Scott Malthouse is the writer of the wonderful blog The Trollish Delver. It is primarily a Tunnels and Trolls blog but it also contains other treats such as Scott's new RPG system, the Unbelievably Simple Role-playing system (FREE!) reviews of comic books and writings on gamebooks. Scott has also published his own Tunnels and Trolls solo, the excellent Depths of the Devilmancer (available for only £0.63!).
It's my pleasure to present an interview with Scott Malthouse...
What was the first
gamebook you read (that wasn't your own)?
The first gamebook I read was
actually a Sonic the Hedgehog book called Theme Park Panic by Jonathan Green
and Marc Gascoigne. This is where my love for the genre stemmed from and I remember
playing the book over and over. Little did I know in my 8 year-old mind that
one day I'd be chatting with Mr Green online and, indeed, doing an interview
about gamebooks. I think 8 year-old Scott would be
pleased.
What is your
favourite gamebook?
This is a tough
one. I've always loved Talisman of Death because it was the first Fighting
Fantasy book I ever completed and I really enjoyed the story, but I think City
of Thieves is the one I keep on coming back to. I just love the descriptions of
Port Blacksand and its inhabitants and how you have to leave all your usual
civil protocols at the door otherwise you'll definitely end up on the business
end of a knife. I know it has its faults, but the blend of Ian Livingstone's
writing and Iain McCaig's amazing illustrations really brings this book to life
for me. Also you get to tattoo your face.
What
gamebooks/interactive fiction would you recommend to a newcomer to the genre?
I think most
Fighting Fantasy books are very newbie friendly because of their simple
mechanics and stand-alone nature. Whenever I lend a book to someone who's never
played a gamebook before, it's usually one of the first books in the series
like Warlock of Firetop Mountain or Citadel of Chaos. I think these
books distil what gamebooks are all about and offer a great
introduction to the genre.
Summarise what a
gamebook is to a newcomer in 100 characters or fewer.
Gamebooks are books
where YOU are the protagonist with the power to guide the story.
Why are gamebooks
great compared to games or books?
I think gamebooks
are a fantastic vehicle for the imagination that offer something that regular
fiction can't. I don't think that one is better than the other, but they each
offer something different. As a regular roleplayer, I think gamebooks like
Fighting Fantasy, Fabled Lands or Tunnels and Trolls are excellent for
satiating that roleplaying urge when your group can't meet. They give you the
dice-rolling, battles, exploration and treasure of a group game but in book
form. Plus, you can't rely on anyone else to come up with solutions.
There are also
different types of gamebooks depending on your mood. For instance, if I want a
story-driven one-off game I'll pick up a Fighting Fantasy, but if I want an
epic adventure involving more roleplay I'll crack out the Fabled Lands series
or Destiny Quest. If I want to die a horrible death I go with Tunnels and
Trolls.
Where did you come
up with your ideas for gamebook stories?
I crib my ideas
from a bunch of sources really. Depths of the Devilmancer is your typical
fantasy tale where some evil person is kidnapping villagers, but the evil
person happens to be a demonic hobb (halfling) with an inferiority complex. I'm
mostly influenced by the works of Ken St Andre, Steve Jackson and Edmund
Blackadder.
I think we should have Victor Meldrew on the cover. |
Where did you come
up with your ideas for gamebook game systems?
So far I've written
exclusively for Tunnels and Trolls, so I've just used the 7th edition system.
But for the upcoming DemonLord book I'm using USR (Unbelievably Simple
Roleplaying), which is a free system I released in late January to be the basis
of all my roleplaying work going forward. I wanted to make a system that's
robust enough for a tabletop game but could easily be ported to a solo format,
like Tunnels and Trolls did, so I created USR with this in mind. Essentially
all you need is 3 dice (d10,d8 and d6) and you can create any character you can
imagine, such as a samurai chef or a space marine gymnast.
Why is Tunnels and
Trolls a great system?
There are so many
reasons why I think T&T is a fantastic RPG. Not only is it really simple
mechanically, but it's also very light-hearted and never takes itself too
seriously. But I think the main thing that makes T&T so great is the
hard-working community its built up. Ken and Rick have been kind enough to
allow third party writers to put out their own material, which has led to a lot
of great work in recent years that serves to keep the system alive and well. Of
course, having an approachable and genuinely lovely creator in Ken just tops
off the awesomeness.
When it comes to
writing a gamebook, what's the most important thing that you do?
Planning! Drawing out a branching map
and having a spreadsheet of all possible routes is hugely important. I don't
think a gamebook is necessarily something one can wing, so I think the most
important thing is to plan ahead. Creating a good story with fun encounters is
also important, but if it's broken then it becomes unplayable. I guess
playtesting is another vital aspect too. Always have multiple playtesters. I'm
lucky enough to be in contact with some great writers who have done playtesting
for me in the past and have given me some great notes, which has helped a
lot.
What have you got
coming up in terms of your gamebook projects?
The biggest project
for 2012 is DemonLord, which is a dark Diablo-esque gamebook for the USR
system. But I'm also going to be writing my first Tunnels and Trolls mega-solo,
which is currently in the planning stages. I haven't thought of a story yet but
I know it's going to be a massive world-spanning epic that's going to keep me
burning the midnight oil.
Do you have any other
sites besides your blogs/Twitter feeds?
Although it's
technically not my site, I do contribute monthly reviews towww.thirteen1.com which
is a digital videogames magazine.
What do you think the
future of gamebooks is?
Gamebooks are
definitely making a resurgence thanks in no small part to mobile platforms
like iOS and Android. Companies like Tin Man Games are doing a great job in
bringing those nostalgic experiences into the lives of a new generation. With
Fighting Fantasy also slowly adding their catalogue to mobile devices I think
there's been a renewed interest in the medium, especially now everything is
automated, like dice-rolling and inventory-keeping. We also have Blood of theZombies by Ian Livingstone coming out this year along with 2012 being the 30th
anniversary of Fighting Fantasy, so I think the future is looking good for the
genre.
To check out Scott's great blog, go to http://trollishdelver.blogspot.co.uk/ or to buy Scott's great solo, Depths of the Devilmancer or download his USR RPG system for FREE! go to his RPGNow store.
I have met Scott a few times. Not only is he an epic writer but also a really nice person. He's also pretty good looking!
ReplyDeleteThanks for the interview, Stuart. Mr Angles is right - I'm quite a catch.
ReplyDelete