For those of us who are new and don't know, who
are you and how do you fit in with the gamebook world?
Back
in the ‘80s and ‘90s, gamebooks were big business and every publisher was on
the lookout for people who could write these things. There were a bunch of us
and we were a close-knit group. I lived nearby to Mark Smith, Jamie Thomson,
Oliver Johnson, Paul Mason, and Steve Williams. I’d known Ian Livingstone and
Steve Jackson since leaving college. Jamie worked with Joe Dever and Gary
Chalk. A lot of us got together every week for role-playing in the world of
Tekumel. And pretty often we’d team up to write gamebooks.
Since
then I’ve done a whole bunch of things. Co-founded a couple of companies,
designed videogames, worked in television, written novels and comic books… Yet
people keep asking me about gamebooks. Well, if that’s my fame, I’ll take it.
Fabled Lands 7 had a great kickstarter and now it
is being written by Paul Gresty. How did it feel to dig out your old notes
after 20 years?
Fortunately
we sketched out guidelines and story elements rather than fixed ideas. It
wouldn’t have been much fun for Paul if we’d just handed him a stack of
prescriptive notes and said, “Get on with it.”. As it was, I think we’ve been
able to give him plenty of creative freedom – but maybe you should ask him
about that.
Is there anything you can tell us about Fabled
Lands 7?
It’s
looking great. To me, the problem was always diminishing returns. How many more
levels and fights and encounters do you need before any game wears out its
welcome? So we were aware that we needed to move the series on somehow. On the
other hand, it’s not a fixed timeline with set characters. The whole point of
Fabled Lands is that each book covers a different geographical area, so
successive books aren’t sequels and there is no plot to move on – or rather,
there are hundreds of plots going on all the time, and you might drop in and
out of them in any order.
Paul
has found a great solution to all this in keeping the structure of the earlier
FL books but moving them up a notch in terms of dialogue and characterization.
The original books were marketed for kids, and The Serpent King’s Domain is going to be mostly read by people in
their 30s or older. The more sophisticated style reflects that. It really reads
like being in a good role-playing session – which was what we’d always aimed
for.
Are there any hints in the book to future Fabled
Lands books?
There’s
no way to write any Fabled Lands book without doing that! There are quests that
link in to the other books all the way through the series. Hopefully we’ll find
ways to surprise people with where these quest seeds end up, though.
Of course the next question is when will Fabled
Lands 8 be out?
It
can’t be before all our Kickstarter backers have got their copy of The Serpent King’s Domain (the seventh
book). We’re hoping that will be by late summer. Then we’ll see.
Fabled Lands is also coming out on Kindle. Are there
plans for any other platforms for the Fabled Lands books?
The
books would be a perfect fit for the same kind of treatment Inkle gave to Sorcery. Arguably a much better fit than
Sorcery itself was, in fact, because
those books are linear adventures whereas Fabled Lands is freeform. So a Fabled
Lands app should present the player with the world map and you’d drop in
wherever you want and start picking up quests and story threads. We did talk to
Tin Man at one point, but their tech is slanted in a different direction,
towards single-story gamebooks. We have some plans, though.
Any
chance for more Fabled Lands Quests? Even cheeky little 25-50 section ones?
One of my earliest gamebooks, The Eye of the Dragon, would be perfect
for turning into an FL adventure for a Mage. It’s all based around spells.
You’d start out in Dweomer and travel maybe to Chrysoprais or the Feathered
Lands. But maybe doing a book like that for just one adventuring profession
might seem a bit limiting. The USP of Fabled Lands is freedom of choice. It was
never meant to constrain the reader to one character type or style of play.
There is a novelisation of the Blood Sword books
out - Chronicles of the Magi. Will there be any other novelisations out? Maybe
ones based on Dragon Warriors scenarios or Fabled Lands?
I recently ran a post on the FL blog stitched together from my game write-ups
of our current campaign. That’s not the same as writing a novel, of course. Most
game write-ups would make lousy novels – fun for the players to read, but to
anybody else a rather alienating series of picaresque episodes, fights and
in-jokes. So when I wrote Chronicles of
the Magi, I borrowed some of the PCs from our role-playing games but I put
them into an entirely different storyline.
Recently Jamie and I have been at work planning a trilogy of novels set
in the Fabled Lands. The first is The Mage
of Dust & Bone and I’ve already written about fifteen thousand words of
that but the FL agent deemed it to be too dark (which is how I like my fantasy)
so I’ve handed it over to Jamie to lighten it up and generally make it more
kid-friendly. Expect to see the first book in a year or so. Well, it’s Jamie,
so better make that two years.
Dark wouldn’t be a problem in the case of Dragon Warriors, of course.
That’s supposed to be grim and
downbeat. A couple of months ago Gary Chalk gave me a call about working
together on a comic book, and I began a script called Jewelspider set in Ellesland. But Gary didn’t like the amount of
humour I was putting in – the opening pages weren’t dark enough, he thought, so
it’s shelved for now. I did have a dead baby being stolen from a rural church
by faeries on page two, so I’m not sure it was exactly knockabout comedy, but I
was trying for a kind of Shakespearean thing (it was set in a later Ellesland
than the DW books, more like Elizabethan England) where you could have broad
humour and then spin on a dime, as Joss Whedon likes to do, into violence and
horror. Anyway, I’m on the lookout for an artist to work with on that.
Wait… so am I too dark or am I too jokey? Hmm.
Blood Sword is set in the medieval world of
Legend, the same place that the Dragon Warriors RPG is set. Are there any plans
for more Dragon Warriors products?
It’s true that Blood Sword
uses the same map as Dragon Warriors, but really it’s a lot more high-fantasy
and generally gamebooky. “Real” Legend, ie the world of the DW game, is much
grittier.
As for more DW products…
Currently a company called Serpent King Games (nothing to do with FL book 7) has
the licence and I heard they released a Players Book, though I haven’t seen it.
I keep tinkering with my Jewelspider game, which could be summed up as the
Dragon Warriors world five hundred years on. But wait, you may say; didn’t I
have Doomsday happen? Ah, that was only in the Blood Sword books. They’re not
canon.
80 Days and Frankenstein have pushed the
boundaries of interactive fiction and started a rush of gamebooks based on
public domain works. Do you have any plans for any other gamebooks like that?
Profile Books, who
published Frankenstein, asked me if I’d follow up with Dracula, but I wasn’t interested in doing “the world’s favourite
horror classics” and anyway, Frankenstein
is literature while Dracula is just a
good pulp thriller. I suggested doing interactive versions of The Trial (Kafka) or The Odyssey (Homer) but it didn’t grab
them, possibly because I proposed writing the latter in verse. It would have
been the first interactive epic poem – I think – but that might be something
the world doesn’t need.
Your first gamebook, Crypt of the Vampire has
also had a great Kickstarter and David Walters is adding sections to it. Any
chance of seeing more in the series?
They’re all in print
already – except for The Eye of the
Dragon, mentioned previously. Just a quick search on Amazon away!
Ashton Saylor is working on the Good, the Bad and
the Undead. How is that going? Will this be the beginning of a series?
You’d have to ask Ashton
and Jamie Thomson about that. I chipped in with a few plot suggestions, but
it’s their baby. A sort of skull-faced undead baby weaned on blood, perhaps,
but still a baby.
How does it feel to have the second generation of
gamebook writers clamouring to work with you? You seem to attract them like
flies to honey. Any tips for attracting your own group of devoted followers
(that does not involve starting a cult)?
First of all, Stuart, I’m
glad you said honey. And it is hugely satisfying thing for a writer to know
you’ve inspired people and given them enjoyment. Most of my current roleplaying
group were in school playing Dragon Warriors back in the ‘80s, and I’m very
glad to have them as friends instead of fans. I’m never comfortable anyway with
the idea of “author” and “fan”, just as I don’t use the term “Gamesmaster” in
role-playing – I prefer “umpire” or “referee”. It feels like it should be a
level playing field, as we’re all enthusiasts together.
On to non-gamebook things, Mirabilis is a comic
book series that you have written with Leo Hartas. What's the latest news on
that?
I’ve
written the next book in the series. The hold-up is finding time (or is that
money?) for Leo to work on it. It’s not easy because he puts a truly massive
amount of care and attention into the artwork. Just look at any panel of
Mirabilis, it’s packed with gorgeous detail. But that eats up a lot of time. We
did have one patron who’s willing to invest £15,000 – which would keep Leo in
baked beans for a few months. I’d love us to get the series back on track
because, of all my projects, it’s the dearest to my heart. I know those
characters and I want to tell everybody all the adventures I have planned for
them. If I can’t complete it as a comic, I’ll do it as a prose novel – but
that’s really a last resort.
Are
there any other words of wisdom that you would like to pass on to the next
generation of writers and game designers?
I’d like to see the medium of
gamebooks moving on, and in particular doing more to create a sense of
immersion and a bond with the characters. It doesn’t have to be problem-solving
in a dungeon-like fantasy setting – that’s just the pin that Ian and Steve happened
to stick in the map thirty-odd years ago. Frankenstein
was about having a relationship with the narrator character. That’s just one
possible direction to go. I’m hoping the next generation of writers will feel
free to experiment.
That life you describe in the 80s, writing gamebooks that were selling like hotcakes, hanging out and roleplaying with your friends, who are also all writing gamebooks, and you're all gaming and writing in the various worlds you've made up... that sounds amazing. I wish I could go back in time and drop in on that crowd for a game or two.
ReplyDeleteI agree.
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