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Showing posts with label Workshop of the Gods. Show all posts
Showing posts with label Workshop of the Gods. Show all posts

Friday, 22 November 2024

Cue the sun

Jamie and I have mostly avoided patching the Vulcanverse books once they're published, as obviously it's not as easy to deliver a patch for a book as it is for a videogame. We wouldn't want people who had already bought the book to miss out. If we do tweak anything in the text, we're always careful to make sure that it's backwards-compatible with earlier editions and doesn't invalidate anything that's already established.

Here's an example. The latest version of The Pillars of the Sky has this section:

The only difference from the earliest edition of the book is in the first line of that section. Previously you only got the codeword Quire; now you also get another codeword, Quell. The reason for the patch is that Quire tracks the setting of that switch. If you turn it off you lose the codeword. Turn it back on and you get Quire again.

That was fine, but we realized it would also be useful to record whether you had found the switch, regardless of whether you happen to leave it on. So once you've got the codeword Quell you can't lose it.

The only place Quell is used is in section 1155 of Workshop of the Gods (book 5):

And that works fine even if you have the original editions (which are collector's items now; only a few dozen were sold before the update) and so you never saw the codeword Quell. The patch adds a little more fine-tuning but doesn't break anything -- which is our policy for any changes to these books.

Thursday, 10 October 2024

Getting started in the Vulcanverse

As with a lot of open-world gamebook series, you can begin your adventures in any of the Vulcanverse books. In each case you play through your childhood, your choices in those early flashback years shaping the kind of character you're going to start as -- your skills, deity, any starting gear, and so on. It's a little more involving than just rolling a bunch of dice.

In the first four books, whichever you pick, those childhood events are more or less the same. In Workshop of the Gods, though, it's a little different. Now you're not starting in a rural area; you grew up in the biggest city in the Vulcanverse and your family and home there provide a base you can return to.

Your early-life choices in the city are different from the other four books. Having defined your initial abilities, you're then presented with a couple of opportunities to acquire mentor characters. First, when watching your uncles play a board game, you notice a strange antique coin and if you ask about it you may end up meeting a veteran who will guide you through quests in Book 2: The Hammer of the Sun. Then later, shopping with your aunts, you can ask them about the land of Arcadia and thereby acquire a mentor who'll prompt you to undertake quests in Book 3: The Wild Woods.

In both cases you get the option to ignore the cue, thereby avoiding these mentors. Game designer Ernest W Adams has pointed out that when presented in a game with, say, an interesting inscription, there's no point in giving the player the choice of "look at the inscription" or "don't look". That's a non-choice, because why wouldn't the player look unless there's some other cost to doing so? (For example, unless they're being chased and stopping to study an inscription puts them at risk.)

But I still give players the choice of passing on the mentors for two reasons. First because your decisions at this stage of the book aren't only setting your starting stats; they're also shaping how you think about your character. Do you look after your younger brother with love, or through a sense of duty, or do you leave him to fend for himself? Making that choice will determine the character you're playing not only in game terms but in your own conception. Ignoring the cues from your uncles and aunts tells us the kind of self-sufficient person you might be.

Also, not all players are going to want mentoring. You can strike out into the other regions of the Vulcanverse and just discover quests at random. That's fine if you have the time for exploration and you don't need any hand-holding. Others will appreciate being given some hints -- and if so you can pick up more hints, though of a less structured sort, by talking to the Oracle at the temple of Apollo.

When out in the world you can find companions who will travel with you. They sometimes offer advice, but usually only after you've already embarked on a quest. They don't tend to nudge you towards any particular goal. If you like setting your own goals, forget the mentors but it's still worth picking up a companion. There are a couple you can find fairly easily if you look around the south-eastern part of Notus in The Hammer of the Sun.

Mentors differ from companions because they don't accompany you. They'll look at what you've achieved so far, suggest the next stage of a quest and give you some clues as to how to go about it, then with a pat on the back or a kick in the pants they'll send you off to try it. You can return to the city and seek them out if you're having trouble. The advantage of doing it that way is you get quests sliced up into readily achievable chunks, which a lot of players prefer to just playing on till they're tired. The mentor lets you know when you've hit a convenient episode break.

So, whether you're a self-starter or whether you like taking advice from a friend, either way you should find what you're looking for in Vulcanverse Book Five: Workshop of the Gods. Still, the books in the Vulcanverse series are not self-contained; they comprise one vast connected saga.

To give you an idea of the sweep and scope of that saga, think of the Sorcery! series by Steve Jackson. That's four big gamebooks to start off with. Now add the original six books of the Way of the Tiger series. Then pile on top of those the first four of Joe Dever's Lone Wolf books. All together that lot is as long as the Vulcanverse series. Vulcan City is a good place to begin, but you'll soon need to venture into the the other realms, so start off with a couple of books and bear in mind you'll need all five to complete the full adventure.

Friday, 14 June 2024

Growing up in the heart of the Vulcanverse

If you've seen any of the recent posts, you already know that Vulcanverse is a solo role-playing game set in an open world, meaning that you can play the gamebooks in any order, coming back to earlier books whenever you travel to the region they cover. Instead of a single storyline there are virtually unlimited adventures. 

Although it's nominally the fifth and last in the series, Workshop of the Gods is a good place to begin your adventures. You’ll have the advantage of having grown up in the city, so you’ll be familiar with the streets and landmarks, and also there are characters who will task you with quests right from the start. Not only that, they'll give you some hints to help you on your way.

Any one book in the series is enough to get started, as in Fabled Lands, and other books allow you to explore more of the Vulcanverse. You will keep the same adventuring persona throughout the books – starting out as a novice but gradually gaining in power, wealth, prestige and experience throughout the series.

OK, why don't we run through the rules and then you can try it for yourself by launching into the first part of the adventure...

ADVENTURE SHEET
Your Adventure Sheet lists everything you’ll need to keep track of while playing. There's an online Adventure Sheet you can use, but don’t fill it in yet. That will happen as you begin your adventure.

ATTRIBUTES
You have four attributes whose values typically range from −1 to +2 as you’re starting out. You will discover your attribute scores as you play. The attributes are:

  • CHARM: Your understanding of people and their motives. 
  • GRACE: How agile, supple and quick you are. 
  • INGENUITY: Cunning and reasoning, and your ability to think on your feet. 
  • STRENGTH:  Physical might and endurance.

The maximum possible innate score in an attribute is +5. If you are at maximum and are told to add to your score, it has no effect.

Items that augment attributes
There are items you can acquire that boost your attributes while you have them. These are:

You can only use the bonus from one such item at a time. So if you had a laurel wreath that gives CHARM +1 and a golden lyre that gives CHARM +2, you’d only get the CHARM bonus from the latter. Similarly, two laurel wreaths still only give you a +1. 

An item can augment your attribute score above the innate limit of +5. If you have a STRENGTH score of +5 and you possess an iron spear, your total STRENGTH bonus when making a roll counts as +7.

Making an attribute roll
Attribute rolls are made to see if you succeed at a task. These are rolls of two dice with a difficulty that you must equal or beat to succeed. For instance, you might be told: ‘Make a STRENGTH roll at difficulty 7’. You roll two dice, add your STRENGTH score (including the modifiers for any one possession that boosts STRENGTH) and to succeed you need to get 7 or more.

Example: You are at the bottom of a cliff. To climb it you need to make a GRACE roll at difficulty 5. You roll two dice and score 4. Your GRACE attribute is −1 but luckily you have winged sandals which give a +2 GRACE bonus, so your modified GRACE is +1, just enough to make the roll a success.

A roll of double 6 (‘boxcars’) is always a success regardless of difficulty. A roll of double 1 (‘snake eyes’) is always a failure regardless of modifiers.

WOUNDS
The Adventure Sheet has a box labelled Wound. This is unticked at the start of the adventure. From time to time you may be asked to put a tick in it. You only have one Wound tick at a time; if you’re asked to tick the box when it is already ticked, you don’t add another. While the Wound box is ticked you have injuries, and must deduct 1 from any attribute roll until the box is unticked. 

If you have an item such as tincture of healing that allows you to untick the Wound box, you cannot use it to avoid taking a wound, only to remove a wound after you have taken it. So if you do take a wound, apply any effects listed and when you turn to the next section you can then use the item to heal.

SCARS
You begin with no scars, but may acquire them from lasting injuries or from returning from the afterlife. Scars are a mixed blessing. Many people will shun you because of them, but others will admire or fear you more.

POSSESSIONS
Possessions are always marked in bold text, like this: iron spear. If you come across an item marked like this you can pick it up and add it to your list of possessions.

You can carry up to twenty possessions at a time. If you come across an item you want when already at your limit, you’ll have to discard something to make room. There are places in the Vulcanverse where you can leave possessions and come back for them later.

MONEY
You can carry any sum of money (measured in a coinage called pyr). You’ll discover as you play whether you have any money to start off with.

GLORY
Glory starts at 0 but will grow as you perform deeds that increase your renown. With high Glory you will be recognized as a hero and given more respect by those you meet.

CODEWORDS
There is a list of codewords at the back of each book. Sometimes you will be told you have acquired a codeword. When this happens, put a tick in the box next to that codeword. If you later lose the codeword, erase the tick.

TITLES
Titles record the achievements you have earned, marking you as the champion of a city, protector of a temple, admiral of a fleet, or even a monarch. You will be told when you acquire a title.

BLESSINGS
If you fail an attribute roll, you can use up a blessing to roll the dice again. You can only do that once per roll, so you cannot use a second blessing to get another reroll if the first one fails.

You can have up to three blessings at a time. You start the adventure with no blessings. Usually the place to get blessings is at a shrine or temple, but you may find other opportunities to acquire them.

COMPANION
As you travel the Vulcanverse, you will sometimes meet people who are willing to journey with you. You can have one companion at a time. When you pick up a new companion you must remove your current companion, if any, from the Companion box. You can also part company with a companion at any time just by deleting their name from the box. You do not have a companion at the start of the adventure. 

CURRENT LOCATION
You’ll use this box from time to time to keep track of where you are. You will be told when to use it. Whenever you are told to record an entry number in your Current Location box, first delete any number that was already there.

Want to try the intro sequence for yourself? It covers your childhood in Vulcan City, generating your character according to the life choices you make, so by the end of it you're ready to set out on your adventures. You can download that demo here.

Thursday, 23 May 2024

Darkness visible -- at last

It turned into a real labour of Hercules -- sorry, Herakles -- but it was worth it because now I can say: the Vulcanverse series is complete! The fifth and final book, Workshop of the Gods, is finally available in either colour hardcover edition or in paperback. As the blurb puts it:

Vulcan City is a place of striking contrasts. A metropolis where marble palaces and gilded rooftops soar against the sky, whose walls and towers seem to approaching travellers like the flanks of mountains, where gold and jewels overflow the coffers of wily merchants, and where nobles in silk finery indulge in epicurean pleasures to rival the banquets of Olympus.

But it is also a place of teeming streets and plazas where cutthroats and spies hide themselves amid the crowds, where narrow alleyways can lead to stinking, maze-like warrens where the unwary visitor is soon as lost as in the deepest wood. In candlelit taverns you may overhear whispered secrets that can make a fortune or ruin a reputation. And here in the magnificent hub at the centre of the Vulcanverse, life is often as cheap as a trinket sold on a marketplace stall.

Meet up again with old friends and bitter enemies. Uncover long-buried secrets, hunt down thieves and murderers, wrestle with demons, cross swords with assassins, join criminal gangs – even come face to face with the spectre of your own death.

Visit the puppet shows where you’ll find hints about the fate of a universe. Seek counsel from the oracle who is privy to the insight of the gods – if you can afford it. Venture into the prison that holds the cleverest man alive, knowing that you must either befriend him or kill him. Lay claim if you can to a mansion brimming with treasures and traps. Rise in society, making alliances among the ruling factions. And attend the glittering party at Vulcan's palace, whose location is hidden from the eyes of ordinary mortals, where you will set out on a perilous journey through space and time to reach the crucial, cataclysmic battle between light and darkness towards which all your choices have been leading.

This is the city where all possibilities meet, where destinies are made, where the fate of the Vulcanverse will finally be decided.

In the Vulcanverse series, as in Fabled Lands, you can begin in any region and travel freely back and forth between the books to pursue your quests. But there are significant differences from the earlier series. In Fabled Lands there's no central storyline, whereas in Vulcanverse most of the hundreds of quests feed into a plot that builds across all five books to an epic finale that occupies the second half of Workshop of the Gods. Your choices in the books have lasting consequences, altering the fate of nations and even the very landscape. You'll develop relationships with recurring characters, both friends and foes. And you will bear the scars as well as carry the glory of your exploits through all 6115 sections (more than fifteen Fighting Fantasy length gamebooks!) and three quarters of a million words. Did I say epic? It's longer than The Lord of the Rings and The Hobbit combined.

And what is your ultimate goal through the series? As you'll soon discover, darkness casts a lengthening shadow over the Vulcanverse, threatening all who dwell in the five realms. Queen Nyx, with her dread sons Death and Sleep at her side, has unleashed a devastating war that will sweep away both gods and titans and leave her the unchallenged monarch of all creation. You must hone your skills, win over allies, and gather the weapons and clues that will make you into the Hero of the Age, the only mortal capable of opposing the Night Queen.

Although technically the fifth book, this is actually a good one to start your adventures in. That way you'll have a base in the city which is the hub for all the other regions. You can visit the Oracle in the temple district to get hints, and your family will introduce you to mentor characters who can help you figure out some of the major quests that you'll need to complete.

Jamie and I are keen to hear what people think of this series. So if open-world solo roleplaying is your thing, do pick up a volume or five, embark on some adventures, and tell us how you get on.

You can find a copy of the Adventure Sheet for the book here, and the books themselves (both hardcover and paperback editions) here.

Wednesday, 10 April 2024

The Vulcanverse is almost complete

OK, that took a little longer than I thought. Finishing the Vulcanverse gamebook series, I mean. I expected to tie up the saga last summer, but I didn't reckon on how complex it would be to pull together the threads of hundreds of quests spanning almost three-quarters of a million words and over 6000 sections.

But the finish line is in sight at last. You see me there with the typeset proof copy of Workshop of the Gods. I have checked all the logic (with the help of John Jones, without whom this Gordian knot would never have been cut) and now I just have to sort out any typos and the book will be ready to go on sale.

I think this might be the first open world gamebook series ever to be completed. (Eagle-eyed readers will correct me if I'm wrong.) Now if anyone has $100 million spare, I'll make the movie.

Friday, 16 February 2024

A world where you can make a difference


The Vulcanverse gamebooks don't get nearly enough reviews. I would say that, wouldn't I? But Jamie and I genuinely feel they're some of our best work. We're aware that the gamebook resurgence, such as it is, is mainly driven by adults buying the books they enjoyed as kids. Naturally that makes it hard for a new series to break through, but there are standout successes: Steam Highwayman, Legendary Kingdoms, Expeditionary Company, and others. 

Our hope is that with the completion of the saga (Workshop of the Gods is due to be published in a few months) readers will get to appreciate the full story arc that's been building across the series. The entire adventure is over 6000 sections long, that's more than 15 old-style Fighting Fantasy gamebooks, and there are decisions you make right from the start that have repercussions in the apocalyptic showdown at the end.

Yes, I know, I could do with a better microphone. Still, if that all whets your appetite, you can get started by downloading Adventure Sheet PDFs for the Vulcanverse series here:

Friday, 5 January 2024

Finishing touches to the workshop

'When is the final Vulcanverse book coming out?'

That's the question I get asked most these days, and fair enough too. We thought it would be published a year ago. At this point I'm well into George R R Martin territory.

The truth is that it proved to be a much bigger job than the first four books. There's the same open-world structure as you explore Vulcan City, but that's only half of this book. There's also the endgame in which the quest that has developed through the rest of the series reaches a climax. And that involves choices that you have made in all five books, as well as having to allow for freedom of choice as to which of the various warring powers you want to align yourself with.

At the time of writing the book is approaching 1600 sections. And it's around 220,000 words, which is more than twice as long as The Houses of the Dead. All of that requires a lot of careful checking to make sure everything works. I want to get it right, and I have a couple of very capable volunteers who are helping with that. It's coming together and I'm hoping we'll be able to put it on sale within a month or two.

You can get the earlier books here. Alternatively, hang on just a bit longer and you can start your adventures in book 5, Workshop of the Gods. And thank you for your patience.

Wednesday, 22 February 2023

Peaks that stretch to the floor of heaven

If you've yet to start exploring the Vulcanverse, a good place to get prepped is over at the Vulcan Forged site where a fascinating new series of posts is providing an in-depth look at the lore of each region of this immersive world. This month it's the turn of Boreas, the icy mountain realm. (Part 1 here and part 2 here.)

A quick recap: Vulcanverse is an open world gamebook series. You can start in any book and travel back and forth between them. So far, so Fabled Lands. The differences with Vulcanverse are that you can explore the world with NPC companions, you get free resurrections (most of the time), and there are many more opportunities than in other gamebooks to permanently change the world by your actions.

Also in contrast to Fabled Lands, the whole Vulcanverse story builds to an epic finale in the fifth book, Workshop of the Gods, which will be released in a few months' time. I've been labouring away at the manuscript for almost a year (you'll never hear me criticize George RR Martin's work rate; I know just what it's like) and I now have over 20,000 words of notes covering the endgame sequence alone. The finished book will be around 1200 sections long, making the whole Vulcanverse series nearly 5000 sections and more than 600,000 words. After this one I might need a lie down.

Monday, 21 November 2022

Save your obols for Charon

Our cut-rate special offer on The Hammer of the Sun was such a hit with readers that we've decided to extend it to all the Vulcanverse books in paperback. 

Is this just a ploy to get you to try the series? You bet it is. Jamie and I think we've done some of our best work here and it's a shame that it might get overlooked just because it's an all-new series without a glow of nostalgia to attract gamebook fans' attention.

As Vulcanverse is an open-world series you can start in any book. The Houses of the Dead and The Wild Woods provide a bit more of a directed CRPG-style experience, with simple quests you can finish in half an hour or less, while The Pillars of the Sky and The Hammer of the Sun give a much wider canvass where there are epic payoffs that significantly change the world, but to earn the major rewards you'll need to actively seek out those quests and be persistent.

The fifth book, Workshop of the Gods, is where all these quests come together. (The image here, while generated by AI, just happens to illustrate one of the key scenes you might reach if you are able to cross the Ocean of Night.) I'm writing that final book now and it should be out early next year. While you're waiting, why not see how many of these bad boys you can cram in a Christmas socking?



You can also buy the paperbacks from Amazon in Spain, Germany, Italy, France, and Japan.

Here is an online Adventure Sheet for all the books.

Thursday, 15 September 2022

The journey of a thousand miles

We got an interesting question about the Vulcanverse series this week:
"I understand that The Houses of the Dead is book one, so is there any difficulty jumping into that if I start from a later book in the series instead, say The Pillars of the Sky which is book four? I was wondering if I need to follow the order of the books for an optimal experience?"
OK, that's an important one so I'll answer it here. You can start with any book in the Vulcanverse series and move between them in any order. They don't escalate in difficulty the way Fabled Lands does throughout the series. The numbering of the series is just because bookstores like Amazon insist on a series having a book 1, book 2, etc -- it doesn't actually mean any more than that.

That said, the grand finale takes place in book five (Workshop of the Gods, due out early next year) and that does raise the stakes to epic proportions, and you'll need to be an experienced adventurer to tackle it -- but you can even start in that book, and you won't get access to the endgame until you are fully prepared by having completed the three labours in each of the first four books.

In short, you can't go wrong so just pick any book that appeals to you and dive in there.

Thursday, 12 May 2022

Become a Destiny angel

I'm filled with envy and admiration for what gamebook author Michael J Ward is doing with the crowdfunding campaign for the DestinyQuest world sourcebook. I couldn't produce such a beautiful-looking book and I certainly couldn't whip up that sort of exciting marketing frenzy. 

The book is an illustrated hardback and the campaign goes live on Kickstarter on May 17. It includes:

  • A detailed history of the world, from its creation by the celestial Fates, to the current End Times of crumbling empires and war-weary kingdoms.
  • A comprehensive timeline that charts the key events that have shaped the world of Dormus, right up to the present-day narratives of the gamebook series.
  • An overview of the magic system, detailing the chaotic forces of the Shroud and the effects of its demonic taint, as well as the runic magic of the dwarves and the dangerous arts of elemental sorcery.
  • Character stories and biographies, exploring some of the key characters who have influenced the DestinyQuest world, including the legendary witchfinder, Eldias Falks, and the enigmatic archmage, Avian Dale.
  • Descriptions of the main factions that vie for power and influence within the kingdom of Valeron, from the secretive enclaves of the Arcane Hand to the scheming masters of shadow, the Nevarin.
The blurb promises: "Whether you are a fan of the DestinyQuest gamebooks or a referee looking for a new and immersive setting for your homebrew roleplaying campaign, the World Companion promises a wealth of exciting secrets and discoveries – everything you need for the epic adventures ahead."



This also seems a good opportunity for some of what Sam Harris calls housekeeping. First up, gamebook fans of a certain vintage may have already noticed that booking for Fighting Fantasy Fest 4 is now open. Jamie Thomson and Paul Gresty will both be there, along with Ian Livingstone and Steve Jackson, Martin Noutch of Steam Highwayman fame, Rhianna Pratchett, Jonathan Green, and other FF stalwarts.

Even more exciting (in my book, anyway) is that you can now sign up for the Fabled Lands CRPG beta build. That includes the whole of the northern continent and coastal waters -- with more to come.


Lastly, I was at Surrey University this week and somebody mentioned they'd had complaints about the lack of story nudges in an open-world game they had written. It's not just me, then. In days of yore, adventures began with an old guy running into a tavern to hand you a quest, and some players of Vulcanverse were irked to be just left to explore the world and find their own adventures, others were happy to uncover those stories for themselves. So as to cater for the former players I'm making sure that the fifth Vulcanverse book, Workshop of the Gods, has plenty of those proverbial old guys (or equivalent of other age/gender) to guide you on your way. If you prefer to be assigned quests and given plenty of hints, then, just be sure to start your adventures in VV book 5.

Friday, 11 March 2022

The Marmite of gamebooks?


Last year Jamie and I published the first four Vulcanverse gamebooks – a revisiting of the open-world concept of Fabled Lands – to mixed reactions, at least as far as my contributions to the series were concerned. In gamebooks I like to leave the player to their own devices as much as possible, because that’s how I prefer my roleplaying games. If the referee starts to feed me the hook to a story, I’ll sigh and go along with it because he or she has put the work in, but I’d rather pick my own goals and discover stories for myself.

The idea of a pure open world gamebook is that you will explore and come across various elements of a story in no particular order. You might find a silver key and wonder which door it unlocks. Or you might be faced with a door that needs you to go in search of a silver key. Or a wizard might tell you that if you go to such and such a tower and locate a locked door and open it with a silver key then you can bring him the item you’ll find there and get a reward.

It's sometimes said that open world gamebooks lack quests, but’s that’s not true. Spoilers here for The Hammer of the Sun, in which you can team up with the last devotee of the river goddess Tethys, and he will teach you the mysteries of the cult, and if you find certain sacred objects and perform the rituals you have learnt you can bring back the river that once flowed through the desert. In doing that, you restore the fortunes of a city that fell into ruin when the river dried up. In that city you can build yourself a reputation, help to increase the city’s prestige, and make friends who will steer you on other quests. And then further events bring the city back to the edge of oblivion, and only you can save it and raise it to greater heights than it reached even in its heyday. And that in turn embroils you in a gathering mystery and potentially a major war.

So there’s a lot of story there, but few breadcrumb trails to get you started. You might gad about exploring tombs and pyramids or fighting dragons or getting involved in a bunch of unconnected mini-adventures. And sometimes you’ll hear a hint about what you need to do to make the river flow again. What I was aiming for was a hidden kernel that the player would stumble upon, and it would then suddenly unfold before your eyes into the Yellow Brick Road of a long and inviting narrative.


That maybe worked back in the ‘90s (and not for everyone even then) but we all have less time now. No filmmaker now would spend two minutes having Sherif Ali ride up to an oasis, or several minutes of Bowman jogging around Discovery One. Some readers of The Hammer of the Sun came across the city storyline before their patience ran out, and their reaction was enthusiastic; here’s James Spearing:

“While open world books have a reputation for not having major story arcs, this gamebook combines the sense of freedom of exploring this large desert area, with moments where your previous actions spark major world-changing events. Even the map gives clues about where you might need to visit, and it soon becomes apparent that there are at least two major quests that give further meaning to exploring, as you visit various similar sites to unlock new secrets.”

But if you are unlucky enough not to unearth the start of an important narrative early on, it can mean quite a negative experience, as Andreas Brueckner describes:

“It felt like I was walking through the desert for an hour without anything really happening. I was asked now and again whether one or another person was with me; the answer was always no, giving the feeling every time that I was missing something. Then I died. […] At the beginning of a game there should be some simple quests that bring you closer to the game world, whereas here you start with boredom and wasteland.”

The clincher for me was the video review at the top of this post. Here’s a discerning gamebook critic who has been very positive about my earlier work but who has been disappointed by not having had enough guidance towards the major quests in the Vulcanverse books. He explains his reasoning very clearly -- which is something every writer should be grateful for, even when they are being told some painful truths. Also, I have to acknowledge that sales of the Vulcanverse books have been very poor and almost nobody has bothered to review them. Clearly there is a lesson I must learn.

Luckily we still have one more book to come in the Vulcanverse series. That gives me the opportunity to cater for the players who don’t like to be left to explore without any guidance. Jamie is busy with the NFTs and so forth for the online Vulcanverse, so it was already on the cards that I’d do most of the writing for Workshop of the Gods. Now, properly chastised by my critics, I’m putting my mind to ways that I can steer readers who start in that book towards the major plot threads that are waiting for them in all the others. Expect something different that will, I think, appeal to both the fans of truly sandbox play and those who want some gentle nudges in the direction of the story.

Thursday, 25 November 2021

Confounding expectations


This is my favourite Vulcanverse gamebook cover and the book doesn’t even exist yet. This is just a mock-up made using a thumbnail sketch by our artist, Mattia Simone.

Why do I like it? Partly because anyone who thinks the Vulcanverse is just a retread of Greek myth (yeah, I’d be yawning too) is going to do a double take when they see this. It doesn’t look like a classical Greek city? No, it looks a million times more exciting than that. Marble colonnades and hypostyle halls evoke the slap of sandals on a sound stage, the unconvincing clash of prop swords wielded by bad actors. Whereas Mattia's cover looks like the set of an MCU blockbuster. That could be Ronan the Accuser in front of the core of the Supreme Intelligence. It’s an image that promises nonstop excitement.

And it’s absolutely right that the fifth book should upend expectations. The Vulcanverse isn’t the world of Greek myth. It’s a Matrix-style virtual universe created by the god Vulcan (well, Hephaistos) using his hyper-accelerated development of today’s information technology. Go behind the curtain and you won’t find oxen turning wheels and steam-powered colossi from the old legends – you will find something startling and amazing and all-new. Something that coruscates with Kirby krackle, that whips the rug out from under you, that takes your breath away and blows your mind for good measure. This is not some lame old 1980s stop-motion movie with a bleeping owl. It’s the American Gods or Anansi Boys of Greek myth, the reboot that brings it up to date at warp speed. And that’s why Mattia’s cover is so perfect. It says: this is not your father's Greek mythology.

While we’re talking about the Vulcanverse books, eagle-eyed gamer Teófilo Hurtardo has pointed out some sloppy syntax in the second one, The Hammer of the Sun. If you get yourself killed, your god arranges to resurrect you and the text says:
‘If you were wounded, untick that box on your Adventure Sheet, but add 1 to your total scars because none returns from the land of death without being marked.’
What I meant there was that everybody coming back to life gets a scar, regardless of whether or not you were wounded when you died. But Teófilo rightly pointed out that’s not what I said. It might just about pass in everyday conversation, but not in a book where the precise logical syntax matters.

So what it should say is:
‘Add 1 to your total scars and, if you were wounded, untick that box on your Adventure Sheet.’
I’ll correct it in future editions. And this is a good moment to thank John Jones, who generously cast his diligent eye over the Vulcanverse books and caught a number of critical errors in The Wild Woods, some of which spread back in time to book one, The Houses of the Dead. For example, there's the ubiquitous demon Wolfshadow, who was supposed to be killed (in book one) based on advice given to you in book three by King Lykaon -- except that advice and the associated codeword had been missed out. Eek. John suggested a good way to fit the advice into the long spiel that King Lykaon actually delivers in book three:
'Despite my title, there is one wolf I do not rule...' leading into telling you about Wolfshadow and, 'Hey, take one of these arrows of Artemis to King Midas's tomb in Hades to maybe get gold-plated so you can kill that nasty thing why don't you? Oh, and don't forget to fetch along an actual bow, either.'
Unfortunately I'd already done the page layout, so I couldn't make use of John's elegant suggestion and we have to make do with Lykaon just mentioning Wolfshadow in passing. But at least you get the codeword so the book isn't actually broken.

John also took us to task, and rightly so, over the random permadeath the player suffers if they stray into the Slimeswamp without any vinegar. The only possible way to find out that you need vinegar there is to lose a character and have to start all over again. Not a lot of fun if you've just spent hours questing around the other books. John proposes this fix, which we fully endorse. Paste it into your copy of book one if you wish:


I'm barely scratching the surface of all the help John has given us with these books. He's the true hero of the Vulcanverse, and you can bet that after the final book is out I'll resign the position of gamebook editor permanently -- and thankfully!


Also at Blackwell's UK:
And at Barnes & Noble in the US:
Also of interest:

Circe by Madeline Miller
Democracy by Abraham Kawa and Alecos Papadatos
Helen of Troy (Harrison, 2003)
Heroes and Mythos by Stephen Fry
Homer's Daughter by Robert Graves
Jason and the Argonauts (Chaffey, 1963)
The Odyssey (Konchalovsky, 1997)