaster AI will have a library of partially scripted adventures and story elements that it can bring in to liven things up whenever your character is having too easy a ride. These adventures are templates with slots to accommodate friends and enemies you've picked up in the course of your travels.

"For example: you take a bounty hunter's job and go hunting bandits. You round up most of the horde but the leader, Black Nat Varley, escapes. Later, while implementing a random attempt on your life, the AI fills in the assassin's identity as being Black Nat. If Nat survives your second encounter, he'll eventually show up in another encounter and so on. (Maybe NPC adversaries who survive more than three encounters are classed as "dear foes" and have their own level increases tied to yours so as to always give you a good battle.) 

"And the GamesMaster AI will also take account of your character class, deity, etc, when introducing new missions and encounters. It can also randomly generate adventure locations as needed, spicing things up by adding special elements so that they never seem just random. This means that every campaign will be unique."

We looked at Vladimir Propp's Morphology of the Folktale for patterns the GamesMaster AI could draw on. The idea was that it would throw in plot twists and tropes, applying them with common sense. So having a storm at sea might be an interesting random event when you were setting out on a quest, but if you'd completed an adventure and were sailing home to deliver the princess back to her father (or vice versa) then it would realize that a potential shipwreck would just be an irritating distraction.

Fast-forward 25 years and the AI is nearly there. Game developer Hidden Door is working on a platform that effectively creates gamebook-style text adventures on the fly. So when I was talking a little while back about AI-generated covers for Fabled Lands books, I might have been a little too unimaginative. Pretty soon you could have endless open-world adventures whenever you want them, right there on your phone. Not just text, either. This is the current state of play with text-to-video: 

By the end of the year, who knows where we'll have got to. Nick Henfrey and I are using AI artwork for our boardgame A Thunder of Dragons (details on the Flat Earths gaming blog) and maybe by the time we've finished that it'll be time to think about a videogame.

Thursday, 6 April 2023

A Thunder of Dragons

Tension and excitement fill the room as A Thunder of Dragons begins! Players take on the role of these mighty flying reptiles, soaring above a sprawling 15 by 15 playing board filled with raging rivers, perilous mountain ranges, treacherous swamps and dark forests. Castles, villages, towns, and abbeys are dotted about the game board. Such settlements offer rich pickings for the dragons. But beware! These havens of prosperity are guarded by garrisons of bowmen, knights, foot soldiers and wizards alongside powerful heroes. Bigger and richer settlements are even more fiercely defended. Players swoop in to pillage these strongholds for their treasure and relics: coins, jewels and magical artifacts of great power. They will need crafty tactics to bypass or obliterate the defensive units that stand in their way or else they risk being driven off into the wilderness to lick their wounds. As dragons claim victory they return to their lair triumphant and laden with booty, growing ever richer and stronger. But other players won’t just sit back and watch; they can unleash potent spells from afar in an effort to thwart dragon attacks and aid NPC defenders.

A Thunder of Dragons is a board game I've been designing with Nick Henfrey, co-creator of Conquerors and Spacefarers. (To be honest, all the heavy lifting has been done by Nick while I chip in with suggestions about game balance.) The prototype is a lot of fun to play, and I'm not saying that just because I won our first full game.

You start by shuffling and laying out terrain and settlement cards. This ensures the game board is different every time. Players establish their lairs and can either walk (slow but easy) or fly (fast but uses up power), picking on settlements which they can plunder for treasure, captives (princesses and princes too; no gender bias from us), and spells. You can hold cards to add to your hoard or hand them in to increase power. 

It's really rare for an early prototype of a game to play as smoothly as this. Normally what happens is you start fitting pieces into the rules jigsaw and it's all going well till you hit some part of the design that just refuses to fit with the rest. I've been struggling with something like that in my Jewelspider RPG design (nearly cracked it, though) and I thought Nick and I would have similar problems as we had with finessing the Zombomba boardgame. But no -- we laid out the map tiles and got playing and it all came together like Smaug swallowing a hobbit. One gulp.

My victory in the first game was a bit of a fluke. I began by attacking an abbey. Little did I realize that abbeys are really well-defended and when you're starting out there's a high risk of being driven off and/or being badly injured -- and if you use up all your power in the attack you'll have to try and get back to your lair on foot while pursued by the settlement's defenders and reinforcements. Luckily I survived and carried off a major relic, putting me way out in front. But even that didn't secure a sure victory, because the other players can see who is ahead and will team up to harass them with spells.

As you can see in the picture above, the dragon playing pieces are 3D printed models, making the game as visually appealing and tactile as it is fun to play. But the frustrating thing is we just don't know what to do with it. Patreon and Kickstarter would never raise enough for us to be able to sell physical sets of the game, and nobody is willing to shell out for PDFs of a boardgame. These days, the successful crowdfunded games are all by established games publishers. But if anyone out there can suggest a company we can team up with to turn A Thunder of Dragons from fantasy into reality, please shout it out in the comments.

You can follow A Thunder of Dragons on Facebook and Twitter.

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 (nĂ©e 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.