I created SCRAWL as the easiest, quickest system to write a gamebook from.
However, I have discovered that making a system to enable something able to be done quick and easily is a long and difficult process.
Obviously, once the system is in place, then things will take off.
I got this idea from a book (it's title escapes me now) that talked about MacDonald's success. The book states that pretty much anyone could make a burger that is better than a MAcDonald's burger. However, the rub lies in making several burgers with the speed and consistency of MacDonald's burgers that are better than MacDonald's burgers. We couldn't do that. And that is why MacDonald's is a success. It is not in the quality of its burgers, but is ability to be able to cheaply set up a restaurant and easily train pretty much anyone to make their products.
This is my aim with SCRAWL.
I started writing a SCRAWL mini adventure and it took a lot longer than I thought it would because I didn't have a system in place. This was a blessing in disguise, because it made me realise that I needed something like a checklist to think as little as possible about the process and that to perfect it, I should start small.
So I did. I am currently on my first Small SCRAWL adventure, but I'm going to write more of them until I have the system sorted and then I will move onto bigger ones.
This reminded me of Ten short Fighting Fantasy books and one long one (I really wasn't very good at titles about 9 years ago!) which I had written specifically to hone my gamebook craft.
I did it by writing short gamebooks and then writing what I had learned from each one.
I think I need to do the same exercise with SCRAWL. Basically, even though it is my system, it already seems to have a life of its own and I need to get to know it better.
So there we go. My journey in writing gamebooks continues...
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