Hello all! Today we have long time friend of Lloyd of Gamebooks, Scott Malthouse, who has been busy since I last interviewed him in 2012. Today he talks about his Unbelievably Simple Role Playing system, Tunnels and Trolls and a mystery gamebook...
What have you been up to in the last year?
Aside from keeping The Trollish Delver updated, I've been working on a
number of different projects, ranging from core rules to adventure modules. USR
(Unbelievably Simple Roleplaying) has been a big focus for me in the past year
and I've had the pleasure of watching a nice little community form around the
game.
How has USR advanced in the last year?
It's been a big year for USR with a couple of new projects being
released. In August I released Halberd Fantasy Roleplaying, the first core game
using the USR rules. It's a fantasy game with a comedy twist - think Discworld.
Everyone can use magic, people go into the business of 'flipping dungeons' for
profit and there are all kinds of guilds and organisations causing chaos in the
world. Halberd has been pretty well received and I'm looking at doing a guide
to Tequendria, the game's setting.
The most recent release was USR Cyberpunk, a supplement to the core
rules that allows players to roleplaying in a cyberpunk setting like Akira,
Blade Runner or The Sprawl Trilogy. I found it hard to find a cyberpunk game
that suited my play style, which is fast and light, so I created USR Cyberpunk
to do just that. You still have all your body modifications, hacking, drugs and
all that awesome stuff, but it's also super easy to play. So I'm quite proud of
that.
Are you excited about Tunnels and Trolls Deluxe?
Very much so. From what the team has been putting out in update emails
and having read through the lite version of the rules, it's looking like it's
going to be the definitive version of the game. However I'm mostly excited to
read the campaign setting, which there hasn't been in any previous T&T
ruleset.
What other projects are you working on at the moment?
Right now I've got a few irons in the fire. I've begun work on a new
game called Shadows of Persephone, which I refer to as 'if Lovecraft wrote A
Princess of Mars.' Crazy alien adventure with a load of eldritch evil thrown
in. This is my first game that won't be using the USR rules, although it's still
going to be a relatively rules lite game.
Another that should be coming out around May time is an adventure I've
written for a new anthology called Apocalypse in Your Hometown published by
Peryton Publishing. All the scenarios in that book are for use with Stay Alive!, a great set
of variant T&T rules by Jerry Teleha of Darkshade Publishing. Each author
has written about a different apocalyptic scenario involving their home town,
which is a pretty cool idea. Mine involves witches.
I'm also working on a new original gamebook app for iOS with a new
developer - but more about that in the future...
What makes a gamebook stand out to you?
It's got to do something different. Whether it's a cool mechanic or a
completely crazy concept, it needs to do something I've never seen before. This
is why I'm such a big fan of Trial of the Clone by Zachary Weiner, which
is a great send-up to the sci fi genre with its own groovy mechanics. Also, if
you get me to feel an emotion during a gamebook, then you've written a good
one. It's really difficult to have the same impact story-wise with a gamebook
as with a regular novel, so anything that makes me care about a character get
bonus points from me.
What spoils a gamebook for you?
A poor plot. There are some gamebooks I read and it's like 'Oh, hey,
it's another fetch quest' and all I'm doing is going from encounter to
encounter until I finally get the MacGuffin. Also, lazy writing hurts a book a
tonne. I want to smell the exotic market, to feel the hilt of my sword and to
taste the sweet smoke in the air. If you're giving me bland descriptions then I
don't care about your world, plain and simple.
What is the hardest thing about writing a gamebook?
I think it's making sure that you're presenting the reader with
meaningful choices. I'm not a fan of choosing to go left or right and being
given no other information about those directions. You want the reader to care
about what they're doing and the characters in the book, so coming up with
choices that are really going to make them think is a tough one. Aside from
that, though, it's making sure everything flows correctly and you don't get any
recursive loops. When your sections start getting into the high numbers it gets
trickier to not trip up over yourself.
What is the most exciting thing about writing a gamebook?
For me it's crafting a world. It's the same reason why I love to be game
master in my home games. I love fleshing out the history of a place, what its
people are like and what nasty creatures are likely to ensnare you. Then it's
knowing that someone will be exploring your world and having their own
experiences. That's really cool to me.
What advice would you offer to someone who wants to write a gamebook for
the first time?
Don't be a carbon copy of Steve Jackson or Ian Livingstone. Those guys
did a great job with Fighting Fantasy, but we're living in a world where people
are more likely to play their PS4 than crack open a lo-fi gamebook. You need to
give them a reason to put down their controller and play your game. Think about
things you have never seen in gamebook form. Get a notebook and fill it with
ideas, mechanics and worlds. All this planning with pay off down the line. If
you're going to just make another fantasy fetch-quest then few people will
really care.
What future projects do you have in the pipeline?
I'm going to be producing a new Tunnels & Trolls solo adventure for
the new Deluxe edition rules, so I'm really looking forward to that. Other than
that, I have some plans for Halberd Fantasy supplements and scenarios for USR
Cyberpunk.
What is your wish for gamebooks?
I really want to see new innovations in digital gamebook technology.
We're always seeing great stuff come from Tin Man Games and now Inkle Studios
have their amazing take on the Sorcery! series, so I want to see more original
gamebook using the mobile medium to its full advantage, but also a return of
classic gamebooks, which we're seeing with Way of the Tiger.
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