Friday, 24 June 2022
Games that gloomviles play
Friday, 17 June 2022
A supernova imagination
You can probably see why I was immediately drawn to the work of Dublin-based artist Rory Björkman. There's a bit of a Mirabilis vibe in some of his pictures. But he has more strings to his bow that that, and I was mesmerized by this article about his art. (Full disclosure: it's by my wife.)
"Rory sees a lot of potential in games. 'I think they’re an underused platform. They could be used to a much greater extent for telling stories instead of shoot-up adventures. Games could tell great stories but you don’t see much of that.’"
Friday, 10 June 2022
No new thing under the sun
I knew gamebooks dated back much further than Choose Your Own Adventure and Steve Jackson's Melee and Wizard solo games. I used to play educational logic "gamebooks" back in the early 1960s. But it turns out that "Alan George"'s Treasure Hunt not only anticipated all that by a further two decades (it was published in 1940) but also sort of pioneered the graphic novel gamebook genre that I thought Russ Nicholson and I had invented in the early '80s.
Prior to that was Consider the Consequences, a gamebook of life choices, love, marriage and careers by Doris Webster and Mary Alden Hopkins, which came out in 1930.
Much more up to date is a new(ish) open-world gamebook called Traquelero: A Quest for Happiness, by Othniel Poole. It seems pretty hard to get hold of, which is a shame as the concept sounds fascinating. No dice, no stats, just a character journey to explore. Effectively a walking sim in gamebook form? I'd like to try it and find out.
Thursday, 2 June 2022
Theme tune
John Whitbourn remarked to me not so long ago that it was a pity we had to drop the comments on this blog for a while, because without them a spark had gone. I know exactly what he means. One of the main reasons I was a Marvel rather than DC fan was the sense of community that Stan Lee brought to the former, and a big part of that came from the lively exchanges on the letters pages.
But even while comments here were shut down I was still getting some feedback -- some of it bubbling up out of the moronic inferno of social media, and other communications (much more civilized) in real life, in emails, and on my Patreon page. John Jones, gamebook expert, valued consigliere and frequent correspondent, made an interesting point about themes in books and roleplaying games. He was talking about how White Wolf's World of Darkness used settings to convey themes and moods, for example Detroit in the '90s, with its theme of decayed grandeur and loneliness. "Detroit," John went on to explain, "was a city built for two million that at that time had 400,000 people or so living in it."
We discussed the themes of the Vulcanverse books, and John made some interesting observations:
"The Houses of the Dead is a little rough because it was the first book, but even there I can see a theme/mood of indifference. Charon knows the living aren't supposed to be in Hades, but the gods are asleep, so what does it matter? The philosophers debate endlessly at their foodless dinner until your character provides the picnic hamper. One of the Fates will give your character a favour for... a honey cake, because why not?
"The Hammer of the Sun's general theme/mood seems to be withering. Without the waters of the rivers, Iskandria is little more than a largish village. The Amazons are basically a largish bandit gang. Even the Sphinxes of the pyramids mostly just slumber in the heat, too weakened or indifferent to guard their homes, for the most part. Heck, Loutro, who knows the rituals of Tethys, will only accompany the character, not actually do the rituals himself.
"The Wild Woods' theme seems to be ruin, whether through specific actions (suppressing the rivers) or just general neglect. The bridge-nets for the catapult travel system are in disrepair. Fort Blackgate is a ruin, home to a vile giant. The Summer Palace, home of a powerless king, is in bad shape. Even the Great Green Ones are slowly dying, just like the child of the truffle hunter who is unwittingly killing them."The Pillars of the Sky's theme seems to be isolation. One of the few surviving minotaurs roams his labyrinth alone. The bosgyns live away from their men. Stuck in their Great Sinkhole city the Gargareans dwell on their own perceived superiority, which allows them to brutally mistreat their captives and attack others as lesser beings. Even Boreas, the north wind himself, is isolated and trapped in a frozen moment of time by the Uroboros Ring."
Thursday, 26 May 2022
Plunge right in
At last, the moment we've been waiting for: the full release of the Fabled Lands CRPG on Windows and MacOS. After years of amazing work by Prime Games, this beautiful and immersive game is available for players to plunge into. The launch content includes the whole of the northern continent (FL books 1, 2, 4 and 5) with the Violet Ocean and Akatsurai to follow as downloadable add-ons.
This is the ultimate incarnation of Fabled Lands that Jamie and I dreamed of twenty years ago, when we pitched the FL computer game concept to Eidos as "characters exploring and adventuring across a gloriously coloured map of the world". It's been a long road, but Prime Games have brought that vision to life more vividly than we could ever have hoped.
How do you follow something as fantastic as this? Well, Prime Games still have a way to go with Fabled Lands -- including, perhaps, the southern continent. But as soon as I saw those tactical maps and started hurling some spells around, my first thought was how brilliant it would be to give Blood Sword the same treatment. Who knows?
Friday, 20 May 2022
Two timing
Very long journeys often mean that a game-time period of many months will be skimmed over in a matter of a few minutes of real-time. However, it is not in the best interests of the game to be too quick about this. A sense of the ludicrous may creep into a game where the GM says something such as, ‘You ride south through Algandy, spend a few days in Ferromaine where you charter a ship, then you sail across the Coradian Sea and down the Gulf of Marazid until you reach the mouth of the Mungoda River after about a month. You find a guide and bearers and make your way inland through thick jungle, finally arriving at the ruined temple Sengool told you about three months after you set out.’
Such an introduction is implausible and does little justice to the adventure that is to follow it. I recommend that you never spend less than half an hour gaming each campaign month. Something of interest must happen in that time. Devise a meeting with officials in Ferromaine – are the player-characters stung for duty tax, or wrongfully arrested by the city guard? Embroil them in a subplot which may take up the whole gaming session (though try not to lose the impetus of the main adventure in doing so). As a last resort, at least throw in a pre-planned but ostensibly random encounter.
One useful trick that allows you to move through game-time at an accelerated rate is by means of a film-like montage. Wait for the players to begin a discussion amongst themselves – a plan of action, an argument over spoils, or whatever – then run them fairly freely through their journey, interjecting briefly sketched events or remarks from NPCs, such as the ship's captain, at intervals to show that time is passing. As in a film, a few minutes’ action can thus be made to seem to cover days or weeks.
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.
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.