Showing posts with label destiny quest. Show all posts
Showing posts with label destiny quest. Show all posts

Thursday, May 5, 2022

Destiny Quest World Companion Kickstarter

 





Hello all! I've got some exciting news that can't wait until the end of the month because it's about a Kickstarter.

It's the Destiny Quest World Companion!

As you may know, Destiny Quest is a series of huge gamebooks where you can create and customise your own character as you go, fighting many epic battles with a combat system with many many options. All the books are superb and beautifully produced. Now you can get to know the world of Destiny Quest even more with this awesome world companion!

The Kickstarter will launch on the 17 May at 10.00 EST (3.00 in the UK). The Kickstarter will be running for 30 days and offers a range of pledge levels to cater for different fans. 

You can sign up to be notified for the launch here.

The World Companion is a hardback collector's item, that provides the following: 

A detailed history of the world, from its creation by the celestial Fates, to the current ‘end days’ of crumbling empires and war-weary kingdoms.

A comprehensive timeline that charts the key events that have shaped the world of Dormus, right up to the present-day narratives of the gamebook series.

An overview of the magic system, detailing the chaotic forces of the Shroud and the effects of its demonic taint, as well as the runic magic of the dwarves and the dangerous arts of elemental sorcery.

Exciting character stories and biographies, exploring some of the key heroes (and villains) who have influenced the Destiny Quest world, including the legendary witchfinder, Eldias Falks, and the enigmatic archmage, Avian Dale.

Detailed summaries of the main factions that vie for power and influence within the Kingdom of Valeron, from the secretive enclaves of the Arcane Hand to the scheming masters of shadow, the Nevarin.

Whether you are a fan of the DestinyQuest series or a gamemaster looking for a new and immersive setting for your homebrew roleplaying campaign, The World Companion delivers a wealth of exciting secrets and discoveries – everything you need to arm yourselves for epic adventures ahead.

The Kickstarter is on this page: DestinyQuest: The World Companion by Michael J Ward — Kickstarter

Sunday, September 9, 2012

Computer games - Populous II

Some settlements.  The land is not too flat here, but they
have a leader.  The big Sun thing is what all the people
want to get to.  The big house has a small sun over it
to show that it's the leader's residence.  
I first came across Populous II as a demo on an Atari ST Format cover disc.

I enjoyed the game because I was allowed to build up huge armies of followers and send them out to annihilate the enemy.  As well as doing this, I could also look after my people by manipulating the landscape to make it flat and give them lots of space to build better settlements which were able hold more people (more people meant more manna or magical power which was needed to use your powers) and also bigger settlements could produce better weapons which made the tribes more effective in combat.

I could also appoint a leader my making them go on a pilgrimage to a huge Sun object where the first tribe that stepped into it could become the leader and any other tribes would join with them.  This meant that I could create a super powerful tribe which would go where I wanted it to (wherever I placed the sun thing) as opposed to mill around, which is what they normally did.

Forest + fire = fun
If my followers were being a bit slow, I could take matters into my own hands and create some powerful effects to destroy the enemy.  There are six categories of powers - people, plant, earth, fire, air and water.  My favourite trick was growing lots of trees and then creating a pillar of flame to set fire to them and burn all the people and houses in the forest, creating lifeless burnt out ruins.

Another great trick I learnt was to put a baptism font (a pool of water which made whoever fall into it switch sides) under the opponent's leader generator (a medusa's head) and watch a queue of bad guys just fall into it.  This would only work if my opponent could not change the lay of the land.

Not a suitable place to build
a settlement.  
Each time you battled a god, you would have a selection of these powers and a different landscape.  You had to get creative with them in order to win (although I always used to play a one off game where I had access to all the powers).  The hardest games were the ones where you could not manipulate the land as this meant that you could not make it flat for your people to make some good settlements.  It was even harder if your opponent could.


Populous II had a simple concept which was easy to learn quickly.  Its replay factor came from the different strategies you had to adopt depending on which powers you had access to.  The same principle applies to gamebooks - you can have a very simple system that can create many options with a few ways to fiddle with it.  Destiny Quest has done this well with a simple combat system but a whole host of abilities that you can use in combat to your advantage.  However, you need to develop the correct strategy to do it well.

Saturday, July 23, 2011

Want to find treasure in the jungle of the World Wide Web? Follow the Amazon.

I've found a few things that us gamebook lovers might find interesting on Amazon.


First of all, if you haven't seen my earlier post, Destiny Quest fans out there will be pleased to know that there will be a new edition of Destiny Quest:  Legion of Shadow to be released in March 2012, possibly with new material.  We will also get Destiny Quest 2:  Heart of Fire in September 2012.  Woohoo!  

If you haven't heard of Destiny Quest, you need to. Get on down to its website to check it out.





Kindle gamebooks

Gamebooks are spreading all over electronic media at the moment.  first of all Worldweaver are making Kindle versions of Lone Wolf and Fighting Fantasy gamebooks.

I have also found loads of Choose Your Own Adventure gamebooks for the Kindle and lots of other gamebooks when I searched for gamebook on the kindle.  

So enjoy all of these new additions to the gamebook family and happy reading!

Tomorrow, I'll release a review of the Fabled Lands RPG.  




Wednesday, July 13, 2011

Something's up in the Land of Destiny Quest

So I was looking up Destiny Quest on Amazon to see how many people had found my review of this great gamebook helpful (incidently, it was 3 out of 4 but that's not the big thing here.)

The interesting thing is that if you search for DestinyQuest on Amazon, you will get more than The Legion of Shadow, released Feb 2010.

You also get The Legion of Shadow to be released on March 2012.

So there's a second edition coming out?  What could this mean?

Michael has said in an interview that he originally wanted Destiny Quest to be a four act book.  He has also posted new quests on his website as a kind of expansion pack.  Is Michael deciding to put all of these extra materials into one big bumper gamebook?

But that's not all.  There is another release in the Destiny Quest range and that is Heart of Fire:  Destiny Quest Book 2.  Amazon says that it is set to release in September 2012.

This is great news.  Destiny Quest has received rave reviews (see below) from many blogs and magazines, including this one and this is a sign that there is loads more good stuff to come.

So we have something to look forward.  At the moment, we can only speculate about what is to come...

Here is the Destiny Quest official website:  http://www.destiny-quest.com/

Here are some reviews of Destiny Quest:

http://www.amazon.co.uk/product-reviews/1848765428

http://grindingtovalhalla.wordpress.com/2011/05/26/reading-the-text-an-interview-with-michael-j-ward/

http://trollishdelver.blogspot.com/2011/04/destiny-quest-is-paper-mmo.html

http://realmofzhu.blogspot.com/2011/04/destiny-quest-1-shadow-legion.html

Here are some interviews with Michael J. Ward, creator of Destiny Quest:

http://fantasygamebook.blogspot.com/2011/02/destinyquest-interview.html

http://www.ukroleplayers.com/columns/james-grimes/michael-j-ward-interview/

I have become so excited by it, that I have made a vlog about it too:

Sunday, May 22, 2011

Destiny Quest review

A new gamebook was published and I rejoiced.  Destiny Quest hit the market and soon it was all over the web.  I first noticed it when Andrew Wright interviewed Michael J. Ward about its creation (more about that later). 


Two posts here and here showed just how big the book is.  And it is a behemoth of a book, split into three acts, each one jam packed with different encounters.  


In Destiny Quest, you play a character who has no memory of your origin and your identity.  All you have is a dark mark on your arm and a sword that has been bequeathed to you by a dying squire, ready to be trained by a wizard known as Avian Dale.  Somehow, you have survived a bloody battle and the squire tells you to take his identity and train under Avian yourself.

So there is a big mystery from the start, which is always a plus.

The story takes you on a path of discovery about who you are and this becomes intertwined with the Legion of Shadow which starts to invade the land at the end of act one.  Act two involves you trying to find out how to stop the legion and act three is the climax where you face the legion itself.  As well as the main story line, each quest is its own contained story which takes elements from all media from fairytales to cinema to Lovecraft.  A particular favourite of mine is the quest involving a castle full of vampires and the great description of the double sword wielding Witch Hunter Eldias 'Glad you could join the party' Falks and his apprentice who takes out a load of vampires by pouring holy water into a cauldron of soup and then tipping the soup all over the vampires.  Inspired.

Where you go and what you do is determined by selecting different quests on a map and turning to the relevant paragraphs.  There is a different map for each act.  Quests are colour coded by difficulty.  There are also legendary monster quests which involve fighting one powerful opponent.  Finally, each act  has a boss monster quest which is the quest that you need to complete to move onto the next quest.

Which brings us onto the quests themselves.  The main reward from each quest is to get better items and help your character grow, increasing their stats.

Your stats are speed which makes it easy for you to hit an opponent, brawn and magic to determine the damage you do (you choose which one you use) and armour reduces the damage you take.  Finally, you have health, which if it reaches zero, means that you have to go back to the map and choose another quest.

That's right, you don't have to start from the beginning if your health reaches zero.  From a rules perspective, this makes the gamebook much more enjoyable as you do not have to repeat the first act every time your health reaches zero.  And, as I discovered later in the book, this was also done for story reasons.

Combat is similar to how Fighting Fatasy combat is resolved but with extra bits.  You roll two dice and add the result to your speed.  You do the same for your opponent.  The winner adds the result of one die roll to their brawn or magic then subtracts their opponent's armour score from the value to determine how much damage they deal.  That's the basic outline.


All the quests involve battling various monsters.  There are some puzzles and non combat decisions that you need to make, but their consequences make little difference to the storyline.  Instead, most of the decisions are made during combat and how to develop your character.


After each combat, you are given a selection of items where you may take one or more.  At first, the items just increase your speed, brawn, magic or armour, but eventually, you get items which give you special abilites which allow you to manipulate dice rolls or change your stats for a round of combat.

This leads to the decision making.  When you have several abilities, every round in combat becomes a complex decision making exercise.  Should you use your charm ability to change a die roll which you add to speed or damage?  Should I use a health potion now or risk another round?  The number of options available to you combined with the fact that every quest provides a different opponent with a different strategy makes every combat a complex and engaging tactical exercise.  There were a few occasions where it was good if I lost an attack round.  For example, the combats where I had an ability which let me reflect damage back to my opponent.

After the combat, you usually have the option of taking one of two or three items (occasionally, you can take all of them) which also adds to the variability of the game.  As well as simply selecting an item, you also need to think about which direction you want to take your character in.  At the end of act one, you select a path from warrior, mage or rogue and each one requires high values in each stat.  I quickly decided that I needed to land hits well, so I concentrated on increasing my speed.  This made rogue the natural choice for me.

As well as deciding on a path, you can then get a career which gives you additional abilities and more options.  I chose the pickpocket career which allowed me to choose all the items left behind if I wanted to.

Destiny Quest has been compared to a MMORPG.  It is like an RPG computer game, but it is better than RPG games that I have played for two reasons:


1)  All of your combats are challenging yet fair and give you a meaningful reward.  In RPGs, I spent a lot of time hacking my way through an army of mooks that were no threat to me.  This definately does not happen in Destiny Quest.

2)  In Destiny Quest, you choose a location and you are there with the turn of a page.  I have spent too much time in RPGs running through empty corridors to return an object I just found which means that all of the time I spent on Destiny Quest was meaningful and entertaining.

In his interview with Andrew Wright, Michael said that he made a herculean effort and spent immense amounts of time playtesting this book and it certainly shows.  Every combat and every item is balanced.  There are no overwhelmingly powerful opponents as long as you make some sensible decisions about your items (focus on either magic or brawn - don't try to increase both).

The format kept me hooked.  I wanted to do just one more quest so I could find an item that increased my speed by one more point so that I could finally take on that quest where I was killed.  The entertaining and immersing stories made it feel more than just a stat boosting exercise (also mentioned here).

I thought Destiny Quest was great.  Michael has been very clever with the way he set out the quests as he can create some add ons for the book in the form of more quests or more shops.  He has already done this on his website.  


Destiny Quest will give you many entertaining and challenging hours and I look forward to the new quests and another book.  

Friday, March 4, 2011

What's going down?

Ok, I admit, I said I would update weekly, but there has been a lot of fab new stuff this week, so I will blog the news today and then write about Fabled Lands on Sunday.

Competitions



Wayne Densley at the Chronicles of Arborell has released the guidelines for the 2011 Windhammer Prize.  

I love the Windhammer Prize for several reasons.  First of all, it helped reignite my love of gamebooks.  I entered the first one in 2008 because I had some spare time. However, after receiving feedback from readers, I realised that people are interested in gamebooks.  

I now believe that my first attempts at writing gamebooks were not good.  Determined to make my system fair, I forgot about description, cool items, characterisation and storyline.  Thanks to Windhammer, I got feedback on what I need to improve on as well as a good idea about what people like by reading the winning entries.  

I took their feedback on board and became determined to make sure my gamebooks were better, which led to Sharkbait's Revenge.  

All the previous entries are here   including my first two attempts at the competition.  

You have until September 7th to submit a 100 paragraph gamebook which is no longer than 40 pages.  I would love for as many people to enter as I always like reading these new gamebooks as they are always of high quality and innovative.  



I heard about this competition thanks to the Grognardia blog.  It looks really interesting and I'd like to give it a shot.  The guidelines for the competition, along with the previous entries, are here.

Gamebook releases



Catacombs of the Undercity is now available from iTunes (since when was it OK for names to not start with a capital letter?).  The book is written by Andrew Wright (whose names do start with capital letters), writer of the Fantasy Gamebook Blog.  Give the blog a good read and buy the app.


I have received my copy of Destiny Quest and look forward to getting stuck into it this weekend.  

Blogosphere stuff

Jonathan Green answers all the questions from his fans in a new vlog.

After having a twitter account for ages, I've decided to do some tweeting.  My Twitter page is

I'll see you on Sunday!  :).