We've talked here before about whether gamebooks need dice, and what place there is for randomness in interactive stories. Paweł and I thought a lot about this for our upcoming Cthulhu gamebook, Whispers Beyond The Stars, and here we are talking about it. I'll just add there's a week to go on the crowdfunding campaign for the book, and the advantage of being an early backer is you can reserve a full-colour hardcover edition rather than waiting for the paperback.
Monday, 29 December 2025
Friday, 13 September 2024
More what you'd call guidelines than actual rules
It's always gratifying to get a review for one of my books, doubly so when the reviewer mostly liked it. Here's one for Down Among the Dead Men, the first book I wrote in the Virtual Reality series, that uses it as a design inspiration for Twine games. As James (the reviewer) points out, "Virtual Reality" was just an empty marketing title, which is why I changed the name to Critical IF when I relaunched the series.
If you just want a playthrough, there's a good one right here. (I'm "a fine old man", apparently -- thanks for those kind words, Jueri!) And below the astute, erudite and relatively youthful Mr H J Doom delivers his verdict on another Critical IF book, Heart of Ice.
While we're on the subject of old gamebooks, somebody said to me at Fighting Fantasy Fest that he thought you could only win in my 40-year-old gamebook The Temple of Flame by diving off the walkway into the shaft. I don't believe I'd have written an unbeatable path through the book, but it's a long time ago now and I might be wrong. Those who have played it more recently than 1984 may be able to shed some light on this?
Friday, 25 August 2023
Keep it simple
This is a quick and simple RPG system that lets players focus on imagination and roleplaying without getting distracted by constant dice rolls. Dice are only used when the referee decides a roll would add drama to a situation. It is possible to play the game without ever rolling a die.Attributes
Each character is rated in Strength, Health, Speed and Intellect. Scores in these attributes range from 1 to 10. An average man has a score of 5 in all attributes. The referee assigns attribute scores in consultation with the players, or they can be generated randomly (roll 2d10 and halve the total).
Skills
Skills take precedence over attributes. Thus a character who is trying to dodge a falling rock, for instance, uses ACROBATICS rather than Speed. Only consult attributes when a feat is attempted that does not fall under any of the ten skills, or when two characters of equal skill-level are competing. The ten skills are:
- ACROBATICS
- COMBAT
- MARKSMANSHIP
- SEAMANSHIP
- SORCERY
- STEALTH
- SURVIVAL
- THIEVERY
- TRACKING
Normally the referee will simply pre-assign a level of difficulty to any task, and only characters at that level of ability have any chance of success. For example: the player characters are searching for someone lost in the slums. The referee decides this calls for TRACKING to at least Master level.
Use of dice is optional, but may be preferred in life-or-death circumstances —a daring leap from an upper window, etc. Dice can be used to see if a character utilizes their skill (or attribute) effectively. The player rolls 2d6. The roll needed for success depends on the skill-level: Basic 2-4, Advanced 2-6, Master 2-8 and Grandmaster 2-10.
Melee procedure
First compare the COMBAT skill-levels of the two fighters; the higher wins.
If they both have the same skill-level, compare attribute scores—Speed in case of weapons, Strength if a fistfight. If both have the same attribute score, compare the weapons being used (a sword is better than a dagger, dagger better than a cudgel, etc).
For circumstances involving more than one combatant, Assume that each skill-level is twice as good as the one below it. (Thus a Grandmaster warrior would be exactly a match for eight Basic warriors, other factors being equal.)
Wounds
Both combatants lose a set amount of Health depending on the opponent’s weapon: fists 1, cudgel 2, dagger 3, sword 4, two handed sword 5.
The winner of the melee has the option to increase the loser’s injury by 1 point for each skill-level that their COMBAT exceeds the loser’s. Alternatively, if they have a shield, they can reduce their own injury.
Shine Points (if any) can then be spent to reduce damage.
Lastly, armour reduces the injury: 1 point for light, 2 points for medium, 3 points for heavy.
Missiles
At Basic Level, MARKSMANSHIP allows you to automatically hit a stationary target in good light at short range. Each higher level allows you to cope with one more negative factor from this list:
- poor light
- small target
- moving target
- long range
- undergrowth
Moments of excellence
Shine Points are awarded by the referee when a character achieves fulfilment of a vow, has great success in an adventure, does something clever, receives a blessing or magical boon, gains the respect of others, etc. Shine Points represent the character gaining the confidence to occasionally surpass their normal limits.
Shine Points are spent to achieve tasks that would not normally be possible for the character, such as hitting a target at long range if you’re only a Basic Level in MARKSMANSHIP. Hitting that same target at long range in poor light in heavy undergrowth would cost 3 Shine Points. As mentioned above, you can also use Shine Points for other things like shrugging off damage. Once you’ve spent the Shine Points, they’re gone for good – until you earn some more.
Magic
SORCERY in this system generally takes longer to use than in most roleplaying games, but with effects more like you would expect in fantasy literature. For instance, a Grandmaster could teleport himself from city to city. Being opposed by the will of another sorcerer makes a spell more difficult.
Basic level effects include (eg) silent mirages that disappear when touched. Higher skill-levels then allow improvements up to full solid illusions at Master. The number of spells a sorcerer can maintain is one at Basic, two at Advanced, etc. Note that SORCERY can always be used to achieve an effect equivalent to another skill two levels lower. For instance, a Master can employ magic that achieves the effect of Basic TRACKING, MARKSMANSHIP, etc.
If you're familiar with the Critical IF gamebooks (originally published as Virtual Reality Adventures) or even with Knightmare book five: The Forbidden Gate you'll recognize the genesis of these rules there. I originally published them as Kashtlanmüyal in my and Steve Foster's Tekumel fanzine The Eye of All-Seeing Wonder - the spring 1995 issue to be exact. (The title? It's a Tsolyani word that means "epic dramas", or if freely translated could be "blockbusters".) I'd been serializing Tirikelu in the fanzine back then, and this was at the opposite pole of complexity. Or so I thought, for I had yet to encounter GURPS!
Friday, 14 July 2023
A faerie contest
Talking the other week about Mark Smith's Virtual Reality gamebooks reminded me that I was also called in to do some editorial work on the first one, Green Blood. In the original version, your only chance of dealing with the elves was if you'd picked SWORDPLAY, SPELLS or UNARMED COMBAT at the start of the book. Given that you create a character by picking four out of a list of twelve skills, that means that more than one in four randomly chosen characters wouldn't be able to complete the adventure.
Mark's argument was that a player would be crazy not to start with at least one of those skills, but I was more used to roleplaying games like RuneQuest, and there the whole point is to customize the character by picking skills. It's never a given that you have to be a fighter or a wizard, as in D&D. Even one of the pregen characters in Green Blood (the thief) couldn't have finished the adventure.
It's really no fun to learn halfway through a gamebook that you never had a chance, so the publishers asked me to create some other contests you can use to best the elves using FOLKLORE, CUNNING or ARCHERY. You can play that sequence of the book here -- start at 21, and if you don't use any of the options I added then you'll eventually be sent to 18, which was the entirety of the original contest.Thursday, 29 June 2023
Ravages of Hate
To which I replied: "If you’re bulking up the Godorno sections, and Godorno is also the setting for Coils of Hate, maybe there’s the opportunity to combine the two?"
"To make one mega book where the character can both save Godorno from Hate and the forest from the Westermen?" said Stuart. "It isn't beyond the realms of possibility. In Coils of Hate, the character has to flee the city due to the anti-Judain rhetoric. They then wander the surrounding area for a bit then go back. Maybe wandering the surrounding area could turn into a quest to save the forest as well? Then the character comes back? There are similar themes in the sense that human greed and hate are ruining things for everyone."
From that little acorn was to grow the magnificent blockbuster that is Ravages of Hate. You can get the first draft of the book here, and Stuart and Mark plan to run a Kickstarter to fund a print edition with new illustrations -- by real human artists, you'll be glad to hear, not Bing.
There was a third book, which I have mentioned before. I offered to help Mark flowchart that one before he plunged into the writing. I'll admit I had a little bit of an agenda when I made that offer. The publisher had made me fix the flowchart for Coils of Hate, or try to fix it, and I'd had to work on that while a deadline was looming on another book. So I was pretty frazzled after that, and given only two weeks before it went to press I hadn't really been able to make the flowchart work properly anyway. I dreaded having to do the same thing all over again, so thought the best thing would be to help Mark with the flowchart of the next one. At least that way I'd know how the story was meant to fit together, just in case the publisher expected me to clean up that one too.
But Mark couldn't work that way because it didn't fit with his creative process. He always took a novelistic approach to the writing, and having the plot constrained in gameplay terms from the outset would have hampered him too much. I didn't want to spoil that -- I've already said that I think the maturity of Coils of Hate's storyline and the richness of its characters are way ahead of anything I've seen in any other gamebook.So when the publisher asked me, as I feared they would, to evaluate and edit Mark's third Virtual Reality book (titled The Mask of Death) I had to turn it down. I was still a nervous wreck from trying to knock Coils of Hate into shape. The manuscript went to VR series editor Ian Marsh. Had it come to me I would have kept a copy, being an inveterate hoarder, but sadly neither Ian nor Mark did, and now it's lost forever. (Unless, like one of those missing episodes of Doctor Who, it turns out that the publisher still has it in a desk drawer somewhere.)
It's a shame because Stuart could have included all three books in his magnum opus. Still, he's created a 1330-section gamebook as it is, so he deserves a break. Please let him have any playtesting comments (contact details on his blog) and be sure to back the Kickstarter. Maybe if the funding goes well, reconstructing that third book could be a stretch goal.
Completely unrelated to all the above, but as we're on the subject of old gamebooks, some readers of the blog have been asking about the HeroQuest series. The third of those is quite possibly the book I was meant to be writing when I was suddenly given the task of fixing the Coils of Hate flowchart. You can get them here: The Fellowship of Fear (book 1), The Screaming Spectre (book 2), and The Tyrant's Tomb (book 3).
Thursday, 18 November 2021
Caught in the coils
The Coils of Hate was one of the two books that Mark Smith wrote for our Virtual Reality gamebook series. Even thirty years on, my feelings about it are conflicted. By the time Mark handed it in, I’d moved on to another project for another publisher. Then the editor at Mammoth Books, who published VR, called me to say the book needed some work. Actually, a lot of work. Some links were missing. Others were doubled up. Some of it wasn’t typed, just handwritten on bits of paper. You could get a découpé sense of what was meant to be going on by just reading through the manuscript, but you couldn’t actually play it.
I spent the next two weeks trying to reverse engineer the flowchart and fill in the missing sections. I had my other deadline to worry about, so you can bet I was fuming, but it wasn’t all Mark's fault. The flowchart-planning side of gamebooks had never been his forte, and during the writing of this book he had the additional problem of two young kids who had been thought to be merely boisterous but had recently been diagnosed as autistic. Given the pressures, he produced a marvellous piece of writing. The characters came alive with their own hopes, fears and weaknesses. The setting was so vividly evoked you could taste the fog rolling in at night, smell the river-water lapping against lichen-spotted stone bridges, feel the fear lurking down narrow alleyways. And the theme was serious and meaningfully explored. It would have made a superb fantasy novel.
Mark is a big fan of Fafhrd and Gray Mouser, so I shouldn’t have been surprised to discover (as I did quite recently) that The Coils of Hate was inspired by Fritz Leiber Jr’s short story “The Cloud of Hate”. But although Leiber may have had the original idea, Mark did it better. Leiber’s story is really just about anger and violence. Mark drew on his own family’s horrifying experiences in the ‘30s and ‘40s to show what hate is really like once it takes hold of people’s minds.
I said that Mark struggled with flowchart design. Jamie tended to take care of that in their Way of the Tiger and Falcon books, just as I took more of the weight of game mechanics and logic off Oliver Johnson's shoulders for our collaborations. But to be fair to Mark, the structure of The Coils of Hate was especially ambitious. You can undertake multiple activities: opportunistic thievery, investigation into what’s going on, organizing the victims of the pogrom, making sure your friends are safe, and so on. And all that while events are unfolding over time. It’s even more complex than Can You Brexit.
While I was writing a new gamebook for Jamie’s Vulcanverse, I got to thinking how I’d have structured The Coils of Hate. To start with, you’d need keywords that would “remember” how far you’d got through the overall story arc. Say the action is split into four acts. So Keyword_Act_Two tells the book you’re in the second act. (It wouldn’t be called that, obviously; it would be Libation, say. Something that didn’t draw attention to the fact that it’s a time-counting logic flag.)
After completing a subquest, you’d be directed back to a “time counter” paragraph that would then route you to the current act. Something like this:
What about those subquests? The book needs to remember how far you are through them, but that might not (often will not) be linked to what’s going on in the overall arc. For example, maybe you’re calling on your friend Lucie. The first time you meet her she is blithely dismissive of danger. The second time she’s had a bad fright and wants your help. The third time there’s a chance she might betray you to the Overlord’s secret police. So that could work something like this:
And within each option there could be a filter that checks which act you’re in. For example, Lucie might conceivably betray you in the third or fourth act, but not before that. So entry 180 in the example here would then ask, “Do you have the keyword Proteus or Kindly?” and if so you’d get routed to the betrayal storyline; if not there’d be a different encounter with Lucie.
Keywords are needed when something has changed globally that needs to be checked for in multiple places. For example, if the Judain (the persecuted community in the book) are all ordered to wear yellow patches on their clothes, that's something you might see or discuss in several different branches, so I'd use a keyword.
Tickboxes on the other hand track local changes. For instance, the first time I visit an informant some militia come in and smash up his shop. On subsequent visits the book needs to know that the shop is shuttered and there's broken glass on the floor, but a tickbox will do because that's not a condition that makes any difference anywhere else. (We try to minimize the number of keywords because the reader has to check through a whole list every time one is called.)
What triggers the next act? That could be accomplished by tickboxes like we saw in the last example. So the hub section for one of the acts would look something like this:
Taking the prison option, for instance, you’d get into a series of adventures, at the end of which you’d reach a section like this:
Thus, after undertaking four subquests in the current act you're routed through to the next act via section 499 where you'd be given the keyword for that act*. If you were already in act four (as you are in this example) that would lead into the endgame for this book, which involves a showdown with the embodiment of hate as depicted on the cover. Various items and keywords acquired during the adventure would steer the outcome of that battle.
I'm not planning to rewrite The Coils of Hate (Stuart Lloyd already did that) but I am occasionally tempted to revisit the Shadow King storyline that Jamie and I cooked up over twenty years ago. That has the main character trying to stay alive in a world devoid of life but infested with vampires -- sort of an H G Wells take on I Am Legend. I'd definitely need keywords to globally track the passage of time, and tickboxes to record how far you are through various subquests. But is there enough demand for gamebooks these days? Not like there used to be, certainly.
- Coils of Hate on Amazon
- Swords in the Mist by Fritz Leiber Jr
Tuesday, 8 October 2019
For hardcore collectors (of paperbacks)
Getting one of my old '80s and '90s gamebooks back into print involves a pretty laborious process. I have to take a Stanley knife to the book, scan each page, put the scans through an OCR program, reconstruct and fix the flowchart, typeset and edit the text, and finally run off an "editing proof" copy to do a final check before publishing.
That last stage means there's a one-of-a-kind copy of each book. As the cover art usually isn't ready during editing, and yet I'm too OCD (not OCR) to print a book with a blank cover, I grab some art online. The end result is too nice to just sling in the bin, but I'm having to declutter my bookshelves, so these two proof copies of Heart of Ice and Down Among the Dead Men are looking for a new home.
If you'll excuse the hard-sell, another thing that makes these copies unique is the filler artwork, which was never used in any other edition. I thought of holding the books back as rewards in a future Kickstarter campaign, maybe for Jewelspider, but to be honest running a Kickstarter is more effort than it's really worth, so in the end I just handed them to my wife and told her to put them on eBay. If you're a gamebook collector and you want a genuine one-and-only, here (and here) is your chance. And, if you're just interested in playing the books, they're still on sale on Amazon and at all good bookstores.
Friday, 26 April 2019
Pitching a gamebook series
This little sequence was my part, and I have a feeling that Mark was going to develop Leshand and the undersea kingdom, at least to get the total up to fifty sections. Whether he did so or not I can't remember. We sold the books to a publisher called Mammoth and they did moderately well, but the gamebook craze was already tailing off. We should have done them a few years earlier. I remember the series with mixed feelings. On the one hand it inspired me to write two of my best books (Down Among the Dead Men and Heart of Ice). On the other hand, I had to help out with editing and rewriting Coils of Hate, and memory of that still has me waking up in cold sweats.






.jpg)







