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Showing posts with label The Temple of Flame. Show all posts
Showing posts with label The Temple of Flame. Show all posts

Thursday, 9 March 2023

Polished scales

Following on from last time, some of the Golden Dragon Gamebooks now have a new look. And to commemorate the 39 years since the first two came out, there's a full-colour hardback edition of The Temple of Flame for the wealthy collectors out there.

Impressed? Wait till you see our plans for the 40th anniversary.

Friday, 28 April 2017

Winning the smart way

Quite a few reviews of my second-ever gamebook, The Temple of Flame, claim that it's too difficult. You have a series of metaphorical fiery hoops to jump through at the end that are sure to whittle away your few remaining hit points. Mission utterly impossible, right?

Well, after thirty-three years of silence I'm here to tell you it ain't so. There's a clever way to win, and it's not listed as any of the options in those fight paragraphs. Look away now if you haven't played the adventure yet and want to test your mettle.

So here's the thing. Before your final showdown with Damontir the Mad, he summons a doppelganger to fight you:
‘Damontir,’ you say flatly. ‘You will die by my sword.’

He looks at you sharply, then laughs without mirth. ‘Dragon Knight of Palados! Were we to cross blades, perhaps you might be the victor. But I have a dozen sorcerous ways to kill you before you reach me.’ He draws something from his tunic. Light flashes across your face as he turns it towards you. ‘The Mirror of the Moon.’

Damontir carefully angles the mirror to reflect your own gaze back at you and then releases it. Instead of falling to shatter on the hard stone floor, it floats in mid-air. It starts slowly to rotate, growing larger as it does so until it seems a swirling pool of quicksilver filled by your image. Then, as you stare in stunned incredulity, your own reflection steps out of the mirror and stands before you. Illuminated by the unearthly half-light of its mirror world, it does not quite seem to be your twin. Rather, it looks like a vivid portrait of yourself rendered in unnatural hues.

‘This is your simulacrum,’ explains Damontir. ‘A soulless duplicate of yourself.’ The simulacrum utters an unreal cry and advances on you with a look of wild malice. ‘It is an unreasoning automaton, quite dedicated to its single purpose. Killing you.’
Contemptuously, he turns away from the fight and resumes his translation of the runes on the podium. The simulacrum has the same VIGOUR as you have at the moment. It is like you in every respect, except that it has neither soul nor intellect, and does not cast a shadow. You prepare yourself for battle.

Turn to 43
So reviewers sometimes grumble that means a fight at fifty-fifty odds followed by having to take on Damontir himself. Did you spot the exploit? Earlier in the adventure you should have picked up a Ring of Healing, which you can use at any time to restore your VIGOUR to full. The simulacrum has the exact same stats as you have at the moment that Damontir creates it. So just hold off using that ring. Make sure you have only a few VIGOUR points left when you catch up with your foe, that way the simulacrum will be created with the same VIGOUR. You can use the ring (the clue is in that line "prepare yourself for battle") to make that a very unequal fight, then you're ready to tackle Damontir almost at full strength.

Friday, 3 March 2017

Expressionist dancing zombies

Leo just sent me the colourized images he's been doing for Megara Entertainment's limited hardcover edition of my second-ever gamebook The Temple of Flame, originally published in the mid-eighties. This picture of undead warriors caught my eye because I'd recently found the original art brief I sent to Leo. I was inspired by Steve Ditko's story "The Spirit of the Thing" in Creepy #9. He showed a corpse coming to life and wresting itself up out of the soil with galvanic convulsions of muscle you could almost feel.


Ditko is of course the master of portraying physicality in a picture - look at those extreme poses Spidey adopts as his momentum flings his limbs in all directions. The horrifying idea of those athletic, almost dance-like, cadaveric spasms stuck with me, so I sketched them for Leo and let him do his thing.


Megara's edition of the book will be shipping soon to the hundred or so Kickstarter backers, and of course the paperback is still available to everyone else.



Another curio from the writing of the book is this map of the catacombs within the pyramid. I remember being horrified when I playtested Oliver Johnson's Lord of Shadow Keep and discovered that he didn't bother with mapping - you might turn right and come into the same room reached by turning left. I think I actually sat down and rejigged the text so that it was consistent, although whether that mattered is another question. I assumed gamebook readers would make a map as they went along, just like a role-player would. What about you? Were you a map-maker or a barnstormer?

Friday, 14 March 2014

Blank slates

A while back, I was on the phone to Leo Hartas and he was telling me of an idea he'd had to extend his Playrama cut-outs range. What he had in mind was a series of cardboard figurines for use in role-playing games. Each character would have a name and a made-up background: Sir Percival of Dragonne, that kind of thing.

I was just about to say it myself when I heard Leo's son Inigo in the background: "That's completely wrong, Dad. The whole point of role-playing is that you get to make up your own character. You don't want to be told who you're playing."

Inigo's right. In my view, the referee of a role-playing game ("games master" if you must) gets to control the world, all of the events and the NPCs, but the PCs are sacrosanct. The players are in charge there. If I'm going to start laying down the law to my players about their own characters, I might as well stop running the game and spend my time writing a novel instead.

That's the same philosophy I applied to my gamebooks. It's not easy. On the one hand, you want the reader to feel in charge - that's the whole promise of "YOU are the hero". But to deliver a satisfying story, characters have to be changed by the things they experience. In a second-person gamebook, then, there's the dilemma. Do you make character development explicit in the text (which requires you to tell the reader how they feel about things) or do you let the text just describe what happens and allow the emotional and/or moral journey to occur in the mind of the reader?

It ought to be the latter, but many readers do seem to want spoon-feeding rather than the unfettered freedom implied by interactivity. "The book was unsatisfying," they may say; "it didn't tell me how I was supposed to feel." And in videogames these days we're used to having very strongly defined characters (Lara Croft, the Witcher) and only rarely get the protean possibilities of an enigmatic personality like everyman Gordon Freeman.

In Frankenstein I got the best of both worlds. Most of the book is narrated in first person, allowing Victor Frankenstein to develop just as a character in a novel should - the difference being that your advice shapes how he develops.And in one part of the book, you are given the traditional second-person treatment but even there the inner life of that character - vengeance or love, hope or despair, anger or pity - is entirely up to you:
A thaw sets in as the days start to become noticeably longer. One morning, you are cupping your hands to drink from a pond when a shaft of sunlight hits your face, which appears with fiery clarity in the water.

Of course you’ve seen your reflection before. But this time it comes as a shock. You are so used to spending the day watching the family that you have come to fancy yourself as one of them. The red, gristly countenance with the round yellow eyes and skeletal grimace is like some creature of the depths staring up at you from the water. You feel a thrill of fear, as if it might reach up and drag you down into a mire of darkness from which there is no escape.

You scurry back thirsty to your lair, pulling the twigs and leaves behind you as if that might shut out the scrutiny of some immense, unseen, celestial eye that is somehow judging you. And if such an eye exists, what does it make of you?

* That you are hideously ugly?
* Or rather that you’re different?
Many of my old gamebooks describe events in the character's past - a foe, a murdered friend, a missing brother - and even define a role such as the Dragon Knight of Palados in The Temple of Flame. But the character's emotional and moral reactions to what he or she experiences (and even gender) are left to the reader. The process of reading a book does not, after all, happen on the page but in the mind. The book is a key to unlock creative experiences of your own. Never is that more true than in overtly interactive fiction. The journey is not in the hands of the writer, it's up to you. But for that to work, you have to be willing to bring your imagination.

Illustration by Quentin Hudspeth and used under Creative Commons Attribution licence.

Sunday, 4 August 2013

All fired up

If you're a real gamebookwyrm (see what I did there?) you may be familiar with the cover below, but probably not the one on the left. It's the Danish cover for The Temple of Flame, my second-ever gamebook, published all the way back in 1984.

Oliver Johnson is co-credited but actually he had nothing to do with writing the book. I think the original plan was that he and I were to work together on both The Temple of Flame (for Golden Dragon) and The Lord of Shadow Keep (for the Fighting Fantasy series). Then, following a drunken evening in a Soho bar between Oliver and Angela Sheehan of Grafton Books, the Golden Dragon contract was extended from two to six titles. So I volunteered to write Golden Dragon 1 and 2 while Oliver delivered The Lord of Shadow Keep, then he and I would split writing duties on the other four.

Yeah, plans... What actually happened was that Shadow Keep got moved to being Golden Dragon book 3. I didn't know, and more importantly neither did Philippa Dickinson, the editor at Puffin in charge of Fighting Fantasy. The first I heard about it was an irate phone call. Luckily Philippa and I smoothed it over and went on, of course, to work together on Dragon Warriors, Heroquest, Knightmare, Captain Scarlet and Teenage Mutant Ninja Turtles.

I prefer the Danish logo. The dragon actually looks dangerous and reptilian, in contrast to the cute li'l puppy look on the British version. But Bruno Elletori's cover painting captures the spirit of the text better than Peder Bundgaard's more comic-booky depiction of Damontir the wizard.

People say Temple is a tough adventure. I have tweaked a couple of the combats to make them less punishing, but the biggest bone of contention has always been the fight with the hero's mirror-self. Surely a fifty-fifty duel? Not if you're smart - and that's all I'm saying.

The Temple of Flame is being re-released by Fabled Lands Publishing as part of our big republishing program. This time we've kept all of Leo Hartas's original illustrations, which means extra pages and so a slightly higher cover price than The Castle of Lost Souls and Curse of the Pharaoh. But well worth it if you want a classic example of a "dungeon adventure" gamebook from the heyday of the genre. Of course, I would say that.