Sunday, May 9, 2021

Is it fun to have random deaths?

 The consequences of randomly determined rolls 

So you have random elements in the gamebook, so consequences may be completely down to a die roll. So death might be completely down to a die roll.

All that hard work...


The trouble with death by random die roll is that a replay will not improve your chances next time. At least if your character dies due to an arbitrary choice, then you can not make that choice next time. If there's an unavoidable die roll that leads to death, then the next playthrough has the same chance of failure.

Another consideration is that whether the rolls completely random and I have no control over them? If something bad happens, then I will probably feel annoyed because I had no control over it. Especially if it is more likely that something bad happens. Especially if my character dies. 

Why do this? I know that some RPGs are parodies of RPGs and the game system is inherently cruel, leading to the characters suffering slow, painful and unusual deaths (if they're lucky!). I'm thinking of Call of CthulhuWarhammer Fantasy RPGParanoia and Dungeon Crawl Classics with the 0 level characters.  In some way, if everyone is aware of that, then that is part if the fun. In the case of Dungeon Crawl Classics, I consider the part where you control several 0 level characters and most of them die to be an elaborate character creation process.

With Paranoia, you can just get another clone, so the game does not end if your characters die (reading about Paranoia is treason)

Cthulhu and Warhammer don't really have a game mechanic about death, but they make it pretty clear that it's going to happen (either your characters die or they go insane or they turn into Chaos goo. YMMV on which is the best outcome).

So, maybe there's a flavour reason for having lots of death. That may make it more acceptable. However, a hardcore gamer who wants to win will probably find that the mechanics are frustrating. Also, jokes and references may go over peoples' heads or just be not funny. And having your character die is probably not considered a great punchline by some.

Are the rolls dependent on some score that my choices could change? In this case, then you have more control over success. Just make sure you don't spring that trap that drains skill so you can make the skill roll to avoid death later. Maybe there's an item that gives a bonus for a roll so you can save it for the critical roll. Failure is still frustrating, but maybe less so if you know that you did everything you can to avoid it. Or maybe more so if you know that you did everything you can to avoid it.

Like picking someone to load a gun based on what picture they drew.


Sunday, May 2, 2021

Is it fun to die lots of times and have to replay a gamebook or is it better to be able to complete a gamebook in one go?

EDIT: I had the comments settings so that only members of the blog can comment. I have now changed them so that anyone can comment. Please, knock yourselves out (but comment on the blog first).


So, there are a lot of gamebooks where the choices you make could lead to your character's death. And some of those choices will be completely arbitrary where you have no idea that the choice will lead to your character's death.

Can that be fun?

The consequences of arbitrary choices

You know the kind of choice. The which door kind of choice. Do you go left or right? Do you go through the wooden door on the left or the wooden door on the right? Should you drink out of the left conical flask or the right conical flask?

In real life, neither of them, you maniac!

It's probably impossible to have a gamebook with no arbitrary choices. 


However, arbitrary choices can be find. The frustration arises because of the consequences of those choices. If the arbitrary choices mean the difference of a few stamina points or an extra combat or a few more gold pieces, then I'm not going to complain. If there's an arbitrary choice which results in you missing the vital item/clue and you have no idea that you needed it and there is no way of getting it again and there is no other item/clue that you can get that will take its place, then I will find that annoying.

But should it be? If I approached gamebooks with the philosophy that maybe they should be played through several times and the choices should be explored to see how to avoid the death and try a different option, then the gamebook is doing what it intended to.

What method provides more replayability? On the one hand, gamebooks that kill you arbitrarily are replayed to find the right path. Gamebooks that don't kill you arbitrarily could be replayed to see what the different paths do. I suppose it might not make much difference. If you succeed at the gamebook that arbitrarily kills you early on and know that it arbitrarily kills you, then I guess you won't want to bother exploring the other paths. If exploration is more of a fun option, then maybe you will. I guess it also depends on how you feel towards the game. If the gamebook is a challenge to be beaten, then I guess you will replay the book over and over until you win. If you look at it as something to kick back and explore with/create a narrative with then having arbitrary deaths would be a put off.

Whoops.

So which method is more fun? I guess that depends on your gamebook player type. If you like a challenge, then having arbitrary deaths due to choices would be fun.

If you are an explorer/storyteller, then you probably won't want your experience cut short by an arbitrary death.

What do you think?

Saturday, May 1, 2021

next book for the Interactive Fiction and Gamebooks discussion group announced.

Hi all! Here's a quick news update for anyone who wants to be in a book club for gamebooks.

May's book for the group is Sam Isaacson 's SOLAR WAR in the Interactive Fiction & Gamebooks Discussion Group (Book Club).

The group is at: https://www.facebook.com/groups/interactivefictionandgamebooks/

Monday, April 26, 2021

April roundup and May upcoming events

Hi all! Sorry for the late post! This month is very busy as it is exam season! Here are a few things going on in the gamebook world. 

Kurosh James Shadmand is releasing his debut gamebook based on the Isle of Dr Moreau. It will be out on the 1st May on Amazon!


The Instadeath Survivors' Support Group podcast has some new episodes - the last one is with Dr Graham Wilson about his Rise of the Ancients series.

International Gamebook Day 2021 was announced to be on August 27th this year!


There are no gamebook Kickstarters currently active!

Sunday, April 18, 2021

Alison Cybe does a playthrough of Curse of the Mummy

Hello all! This is Stuart here! I've never done any playthroughs for this blog before, so I thought that I would continue this habit for today and give you another person's playthrough. That person is Alison Cybe, who, about a decade ago, did a playthrough blog. Now she has done many many other things including writing novels, short stories, RPGs and board games. You can read all about it on her website and support her on Patreon.

This is the first playthrough of Alison's that I have published on the blog, so I thought I would start at number 59 in the original series. There is a method to my madness. There were a lot of playthrough blogs that started at 1 (The Warlock of Firetop Mountain) and went in numerical order. A lot of blogs dropped off before the series ended and so as you go through the series, you will find fewer and fewer playthroughs of the Fighting Fantasy book. So I thought, I would give the later ones more press.

So, without further ado, here is Alison's playthrough. You can read it at her site with pictures here.

Over to you...

The Fighting Fantasy gamebooks by Steve Jackson and Ian Livingstone were blockbusters of the era. The final book in the original line is here – CURSE OF THE MUMMY!

In 1982, Steve Jackson and Ian Livingstone, founders of Games Workshop, released the book ‘The Warlock of Firetop Mountain’. Intended as an introduction to tabletop role-playing games of the era, the book’s choose-your-own-adventure format mixed with simple dice-based combat proved massively successful, giving rise to a full series of books – Fighting Fantasy. With over 65 books in the series by a legion of authors and illustrators, the series’ legacy continues to this day. Come along with us as Cybe and co play through each one – with no prior knowledge, no hints or walkthroughs and no cheating!

Before continuing, please be aware that all of this content is made possible by the goodwill and support of my backers on Patreon. If you enjoy the work on this site, please consider supporting the creation of more content like this by clicking the button.

I guess that quite a few people want me to play this. I received two copies in the post, after all. One of which was from the author himself. This is always a nice thing, and I certainly could get used to it. I’d encourage other authors to maybe someday send me free copies of their books, so that I can read them and rate them on a score out of ten. I also accept bottles of wine as gifts, by the way.

I never actually played this adventure as a kid, mostly because mummy men are’t really my type. No, really, it’s a sore spot that definitely needs some bandaging. Nah, I’m not going to look a gift Horus in the mouth here… Okay, enough bad puns.

I had the chance to get this book in a shop when I was a kid, but chose Revenge of the Vampire instead, because at the time I didn’t know that Revenge was as awful as it would be.

The only additional stat to take care of is poison. If it hits 18, you die. Simple enough. Must admit, by this point in the franchise we’re all a bit tired of the more complicated, unnecessary additional stats, so a simple one like this is a breeze. We begin the adventure by washing up ashore from a shipwreck, which only goes to support my belief that undertaking ANY journey by water in one of these books is always, always doomed to horrible failure.


I find my way into a nearby merchant town and take a job as bodyguard to an archaeologist who tells me that there is a particularly nasty old mummy in a tomb somewhere around. He intends to rob the tomb for all its worth, but a particularly nasty cult of villainous villains want to bring the mummy back to life, because they’re gits like that.

No sooner have I taken the job, than a group of said cultists attack. Together we fight off the group, causing one to flee. I give chase, but he escapes when he sets a nearby giant black lion on me.Pausing for a moment to consider the health and safety ramifications of any merchant town that lets people carry around giant killer lions in easily-unlockable boxes that any villainous cultist could open and unleash on poor hapless adventurers…. Okay, done.

We head out into the desert, and make camp for the night, during which we are attacked by giant scorpions and the archaeologist is killed. This is the usual fate for any companions you make in Fighting Fantasy adventures. In some parts of Titan, they call you ‘doombringer’.

Stumbling around in the desert, I find an old ruined amphitheater where I meet a crazy old man who is convinced that he’s an actor. He has a few items that he’s willing to trade, no doubt for items that I could have picked up in the market earlier if I’d stuck around to do so, and no doubt very important key items for the plot. But without any, all I can do is wave him goodbye.

My next destination is to find an old shaman, purely because the archaeologist told me to check in with him. My path to him takes me through an old gorge, which the locals use to ambush travelers Thankfully the actor warned me about this, so I’m able to avoid being attacked.

It isn’t long before I find the shaman’s hut, which is on top of a very nasty cliff. I attempt to climb said cliff, and only wind up in falling off the side of it, breaking a few ribs and bones along the way. Fortunately I survive, although I’m in some very bad shape.

I’m also slightly poisoned by this point, because I indulged in my habit of eating random plants I found lying on the ground. Oh well. I chew down on some provisions and decide to head onwards anyway, without any real clue which direction to travel in.

That night, I’m attacked by a nandibear, a creature I’ve not seen in quite a few FF books, and it manages to deal quite a bit of damage to me before I kill it. I find a cultist’s ring in its cave, and shortly thereafter I find an explorer’s journal in another cave, this time belonging to a giant lizard which I’ve also killed. Y’know, I really should have kept a list of how many things I’ve murdered during all of these books, it must number in the thousands by now.

Without anything to light a fire with, I’m forced to spend a night shivering for warmth, just like I’m needing to do in this new flat here in Leeds. Bleh. The next morning, however, I reach the valley of the kings. Heading right along into the ruins, I find a large map of the area carved onto an old wall. I expect that it will guide me to the mummy’s treasure, or at very least, to the lost arc.

But without any way to decipher the map, I’ve no idea where to start looking for the entrance to the tomb. So my adventure ends here. I suspect I’d have fared better had I got a few items from the market, traded them with the actor, and actually managed to speak with the shaman, who I expect was meant to tell me how to use the map. That’s just my guess, though. It’s a fair ending, for a first playthrough.

I’d like to play this again, mostly because I really don’t think I got very far. And partly because I think that I know what I’d need to do in order to succeed, which is something that a lot of the FF books tend to lack – a feeling that you can win if you play again and do this, this, and this differently.

The structure of this book is nicely different from the usual ‘go kill the evil wizard’ type, instead giving you more the feeling that you’re exploring a new region of Titan with a new history to it. In short, it’s a first-rate book, clear to see why it earned a wizard reprint, and I’d have much preferred it instead of Revenge of the Vampire.

Cause of death: Got lost.

Sunday, April 11, 2021

Blog posts I would put in a gamebooks textbook

 Hello gamebook team!

How are things going? I'm going to try to get a regular weekly schedule. I'm just feeling out what to write as well as whether a blog is still the best medium. Going dark after a few years and then coming back makes me feel a bit like Captain America coming out of the ice.


Unfortunately, that doesn't include the whole
"peak of human performance" thing as well.

Anyway, I'm going to go easy and build up some posts while I bring to light some things I've been working on in the past. 

A while ago, I thought about making an ebook where I would copy and paste blog posts that I thought a person who wanted to write a gamebook should read before they try. My idea was to reach an audience that didn't read blogs or use social media. 

I made a list and asked the authors for permission to use their blog posts and offer to link to their blogs in the ebook (which I would make free). I never heard back from some, so I put the project on hold, but I still have the list, which I will present to you today.

I've presented the list in other places, but I will add a quick commentary on why I would include these people on the list.

I also would like to update this list as I made it a few years ago.

So, here is the list.

Grey Wiz

Grey Wiz wrote a brilliant six part series on the problem with gamebooks and how to fix them. A very deep analysis indeed.

Grey Wiz is currently working on Break! RPG and has a Twitter here.

http://blog.mysteriouspath.com/

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

Andrew Drage

Andrew Drage (aka Brewin') worked at Tin Man Games, wrote the Sci Fi entry Infinite Universe and also worked on other Gamebook Adventures with other authors. He has a degree level knowledge of statistics and has also written a novel. His blog post on writing better gamebooks has great insights.

http://www.thebrewin.com/blog/entry/the-brewin-guide-to-writing-better-gamebooks

Ashton Macsaylor

I first came across Ashton Macsaylor with his awesome Windhammer entries. He wrote a blog for a while before working on The Good, the Bad and the Undead. Ashton's blog posts has some good ground rules for designing games which also applies to writing gamebooks.

Ashton has a Twitter account and is runs RPGs professionally (nice work if you can get it!)

http://www.ashtonsaylor.com/2012/08/game-design-principles.html

Sam Kabo Ashwell

Sam has a great blog with many many in depth posts on interactive fiction. The two comprehensive posts I've linked to below are the most gamebook relevant ones, but he has much much more.

His last game is Scents and Semiosis on Itch.

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

Jake had a gamebook blog for a short time and seemed to have an interest in writing gamebooks that were as short as possible. I've not been able to see any updates from him for ages or get in contact with him. His blog posts are still insightful, however.

http://jakecaregamebooks.blogspot.co.uk/

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

Paul Gresty

Paul Gresty has worked on many gamebooks including Fabled Lands 7. Anyone who has taken up the mantle of an open world gamebook system and studied 6 books in enough detail to link the 7th one to them all whilst adding his own insights knows a thing or two about gamebooks.

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

Dave Morris

Dave Morris is the cocreator of Fabled Lands, Critical IF, Bloodsword, Golden Dragon and many many other gamebooks. These posts are only the tip of the iceberg of his vast knowledge. Dave is currently working on an open world gamebook system based on Greek myths.

http://fabledlands.blogspot.co.uk/2016/04/gamebooks-value-of-doing-it-with.html

http://fabledlands.blogspot.co.uk/2015/02/hot-and-cold-about-interactive.html

http://fabledlands.blogspot.co.uk/2013/05/how-do-we-make-gamebooks-pleasure-to.html

http://fabledlands.blogspot.co.uk/2013/05/do-gamebooks-need-text.html

http://fabledlands.blogspot.co.uk/2013/04/do-gamebooks-need-dice.html

http://fabledlands.blogspot.co.uk/2010/05/gamebooks-where-youre-not-hero.html

http://fabledlands.blogspot.co.uk/2013/04/does-interactive-fiction-need-randomness.html

http://fabledlands.blogspot.co.uk/2012/05/how-many-endings-does-gamebook-need.html

http://fabledlands.blogspot.co.uk/2012/05/does-interactivity-have-downside.html

Richard S. Hetley

Richard is a writer, gamer and psychologist who helped reprint the Way of the Tiger series along with books 0 and 7. Here is a great post about Way of the Tiger. I'm not sure what he is up to these days.

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

Jon Green

Jon Green has written several great Fighting Fantasy books and other gamebooks (such as the Sonic the Hedgehog gamebooks), nonfiction books and fiction books. Look at his blog. He is currently working on Ace Gamebooks , a gamebook series based on public domain fiction. His latest project is Heorot, an RPG based on Beowulf.

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 

Heather has produced work at Choice of Games and also made lots of other interactive stories.

Heather can be found at http://www.heatheralbano.com/ and she also has a Twitter.

Heather's latest work is an interactive romance novel called To Sail the Ghostly Sea.

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

Adam Strong-Morse

Adam Strong-Morse is the cofounder of Choice of Games, a choice based gaming app company that has gone from strength to strength since it was founded. He has tons of experience writing such games and the below blog posts are a sample of what he has to offer.

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

Dan Fubilich

Dan Fubilich is the cofounder of Choice of Games, a choice based gaming app company that has gone from strength to strength since it was founded. He has tons of experience writing such games and the below blog posts are a sample of what he has to offer.

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

Emily Short has written many many interactive fiction games and tools and works as an interactive fiction consultant (living the dream!). She is a very prolific blogger as well. A lot of her posts are about computer programs, but she has plenty that would also apply to gamebooks. In fact, I need to catch up on her work. Her posts are always thorough. Below is a post that works for gamebooks.

Beyond Branching: Quality-Based, Salience-Based, and Waypoint Narrative Structures

Doug Sharp

Doug Sharp has had a very eventful life. I know very little about his work apart from the fact he made a lecture entitled "Story vs game" in 1989. The transcript can be found here.

Peter Agapov

Peter very kindly volunteered to put his content on this blog and he has great insights and thorough analysis of gamebooks. He was also organised enough to label his posts, making linking to them very easy.

Have a great week, team and happy gamebooking!

More! More! More, more more!
I made this list a few years ago. Since then, a lot of new gamebook authors have emerged. I will be going through their blog posts and linking to them in this blog in the future.



Tuesday, April 6, 2021

End of March round up and upcoming events

Hi all! I had an idea, inspired by Emily Short's blog. Emily Short has made several great interactive fiction games, is an interactive fiction consultant and is distinguished enough to have her own Wikipedia page

If it's good enough for her, it's good enough for me.

If I keep copying her, maybe I'll get a Wikipedia page as well


Twice a month, Emily does a list of links and events that are coming up and I thought that would be a good idea for gamebooks. 

Samuel Isaacson has released the third and final book in his Entram Epic, Solar War. You can get it in paperback or on Kindle.

A total eclipse of the heart



A door able


Brian Hazzard has released the first 4 (possibly 5 at time of printing) episodes of his gamebook podcast, the Instadeath Survivors' Support Group. If you can spare some cash, you can show your appreciation on Patreon.

He's being worked to the bone


The Gamebook Zine issue 1 is out. You can get it as a paperback, on Kindle or as a free pdf. You can support it on Ko-fi.

Have you zine it yet?


The Gamebook Zine also ran its first gamebook jam on Itch. You can see the entries and results here. Also, keep an eye out for more in the future.

Mmmm, gamebook flavour.

The Defenders: Throne of the Bandit Lord Kickstarter is still going. It is fully funded, so you will get your products if you back it.

Alternative title: Shield convention



James Spearing will be posting an exclusive review to a gamebook on his Gamebook Adventures page. Keep an eye out for that!

Joonseok Oh has started compiling a list of all the free gamebooks out there. You can find it here.

Adam Mitchell has a Facebook page called Man with Kids Gamebook and RPG Reviews.

Man with kid.
Not pictured: more kids.