Dave Morris has written/co-written tons of gamebooks including the fabulous Fabled Lands series (book 7 in the works!), Virtual Reality books, Bloodsword, Keep of the Lich Lord and he has also created the Dragon Warriors RPG.
You can find hte Fabled Lands blog here. Take a look at the gamebooks in the bookstore too. For starters, I would recommend in my humble opinion the best gamebook out there, Heart of Ice.
You
have republished a lot of your old gamebooks. Do you think you will
write a new gamebook?
Never say never,
right? I think any interactive story I produce in future would be
designed as an app, so it may be questionable how much you could call
it a gamebook. I have a couple of audio gamebooks in the planning
stage. I just need to find a coder for those, and actors and an audio
guy. They’d be very different from the gamebook apps that are out
there at the moment, though, and I don’t know if there’s a market
for that.
I also started work
with Leo Hartas on a very ambitious gamebook app set in the world of
Legend that I created for Dragon
Warriors.
It’s actually more of a tablet RPG than a gamebook. Think of
something like Sorcery,
where you’re moving your character around the map, but it’s more
zoomed in and there’s a real plotline going on with multiple NPCs.
So you don’t just have an encounter and move on – you’re
finding clues, going back to talk to characters, returning to
locations. All this while the clock is ticking. I’ll tell you what
it’s like: a gritty, medieval, low-fantasy The
Last Express.
The snag is that we’ve
got a coder who only gets time to tinker with it in between other
jobs, so although I’ve written quite a chunk of it I can’t say if
or when it’ll all be put together.
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Paul
Gresty is currently writing the next Fabled Lands book. How is that
going?
Just great. Paul has
more cool ideas than he has time to work on, so we’re pretty lucky
that he cleared his schedule to do this.
I’m also roping Paul
in to write a new gamebook app that I’ve planned in partnership
with Cubus Games. There’s going to be a Kickstarter campaign for
that running throughout April. It’s partly steampunk (that whole
aspect of it is coming from Cubus and Paul) mixed in with an RPG
universe of my own creation, which originally was conceived as
Regency/Victorian SF and not steampunk at all. But everything has to
be a known genre these days, especially to get any traction on
Kickstarter. If it wasn’t steampunk it would have to be Cthulhu.
The gamebook is based on my
Frankenstein's Legions
universe, which was originally created for a PC RTS back when I was
working at Eidos around 2000. It later evolved into much more of a
character-based mission game (Dynasty
Warriors meets GTA
in a Regency setting) and later still into a movie script and a comic
book. Then I hired John Whitbourn to write a novel set in the
Frankenstein's Legions
world, where England and France are at war in the mid-1800s using
technology that allows them to stitch together the bodies of the dead
and resurrect them for battle.
As I said, Cubus want this (renamed The
Frankenstein Wars) to have a
steampunk flavour, which isn't what the concept was originally about,
but that's fine by me as I've had to bow out anyway to work on
another project, so Paul Gresty will bring the FW airship in to land.
I have given Paul about 50,000 words of notes, background info and
storylines, including the complete movie treatment, so he's got a lot
more to work with already than he has for The
Serpent King's Domain.
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Are
there any issues with continuing a series after such a long hiatus?
I’ll admit that I
never quite get why there’s so much demand for more Fabled Lands
books. Jamie and I would love to have completed the series back then
in the ‘90s, but the publisher called a halt then, and if I sat
down to write something similar now I’d start over with a new
setting and try to evolve the concept a bit. Fallen
London and
80
Days
have already moved on a long way with the same basic gamebook
structure as we used in FL, so why try to step back in the same
river?
We also have the
problem that there is no single ongoing plot, character or timeline.
The whole point of Fabled Lands is that it’s a sandbox environment
where you can pick your own goals and have hundreds of adventures. So
we can’t move the story on twenty years the way I gather Joe Dever
did with Lone
Wolf.
New FL books just make the world bigger really, like additional
levels in an open-world CRPG. But that’s what the fans want – or,
at any rate, the Kickstarter campaign will tell us if that’s so.
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How
much input have you and Jamie had to this new book?
We’ve given Paul our
old notes and some story ideas, and he’s showing us what he’s
doing, so we can give him as much feedback as he asks for. But I have
a dictum that the surest way to kill a project is to have too many
people in the creative loop, so mostly we’re keeping out of Paul’s
way and letting him drive the project.
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The
Keep of the Lich Lord has been republished as a Fabled Lands
adventure. Do you have plans to write/modify existing books to make
more adventures?
I would if there were
any left that we could adapt that way. The only standalone gamebook I
haven’t yet re-released is Eye
of the Dragon.
I was holding that back because I feel it that in a post-Witcher
era it needs much more work done on the player-character’s
background. That “here’s your adventure” ethic of ‘80s
gamebooks looks really old today. But would Eye
of the Dragon
work as a “Fabled Lands Quest”? I suppose it could be done as an
adventure for a Dweomer scholar. But what if you didn’t want to be
that kind of character?
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Necklace
of Skulls has been released as an app. Do you have plans for more
book releases as apps?
We’d love to do the
Fabled Lands series as apps. If you think about it, Sorcery
was only ever designed as a traditional linear quest, and yet that
works pretty well as apps. FL, as an open world where you can travel
anywhere you like, is really crying out for that kind of treatment.
But the world has only one Inkle – and, truth be told, I’d rather
see an FL app go more towards Diablo
anyway.
It’s not literary the way my Frankenstein app was, so why retain
the text at all? Really we need to find a CRPG developer to work on
it with us.
Tin Man is going to be
releasing a couple of apps based on the Way
of the Tiger
books at some point. Jamie wrote lots of new flavour text so that
every kick/punch/block combo is completely unique – so as
text-based gamebook apps go, that should be pretty special.
We’re also talking
about some apps based on the two-player Duel
Master
gamebooks that Jamie wrote with Mark Smith, but it’s early days
for that project just yet. Really
early, in fact – I sent Jamie an email about getting it under way
just before replying to your questions here.
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Are
you going to write any more interactivised versions of classic books
for Inkle?
Actually, I wrote
Frankenstein
for Profile Books. Everybody thinks Inkle were the publisher, but
their role was providing the writing tools and the art – and a very
lovely job they made of that, by the way. Later on, the toolset had a
neat pull-down menu interface added, but I got it at the
valves-&-wires stage, so I was just given a list of markup codes
and I wrote the whole gamebook straight into Word putting the markup
in as I went. I didn’t even do a flowchart. I’ve done so many
gamebooks that all just unfurls itself in my head as I write. Then
I’d send the text file off to Inkle, they’d compile it in their
engine – and I could do the same with the copy of the engine they
gave me. I think there might have been one error in the whole 150,000
word file. (And how sad it is that I’m boasting about something
like that?)
But you asked about
doing more interactive classics. I pitched the classics concept
originally to Profile Books as a series, but they wanted the
follow-up after Frankenstein
to be Dracula.
I wasn’t interested in doing that. Frankenstein
is a genuine literary classic, Dracula
is just a good horror adventure yarn. They’re only linked by the
Universal and Hammer movies; as novels they are light-years apart.
Instead I wanted to do
either The
Odyssey
as an epic poem – well, an interactive epic rap song, really – or
a very loose take on Kafka’s The
Trial.
Neither of those appealed to Profile – though I have to say that,
although getting people to read The
Odyssey
might have been a hard sell, the concept I had in mind for the Kafka
story was exactly the sort of left-field experimental literary
approach that Profile are supposed to specialize in. They rightly
realized, however, that there’s a lot more money to be made in
videogames than in interactive literary fiction!
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How
about Dragon Warriors? Will there be any new releases for that?
Currently the print
RPG rights in Dragon Warriors are licensed out to a company called
Serpent King Games (no relation to the seventh Fabled Lands book) but
unfortunately SKG have been dormant if not stone cold for the last
few years so there have been no new Dragon Warriors releases. That
said, we had a pretty good innings when the rights were with James
Wallis’s Magnum Opus Press, and I’m hoping that eventually we can
get all the beautiful new edition books that James masterminded back
into print.
And there’s the
Legend-based interactive story I mentioned earlier, of course. Leo
and I don’t quite know what to call that. Map-driven gamebook?
Tablet RPG? Sandbox narrative? Visual novel? I guess putting a name
on it is the least of our development worries…
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You
have a very eclectic knowledge base – a science degree coupled with
an extensive knowledge of myth and history from many cultures. Are
there any books that you could recommend?
Thirty-some years
after college, I still think of myself as a physicist. The Feynman
Lectures are pretty awesome, and I think they’re all online these
days. I’ll read anything by Richard Dawkins, but my favourite is
Climbing
Mount Improbable.
I need to find time for Jim Al-Khalili’s Life
on the Edge and
Frank Wilczek’s The
Lightness of Being.
Science is a moving target, of course. You have to keep up or
everything you thought you knew is out of date. Which is what I like
about it, in fact.
I have whole shelves
bent under the weight of mythology books – which, as books go, tend
to be the real heavyweights. If you’re in training, try lifting
Anthony S Mercatante’s Encyclopedia
of World Mythology & Legend
and Henri L Joly’s Legend
in Japanese Art.
Less likely to cause microfractures and torn ligaments: Jacqueline
Simpson’s Scandinavian
Folktales
and Katharine Briggs’s Dictionary
of Fairies.
As for history books,
I turn often to G G Coulton’s Medieval
Panorama
and Ian Mortimer’s Time
Traveller’s Guide to Medieval England
when designing Dragon Warriors scenarios. And for role-playing in
general – which is to say, the subject of absolutely everything –
I recommend Humanity
by Peoples & Bailey; the second edition is the best.
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Do
you have any other plans for future gamebook/Dragon Warriors
releases?
Other than the apps I
already talked about, I’d like to find time to write Jewelspider,
which is the world of Legend six hundred years on from Dragon
Warriors. Smallswords and flintlocks, no steampunk. But wait –
didn’t I bring the game universe to an end with Doomsday on the
first dawn of the second millennium? Oh, that’s a detail.
Such a cool interview. Dave consistently makes great stuff. His stuff is always exciting in the moment and then provides lots of strange and interesting situations to think about afterward. Well done, thanks Lloyd!
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