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Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Sunday, 28 December 2025

A shout-out for Whispers

Don't let a little thing like the Christmas and New Year holidays get between you and the mind-shattering secrets of nameless horrors from the sunless abyss of eternity. Or, to put it another way, there's still just over a week to reserve your copy of Whispers Beyond The Stars, the modern Cthulhu Mythos gamebook that I've written with Paweł Dziemski.

There's a new review on Facebook which gets right to the heart of what Paweł and I are trying to achieve with this book: "It pays homage to Lovecraft without ever lapsing into dusty pastiche. Instead, we get modern Lovecraft: sleek, eerie, buzzing with uneasy implication rather than melodrama."

He goes on to say, "The true spirit of cosmic horror is here in full: that creeping insignificance, the suspicion that the universe is enormous and indifferent, and the gnawing sense that humans, when handed forbidden knowledge, behave exactly like a toddler given access to permanent markers and a freshly painted wall." 

The review concludes: "If you enjoy adventures where your decisions matter—and occasionally haunt you—this gamebook deserves a place on your shelf, somewhere high up where the tentacles can’t quite reach."

Friday, 21 February 2025

Queen Nyx isn't vanquished overnight

There haven't been a lot of reviews of Vulcanverse -- probably because it's 6115 sections long, and to get to the climactic battle at the end most reviewers are going to cheat. Let's face it, reviewers have to keep the reviews coming. It's not like they can take a two-month break to play through the entire Vulcanverse saga. That's a shame, as there are huge victories to be won and those victories can't be truly appreciated unless they're earned. But if you're a gamebook or solo RPG aficionado, don't let that deter you. If you want the real epic experience, get all five books and be prepared to let them take over your life for a while. (You can create your character right here.) I don't think you'll regret it.

Wednesday, 27 November 2024

More deep dives into the future

Google's NotebookLM is my latest toy. I've been having a blast unleashing it on various books of mine, game write-ups, favourite novels, etc, and listening to the podcast discussions it generates. They're not perfect -- a bit repetitive, and sometimes the virtual hosts get the wrong end of the stick, but this is still in experimental mode. Imagine what it will be like in a couple of years. And NotebookLM also has a serious use as a tool for writers. That's my excuse for playing with it, anyway.

Here are a few of its analyses; you'll need a Google account to listen to them.

Can You Brexit (Without Breaking Britain)?

"Can You Brexit is a political thriller that follows a fictional British prime minister as they navigate the complexities of Brexit negotiations. The book explores a variety of potential Brexit outcomes, including a 'hard Brexit' where Britain leaves the European Union and the single market, a 'soft Brexit' where Britain leaves the EU but remains in the single market, and a 'Swiss model' where Britain has a more limited relationship with the EU. The book delves into the internal political pressures the player faces as they attempt to negotiate a Brexit deal that satisfies both their own party and the British public."

Listen to the Deep Dive discussion here.

The Conclave 

"The story follows a group of wizards on a quest to find a prismatic jewel in a labyrinth on the island of Tartuva. They are hunted by a powerful adversary named Pale, who seeks to erase all names in the world. The wizards are aided by various spirits, including Surma, a wizard who is worshipped as a god, and Wax, a shaman who can communicate with the dead. The story highlights the importance of names in the world, and the struggle between those who seek to control them and those who seek to preserve them."

Listen to the Deep Dive discussion (admittedly with a few hallucinations about the plot) here.

Dark Lord: The Early Years

"The story of Dirk Lloyd, a young boy who believes he is the Dark Lord transported to Earth by a magical mishap. While he grapples with his new reality, Dirk tries to adapt to life as a human child, and plots to reclaim his powers. The novel delves into themes of identity, power, friendship and good versus evil, with a darkly humorous tone."

Hear those puny mortal AIs talk about the great Dirk here.

Down Among the Dead Men

"The story follows the player-character as they navigate treacherous seas, battle pirates, face undead monsters and ancient demigods, and ultimately try to rescue Queen Titania from the clutches of the villainous Captain Skarvench."

Listen to the Deep Dive discussion here.

Dragon Warriors

"From the medieval-inspired kingdom of Albion to the exotic Ta’ashim lands, the game portrays a vibrant and diverse world with distinct societal structures, belief systems, and unique inhabitants."

Here are the automaton town criers to tell you all about it.

Florien

"Diana encounters a mysterious and alluring young man called Florien. The novel is characterised by a romantic and supernatural tone, with Florien appearing and disappearing at will, leaving Diana to wonder about his true nature and his relationship to the girl, Janice, who lives in a dark and forbidding manor house. It explores themes of obsession, captivity, and the allure of the dark and dangerous, particularly Diana's attraction to Florien and his mysterious and potentially sinister nature."

See what the Deep Dive hosts made of it here.

The Hammer of the Sun

"The Great River lies barren, its lifeblood drained by an ancient curse. Journey through scorching sands and forgotten ruins, where sphinxes guard lost secrets and skeletal Spartoi wage perpetual war. Explore a vast open world where brooding sphinxes, proud Amazons, and forgotten gods cross your path. Uncover the mysteries of Iskandria, a once-great city now lost to time, and face challenges that will test your courage and cunning. Seek out mythical creatures, confront deadly foes, and collect powerful artifacts as you race against time to restore balance to the land. Will you become a legend, or be forgotten beneath the relentless hammer of the Sun?"

Listen to the Deep Dive discussion here.

Lifeform Three

"The story of Paftoo, an artificial 'bod' in a dystopian future who works at Harkaway Hall, a nature reserve created from the ruins of a lost civilisation. Paftoo has no memory of his past, and his life is a constant cycle of work and night mode, where his mind is wiped clean. The novel explores themes of memory, identity, and the nature of reality as Paftoo tries to piece together fragments of his past and understand the true nature of the world he lives in."

Watch the bods discuss it on YouTube.

A Minotaur at the Savoy

"A series of letters sent to the Royal Mythological Society from individuals across the globe, detailing their encounters with fantastical creatures and events during the Year of Wonders, a period in which the lines between reality and imagination became blurred. The letters are a mixture of the mundane and the extraordinary, with correspondents reporting on everything from mischievous fairies and shape-shifting demons to giant birds carrying people off to ancient palaces. The letters serve as a humorous record of this extraordinary time, offering a glimpse into the impact of fantastical occurrences on everyday life."

Listen to the Deep Dive hosts talk about it here.

Necklace of Skulls

"The adventure involves the player taking on the role of a Mayan character searching for their lost brother in a fantastical mythological realm, encountering various challenges and finally confronting the semi-divine mage Necklace of Skulls, who may or may not be an aspect of the god of death."

Listen to the Deep Dive discussion here.

Richer source material typically inspires the AI to give a more interesting discussion. There's more depth to a novel like Lifeform Three than you'll find in any gamebook, even Heart of Ice. On the other hand, here's a case of our virtual hosts rising to a seemingly impossible challenge and acquitting themselves well.

Thursday, 17 October 2024

An ocean in which no oar is dipped

Following on from last time's post about getting started in the Vulcanverse, here's a guide to exactly that from the Book Wyrm channel on YouTube. Noah begins his adventures in Notus using The Hammer of the Sun, which has the advantage that most of the companions you can travel with are met there.

Noah promises further installments on his channel, so stay tuned. I'm just envious of his ultra-neat handwriting. If your own penmanship is less precise, or even if you're in too much of a hurry to hand-letter your own Adventure Sheet, you can download an all-purpose sheet for the series or one specifically for Notus.

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?

And talking of FFF 5, if you weren't able to attend here's my and Jamie's talk along with discussion panels from later in the day:

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:

Wednesday, 5 January 2022

The pinnacle of open world solo gamebooks?

The Vulcanverse books have not had a lot of reviews, apart from some by NFT/crypto fans that I think were just puffing the books to support the online world, and I've been wondering about that. Do people not bother with Amazon reviews any more? Are the books so big that people who bought them haven't had time to play them yet? Do they just hate them so much that they can't be arsed? 

Then I came across this review (above) by Joonseok Oh and it made my week. I know that Joonseok is a experienced and discerning gamer as he's completed all four Vulcanverse books and acquired all the codewords and titles. So his opinion would carry weight with me either way, and I'm mightily relieved he's in favour of the series.

Open world gamebooks are an acquired taste, and can be hard to get used to if you were raised on the here's-your-quest structure of series like Fighting Fantasy. In an open world book you are being invited to explore and find your own adventures. You won't necessarily get steered into a major quest right away. Not everything is a fight or a puzzle followed by a reward. Because you have freedom to explore, there are things you'll miss first time round -- but it's a sandbox. You can come back and try later.

As Vulcanverse might be the last gamebooks I write, I'm hoping they'll eventually pick up more reviews. Not necessarily good ones, either. Though it's encouraging to get 5 stars, I'm just as interested in the negative reviews if they have thoughtful points to make. On Amazon you see books with tens of thousands of 4- and 5-star reviews, but any considered feedback is worth having. And from an author's point of view, all publicity is good publicity. 

Wednesday, 24 March 2021

Heart warming


What was I saying recently about Heart of Ice? Here it is again, trumpeted as "what many call the pinnacle of adult CYOA fiction". I'll just leave the link to the MyBest review there and bask in the warm glow of appreciation, then. If you want to try it out, there's the book or the app.

Wednesday, 3 February 2021

Time to decompress


There seems to be a buzz around the Critical IF gamebooks, and in particular Heart of Ice. Here's yet another rave review, this time on the Solo Adventures with Livi channel. You want spoilers? OK, it ends with, "Solidly a 10 out of 10."

You can't please everybody. One comment below Livi's video was "Let the buyer beware." Yikes! Well, actually that's always good advice when picking up any book. Another comment, this time about Fabled Lands, raises an interesting point. Kosteri X said: "I found the Fabled Lands demo devoid of any emotion and all the NPCs were lifeless words. [...] A few more adjectives can go a long way of painting a scene or motif. Most story writers for board games fail to put any effort into painting a picture."

The template Jamie and I used for writing Fabled Lands was Eric Goldberg's boardgame Tales of the Arabian Nights. The descriptions therein are economical but effective, allowing Mr Goldberg to fit hundreds of quests into the space most gamebooks use for one little dungeon. Since each Fabled Lands book has to cover an entire country and allow freedom of choice and almost unlimited play, we knew we couldn't write it the same way we did books like Down Among The Dead Men or The Renegade Lord. It's like the compressed vs decompressed storytelling in comics.

I'm thinking a lot about this at the moment because I'm trying to recapture that compressed idiom for the Vulcanverse gamebooks. They're like Fabled Lands in having an open-world structure and each book being set in an extensive region. But, conscious that some readers miss the strong character relationships you get in books like Heart of Ice, I'm using much more dialogue than in Fabled Lands. So the Vulcanverse books (which I talk a bit about here) will weigh in about 50% heavier than FL even if we can keep them down to around 750 entries each. Hopefully that will strike the right balance for all tastes. You'll be able to judge for yourself in just a few months.

Thursday, 21 January 2021

IF critique


This made for a lovely start to my year: an in-depth, considered and very flattering review by D F Chang of my four Critical IF gamebooks. "Compelling characters, perfectly plotted, amazingly written..." I didn't bribe him to say that, honest. Mr Chang's comments on Once Upon A Time In Arabia are more than fair, and three out of four A-ratings is nothing to gripe about. I just came across the video by accident, but you can bet modesty won't stop me sharing it every place I can.

Mr Chang raises a few interesting points, some of which have been addressed in earlier blog posts but this is a good opportunity for a recap. There were six Virtual Reality gamebooks but I only wrote the four that were republished as Critical IF; Mark Smith wrote Green Blood and The Coils of Hate. I wrote Down Among The Dead Men first, then Necklace of Skulls, then Heart of Ice, and finally Twist of Fate -- which was retitled Once Upon A Time In Arabia for the new edition.

Mr Chang has some valid criticisms. He doesn't like 'Necklace of Skulls' as the wizard's name. My only defence is that the nobles and kings of the Maya tended to be called things like that, if we interpret their names literally: Bird Jaguar, Sky Witness, Centipede Claw, Shield of the Sun, Curl Snout. It was anyway fashionable to translate them like that in the '90s, rather than attempt to recreate the sound of the names (K'inich Kan B'alam, for instance) which are even more deeply lost in the mists of time.

I agree that my inspiration was flagging when it came to the Arabian book. Or maybe I was trying too hard to recreate the picaresque feel of the Tales of the Arabian Nights boardgame, where the goal is likewise to scoot all over the world in order to achieve riches and honour. Probably I lavished too much energy on Heart of Ice and had nothing left to spare for the final book, and the deadline didn't permit me to take a break and recharge. That's why, when editing the new edition of Twist of Fate, I took the opportunity to change the lame title and rewrite the introduction to the story.

But how marvellous it is to hear of readers still getting pleasure from books I wrote twenty-five years ago and more. I'm nearer the end than the start of my writing career, but that reward never gets old.

Friday, 29 May 2020

Sayings of the High One



Grim Jim Desborough gave Dragon Warriors a nice video review the other week. I'm not sharing it here out of immodesty (of course not) but because Jim accepted the geas of wearing the eyepatch of Bolverk Bor's-son, who is one of his household gods. (Mine too, actually, and that sort of thing is rare among atheist lefties like us.)

I've been finding Jim's YouTube games pretty useful while writing Jewelspider, as they're reminding me of staples of DW gaming that don't feature in our games much (the mystics' sense of premonition, for example - or indeed mystics themselves) but that the new rules should at least include nods to.

While we're talking of Legend, I should mention that there are two very tasty DW books available free on DriveThruRPG: Cadaver Draconis, which collects material that the Players Guide unfortunately didn't have room for, and The Nomad Khanates, a sourcebook for the Great Steppes. These are good hefty books written by DW authorities like Shaun Hately, Damian May, Wayne Imlach -- well, I won't list everyone here, they're on the credits page, but suffice to say you're all appreciated by me and Oliver. For anyone unfamiliar with the Khanates:
An expanse of temperate grasslands and scrub lies to the east of the New Selentine Empire. It has never been explored or mapped; its exact limits are unknown. Somewhere further east and south are the strange, tradition-steeped lands of Khitai and Yamato. More southerly are the rich countries of Zinj and Batubatan, and the Palace Under Heaven where the Emperor of the Nine Mountains holds court. In the south-west, the grasslands must abut the far fringes of Opalar. But a traveller wishing to visit any of these exotic places would take the seaward passage along the Gulf of Marazid, not travel across the grasslands. These wild plains are the home of nomad peoples as fierce and untamed as the landscape they inhabit.  
The nomads are horse and oxen herders who move continually as the seasons and the abundance of grass for the herd dictate. They obtain everything from their herd - the horses are steeds for war or hunting, cattle draw the tribe’s wagons. Both are a source of meat and clothing and bone utensils. Horn and sinew are used in the construction of the nomads’ composite bows, which in the hands of a skilled archer can rain arrows on their enemies at a range of over two hundred yards. 
The social organization of these people consists of extended tribe-alliances whose ruler is called a Khan. The balance of power shifts as tribes change allegiance and as incautious Khans are assassinated. At the time of writing, the principal power resides in Sitai Khan of the Oshkosa. Other khanates are the Katagai, the Gunguska, the Khanate of the Sweeping Vast, the Khanate of the Black Pavilion, and the Hunkunkai. 
One westerner is famous for his travels among these wild people. Niccolo of Wissenstein was sent in a party of explorers from the court of King Vorlest of Kurland, who charged them with discovering a safe land-route to Khitai. Niccolo quickly learned the nomads’ tongue and set about his task; trying to establish contact with the Khans and make a deal with them guaranteeing ‘safe conduct’ for Kurlish caravanserai. In this he was not successful, but he did produce a record of nomadic life which is quite unique. His visit to a nomad’s home occurs early in the account of his travels: 
"The clan are continually on the move, and for this purpose carry their homes with them. When the time comes to make camp, a family can set up one of these homes in under an hour. First a prepared lattice of willow hoops is raised, this being secured in the ground with heavy pegs. Large bolts of felt are wrapped onto this framework to form the walls of the home. The felt and the ropes used to lash the structure together are made from horsehair, and the clan’s herd animals provide oils to make the home proof against cold and rain. The finished home is a roughly circular tent which the steppe people call a gyur. ‘Invited into one such tent, I found the ulterior decorated with rugs and trinkets. The central part of the roof, above the fire, is left open as one also finds in the mead-halls of Mercania and Thuland. Despite this, I can attest that the home remains warm and comfortable even when the bitterest steppe wind is blowing outside. My own host, whose name was Shweymar, invited me to sit beside him on the brown rug occupying the northernmost third of the floor, opposite the entrance. This was a great honour, as the steppe people keep this area for the head of the household, his elders and guests of high status. Behind us were several idols depicting Shweymar’s household deities. In front of this area of high status, the floor is divided into two other sections. To the left of the doorway sit the women and children. The host’s sons and younger male guests sit on the right. Utensils for cooking and other household purposes are kept in the left-hand area while weapons are placed in a rack between the right-hand area and the host’s rug. I was to discover that this tradition of signifying status extends throughout the steppes, even to the homesteads of the citadels.Whether this is happenstance or real evidence that the tribes once belonged to a single unrecorded civilization – this question can never be answered."
Got any fond memories of Dragon Warriors games past or present? Share them in the comments. If we get a dozen, I'll chip in with one of my own from our DW playtesting days.

Saturday, 13 August 2016

The Way of the Tiger - video review


Marco Arnaudo did a great review of the Critical IF books a while back, so it was a nice surprise to come across this review of The Way of the Tiger series. If you've only recently thawed out of a glacier since the early '80s, the series is based on Mark Smith's Dungeons and Dragons campaign and its unique blend of high fantasy, ninjutsu and Cthulhu mythos makes for a memorable setting coupled with a clever tactical combat system and richly immersive descriptive text.

Ooh, while you're here, in other news I've been working on a fully responsive rebuild of the Mirabilis website. This is a precursor to me and Leo Hartas launching a Patreon page, and quite probably a Kickstarter for an all-new gamebook.

Yes, I know my comments about the viability of using Kickstarter to create a book are on record. It would work a lot better if it was a gamebook app rather than a printed book, as that way all the funds raised could go towards the actual content rather than being eaten up by print and shipping costs. But I have a feeling that most gamebook fans prefer to own a physical copy, so that's something Leo and I will have to think hard about. More about that project and the Patreon page in due course.

Friday, 22 July 2016

All four Critical IF books reviewed



I came across this video by Marco Arnaudo in which he reviews the Critical IF books and, not being entirely indifferent to praise, I figured I'd post it here. My only quibble is that in the books you create your character by choosing four out of a list of twelve skills, not ten as stated in the video. You know me; there had to be one quibble.

Normally Mr Arnaudo reviews boardgames on his YouTube channel, but judging from the shelves there I'd say he appreciates a good book, so maybe he'll look at more gamebooks in future. And I see he's got Douglas Wolk's Reading Comics there. Good choice, sir.

And in case you haven't yet read Heart of Ice and you're swayed by the review (from 19m 45s in), don't let me stop you:



Meanwhile the rest of the Critical IF series can be found here.

Friday, 18 December 2015

All I want for Christmas


Seems a bit cheeky to ask, but I reckon Santa knows I've been nice. If I can have one wish, what would really make a big difference to the future of Fabled Lands Publishing as a whole would be to get more reviews on Amazon.

Reviews are what Amazon's search engine notices and flags up for other potential readers. The best book in the world with two or three reviews will languish in obscurity. But even real stinker with 50+ reviews (yeah, I'm looking at you, Dan Brown) is the rolling snowball that will get bigger and bigger until all you can see are little feet and heads poking out like the cover of Coils of Hate.

If everybody who regularly reads this blog could find the time to review a single gamebook on Amazon right now, that would bring gamebooks back into the spotlight overnight. If just one person in ten who's reading this went and wrote a quick review of, say, The Court of Hidden Faces then we'd break the 50+ barrier in time for Christmas.

I know a lot of people still enjoy gamebooks - and not just the folks who were there in the '80s and '90s, but a whole new generation too. But as long as the hobby stays in the shadows, publishers will continue to ignore it. A slew of reviews on Amazon would crash through their bubble of complacency like that Titantic-shaped starship on that episode of Doctor Who.

So if you ever got pleasure from one of my or Jamie's or Oliver's gamebooks - or anyone else's, come to that; I've included a few notable ones in the list below - and you can find a couple of minutes just to write one or two sentences as an Amazon review, you could make our Christmas wish come true. You don't even have to buy a copy. Here are a few suggestions - just pick one of these titles, or choose another favourite gamebook if you prefer. No turkeys in this lot, I guarantee it.

Tune in on Christmas Eve for the seasonal FL freebie. And in the meantime, rest you merry.