Sunday, March 25, 2012

April A to Z - one week remaining

There's only one week to go before the April A to Z challenge and I am delighted to say that I have tons of great interviews to post in April. It will be a jam packed month where I have more than one post on some days.  At the time of writing, there are also over 1200 other blogs that are taking part in the challenge so we really are spoilt for choice.  Take a look at my post list and the other blogs joining in.  Maybe you may want to join in yourself.  I'm really looking forward to it.  I hope you enjoy it as much as I will.

Amateurs  (interviews with amateurs from here)
Blogs (interview with Coopdevil)
Choice of Games
Discussion forums (interviews with people from forums here and here and possibly others)
Excalibur Junior (Grailquest) (interview with Herbie Brennan)
Freebies
Gamebook Adventures (interview with Neil Rennison and Andrew Drage aka Brewin)
Harkuna and the Fabled Lands (interview with Dave Morris and Jamie Thompson)
Illustrations (interview with Russ Nicholson)
Jasan Barnett (interview confirmed)
Kleptomaniac Heroes (interview with Billiam Babble)
Lone Wolf
Magazines (interview with Gallicus, editor of Fighting Fantazine)
Tunnels N Trolls (Interview with Scott Malthouse and Ken St Andre)
Own Adventure (as in choose your)
Pirate gamebooks that took a while to be released (Jonathan Green) (interview with Jonathan Green)
Quest, Destiny (interview with Michael J. Ward)
Readers (herehere and here) (interview with Murray and Torallion)
Spin offs (herehere and here)
Twitter (interview with SamuelJ, the brains behind Tweet RPG)
Undead filled new Fighting Fantasy books (Ian Livingstone's 30th Anniversary book)
Very comprehensive Gamebook websites (interview with Demian Katz)
Windhammer competition (interview with Wayne Densley)
Xhoromag and other gamebook programs (interview with Xhoromag and Christopher Liu)
Youtube
Zhu Bhajee (interview confirmed)


'0 level' rules for Advanced Fighting Fantasy 2

Before the blog post, I'd just like to announce that I've released a Lone Tiger Review - it is Stormin' Sonic by Jonathan Green and Marc Gascoigne.  Take a look at that after reading this post.  


I've just been introduced to Dungeon Crawl Classics  from this blog and I loved their idea of character creation - each player starts off with 2-4 0 level characters and sends them on a mission that gets most of them killed. 

And so this appealed to my nature of fiddling with game systems.  I ws thinking about how this could be applied to AFF2 (fiddling with AFF has been done before)

You can still choose the colour of the coat if you want.
Stats 

Skill - 5 
Stamina - 7 
Luck - 7 
Magic - 0 

Roll 1 die:



1-2 +1 skill, -1 stamina
3-4 +2 stamina
5-6 +1 luck

(using values given on normal humans on page 23. I have also taken 1 from luck. The idea is that characters get that back after a big quest.) 

Add racial modifiers and give them their skills based on race. 

Other modifiers 

I was thinking of a quick way to apply a trade and appropriate skills. I thought that all players should roll 1d6 and subtract 1. That is the character's social scale (directors may subtract more as this or use 1d3 and subtract 1 or 1d3 and add 2 if there is no real reason why someone of social scale 5 should be travelling with someone of social scale 0). 

Then you roll a die to determine the trade. Players can then choose skills from the lists given from their trades. Heroes pick 6 special skills from the list. They can apply 2 points to two of them and 1 point to the other four. 

The following skills are available to all backgrounds: brawling, clubs, staves, thrown 

Social scale 0 - beggar, mercenary or criminal 

1-2 Beggar: dodge, awareness, disguise, sleight of hand, sneaking, bargain, city lore con, languages, secret signs, world lore. 

3-4 Mercenary: Any combat skill, dodge, ride, sneaking, bargain, con, fishing, hunting, languages, sea lore, (terrain) lore, underground lore, world lore. 

5-6 Criminal: swords, any movement skillany stealth skill, bargain, city lore, con, evaluate, languages, law, secret signs, world lore. 

Social scale 1 - Peasant or soldier 

1-3 Peasant: axes, bows, strength, climb, jump, ride, swim, animal lore, fishing, healing, hunting, religion lore, sea lore, (terrain) lore. 

4-6 Soldier: Any combat skillany movement skill, fishing, hunting, (terrain) lore. 

Social scale 2 - farmer or watchman 

1-3 Farmer: axes, bows, strength, dodge, ride, animal lore, bargain, evaluate, fishing, healing, hunting, sea lore, (terrain) lore. 

4-6 Watchman: Any combat skill, climb, dodge, jump, ride, swim, any stealth skill, bargain, city lore, con, etiquette, law, secret signs. 

Social scale 3 - craftsman or sergeant 

1-3 Craftsman: armour, axes, bows, strength, swords, ride, awareness, locks, trap knowledge,, animal lore, bargain, city lore, con, crafting, etiquette, evaluate, fishing, healing, hunting, languages, sea lore, secret signs, (terrain) lore, world lore. 

4-6 Sergeant:Any combat skill, dodge, ride, awareness, bargain, city lore, con, etiquette, fishing, hunting, leadership, sea lore, (terrain) lore, world lore. 

Social scale 4 - clerk or witch 

1-3 Clerk (gains the learned or natural linguist talent): awareness, bargain, city lore, con, etiquette, evaluate, languages, law, religion lore, secret signs, magic lore. 

4-6: Witch (must reduce skill by 1, stamina by 2 or luck by 1 to increase magic by 1): dodge, awareness, disguise, sleight of hand, sneaking, animal lore, city lore, con, etiquette, fishing, healing, hunting, languages, religion lore, secret signs, (terrain) lore, world lore, magic - minor, magic lore, second sight. 

Social scale 5 - master craftsman or physician 

1-3 Master craftsman (gains the natural crafter talent which gives a +2 bonus on all craft checks): armour, axes, bows, swords, ride, awareness, animal lore, bargain, city lore, con, crafting, etiquette, evaluate, fishing, healing, hunting, languages, law, leadership, religion lore, secret signs, (terrain lore), world lore. 

4-6 Physician (gains the natural physician talent): awareness, animal lore, bargain, city lore, etiquette, fishing, healing, hunting, languages, religion lore, (terrain) lore. 

Unless mentioned above, the characters do not start with a talent. 

The characters then go out on a quest. Once the players have chosen the character that they can use from the survivors, then the new character gets a +1 bonus to their initial luck. 

So there we go.  What do people think?

Wednesday, March 21, 2012

Pre order Destiny Quest today and win great prizes!

Pure awesome
Destiny Quest, Legion of Shadow is is coming!  I know it already has, but this time it is even BETTER (and that's no mean feat) as it incorporates the web material and contains a bonus quest into an already hefty epic.  So this means that it will be even more wonderful than what  reviews  have said about it.

And as if the bonus material is not enough, Michael J. Ward is giving away wonderful collectable bookmarks if you pre-order a hardback book and then email him with proof that you have done so (at dqoffers@gmail.com).  Now that's a great deal.

You get a better deal if you buy a hardback book - when you email proof that you ordered the book, you get to choose whether your  two bookmarks (edit) is one are of light or shadow and if you send him proof that you also ordered the previous Matador edition of the Legion of Shadow, you will also be entitled to win a free Gollancz book.  If you order the paperback version, you get a random bookmark.  For more details, go here.

With a picture like this on the cover why wouldn't want to get a nice big collectable hardback?  Maybe you know a Destiny Quest fan?  A hardback edition of the book will make an excellent present.

If you're in need of a reminder, there are several reviews that say just how great Destiny Quest is from Andrew Wright, Billiam Babble, Zhu, Scott Malthouse and myself.

So go over to Amazon and pre order a hardback copy Destiny Quest: Legion of Shadow and get free goodies to go with it.  Then email dqoffers@gmail.com with proof that you have made your purchase (go here for details).

If you want to see my video about the Destiny Quest new edition, just click below:


So go over to Amazon and pre order a hardback copy Destiny Quest: Legion of Shadow and get free goodies to go with it. 

Sunday, March 18, 2012

Before paragraph 1: Choices you might have to make before your adventure.

Bob wanted a more realistic skill
score for Crypt of the Sorcerer.
Your adventure begins on paragraph 1.  That is when you are thrust into the dangerous world to face many trials and tribulations.  However, in some gamebooks, your success or failure may have already been determined.  And that is because you may have been making choices about your character in the rules section of the book.

Most writing on gamebooks focuses on the story itself and how the rules interact with that story.  What you have to do to 'roll up' a character is usually relegated to a paragraph near the beginning and it is only there for the purpose of informing the reader of the system rather than looking at it critically.  However, there is a lot to think about when you roll up a character.  What kind of choices might you have to make and what bearing does it have on the gamebook?

Choices about abilities


Sea of Madness by Andrew Wright
has a point build system.
The degree to which you make choices about you ability scores varies.  You may have a point build system which means that the choice is 100% yours.  On the opposite end of the scale, you may have to roll up each ability randomly in turn and have no choice about which score goes to which ability (Fighting Fantasy and Lone Wolf) or even a situation where you are given your stats and cannot change them at all (Tyrants Tomb).  In the middle, we have systems where we roll up scores and then distribute a limited number of points (such as in Night Dragon) or a system where you can roll up scores and distribute them as you wish amongst your attributes (such as in Tunnels and Trolls if you are being kind to yourself).

don't even bother
trying Return to
Firetop Mountain
with a skill roll
like this.
The dangers of having a completely random system is the risk of rolling really bad scores and having to watch your character get cut down within three paragraphs.  However, if the gamebook is done well, there would be a route picked out for a character with minimum scores (such as Citadel of Chaos).

A point build system will never create amazing characters - in points terms, every character will be equal (of course when we get to the book, some attributes might be stronger than others) - but that also means that you will never get a terrible character and if you do get slaughtered within three paragraphs because of your stats, you now know that that particular build is rubbish and you will try a different one.  It is less of a gut punch than losing because of one bad dice roll.

Your skill choices are important
when playing Lost Labyrinth.
Choices about your skills


I am defining skills are different from abilities in the sense that they have no numerical value.  Lone Wolf either has the healing skill or does not have the healing skill.  If you have a list of skills, you will probably have to select them from a list basing your decisions either on how useful you think they would be (does the introduction give you any clues?) or what kind of character you would want (do you want Lone Wolf to be a  nature type who can hunt and talk to animals or a warrior type who can use weapons and mindblast for example).

Choices about your spells
Don't forget that
levitation spell.


If you are a magic user, you may need to decide what spells you can cast and, if you are using a Vancian magic system, how many uses of each spell you can get.


Choices about your personality


This is a variation on customising your abilities, but instead of getting to choose which abilities to add to, you may be given a situation and different choices on how you would handle the situation.  Each decision mya raise or lower one or more abilities depending on how your choice fits in with your abilities.

Here is an example from the great Android game, Pirates and Traders:

On the small estates of your parents, you...



  • Put on muscle from helping your father out in the fields.  (Increases strength)
  • Climed trees and rocks, building your agility.   (Increases agility)
  • Earned a reputation as an enfant terrible due to all the pranks you pulled.   (Increases cunning)
  • Often got into scrapes but always got out of them with your charm.   (Increases charm



What to take with me?
Choices about your equipment


In this case, you may be given a list of items and told that you can take a certain number of them or you might be given some money and you could buy the items.

Choices about your companions


In some gamebooks, you are either being accompanied by individuals or an army.  You may need to choose which individuals or which units of soldiers will go with you.



Choices about your characters


In some gamebooks, such as the Duel Master gamebooks The Shattered Realm,
you choose which potential monarch you could be.  You have a choice of three -
a military style commander, a magic user and a queen/princess.

You choose a character in Heroquest.


Wednesday, March 14, 2012

The April A to Z is going to be a gamebook bonanza!


I want Robin Hood and minotaurs
and Napoleon and Dwarves and
giant lego bricks and EVIL and
cowboys and knights and space
ships and tanks and ogres the
SUPREME BEING and
Sean Connery.  Next week we'll
do some really crazy stuff.
Stoked is not a word I would have considered using to describe my self about blogging, but I would definitely use it to describe how I feel about this year's A to Z challenge.  Why?  Quite simply, I got carried away.  In a good way, really.  My theme was the A to Z of why gamebooks are great and I was going to write a few articles and include a few interviews.  Then I decided that I should interview more people to include them in my blog.  Then I decided that I should just interview anyone I've ever interacted with who has anything to do with gamebooks and a few people who I had had nothing to do with.  I basically went on a large email rampage shooting questions in all directions and receiving loads of emails that filled up my inbox.  I just went on and on until I could interview no more.  For my excuse, I quote Terry Gilliam, who, after spending most of the budget for The Meaning of Life on his short, The Crimson Permanent Assurance, his response was 'Nobody told me to stop.'

I love Terry Gilliam's approach to his work.  Why let little things like money get in the way of realising your creative vision.  If we are to create, we should make it big and bold and completely over the top and with NINJAS!

So this is what I have done with my April A to Z.  The gamebook world has been very kind to me in the sense that much of it gave up its time to send me answers to my questions meaning that there will be some days where there is more than one interview and few days where there will be none - so far, the only entry I haven't requested an interview for is Youtube.

However, there may be people out there who love gamebooks who I haven't got in contact with.  If YOU are one of these people, leave a comment or email me at sl1605@gmail.com and tell me which letter that you would like to be featured in along with any links.  The April A to Z is a great time to showcase your website or blog as hundreds of bloggers will be taking part and exploring the blogs who are taking part.

Here are my interviews so far:

Amateurs  (interviews with amateurs from here)
Blogs (interview with Coopdevil)
Choice of Games
Discussion forums (interviews with people from forums here and here and possibly others)
Join the ever growing band of
gamebookers.
Excalibur Junior (Grailquest) (interview with Herbie Brennan)
Freebies
Gamebook Adventures (interview with Neil Rennison)
Harkuna and the Fabled Lands (interview with Dave Morris and Jamie Thompson)
Illustrations
Jasan Barnett (interview confirmed)
Kleptomaniac Heroes (interview with Billiam Babble)
Lone Wolf
Magazines (interview with Gallicus, editor of Fighting Fantazine)
Tunnels N Trolls (Interview with Scott Malthouse and Ken St Andre)
Own Adventure (as in choose your)
Pirate gamebooks that took a while to be released (Jonathan Green) (interview with Jonathan Green)
Quest, Destiny (interview with Michael J. Ward)
Readers (herehere and here) (interview with Murray and Torallion)
Spin offs (herehere and here)
Twitter (interview with SamuelJ, the brains behind Tweet RPG)
Undead filled new Fighting Fantasy books (Ian Livingstone's 30th Anniversary book)
Very comprehensive Gamebook websites (interview with Demian Katz)
Windhammer competition (interview with Wayne Densley)
Xhoromag and other gamebook programs (interview with Xhoromag and Christopher Liu)
Youtube
Zhu Bhajee (interview confirmed)

So if you want to take part, leave a comment or email me on sl1605@gmail.com.  It's going to be epic.

It's fun to charter an accountant.  And sail the wide accountancy...

Sunday, March 11, 2012

New Tunnels and Trolls solo!

Good news everybody!  I have released another Tunnels and Trolls solo - Khazan City Chaos.  I wrote this book from the central idea of trying to get your character to spend/lose as much money as possible.  This short (56 paragraph) solo involves you pursuing some bandits to Khazan City in order to recover some royal treasure that you have stolen.  Unlike a lot of gamebooks, you start this solo with loads of equipment and shed loads of cash.  As well as the mission, you have plenty of opportunities to spend your money on magic, equipment, training or just the finer things in life.

Of course, you don't need pot loads of real cash to buy it - I'm selling this solo for £0.56 (around $0.88) so there is no reason not to go out there and grab it.

I have also reduced the price of my other solo - Temple of the Fool God - to £1.90 (around $2.98) so this is a great chance to get stuck into both solos for 1st level characters (or level 1-2 characters in the case of Khazan City Chaos) of any class - warrior, rogue, wizard, paragon, citizen, specialist -using the Tunnels and Trolls 7.5 edition.


This is also the first solo which includes my house rules for talents, magic and combat (including the use of stunts - saving throws you can do in combat which allow you to perform special attacks).

So what are you waiting for?  Temple of the Fool God has just received a glowing review so you should try that out and then continue the adventures of your character with Khazan City Chaos.  If you have recently read Trollzine 4 you may have played the solo where you get to hang around in a city.  Khazan City Chaos is similar to that (I had no idea that it would) but it includes a quest where you can recover the king's treasure (or run off with it if you like)

So that it all.  The next thing you need to do is download these solos.  You can find Temple of the Fool God here and Khazan City Chaos here.


Trickster profile - The Riddling Reaver

He always gets something off his chest.
The Riddling Reaver is a prominent character in the world of Titan.  He is the prime servant of Logaan, the trickster god and his mission is to make sure that good or evil do not get too strong.  For this reason, he could be your best friend or your worst enemy, depending on whether your side is winning or not.  He pops up on many occasions as an ally, a villain or as a 'wild card' character that could help or hinder you.  The Reaver himself is a flamboyantly dressed human like creature who spends a lot of his time laughing and joking.  Most people would thinks that he is mad.  However, he serves an important role in balancing good and evil on Titan and his madness is just a facade with a devious and dangerous mind beneath it.


The Riddling Reaver as an ally


Magehunter

As long as you don't shoot him (which Logaan himself admonishes you for), then the Reaver gives you a lift in his flying ship and gives you a clue as to where you can find Mencius.  Of course, he doesn't just tell you where to find him.  He gives you the clue in the form of a riddle.  Your direct approach, however, irritates him.

His methods may appear
a bit ropey but he knows
what he is doing.

Slaves of the Abyss


You are just about to defend a village from a swarm of spirit sucking insects when the Reaver falls down the chimney with a rope to help you escape.  He definately knows how to make a great entrance.  You have to take his help to win.  The Reaver also gives you a sense of humour in a bottle, which sounds confusing but  if you use it, it becomes one of the most brilliant ways you will use to incapacitate a villain.



Black Vein prophecy


The Reaver makes a brief appearance in this book.  He pops out of a painting, tells you to change your ways and then does a backflip into a chest.  When you open it, he is not there.  The Reaver also knows how to make a good exit.


The Riddling Reaver as a villain


Opposing the Reaver is a jarring
experience.
In the Riddling Reaver RPG, you realise the full extent and madness of the Reaver's powers.  He ties up the princess with a jar of spiders on her head so that she can't move.  He has several stuffed replicas of himself with humorously deadly stuffings.  He has an army of mutant lizardmen and jelly encased skeletons and he aims to completely overthrow the balance of good and evil on Titan.  In this RPG, the Riddling Reaver is almost Titan's answer to the Joker.








That's all folks!
The Riddling Reaver as a wild card


In Crimson Tide, you find the Reaver posing as a monk on a mountain.  If you fight him and defeat him or answer his riddle, he helps you.  Otherwise, he does not.

And so ends a month of tricksters.  The Trickster archetype is always a fun and interesting character in every story as they usually throw everything into disarray and shake things up.  Great :).

Sunday, March 4, 2012

April A to Z update

Hi all,

What started off as me emailing a few people for interviews snowballed into me trying to hunt down literally EVERYBODY online who has had some kind of connection to gamebooks.  So I've made a few changes to the line up.  I have sent off interviews and already got some back, so this is what the line up currently looks like.  Basically, if I have my way, the April A to Z will be like an assembling of The Avengers for gamebooks.


Amateurs 
Blogs
Choice of Games
Discussion forums
Excalibur Junior (Grailquest)
Freebies
Gamebook Adventures
Harkuna and the Fabled Lands (interview with Dave Morris and Jamie Thompson)
Illustrations
Jasan Barnett
Kleptomaniac Heroes
Lone Wolf
Magazines
Tunnels N Trolls (Interview with Scott Malthouse)
Own Adventure (as in choose your)
Pirate gamebooks that took a while to be released (Jonathan Green)
Quest, Destiny
Readers (herehere and here)
Spin offs (herehere and here)
Twitter
Undead filled new Fighting Fantasy books (Ian Livingstone's 30th Anniversary book)
Very comprehensive Gamebook websites
Windhammer competition (interview with Wayne Densley)
Xhoromag and other gamebook programs (interview with Xhoromag)
Youtube
Zhu Bhajee

This is getting very exciting.  I'm looking forward to April with great anticipation.  Until then, happy gamebooking!

Trickster classes in RPGs and gamebooks

In many gamebooks, you are a warrior who deals with problems by swinging a sword at them and faces their opponents in fair combat, but that is not the only way to achieve victory and you will not come across enemies who share your skills and values.  There are some careers for which all is fair and you will have to be quick witted to deal with them.  Here are some classes that would suit the trickster mentality.


Rogues


The rogue class is a catch all term for a character that uses their agility to avoid blows in combat rather than face it head on.  Rogues also have a large number of skills which are usually devoted to getting things that other people do not want you to get.  Rogues could be anything from dexterous burglars to charming con artists.  You play a rogue in several gamebooks.  for example, in the Blood Sword gamebook series, you could play a trickster which is a rogue like character.  You also get to play a rogue in the Fighting Fantasy book Midnight Rogue.

Bards

The bard is a Dungeons and Dragons class which mixes some stealth, some magic and some martial abilities with their unique bardic music abilities.  Most of these abilities combine to make the bard an excellent support class for the group - the bard's music improve rolls and their spells include healing.  Bards can be described as the best choice for fifth member of a party of adventurers including a fighter, cleric, wizard and rogue.

In flavour terms, bards are charmers who make friends easily and can really get a party started.  They are all nonlawful as their trade cannot be restricted by laws.  Bards are always on the lookout for adventure following their whims to the next load of excitement.

Arcane Tricksters


We're moving into magic using classes now.  Arcane tricksters are rogues who use arcane magic to supplement their abilities.  Being able to pick pockets and disarm traps from a distance, become invisible and cast spells without speaking or gesturing must be infuriating for an opponent.





Illusionists


Illusion is all about manipulating appearances, the classic staple of a trickster.  If you do it enough, then your opponents will question everything they see and hear.  They will be thrown into confusion and disarray.  Your encounter with Thaum in Talisman of Death is a great example of how illusions can be put to good effect.










Enchanters


Enchanters manipulate the mind.  Making people go against the rule of law is what the trickster likes to do and enchanters can make people do what they want.  You can play an enchanter in The Blood Sword series.





Next week, we will look at the Riddling Reaver, a famous Trickster across the gamebook world of Titan.  Until then, happy gamebooking!


Friday, March 2, 2012

The A to Z of why gamebooks are great

Good morrow to you all!  I feel compelled to make yet another blog post riding on the back of the great Windhammer announcement.

I am going to do the April A to Z challange again.

Last year, when I wrote about one gamebook villain per day, I opened up the gamebook genre to many people and got myself several new followers and page views.  People said that they liked the posts but they had very little idea about what a gamebook is.

So this year, I aim to write posts that do not require much gamebook knowldege.  I got my idea from Tin Man Games with their post 2012 - the year of the gamebook.  I then realised that there was tons of great gamebook stuff going on.  It seems that there was some wonderful gamebook news or product every week - from Infinite Universe to Fighting Fantazine to Ian Livingstone's 30 year anniversary book.

So I will devote my A to Z to showing everyone just how wonderful gamebooks are.  Here is my list:

Amateurs 
Blogs
Choice of Games
Discussion forums
Excalibur Junior (Grailquest)
Freebies
Gamebook Adventures
Harkuna and the Fabled Lands
Illustrations
Jasan Barnett
Kleptomaniac Heroes
Lone Wolf
Magazines
Tunnels N Trolls
Own Adventure (as in choose your)
Pirate gamebooks that took a while to be released (Jonathan Green)
Quest, Destiny
Readers (here, here and here)
Spin offs (here, here and here)
Twitter
Undead filled new Fighting Fantasy books (Ian Livingstone's 30th Anniversary book)
Very comprehensive Gamebook websites
Windhammer competition
Xhoromag and other gamebook programs
Youtube
Zhu Bhajee

Until then, happy gamebooking!

Thursday, March 1, 2012

2012 Windhammer Prize announced. Here is why you are entering.



Woot!  The new guidelines for the 2012 Windhammer prize are out.  Apart from the slight change that the length limit is now 23000 words rather than 40 pages (probably because some idiot was pushing the boundaries with small font because he wrote a really long introduction about a dystopian future in his entry) it's all the same great stuff.  Submit a 100 paragraph gamebook with the chance of Glory and Renown along with a cash prize.  The entries submissions start on 1st August and the deadline is on the 7th September.

Oh yes, and the writers who win and get merit awards will be published by the awesome Tin Man Games.

WHAAAAT?  

This is even more reason to get typing.  If you've ever thought about writing a gamebook or if you have had one shelved away for ages, this is a great opportunity to enter the competition.  Windhammer was one of the things (Andrew Wright being another) that inspired me to write my own gamebooks and publish this blog.  As well as the potential prizes, the community of readers have always offered great constructive feedback on my work and it is just so affirming to know that people out there have taken the time to read my work, comment on it and enjoy it.

So really, get typing.

You're still here?  What's wrong?  Is it time?  Do you think that it may take a lot of time to write the book?  It won't.  You don't have to go up to 100 paragraphs.  Garden of Bones  by Alec Worley is a merit award winner with 50 paragraphs.  00:04:23 by Colin Blackwood is a great gamebook full of tension with only 30 paragraphs.  So far all the winners have 100 paragraphs in their book, but you might change that.

However, if you are worried about all that paragraph randomisation and organisation, there are solutions to that problem too!  There is a comprehensive list of gamebook creation programs here  (scroll down a bit) and some are discussed here.  I use ADVELH.

So time is not an issue.  All you need is an idea.

You need ideas I hear you say?  You can get your ideas from anywhere.  Sorcery! was inspired by a trek through Asia, Starship Traveller has Star Trek influences.  Freeway Fighter has some Mad Max leanings whereas it's easy to see where the inspiration for Appointment with F.E.A.R comes from.  You can get ideas from anything.  All you have to do is imagine some choices that you could make and what will happen next. Believe me - 100 paragraphs will fly by in no time.


Still here?  It's the game system you need ideas for?  That's OK.  You can keep it simple.  The minimum you need is an inventory list and Kieran Coghlan won a merit award with such a simple system with Waiting For the Light.  You don't even need to create your own system.  It seems that the Virtual Reality  system (inventory limit, skills to choose from and health points) is a simple yet very effective system to use and two books have utilised it to great effect:  The Bone Dogs by Per Jorner won the 2009 award and Above the Waves by Zachary Carango won a merit award in 2011.




For inspiration on the wide range of gamebooks that have been entered to the Windhammer competition, you can get the complete list here.

OK, if you think you need more help, read my How to write a gamebook posts.  They may help.


Also, have a look at the great blogs on gamebooks and what makes them good by successful Windhammer entrants.  Andrew Wright, who won in 2011 has written two posts on what he learnt from the Windhammer Prize and Ashton Saylor who has won two merit awards (here and here) has some very deep posts on gamebook theory.

Still here?  You shouldn't be.  Get writing!