Thursday, February 2, 2012

More online gamebooky goodness

Good evening to you all!  I hope you are well.  Well this will make things even better.  Here's the first good thing.  In case you didn't know, the Chronicles of Arborell website runs a gamebook competition every year where people get to enter short gamebooks to be judged.  I always enjoy reading the excellent entries.  This year, I especially enjoyed Peledgathol, the Last Fortress, written by Ashton Saylor who also wrote The Gates of Heaven and Hell in the previous year.

Well, Ashton has put his gamebooks on his blog and, in addition to his Windhammer entries, there are two more, as yet unseen gambooks on his page.



One, The Grimlock's Cave is a Fighting Fantasy adventure that also uses some Sorcery! spells.  The second new book, Castle of Bones is a poignant tale where you must destroy an evil sorceress who has killed most of your family and taken your castle.

All of Ashton's gamebooks are worth a read as is his blog and his games page.


In other news, ever since Scott Malthouse  and his Trollish friends introduced me to some great public domain art websites (http://karenswhimsy.com/, http://openclipart.org/ and http://www.pdclipart.org/) to use for Temple of the Fool God, I've been really enjoying looking through the pictures.  Thanks guys!

Dave Morris and Jamie Thomson are giving away Frankenstein's Legions away for free for a limited period.

And finally, Tin Man Games is releasing a Scifi gamebook!

It seems that Neil Rennison is right when he said that 2012 will be the year of the gamebook.

Happy gamebooking!


Wednesday, February 1, 2012

My rules for Tunnels and Trolls solos


I enjoyed writing my first Tunnels and Trolls solo very much and I would like to write another one.  However, I also want to incorporate as many of the game rules as possible into my solo.  for example, it is very hard to accommodate both wizards and warriors in a solo.  These rules below are my attempt to incorporate more options into TnT solo adventures.  Please comment on them.

Stuart Lloyd’s house rules when playing a TnT solo
Talents
Below is a list of talents that may be used in TnT solo adventures written by me.  You may add the bonus of any talent you have when making a saving throw if you see the name of the talent in parentheses after the saving throw instruction.  For example, ‘Make a L1SR on STR (Labouring, Smithing) means that you must make an SR on strength and add your bonus for labouring if you have it and smithing if you have it (so you may get the bonuses from more than one talent as they may involve overlapping skills).

The talents that will be used in my TnT solos are:

STR: Labouring, Climb, Swim, Smithing, Break bonds, Wrestling, Powerful punch, Charge!, Smash weapon.

CON: Survival, Iron stomach, Healing, Forced march, Poison resistance, Disease resistance, Ascetic, Resist cold, Resist heat, Thick skin.

DEX: Acrobatics, Pick lock, Sneak, Riding, Balance, Use rope, Escape artist, Disarm opponent, Thievery, crackshot, archery, throwing.


SPD: Dodging, Sprint, Quick draw, Unconscious defence, Arrow catch, Deflect missile, ambush.

INT:  Appraise, Strategy, Plant lore, Artifice, Alchemy, Decipher script, First Aid, Symbol lore, Religion lore, Architectural lore, Spot weakness.

WIZ: Sense magic, Intuit danger, Sense wizard, Synchronicity, Blindsense, Hypnotism, Sense changeling, Fae law, Divination, Gut feeling, combat prediction.

LK: Gambling, Just what I need, Narrow escape, Wild guesswork, Unlikely encounter, Coincidence, Just as I wanted, Impossible shot, Last minute rescue, Impossible hit.

CHA: Persuasion, Disguise, Calm animal, Con, Haggle, Intimidate, Etiquette, Amazing performance, Rousing speech, Taunt.

Combat
Before combat, you may either cast one spell that can be used before combat (see below) or use a ranged weapon.  To hit your opponent, you must perform a L2SR on DEX (crackshot, archery (if using bows), throwing (if using a thrown weapon)).







Stunts in combat
Combat isn’t just all about wearing down your opponent’s MR while trying to stop them hitting you.  In a TnT RPG, you can suggest your own stunts to the GM who can work with you to find out the result.  However, you can’t do that in a solo, so instead you will have stunts suggested to you.  If you fight a combat, you may be given the option of performing certain stunts.  These stunts are saving throws against a particular attribute (and possibly talent) which may produce an extra effect in your favour.  You may choose to perform a stunt instead of attacking your opponent.  You still roll dice for yourself and if you lose the round then you still take damage as normal.  If you win, however, you may decide to perform a stunt rather than inflict damage in the normal way.  You then make the saving roll.  If you succeed, you get the effect listed.  If you fail, nothing happens.  You may try the same stunt again on the same opponent, but each time, the saving roll level increases by 1 as they become wise to your tricks (If you fight multiple opponents, it still increases as they can all see what you are up to).

You come up with the story of what you do to pull off such an effect – a saving roll on INT that allows you to automatically inflict 1 point of spite damage per round may come from you spotting a chink in your opponent’s armour.  A saving roll on STR that makes your opponent miss two rounds of combat may be because you slammed your staff into their belly and winded them.  You come up with the action.

Also, sometimes, monsters may try stunts on you!  Watch out for that!

Spells
Below is the list of spells form the TnT 7.5 Core Rulebook and when you may use them.  There are some spells that may be used before combat, some that may only be used when named in the text, some that may be used at any time and some that may only be used on a willing target (as you are playing a solo, however, these will almost never be used).  Some spells may be used in other circumstances.  For example the call flame spell may be used in place of a tinderbox.



Level 1 (INT + DEX 10)
Spells you may use before combat:  Call flame, Call water, Dem Bones Gonna Rise, Hold that Pose (target loses 1st combat round), Oh Go Away (counts as winning against a single foe.  Otherwise, one foe does not take part in combat for 2 rounds – one to flee, one to get back), TTYF, Vorpal Blade,
Spells you may use on another, willing target (not too useful):  Cremme de la Kremm, Teacher, Suppress Kremm,
Spells you may use on any paragraph you are not fighting or performing a saving roll:  Hocus Focus,
Spells you may only use when the text demands:  Detect Magic, Know your foe, Lock Tight, Oh There it is, That’s a Natty Beard, Who’s There?, Will o Wisp,
Other notes:
Call flame:  Can be used in place of a tinderbox or when lighting a fire.
Call water:  Can be used in place of a waterskin or when putting out a fire.
Knock Knock:  Can be used when there is a L1SR to pick a lock.

Level 2 (INT + DEX 12)
Spells you may use before combat: Glue You, Hidey Hole, Little Feets, Spirit Mastery (can then use the enslaved monster to fight another monster.  If the hero’s characteristics go below the MR of the monster, they must fight the monster then), Unerring Blade, Unlucky Bees, Whammy.
Spells you may use on another, willing target (not too useful):
Spells you may use on any paragraph you are not fighting or performing a saving roll: Dura Spell Battery,
Spells you may only use when the text demands:  Cateyes, Ding a Ling, Find Object, Mirage, Omnipotent Eye,
Other notes:
Hidey Hole:  Doubles an attribute for the purposes of hiding or sneaking SRs.
Little Feets:  Doubles an attribute for the purposes of running SRs.
Poor Baby:  Can be cast on any paragraph the hero is not fighting or performing another SR.

Level 3 (INT + DEX 15)
Spells you may use before combat:  Befuddle (If multiple opponents, target fights another one for 3 turns, otherwise no action for 3 turns), Blasting Power, Fire at Will, Firestorm of Protest (only used on multiple opponents – you may flee while they argue), Freeze Please, Rock a bye (puts 1 target out of action, may flee), Shield Me,
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands: Devoted Rain Cloud, Dis-Spell, Find Person, Firestorm of Protest, Fly me, Hard Stuff, Slash-Yuck.
Other notes:
For What it’s worth:  Caster can use this whenever there is an SR that the appraise skill could be used for.  They will automatically pass it.
Healing Feeling:  Can be used on any paragraph that does not involve combat or another SR.

Level 4 (INT + DEX 19)
Spells you may use before combat: Double Double, Protective Pentegram (may cast two more spells on self or flee unharmed), Smog,
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands:  Dum Dum, Upsidaisy
Other notes:
Double Double:  Can be used for any SR.  The halving only lasts on the next paragraph.
Too Bad Toxin:  Can be used on any paragraph that does not involve combat or another SR.

Level 5 (INT + DEX 24)
Spells you may use before combat:  Breaker Breaker, Mind Pox, Trollgod’s Blessing, Zingum (escape combat),
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll: Resist Magic (lasts the whole gamebook or until you get a spell cast upon you, may not restore WIZ while in operation), 
Spells you may only use when the text demands:  Dear Lord, ESP, Second Sight, Zingum,

Other notes:

Level 6 (INT + DEX 30)
Spells you may use before combat:  Blue Shirt of Life, Reversal of Fortune,
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands:  Mystic Visions, Porta Vision,
Other notes:

Level 7 (INT + DEX 37)
Spells you may use before combat:  Zappathingum
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands:  Invisible Wall
Other notes:
Level 8 (INT + DEX 45)
Spells you may use before combat:  Zapparmour
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:  Patterns of Cosmic Fate
Spells you may only use when the text demands:  Imafrawg
Other notes:
Imafrawg – can be used to automatically succeed at any disguise SR.
Zombie Zonk – can be used on the body of an opponent after combat.

Level 9 (INT + DEX 54)
Spells you may use before combat:  Death Spell #9, Medusa, Yerafrawg (auto win against 1 opponent)
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll: Mortal Source
Spells you may only use when the text demands: Pygmalion
Other notes:

Level 10 (INT + DEX 64)
Spells you may use before combat:  Hellbomb Burst, Smaller is Smarter,
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands:  Blow Me To..., Wizard Speech
Other notes:

Level 11 (INT + DEX 75)
Spells you may use before combat:  Bigger is Better, Blow You To (auto win, no treasure)
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands:  Cut the Cord, Ghostly Going
Other notes:


Level 12 (INT + DEX 87)
Spells you may use before combat:  Banishing (only against demons), Invisible Fiend, Summon,
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:
Spells you may only use when the text demands:  Nefarious Necromancy, Omniflex,
Other notes:

Level 13 (INT + DEX 97)
Spells you may use before combat: 
Spells you may use on another, willing target (not too useful)
Spells you may use on any paragraph you are not fighting or performing a saving roll:  Born again
Spells you may only use when the text demands: 
Other notes:

Recovering WIZ
You may recover 1 point of WIZ on any paragraph that does not involve a combat or a saving roll.  If there is an * by the paragraph number, you may restore your WIZ to its initial level (this will be due to a long period of time passing over that paragraph).

Adventure points in a solo
The number of adventure points you are awarded in a solo depends on the following factors.
Monsters defeated = MR
Saving rolls = Dice roll x SR level
Casting magic = WIZ points expended.
Completion of adventure = number allocated.

Does anyone have any comments?



Tuesday, January 31, 2012

Ian Livingstone to release a new Fighting Fantasy book involving zombies (the book, not the release)

So Ian Livingstone is releasing a new Fighting Fantasy book in August to coincide with the 30th Anniversary of the beginning of Fighting Fantasy.  However, much to my surprise, it's going to have nothing to do with Titan and instead it will be set in the modern world with zombies.  You can even vote on the name if you go here.

I'm interested to see the end result and I'm wondering if any more new Fighting Fantasy books will be released by Ian or anyone else.

To discuss the new book, or to suggest alternative titles, you could go here or here.

Here is the blurb:

In this adventure YOU are kidnapped and sold to a deranged megalomaniac who wants to build an army of undead to exact terrible revenge on those once mocked him. He hates everybody except for his scientists and servants. The scientists were instructed to develop a mutated gene in human blood which would be injected into innocent victims, turning them into Zombies. The madman's henchmen kidnapped hundreds of people who were locked up to await their fate. YOU are about to be injected with Zombie blood. The Zombie army is almost complete, ready to be unleashed upon the world in a frenzy of killing and wanton destruction. YOU have to avoid being transformed into a Zombie. YOU have to kill all the Zombies, dispose of the madman and escape from the castle. To do this you will need a lot of firepower to take down the hordes of Zombies. But don't kill everybody as there is one person who needs to be rescued...

Saturday, January 28, 2012

Tunnels, Trolls and Fools

I love Tunnels and Trolls .  It's system is simple, versatile and allows (or encourages) for all kinds of crazy shenanigans.  Lets take this little gem from the character creation chapter of the 7.5 edition rulebook, for example:

...the possible range for a character's attribute values in T & T is 4 to N where N could be a very large number but isn't likely to be much higher than 20 for a beginning character. (Yes, I know this wreaks havoc with the bell-curve distribution of character attributes - I meant it to do that.  Trollworld is full of heroes, freaks and monsters - not a bunch of averages.



If you want to know more about the system, you could buy the rulebook or have a few ganders at the great Tunnels and Trolls blogs out there such as The Delving Dwarf which talks about TnT games, The Lone Delver, where you can read about adventures with TnT solos and The Trollish Delver where Scott Malthouse provides ideas for TnT games and also sells his own great TnT adventures.

Tunnels and Trolls is an RPG with loads of solo adventures - i.e gamebooks that use the game system.  The first Tunnels and Trolls solo was Buffalo Castle but there were many more and many more are being created (such as Scott's Depths of the Devilmancer or Tavern by the Sea by Ken St Andre and Andy Holmes).


It is for this reason that I got really interested in solos and now I have written my own.  It is called Temple of the Fool God.  It is a 190 paragraph solo for a 1st level character.  What happens?  Here is the blurb:


The greatest treasure in the kingdom lies within the belly of a mad god and you have to retrieve it.  Now you have come of age, you must stake your life to brave the tricks and traps of the Fool God’s temple in order to prove your worth.

You can buy Temple of the Fool God from Lulu for the low low price of £2.99.

I hope you enjoy the adventure - please leave feedback.  I enjoyed writing a Tunnels and Trolls solo and I will probably write another one.

Happy gamebooking!

Friday, January 20, 2012

My views on D and D editions or: Yeah right, who was I kidding when I said I would limit my posts?

So.  Wizards are releasing a new edition of Dungeons and Dragons.   I feel that as someone who scours the Dungeons and Dragons rule books for inspiration and who has read lots of peoples' opinions on the new edition of Dungeons and Dragons, that I am entitled to give people my opinion too*.

*not really, I just really want to talk about something with a tenuous link because I like writing blog posts.

My view is born out of a project I had when I was 12.  I wanted to create a single player board game version of Advanced Fighting Fantasy, where the hero would wander around a country, roll up random encounters and quests, get treasure and experience.  It was kind of an Advanced Fighting Fantasy version of Fabled Lands (although, criminally, I had not heard of Fabled Lands at the time).  I spent ages on it, constantly revising and upgrading it until one day, it got thrown away (not by me).

I never started it again, but I realised that I would never be happy with it.  There would always be something that wouldn't sit straight with me.  I couldn't accommodate all of the spells and skills into my game in a balanced fashion, items popped up too often or not often enough, I didn't feel that my food and water rule was realistic etc.  I could have gone on forever.

The point is that after any number of revisions, there will always be holes to pick in something.  I have read Advanced Dungeons and Dragons source books, 3rd edition sourcebooks, 3.5 edition sourcebooks and 4th edition sourcebooks.  I could have found things to praise each of them to high heaven or damn them to eternal hell.

To me, AD+D was the edition that tried to fit in all contingencies.  There were tables for everything.  I have the outdoor survival guide which has tables for the chance of finding water in each type of area and whether it is potable or not.  There are tables for the type of weather and many other tables.  They were either super realistic or a tedious number crunching exercise.

3rd edition made things simpler but had balance issues.  3.5 fixed that.  4th edition seemed to balance out the game, give each class equal powers but it seemed like a computer game.

Here's my point:  I look on each new edition, not as a replacement for the old one, but as a different type of game.  There are plenty of posts on edition wars and why people like original D+D over 4th ed etc.  That's what we should be aiming for - games to cater to everyone's needs.  This means that in order to be popular, 5th edition D+D needs to fill a niche that previous editions haven't.  My suggestion would be a system that is perfect for gamebooks, but then I'm biased*.

*I'm also joking, just to make it clear.

And that is all I have to say about that.

Sunday, January 8, 2012

The trickster archetype

Happy new year one and all!  Here's to 2012, the year the Zetas land.  I'm going to start the year by talking about my favourite archetype.
Classic hero archetype

Stories are full of archetypes - the hero archetype, the mentor archetype  and the classic villain archetype are three common archetypes.  However, there are many more archetypes that make up a story and they do not just extend to characters.  They also extend to the stories themselves.

Archetypes are needed for stories.  However, some archetypes have more depth than others.  To me, one of the most varied, complicated and entertaining archetype is the trickster archetype.




Reynard the fox.
A classic trickster
Why do I like the trickster so much?  Every trickster is different.  Evryone knows that the hero is going to overcome a great struggle and beat the bad guy and that the mentor is old and will teach the hero stuff before dying and possibly coming back.  The main villain twirls his moustache and kidnaps the hero's girlfriend.  We've all heard it a million times.  However, when we get to a trickster, we don't know whether they could be hero or villain, or help either side at random or just do what the hell they like for a laugh.  The trickster's modus operandi is also very varied and ranges from acting impulsively with no regard for social norms to playing the other characters like pawns.



Anansi - a trickster from
West African mythology

Likewise, stories with tricksters as the main characters are always the most entertaining as the resolution of the conflict is very varied.  It may end with humanity obtaining new gifts, the death of a god or the trickster learning a lesson as a result of his own foolish acts.






The Doctor has characteristics
of a trickster.  

The things that tricksters have in common is that they like to cause upheaval in the established order of things and embraces new ideas to society.  The results of this are varied but normally those in power in society do not appreciate a tricksters unpredictable influence and so the trickster makes a lot of enemies.  However, this doesn't stop the trickster.


He gets his own RPG!


There are three more parts in this series which I will post in the upcoming months.In part two, I will talk about some specific trickster characters.  Part three is about some RPG races that would be considered trickster races.  The last part of the series is about the Riddling Reaver - the most infamous trickster character in gamebooks.





For further reading, have a look at these links:

That's all folks!
The Trickster (TVTropes)

The Trickster (Wikipedia)

A list of tricksters (TVTropes)

A list of tricksters (Wikipedia)


Tuesday, January 3, 2012

Changes for Lloyd of Gamebooks in 2012

Hi all.  Lots of my blog buddies (for example, Andrew Wright and Scott Malthouse) have been talking about their future plans and that got me thinking about mine.  I loved 2011 - it was the first full year for my blog and I enjoyed writing every post.  I now need to think about where I need to take myself for 2012.

Here's the bad news - I've decided to reduce the number of posts from 1 a week (at least) to 2 per calendar month (the first and second Sundays of the month).  The main reason for this is that my writings on gamebooks has now gone beyond just this blog.  I want to devote more time to the following things:

  • Writing gamebooks.  I want to write about gamebooks less so that I can write more gamebooks.  This is the main reason that I am reducing my post count.  I feel that I have written a lot on how gamebooks work and how to write a gamebook.  There will be more posts on this, but I want to now apply my findings to producing more gamebooks.
  • Lone Tiger Gamebook Reviews.  I want to write one review per month for this blog (which means you'll get 3 posts a month from me).  When I first started Lloyd of Gamebooks, I wanted to analyse gamebooks and how they work rather than review them as it seemed to me that the most popular gamebooks had been discussed so much that I could add no more to the discussion.  However, the same is not true for many amateur gamebooks and so I think this blog is important to start discussions on  less well known gamebooks.
  • Fighting Fantazine.  I've contributed a few things to the fanzine so far and I would to contribute more in the future.
  • Twitter.  Twitter is an excellent networking tool and you can follow many great people on it.  I want to keep in contact with my followers.
  • My life.  I've had a full time job the whole time while writing this blog.  I am also now married  and I want to make sure I devote time to my family and friends.
So there we go.  There will be fewer posts in this blog, but I am by no means leaving gamebooks alone.  I want to devote more writing time to writing actual gamebooks.  

I would like to thank you all for following me and hope that you continue to do so into 2012.  There is lots to look forward to and although you will get fewer posts from me here, you will get more from me in other areas.

Happy gamebooking!