Sunday, November 5, 2023

2023/2024 Lindenbaum Prize announcement

 The Lindennbaum Prize is sponsored by Peter Agapovcontributor to Lloyd of Gamebooks and owner of  Augmented Reality Adventure Games who is very generously providing the first prize.

The Lindenbaum Prize is also sponsored by Crumbly Head Games who is providing free licenses to The Gamebook Authoring Tool as prizes and also has a free version of the Gamebook Authoring Tool that goes up to 100 sections.

Many thanks to Tammy Badowski for donating her time to the Lindenbaum Prize

Hi all! I am excited to announce the 3rd annual Lindenbaum competition!

The award is inspired by the Windhammer competition which ran from 2008-2015. I loved entering my books, seeing other books, voting and getting feedback. To be fair, I loved every aspect of it.

So, when it was discontinued, it left a hole. Between 2016 and now, I was very busy. However, I have a bit more time now and I was also shocked when I was on an online gamebook meetup to learn that almost no one there had heard of the Windhammer competition.

If you look at the list of Windhammer entrants, you will see a few familiar names. This is basically what kickstarted a lot of careers for the new gamebook writing crew.

I would love for that to continue with the new fans we have picked up along the way so that they can have a gateway into the gamebook community. I found the chance to meet new people and get lots of expert feedback invaluable.

So, without further ado, here are the details for the Lindenbaum competition:

Entry requirements for the 2023/2024 Lindenbaum competition

All entries must be in English.

All entries must be original works incorporating unique characters and world settings. This can include real world settings, people and events as long as they aren't the property of someone.

All entries must be previously unpublished works.

All entrants must state clearly on the first page of their entries that they are the authors of the work submitted.

All entries must be in any format that I can edit and turn into a pdf and sent as an attachment and link to lindenbaumprize@gmail.com.

Formats I know I can do this with are: RTF, doc, docx, Google docs, pdf, - leave a comment if there is a format that you want to know about. I don't have access to Apple devices.

All character or status sheets provided with entries must be presented in a simple layout that does not include complex table formats.

All entries must be spell-checked and thoroughly tested prior to submission.

The total length of the entry does not exceed 100 sections and a word count of 25,000 words.

Illustrations will not be accepted as a part of an entry except in two specific circumstances. 

Exception 1: Maps that are integral to navigation within the gamebook.

Exception 2: Graphics necessary as a part of puzzles or clues integral to the entry's narrative.

Graphics provided for these purposes must be in a format that is compatible with pdfs.

Graphics purely of an illustrative nature will not be accepted.

The entry may either be a complete stand-alone story or a self-contained excerpt from a larger gamebook adventure of your own creation.

The entry can be of any genre except erotica.

There is no entry fee.

All rights remain with the author and the author can withdraw their entry at any time during the course of the competition.

An entrant can submit one entry only.

All participants must have some way of receiving the prize money. I can send Paypal or BACS or a cheque in the post. Any other method will need to be agreed. Account information is not required by the organisers of this competition unless you are one of the winning entrants. Only at the time of winning a prize will you be asked for your details.

Hyperlinking

I will not be doing any hyperlinking of any entries. It is up to the entrant to hyperlink their entries or not.

Competition deadlines for 2023/2024

5th November 2023: Competition guidelines released

6th December 2023: Entry submissions begin

20th February 2024: Entry submissions close.

1st March 2024: Voting begins.*

30th April 2024: Voting closes.*

10th May 2024: Winners announced.*

* If there are more than 10 entries, these dates will be extended. The length of the extension will depend on how many entries there are.

Winning entries

This year, the winning entries will be decided from a combination of judges' decisions and reader votes. The judges' votes and the readers' votes will have equal weighting when determining the winning entry.

Judges

We have 6 judges for this year's Lindenbaum competition. Here is who they are:

Andrew Greene (winner of the first Lindenbaum award and merit award winner of the 2nd)

Hieronymous J. Doom - presenter of the awesome Fantastic Fights podcast and writer of many gamebooks that you can get if you become his patreon.

Ashton MacSaylor - 3 time merit award winner of Windhammer, writer of The Good, The Bad and the Undead and other gamebooks (see his blog).

Keith P. Phillips - author of Siege of Sardath and currently writing A Moral Paradox with several young people. Keith is currently doing an Arts Council funded project to make a gamebook video game: Literature Alive - Digital Writes

Paul Gresty - Writer of The Frankenstein Wars, Fabled Lands 7 and Windhammer entrant.

Peter Agapov - writer of great gamebook analysis blog posts on his blog and mine. He also provides the winning prize money.

Things the judges are looking for

Literary ability
Good writing: i.e. vivid descriptions, believable dialogue, compelling characters and scenarios, etc.
How well the narrative flows
How good the spelling and grammar is
How engaging is the use of language is

The game system
How good the game system is at complementing the theme and setting
How intuitive the game system is
How much the game system encourages strategic thinking and offers hidden tactics that enrich the gameplay.
No blind choices (where you have no information whatsoever about which way to go)
Reasonable odds (no 1 in a 100 chance of survival rolls)

The story
Meaningful consequences of your actions (i.e. the results seem to actually follow from your choices)
How well does the story flow?
How much sense does the story make?

Technical ability
All the section links work
Every scenario, including draws or unexpected events, is adequately addressed.

Miscellaneous
How innovative is the gamebook?
How entertaining is the gamebook?
How experimental is the gamebook?
How well are these ideas executed?
Voting

A valid vote must be forwarded by email to lindenbaumprize@gmail.com. A valid vote must nominate the three gamebooks most favoured by the voter from the competition entrants. A vote with less than three nominations cannot be accepted. A vote forwarded with more than three nominations will only have the first three accounted for in the voting tabulation.

Only one voter email is allowed per reader. All votes will be checked for duplication of email addresses.

Feedback to the authors may be forwarded to the competition sponsors at lindenbaumprize@gmail.com. All feedback given will be provided to authors at the end of competition as a part of the email notification of results.

Prizes

Winning entrant

A cash prize of £100 GBP (Great British Pounds) to be paid within 48 hours.

A desktop licence to the Gamebook Authoring Tool which lasts for 1 year.

A minifigure painted by Hieronymous J. Doom.

A First Prize certificate memorialising their success in the competition.

Merit awards

Two entries are chosen for Merit awards. These entrants receive:

A cash prize of £30 GBP (Great British Pounds) to be paid within 48 hours.

A Merit Award certificate memorialising their success in the competition,

Commendation awards

If there are 10 or more entries, there will be 3 commendation awards. The entrants receive:

A Commendation Certificate memorialising their success in the competition.

Gamebook writing help

If you haven't written a gamebook before, you might think that arranging and randomising the sections might be a problem. However, there are now good gamebook writing programs out there. One is The Gamebook Authoring Tool, which has a free version specifically designed to write a 100 section gamebook and export it to Rich Text Format. You can try it here: About The GameBook Authoring Tool – Crumbly Head Games

Also, for tips on writing gamebooks, take a look at the reading list I have compiled (found at Lloyd of Gamebooks: Want to write a gamebook? Then here's a reading list (2023 edition))

Ashton Saylor would like you to read this post in particular: http://www.ashtonsaylor.com/2012/02/what-makes-good-gamebook-part-two-game.html

Friday, November 3, 2023

Gamebook Secret Santa (UK residents only)

 It's the 2023 gamebook secret santa!

*******This is for UK residents only******
To join in, simply click on the link below (you might also need to sign up to Elfster).
On the 30th November, Elfster will send you someone to be a secret santa for.
The budget is £20 and make sure you make a gamebook wishlist!
Have fun!

Friday, September 1, 2023

Want to write a gamebook? Then here's a reading list (2023 edition)

Hello all! I first published the reading list back in 2017, but then realised that some people have written articles since then, so I will repost this reading list with updates every year. Here is the 2023 version. 

Whassup! Here is the fruits of my labours on a little project I was working on. I wanted to collect a definitive  list of gamebook analysis that anyone who wants to write a gamebook has to read. So far, I have come up with the following blog posts and links to give you a good grounding in the art and science of gamebook writing. Enjoy!


EDIT: The links weren't working because I had pasted hyperlinks in from a Word document (!?) but I have re-inserted the links so they should all work now.

Grey Wiz

http://blog.mysteriouspath.com/2013/03/the-problem-with-gamebooks-trilogy-part.html

http://blog.mysteriouspath.com/2013/03/the-problem-with-gamebooks-trilogy-part_15.html

http://blog.mysteriouspath.com/2013/04/the-problem-with-gamebooks-trilogy-part.html

http://blog.mysteriouspath.com/2013/04/the-problem-with-gambooks-trilogy-part-4.html

http://blog.mysteriouspath.com/2013/06/the-problem-with-gamebooks-trilogy-part.html

http://blog.mysteriouspath.com/2013/07/fixing-gamebooks-6-dont-break-story.html


Ashton MacSaylor: What makes a good gamebook - Part Two: The Game of Narrative Choices (ashtonsaylor.com)

Sam Kabo Ashwell

https://heterogenoustasks.wordpress.com/2014/09/22/a-bestiary-of-player-agency/

https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/

Jake Care 

http://jakecaregamebooks.blogspot.co.uk/2012/07/classifying-and-rating-linearity.html

Paul Gresty

http://fabledlands.blogspot.co.uk/2016/07/gamebook-design-finding-workarounds-for.html

Fabled Lands: Gamebooks: the value of doing it with dialogue

Richard S. Hetley

http://fabledlands.blogspot.co.uk/2013/09/guest-post-richard-s-hetley-on-way-of.html

Jon Green

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to- write-adventure- gamebook-part-1.html

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to-write-adventure-gamebook-part-2.html

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to-write-adventure-gamebook-part-3.html

http://jonathangreenauthor.blogspot.co.uk/2012/03/how-to-write-adventure-gamebook-part-4.html

Heather Albano from Choice of Games 

https://www.choiceofgames.com/2010/04/sailors-are-not-dragons/

Adam Strong-Morse from Choice of Games

https://www.choiceofgames.com/2010/05/dont-start-at-the-beginning/

Dan Fubilich from Choice of Games

https://www.choiceofgames.com/2011/03/five-tactics-for-designing-games-while-depressed/

https://www.choiceofgames.com/2011/07/by-the-numbers-how-to-write-a-long-interactive-novel-that-doesnt-suck/

https://www.choiceofgames.com/2011/07/7-rules- for-designing- great-stats/

https://www.choiceofgames.com/2011/12/4-common-mistakes-in-interactive-novels/

Emily Short

https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/

Peter Agapov 

Just about anything on his blog. It's all so in depth.






















Saturday, August 19, 2023

Writing Gamebooks the Uncle Mac Way

 


All right, kids, gather 'round and park your butts. Uncle Mac is gonna talk your ear off for a bit.

Quite a few of you write gamebooks, or want to write them and are still figuring out the best way to do it. Word on the 'net is there are a number of softwares you can use to help navigate the labyrinthine process of piecing a gamebook together. I shall refrain from commenting on those, because I am what you might call a "cantankerous old coot" and prefer not to go out of my way to learn newfangled technologies if I don't find it absolutely necessary.

Writing screenplays, for example, required that I purchase special software to write in screenplay format easily. My word processor of choice is problematic enough without my having to jury-rig its default formatting to the anal retentive degree required by the film industry. So I broke down and bought Fade-In (not a plug, but kind of a plug).

My approach to writing gamebooks was different. I didn't bother getting any computerized aides because I found a way to write and organize gamebooks without them that suits me fine. And also because I prefer to do things the hard way, apparently.

Being a decent writer is a good start to writing a good gamebook. Natch. Most of you probably figured that out already. But it's best if you also have experience as a game designer. For simpler gamebooks like CYOA, it can help you better organize the book's structure and keep it engaging; for more advanced works ranging from Interplanetary Spy to Fighting Fantasy, it's essential if you want to design effective mechanics, puzzles, and games. In either case, it can help a lot with worldbuilding, too. You'd be surprised how much easier it is to world-build with a board game, video game, or tabletop RPG prototype than with a simple novel and a ream of research notes as long as your leg.

So far I'm wearing my Captain Obvious cape. You didn't come here to listen to me prattle about writing a chapter book. Writing a chapter book isn't all that hard. The tricky part is writing a chapter book with forking paths, and then mixing them up, all without losing track of which choices lead where.

I have seen a few useful ideas for structuring a gamebook on the 'net, but when I started out writing gamebooks I found their usefulness was pretty limited. The most common method I've seen is to map the book somehow, either with a diagram, or with index cards / sticky notes.

Ghetto Scribble Diagram Method

Plot Map for Dinah-Mite #2 and several painkillers.

At a glance, the diagram approach looks like it's more trouble than it's worth. I've found it does have its uses, however. Much like writing a synopsis before tackling a story in detail, a plot map like this can help get you started on a new gamebook project when you aren't quite sure where you're going. 

It is messy, however, due to the amount of erasing you'll end up doing whenever you re-plot a section, and I mostly recommend this method if you want a quick and dirty way to get the ball rolling.

Index Card / Sticky Note Method

The index card/sticky note method has its uses, too. Basically it's the same as the plot map technique, except it's easier to rearrange things and add new chapters. It has the added bonus of making it a lot easier to decide on chapter order: once you have all your paths sorted out, rearrange the cards into whatever order suits you and then number them.

The downsides here are 1) running out of space, which may require the purchase of a bulletin board dedicated to your gamebook projects; and 2) the page-organizing aspect only really works if you are going the CYOA route of one-page chapters, OR the Fighting Fantasy style gamebook with paragraph chapters rather than page chapters. If you want to write a basic gamebook with more involved narrative like Dragontales, the sticky notes won't help you with reorganizing pages.

Uncle Mac's Method


When I sat down to write the first Dinah-Mite gamebook, Holiday in Castle Quarantine, I quickly realized that the above techniques would only get me so far. I didn't want to write chapters as short as Which Way, nor as long as Dragontales; and I wanted a protagonist with a backstory rather than the generic "You" of CYOA. Essentially I wanted to write a maze-like adventure in the style of The Wizard of Oz, Harry Potter, and The Neverending Story, something that would stand on its own as a story or as a gamebook.

Both Holiday in Castle Quarantine and its upcoming sequel were written in two main drafts: the Chapter Draft and the Page Draft. Someone else probably writes their gamebooks the same way and has their own name for it, so I'll refrain from pretending I've invented something super unique and useful and worthy of accolades. I can only be so pretentious in one sitting.

Phase 1: The Chapter Draft

Let's assume for the sake of argument that I'm writing a Dinah-Mite story where Dinah has a misadventure in the American West. I start by writing the first chapter as if it were a linear novel, and I give the chapter a header that reads "Ch1." When I reach the first fork in the plot at the end of Ch1, instead of listing a page number, I list a chapter number.

If Dinah enters the saloon, turn to Ch2.
If she explores the train station first, turn to Ch5.

Nearly all of the chapters are only a few pages long, so now I start adding blank pages with appropriate chapter headers (Ch2, Ch3, Ch4, etc). As I add each new page, I write a one-sentence summary of what will happen in that chapter. This helps spark ideas for what happens next, if I haven't already started a plot map like the one pictured earlier.

If I don't know which chapter will come next, I'll use "ChX, ChY, ChZ" as placeholders. And if I think I might have a puzzle in a particular chapter, I'll list generic options that I can figure out later.

=========
Ch2
Dinah enters saloon full of surly, uncooperative customers who are angry that the player piano isn't working. She tries to get piano working to lighten the mood.

Solution A? Turn to Ch3.
Solution B? Turn to Ch4.

=========
Ch3
Dinah gets eaten by the player piano, but at least the music her dead body produces is catchy.

~ THE END ~ 

=========
Ch4
Everyone starts dancing. Dinah befriends saloon keeper.

~ Dinah gets the Poker Chips ~
Turn to ChX.

=========
Ch5
Dinah enters train station and meets lost hillbilly kid, who helps her if she doesn't anger him.

Choice A? Turn to Ch6.
Choice B? Turn to Ch7.

=========
Ch6
Dinah and hillbilly kid hit it off. He hooks her up with a horse to ride to the next town.

~ Dinah got the Work Horse ~
Turn to ChY.

=========
Ch7
Hillbilly kid tells Dinah to jump in a lake and won't talk to her anymore. Now has to find another way to reach her destination.

Turn to ChZ.

=========

Eventually I make my way through every possible idea for branching paths, coming up with games and puzzles on the fly (or creating placeholders). Once I know how many chapters I'm dealing with, I go back and write the chapters proper. When the entire book is written, and every chapter has been thoroughly edited and proofread, that leads into...


Phase 2: The Page Draft

So now I have all the chapters written in the order I came up with them, and they all have a chapter header designation. Now comes the tedious part: I rearrange all the chapters until they're thoroughly mixed up (preferably with a lot of space between sequential chapters).

I then go through the document and find every instance of the chapter headers listed thusly: Ch1, Ch2, Ch3, etc using the Find/Replace function, and replace them with their designated page number. So if Ch2 is on page 100, I Find/Replace all instances of "Turn to Ch2" with "Turn to Page 100."

Finally I go through every chapter and remove the "Ch" from the header, and probably add a cute bit of art around the chapter number to indicate which act of the book the reader is in.

==========

Some of you will no doubt find the Chapter Draft/Page Draft method standoffish. The disclaimer did mention that I like to do things the hard way. But I've found this method makes it easy to streamline cranking out chapter content. Also, by the time you're done putting it all together, it's already organized the way you want it, formatting and all. Relying on the sticky note method could lead to chapters occupying the wrong page numbers, forcing you to seek out the point where you went wrong and reorganize your chapters all over again.

Of course, the previously mentioned gamebook software probably makes all of this easier. If you don't want to bother experimenting with a new interface, though, give these methods a try and see if they gel with you a little better.

Time for bed. Uncle Mac out. Come visit anytime.





Sunday, June 25, 2023

Ravages of Hate

 Hello all! Yesterday, I finished a project, which was a reboot of Green Blood and Coils of Hate, both by Mark Smith. I have now completed it. It is called Ravages of Hate. You can get it here:

https://drive.google.com/file/d/1OFy8EsspwBRdXT_dcQt1rVVzVl77jriF/view?usp=drive_link


Any playtesting feedback would be welcome! Many thanks!

Sunday, June 11, 2023

A question...

 So hen I was running Lindenbaum, someone suggested that there could be an "open" gamebook competition with no limits on sections or word count. I'm not against running one, but only if it's a Nanowrimo type event where people just write something over a month or some other time frame just for the challenge because I don't want to spend any more money on prizes or spend any more time running another competition.

Any interest in a gamebook Nanowrimo?

Tuesday, May 30, 2023

News

 Hello all! I'm very sorry, but the recent few weeks have been very busy. Here is a lot of news from the gamebook world.


The passing of Russ Nicholson


Russ Nicholson, a superb artist who has illustrated many, many gamebooks, passed away recently. He will be greatly missed.

I never met or worked with Russ, but I loved all of his artwork from the books he illustrated. 

You can read dedications to him on Fabled Lands and on the official Fighting Fantasy blog.

                                 




New releases

The Citadel of Bureaucracy

The Citadel of Bureaucracy holds many perils for civil servants unprepared for its labyrinthine cubicle walls. Yet enter you must. Working against the clock, you must fight unreliable transit, dodgy IT, the dreaded Canada goose, and a rising sense of nihilism in order to get paid and clear your desk for a much-needed vacation.

YOU decide which paths to take, which dangers to risk, and which colleagues to confront. May the Janus-faced God of Finance and HR be with you, for you’ll find little succour in the Citadel’s unhallowed halls.

Novels | J.D. Mitchell (jdmitchellwriter.com)


One Roll Gamery

One Roll Gamebooks has released the Seeker of Valenreath

The Seeker of Valenreath: Amazon.co.uk: Makin, Matthew D: 9780645661507: Books

If you seek adventure, then enter the fantasy realm of Lorelos and embark on a quest to find an ancient relic. You are a Seeker and must choose one of multiple paths you can take to reach your goal. You will need one six-sided dice, a pencil and an eraser to keep track of your attributes, record your discoveries and determine the victor in battles. You will use a unique, 1d6 combat system to do battle with Orcs, Goblins and many other formidable foes. Your success will oftentimes be decided by your strategy and the roll of one six-sided dice, be it combat or the execution of a task or skill of your choosing. You may come across puzzles to solve and riddles to decipher. Use alchemy to overcome the many challenges you will face and discover items and potions to aid you in your quest. You will journey through the mysterious Faewood or the marshy Fens of Lorelos, before embarking on your perilous ascent of the Blackspire Mountains to find the entrance to the ancient ruins. The many challenges that you will face and the characters you will meet on your journey, are contained in this adventure gamebook of over 350 pages and 1000 paragraphs. There are multiple paths to achieve your goal and each playthrough will be different depending on your choices and selected abilities. Containing 50 hand-drawn illustrations, your friends and foes are revealed in 22 full page illustrations with many secrets to discover.

You can follow them here:

https://www.buymeacoffee.com/onerollgamy

One Roll Gamebooks | Facebook


Escape to Glitter Land

Escape to Glitter Land (fungamery.com)

In this world are two kinds of people: The Privileged and the Unprivileged. Unfortunately, you are the latter. That's why you are trapped in Dunghill Land, forced to perform menial tasks day-in and day-out, just to survive. You long for a way out.


Meetups

Dragon Warriors Day of Legends

DRAGON WARRIORS is the key to a magic world. A land of cobwebbed forests and haunted castles. A land where dire monsters lurk in the shadows of the night, where hobgoblins shriek across the bleak and misty moors, where wizards and armoured warriors roam dank dungeons in their quest for gold and glory. The realm of your imagination.

On July 15th, 2023, we come together on a Day of Legends. We meet old friends and make new ones. We drink, we eat, we game, and we celebrate.

We gather just before midday at Brewdog Chancery Lane, London, UK. This is a face-to-face meet with no online element.

Day of Legends. The Ultimate Dragon Warriors Convention | Warhorn


Narrascope

Home - NarraScope

Celebrating Narrative Games

June 9 – 11 at the University of Pittsburgh

In-person registration is now closed.

Online registration still open!

(through June 8th)

NarraScope first took place in 2019, live at MIT. In 2020, Narrascope was fully online, and for 2021 we skipped a year, returning for 2022 as an online event. Our conference aims to be a place for everyone interested in narrative games to hang out, exchange ideas and get inspired. We do this through a broad selection of talks, keynote speakers, discussions and workshops.

Subjects vary from interactive fiction tools to writing best practices and everything in between. Previous talks had titles like “Choosing Your Happily Ever After”, “Shaping Your Story with Emotional Intelligence” and “Adapting Film’s Techniques for Nonlinear Stories”, to give you a bit of an idea. The NarraScope History site lists everything we did over the past years.

Home - NarraScope


Zines

Voidspace

Voidspace is currently on issue 6.

https://voidspacezine.com/2023/04/15/voidspace-6/

The Warlock Returns

The Warlock Returns is currently on issue 9.

The Warlock Returns Issue #09 - Arion Games | Advanced Fighting Fantasy | DriveThruRPG.com


Blogs

A Puzzled Adventurer's Journal is still exploring gamebook design.

A Puzzled Adventurer's Journal (puzzlejournal.blogspot.com)


Podcasts

Fantastic Flights gamebook podcast is currently on Armies of Death.

Campaign on Dice is currently on Battleblade Warrior.

Fighting Fantasy 21 - Trial of Champions - Vintage Gamebook Podcast | Podcast on Spotify



Crowdfunding

Antarctica: a solo sci-fi post-apocalyptic gamebook by Chronicle Craft — Kickstarter

Embark on a journey through a post-apocalyptic world after the climate has changed everything. Explore, survive & forge your own path.

This Kickstarter is yet to launch.


Wallace Designs – Everything Martin Wallace

Wallace Designs is excited to announce its next major release, ‘Fighting Fantasy Adventures’, which will be coming to Kickstarter on the 1st July 2023. Based on the iconic series of books created by Steve Jackson and Ian Livingstone the co-operative card game allows up to four players to experience the classic adventures in a completely new way. Martin Wallace, the co-designer of the number one rated board game ‘Brass: Birmingham’ has developed an elegant card-based system that gives the feel of a role-playing game without the need for a games master. The first campaign will comprise of five adventures, based on four beloved books, with the promise of more to come.

In Fighting Fantasy Adventures (Campaign 1), you can experience the stories in a whole new way. Now you can play with up to three friends, in a co-operative format. Gameplay is easy to learn and engaging, downtime is limited to some dice rolls and your characters level up after each adventure.

This Campaign includes the stories below:

The Warlock of Firetop Mountain

Island of the Lizard King

Deathtrap Dungeon

The Forest of Doom


Subterranea: Empire of Wrath A SAVAGE REALMS GAMEBOOK by Savage Realms Gamebooks — Kickstarter

The small becomes large as the large becomes small. What you would normally squash in the palm of your hand, now stands equal to you. The shock of the sudden change in perspective is nothing compared to the dangers you now face. A pin becomes a weapon that could save your life! The beat of a fly's wings now deafens you! A spider's web is the deadliest of traps! To birds, you are food, but to the Murina People, you are an imposter in their realm and imposters are unwelcome in the black eyes and outlook of the Rat Emperor himself.  

The underground miniverse of Subterranea and its denizens await you...

This Kickstarter is funded, but you can still follow it.