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Friday, 23 May 2014

Red as blood

I've dropped a few hints about Blood Sword coming back. The rumors are of a deluxe, hardcover edition of the complete series with full-color artwork throughout - and I'm not going to deny those rumors here, no indeed.

A previous post discussed whether to keep Blood Sword's very complex rules or to go for something a little bit easier. The current thinking is to start off with a "classic edition" using the original text and rules complete with tactical maps. That's the version the diehard fans will want. I can always revise it as a rules-lite edition later.

Fabled Lands LLP will start by releasing the classic edition in paperback, with the first two books, The Battlepits of Krarth and The Kingdom of Wyrd, appearing this summer. Personally I think the full tactical rules are better suited for an app version than print. In an app the tactical stuff would work brilliantly and require no work by the reader; something a bit like Warhammer Quest. But as the apps would necessarily prune the text down (those books are like thumping great GoT novels) we're going to publish the print version so that you can have both.

The hardcore collectors among you will be asking when the hardback edition is coming. Well, it's all just speculative right now, but probably this time next year. It all depends on Megara Entertainment's Kickstarter campaign for the Way of the Tiger books. Given the success of that, maybe we should try the same with Blood Sword's hardback edition.. Or maybe the Kickstarter should be to get the app launched, as that's going to take a little bit more oomph than most gamebook engines have going for them at the moment.

While you're waiting, here are a couple of images from the fourth book in the series, Doomwalk - which can be yours right now if you have $175 handy. The map is by Geoff Wingate, who I tapped for these books after seeing the fine cartographic work he was doing for Paul Cockburn in Imagine. The drawing of the marketplace storyteller is by Russ - as if you needed telling. And if you want to see an overflowing treasure house of great Russ drawings, hie yourself over to his blog this minute, for he generously posts collections of his outstanding fantasy and SF work, both old and new. The interesting thing about this one is the Vulcan (or Romulan?) in the audience there at top right. (I don't think I ever noticed that before, and I've been looking at this picture for 27 years!) I can't wait to see what these classic images look like in glorious color.

Friday, 9 May 2014

From Fighting Fantasy to the Empty Quarter

There were supposed to be eight Virtual Reality books. Mark Smith had written most of the first draft of his third, called (if memory serves) The Masque of Death and inspired in part by a Fritz Leiber Jr short story, but it was proving complicated and Mark was getting a lot of feedback from the series editor, Ian Marsh. By the time I’d handed in Heart of Ice there was a yawning gap in the schedules and I had to write a book in a hurry to fill it.

Heart of Ice had been a lot of fun, but it wasn’t easy to write. By basing it on a Tekumel role-playing campaign I’d run with several groups of players over the years, I thought I’d save myself some work. Not a bit of it, as the world and the characters had to be created from scratch and that had knock-on effects on the story. So coming off that I really wanted a rest, and most definitely didn’t want to turn around another gamebook from scratch in eight weeks.

I had a vague outline hanging around from the late ‘80s, when Jamie Thomson and I had pitched a number of ideas to the Fighting Fantasy editors at Puffin Books. One, which had begun life as a storyline for a novel called, at various times, A Thief of Cairo or The Best Thief of Baghdad, and was then reworked as The Thief of Arantis, now got dusted off. I found it was a very scanty outline indeed. Oh well, I’ve always been a pantser. And in any case it was supposed to be loose and shapeless and picaresque. An Arabian Nights homage can’t look like Tolkien, you know.

So here’s what I had to start out with:

The Thief of Arantis

This gamebook takes as its setting the ports and coastal waters of Arantis, in Titan. Its flavour, however, is derived from the Thousand and One Nights. It deals with the protagonist's picaresque adventures as he or she rises from being a common sailor to the exalted rank of adviser to the Sultan.

Stopping off in one of the richer ports of Arantis, the protagonist hears talk of a marvellous egg bigger than a house. This egg, laid by the fabulous giant Roc, is prized for its qualities of good fortune and rejuvenation. A single piece chipped from the shell could be worth 10,000 gold pieces or more. Naturally, as with most tavern stories, the details are hard to pin down. Everyone knows of the Roc's egg, but no-one has much idea of where it might be found. Nonetheless, the protagonist is sure that it truly exists (he saw it on the cover of the book, after all) and sets out in search of the Roc's eyrie.

Along the way his ship is wrecked on an inaccessible stretch of shoreline. Luckily he alone survives and is brought before a wizard, who listens to his story with great sympathy. Moved by his plight, and taking his survival as sign of the favour of the gods, the wizard gives him some magic slippers that allow the wearer to levitate - once only. These should enable him to reach the Roc's eyrie.

Soon after arriving at the next city, however, the protagonist is mistaken for a notorious thief and is thrown into gaol, charged with having stolen a magnificent ruby from the Sultan's treasury. There he is befriended by a beggar who tells him a story about the legendary Roc. In return, the protagonist might choose to tell the beggar about his magic slippers. If he does, his trust is rewarded with treachery: he awakes the next day to find the beggar has escaped using the slippers, leaving behind only his mangy cat.

Unless he still has the slippers and uses them to levitate to freedom, the protagonist is still in the gaol a week later when the real thief is caught. This fellow, Azenomei, is thrown into the same cell, but the gaolers make no move to free the protagonist, assuming that even if he did not steal the ruby there must be some other crime he should pay for. That night the protagonist mentions his obsession with finding the Roc's nest. Much to his surprise, Azenomei agrees to help him on condition that they first go to the rescue of his sister, who has been carried off by a sinister Jinni to a citadel on the western edge of the Plain of Bronze.

Assuming the protagonist agrees, they escape from gaol that very night and within a week they have reached an oasis in the Desert of Skulls. The protagonist is summoned to the tent of a nomad princess who turns out to be a hideous ghoul. Although he should be able to survive this encounter relatively unscathed, it forces him and Azenomei to flee into the desert without filling their water-bags. A few days later, weakened by thirst, they stumble on another oasis at twilight. A stranger they meet here tells the protagonist he has found the Oasis Beyond The Mirage, and reveals a vision where the protagonist's reflection in a pool seems to be accompanied by an evil, gold-eyed man. When they awake the next morning there is no sign of the oasis or the stranger, though they now have full water-bags.

After a few further adventures they reach the Jinni's citadel. It seems deserted. With pounding heart the protagonist begins to search for Azenomei's sister, but somehow he loses Azenomei in the maze of corridors. At last he finds a scented chamber where the girl reclines on a divan to which she is bound by a golden chain. He is about to free her when the Jinni appears. It is his former companion, the one who called himself Azenomei! This is the meaning of the vision at the oasis. The Jinni reveals that he truly believes the protagonist to be the notorious jewel thief that the Sultan's guards mistook him for. The same thief once stole a great gem ("as big as the egg of the Roc that perches in its eyrie atop the Isle of Palms") from the Jinni's own hoard, and that is why he has lured the protagonist here. The protagonist's protestations of innocence are ignored and he is forced to fight for his life. Various items must have been gathered to stand any chance against the Jinni, but in fact the protagonist is helped by the girl, who reveals a knowledge of combat sorcery. After the battle she tells him she is actually the Sultan's daughter. Her magic was taught to her by her old nurse. However, she was not taught any spell to unlock the enchanted shackles binding her. For this, she says, the protagonist must get a jewelled key from the eyrie of the Roc.

Fortunately the Jinni has mentioned where the Roc can be found: on the highest peak of the Isle of Palms, which lies in the Gulf of Shamuz. The protagonist travels there and must use his magic slippers to levitate up to the nest. If he has already made use of the slippers, it is possible to succeed if he has bothered to keep the beggar's mangy cat. This miraculous animal has the property that its tail grows longer whenever an outrageous lie is spoken in its hearing. If the protagonist has treated the cat well and has learned of this power, he can cause the tail to reach right up to the Roc's nest and can climb up to get the jewelled key...

The protagonist might not have met the Sultan's daughter, of course, in which case he can just take part of the egg as he originally intended. This will make him rich beyond the dreams of avarice. If he takes the jewelled key instead, though, then his reward is even greater. After freeing the girl and returning her to her father, he is rewarded with a Robe of Honour and becomes the Sultan's vizier. Throughout the city he is lauded as the most daring thief in the world, for he stole the jewelled key from the Roc's nest and the princess from the Jinni's palace. Thus, one who began by being mistaken for another ends by becoming the one he was mistaken for.


I felt it needed more of a route in, but not the enforced quest of most single-story gamebooks. The story needed to be set in motion by the kind of arbitrary twist of fate (aha!) that characterizes the Arabian Nights. After that, the protagonist is cast around the world like a pinball by happenstance, coincidence and enemy action until it all ends happily ever after.

What I didn’t account for – or didn’t have time to correct – was that the original outline was predicated on you playing a thief. But in Virtual Reality books, the whole point is that you get to customize the kind of character you want. You might be a thief, but equally you might be a merchant or a nomad or a holy man. In a sandbox environment like
Fabled Lands
, it wouldn’t matter. You could bypass the thievish narrative, or come at it from another angle. In a single-story gamebook, the picaresque structure risked seeming unfocused.

When, last year, I came back to the book released as Twist of Fate (never liked that title - another area where time ran out on me) and got to rework it as Once Upon a Time in Arabia, the biggest change I made was to give it an entirely new prologue. The bad guy is now badder, his villainy toward you more egregious, and the stakes are higher right from the start. This goes somewhat against the fairytale dream-flow of the Arabian Nights – but it makes for a better gamebook, and on the question of foolish consistencies, I’m with Emerson.

Monday, 5 May 2014

Ulukai te ho!

I’m typing this in madcap haste because I only just heard about a Kickstarter for the greatest game of all time. And the campaign has only four days left to go. So think of this as the blog equivalent of your TV screen going crackly and dissolving to an emergency announcement. We interrupt your regular program...

Oh, which game am I talking about? Outcast, of course.

Outcast was released in 1999 to a whole lot of fanfare, courtesy of the Moscow Symphony Orchestra no less, and Atari’s (then Infogrames) CEO Bruno Bonnell on a high wire in a leotard. Which is not something you’d catch Bill Gates doing, though he can jump over a chair.

At first glance, Outcast fits neatly into the adventure genre, albeit with an unusual pitch of science fantasy imagination that owes more to Vance, Druillet and Moebius than to the usual Flash Gordon serials that inspired Star Wars - and everything else like it that's come since. Outcast wasn't just an original setting, though. It did so many things its own way that it really defies definition.

Our hero is Cutter Slade, a Navy SEAL who is roped into a dimension-hopping experiment that takes him to an alien world where he learns that he’s a legendary hero whose coming has been prophesied for years. Hitting the ground running, Cutter has to lead a revolution, rescue the girl, and save the planet Earth from destruction.

Sounds familiar? Not the way Outcast does it. (Trust me on this. If I know anything, I know a good interactive story.)

To begin with, most story-based videogames even today are mostly linear. Outcast is an open world that allows the player to explore the story in the same way that he or she explores the landscape – by roving freely between different territories, picking up information in no particular order, ignoring elements that don’t interest and concentrating on others that do. No two players’ experience of the Outcast storyline are exactly alike.

It also helps that Outcast has a witty, intelligent script that keeps our interest and makes us care about the characters. The musical score, composed by Lennie Moore, would do credit to a great Hollywood epic. The voice acting is superb and the sound effects highly evocative. As we walk through the market of Talanzaar we hear the babble of voices, the strains of pipe music and the trudge of alien feet on ochre sand and we can easily forget that there are only a few characters visible on screen at any one time. It feels like a teeming city.

Also, Outcast is far beyond the simplistic black-and-white conflicts you usually get in SF blockbusters. Cutter’s enemies don’t do things simply because they are evil. Characters have real, complex motivations. There's at least one twist that is thought-out and executed as brilliantly as the best moments in cinema. And what makes it all the more believable is that the bad guys aren’t orcs or occupying aliens, existing solely to do evil acts. They are an army drawn from the same population they terrorize.

But all those things merely show that Outcast can do great storytelling as well as any movie. The really important factors are the unique stylistic touches that go to make it more than just an interactive adventure movie. To play this game is to take a trip to an amazing new world.

Outcast is full of great locations. The landscapes are set against alien skies that were painted as dioramas by lead artist Franck Sauer. There are points during Outcast that you have to forget about the adventure for a moment and just stop and marvel at a breathtaking view.
The creatures who populate the alien world, the Talan, aren’t just humans with a few bobbles stuck on their head. They really are alien, different, interesting. Their unusual appearance is a clever way around the limitations of the graphics, of course. We don’t have the same expectations that an alien face will display detailed emotion, so we quickly get used to taking emotional cues from their gestures and tonal inflection instead. But that’s just the technical question. Most importantly, the quaintly comical Talan with their clumsy splay-footed gait and child-like innocence are endearing. We get to like them, and so saving their world ceases to be a cliché or a mere game objective. It becomes personal. It’s something we want to do.

Outcast is distinguished by hundreds of tiny details that reveal the care and artistry that have gone into its creation. The rusty streaks that stain the stonework of Fae Rhan’s palace, the unique and clearly non-Terran flora and fauna, the simple yet engrossing subplots, the breathtaking otherworldly vistas, the humour and the humanity. All contribute to a work of art that ranks among the greatest in history. Cutter Slade goes on an adventure. And we go with him.

Now, the original team are trying to raise the money to overhaul the old voxel-based graphics and give the game an up-to-date look. It deserves to find a whole new generation of players, and maybe – thanks to Kickstarter – it will.

UPDATE (March 2017) - The Kickstarter didn't reach its target, but Appeal are now working on Outcast: Second Contact for a UK publisher, so here's hoping Brexit doesn't scupper that.

Friday, 25 April 2014

The Keeper of the Seven Keys

Well, this is odd. In all the posts about "lost" Fighting Fantasy books, I've never actually featured the write-up for The Keeper of the Seven Keys. Correspondence at the time seems to indicate that Jamie and I submitted this to Puffin Books twice, first in April 1988 and then again the following year alongside the Fabled Lands prototype concept Knights of Renown.

Why two submissions? I think there may have been a change of editor at Puffin. At any rate, neither of them bit, and of all the proposals we came up with, the one that they plumped for was possibly the least interesting (Keep of the Lich Lord). I was recently asked in an interview by Jonathan Green why I didn't write more Fighting Fantasy books, and I think that answers the question.

We must have done quite a bit of work on this one, when you consider that the written proposal that gets sent to the publisher is just the tip of the iceberg. Certainly it was a concept that Jamie and I were pretty keen to do. Around the same time, I had the idea of doing a computer game called Dungeon Builder where one player would design a dungeon with a set number of points - 5 per orc, 10 for a pit trap, or whatever - and then a friend could try taking on the dungeon with a character based on the same points score. You could put allies into the dungeon for the contending player to find (those cost negative points) and even get tricksy by dropping an illusion spell (2 points) of an imprisoned knight onto an orc (5 points) so that it could tag around with the contender and backstab him when he least expected it. A gamble, of course, as he might have spent 15 points on the Detect Illusions skill. I mention that because Keeper of the Seven Keys would work pretty well as a boardgame or videogame, so maybe we'll resurrect it one day in another form.

Enough chat. You came here for the gamebooks, right? Thus, without further ado, the original pitch to Puffin from April 1988:

THE KEEPER OF THE SEVEN KEYS

This gamebook is intended as something original, markedly different from all previous gamebooks, and with a vein of humour running through it. The pattern of all gamebooks to date has been hero setting out to destroy the evil lord/demigod/demon, battling against great odds. The Keeper of the Seven Keys sets out to reverse that role. The reader plays the so-called Evil power beset by the fanatic forces of good. The book presents things from the viewpoint of the poor persecuted Lord of Darkness! So as to avoid any moral dilemma for younger readers, the so-called "Lord of Darkness" is actually no villain but a much maligned hero.

Introduction
You are Karabane, Master of the Seals and Runes, Knower of the Way and Member of the Honoured Society of Sages, an ancient and venerable society now all but extinct. Many years ago you set out on a quest to defeat a powerful demon lord who threatened the continent of Khul. Unable to completely destroy this entity, you were forced to bind it with powerful spells into a dimensional cage. Since then, you have dedicated your life to maintaining its imprisonment and have been forced to take up residence in the ancient castle of the demon lord. Through the intercession of divine forces of Good you have extended your life to carry out this mission. Each year for the last two centuries you have performed the rituals of binding.

Unfortunately the people of the land have come to view you as a force of Evil, the fearful inhabitant of the Tower of Doom, for your home is a fell forbidding place. They know you as Bane, or the Banelord, the Evil One, He who Sits in Malice, the Purveyor of Terrors, and so on. They call the old castle the Tower of Doom, The Place from which None Return, the Citadel of Illimitable Agonies, and the like. They call your servants the Creatures of Hell, Banebeasts, Servants of the Dark One, Fanged Horrors of the Tower of Doom, etc. Well, most of your servants are the original inhabitants and are indeed evil beings - but you have bound them to your will and thus the service of Good. After all, they are more reliable then mere humans.

For a time you played along with popular belief. You caused illusions of evil magics to light up the night sky around your home. You sent demons, flapping and cawing, to circle your tall towers and baroque battlements. This suited your purpose, for you wished to remain undisturbed by prying eyes, to execute your mission alone. Better for the safety of others that they continue to regard you as evil, and thus keep their distance. But now it seems that policy has backfired.

The nearby city of Arkand lives in fear of you. Poor harvests, blighted crops, disappearances, murders and so on - all are laid at your door. Crazed prophets, eager for congregations and donations, talk of your rise to power and the threat to civilization you are supposed to represent, and of how you must be destroyed, excised from the land like a canker. Kings and lords offer rewards for your death. Several times in the past you have had to fight off fanatic heroes and adventurers who sought to penetrate your citadel and slay you. Most failed to get past your wards and servants, but some have won through to your Inner Sanctum and you were then forced to use your sorcery to defeat them. This saddens you for they are great and good heroes, but you have been unable to reason with them. Many times you tried but they would clap hands over ears, yelling things like "Avaunt ye, spawn of Hell! I will not listen to your vile blandishments and devious words, O Lord of Lies!" You have never ceased to marvel at the determination and courage of these heroes. By your sorcery they are all kept safely in a millenial slumber, bound inside blocks of adamantine crystal. Regretfully you cannot free them, as they would merely attack you once more. All you have ever wished for is to be left alone. But it is not to be.

This time, things are bad. The beautiful Princess Araminta, fancying herself a scholar, scoured the Great Library of Arkand in her quest for knowledge. She discovered the history of the Society of Sages and the truth about you - who you really were and your real purpose. Curiosity aflame, she set out to visit you. Many tried to dissuade her but she crept out of the city at night, in secret. She came to you and you welcomed her, not only out of courtesy but because you were eager for the company of another human after so long. She loved your books and ancient artifacts and has spent days studying in the castle library where she is even now. But she is outstaying her welcome. The townsfolk say that you bewitched her and that foul demons spirited her away to your tower. The King of Arkand has promised her hand in marriage or a reward of fifty thousand crowns to the hero or heroine who will rescue her from your "evil clutches". Many heroes and adventurers flocked to Arkand and, in fear of your life, you went to Princess Araminta and begged her to return to her father's court. Absently she refused, patting you fondly on the head while she studied an ancient mirror that reflects the enhanced image of those who look in it so that they appear ten times more beautiful than they really are. She said she was enjoying herself too much and was not ready to leave. What could you do - short of throwing her out by force? And that, of course, would be quite wrong...

Some of the most powerful heroes and heroines of the age, mighty warriors and skilled sorcerors, have gathered at Arkand to pursue the quest. Their vow: "to slay the evil Banelord who has cast a dark shadow across the land for too long." Even now your outer defences have begun to sound the alarm. Winged Homunculi and Lesser Imps have come to you bearing messages. Groups of adventurers are heading towards the citadel and they look tough. And worse still, tonight is the very night you must perform the Rituals of Binding that must be performed each year to seal the demon lord Gagrash, Devourer of the Living, Bestower of Death, Giver of Unimaginable Sufferings, in his prison once more. If he escapes, the whole land could be destroyed! What are you going to do?

Special rules for The Keeper of the Seven Keys

The player will generate his or her character as normal for Fighting Fantasy (Skill, etc). Then some additional preparation is necessary. Essentially, the reader examines the map of the castle and places the defences and snares at his or her disposal so as to prevent the entry of three groups of heroes. Some of the heroes will inevitably win through to the Inner Sanctum for a climactic battle, but with skilful choice of defences the reader should be able to minimise the threat.

At the same time that this is going on, the reader must perform the rituals to bind the demon lord. Thus he or she also faces a race against time. There are also various other options and puzzles that must be solved - the reader will not just be sitting in the Inner Sanctum directing things. The demon lord must be bound by hourly rituals involving the use of the seven keys and thus the book will be divided into seven chronological stages. During these stages the rituals must be performed, the heroes will be penetrating further into the castle, and the reader will be taking defensive steps as needed. Passage of time is recorded by crossing off hours when directed to do so in the text:

Hour of the Wolf
Hour of the Dragon
Hour of the Bear
Hour of the Wyvern
Hour of the Tiger
Hour of the Unicorn
Hour of the Moon (midnight)

A map of the castle will be provided, as below:

The Tower of Doom, or The Place from which None Return, or The Citadel of Illimitable Agonies, or "Home Sweet Home".

A list of the reader's servitors will also be given, as below.

20 Demonkin
Winged gargoyles from another plane. You travelled there and bound them to your service a century ago.

50 Orcs
You must dress as a hideous demon and constantly display your powerful magics whenever an orc is about. They believe you to be a demon and worship you. You must bind them to your will with fear, for fear is all these filthy orcs understand.

2 Hellgaunts 
Demons of the Abyss. You have bound them to you - in your Sanctum you have two vials containg their smoking black hearts. Whoever possesses the hearts controls the hellgaunts.

4 Winged Homunculi
Little creatures like tiny winged old men. You created them in your laboratory using secrets of alchemy you found in an old parchment. The homunculi are useful as spies and messengers.

4 Lesser Imps
Slightly larger than the homunculi. Hideous little winged beasts that you won to your service using sorcery when you first defeated the demon lord Gagrash. Again useful as spies and messengers, although some also know rudimentary attack spells.

2 Automata of the Wizards of Qor
Two mechanical warriors that you created following ancient texts from the legendary land of Qor. Soulless creatures of ivory and iron with visors that spit lightning-bolts.

Beasts
In the Beastpits you keep various hideous beasts you have created or captured and enslaved. They can be released in certain areas but are equally likely to attack anyone (including you and your servants) who enters their assigned area.

The Enchanted Gate
The gate of the keep. Anyone who passes with evil intent against your person triggers the gate. It screams a warning that can be heard throughout your Citadel.

The Castle Defences
At the start the reader is provided with a chart to fill in, placing his defences as he wishes.

AREA
Wall A:
Wall B:
Wall C:
Wall D:
Tower of Night:
Tower of Stars:
Tower of the Moon:
Tower of the Sun:
Maingate:
Postern Gate:
The Well:
The Rivergate:
The Orc Barracks:
The Demonkin Barracks:
The Hall of Ancient Artifacts:
The Beastpits:
1st floor of Keep:
2nd Floor of Keep:
Inner Sanctum:
Cellar:

To place:
• 2 Hellgaunts (separately, one in each area)
• 2 Automata (separately, one in each area)
• 2 units of 25 orcs each
• 2 units of 10 demonkin each
• 2 groups of 2 homunculi
• 2 groups of 2 imps
• The beasts

Also the following, set to patrol area, will attack all comers:
• The Manticore
• The Gorgon
• The Wyvern

The reader will also have the following creatures in his Sanctum at the beginning of the adventure: 1 orc messenger, 1 demonkin messenger, 1 homunculus and 1 imp.

Artifacts
In addition to three Potions of Strength and one Potion of Fortune, the reader will also have several wonderous items at his disposal:

The Orb of All Seeing
This enables you to examine any area of the citadel at will, though it takes some time to examine an area.

The Staff of Might
Adds 1 to skill and 1 to damage done in combat.

The Ring of Excellent Defence
Subtracts 1 from any Stamina loss that results from a wound taken in combat.

Book of Spells
Enables Karabane to cast various spells:
• Lightning Bolt - an attack spell that inflicts the loss of 1-6 Stamina points.
• Battleskill - adds 1 to Skill for the duration of a single encounter.
• Healing - restores one die's worth of lost Stamina.
• Confusion - reduces the target's Skill by 1.
• Teleport - enables Karabane to teleport back to his Sanctum.

These spells will generally be usable when indicated in the text.

Other items are held either in the cellar or in the Hall of the Ancient Artifacts. Karabane will have to take time fetching these if he thinks they might be needed. Such items are those whose name and general function is known, but whose precise powers must be tested (possibly with unexpected results) during the course of play. They include the Mirror of Reflecting Thunderbolts, the Iron Bell of Meragren, the Shield of Ice (said to absorb flame), and so on. These things may become useful depending on how the plot develops.

Heroes
The reader will also be provided with a list of the heroes gunning for him and some useful information about them. These are:

Barak Arakyn the Berserk
A berserker warrior in light armour who wields his two-handed battleaxe "Slayer". A peerless fighter of heroic strength and endurance.

Sir Gondris of the Order of Knights Errant
A paladin of an order dedicated to destroying evil everywhere. Wears full plate: the Armour of Purity, the Shield of Truth and the Sword of Wrath. A renowned knight of unswerving purpose and redoubtable might.

Kalara of Arkand
A noted adventurer and suspected thief. Has a reputation of being a rogue. She wields the Longbow of Qor and the Arrows of Flame.

Arcos Arcanus
Master of Magics and Doctor of Marvels. A powerful wizard of great power and repute.

Mogresh
Alchemist of Fernor and Priest of the Holy Ones. A famous 'smiter of evil'. A fanatic priest and creator of many herbal potions which can be used in combat.

Uldarik Hsao
Master of the Martial Arts and Supreme Sensei of Unarmed Combat. A martial artist from Hachiman, skilled in all forms of unarmed combat.

Fudoshin Raiko
A lordless samurai from Konichi in Hachiman. This famous master of the sword has sworn to destroy Karabane even at the cost of his own life.

Syrena, Amazon of Kelados
A mighty fighter, she is known to wield the Helm of Thunderbolts, and the Sword and Shield of Chrysos (an ancient legendary hero).

Prince Chemcho of Sariandor
A noted warrior-mage. Wields a slender sword of night-black steel. This dashing roguish adventurer is said to know some powerful spells.

During the book the reader will have the opportunity to consult his library about the heroes and their weapons and abilities.

The heroes are divided into three groups of three:

Group A - Sir Gondris, Mogresh and Fudoshin Raiko
Group B - Kalara, Prince Chemcho and Barak Arakyn
Group C - Syrena, Uldarik and Arcos

Events
The following would not be known to the player, but it demonstrates the general course which the book would take and is divided into stages, corresponding to the hours:


Of course, some heroes may not even get all the way through, depending on the reader's actions.

The optimum conclusion leads to the remaining heroes witnessing the start of Karabane's battle with the demon lord. If Karabane can convince them where the true evil lies, they will help destroy the demon lord forever and Karabane will have succeeded in clearing his name. This conclusion requires the reader to act with restraint, putting himself into danger at some points in order to achieve a non-violent resolution to his battle with the nine heroes.

*  *  *

A few notes of mild interest: Gondris was the name of a player-character in my Tekumel campaign at Oxford. Serena was a very fit instructor at the gym Jamie and I used to work out at. Arcos was a character Jamie played in the RuneQuest campaign that I and Oliver Johnson ran for a while to playtest the Questworld scenario pack that Games Workshop had commissioned us to write. (I say commissioned, but no money ever changed hands nor did they go so far as to give us a contract.) Uldarik was the name of one of Jamie's NPC bodyguards in the Tekumel campaign that I and Steve Foster ran in London. Mogresh may have taken his name from Mogs, the nickname of one of the players in that campaign. You get all the trivia here, eh?

Sunday, 20 April 2014

Uneasy lies the head

Here's hard evidence that the next Way of the Tiger paperback is in the works. Expect this third volume in the series to be on sale in the next month or so. Avenger learns that he/she is the rightful king/queen of a city state. (What is it about epic fantasy and benevolent absolute monarchies, anyway?) A non-rightful king, the usurper of the title, has been driving the people into poverty with a package of misguided austerity measures and propping up his popularity by demonizing minority groups. All very prophetic for a book written in the 1980s, I must say. He might have got away with it too if not for worshipping a god called Vile - bit of a giveaway, that.

Anyway, Avenger must take over the throne and do his/her best to rule. But if you want to catch up with the good old days when all he/she had to do was hide behind rubber plants and throw darts at people, the first two books in the series are available on Amazon USA, Amazon UK, Amazon Italy, and - well, you get the picture.

And don't forget that David Walters' authorized prequel to the series, Ninja, is available in both paperback and Kindle editions.

Friday, 11 April 2014

Are the FL books too tough?

Jamie forwarded me an email he got recently from Johnathan Finfinis, who makes a pretty important point about the Fabled Lands books:
"I have played books 1,2,3 and 4 and lose without a reasonable survival possibility. The monsters are too powerful, you start off with sixteen shards, and there is nothing available in the Fabled Lands for anything under twenty shards except maybe a ferry ride. It's disappointing because I like to play fair, but no matter how hard I try and how careful I am I get killed off.

"Also, how is a level one character going to get two hundred shards to buy a boat? I don't even see opportunities to steal or to earn money. The game is simply too hard! It's unfortunate because I really do like the game and want to play it. One player suggested using a level 6 character and playing book one with that character - which would work, but that seems to be cheating. I think you guys could have made weapons and armor and other stuff cheaper, and given characters more money and a better chance at fighting enemies. I don't like a cake walk but this is way too tough!

"What do you suggest? By the way I bought all six books at once. I want to enjoy playing the series but I want at least a measure of possibility that I will survive!"
Well, that gave me and Jamie pause for thought, I can tell you. We always knew the FL books would be trickier to balance than any ordinary gamebook because there are so many possible routes through. But if it's really the case that the books are so tough that a starting character can't even get going, that's a serious flaw indeed.

What's been your experience of the books? Did you start out in The War-Torn Kingdom with a 1st rank character? Did you need to cheat, or were you able to make your way in the world? We need to know!


And while I'm talking about FL... Megara Entertainment have just released the first collector's edition Fabled Lands book. This is a full-colour hardback and it's on sale on Megara's website for $50. Not cheap, but you do get a whole lot of lavish colour pictures and a foreword by yours truly. The text is mostly unchanged from the original edition, apart from a few places where the illustration deviated from the description - a priest becoming a priestess, things like that. The illustrations that are colorized versions of Russ Nicholson's work are the most successful, for my money, but there's plenty to suit all tastes. This is a limited edition, so if you want a copy then better grab one now.



Monday, 7 April 2014

The Wrong Side of the Galaxy and Eternal Detention

Two new books by Jamie - the third Dirk Lloyd and the first in a sci-fi series. See last Thursday's post for more details. But if humour and adventure fiction don't float your boat, or pilot your starship, come back on Friday for some Fabled Lands news.