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Showing posts with label The Serpent King's Domain. Show all posts
Showing posts with label The Serpent King's Domain. Show all posts

Thursday, 30 May 2024

Snake charmer

Big news for Fabled Lands fans: Prime Games have released of the expansion pack for The Serpent King's Domain. Paul Gresty's expansive and ingeniously plotted adventure is now available for players of the FL CRPG. The new DLC includes 180 new items, 34 new achievements, a huge expansion to the explorable world, along with the following:

  • 17 new quests
  • 4 new titles 
  • 48 new enemies
  • 6 new music tracks

There's also new markets, new weapons, new rules (including heat penalties for heavy armour in the jungle), new kinds of blessing and much more. Don't take my word for it -- all the details are here.

Tuesday, 27 February 2018

The book with Sig's blessing

Eagle-eyed Fabled Lands aficionado John Jones has spotted an error in the regular-format edition of The Serpent King's Domain. Luckily it's not a catastrophic crash-type bug -- you can still play the book -- but irritating nonetheless. I can only apologize to those who snapped up copies as soon as they went on sale.

The mistake is in section 929 where the negative modifiers for the CHARISMA roll have been missed out. That table of modifiers should look like this:


That only applies to the regular (5" x 8") paperback, not to the large-format (8" x 10") edition with the colour map on the back. And of course, all copies of both editions sold from now on have the modifiers included.

If you already bought the book and were stymied by that section -- well, why don't we say you got to make the roll with no negative modifier? So there's an upside for you rogues and low-rankers. And if you ever encounter me or Jamie and present us with one of the uncorrected copies, we'll sign and certify it as a special "Sig's blessing edition". Deal?

Friday, 9 February 2018

Snakes alive!

It's here at last. The Serpent King's Domain, that is, seventh in the Fabled Lands gamebook series. This one takes you south of the Violet Ocean to Ankon-Konu and it's a whopper, slithering in at a juicy 1200 sections. Illustrated by Russ Nicholson, of course, and with a new cover painting by Star Wars and Marvel concept artist Kev Jenkins.

There are two editions. The large format (8x10 inch) paperback matches the original 1990s books and has the regional map in full colour on the back, as well as six special starting characters based on the principal backers of Megara Entertainment's Kickstarter campaign. The regular paperback (5x8 inches) matches the new 2010 editions, and the map is in black and white.

You'll find the map and six other starting characters, old friends indeed, HERE.

There you go, FL fans. And it only took 22 years and the invention of crowdfunding to get us here. Enjoy.




Both editions are also on Amazon's French and Italian and German sites. And all over the world; just search locally. Oh, and I know I always say this but it really, really helps us when readers leave reviews on Amazon. Even just one sentence and a rating. If you do that right now, you'll be helping to ensure there's a book 8 almost as surely as if you pledged for it on Kickstarter.

The image at the top of the post is not book 7. Well spotted. It's actually the cover of the forthcoming Italian edition of The War-Torn Kingdom, art by Shen Fei. You can see more, including the cover of the first Blood Sword book, on the publisher's website.

Thursday, 25 January 2018

Egg hatching

It's hard to get definite information, but it does seem that backers of The Serpent King's Domain are now starting to get their hardcover copies from Megara. See Exhibit A above, m'lud. And while I think that the higher-level backers won't be getting theirs for a while yet, on account of Jamie and I haven't been sent any bookplates to sign, it does beg the question of when Fabled Lands Publishing should release the paperbacks.

I put this question to Mikael Louys of Megara before Christmas and he said:
"As until January I am alone to print and ship copies one by one manually it will take a lot of time I suggest you start selling your edition."
So Jamie and I figure it's time. However, we don't want to spoil anything for the KS backers, who after all are the reason this book even exists, so we're inviting any backer who strongly objects to the paperbacks being released to get in touch. Leave a comment below or, if you're concerned about provoking a pitchfork-wielding mob, our contact details are there in the sidebar.

If we don't get any vetoes, we'll press ahead with publication by mid-February. Sound fair?

Wednesday, 27 December 2017

For art's sake

Finally all the pieces are in place and The Serpent King's Domain, seventh book in the Fabled Lands gamebook series, is about to hatch out into the world. Thank you for your patience – and there I’m not just talking about the two years since the Kickstarter campaign, which is actually a pretty quick turnaround by KS standards, but the twenty-year gap before that. When Pan Macmillan pulled the plug on the FL series back in the ‘90s, Jamie and I thought it was stone dead. Various attempts over the intervening decades to bring it back as a massively-multiplayer game, a CRPG, an app, etc, only raised hopes to dash them again. And then crowdfunding came along and opened up a new way of funding books. Not a particularly efficient way, admittedly – most KS projects are still barely-funded labours of love and/or duty – but it did the trick.

We’ve had Paul Gresty’s finished text for some time now. Richard Hetley meticulously edited it (all 1200 sections) by setting up spreadsheets to keep track of stats and make sure this is the best-balanced and most challenging FL book of all. I typeset it over a month ago, for both the paperback editions (large and regular format) and Megara’s hardback edition for backers. Russ was held up on the interior illustrations for a while for personal reasons, but happily he returned to the job with renewed energy and has delivered some of his best work.

And the final piece of the puzzle arrived at the start of this month. Kevin Jenkins, who these days is swamped with work on Marvel and Star Wars movies, graciously found the time to provide us with three different cover designs, one of which he painted up in some detail before deciding that it would make an interesting change to go for a night-time effect. I've got both paperbacks set up on our print-on-demand service ready to go on sale on Amazon in the New Year, and meanwhile Mikael Louys can be getting on with shipping out deluxe hardbacks to all the backers.


Some people have asked why the new cover isn’t a panorama like the first six. The fact is we have no way of printing books with fold-out covers like the Pan Macmillan editions. The back cover of the large format paperback will be needed for the colour map, in any case.

I’ve never actually seen the physical paintings for the first six books, but I know they’re big. I met Kevin once, back in 2010, to ask if he could help us find clean, text-free copies of the cover art for our new paperback editions. “I’ve got them in my attic,” he said. And he dug them out, set them up in his studio, and spent a good chunk of his weekend photographing them for us to use. How much did he want for us to re-use them? Not a penny. That’s one of the reasons I insisted that he and Russ should be fairly recompensed at their normal rates for work on this book. I’ve seen artists and writers exploited far too often, the people who actually make the content struggling to pay their bills while publishers luxuriate in second homes, which is why I won’t be a party to it.

Some FL fans have asked how the Kickstarter funding will be shared out to pay for the content. The campaign was run by Megara Entertainment SARL, not by Fabled Lands LLP directly, but I can share the details as they have been stated throughout to all backers on the Kickstarter page. The campaign was a model of transparency, thanks to Richard S Hetley, who managed it under the express instruction of Mikael Louys of Megara, who decided to take a back seat following his summary cancellation of the Crypt of the Vampire campaign back in June 2015.

Richard began by showing backers how their pledges would be spent:



That's nicely straightforward, isn't it? As I have commented before, the tricky thing about a Kickstarter for a new book is that you have to pay for writing, editing, typesetting and artwork on top of print and shipping. This pie chart explains where the money is going to be spent in terms anyone can understand.

But wait, it's not quite as simple as all that, because not everybody was simply pledging €35 for a copy of the book. There were other pledge levels such as personalized character drawings. So for the sake of further clarification, Megara maintained an art meter on the page:


That's how it looked by the end of the campaign - gratifyingly full. In the early days there was no guaranteeing it was going to get that far, so Megara identified the two highest art priorities:

First, a new regional map by Russ Nicholson. As the KS page stated: "You cannot play a location-based game if you cannot see a map. At [€550 on the art meter] we will be able to afford a new map. It will be printed in the book as black-and-white, but Russ will draw it in color for the map print also available during this campaign."

Next, upon reaching the €1150 mark on the art meter, €650 could be set aside as the base cost of "a new cover painting by Kevin Jenkins. To be clear: a painted cover by a famous artist costs far more than the above. If we reach the meter mark, we will continue to pay half of all art funding to Kevin Jenkins after this point on the art meter."

Well, the campaign raised €30,589. So, by the art meter formula that was made explicit to backers, the final allocation results in €3300 being owed to Kevin Jenkins for a new cover. Russ's map and interior illustrations meant that €7209 was set aside to pay him. Meanwhile Paul Gresty's 10% share as author netted him €3058.

It's not much considering the talent and creative work involved, is it? Of the total raised, after content costs, Megara has €17,000 left that's earmarked to pay for the printing and shipping of around 490 hardbacks. In other words, the physical production costs are considerably more than the amount allocated to the creative team. So you can see that it's only possible to do a project like this, and attract art and writing skills of this calibre, because of the love and commitment those guys have for the series. In fact, Russ and Kevin were better paid than this back in the mid-90s when they originally helped us create the Fabled Lands series. When you consider that UK inflation since then has been a whopping 78%, our stalwart creatives are getting barely £1000 each in 1995 terms. That's why I'm so grateful to them for agreeing to work at the rates specified on the Kickstarter page, and thus for lending their names and reputations to make the campaign a success.

And by the way, that  €17,000 left for printing and shipping might look like a windfall, but bear in mind these are quality hardbacks and they're being sent to backers all over the world. At least €10,000 is probably eaten up just by printing and postage costs, and that's before you even get to the organizational side of it: spreadsheets of addresses, tracking who paid for what reward, signing bookplates and producing other extras. Even if you ran a successful Kickstarter like this every month, the "profit" isn't enough to run a company on. That's why I've said that it's simply not possible to run a publisher using Kickstarter as the core funding model. Something like this has to be done from the heart. If you've seen Mikael Louys's comments on Kickstarter and Facebook where he lays into me and Jamie, that's my response. I take my hat off to him.

A Kickstarter campaign is a public contract with backers. It tells them what they will get for their money. If they like the deal, they pledge. If not, they click on to another project and spend their money there. It's incredibly refreshing to see a campaign like this where the contract with the backers has been so open throughout. Many projects avoid making promises because they know that Kickstarter's Terms of Use require them to fulfill those promises or refund the money, but Megara has shown exemplary transparency in putting those promises front and centre from day one.

The devotees of the Fabled Lands obviously liked the deal being promised because you pledged in your hundreds to revive the Fabled Lands series. I only hope that if and when Fabled Lands LLP launches our own Kickstarter campaign for book 8, The Lone and Level Sands, that Paul, Richard, Russ and Kevin are still so amazingly generous with their time and effort. It's really because of their help that we are able to do projects like this at all. And because of the passionate intensity of Mikael Louys, who kept asking us if he could publish some of our old gamebooks and finally convinced us to authorize a new one. And, last but very far from least, because of all the FL fans who are willing to put down their hard-earned dollars (okay, euros) to see more exhilarating artwork and thrilling prose by our dedicated creative team.

Monday, 25 December 2017

Uncovering Fabled Lands book 7

Happy Christmas. I know you'll have presents to open and crackers to pull, so I won't keep you. I just thought you might like this glimpse of Kevin Jenkins' cover for The Serpent King's Domain.

Well, sort of. The fact is that Kev changed his mind about the cover after painting this rough, so the finished article looks quite a bit different. You'll see that soon enough. (If you're one of the Kickstarter backers you'll have already seen it.)

In the meantime, if you've been given any book tokens then why not take a look at our US or UK gamebook stores? Or browse through some gamebook and RPG goodies on the Spark Furnace site.

OK, that turkey ain't gonna cook itself....

Friday, 22 September 2017

Latest news on Fabled Lands book 7

The internet is buzzing (quietly) with gossip about the forthcoming Fabled Lands book, The Serpent King's Domain. But why make do with hearsay when you can get it straight from the horse's mouth? So here's the author, Paul Gresty, with another update...


Working on a series like Fabled Lands, a moment occasionally comes along that makes you squeal in fanboy (or fangirl) delight. One of those 'squeal' moments came early on for me, in the planning stages of The Serpent King's Domain, when Dave and Jamie opened up their treasure trove of notes of what they'd originally had in mind for the second half of the series. Being able to freely quiz Dave and Jamie regarding their thoughts on, say, the inhabitants of The Desert of Bones, or the theology of Chrysoprais – that's pretty squeal-inducing too. Working with Dave and Jamie to explore and develop these unknown quarters of their great big sandpit has been enormously fascinating, and a huge amount of fun.

But then there's also the flip side to that. There's the gruntwork that's involved in writing a book. Checking punctuation. Checking that every paragraph number that should be in bold text actually is in bold text. Verifying there are no broken 'turn to X' links in the book – for the second time, because you're afraid that a software gremlin has made a change you didn't intend it to. As fun as this work is overall, these are the tasks that make you want to repeatedly bang your head against the wall just to hold the tedium at bay. And, because that's the stage we're currently at, they've been pretty frequent of late.

The good news: the text of The Serpent King's Domain is finished, done, finalised. So too are Russ Nicholson's interior images, and Dave is now diligently slaving away on the final page layout for the book. We're reserving the right for any last-minute minor changes – alterations to the difficulty numbers of tests; things that won't hugely impact the number or length of lines of text in the book. But for all intents and purposes, yes, we're done. As I write this update, I'm also writing the book's back-cover blurb in another window on my computer. That's the point we're at, now.

The only thing we don't yet have is the final cover for the book. But that's moving along too. Kev Jenkins recently sent us an updated image for the cover, now in full colour. It's not absolutely finished yet – but it looks really, really great. I'm looking forward to the moment when we can finally unveil it.

So what comes next? On the creative side of things, Russ still has to do a few direct commissions for high-level backers; we've been talking with the people concerned about that. But that aside, the creative element is pretty much done. Once Dave has finished the page layout, and once we have the final cover, everything is passed across to Megara Entertainment, whose Kickstarter campaign it was and who will handle printing and shipping. There are a handful of smaller miscellaneous project rewards to deal with as well – the artbook PDF, the high-resolution map file, the cross-promotion with The Good, The Bad and The Undead. Megara will shortly be handling those too.

And that's it. Printing and shipping will surely take a while, but after that, we'll be done. With this seventh book in the Fabled Lands series, at least.

As always, thank you, our supportive backers, for helping and allowing us to reach this point.

- Paul Gresty

Friday, 25 August 2017

Have your say on the next Fabled Lands book

A guest post today from Paul Gresty, author of The Serpent King's Domain, the seventh Fabled Lands book, which has been funded by the generosity of Kickstarter backers. As the book is nearly ready for release, Paul recently posted a KS update in which he canvassed the opinions of the backers on several rules points. Then we realized that there are a lot of other experienced Fabled Lands players out there who for all sorts of reasons may not have backed the KS campaign, but who might still have useful answers to those rules questions. So take it away, Paul..

* * *

Excellent news. I heard from Kevin Jenkins recently that he's expecting to send us the finished cover for The Serpent King's Domain in the very near future. Once that's done, we're pretty much ready to move on to printing and shipping to Kickstarter backers. That's the Megara hardcover edition. A paperback edition from Fabled Lands Publishing will follow soon after.

We're fortunate in that the crowdfunded development of this book, in which backers are aware of each stage of the process of creation, allows the opportunity for a dialogue with the book's ultimate readers. Your viewpoints are, frankly, a valuable resource, one that we'd be crazy not to tap into. And so, before we move on to printing, I'd be very curious to get feedback from you on a couple of points of game mechanics.

CALCULATION OF DEFENCE

We've already talked about this on the Fabled Lands blog and the FL Facebook page, but I think the point remains somewhat ambiguous. For a long time there's been debate concerning whether any bonuses to COMBAT conferred by a character's weapons are added to the character's Defence score. I think even Dave and Jamie have found the point somewhat contentious – take a look at the wording of the front matter of the different editions of the various FL books, and try to spot the differences.

Dave, Jamie, Richard S. Hetley (editor of The Serpent King's Domain -- demo here) and I have discussed this point at some length lately – and the ultimate ruling is that any COMBAT bonus from weapons does not count towards Defence. The logic of the matter is as follows, as explained by Richard:
"Nothing else in the game gets two categories of items to boost it. I always presumed that armour existed to raise Defence since weapons have their own use. The numbers bear this out. Thanks to the documentation efforts of others, I see that the highest enemy Combat in the first six books of the Fabled Lands is only 15, so enemies roll 27 at their best; the highest player Defence item is already +10; plus your personal Combat of (probably) 12; plus Rank of a mere 5 and you're at 27 with plenty of slack and no need for a weapon. The absurdity was only visible after multiple books, where the enemies are unable to match a player using all these statistics together. Given that players get this strong after adventuring for long enough, enemies should have been made stronger in the first place to match them."
So, let me throw this open to all Fabled Lands players. What are your thoughts and opinions on the subject?

THE CASE OF THE JADE DEFENDER

A couple of people have pointed out that the description of the Jade Defender, a weapon obtainable in The Court of Hidden Faces, specifically states that a weapon's COMBAT bonus does count towards Defence. That is, it's a COMBAT +3 weapon, that possesses an additional quality of adding an extra +3 to a player's Defence – making it a COMBAT +3, Defence +6 weapon in all.

We've talked about that too. And the overall view is that, in light of the most recent analysis of the rules, that description was incorrect. Should the Jade Defender itself therefore be considered a COMBAT +3, Defence +3 weapon, in that case, to account for that extra Defence bonus – or can it still be viewed as a COMBAT +3, Defence +6 weapon? Me, I'd probably opt for the latter view, even considering that this greatly increases the weapon's value. Retconning the rules is one thing, downgrading that hard-won weapon you've come to rely on is something else.

HOW DIFFICULT SHOULD WE MAKE SPIRIT COMBAT?

The mechanic of spirit combat is a new addition for The Serpent King's Domain. This was partly conceived as a way of presenting enemies that would be a threat to even very experienced characters. A player's spirit combat values are calculated quite differently from physical combat. Rank has no bearing on spirit combat; a player's base Defence score is equal to either the base MAGIC or SANCTITY score (whichever is higher). The player's Nahual value is used in place of the COMBAT stat – and opportunities to increase Nahual are rare (and the player may not want to increase Nahual to its highest level). The choice of weapons and armour that the player may use in spirit combat is limited.

A little background on the evolution of these combats: Richard was the first person to playtest the book, and he found that these spirit combats, while challenging, were also fairly tedious – in some cases, players and enemies would miss each other round after round, only occasionally getting in slight, scratching blows that took a long, long time to whittle down Stamina. And so he rewrote the stats for every spirit combat in the book, increasing each enemy's offensive punch, while also reducing their Defence. In essence, he made it so that enemies hit harder, but die faster.

Some of the combats are difficult. They're meant to be. But this is where, again, I ask your opinions. Can a fight be too difficult? When you, as a player, run up against a really hard fight, is it a welcome challenge – or is it just flat-out frustrating?

I'm going to quote some points from a recent email discussion we had on this subject because I feel that, without giving away stats or spoilers, it demonstrates the sort of threat levels the player may run into. Dave asked if a player could always back away from a spirit combat if they didn't feel ready. Richard's reply:
“You can retreat from one introductory-level fight and one significantly harder fight. The introductory-level one, hopefully, teaches you just how much you need to strengthen yourself before doing the rest. The harder one is escapable. Two other fights are ones that you initiate when you are ready. They are another introductory-level one and, well, a certain other one that's really tough. And the remaining two fights are each unique. One is introductory-level and you can't escape. Another is really tough, but you can only get it after completing major plotlines in other books.”
What do you think, as players of the FL books? Your views would be much appreciated and could make a big difference to this next book and the direction the series takes from this point. You can post comments as replies to this post or on Facebook page (link above). Or, of course, feel free to contact me directly at paulgresty {at} gmail . com (no spaces).

And in particular I'd like to thank the Kickstarter backers for their ongoing support and patience throughout the development of The Serpent King's Domain. They're the ones who have made this book possible.

Paul Gresty

Thursday, 20 July 2017

Fabled Lands rules, old and new

Recently Jamie and I had a chat about the forthcoming FL book 7 with Paul Gresty (who wrote it) and Richard S Hetley (who is editing it) and an often-asked question arose...

Paul Gresty: “The precise calculation for Defence in Fabled Lands came up on the FL Facebook page about a month ago, and it’s come up again during playtesting of The Serpent King’s Domain as a point of ambiguity. To quote the books: ‘Your Defence score is equal to: your COMBAT score plus your Rank plus the bonus for the armour you’re wearing (if any)’.”

Jamie Thomson: “The question a lot of people ask is whether that COMBAT score includes weapon bonuses – that is, does your Defence score factor in bonuses from weapons and armour, or just from armour?”

Paul: “Right. And with the release of book 7 we’ve got the opportunity to nail this point down. Given the new mechanic for spirit combat, in which Defence is calculated a little differently, it’s important to be specific as regards weapon bonuses.”

Jamie: “If weapon bonuses counted then players could too easily become unbeatable. We should have made it clearer in the rules that you’re supposed to use your innate COMBAT score when calculating Defence.”

Dave Morris: “Also, if the rule worked that way, then logically magic weapons should cost twice as much as magic armour, because they would count for Defence, just like the armour does, and for attack too.”

Jamie: “Right. So to be clear: weapon bonuses do not count towards Defence, ie when calculating your Defence you use your native COMBAT skill without weapon bonuses. Which also makes calculating Defence straightforward, as it doesn’t change every time you switch weapon.”

Paul: “If you use the wrong calculation for Defence, it’s possible for your character to become untouchable in combat. Notably there’s an opponent in FL6, a giant called Big Boy, who is really dangerous in combat, and who inflicts permanent damage to the player’s Stamina with each hit. I’ve found that it’s possible to beat him without taking a scratch - although it seems that the player is supposed to find the clever, non-combat way to beat him.”

Dave: “Jamie and I just assumed players would take it as read that they were to use base COMBAT when calculating Defence. In other words, we didn’t notice there was any ambiguity. It’s no excuse, of course. If there is any point to rules at all, they need to be unambiguous. If an ambiguity makes no difference, the rule itself is superfluous.”

Jamie: “Well, we’re kind of fixing it now. Though in retrospect the system breaks down at these very high levels anyway.”

Richard S Hetley: “I’ve been playtesting all the physical fights in Serpent King’s Domain using the rule that weapon bonuses don’t add to Defence.”

Paul: “I think it’s safe to assume that 95% of players coming to SKD will already own and be very familiar with books 1-6. The new mechanic of spirit combat is intended to provide a few fights in which the player’s combat ability is determined in a much more closed and manageable way. Rank has no bearing on these fights, and only certain items are permissible. The only real advantage that very high-Rank characters get is that they’ll go into these fights with a much higher Stamina. There aren’t so many of these spirit combats in the book, but they should provide a challenge to even very powerful characters.”

Dave: “I’m reminded of spirit combat in Runequest. That was always hair-raising, seeing as if you lost the fight you were annihilated.”

Paul: “Just on the basis of the Dunpala demo, I’ve already had an email about with a rules question asking, ‘Can I use my +8 White Sword in spiritual combat? I think I should be able to, because it was created by a god.’“

Jamie: “Hah! Worth a shot, I guess. What did you tell him?”

Paul: “I gave him a variation of that opening to the Blood Sword books, something like, ‘I’d personally say no – but it’s your book, play it however you want.’” 


Richard: “In spiritual combats in this book, Sanctity or Magic of at least 9 is required to defeat the weakest enemy you’ll face. A starting character in The Serpent King’s Domain can reach that without effort, or can make up the difference by finding high-powered spiritual weapons and armour. But to overcome the strongest enemy you need to have the highest possible Sanctity or Magic and the strongest possible arsenal from this book, as well as a healthy amount of bonus Stamina.”

Jamie: “Which is how it should be. Players want to face a real challenge. The ultimate boss in a book mustn’t be a pushover.”

Richard: “Just as we expect the player to become unbeatable in physical fights by gaming the system, in spiritual fights the player is eventually going to max out stats just the same. On top of which there’s the modifying factor of Lone and Level Sands. Even if this enemy is the strongest in Serpent King’s Domain, what happens if book 8 comes into existence and then the player gets an arsenal even stronger than that here? Now the boss fight in this book becomes easier.”

Jamie: “Maybe some bosses are so tough that you need a multi-book quest before you can face them. We might need to do that to make later books a challenge.”

Dave: “As long as you get the chance to turn away from those fights if you’re not tough enough yet. If you only find out you weren’t ready for the fight by getting killed, that’s a swizz. I know we have resurrection deals but even so you should get plenty of hints beforehand so you can judge the power level needed.”

Jamie: “Or the chance to run away and come back when you’re tough enough.”

Richard: “All this does mean that a player who expects to be invincible but has Sanctity or Magic topped at 5 or 6 is going to be mighty disappointed. I propose telling the fans this before the book is printed and seeing what they say.”

Friday, 14 April 2017

Rumble in the jungle

A picture is worth a thousand words. More than a thousand when it's by a master artist like Kevin Jenkins. So I'll keep this short. Kev has been madly busy on visual design for the next Star Wars movie - or maybe the next but one - but he cleared some time recently to do a few sketches of the cover for the seventh Fabled Lands book, The Serpent King's Domain. And when I tell you this is one of the designs we rejected, you'll get a hint of how amazing the finished cover is going to look.

Kev says of this one: "Our hero is taking down an attacker while being surprised by a second assailant, below massive jungle waterfalls with temples carved with massive stone faces." Of course we apologized for dragging him away from a galaxy far, far away but he added, "Believe me, after four years on the same subject it was nice to sketch a dragon."

An awesome guy and an awesome talent. We're lucky to have him. And anyway, I'm a Trekker.

Friday, 24 March 2017

Where to buy a blessing

You’ll be pleased to hear, especially if you were one of the people who backed it, that The Serpent King’s Domain is nearing completion. Paul Gresty has delivered the manuscript to editor Richard S Hetley, Russ Nicholson is more than halfway through the interior illustrations, and Kevin Jenkins is clearing a space in his busy Hollywood schedule to paint the cover. 

I'm not in charge of the production (the Kickstarter was run by Megara Entertainment, not Fabled Lands LLP) but at a guess the backers might have their copies by the summer, and paperback editions could be on sale in the autumn. Fingers crossed, anyway.

In the course of editing, Richard is coming across some interesting points which force us to revisit some of our rules choices. I say “force”, but to be honest it’s fun having these intensive game conversations. The process is making us all quite eager to run a Kickstarter for The Lone and Level Sands – though maybe this time we should get the book nearly complete first.

* * *

Richard: I continue to proofread by playing, and… ack! It's not so easy to keep track of blessings anymore!

Paul, is the plan that all these new deities would be worshipped in book 8 as well? Or, Dave and Jamie, would it be culturally appropriate? If so, then good. That makes this change much simpler for the reader.

Likewise, you added more than one new type of blessing. Would these blessings (no more and no fewer) be available in book 8? Also good from a game design standpoint, because then they would be “special blessings you get from the southern continent” instead of “weird quirks this new author added for one book.”

And questions which might involve Dave and Jamie:

The price on these blessings keeps changing. I depended on stability in pricing in the northern continent to allow me to update my budget without flipping through too many pages: “Oh, Tyrnai in this port? Combat blessing restored for 25 Shards.” Should “inflation” be allowed in these blessings for the higher-level books? And whether yes or no, should there be such variation from one town to the next?

And this isn't about gods necessarily, but is the entire world called Harkuna or just the northern continent? Book 1 is ambivalent on this.

Dave: I can see that it makes sense to have widely varying prices. On the northern continent cities are linked by trade, stabilising prices to a large extent. In the south, the jungle tends to isolate each community into its own pocket economy. Less trade means less standardisation -- and an opportunity, of course, for daring merchant-adventurers to make a profit.

Wrt the name of the world... I think Harkuna is just the northern continent. It certainly isn't a word that southerners would use. However, ambiguity exists in real scholarship and can do in FL too. When the Maya spoke of “the One World” did they mean just Central America, or all the Americas, or the entire planet? The fact is that usage changes to fit changing ideas of reality, so you might find one sage who'll tell you that Harkuna means all the lands, where others might say it's just the northern part. Jamie, any thoughts?

Blessings... well, I doubt if the regions of book 8 will have many deities in common with book 7. They're different geographies with little commerce between them, except perhaps along the coast. Blessings acquired in any book to date have worked in all books, regardless of whether the deity in question is locally worshipped, but it's possible we could have blessings that are more restricted. (In one of my Tekumel games, players came from a small island where they grew up worshipping a local god; once they travelled to the mainland he had no power to aid them.)

Jamie: “Originally there were three gods, those who created the world. These are hardly mentioned in the legends. They are dim, shadowy figures of a primordial age. Even their names bespeak dream-like obscurity: Harkun, He Who Is Like Harkun, and The Third God. These three having died, their place was taken by powerful demiurges, each with his or her own delineated jurisdiction. Thus there is Tyrnai, overseer of war; Elnir, lord of the sky; irascible Maka, who brings disease and famine if not appeased with sacrifices; Lacuna, lady of the hunt; Nagil, king of the dead; wise Molhern, deity of craftsmen; Sig, who guides the soft footsteps of thieves; the Three Fortunes, goddesses of destiny; and the twin gods Alvir and Valmir, who rule the land under the waves. Those, at least, are the gods of the northern continent...” (3:357 ).

But the idea about the original three, a kind of Trinity (actually something similar to Finnish old gods if I recall correctly) were the creators of the whole world of Harkuna through their deaths. Harkun falls from 'heaven' or 'the land of the Gods' and his spine becomes the mountain range that runs through northern Harkuna ie the Spine of Harkun. His blood is the ocean and so on. But as Dave says, it's the northern folks word for Earth or the 'One World'. I don't think the southern continent would actually call it Harkuna, though they could. They ought to have a similar kind of back story as it were. A different name, but still 3 elder gods. I say 'ought' and not 'must' or 'should' so it's not that important. Some southerners might also name a mountain range after the bones of Harkun and scholars would argue endlessly about who was right. Perhaps fight a war about it, that kind of thing.

The Uttakin take a different view of course... And we shall have to wait and see what the scientists and scholars of book 8 think about that too. Also Atticala and Chrysoprais would have their own versions as well.

As for Blessings, having different prices is fine. But bear in mind that you could start in book 8. That is of course a problem with our whole system - getting to very high levels. And starting with a level 8 character and then just sailing straight to book one makes things a lot easier. But still. Not sure what we can do about that.

I'd think about getting rid of the one god rule perhaps? You can have one God per 'culture' as it were? That means you could have multiple blessings, but hopefully that won't be too unbalancing because it would be very hard to get another blessing of Tyrnai for instance if you are inland. Except of course Ebron where you can never worship anyone else without renouncing him and becoming an Apostate.

Dave: We can't change any meta-rules (like having one god) because those are written into the start of each book. But you can build in special casing within any book, of course -- Ebron being an example of that.

As for the creation myths - well, we can say that's one story. Other cultures will have different stories. The people of Dangor think that the rest of the world outside their city state hasn't been fully created yet, but is just a dream their god is having. Q: “Is the whole world called Harkuna?” A: “No, it's called Dangor.”

Jamie: I meant just for books down south as it were. Part of the problem being that you'd be unable to renounce Enlil for instance whilst in Dunpala. You can have local gods on top of your legacy gods from books one to six. And of course, yes, each culture has their view on the world, like Ebron etc.

Paul: In some (most) cases in FL7, the blessings you get are the same as in the earlier books, so that only the source is different. You can get a THIEVERY blessing from Ko, a SCOUTING blessing from Kel Kin, etc. So it's rarely a problem that you'll need a blessing, but can't get hold of it without crossing the world.

The Sage of Peace in book 6 is a good example of how you can use a specific case to change the meta-rules - it specifically says that you can be an initiate of the Sage of Peace as well as an initiate of another faith, at the same time.

There is a loophole to getting out of the church of Ebron without becoming an apostate, for the record - you become an initiate of Ebron in book 5 as normal, but instead of renouncing the faith as normal you head over to book 2, and have the encounter with the 3 knights of Nagil. They give you the option of becoming an initiate of Nagil on the spot, which replaces the god you're currently an initiate of - that is, you can leave the faith of Ebron without picking up the necessary codeword to say that you're a heretic.

You want loopholes in FL1 - 6? I got 'em.

Jamie: Hah, though not in the eyes of the Expungers! But that’s typical of a lot of stuff – book 2 having been written before book 5 came along and buggered around with the rules. That could be fixed in a later edit though. However, it’s a mild problem in the grand scheme of things I think.

Dave: We really should have written all twelve books and fully standardized the rules before releasing the first one. Not that videogame developers work that way either, but patches for print gamebooks are harder to deliver.

Richard: Yes, well, if you want to change the history of the real world, I can think of more important things to perfect than the development of Fabled Lands. I wouldn't stop you from the latter, of course…

Before commenting on these blessings, I used the search button to look for familiar blessings (Combat and so on) in books beyond what I'd read in 1-3. I saw things like randomized blessings, which is fine. What I didn’t see was “Yes, you non-initiates need to pay thirty Shards on this page, but thirty-five Shards on this other page in the same book. Gotcha!” Remember that, unlike with checking a local market, the player needs to go through (to use a computer metaphor) sub-menu after sub-menu to find the price on just one local blessing, then repeat this from the top for the next one. So, inflation for the book as a whole might make sense, but I'd argue that the gameplay benefit of standardization between cities would benefit players greatly, despite the “sense” of local supply and demand.

I'm not too concerned about difficulties in renouncing worship. The biggest ticket items are resurrections, right? I'd sail across the ocean for several hundred Shards; that's the amount you make from cargo anyway. And you also get a free teleport to the location of the temple when you die so you can change things without losing that cash. Otherwise, getting a discount on exactly one blessing out of the crowd has never seemed important enough to risk the opportunity cost of “Oops! I didn't realize I'd want to become the Chosen One of Nagil! Missed opportunity for this Alvir and Valmir initiate, here.”

In books 1 to 3, I felt little reason to the “God” box outside of resurrection. If this changed in 4 to 6, I wouldn't know. (And then there's Illuminate of Molhern, which doesn't go in that box at all and is just good to have.) Thus, in books 7 and onward, I still wouldn't see myself becoming an initiate of anybody without a higher reason: Huan-da and In-da giving Nahual is one such reason. Unless other gods give powers or Chosen One-style plot events, I don't see players choosing them, especially if there's another new crowd in the next book too.

I really like the idea of Obfuscation as a blessing type. I'd want it in there somewhere for the name alone! If it's too similar to other types, though, perhaps players would like to see an older blessing reappear: some overlap in “quirks” with another region in the world. The Clarity blessing, of course, being relevant to Nahual combat, surely would reappear in all subsequent books that use such combat.

I'm noting the conversation about Harkuna. Bumping against the southern edge of “the world of Harkuna” got my attention. For loopholes, well, I'm trying to catch any in this book as I read. Obsessive gamers will always find them…

Friday, 24 February 2017

Baby steps in the Weeping Jungle

If you've been waiting for news of the seventh Fabled Lands book - and I know you have - then stop chewing those nails and take a look at this. Paul Gresty has cleared time from his very busy schedule to write us a guest post updating everybody on the book's progress. The nutshell version: the manuscript is finished and it's on to the final furlong. For the juicy details I'll hand you over to Paul...
 

Dave has been kind enough to allow me to write a few words here on the Fabled Lands blog to talk about where we're up to with The Serpent King's Domain. And, this time around, it's big news: we have a finished draft of the book, and we're well into editing. Our editor, Richard S Hetley, is the first adventurer to leave Dunpala for the wilds of the Weeping Jungle. He's currently trekking through the Feathered Lands, and putting the seventh book in this series through its paces.

In editing terms, this brings about a lot of fine-tuning. There' a lot of back and forth discussion right now about the economic consequences of two ports, Dunpala and Begotombo, being so close to one another; about whether a score of ghouls should have a higher Stamina score than that big bull in Cities of Gold and Glory; about whether the new Obfuscation blessing is too similar to the Immunity to Injury blessing in The Court of Hidden Faces.

I've intentionally geared the book towards throwing up some challenges for very high-rank characters, and so it's fascinating to see how Richard tackles it with somebody newly created at 7th rank. The number of locations to visit in the Feathered Lands is considerably higher than in the first six books of the series; consequently, some quest-important items or codewords are proving really hard to track down. Some opponents are probably too tough for a character that's just starting out (hey, that's what resurrection deals are for) and, frankly, there are more than a few paragraph links that are flat-out broken, and need to be fixed. That's where we're at with the text of The Serpent King's Domain right now – we're addressing all of these points.

Dave and Jamie have also been giving valuable input on the setting of Harkuna as a whole – notably how the Feathered Lands relate to other regions in the world, and some details on how the different faiths fit together. This has, dare I say, even allowed for a little tentative planning of books 8 to 12.

As regards the interior artwork, Russ has completed about half the necessary pictures, including all of the high-level backer rewards. The latest news is that he's working on rough outlines of the remaining full-page pieces, and the smaller filler pieces that will intersperse the text.

Kev, our cover artist, is in a similar position. Before Christmas I wrote up a comprehensive brief for him about the setting, and the notable people and places within the Feathered Lands; he's now partway through his black-and-white roughs. He'll be back in touch with us shortly, with a more complete image.

I'll take the opportunity to address a point that Michael Hartland brought up on the Kickstarter page (and that was somewhat echoed by James Cartwright): "What's the chance of getting the book finished by June, do you think?" On the writing side of things, it'll be finished way before then. I'm hesitant to make grand promises on top of that, because there are still things like artwork and page layout to consider, and then hiccups can always occur with printing and shipping. But I'll provisionally say that the chances are really good.

And I'll conclude with a point of precision about how to most efficiently direct questions about The Serpent King's Domain. Asking questions here on the FL blog is fine; better yet is to contact Mikael Louys at Megara Entertainment, as Megara are responsible for running the Kickstarter and publishing the book. That can be done through Megara's website or the Kickstarter page. At this stage all questions are likely to be referred back to me anyway, so please feel free to go ahead and contact me directly. I welcome and encourage all inquiries, comments and criticisms, and I'll get back to you as soon as my frail mortal body will allow.

As always, huge thanks to all backers for your support in this process, and for your patience so far. The Serpent King's Domain would not exist without you.

- Paul.

Friday, 11 November 2016

Checking in on Fabled Lands book 7

A guest post today from Paul Gresty, who is currently chained to his desk completing The Serpent King's Domain, the long-awaited seventh book in the Fabled Lands series.


Dave has kindly invited me to write a few words on the Fabled Lands blog to talk about progress on The Serpent King's Domain. If you've been following the Kickstarter backer updates, some of the information here will be familiar – and some will be brand new.

It's been a busy year in Ankon-Konu. The Serpent King's Domain will be longer than any of the Fabled Lands books so far. Currently, the draft of the book is sitting at one-thousand-and-something paragraphs. And we're really into the home stretch now – the random encounters are finished, all the main quests are done; we're at the point where we're fleshing out the cities a little, and adding some of those touches that every Fabled Lands book needs (“How much does it cost to book passage to Smogmaw?”).

It's hard to talk about my progress on Fabled Lands without also mentioning The Frankenstein Wars, another Kickstarter project that took place around the same time, and my other big project of 2016. Both projects are moving steadily towards their conclusion; the deadline for a full draft of both texts is imminent (for more information on TFW, feel free to go check out this project update that recently went online.

Regarding The Serpent King's Domain, one of the jobs that remains is to go back and fill in some of the treasures that the player can discover, and include some new and interesting magic items – things that fit neatly alongside the artefacts that you can discover in the first six books, but that also have a healthy dose of originality as well.

I'll confess that item creation is an area I've found surprisingly challenging. I don't want to make SKD into some sort of arms race – the player's focus shouldn't solely be on picking up super-powered items; nor do I want every player to have the same list of possessions once they've thoroughly explored the book. One tentative idea is to include items that have both advantages and disadvantages, such as:
373 
If you possess (XXXXXXX ITEMS TO CONSTRUCT CLOAK) Bellentacq can, quite reluctantly, create a darkling cloak. Such a cloak will grant a +7 bonus to your THIEVERY score while you possess it, but it will also temporarily reduce your SANCTITY score to 1, and prevent your SANCTITY score from rising by any means (including bonuses from other items). Note that you need not actually wear the cloak to receive this effect; so long as it is in your possession these changes to your Ability scores will apply (also note that, of course, leaving this cloak in storage will remove its effect from you). If you ask Bellentacq to carry out this work, remove the requisite items from your Adventure Sheet. In their place note darkling cloak (+7 THIEVERY, SANCTITY temporarily reduced to 1). Should you discard the cloak, or store it somewhere, you lose the bonus to THIEVERY, but your SANCTITY score will return to its normal value. Turn back to 167.
So, you have an item that grants a great big bonus to THIEVERY – but your SANCTITY will take a hit. Is the gain worth the loss? I'm guessing that some players will think it is, and some won't.

Another way to differentiate equipment lists for different playthroughs might be to include items that have various powers for different professions – which has a handy knock-on effect of helping to distinguish the various professions at higher ranks. For example:
711 
The sacrosanct sabre will grant a COMBAT bonus equal to half the wielder's SANCTITY, rounding down, and not including bonuses from items. So, a wielder with a SANCTITY of 11 would use the sabre as a COMBAT +5 weapon. In addition, if a Priest possesses this item, this will allow him or her to have a maximum of two SANCTITY blessings at any one time (rather than the normal maximum of one).
If you keep this item, note the sacrosanct sabre (COMBAT bonus = half SANCTITY) on your Adventure Sheet.
Turn to 488.
The specific advantage for a Priest character is not enormous here; it's more a distinction that adds flavour rather than one that grants world-shattering power. Certainly, the item should be cheaper, or easier to acquire, than some of the COMBAT +6 weapons that appear in the first books (since that's the maximum bonus it'll have anyway).

For a while I've been thinking about opening a discussion on magic items on the Fabled Lands Facebook group – but then I got angry at the internet and deleted my Facebook account. Regardless, I'll open up that conversation here, instead – what sort of items do people want to see in The Serpent King's Domain? Feel free to chime in in the comments section below, or even to contact me directly by hitting the link.

Really, if people have any ideas for magic items – maybe something that isn't too powerful, that fits in with the jungle-themed setting – I would love, love, love to hear them.

So, to round up: the text is nearing completion. Expect a full first draft around Christmastime – which will then have to go through editing and page layout and whatnot. Regarding artwork, we've been talking to both Kevin Jenkins (cover) and Russ Nicholson (interiors) recently. It's a little soon to make big pronouncements, but that's moving forward as well. I'll tentatively say that project backers will have a book in their hands in the early part of 2017.

Friday, 15 July 2016

Ankon-Konu no longer inconnu


I wasn't going to post full images of the new artwork Russ Nicholson has been doing for The Serpent King's Domain on the grounds that the backers of the Kickstarter campaign ought to see it first. But now that it's gone up on the project's Kickstarter page, the cat is out of the bag so here are a couple of illustrations. For the rest, just hit that KS link.


Friday, 8 July 2016

Gamebook design: finding workarounds for missing codewords

A guest post today from Paul Gresty, who is currently hard at work on both The Serpent King's Domain (Fabled Lands book 7) and The Frankenstein Wars. We'd pile on more projects, but he's only got two hands.

 
VERVAYENS ISLE, AND THE TROUBLE IT BRINGS

The TV Tropes website is fascinating. It bills itself as 'The All-Devouring Pop Culture Wiki,' and that's a pretty accurate description. It highlights recurring narrative devices or production approaches across a wide spectrum of media, ceaselessly noting, never judging. Really, take a look at the page for any long-running series, and see how easy it is to lose an hour there.

TV Tropes has long since outgrown its initial TV-only remit. It was on the TV Tropes Fabled Lands page that I first realised how insanely hard it is to achieve the title of Saviour of Vervayens Isle in Over the Blood-Dark Sea. Spoilers for that book from here on in.

To get that title you have to start in Over the Blood-Dark Sea, and roll 10–12 in the opening paragraph when you roll two dice to determine your starting position. And even then, it's not guaranteed. That'll be why none of my Fabled Lands characters, who tend to start out in The War-Torn Kingdom, have ever had that title, then.

Early on in my planning for The Serpent King's Domain, I decided I wanted to incorporate another avenue to Vervayens Isle (it was suggested in the Fabled Lands Facebook group, too). It's a nice little area that, if my own experience is common, almost never gets played through. Surely, any continuity problems would be simple enough to iron out. Something like:
Do you have the title Saviour of Vervayens Isle? If you do, turn to 632. If not, turn to Over the Blood-Dark Sea 151.
Easy, right?

Um… no.

Y'see, a problem occurs because it's possible to visit Vervayens Isle without picking up that title. There's an encounter there (spoiler: the gorgons) that should surprise the player, if he or she comes across it. Loop through that more than once, and you lose any sense of continuity. And, the Saviour of Vervayens Isle title aside, there are no codewords, nor even any tick boxes, to check whether you've been to that island before.

Here it helps that the only route to that island comes in paragraph 1 of one of the books. Because this creates a work-around to check that the player hasn't started in Over the Blood-Dark Sea – that is, to check which book the player has started in. If you've played the demo version of The Serpent King's Domain, you may have acquired the codeword Gloom in paragraph 1. So it's a sure bet that, if you have that codeword, you've never visited Vervayens Isle.

Similarly, if you own the more recent republication of The War-Torn Kingdom, you'll have noticed that you obtain the codeword Auric in paragraph 1 of that book. Again, if you have that codeword, it's certain you didn't start out in Over the Blood-Dark Sea. (I'm hesitant to speak for Dave and Jamie, but if you only own the large-format edition of The War-Torn Kingdom, I'd say it's fine to award yourself the codeword Auric for starting out in that book anyway.)

So if during your travels through The Serpent King's Domain you come across a paragraph that says something like this:
If you have the codeword Auric or Gloom, turn to 582. If not, turn to 147.
… then it's really checking if you've been to Vervayens Isle. And if you don't have those codewords, but you've never been to Vervayens Isle, feel free to go there with my blessing anyway, even if you're not strictly playing 'by the book'. That's precisely why that paragraph's in there – to permit access to a location that's impossible to reach otherwise.

Friday, 13 May 2016

Do I gotta draw you a map?

Actually, you'll be glad to hear that the map is by Russ Nicholson, not me. (As if you couldn't tell, right?) This is the one you've been waiting twenty years for: the map of Ankon-Konu, soon to be opened up to exploration by The Serpent King's Domain, seventh in the Fabled Lands series. Paul Gresty is hard at work on that now and it's shaping up to be the best FL book yet. Don't take my word for it, try the demo for yourself here.

The Kickstarter campaign was planned and run by Richard S Hetley, our editor, line producer, and invaluable consultant on the series. I asked for his thoughts on getting this dazzling new map from Russ:
"As always, it's been great to see new work from someone who helped build our favorite game worlds. It's also been interesting watching the notes from Paul, which quite literally were a printout of the old Ankon-Konu map covered with marker and pencil doodles, iterate into something that gives a sense of place. There was only one spot where I thought there was a bit of a hiccup: in Smogmaw of the first draft, there was a mysterious plain triangle sticking out of the top of the city. Was it supposed to be a rooftop? Perhaps a misplaced decoration like a flying bird? Or a gigantic pointy-cap mushroom? Russ took this feedback (I didn't mention the mushroom bit...) with all the rest and made the final version you see here. It communicates very well."
I'm not showing the whole map in all its multicoloured glory here because I think it's only fair that the Kickstarter backers get to see it first - as they will in the hardcover edition to be published by Megara Entertainment. A few months later Fabled Lands Publishing will release a paperback version, but for that one you'll have to make do with black and white.Still looks pretty spectacular, though, wouldn't you agree?


Friday, 1 January 2016

The year in view


From time to time we get queries about various projects of Fabled Lands Publishing, so it struck me that a good way to kick off 2016 would be with an overview of all those projects and if/when they're going to see the light of day. Happy New Year, by the way.

The big triumph of 2015 was the Kickstarter for Fabled Lands book 7: The Serpent King's Domain. Currently this is being written by Paul Gresty and illustrated by Russ Nicholson. When it's ready (spring or early summer, if I have to guess) Megara Entertainment will release a hardcover edition, and Fabled Lands Publishing will follow up with the paperback.

A lot of people ask me about Blood Sword 5: The Walls of Spyte. I'm on record as saying that tonally and plot-wise it doesn't fit with the rest of the series, but that isn't the reason for the delay in re-releasing it. I found while flowcharting the book that there are a lot of sections with pretty garbled logic, so all that needs to be fixed. Not least of the errata is in section 62, where a placeholder "XX" was left in the text (it should read "100") but there are other sections that only make sense when re-flowcharted. Even so, if it were only that then the book would be out in a few weeks but there's also an Augean stable of typesetting and picture-scanning to be handled. It's not a spare time job and Fabled Lands Publishing doesn't have the resources to pay for the work right now. So put that one in the category of "to be released - no date set" and if you can find a pirated PDF, grab it with my blessing. In fact, what do you know - here's one.

Then there's Falcon. The first book, Renegade Lord, didn't sell like hot cakes, or even lukewarm cakes, so the rest of the series is definitely on the back burner. Don't expect those in 2016.

Some people have noticed that when we republished the Golden Dragon series, The Eye of the Dragon was missing. One possible plan for that is to rejig it as a Fabled Lands Quest, as we did with Keep of the Lich Lord. But it's a big pile of work doing that - not just editing, flowcharting, artwork, proofing, but converting the whole thing to the FL game system. Also on the back burner, therefore.

Dragon Warriors reverts to me and Oliver Johnson in November, at which point I'd like to get it available on Amazon. If I can get the rights to the new books, I can upload the PDFs to Createspace right away - hell, I could do it in the next half hour and still have time to make a cup of tea - and the books would be on sale on Amazon a week later. As it is, we don't know who will end up owning all the new material such as Frazer Payne's "Darkness Before Dawn" scenario, so you might just see a re-release of the original six paperbacks.

Those are all the plans for now - such as they are - but we also have a new Dirk Lloyd book coming out, along with more DL adventures in The Phoenix comic, and an entirely new book series by Jamie with the working title A Shadow on the Heart. Plenty to look forward to, then - and if plans change (as they always do) you'll read it here first.