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Saturday, 2 October 2021

Thoughts beyond the reaches of our souls



Paul Gresty is perhaps best known around these parts as the writer of The Serpent King's Domain (Fabled Lands #7), but in the wider world he's the top-selling author of a couple of acclaimed Choice of Games gamebooks, The ORPHEUS Ruse and MetaHuman Inc.

Making it the hat trick, here's Wraiths of SENTINEL, an interactive adventure in which you play a Deadman-like spy:
"Dying made you the perfect spy. You are now a disembodied spirit working as a covert intelligence operative for SENTINEL, a secretive Federal agency. As a ghost, your unrivaled powers of surveillance can safeguard the freedom of the country -- or bring it to its knees. Will you use your phantom powers to defend the United States government, or to overthrow it?"
As instantly gripping and dramatic a concept as Paul's other gamebooks, then. I don't know why he isn't pitching these things to Amazon to be honest, but TV's loss is interactive literature's gain.


Dave: 'The ORPHEUS Ruse and MetaHuman Inc both have high concepts that immediately grab the reader. If they were movies you’d know just from the pitch if you wanted to see them. Wraiths of SENTINEL is like that too. What’s your process for coming up with those strong concepts? Do you start there, or do you begin at a more detailed character level and the world-building comes later?'

Paul: 'In the case of Wraiths of SENTINEL, the player is essentially a ghost, who's working as an intelligence agent for the US government. Certainly the ghostly, spectral side of that was something that had been bouncing around in my head for a long time, probably a few years. And, for interactive fiction, or for any kind of gamebook, that's how it works for me – the concept comes first. I pick at ideas, sometimes for years at a time, and then at some point things click into place. Or sometimes you have to force a few of those long-held ideas to click together, when you're pitching ideas to a publisher.
 
'I'll specify that concept and setting come first for interactive fiction – but then, the player is by definition the main character; everybody else is the supporting cast. For more conventional fiction, characters can be more prominent at the planning stage. I once listened to a Babylon 5 DVD commentary where JM Straczynski said something to the effect of, 'To write a good story, you just have to create a character that people will like, and then put him up a tree and throw rocks at him.' It's good advice.'

Dave: 'I must admit I had to look up the title each time. Was Wraiths of SENTINEL your first choice?'

Paul: 'It was not. The game went through a few different working titles during development; the game I originally pitched was The Darkling Watchers and then I later decided that I liked Wraiths of AEGIS. But that title was similar to another game that Choice of Games had already published, 180 Files: The Aegis Project. So I had to change mine. And that was entirely my own fault, of course, for being so wishy-washy about the title from the start.
 
'I had a fun time trying to think of names for a sinister government agency, that I could condense into a cool-sounding acronym. I see why so many Marvel writers do that, now. SENTINEL – that is, the Surveillance and Espionage Network, for Tactics and Initiatives in the Negation of Extra-normal Lifeforms – was the one that came out of the editing process.'

Dave: 'It’s 250,000 words, which is incredible value for money – it’s almost as long as A Game of Thrones, and those books take GRRM a decade each to write. How long did you spend on Wraiths of SENTINEL?'

Paul: 'Start to finish, it took me a crazy-long amount of time. Well over four years. In terms of fiction writing work, I've been working almost wholly on this since I finished The Serpent King's Domain. And that's not completely due to the length of the game – I had some fairly seismic life changes, good and bad, during the time I spent writing Wraiths, and that had an impact on the amount of time I could devote to it. At some point, our agreed deadlines became a bit of a distant memory, and I massively appreciate the patience the Choice of Games team showed me. (Note that I'm not encouraging other CoG writers to be so laissez-faire with their deadlines; I may have exhausted the team's patience for this kind of behaviour...)

'I'll add that 250,000 words is by no means the longest Choice of Games title. They've published a few titles over 500,000 words, and one or two that are over a million words. Those are some dedicated writers, right there.'

Dave: 'I’m curious about your process. Do you sketch out the entire storyline, do you write the scenes in order, or do you write the big set-pieces and then connect them with other scenes later?'

Paul: 'My information on how Choice of Games approaches its games might be a little out of date – I haven't pitched an idea to them for a few years, at this point – but they like to see a structured plan from their writers. They maintain an open call for writers on their website, even for writers with no prior experience with interactive fiction, so I feel that this is essentially their way of providing support at the planning stage, and ensuring that their writers aren't leaping out into the void unassisted.

'So, when it comes to creating that structure, yes, I tend to have an idea of the main points that the story needs to hit, but then offer as much flexibility as possible when navigating between those points. I find that it helps as well, in terms of both the story and the worldbuilding, to really drill down to the details of the main character's existence. What's a typical day for a government-employed wraith? Where does he live? Can he listen to music, or browse the internet? What websites might he like? When you reach that level of familiarity with your character – when you see not only the extraordinary obstacles they have to overcome, but the mundane challenges as well – the story kind of starts to write itself.

'A case in point: with Wraiths of SENTINEL, the obvious and most primordial question was why a ghost would be interested in working for anybody at all. Not for money, certainly. This consideration led to some of my favourite sections in the story, quite early on, when the player is exploring the practicalities of being a wraith – but he or she is also learning about how it feels to be truly invisible, and utterly disconnected from the world. Ultimately, and certainly in the earlier parts of the story, the player's work with SENTINEL simply offers a chance to be perceived, and to interact with others.

'For games or interactive fiction, there are also sometimes mechanical elements to consider, which can have an impact on the overall structure of the story. In MetaHuman Inc, the character can lean towards specializing in either magic or super-science – and so, in that case, I specifically wanted to include a scene about halfway through where the player can reverse those choices so far, and develop the opposing discipline without losing progress. It provides a bit more flexibility like that; the player isn't constrained by choices he made early on.'

Dave: 'Presumably there are trade-offs between making a compelling story and providing the player with freedom of choice. Do you feel those different requirements have to involve compromise, or is there a way to deliver both? In the cases when it’s either/or, which takes precedence?'

Paul: 'For the really big moments in the story, you need that element of choice. And that’s the raison d’être of the interactive fiction format; if you don’t want to offer choice, you should go write a novel instead. Moreover, you have to deal with the consequences of that choice, which might mean adding a big chunk of content to the story. You can’t short-change the player by offering a seemingly big choice that has no real impact on the overall story.

'An example in Wraiths of SENTINEL: at one point, about two-thirds of the way in, the player has a life-or-death choice over one of the major characters in the story. Most players are, I think, essentially "good", so I wrote this with the expectation that most people would allow that character to live. Even the story’s main antagonist is expecting the player to let that character live. But, for whatever reason, the player might choose differently, and I had to allow for and respect that. If the player chooses death for this character, then they’re no longer around – but it isn’t sufficient to simply send the player along a truncated version of the story. The player’s choice here isn’t inherently "wrong", and cutting their story in this way wouldn’t be fair. Rather, in writing for this possibility, I had to consider the new paths generated by this death. What actions occur because of this death? What does it set in motion? How does this unexpected move screw up the antagonist’s plans, and what are the consequences of that?

'But, yes, the medium of interactive fiction does impose some constraints. Purely in terms of the word count required, and the work that would be involved, you can’t realistically include such far-reaching consequences for every single choice. You have to hold them back for the really significant moments in the story. And you can fudge things to some degree; the example above, for instance, is a binary choice, life or death, so in this case you only have to accommodate two main outcomes – but even then you can add in extra considerations to broaden that choice somewhat. I personally like to add motivations in to big decisions like this: "This character should die for the greater good," say, or, "This character should die because I just don’t like them." That kind of thing can have an impact on your overall character build, in addition to the outcomes for the story as a whole.

'When it comes to tradeoffs between absolute freedom of choice and an interesting story… I think I’m going to prioritize the story. All art is subjective, of course, but my own feeling is that the only bad story is one that’s dull. That said, every single choice in the game should have an impact. That might only be a small impact – it might only be an adjustment to your character’s stats, which only affects the story in the aggregate – but it needs to be there. Inconsequential choices are pretty dull too.'

Dave: 'When Choice of Games realize that you’ve created the bases for three hugely successful TV shows or movies, do they get a cut of that or are the subsidiary rights in your hands? (Asking for a Hollywood producer friend.)'

Paul: 'Heh. I’ve retained intellectual property for the content of these games; that is, I think, standard for Choice of Games writers. I’ll make sure my phone is on the hook, just in case.'

Wednesday, 29 September 2021

Fantasy with bite


A lot of what goes under the banner of fantasy isn't really all that fantastical. Quaint half-timbered taverns filled with half-elf barmaids and dwarves with Scottish accents where you go to be given your latest quest. My own experience of these games is that the players tend to sit knitting or stroking the cat while saying things like, "My halfling thief asks the innkeeper if he's seen any strangers passing through." There will be a dark lord, and an item you must destroy to defeat them and fix everything. It's made up, but it's not exactly fantasy. Where's the wonder? Where's the weird?

Good fantasy isn't cosy. It isn't a safe space. It takes you somewhere new and unpredictable. In Wightchester you're sealed up in a walled city where the plague is turning people into undead. What are you going to do now? "My drow ranger-witch hides in the shadows and listens for rumours" isn't going to cut it. No theme-park retread of Tolkien's tropes, this, but a dark and exciting roleplaying setting that'll immerse you like quicksand.

The crowdfunding has just hours to go. If you're looking for real fantasy, drop the knitting and get over there now.

Friday, 24 September 2021

Vulcanverse erratum

 


To err is human, but it doesn't stop me from kicking myself when readers pointed out a mistake in The Houses of the Dead section 391 which routed the reader to 751 instead of 752 where they were supposed to go. What makes that infuriating, on top of the inconvenience to readers who rushed to get their copies early, is that I had spotted the mistake in the proofs and corrected it on a print-out -- and then failed to amend the file.

If that mistake is in your copy, the only consolation I can offer is that it might be worth something like one of those Lincoln pennies with a missing letter. The corrected section is above, and if you run across me or Jamie at a convention we will happily correct it and add our signatures.

We've corrected it in all copies ordered from now on but we think there might be as many as a hundred early editions out there with this erratum and not all of those readers will come across this blog, so please circulate the corrected image as widely as possible.

Friday, 17 September 2021

A time capsule of ideas


I love a notebook. No, that's understating the case; it's a fetish really. There's something about starting a new project with a fresh notebook, feeling the glide of the pen, watching the ideas start to flow on pristine pages.

But when is the right time to start? I have cherished notebooks going back years, still uncracked, waiting for a project that's worthy of them. And then there's the project itself. Is it ready for the notebook stage or does it need to cook a while yet?

Worse than that, there's the problem of finding an idea again. Once I've jotted it down the brain seems to favour wiping that neuron to use for something else. And a full notebook is the Augean stables of inspiration. There might be gold nuggets in there, but boy do you have to work to dig them out. Makes me feel like that poor bugger in Memento


I came across a notebook just now while tidying out my desk drawer. Circumstantial evidence points to it being fairly old. The handwriting looks nothing like mine, for one thing. Also I don't think you'd find one for under a quid these days. Adjusting for inflation would date this relic to 1971. That can't be right… 

Aha, here's a clue: "Megatron wants chips to make robot brains." We're back in 1985, then, when I wrote the Transformers gamebooks, so the roleplaying notes here would have been intended for Dragon Warriors.

Here's one: "Spells. State what you want to do. Chance of success depends on how much you are having to thwart someone else's will, therefore on the strength of his will. Cf the door in LotR."

Or: "Have to set up a 'box of tricks' to do spells. Stops sorcerers moving about too much once they're casting."

I may have been thinking there of the cover art for War of Wizards, which showed a little shrine-cum-workstation beside the sorcerer. It's before I'd heard of Encounters of the Spooky Kind, in which magical shrines were an essential prerequisite and vied for height like the towers of San Gimignano.

Another: "Go into a trance to use magic. Deeper trance, stronger magic. But you have to be led around because you're 'out of reality'."

(It was the mid-'80s. Altered states were a big thing with me back then.)

Another tack here: "Magic as release of the content of the subconscious. The more power you call on, the deeper into yourself you're delving, the more likely to work in reverse against you."

This one is interesting because here we are thirty-five years later and look what I recently wrote in the Jewelspider notes:

"Consider inspiration in the literal sense. When you are singing, for example, and you begin to go beyond normal use of skill and start to channel a divine or pagan presence, with a song so marvellous that everybody stops to listen, the rafters ring out, goblets chime, and even time holds its breath. This is no longer controllable by the singer and the entity, god or goddess that imbues them is manifesting in the song and, being a god, is inhuman, beautiful and terrible – who knows what will happen?"

Now, if I can just make that work in rules terms!

Thursday, 2 September 2021

Hot off the anvil


The first two books in the Vulcanverse series are now out, with two more coming later this year. If you don't know what that means -- well hey, where have you been? (And check out previous posts here and here.)


There will be five books in the series, but they're open world solo roleplaying, which means you can start in any of the first four books and play them in any order. The numbers on the spines are just so you know where to put them on your bookshelf.

The art is by Mattia Simone, who also painted the cover for the Librarsi edition of Heart of Ice.


You'll be seeing more of Mattia's work on our future projects, I hope. Comments are open below if anyone has played Vulcanverse -- and there's a no-prize if you spot the itsy-bitsy deliberate mistake (I hope there's only one) in The Hammer of the Sun

If you want to order the full-colour hardcover editions, any bookstore should be able to do that for you and the details are:
  • The Houses of the Dead  ISBN 978-1-909905-37-5
  • The Hammer of the Sun  ISBN 978-1-909905-38-2
Or you can get the black-&-white paperback editions from Amazon, Barnes & Noble, and all the usual places.

hardcover

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



And by the way you can get copies of the Adventure Sheets (including maps) for the books from the Spark Furnace website: The Houses of the Dead and The Hammer of the Sun.

Sunday, 29 August 2021

It's that man again


I was interviewed by Olly McNeil of the Storymaster's Tales for International Gamebook Day 2021. Lots of good questions meant that I didn't have to repeat my limited store of Games Workshop anecdotes too much. You can get the video here and buy Olly's Weirding Woods game here.


And the very same day, Martin Noutch joined Olly to talk about the Steam Highwayman books, my own favourite of all the successors to Fabled Lands -- not least because the action starts out in a corner of Buckinghamshire that happens to be where I was born and where a lot of my family live. And Martin shares my preference for low fantasy, the English landscape, and personal-scale stories, as he expatiates on here:

And our friends at Cubus Games will shortly be releasing a Steam Highwayman mobile game that looks absolutely amazing. Great music too. (And is that Boris Johnson I spotted in the NPC rogues' gallery there..? Worth stoking up your steam motorbike just to hold him to account, I'd say.)

Thursday, 26 August 2021

Something's coming


The first two Vulcanverse open-world solo RPG gamebooks are now available to pre-order in advance of publication on September 3. These are the full-colour hardcovers; the black-&-white paperbacks will follow in a few weeks. Jamie and I are pretty pleased with (and exhausted by) our work on these. We've each written about 250,000 words of Vulcanverse adventures this year, with books 3 and 4 to follow in time for Christmas. That's going to be around 4500 gamebook sections -- roughly six average Fabled Lands books. Better polish those dice!
 

In some territories you may have trouble pre-ordering from Amazon, but just try a different bookstore. For instance, US gamebook readers can order The Houses of the Dead and The Hammer of the Sun from Barnes & Noble. You can also get them from Target here and here.

Oh, and somebody mentioned on Twitter they were pre-ordering copies for their kids. Well, forty years ago Choose Your Own Adventure and Fighting Fantasy were children's books. Since then gaming has moved on and the Vulcanverse books are not necessarily child-friendly. They have serious adult themes and language, so if you're going to unleash them on impressionable young minds you ought to blaze a trail yourself first.

And another cool solo RPG adventure that you can pick up absolutely free is the latest Dragon Warriors gamebook from Red Ruin Publishing. This one is Desolation of the God-King by Paul Partington, and it's 300 sections long in a hyperlinked PDF that does the page-riffling for you. And did I mention that it's free?