Sunday, February 20, 2022

Armour rules in gamebooks

So if you play most Fighting Fantasy books, you usually get told htat you are wearing some leather armour when you start.  There you go, what more needs to be said about armour in gamebooks?

Ok, more I guess.  Armour seems to get an inconsistent approach in gamebooks, if it is not completely ignored.  I guess the writers are following the tenet that in a gamebook you do not want to create more rules or mechanics where necessary.  If a situation comes up rarely, then you should just assign a random die roll, give some common sense consequences and forget about it rather than trying to come up with a new rule.

Which is great until you realise that armour is not a situation that comes up rarely.

Now that I'm thinking (and writing) about it, it seems strange to me that a situation that comes up quite commonly does not actually get a clear rule for it.  In Fighting Fantasy, armour could add to your skill (leading to the question that since the rules say that you cannot go over your initial skill, does it do nothing if you are at your initial skill?), it could reduce damage in certain situations, it could increase your attack strength, it could reduce your opponent's attack strength, it could reduce damage on a die roll, reduce damage for certain or reduce damage for certain, but wear out after x hits.

So armour does come up a lot, in any gamebook series that involves a system for determining combat at any rate.  So it does need a system.  Which one could we use?

Armour makes you harder to hit

Works quite well in Fabled Lands - you have to get over your opponent's defence score with 2d6 + your combat score to hit them.  Defence is based on combat + rank + armour.  This is a good system as long as it is not too hard to hit people as it will lead to stalls.  Also makes logical sense that armour makes you harder to hit and damage.  Tin Man Games has an armour system which makes you harder to hit, but does not reduce damage.  Space Assassin has a system where armour makes you harder to hit, but every hit it absorbs makes it weaker. The pitfall with this is that if one combatant has a really high armour, it might make them hard or impossible to damage, making combat a joyless slog or a frustrating dead end.

Armour as damage reduction

it makes sense that armour reduces damage and that is find when you are dealing d12 damage a blow to an opponent and plate armour reduces it by 4, but when you do 2 damage with every hit, you have very little room to play with.  You can reduce 50% of the damage or 100% of the damage.  Not really an option.  It is possible in a system where you could lose a lot a hit points in one hit (Lone Wolf could have used this system, but decided to do something else).  Ways to get around this include a limited number of uses or damage reduction only occurs on a certain die roll.  Good ways around it with a bit more book keeping.

Armour as a skill or attack strength bonus

As long as the skill bonus applies, this makes sense.  If you are harder to damage, it will make combat easier and so you will be more likely to win.  A shield can be used offensively, which is another reason it can increase your attack strength.  Increasing skill in Fighting Fantasy is a little unrealistic - if you can't go above your initial skill, then wearing armour has no effect (?).  If it can, then for some reason, armour makes you better at all the other things skill covers in Fighting Fantasy including jumping, sneaking and climbing.  Things that armour should hinder.

But a helmet is no use here :S
Armour that has a benefit in story

A more realistic approach, but one that requires more effort.  Your helmet prevents damage to the head, your shield blocks an arrow etc.  Adds a nice touch if you can be bothered to use it.



Armour as hit points

Used in Lone Wolf (combined with armour as Combat Skill increase).  A chain coat adds 4 to your endurance for example.  At first, I couldn't see how that would make sense, but there is a reason to it.

If for example, you have 20 endurance points and you lose 10, you have lost 50% of your endurance. A chain coat prevents some damage. 

If you wear armour that increases it by 5, and lose 10 endurance, you have lost 40% of your endurance.  The armour has not magically made you gain 5 points of endurance - it has reduced the damage you received by 10%.  Of course, there are flaws - it reduces damage from hunger and other things that it shouldn't.  And also healing becomes less effective as it is restoring a smaller proportion of your endurance.  however, it is super simple and no more die rolling or maths is required beyond adding two numbers.

So there you are.  What's your favourite armour system for gamebooks?

Sunday, February 13, 2022

The Warlock Returns charity auction for MIND



Hi all! 

I'm sorry for missing a post last Sunday. I was sorting out the Lindenbaum entries. I'll do an extra post this week where I release those entries.

Today, however, there is something else that would interest you. And that's a chance to get some sweet gamebook collectables whilst, at the same time, donating money to a worthy cause.

The people at the awesome Advanced Fighting Fantasy Fanzine, The Warlock Returns (which you can get on Drive Thru from Arion Games - issue 5 is the latest issue!) have put together a charity auction where the money will go to MIND, the mental health charity.

The goodies include signed gamebooks, original artwork and book bundles. You can see what's on offer here.

You can donate to MIND here: Sam Byford is fundraising for Mind (justgiving.com)

You can also watch the livestream for the launch of the auction: The Warlock Returns | Charity Auction - YouTube

The auction closes on February 28th.

Mental health is also an important part of our lives. Even before the pandemic and lockdown, a lot of peoples' mental health was not great. This is probably due to a lack of visible resources for mental health, peoples' general reluctance to talk about their mental health and also society's general portrayal of mental health issues as things to not be talked about. Most people can go out in society and seem happy and content. However, a lot of people are probably just masking their mental health issues because they might feel that they shouldn't talk about them or that they will be ostracised.


The trouble is with mental health issues is that they don't go away if ignored. They usually grow and come out in unexpected ways. Which is what I discovered when, as a teenager, when my mum lost her job and I started taking some acne medication that caused depression (and might have caused liver damage - talk about the medicine being worse than the disease) that I could power through it for a few months, but, later on in life, it clouded my outlook on things, causing problems that weren't there. At the time, no one knew, so I should have said something.

Which is why either bidding on gamebook goodies or donating to MIND is a good idea for all concerned.

So, once again, here are the links:

You can watch the livestream here: The Warlock Returns | Charity Auction - YouTube

You can donate to MIND here: Sam Byford is fundraising for Mind (justgiving.com)

You can bid for things here: The Warlock Returns auction for FF & AFF ttRPG Fans - GalaBid

The auction closes on February 28th.

Thursday, February 3, 2022

Lindenbaum Prize update

The Lindennbaum Prize is sponsored by Peter Agaopv, contributor to Lloyd of Gamebooks and owner of  Augmented Reality Adventure Games who is very generously providing the first prize.

The Lindenbaum Prize is also sponsored by Crumbly Head Games who is providing free licenses to The Gamebook Authoring Tool as prizes and also has a free version of the Gamebook Authoring Tool that goes up to 100 sections.

Many thanks to Tammy Badowski for donating her time to the Lindenbaum Prize.



Image by Pat O Neill


Entries have now closed for the 2020/2021 Lindenbaum Prize for Short gamebook Fiction. Sixteen authors have been accepted for this year's competition and their entries are currently being adapted to the standard competition PDF format.

We have an amazing array of gamebook goodness with 16 entrants!

It should be noted that as the number of gamebooks has exceeded 14, the competition rules now require an extension on time for the close of voting date will be extended to the 5th April and winner announcement dates to be extended to the 14th April (2 week’s delay). Due to the large number of entries submitted and my decision to hyperlink the books there must also be a short extension of time for all entries to be properly converted to the standard competition format. Due to this delay all entries will be available for free download and review from the 15th February.

All information regarding this year's comp including full entry guidelines, competition schedule and prize details can be found at Lloyd of Gamebooks: The Lindenbaum prize for short gamebook fiction 2021/2022



Saturday, January 29, 2022

News for January 2022 and upcoming news for February

 Hello everyone! You know, it seems like forever since I last did one of these. And a lot has happened since late December. 

Imminent events

Warlock Returns Charity Auction

The Warlock Returns | Facebook

The Warlock Returns Zine is doing a charity auction at 2pm GMT on Sunday 30th January. 

the current line-up of FF/AFF celebs for The Warlock Returns Charity Auction sits at:

Dave Morris;

Jamie Thomson;

Jonathan Hicks;

Graham Bottley;

Julien Ribeyron;

Shaun Garea.


Releases

The Ingram Chronicles: A Ghostly Time-Travelling Game Book Mini-Series: Chapter One: The Ghosts of Corpus Creek (Ghostly Time Travelling Game Books) eBook : Daniels , Joseph : Amazon.co.uk: Kindle Store

This book is the first chapter in the new ghostly time travelling game book spinoff series; The Ingram Chronicles. Since the intention of this series is to bridge the gap between the various endings of the Legacy of Craven Manor and the still to be announced third book in the series, it is recommended that you read the Legacy of Craven Manor first and complete the ending associated with this book.


Ryan North's Hamlet Choose-Your-Own-Adventure Just Surprise-Launched On Switch - Nintendo Life

This choose your own Shakespeare adventure produced by Tin Man Games is now on the Switch.


Last Kid Running by Don Bosco - Penguin Books Australia

This is Book 3 of the thrilling LAST KID RUNNING gamebook series for 10 to 12 year olds. YOU decide how the story unfolds.

You are Runner X, one of six contestants in the final round of Last Kid Running, the craziest game show streaming on the mobile web.

You've been waiting eagerly for this. But the pandemic strikes, and the ingenious Dr Yamato creates a home-based VR version of this event instead, to keep the fans entertained.


Click Your Poison

HAUNTED: Can YOU be Scared... to Death?: Amazon.co.uk: Schannep, James: 9781954747029: Books

James Schannep has released a new gamebook called HAUNTED.

HAUNTED is a horror story unlike any other -- YOU are the main character. After a mysterious invitation, you're set to spend three nights in a severely haunted house as part of a television show called The Offering. If you can make it through to the end, you'll walk away with one million dollars. But this game, like the uncanny inhabitants of the Tansky House, might prove far deadlier than any horror you've previously imagined.


Savage Realms

Balance of Fate is now being released in paperback form!

Balance of Fate: The Legorian Kings Saga: Schermer, TroyAnthony, Shkipin, Ilya: 9798756358681: Amazon.com: Books

'A fool's quest,' they declared, shaking their heads in disbelief. 'Reckless and foolhardy,' said others, 'and one that will surely claim your life.' In any event, you have never been one to shy away from a challenge, and in this case, the lure of adventure and the promise of great treasure are just too tempting!


Me

I have released a full version of Rulers of the NOW, a dystopian, near future, cli-fi black comedy. It is available in PDF so far and is Pay What You Want on Itch.

As a lowly temp for an insurance company, you dream that one day, your life will change. And one day, it does. You get charged with terrorism and stripped of all assets and social standing. Now you must navigate the dystopian world of England in 2041 to survive whilst the leaders of the New Order of Worlds, or NOW, enjoy lives of unlimited luxury, far away on their space station.

Will you ever discover why you were accused of terrorism? Will you survive as an outcast and will you discover who rules the NOW?


Fighting Fantasy

Fighting Fantasy Fest

Keep the 3rd September free! This is when Fighting Fantasy Fest 4 will take place!

Fighting Fantasy Fest 4 | Facebook

International Gamebook Day

This will take place on the 27th August this year!

International Gamebook Day 2022 | Facebook

Titan Audiobook

Titan - the guidebook to the Fighting Fantasy world of, well, Titan, is going to be released as an audiobook.


Lone Wolf

There is a Lone Wolf Club news release detailing what will be in the definitive editions.


Blogosphere

Some insight in the business of selling a gamebook and how much you can make from Martin Noutch.

Mark Lain analyses his contribution to Fighting Fantazine.

Ashton Saylor on the Streetfighter RPG.

Dave Morris has made 6 posts this month, putting us all to shame.


Competitions

Gamejams

Winnie-the-Pooh TTRPG Jam - itch.io

Brian Hazzard (who also presents the Instadeath Survivors' Support Group)

Are you a current or aspiring designer of narrative games? Do you love the characters and setting of Winnie the Pooh?  Are you tired of releasing your games, getting some encouraging downloads, but not getting enough feedback?

Then the Winnie the Pooh TTRPG jam is waiting for your submission!

A. A. Milne’s first book to feature these beloved characters has just entered the Public Domain. And what better way to celebrate that then by helping role-players experience their world first hand through role-play.

Deadline is the 30th June.


Lindenbaum

There are enough entries to run the competition this year. If you still want to enter, deadline is midnight GMT on February 1st (that's 1 minute after 11:59pm on January 31st). Voting will start a week or two after that.


Computer game updates

Fabled Lands CRPG

There is an update for the Fabled Lands CRPG.

Fabled Lands - 2022 Roadmap! Mini-devlog Update #22 - Steam News (steampowered.com)

STOP PRESSES. There have been more updates recently:

Fabled Lands - Steam News Hub (steampowered.com)

Fabled Lands - Mini-devlog Update #24 - Steam News (steampowered.com)


Crowdfunding

There is a Kickstarter for a game for the Marching Order solo or co-operative game. It has not been launched yet, but you can sign up for updates.

Master of the Onyx Tower - A Delve for Marching Order by Crumbling Keep — Kickstarter


Upcoming

Red Ruin Publishing will be releasing a 200 section solo Dragon Warriors gamebook by Paul Partington. Here is the back cover:



To Carry a Sword

This is a computer game which Richard S. Hetley is involved in. It will be released on February 14th.

Story-rich roleplaying game mixing interactive events, strategic planning, and real-time combat. Become the guard of a medieval caravan in a journey where the social connections you make are just as important as the money.

To Carry a Sword on Steam (steampowered.com)


Voyages in social media 

I found a list of solo games on Reddit:

solitairegames - Solo_Roleplaying (reddit.com)

Thursday, January 27, 2022

Warlock Returns charity auction - Sunday 30th January 2pm GMT

 Hello all! The Warlock Returns (Advanced Fighting Fantasy Zine) is running a charity auction this Sunday (30th January) at 2pm. 

The current line-up of FF/AFF celebs for The Warlock Returns Charity Auction sits at:

Dave Morris;

Jamie Thomson;

Jonathan Hicks;

Graham Bottley;

Julien Ribeyron;

Shaun Garea.

Diarise it, and I look forward to seeing you there!

Click the link to find out more.



Sunday, January 23, 2022

Rulers of the NOW

 

Cover by Sammy

UPDATE 24/01/2022: I have updated the files, so if you downloaded them before today, download the new versions. I have also made the files PWYW in case you feel the need to give me money!

Hello lovely people! This post is to say that I have finally completed Rulers of the NOW, my 2011 Windhammer competition entry. Well, after 10 years and, a few iterations and LOTS of notes and planning, I have finally completed it! Here is the synopsis:

As a lowly temp for an insurance company, you dream that one day, your life will change. And one day, it does. You get charged with terrorism and stripped of all assets and social standing. Now you must navigate the dystopian world of England in 2041 to survive whilst the leaders of the New Order of Worlds, or NOW, enjoy lives of unlimited luxury, far away on their space station.

Will you ever discover why you were accused of terrorism? Will you survive as an outcast and will you discover who rules the NOW?

At the moment, it is a playtest version - it might need a bit of cleaning up, but it is ready to go. You can get it for free from the following places:

You can get it from Drive Thru

Rulers of the NOW Playtest edition - Slloyd14 | DriveThruRPG.com

You can get it from Itch

Rulers of the NOW - Playtest version by slloyd14 (itch.io)

You can get it from Google Drive:

https://drive.google.com/file/d/1TPkdSz7RQLTEJi38DeiD_UxkCkt5I3cd/view?usp=sharing

Please feel free to leave any comments about your impressions or anything you missed. In the future, I hope to release a final version, possibly with more illustrations from the wonderful Sammy.

Sunday, January 16, 2022

When does combat get boring?

Hello all! Today, I want to talk about combat (or another test that requires an extended set of actions/choices) and how to have a system that does not make combat either too long or too short, contain no choice or too much choice to create overchoice.

Of course, everyone has different tastes, but I will discuss the different options available to see where I can find a sweet spot, or, if I can't find a sweet spot, at least allow us to have a better idea of what we like and how to identify/create it.

The title is about combat as this is usually the activity where you crack out the dice and think strategy, but in some cases, non-combat situations are just as involved (such as the Jumpster Hopper book shttps://www.facebook.com/pages/J-P-Barnett/131451400230809 where you are either running away from or trying to catch something).

There are factors that are involved in the process. One factor is the amount of effort you need to go to to determine it. Are there dice rolls for both attack and damage? How many dice do you roll? Do you just pick a random number?

Another factor is the degree of choice that you have in combat. Is the combat pre determined by the author after you decide to enter it (hint - the results are never pretty in Knightmare)? Or are there a huge array of decisions that you could make in every round?

Both of these factors will affect the amount of time that the combat takes. I originally thought that the quicker the combat the better, but that is not necessarily the case. If you get really involved with the combat, then it won't matter that it might take time. It might be disappointing to find that combat does not take very long.

So what kind of combats are there? Well, we have really quick combats, such as in the Knightmare gamebooks, where usually, if you decide to fight, you turn to a sudden death paragraph.  Or, combat could be like the Virtual Reality series where you lose a certain number of life depending on your skills and items. These combats offer no options (in the sense that you make a decision during the combat. I don't count choosing the Swordplay skill as an option as you did that before the combat) and almost no involvement.

There are combats that have a lot of choice, but a low level of involvement. This sort of combat usually revolves around being given a set of  options where you have to turn to a section depending on what you want to do. The book then tells you what happens. The examples I can think of appear in books in special combats, probably because since they require a lot of sections, the book would be too involved if every combat needed several sections or there might not be many combats anyway. Examples include the Cyclops fight in Seas of Blood, the fight with Yaemon at the end of Avenger!, the fight with the Hydra in Necklace of Skulls and a few fights in The Coils of Hate.

Some combats have little choice, but a lot of involvement. Most Fighting Fantasy combats are like this, where you have to roll 2 dice for your enemy and 2 dice for you each round and usually the only choice is whether you use luck to increase the damage you deal or reduce the damage your opponent deals to you. In the worst case scenario, the skill difference is so high that the combat is a foregone conclusion and rolling dice is busy work. For example, in Demons of the Deep, you might get into a fight with a skill 6 stamina 16 statue. If your skill is 9 or 10, then you will probably lose about 2 stamina points. If you skill is 11 or more, you will be rolling 2 dice sixteen times, at least (remember that if your attack strength's are equal, then nothing happens and you have just done some die rolling for no result) to determine the small probability that you will lose 2 stamina points. The consequences for such an effort are very low. The aim of breaking combat into rounds means that the same combat would cause you different amounts of damage, which adds more variance to the same combat. This is an admirable goal. However, there is a limit to the amount of involvement I have to go through to achieve that variance. Is there a better way to do it? If not, is the variance worth the involvement? If you are playing an app that does all the busywork for you (or if you play on www.ffproject.com, which just calculates all the rounds in one go)

Contrast to Lone Wolf books where you only have to pick 1 random number per round and there is a possibility of dealing a large amount of damage or even automatically killing your opponent if your Combat Skill is much higher than theirs. Also, in Lone Wolf books, every round results in a change of endurance for at least one combatant.

Finally, some combats have lots of involvement and choice. For example, in the Way of the Tiger books, you usually choose whether to punch, kick or throw your opponent, then make a choice based on that. Sometimes you choose what type of punch, kick or throw you make and sometimes you may be able to use special skills. Then you roll a die to see if you succeed. Destiny Quest is the king of choice in combats. By the time you are completely kitted out, you have many special abilities which you can use. Combat is the main activity in Destiny Quest.

So, we have four extreme points - high choice-high involvement, low choice-high involvement, low choice-low involvement and low choice-high involvement. I've put a few examples on a 2x2 grid.


I don't think there is objectively much of a problem with any point. It depends on what I want at the time. Sometimes, I want to get through a story quickly and reach for a CYOA, but sometimes, I want to exercise my tactical mind and grapple with some probabilities, so I might grab Destiny Quest. I think the only one that  I would like least is low choice, high involvement. This means I would be rolling dice a lot, but not really having any power over the situation. I might get tired of this. Apparently, however, I am not the only one. When I asked Ian Livingston why there was no longer any skill score in Blood of the Zombies (like EVERYONE who met him that day), he replied that people no longer have any time for lots of dice rolls, so he had gone for a simpler system.

I might get tired of high choice, low involvement fights eventually, as they usually involve a set of pre-determined options. Once you have worked out the optimal path, there is no variance in the fight and so it will not be different.

So, I guess that there is no right answer to where you should go on the quadrant. However, I expect that there is a level of too much when it comes to involvement and choice, so the question I need to think about is - is there too much dice rolling here? Is it getting boring? In my first version of Isaac Newton: Badass Ninja Crimefighter, combat would go in rounds. However, I decided that there was too much involvement in that system and the variance was not worth it, so I reduced the combat to one ability roll where you lose more vitality if you fail. Sure, there were only 2 difference amounts of vitality that you could lose, but I had greatly reduced the number of rolls you needed. There is still choice - you can spend will points or use items to get rerolls.

I suppose the best I can do is to make sure I don't go too far in any one way and alienate a lot of people. It's quite hard, since a combat system might look fine on the surface, but particular combats might turn out to be too involved (for example, Fighting Fantasy combats have some tension when the difference in skill is 2 either way. Above this and it's too one sided).

What do you prefer in combats and other tests? Leave a comment!

Happy gamebooking!