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Showing posts with label Shadow King. Show all posts
Showing posts with label Shadow King. Show all posts

Wednesday, 16 August 2023

L'art pour l'art


Last time we were talking about the obscure science fantasy world of Tekumel and how it might achieve greater (or any) popularity if it were dumbed down to accentuate the swashbuckling fairytale elements that George Lucas exploited so effectively in the original Star Wars.

That’s not my personal preference. I’d change Tekumel, but rather than play up the creaky mid-20th century pulp elements I’d turn it into something more real. The Battlestar Galactica reboot rather than the silly ‘70s version. (You can see my take on science fantasy here and my opinion of pulp tropes in SF here.)

Point is, my preferred version would fail. We’re in a time when people want escapism and high camp. The frenzy over the Barbie movie (completely baffling to me, by the way) indicates that irony is in, seriousness is out of fashion. That’s why my recommendations about Tekumel in that recent post are opposite to my own tastes: I realize that I don’t have a mass-market mentality – and that’s a useful starting point if you’re trying to figure out how to take a cult favourite and turn it into a mainstream hit.

I just thought I should clear that up in case you’re one of the dozens of purists awaiting Jewelspider or Shadow King. Never fear, those are still going to be intensely personal projects; I’m not going to go chasing a big market at this stage. It’s always better to be true to yourself when creating something. So my suggestions regarding Tekumel weren’t because of a change of heart, but simply an intellectual exercise in how it might escape from the Negative Zone.

Will it? Probably not; Tekumel will go on selling in dribs and drabs to a dwindling and ageing band of fans till finally it crosses the event horizon and winks out. But that’s the fate of almost every book, game and movie. And the fate of every human being too. Better to have been than not!

Friday, 26 May 2023

He showed us marvels

It’s impossible to imagine the Fabled Lands without the involvement of Russ Nicholson, who died this month. His filler drawings are my favourites, little vignettes necessary for gamebook layout so that options don’t spill over a page, but also perfect for evoking the ambience of each book’s setting. He always put something extra into all the pictures: comic book style inserts, fragments of unknown scripts, characterful onlookers in the background of a scene, a thousand touches that convey personality, colour, humour and reality.

For some reason we had a struggle getting the Pan Macmillan art director to let us use Russ for the world maps. They had a different illustrator lined up but, as you can see by comparing the first four FL books with the last three, Russ’s cartography was streets (and forests, and mountains) ahead. In FL book 3 they printed the two halves of their map the wrong way round, at which point they admitted that maybe we’d been right all along and Russ should handle it.

I put a personal tribute to Russ on my Patreon page (unlocked) and I asked other members of the Fabled Lands team to contribute their memories. Here’s Paul Gresty:

“I first met Russ in 2010, when I was his interpreter at a gaming event in Paris. He’d illustrated many, many books that I owned and loved, and I was incredibly excited to spend a weekend with him. Throughout that event, Russ was interesting, and kind, and humble; whenever a fan of his work asked him to sign a book, Russ also took the time to draw an illustration in there, too.

“At some point that weekend I asked Russ if he’d sign a copy of Citadel of Chaos for me. I was expecting a signature, and perhaps a quick sketch. Instead, Russ took the book back to his hotel room so that he could spend some time on a picture. When he returned the book to me the next day he’d drawn a phenomenal illustration (an axe-wielding warrior and a dragon) right across the book’s copyright and title pages – and he actually apologised that it wasn’t as good as he’d hoped. The paper in the book wasn’t ideal for ink drawing, he explained; the ink had bled on the page a little. I guess that’s an artist term. Bleeding ink or not, I was overjoyed with the illustration.

“I’m happy and grateful that I was able to work with Russ after that, and to meet him in person a few more times. He was a creative powerhouse, and a joy to be around. Incidentally, it was Russ who introduced me to the Fabled Lands books, showing me a book that somebody had brought for him to sign. He (correctly) told me I’d enjoy reading them.”

Jamie Thomson adds:

“A sad loss indeed, both personally and professionally. I remember meeting him in our White Dwarf offices a few times way back when, just a nice guy and so talented. Iconic game book and WD illustrator. I guess the ink blot story is my favourite. He was doing a Fabled Lands map and blotted it by accident. Me and Dave immediately came up with 'The Hole in the World' so it looked like it was deliberate. Well, I think we did, maybe it was Dave or Russ that came up with it, I can't remember. Anyway, there were quite a few things that we added to the stories and the lore that came from Russ; he inspired us too.”

At first I wasn't sure about Jamie’s recollection there because Russ's world map for FL didn't appear in print until books 5 and 6, so how come he drew the Hole in the World before anyone else? It's probable that he drew his own version of the world map right from the outset in order to have a context for the regional maps in each book. It's typical of Russ's boundless enthusiasm for and professional pride in his work that he'd do that even without a commission from the publisher. He improved every idea we gave him. He was our Jack Kirby, our Billy Preston, the Eno to our Roxy Music. As film directors value a great cinematographer, we valued Russ – as a good friend as well as a collaborator. He won’t just be missed, he’s irreplaceable.

He leaves behind his partner Jacqui. His wife, I should say, as they had planned to get married while Russ was in hospital, only he got moved to another ward which couldn’t accommodate a bedside ceremony. Had he come home I’ve no doubt they would have had the wedding then, but sadly he died in hospital. Fans will remember him fondly, friends with love, but the real wrenching loss is Jacqui’s.

However, as long as we have Russ’s art we can still see the expression of his personality. In that sense he’s with us always. Here is a small selection of illustrations by him that you might not have come across before.

This from the summer 1978 issue of Fantasy Tales:

This from A Dying Trade:


A sample page Russ did for The DFC:

Two more sample pages for The DFC, this time for the John Blake strip:


A test page for Mirabilis, because in the early days we thought Leo and Martin would be too busy on the gazetteer book to handle the comic strip chores as well:

Layout page for “Rich and Strange”, one of several Mirabilis standalone stories I wrote to run in The Guardian newspaper:

(Only one story, “A Wrong Turning”, was ever fully illustrated, and that by Martin McKenna whose loss we also mourn.)

Part of the layouts for the Camelot Eclipsed comic book (originally The New Knights of Camelot):

Some concept art for Shadow King:




A rough that Russ prepared for A Town Through Time, a project we pitched without success to publishers in the late ‘90s:


You can see how much on-spec work an artist has to produce in order to nab a few paying gigs. And this is just the tip of the iceberg. Here's another -- Russ's drawings for the Conquerors game.

Thursday, 18 November 2021

Caught in the coils

The Coils of Hate was one of the two books that Mark Smith wrote for our Virtual Reality gamebook series. Even thirty years on, my feelings about it are conflicted. By the time Mark handed it in, I’d moved on to another project for another publisher. Then the editor at Mammoth Books, who published VR, called me to say the book needed some work. Actually, a lot of work. Some links were missing. Others were doubled up. Some of it wasn’t typed, just handwritten on bits of paper. You could get a découpé sense of what was meant to be going on by just reading through the manuscript, but you couldn’t actually play it.

I spent the next two weeks trying to reverse engineer the flowchart and fill in the missing sections. I had my other deadline to worry about, so you can bet I was fuming, but it wasn’t all Mark's fault. The flowchart-planning side of gamebooks had never been his forte, and during the writing of this book he had the additional problem of two young kids who had been thought to be merely boisterous but had recently been diagnosed as autistic. Given the pressures, he produced a marvellous piece of writing. The characters came alive with their own hopes, fears and weaknesses. The setting was so vividly evoked you could taste the fog rolling in at night, smell the river-water lapping against lichen-spotted stone bridges, feel the fear lurking down narrow alleyways. And the theme was serious and meaningfully explored. It would have made a superb fantasy novel.

Mark is a big fan of Fafhrd and Gray Mouser, so I shouldn’t have been surprised to discover (as I did quite recently) that The Coils of Hate was inspired by Fritz Leiber Jr’s short story “The Cloud of Hate”. But although Leiber may have had the original idea, Mark did it better. Leiber’s story is really just about anger and violence. Mark drew on his own family’s horrifying experiences in the ‘30s and ‘40s to show what hate is really like once it takes hold of people’s minds.

I said that Mark struggled with flowchart design. Jamie tended to take care of that in their Way of the Tiger and Falcon books, just as I took more of the weight of game mechanics and logic off Oliver Johnson's shoulders for our collaborations. But to be fair to Mark, the structure of The Coils of Hate was especially ambitious. You can undertake multiple activities: opportunistic thievery, investigation into what’s going on, organizing the victims of the pogrom, making sure your friends are safe, and so on. And all that while events are unfolding over time. It’s even more complex than Can You Brexit.

While I was writing a new gamebook for Jamie’s Vulcanverse, I got to thinking how I’d have structured The Coils of Hate. To start with, you’d need keywords that would “remember” how far you’d got through the overall story arc. Say the action is split into four acts. So Keyword_Act_Two tells the book you’re in the second act. (It wouldn’t be called that, obviously; it would be Libation, say. Something that didn’t draw attention to the fact that it’s a time-counting logic flag.)

After completing a subquest, you’d be directed back to a “time counter” paragraph that would then route you to the current act. Something like this:

What about those subquests? The book needs to remember how far you are through them, but that might not (often will not) be linked to what’s going on in the overall arc. For example, maybe you’re calling on your friend Lucie. The first time you meet her she is blithely dismissive of danger. The second time she’s had a bad fright and wants your help. The third time there’s a chance she might betray you to the Overlord’s secret police. So that could work something like this:

And within each option there could be a filter that checks which act you’re in. For example, Lucie might conceivably betray you in the third or fourth act, but not before that. So entry 180 in the example here would then ask, “Do you have the keyword Proteus or Kindly?” and if so you’d get routed to the betrayal storyline; if not there’d be a different encounter with Lucie.

Keywords are needed when something has changed globally that needs to be checked for in multiple places. For example, if the Judain (the persecuted community in the book) are all ordered to wear yellow patches on their clothes, that's something you might see or discuss in several different branches, so I'd use a keyword.

Tickboxes on the other hand track local changes. For instance, the first time I visit an informant some militia come in and smash up his shop. On subsequent visits the book needs to know that the shop is shuttered and there's broken glass on the floor, but a tickbox will do because that's not a condition that makes any difference anywhere else. (We try to minimize the number of keywords because the reader has to check through a whole list every time one is called.)

What triggers the next act? That could be accomplished by tickboxes like we saw in the last example. So the hub section for one of the acts would look something like this:

Taking the prison option, for instance, you’d get into a series of adventures, at the end of which you’d reach a section like this:

Thus, after undertaking four subquests in the current act you're routed through to the next act via section 499 where you'd be given the keyword for that act*. If you were already in act four (as you are in this example) that would lead into the endgame for this book, which involves a showdown with the embodiment of hate as depicted on the cover. Various items and keywords acquired during the adventure would steer the outcome of that battle.


I'm not planning to rewrite The Coils of Hate (Stuart Lloyd already did that) but I am occasionally tempted to revisit the Shadow King storyline that Jamie and I cooked up over twenty years ago. That has the main character trying to stay alive in a world devoid of life but infested with vampires -- sort of an H G Wells take on I Am Legend. I'd definitely need keywords to globally track the passage of time, and tickboxes to record how far you are through various subquests. But is there enough demand for gamebooks these days? Not like there used to be, certainly.

*Any subquest that can only be accessed in the current act would route you back to the hub section for that act (100200300 or 400) but subquests that can be accessed in more than one act would need to send you back to the master hub, ie 555.

Thursday, 5 August 2021

A close look at the Vulcanverse books


People have been asking about the Vulcanverse gamebooks (in a few cases even with a slight whiff of dudgeon) so I thought now would be a good time to answer a few FAQs.

Why are you writing these instead of getting on with more Fabled Lands?

The short answer is that the funds are simply not there to pay for everything required to do a Fabled Lands book. Even if we found a few spare months and wrote one, there’s also all the checking (oh, those flowcharts!), editing, and typesetting. And then we have to drum up cash to pay for artwork, a map and a cover.

The difference with Vulcanverse is that it’s funded by a multimillion-dollar company with blockchain transactions constantly pumping cash up its arm. The gamebooks are barely even small change to them, the equivalent of handing out bags with your brand logo on. They can afford to knock out five books – or rather, to finance Fabled Lands Publishing to do the books.

I get why people are disappointed. Obviously I’d rather work on my own thing than on somebody else’s IP, and you usually get a better book when the writer is free to let their imagination fly. But it doesn’t have to be one or the other. Paul Gresty is already working on Fabled Lands book 8. If I don’t find any paid work after finishing my stint on the Vulcanverse books, my first priority is the Jewelspider RPG, but right after that I figure I may as well start writing a new gamebook. That could be the long-planned Shadow King or it could be something else.

I’d need to run a Kickstarter to finance the art and production, and believe me the very thought makes my heart sink. Marketing and all that businessy stuff appeals to me about as much as drain-cleaning. But there’s no other way to raise the funds, so I’m just going to have to bite the bullet. Or do I mean plunger?

There's another lifeline for future Fabled Lands books, which is the CRPG from Prime Games. If that rekindles interest in the books and wins over new fans, completing the series could become a commercially viable proposition. We're hoping...  


Still, aren’t you doing a George R. R. Martin on us?

GRRM is certainly rich enough to just plough on and write all the Song of Ice & Fire books. I assume he takes time out to work on other things because he wants to stay creatively fresh. If he just tore through to the end it wouldn’t be very good. (You’ve seen the TV show? Like that.)

I hate abandoning a project. Backers on Patreon of my Jewelspider RPG have been patiently waiting a whole year for that. Jewelspider is emphatically not abandoned, but it has had to take a back seat to paying gigs. Still, the Patreon is financing artwork and at least when Jewelspider appears it will look all the better for the delay.

More heart-wrenchingly, I was unable to go on with my Mirabilis comic. Art is the killer cost there, and the publishers who were willing to take it on wanted indentured servitude and ownership of the IP forever. Other projects that are patiently waiting for my time: Abraxas and Tetsubo. They sit there half-completed but don't even enjoy the small but dedicated fanbase of Fabled Lands. Like my Brexit gamebook they are things that I'd be devoting my energy to if I could pick and choose my projects, but like Leonardo I have to work on what patrons demand, not on what pleases me.

If you are miffed about Vulcanverse gamebooks coming out when Fabled Lands is still unfinished, let me offer two arguments in consolation. First, FL is not unfinished in the way A Song of Ice & Fire is. There is no single storyline in FL, so it’s not like you can’t complete it. There are a very few quests from future books that tie back into books 1-7, and those aside the effect of having more books is simply to extend the borders of the explorable world. It’s like expansions on a videogame.

Also, unlike poor Mirabilis, FL is dormant rather than extinct. The last open-world gamebook I wrote was back in the ‘90s. Since then the only gamebooks I’ve done are Frankenstein and Can You Brexit? So you could see the work on Vulcanverse as me getting back into training. And by the way I needed it – my first Vulcanverse book overran by 900 sections and those sections are far wordier than FL. I’m learning again the brevity needed to pack a lot of quests into a 750-section open-world gamebook. So when I come off The Pillars of the Sky in theory I'd be fighting fit to tackle The Isle of a Thousand Spires. GRRM uses the same defence; the only difference between us is talent, wealth and looks.
 

How similar are the Vulcanverse books to Fabled Lands?

The rules are like a stripped-down FL system. You have four attributes: Charm, Grace, Ingenuity and Strength. Your scores in those typically range from -1 to +3, and you may have an item that gives a +1 or +2 bonus. Faced with a task like rolling a heavy stone (Strength) or sweet-talking a sentry (Charm) you roll two dice, add modifiers for your attribute score and any attribute-boosting item, and you need to equal or beat the difficulty.

Yep, you spotted it. Success is equalling or beating the difficulty. A slight difference from FL there. Also, a double 1 is always a fail and a double 6 is always a success.

What about Stamina? It doesn’t exist. In Vulcanverse you are either wounded or unwounded. When wounded you deduct 1 from attribute rolls. Told you it was FL-lite.

Another difference is how blessings work. You can have up to three blessings at once, and they are good for a single reroll on any failed attribute check.

How easy is it to die in the books?

Very hard. Hey, we know it’s not the ‘90s anymore. If you do get killed, resurrection is automatic except on a very few heroic quests, and you always get fair warning if you’re on a mission that you might not come back from.
 

What about the Vulcanverse world?

It’s not like Fabled Lands. Well, it’s probably quite a bit like FL book 10, in that the Vulcanverse is based on Greek and Roman mythology; you can read about that in earlier posts. It’s definitely FL-adjacent because the myths have been filtered through the brain of Jamie Thomson. (On the other hand, did Paul McCartney’s work with Wings feel like it was 50% Beatles, or was it something altogether different? The debate could go on for years.)

Jamie and I have worked separately on these books, as we did on Fabled Lands too; I wrote FL books 2, 3 and 6, he did the others. In the case of FL the end result was relatively seamless, but my and Jamie's Vulcanverse books are entirely different in tone, content, gameplay, writing style, structure and flavour. That's partly because we didn’t develop the groundwork together, but mainly because we’ve worked on our own distinct projects over the years. If you’re familiar with the Dirk Lloyd and Wrong Side of the Galaxy books, you’ll find Jamie’s trademark comedy genius running through The Houses of the Dead and The Wild Woods. Those also feature the D&D-ish high fantasy action-adventure momentum that made the Way of the Tiger books so memorable. (By the way, did I mention there's a Dirk Lloyd TV show on the way? It'll be the smash hit of 2022 and you heard it here first.)

It’s harder for me to identify my own style; Robbie Burns talked about that. I tend to go in for low fantasy, character relationships, dreamlike weirdness, surreal encounters, dry humour, horror and tragedy. Possibly you’ll notice those on display in The Hammer of the Sun and The Pillars of the Sky, my own contributions to the VV series, though less so in the latter because I’ve been asked to include more tie-ins from the Vulcanverse collectible card game. Still, you’ll be able to get a sense from these books, and particularly from The Hammer of the Sun, how any new FL gamebooks by me might play out.

Is there actually any purpose to your adventures?


Some people have grumbled that Fabled Lands doesn’t give you an objective to aim at. There, the whole point was that you’re living a life in a fantasy world and defining your own goals. What was I saying about it not being the ‘90s now? These days, the trend is to have a defined task like in a computer game.

With Vulcanverse, we’ve tried for a Witcher-like happy medium. There are lots of quests set in an open world like in Fabled Lands, and you can usually pick a side in any conflict. For example, in The Hammer of the Sun it’s possible to join the nomadic Amazons, and you can become their champion, and even take the throne the way Conan would (if he identified as female). But you can also get banished from the tribe, and if you reach a position of authority there are decisions you’ll make that will have a lasting effect on the world and the people in it.

Alongside all of those side-quests there’s a main storyline that connects across all the books and culminates in Vulcan City in book 5: Workshop of the Gods.


When are they out?

Hopefully very soon. The first two should be on sale a month from now (early September) and the next two before Christmas. And for once I'm leaving comments on, so if you have any other things you want to know about the Vulcanverse books, now's your chance.

Wednesday, 14 April 2021

Wide open worlds


The Kickstarter for Legendary Kingdoms ends in a few hours. Better get over there right now if you want to back it.

In case the title isn't enough of a hint, LK is an open world gamebook series in the style of Fabled Lands. What that means is that you can start in lots of different places, take the kind of character you want, pick your own goals, and explore the world however you choose by going back and forth between the books, each of which covers a different region.

The grandfather of open world gamebooks is Eric Goldberg, who pioneered the idea (though he may not have realized it) in 1985 with his boardgame Tales of the Arabian Nights. That seemed to me what gamebooks ought to be: a roleplaying campaign in solo Choose Your Own Adventure form.

Jamie and I pitched an open world gamebook series called Hero Quest to publishers in 1987, and later repackaged the concept as Knights of Renown in 1989, but with still no takers. It wasn't until six years later that we convinced Pan Macmillan to do the Fabled Lands series, and by then the gamebook craze was dying out. That's why we only managed the first six books of the planned twelve.


All went quiet for a couple of decades, and then like long-awaited buses came The Serpent King's DomainSteam Highwayman, Alba and Legendary Kingdoms. And, not to be left out, Jamie and I are writing an open world series of five books for his Vulcanverse fantasy setting, and we're hoping that Prime Games's CRPG version of the original Fabled Lands books might rekindle enough interest in those that we can finally finish off the series.

Meanwhile I'd be quite keen to write the Victorian survival horror gamebook Shadow King (think: H G Wells meets The Long Dark) but I'm too averse to social media and too deficient in marketing nous to run the Kickstarter campaign needed to fund it. Fans of open world gamebooks won't be short of alternatives. It may have taken three decades for the wider reading public to catch up with the concept, but I'm betting it has a bright future ahead.



Monday, 19 April 2010

Shadow King

Having opened the Pandora's Box of material Jamie and Russ and I developed in our days at Eidos, I'm surprising myself with how much of it there is.

This is from Shadow King, which was originally conceived as a Max Payne-ish action-adventure game for the PC. A bullish Victorian adventurer travels in time and returns to a world completely devoid of people - or so it seems at first. In this timeline, Dracula has driven the few remaining humans into hiding. Our hero wanders through a deserted, half-overgrown London, defending himself from hunting vampires while trying to find a way to repair what has befallen his world. Russ pulled out quite a different style for this one.

After leaving Eidos, we pitched it to Flextech, who liked it except they wanted it completely changed, so out went the vampires and in came some sort of plot about the world suffering an apocalypse in the middle of a Big Brother eviction night, and all the survivors were the rejected TV contestants. Or something. (It was 2000 and every hip dude in television could think of nothing but Nasty Nick.) Needless to say, Jamie and I decided to forego the pleasure of working on their reinterpretation, figuring that one day we may do it properly as a comic or a novel.

This snippet of script gives you some idea of the flavor:

Through falling snowflakes, an aerial view of London. Not the city we know, but a sprawl of fantastic Gothic edifices that stand, dark and silent, over streets white with frost and a sprinkling of snow.

Down, to find a single figure in the whole vast empty city. He’s curled up in an alleyway under a few sacks. JOHN SANGRAIL is big man, well-fed and full featured. He wears the fine clothes of a Victorian gentleman, only now they’re shabby and torn.

We watch as he sleeps fitfully. Our point-of-view drifting like a detached retina as the snow swirls past. We might be God looking down on him, or a guardian angel. Or his tormentor.

He tosses and turns, talking in his sleep.

SANGRAIL (softly but urgently)
No, no. Something’s gone wrong.
CUT TO a ball in the early 19th century. A woman turns, looks across the ballroom at us, and reacts in horror –

SANGRAIL (V/O)
She could see me –
An overhead drifting view of Napoleonic soldiers slogging along through the mud. Desaturated colors. The way the soldiers are walking is strange, stiff. Late afternoon sunlight casts long shadows ahead of them.

SANGRAIL (V/O)
Something went wrong with the past.

Our POV tracks over the soldiers and down, turning so that we’re now facing the way they have come. An overcast sky and a long road stretching back to bleached-out sunset.

SANGAIL (V/O)
I know. I was there that day...
The column goes marching inexorably past us, away from the sunset. Their collars are turned up, faces downcast. We know there’s something sinister about them, but we can’t see enough to be sure...

SANGRAIL (V/O)
How could that be? I wasn’t born yet.

A figure appears in the middle distance, cresting the hill, striding confidently through the anonymous throng. His greatcoat flaps behind him in the wind. His peaked cap is like the one Napoleon wore. We can’t see his face yet, but he’s approaching at a swift relentless pace.

SANGRAIL (V/O)
It was the day he came back.
The figure looms towards us and into close-up. Closer, closer...

SANGRAIL (V/O)
The monster ... the loup-garou. The day he returned from hell.
And he lifts his head towards us and now we see the face under the peaked hat. A hollow-cheeked, sallow, dead white face with glistening fangs. SMASH CUT to

Sangrail sitting up, suddenly wide awake. For a instant, the vampire’s face lingers like an afterimage superimposed on Sangrail’s face.

In a panic, Sangrail slaps at his neck. He looks at his fingers - no blood. The vampires didn't find him in his sleep. Heart racing after the nightmare, he heaves a sigh and sits watching his breath steam in the cold air.