Sunday, November 11, 2012

Goblin's Bounty

Sorry for the delay, folks, but I have some breaking news to report!

What's going on in the gamebook world?  Goblin's Bounty, that's what!




Here are some links: 

Goblin's bounty from Attic Squad - http://www.atticsquad.com/devblog/2012/11/9/new-announcement-goblins-bounty-gamebook.html

Attic Squad homepage:
http://www.atticsquad.com/

Goblin's Bounty on Facebook
http://www.facebook.com/#!/WarlockEmil

Warlock's Bounty on Google Play (full or lite version) - get it!
https://play.google.com/store/search?q=warlocks+bounty&c=apps

Ashton's blog
http://www.ashtonsaylor.com/

Friday, November 9, 2012

More Call of Khalris analysis

Good morrow to you all!  I have more analysis on the Call of Khalris.  I think the take home message from this is that readers will do what they like with a book and so I should not try to impose what I find significant in a story on the reader as there is plenty of fun to be had in finding your own significance (for example, people seemed to love the whole 'camel experience').

Anyway, have a listen for yourselves and find out how I amuse myself on my commute home.

Call of Khalris analysis of character creation:

 
 
Call of Khalris analysis of the cheat score:
 


Thursday, November 8, 2012

Call of Khalris analysispost Windhammer results part 1 - the journal

Hi all!  Here is the first part of my analysis of Call of Khalris post Windhammer results.  In my first installment, I talk about my journal idea and why some people loved it and some people didn't.



Wednesday, November 7, 2012

Windhammer winners announced!

I got this email this morning!

Congratulations to Zachary, Ashton and Marty!

2012 Windhammer Prize winners announced.

Arborell.com is proud to announce that the winner of the 2012 Windhammer Prize for Short Gamebook Fiction is Zachary Carango for his futuristic sci-fi adventure, Final Payment. Merit awards have also been awarded to Marty Runyon for his magical fantasy adventure, Academy of Magic - The First Term, and to Ashton Saylor for his exciting sci-fi adventure, Legacy of the Zendari. Well done to all participants and congratulations to this year's winners.
This year's competition has been particularly hard-fought. With 22 quality entries, more than 4000 visitors to the competition webpage over the voting period, and greater than 8500 downloads considered, it proved the most competitive of competitions in the history of the prize.

It is no small thing to ask entrants to write original gamebooks for the Windhammer Prize. This year the quality of the entries submitted has been exceptional. I would like to thank all readers who voted this year for their commitment in evaluating such an extensive entry list. Special thanks must also go to those who provided feedback for authors. The amount of comment forwarded has also been the largest given in any competition year and all is greatly appreciated.
All entries have now been placed into the Windhammer Prize gamebook archive and can be accessed from that page along with all other gamebooks submitted since 2008.
All Information regarding the Windhammer Prize can be found at : http://www.arborell.com/windhammer_prize.html
All entries can be found in the gamebook archive at:

http://www.arborell.com/gamebook_archive.html
Information regarding the sponsor of this competition can be found at
http://www.arborell.com/
May Glory and Renown follow all who have found success in this year's Windhammer Prize.
Regards
Wayne Densley
2012 Windhammer Prize for Short Gamebook Fiction
Chronicles of Arborell

http://www.arborell.com/

Sunday, November 4, 2012

My thoughts on my Windhammer entry - Call of Khalris - pre results

Good morrow to you all!  The voting stage to the Windhammer competition has closed and the results will be announced on the 7th November.  In the mean time, here are my thoughts of my entry, the Call of Khalris before I ehar what other people have said.  After the results, I will release a response to the results.

Enjoy!

Sunday, October 28, 2012

10 Magic the Gathering horrors from the Innistrad block

At the end of last October, I produced a Halloween post on black creatures from Magic the Gathering, only to have a whole horror based block to burst on the scene too late for me to make any changes to it.  So this year, I'm going to give you some Innistrad horrors, none of which are black in order to give the other colours a fair shot.  Don't have nightmares!

Unruly Mob
'Scared people.  Give me a Dalek any day.' - The Doctor in A town Called Mercy.

Some of the best horror stories don't actually include a big scary monster but instead have people become the monsters through fear, hysteria or just because they are that bad.  Unruly mobs appear a lot in gamebooks, such as in Spellbreaker when you are accused of being a witch whilst on a quest to rid the land of evil.  It seems that no good deed goes unpunished. 




Manor gargoyle

Horror, like humour, involves turning expectations on their heads.  One of these methods involves having seemingly lifelfess objects come to life and attack the poor adventurers.  Of course, this is used so often now that most adventurers expect a statue to come to life and attack them which is why, in my gamebook War of Deities part 1, I threw in a little subversion with a skeleton.




Afflicted Desterter and Werewolf Ransacker

Werewolves.  They always turn up in gamebooks and you can even play as one in howl of the Werewolf.  It also includes a very good puzzle where you have to work out who the werewolf is using an illustration and text as a clue.





Creepy Doll

 Most dolls are creepy, especially when they come to life and try to kill you.  I don't think I need to say any more on the issue.






Laboratory Maniac

It is great to persue knowledge but horror stories are full of scientists who go too far and sacrifice their humanity for what they think is the greater good.  This is what the laboratory maniac is all about.  MWAHAHAHAHAHAHAHAHAHAHA!












Nearhearth Stalker

Another good horror trope involves people surrendering to their basest impulses, something the Innistrad vampires enjoy.  This one also enjoys a good horror trope of being able to come back, because after all, the best horror stories leave room for the villain to return.



Headless Skaab

Zombies are great, especially ones that are stictched together from body parts.  This one is also open to classic 'keep your head' jokes.














Mad Prophet

There's nothing better than having a lunatic raving about how the world will end and that 'They' are everywhere.  Always adds a touch of class to a good horror story.





Raging poltergeist

There's nothing in the room.  except that axe that's flyinig towards my head.  Poltergeists are great because you can never see them and you can't harm them.  And that's how horror should be - surprise and an enemy you can't kill.
















Cloistered Youth and Unholy Fiend

No one suspects the innocent child.  Horror is about turning expectations around and thinking that a youth could turn into a crazed killer is one of those expectation turning moments.


Monday, October 22, 2012

How Battlemaster (MMORPG) showed me a wealth of non magical rewards.


It might look fun
now but it will lose
its appeal in book 11.
This post is all about how the game Battlemaster  and how it showed me that there are plenty of opportunities for success without having to stuff my gamebook full of powerful magical stat boosting items that   don't fit into the game world and would lower the chances of using the same character in a future book unless they had to lose the items somehow (causing annoyance) or the power of the enemies had to increase (which may lead to power creep).  


Lone Wolf books suffered from this problem when the hero got the Sommerswerd, a +8 combat skill sword that deals double damage against undead creatures and absorbs hostile magic in book 2.  In order to balance out this massive bonus, certain encounters were made harder if you had the Sommerswerd and in book 12, using the Sommerswerd might lead to instant death.

Battlemaster is a text based RPG set in a low fantasy. low magic world.  I actually came across it when I was googling an Atari ST game of the same name.

Battlemaster showed me that there can be plenty of rewards and character development in a setting without having to give players tons of magical items or gold pieces.  Instead, success is obtained by taking part in great deeds such as fighting for your country or trading, being part of a team and roleplaying.

It's not about the mace
or the magic.
You can have two (or three if you donate enough real life money to the website) characters who are nobles and who can belong to one of several classes (the main ones being warrior, courtier or priest, but warriors and courtiers also have subclasses).  Priests play a very different game to warriors and courtiers and have nothing to do with healing magic.   


You can also have one character who is an adventurer. They may become a noble one day, but at the moment, they play a very different game which involves scratching a living and fighting unnatural horrors personally rather than taking part in state affairs and fighting them as part of an army.



An example character sheet
from the tutorial.
Unlike a lot of role playing games, you do not have many attributes to think about.  Your main personal stats are honour and prestige which are linked to how courageous you are and how involved you were in important events in the country respectively.  Your character also has values in certain skills, depending on what class you are.  Most classes can train in the swordfighting skill, but there are other skills such as leadership or oratory.  Not a strength, dexterity or wisdom in sight.



I'd make a joke about a badly made
arrow but there wouldn't be a point
to it.
You can get wounded, but the extent of your health is measured by being OK, lightly wounded, seriously wounded or dead.

Death, however, is an extremely rare occurrence and is only possible if you are executed for commited a serious crime or a series of crimes or decide to duel someone to the death and lose.  You cannot die in battle unless you are the hero class or you are an adventurer and you battle a powerful undead creature or monster.

In addition to your personal stats warriors and courtiers can also command a unit of soldiers with a selection of paraphernalia.  

This means that instead of fighting to survive, gameplay is based more around making a name for yourself and roleplaying with the other players.  Rewards come in the form of wealth, honour, prestige, fame, titles, responsibilities in the realm and, if you make some contacts with adventurers (as they are the only characters who can talk to sages and wizards), important artefacts or maybe even the ability to cast spells.

If you like more role playing based rewards, you could write your family history in the wiki, try to top the infiltrator stats board or you could write role play messages to all of your fellow players about literally anything.  you could write an acoount of a battle that you were in, describe the undead or monsters you fought  (there are no descriptions in the instructions presumably to increase the role playing potential for the players), how one of your soldiers tripped and banged his head or what you had for dinner.  Roleplaying opportunities are everywhere, including a guide on how to name your unit.   

There are many ways to be rich and successful without power creep or by amassing a huge pile of magical items.  One of my gripes with some gamebooks was that even as a famous adventurer who had seen many campaigns, you only carry a sword and some food until you go on this adventure which just happens to be in the one place with a disproportionately high magic item density.

Adventurers in this game can find items but most are useless (apart from selling them or possibly being components for unique items) and the useful ones are non magical (apart from portal stones)

Almost all of the awards in battlemaster are non magical.  Even the effects of the artefacts (prestige increase and possibly a skill boost) could just be down to the effect it has in peoples' heads rather than due to any magic.   

The only definately magical items are portal stones (which don't seem to active yet) and spell scrolls (which I didn't know about until I started this post) and these items are very rare.

Just explore and enjoy.
However, none of this matters.  Despite the game focusing on being in a team and role playing rather than amassing items, Battlemaster is still a game of infinite opportunity with the potential to be a great success who is part of a great story and all of this is done without having to unbalance the game by obsessing over stats.

I have not mentioned all the features of Battlemaster but it is well worth a look in if you enjoy role playing RPGs.

Battlemaster was also the reason I started writing gamebooks.  My first attempt at writing a four hundred paragraph gamebook was based on Battlemaster.  It went awry when my attempts at randomising the paragraphs went pear shaped (I just put the numbers in as I went along and soon lost track of which paragraphs went where). However, like all complete disasters, a lot of great things came from it, and it inspired me to write at least one four hundred paragraph gamebook just to prove that I could.




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