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Showing posts with label Sebastien Brunet. Show all posts
Showing posts with label Sebastien Brunet. Show all posts

Friday, 24 August 2018

Blood Sword cover design

A while back I mentioned how the cover of The Lord of Shadow Keep would have been a real mess if the artist hadn’t had the sense to ignore my brief. That time I dropped the ball, but mostly I get it right. Here’s the proof, in the form of the briefs I sent to Sebastien Brunet for Blood Sword. A friendly warning: this could get technical…

COVER BRIEFS

A lot of gamebook covers avoid depicting the player-character, which makes sense as gamebooks are seen through the protagonist’s eyes. Way of the Tiger does it another way, more like the view in a third-person CRPG where you get to see the hero. Let’s do that with Blood Sword. That way we can get a sense of scale in the scenes and monsters the hero is facing.

As there are four character types to choose from in Bloodsword, we can have a different character type depicted as the hero in each cover. Then in the fifth cover maybe we could show all four. The character types are:
  • Book One: a warrior (male)
  • Book Two: a rogue (male)
  • Book Three: a sage (female)
  • Book Four: a wizard (female)

The Battlepits of Krarth
A huge four-limbed creature of solid shadow is about to attack a human warrior.
The setting:
A long hall or temple with bronze doors. The place is lit by bowls of burning coals that produce clouds of incense. Those bowls are on bronze stands. To give some movement to the image, perhaps the monster is knocking some of these bowls aside as it closes in on the player-character.

The monster:
A hulking creature of living shadow. Its entire form is jet black except for its eyes, which blaze with blue-white light. It has four arms, and in each hand it grips a massive scimitar (also jet black). In the book this monster is known as “Nebularon, Drinker of Souls, Swallower of Sorcery” and I based it a little bit on Eternity in the Doctor Strange comics.

As the monster is supposed to have a skin of shadow that contains the blazing blue-white light, you could have lines along its body and limbs where we can see thin cracks of light shining through. That’s up to you – I just mention it in case having it entirely jet-black doesn’t look right.

The player-character:
He is a warrior who could be armed with a spear or a sword and shield (but not a bow). A low-angle shot to emphasize the size of the shadow monster, so that the warrior is in the foreground with his back to us looking up at the monster.

The Kingdom of Wyrd
A funeral procession of sinister monks carries a shrouded body along an underground tunnel, watched from the shadows by a rogue-like player-character.

The setting:
A stone tunnel deep underground. There are various round ventilation shafts built high up in the walls of the tunnel. We are viewing the scene in the tunnel from one of these ventilation shafts.

The bad guys:
A procession of evil monks wearing peaked hoods. They are carrying a shrouded body on a wooden bier and each has a tall candle to light the way. We are looking down at them as the procession goes along the tunnel. In case it helps, here is Russ Nicholson's picture from the original book.

The player-character:
A rogue (thief-type character) has climbed down the ventilation shaft and is braced against the mouth of it peeking out as the procession goes by underneath him. He is lightly armoured (leather, not plate metal) and has a bow, a quiver of arrows on his back, a sheathed dagger at his belt.

The Demon’s Claw
The sage levitates high above a mountain stronghold.

The setting:
We’re high in the air looking down at stronghold that is built on a ledge among high mountain peaks above an almost sheer drop. The dawn light glances off its sharp cornices and columns of glassy grey-black stone. The central tower of the stronghold is capped by an egg-shaped dome encrusted with carnelian and topaz. It hangs above the grey buildings like a second sun, catching the rays of dawn and seeming to magnify them. Here’s the drawing from the original book:

The bad guys:
A group of Magian wizards have run out onto the terrace and are getting ready to cast spells at the player-character. (They are tiny at this distance, so we probably can’t make out much detail of their clothing, but in fact they wear gold-trimmed red robes and tall copper crowns.)

The player-character:
A female sage (priestess-type) in simple white tunic. She carries a plain wooden staff and is levitating in midair. Our view is therefore looking down past her from behind as she descends towards the stronghold.

Doomwalk
The sorceress gazes up in awe at the Angel of Death who stands like a skyscraper in the centre of the desolate land of Sheol.

The setting:
A vast flat plain strewn with small rocks. In the far distance, the plain is ringed by sharp mountains, but they are so far off that they don’t look tall. Certainly not as tall as the central figure, Azrael.

The “monster”:
This is the archangel Azrael, the angel of death. First of all, he is huge - as tall as a mountain, so that his head is actually hazed by clouds and distance.Azrael is naked, but some states in the US tend to be prudish and won’t allow us to show genitals on a book cover, so he should stand facing slightly away from us. He’s just turning his head as if he has noticed the presence of the player-character – though to him she is insignificant, barely more than a gnat.

In appearance he’s like the classic Greek-Roman ideal, with muscles that look almost sculpted. His skin is dark grey, but that’s offset by the rich colours of his wings. The pattern of feathers on the wings is like a peacock’s tail, covered with eyes – only most of the eyes are closed, only about a tenth of the eyes are open. Here’s the description from the book:
A naked giant as large as a mountain. Wrapped across his face is a white blindfold. A colossal sword is planted on the ground in front of him, with his mighty hand resting on its ivory pommel. His face is beautiful beyond mortal comprehension, and he has wings which touch the edges of the sky. The plumage of these wings has a pattern like a peacock's tail, with countless eyes - except that many of the 'eyes' in the pattern are closed. You know from folklore that each represents a man or woman in the mortal world, closing when that individual dies. When all the eyes are closed it will be the Day of Judgement, and that day cannot be far off. Many more are closed than are open: the dead far outnumber the living.
I’ve done a sketch but there’s a big problem with it – Azrael isn’t nearly tall enough. He should be a thousand feet tall!

The player-character:
A sorceress. She is standing looking up at Azrael and has her left hand raised to her face as if she’s shielding her eyes from a dazzling light. Her other hand grips an elaborate jewelled staff. She wears long flowing robes as you’d expect of a wizard. Her body language doesn’t suggest that she intends to fight Azrael – he’s far too huge and powerful, you may as well think of attacking a mountain. Instead, her posture should convey awe and wonder.

The Walls of Spyte

The setting:
An arctic wasteland. In the background is the city of Spyte, a walled citadel of grey towers and spires surrounded by a high basalt wall. The city is completely encircled by a broad chasm almost a mile across. From this chasm rise sulphurous fumes that form patches of yellowish haze in the icy air.

The monster:
An ice bear – a creature with the heavy frame and shoulders of a bear, but covered in quills like a porcupine. Its claws and quills seem to be made of ice, in fact.

The player-characters:
All four of our heroes from the earlier covers – the warrior with a spear, behind him the rogue aiming his bow, the sage with her quarterstaff, and the sorceress conjuring a powerful spell. All of them are wearing heavy furs to protect themselves in the cold environment.

*  *  *

As a final note, these are very different from the covers I envisaged for a new streamlined edition of Blood Sword a few years ago. The design has to fit what you're trying to do. Those would have been more of a grown-up rethink of the books, with emphasis on the interactive novel aspect. Because in the end we just opted to re-release the original kids' books, complete with tactical maps and rules as complex as a few months of Brexit negotiation, the more vibrant in-your-face cover designs were more appropriate.

Friday, 28 August 2015

Wrap up warm


You've heard quite enough about Kickstarter of late, and probably more than enough about my old gamebook Heart of Ice. A lot of people have said it's a good adventure. Many have even said "best gamebook ever" - but the competition for that accolade gets fiercer every year, so I couldn't possibly comment.

Megara Entertainment, who ran the recent campaign for The Serpent King's Domain, are now doing a pop-up 15-day Kickstarter campaign for hardback versions of Heart of Ice in French and English. Look at that positively arctic Sébastien Brunet cover. Brrr.

Anyway, if you're not thoroughly fatigued by the long hot summer of Kickstarter gamebook offerings, this looks good and, modesty aside, it is just about my own favourite of all my gamebooks. I'm also probably not going to authorize any more Kickstarters based on my old books after this, so you really will be getting a collector's edition.

Alternatively, if money's tight, there's always the paperback and Kindle versions:

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.


Thursday, 24 July 2014

Blood Sword redux: The Battlepits of Krarth

gamebook
When I first decided to revise the Blood Sword books for a new edition, what I had in mind was a hobby project that I would tinker away with in odd moments of spare time. Where do these follies come from, eh? It soon became obvious, as it should have been from the start, that with an interconnected series like this you can’t edit bits in isolation. Blood Sword is a single gamebook epic comprising over 2800 sections. Pulling it all together takes a lot more focus than a half hour a week.

All right, plans are made to be altered. Fifteen years in the videogames industry should have taught me that if nothing else. So I hauled out a pad of A3 paper and set to flowcharting the whole of Blood Sword, start to finish.

Did I mention 2800 sections? By the halfway point I felt like Dantès scratching marks on the wall in the Château d'If.

There’s no Monte Cristo treasure at the end of this one, but it’s been an interesting exercise. I wrote the Blood Sword books over a quarter century ago (gulp) and firing up those same neurons after all this time is really odd. It’s like reloading a ghost. Some ideas and scenes seem so familiar, still part of the imagination I share with that 25-year-old revenant. Others are the work of a stranger. Sometimes I’m reading a piece and I find a grin of admiration on my face – “Now that’s cool!” But always I’m aware that I’m a different person now. I wouldn’t write these books, and if I did I’d write them a very different way. Like I say, interesting.

I also see the truth here of Malcolm Gladwell’s ten thousand hours theory. (You can frame that sentence, by the way, as I’m not usually one to cite the wisdom-lite of a pop guru like Malcolm Gladwell.) You learn to be a writer by writing. I know, because I can see it happening here: the leaps-and-bounds improvement from The Battlepits of Krarth to Doomwalk.

And then there’s The Walls of Spyte. We’ll get back to that one.

As I’m gearing up to the republication of the books (sometime in October, maybe, probably, hopefully) I thought it might be worth sharing some of the things I’ve remembered or discovered while editing the new edition. I’ll start with The Battlepits of Krarth.

gamebooks
It is, as you can guess from the title, a dungeon adventure. This last-man-standing type adventure was originated by Steve Jackson in his Death Test gamebook in 1978 and later picked up by others – most notably for British readers by Ian Livingstone in Deathtrap Dungeon in 1984.

But here’s the thing. I’m not interested in dungeons. You can keep your mules and your ten-foot poles. That’s not the kind of role-playing I do. So, first question: why the Battlepits?

I don’t know for sure, but I expect Oliver (Johnson, my co-writer) will have insisted on making the first book an easy-in. Oliver was always the one reminding me of the need to keep those early gamebooks commercial, and pointing out that the typical reader was not a twentysomething roleplayer but an eleven-year-old schoolboy. Re-reading them now, I don’t think I kept that in mind at all. There are drugs and prostitutes and gruesome deaths. But then, look at what eleven-year-old schoolboys (and girls) are into nowadays. There are videogames my godson played at that age that make the golden era gamebooks look as tame as Muffin the Mule.

So The Battlepits of Krarth was to be a tutorial level for the series. Despite agreeing to make it a dungeon, I notice that at least the first third of the book consists of finding a patron. The gates of the underworld only open for act two. I mentioned before that Oliver Johnson co-wrote the book with me. I wrote everything up to the entry into the Battlepits. From that point, I flowcharted the rest of the book and gave it to Oliver in the form of brief summaries of each section. Our thinking was that if he then worked up my summaries into full-length prose, we could call that a fifty-fifty job. It was better to do it that way because, well, let’s just say that Oliver is an absolutely brilliant fantasy writer and role-playing umpire, but his forte isn’t flowcharting.

What Oliver got from me were about three hundred entries that read something like:
213
You natter to ghostly Magus Zyn who wants you to assemble the old giant’s bones. Do it (33) or tell him to find another patsy (361).
The snag was, between getting the series commissioned and writing the first book, Oliver had taken a job. Suddenly the long days of creative leisure were behind us, the musing with story ideas as we smoked and listened to Lou Reed and Brian Eno, the impromptu role-playing sessions over a pint at the Devonshire Arms. Oliver scheduled the week before a family holiday to rewrite my summary sections. He dropped the manuscript off on the way to the airport. “I’ll do some clean-up editing before we hand it in,” I said.

He looked a little nervous. “It might need it.” The taxi was waiting.

I got a cuppa, sat down and I turned the page. Some mistake, surely..? It read:
213
You talk to ghostly Magus Zyn who asks you to assemble the old giant’s bones. You can do it (33) or you can tell him to find another patsy (361).
And what I’d expected Oliver to turn that into would be something like:
213
An insubstantial figure appears – not even a ghost, but the spell-projected image of a ghost. Magus Zyn, undying and eternal enemy of the magi. The last of the True Magi.
‘You have the means to resurrect Skrymir,’ says the ghost. You start to reply before realising that it cannot hear you. It is just like a recorded message, a spell cast here to instruct any who should arrive with all the fragments of Skrymir’s skeleton.
If you assemble Skrymir’s bones together, turn to 33. If you decide against doing that, turn to 361.
The deadline was a week away. That was a very busy week for me. I had forty thousand words to write, give or take. Walter Gibson could bang that out in a day, but the Shadow stories were continuous narratives. I wouldn’t like to try writing forty thousand words of good prose in a week, but if it was a single story it might be just about possible. When it’s cut into several hundred chunks it gets a lot harder. And I had all those tactical battle maps and stats to work out too.

Well, the book came out okay. It’s not the best of the series. Most reviewers agree that the story really gets going in book two, The Kingdom of Wyrd, and that most of book one is origin story and set-up. I’m surprised to see that we didn’t even mention the old Sword of Life itself in Battlepits. When I rewrote the series as novellas some years later, I rejigged the order of events to have the quest become the main inciting incident. If I were fully revising the gamebooks now, I’d do that, but I’ve decided to make this the classic edition. That means I’m only changing stuff that really needs changing. Later (maybe much later) I’ll get to work on an all-new, streamlined, rules-lite version, and then I’ll put the quest right up front where it belongs.


Things I like about Battlepits. The dungeon has quite a mythic feel. It’s not like a series of tunnels excavated under the citadel, with an orc band in this room and a riddling mage in the next; it’s more as if you’ve dropped into The Dreaming. The rivalry and intrigue among the magi is a little bit Vancean, and is definitely the sort of thing I’d put into one of my role-playing games. The dénouement has an authentic Dragon Warriors touch of “downbeat triumph” about it. Skrymir is surely Oliver’s idea – a brilliant, macabre, doomful encounter that’s how a giant ought to be.

Things I’d have dropped if this were the all-new edition. Grandmaster Klef’s coin game. Any abstract puzzles or random/unfair events. About half of the “dungeon”.

At the time I didn’t really want those tactical maps, but now I’m thinking they could work rather well if the books were converted into apps. One of my gaming buddies, Tim Savin, helped out with playtesting the new edition, for which I slightly modified the tactical rules and some of the character classes’ special abilities. He ran Battlepits as an RPG adventure for his kids and they enjoyed it. I think they wouldn’t read most gamebooks these days, but Blood Sword maybe needed twenty-six years to find its perfect readership. It’ll be interesting to see if this new edition can reach beyond the hardcore of the nostalgia market and achieve what I always wanted it to do: bring people into roleplaying.

Friday, 4 July 2014

We can make this easy, or we can make it hard

Some doubts having been raised in comments recently about the art standards of a prospective full-colour Blood Sword book, I thought this promo image from Megara Entertainment would dispel any doubts. If you still need convincing, take a look at artist Sébastien Brunet's gallery. (Not that I think he'd use that cartoony style from the gallery, nice as it is, for our gamebooks.)

Fabled Lands Publishing will be licensing out the Blood Sword colour hardback to Megara for release in 2015, and my understanding is that it will feature both original art by Sébastien and colourized pictures by Russ Nicholson. But as I explained in a recent post, we're turning the traditional publishing model on its head by leading with the paperback edition.

The first of those, The Battlepits of Krarth, should be out in a month or so. Don't worry, I'll give you plenty of warning. My first thought was to put these books in the same 5x8 format as Fabled Lands, Golden Dragon, Critical IF and Way of the Tiger - because, after all, tidy bookshelves matter. But those didn't do full justice to the tactical maps and Russ's classic illustrations. So I'm now switching to a larger size (5.5 by 8.5 inches, or 140mm by 216mm) and really pushing it to get all five books in the series out in time for Christmas. Yep, you're going to need a bigger stocking.

As for the picture above - does this ring any bells?
The only way to get across the gorge is via one of two bridges that span the distance to the temple terrace. A waterfall cascades over the middle of the platform, bisecting it and cutting you off from the further of the two bridges. Looking up, you see a huge gargoyle head carved into the cave wall near the roof. The water issues from its mouth, cascades down in a torrent across the middle of the platform, then pours down into the swirling river far beneath you.

As you consider the two bridges, a booming voice makes you look up once more. The mouth of the gargoyle is moving, and by listening hard you can make sense out of the deep rumbling words. Over and over, it intones: ‘Face that which you fear most, or confront a lesser foe.’

Presumably it is referring to the two bridges. You could cross the nearer bridge with no apparent trouble, but to get to the further one you must step through the waterfall. The gargoyle’s words are weighty with ambiguity. Which to choose?

Sunday, 1 June 2014

Saved from the pits

The cover design for the new paperback edition of Blood Sword could have gone horribly wrong. I took it upon myself, that's why. Luckily, to our rescue came Matt Hill of Gamebooks Unlimited, who generously served up a variety of designs and patiently absorbed my comments such as, "Maybe like this but a bit edgier and with extra coolness."

This version isn't quite final. Very nearly, though. And you can see how much better and more professional it's looking than if I'd done the design. The boomalicious art of Megara's Sébastien Brunet doesn't hurt either.

The first book should be out by August, with The Kingdom of Wyrd following before the autumn. Sadly the books don't come packaged with card figurines and a full-colour tactical board like John Berry has improvised here, but maybe when we get around to the hardbacks.

Tuesday, 31 December 2013

Jamie's 2014 treasures

The traditional New Year's freebie coming up tomorrow, but to fill the gap here's a promo picture by Sébastien Brunet from one of Megara's Way of the Tiger hardbacks that Kickstarter backers will be receiving next year.

The first two paperbacks in the Way of the Tiger series should be coming out from Fabled Lands Publishing by February. These will feature Megara's art but - be warned - only in black and white. If you want a full-color set of books, hurry up and order from Megara as they still have some left, but only a strictly limited edition.

Way of the Tiger is also coming out as a series of apps from digital gamebook supremos Tin Man Games. (The technology doesn't exist to do full justice to Blood Sword yet, but they're working on it.) Jamie has written loads of flavor text for every outcome in the fights, making these much more than straight ports of the book text.

Lastly, before you pack 2013 away for good, here's a shout-out on BBC Radio's Open Book program for Jamie's Dark Lord books. He comes in at 24:05 minutes but it's all good stuff.