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Showing posts with label chapbooks. Show all posts
Showing posts with label chapbooks. Show all posts

Friday, 21 August 2026

News flashes

A grab-bag of news today. First there's my interview with Riccardo Scaringi above, in which we talk about Vulcanverse, Lovecraft, Buffy, Rifkin's Festival, The Seventh Seal, Captain America: Civil War, robotics, post-scarcity, the simulation hypothesis, Whispers Beyond the Stars, and a few other matters.

(The "OK, boomer" moment: at 6m59s I say that Alex Dragan, the protagonist, could be male or female. What I should have said is they can be any gender. Consider me corrected.)

Other news: James Desborough's Stray Crows is currently on Kickstarter. This is a roleplaying game set in the Japan of the Sengoku and early Edo periods. Unlike most Japan-set RPGs, it isn't populated with 21st century Westerners cosplaying at being ronin and ninja. Mr Desborough believes in striving for authenticity, as do I. We may not be able to fully recreate the mindset of a 16th century samurai, but we can surely do better than James Clavell and Justin Marks, at least. Back Stray Crows now if you care at all about real roleplaying. I also think it's the most elegant and dramatic set of rules designed yet for such a setting, and the proof of that is in this sample combat.

One of my favourite podcasts is Fantastic Fights. Hieronymous (sic) J Doom's reviews of gamebooks are excellent and his insights into gamebook design are useful even to a forty-year veteran of the field like me. Mr (or maybe Doctor?) Doom mostly covers Fighting Fantasy books, which I'll confess aren't my cup of tea, but this month he's taken a look at Mark Smith's Coils of Hate. That was one of the books in the Virtual Reality series, my own titles from which have been resurrected as Critical IF, but Mark's Coils of Hate and Green Blood are hard to find in print these days.

Coils is a particularly tricky one, so here are some tips on how to survive it. Listening to HJD's very smart analysis of the book's problems was a bit triggering for me. I did make a half-hearted effort to get it into vaguely playable shape, given that some of the handwritten pages just ended with lines like: "Various options here, turn to ?" I was at my desk at 7am every day for a fortnight to devote a couple of pre-breakfast hours to trying to make sense of it while also facing a deadline for a book of my own. The published version of Coils of Hate was an appalling mess even so, and I'd rather have been hired as official editor and been given a month to fix it properly, but the publisher wasn't paying anything for that and they refused to wait, hence the botched version that still makes me want to hide in a storm cellar every time it's mentioned. Here's an account of my very minimal involvement in the book and how I'd have advised Mark to restructure it if there'd been more time.

What I do think is that Coils has some of the best writing, best characterization, and best worldbuilding you'll see in any gamebook even to this day. And Mark had the courage to tackle a serious issue -- not just intolerance, but the way that hatred and tribalism are auto-immune diseases of society that eventually harm not just the scapegoated target group but everybody else, even the haters. It's a long, long way from the old man in the tavern who tells you to collect five items so you can beat the evil guy who wants to take over the world.

Now that we're talking about Coils, there's something I ought to clear up. I sometimes get credited with being Mark's co-author, so just to be clear: I had no hand in the writing. I didn't even rewrite any of the sections I was given in hand-written form; I just typed them up and tried to figure out how to connect one to another when all I had to go on was "turn to ?" It's all Mark's work. The flashes of real genius are his. If only he'd written it as a novel instead of a gamebook! Luckily Stuart Lloyd has rescued the book, doing all the editing work I didn't have time for thirty years ago, and he has made his version available free on DriveThruRPG. Without him, Coils of Hate would probably have been forgotten. Stuart, you are a star.

In other news, the chapbook series from Fabled Lands Publishing now has over a dozen titles, as illustrated above, so if you suffer from the collecting bug those might be worth a look, either on Amazon or DriveThruRPG.

Lastly, a new Casket of Fays is always a treat, and the latest issue features the usual fine selection of articles including an in-depth look at Gully's Inn by Shaun Hately. It's a useful location for any medieval fantasy setting, whether or not you use the Dragon Warriors or Jewelspider rules. There's even a map. What are you waiting for?

Wednesday, 3 June 2026

If you want to get a head...

The first of the Fabled Lands Chapbooks series was Headcases, in which I referred jokingly to my predilection for flying head monsters. Well, I thought at the time it was a joke, but now I think I might have a serious problem. Two recent scenario books in the series, Oliver Johnson's It's Mostly Been Forgot and my own "The Honey Trap" (in Wizards of Tamor) both feature flying heads, and I just edited an old Questworld scenario by the two of us, One Night in Deliverance, and found that among the critters was an early form of the Dragon Warriors skullghast. (Though, to be fair, those Questworld skullghasts weren't quite just flying heads, they had a sort of ethereal body too.)

The only solution to my head obsession might be to go cold turkey -- or cold feet, rather. In my next scenario I'll try to include some disembodied lower extremities, and not a bonce in sight. I've been there before too, in this letter to the gentlemen of the Royal Mythological Society from Mirabilis: Year of Wonders -- but so far the heads are still way ahead in my oeuvre while the feet are trailing with that sole entry.

Thursday, 30 April 2026

What ho, chapbooks

You may have noticed that Fabled Lands Publishing has been releasing a few chapbooks lately. First we had Headcases, a compendium of bodiless horrors to chill the blood of the staunchest adventurer. Then Dealing With Demons, the fondly remembered series from White Dwarf back in the 1980s. 

And now there's The Only Way Is Narnia, a parody one-shot that we ran on the blog a while back -- but that version was only for GURPS 4e, while the new edition also has stats for D&D 5e, Basic Role-Playing, and Powered by the Apocalypse.

If Not-Narnia doesn't tempt you, what about a sci-fi/Arthurian mash-up with a feminist flavour? That's The Girl King, also based on an old blog post but now with Dragon Warriors stats and some luscious Aubrey Beardsley illos. You might like to dip into an infiltration-&-heist adventure from the Vulcanverse books: The City of Bones. Then there's The God in the Bowl, a locked room murder mystery with inter-party tension, inspired by the Robert E. Howard short story. Monster Hunt is a rumbustious old-school creature fest. The Fall of the House of Missal is one of the scenarios that Oliver Johnson and I wrote for Games Workshop's never-published Questworld book more than forty years ago; the adventure appeared on the blog ten years back as "Sweet is Revenge" but we've now converted it from RuneQuest to Dragon Warriors. Or we've got Kwaidan, a spook-infested Bushido adventure from White Dwarf #47 but now with Dragon Warriors rules.

This is the perfect time to try the chapbooks because tomorrow (May 1st), for one day only, they're completely free. Get them here.

Also tiptoeing out to the bookshelves without any fanfare have been some colour hardback editions of selected gamebooks. So far we've got The Temple of Flame, Once Upon A Time In Arabia, and Down Among The Dead Men.

Just one more thing, as Columbo used to say -- Dagon Warriors (sic) is now available on Kindle. At 80 pages it's a bit big to call a chapbook, so let's say it's a mini-RPG. This is a completely self-contained reworking of the blog post and scenario that you may have seen here, but now with all the rules needed for running Cthulhu-style investigative adventures in the 1920s and 1930s.

Are there any other gamebooks for which you'd like to see a collector's edition? Or other scenarios or topics that would make a good chapbook? Let us know in the comments.