[go: up one dir, main page]

Gamebook store

Showing posts with label pirates. Show all posts
Showing posts with label pirates. Show all posts

Friday, 13 September 2024

More what you'd call guidelines than actual rules

It's always gratifying to get a review for one of my books, doubly so when the reviewer mostly liked it. Here's one for Down Among the Dead Men, the first book I wrote in the Virtual Reality series, that uses it as a design inspiration for Twine games. As James (the reviewer) points out, "Virtual Reality" was just an empty marketing title, which is why I changed the name to Critical IF when I relaunched the series.

If you just want a playthrough, there's a good one right here. (I'm "a fine old man", apparently -- thanks for those kind words, Jueri!) And below the astute, erudite and relatively youthful Mr H J Doom delivers his verdict on another Critical IF book, Heart of Ice.


While we're on the subject of old gamebooks, somebody said to me at Fighting Fantasy Fest that he thought you could only win in my 40-year-old gamebook The Temple of Flame by diving off the walkway into the shaft. I don't believe I'd have written an unbeatable path through the book, but it's a long time ago now and I might be wrong. Those who have played it more recently than 1984 may be able to shed some light on this?

And talking of FFF 5, if you weren't able to attend here's my and Jamie's talk along with discussion panels from later in the day:

Thursday, 11 January 2024

Pirates ahoy

There's a lot of talk about generative AI hallucinating, but what kind of hallucination has to happen in a human brain for them to think it's right to take someone else's work, slap their own name on it, and put it up for sale (aye, and here's the rub) at more than the price of the genuine article?

The question isn't purely rhetorical. While creating links for the Fabled Lands bookstores (US here, UK here) I came across some of my own gamebooks on sale on Apple Books under different titles. Well, nearly different -- whoever pirated them was dumb enough to leave "Critical IF" in the name, which is why they popped up on a Google search.

As you can see, one rip-off edition wasn't enough for them. And that time could have been so much better spent teaching themselves English. And, I dunno, ethics. Others have pointed out that they've also ripped off images owned by some big hitters, who might well come gunning for them with more than a rusty cannon. Happily, Apple's legal department has now deleted the books, though I suspect the same piratical individuals will just upload them again under new titles.

If you think all that is bad (and I hope you do) you should hear what happened to my wife. A company offering online courses ripped off the entire contents of her Nail Your Novel books and spent years selling "their" writing course for considerably more than the cost of the books. She only found out about it because the company had lazily cut-&-pasted everything from the books including a mention of her name, enabling one of their customers to track her down to ask if she'd be doing any more courses. (In fact she does have a bona fide online course, Become a Ghost-Writer.) She found a lawyer, but after months of effort all she got was a desultory payout -- a fraction of the money the company had made off the back of her work. Sadly, often crime does pay.

Anyway, on the principle that one has to rise above such knavery, I'll just point out that you can get the most up-to-date editions of the Critical IF books for less money from legitimate sources. Don't let the hornswogglers win!

Critical IF e-books are available on Amazon US and Amazon UK from $0.99 to $2.99.

Friday, 19 September 2014

Splice the mainbrace!


Pirates are all the rage nowadays, thanks to Jack Sparrow, but back in the mid-90s it was a genre in the doldrums. The heyday of The Sea Hawk and The Crimson Pirate was a half century earlier, Polanski's Pirates in 1986 had failed to rekindle the buccaneering craze, and Renny Harlin with Cutthroat Island was just about to put a hole below the waterline.

I've always liked tall ships and I owned a copy of Tim Powers's On Stranger Tides - though I actually didn't get around to reading it till a couple of years ago. More to the point, Mark Smith and I needed to come up with a clutch of story ideas for the Virtual Reality gamebook series. The ink was barely dry on the deal, but the publisher's marketing department were already asking for a list of the first six or eight titles. We'd already decided not to set the books in one universe, and we'd both had enough of medieval(ish) adventures for a while. Mark went Cinquecento with Green Blood, Coils of Hate, and the never-published Masque of Death. I scattergunned off into apocalyptic SF (Heart of Ice), Mayan myth (Necklace of Skulls)... and Down Among the Dead Men.

It's not quite your traditional baroque frock-coated pirate thing I've got going on here. Dead Men is set in a more or less Elizabethan world, in which the kingdoms of Glorianne (England) and Sidonia (Spain) are getting into a shoving war on the high seas that grant them access to the New World. But your basic piratical ethic is intact, with room even for a few necessary anachronisms.

I always wanted to try my hand at fantasy in a Tudor setting, with conjurers like Prospero and Doctor Dee as character templates.In Dead Men, a slanderous reworking of Doctor Dee becomes William Wild (the real John Dee's granddad). And "El Draque" was a real Spanish nickname for Sir Francis Drake, though here it gets a bit of vampiric twist. And the inspiration for this Caribbean sky, and the scene that follows with its flying ships, comes from a late-night walk across Clapham Common, when the clouds opened up suddenly like an observatory dome to show me the blinding lamp of the full moon sliding across the sky, a galleon under dazzling canvas:
At last the storm blows over and the full moon appears – a blazing white beacon. The clouds go draining away like pools of quicksilver in the vast dark blue dish of the sky. ‘Ship ahoy!’ cries the lookout. ‘She’s the Rose!’ 
That sky whisked me right back to Nightmaster, the comic by Denny O'Neil and Bernie Wrightson, which was probably the first place I became aware of flying ships, or at any rate realized that one day I needed to put one in a book.

The book's title comes from an old song:
We are the red men,
Feathers-in-our-head men,
Down among the dead men.
Pow wow.
Apparently it's not heard much these days because of fears that it's a racial slur on Native Americans. Nope, nothing to do with that; it was originally a drinking song. Red faced, feather-headed, you see. From too much booze.. "Dead men" are the empty bottles under a tavern table. Hence this song, from John Dyer's toast to the King: "He who would this health deny, down among the dead men let him lie."

I liked the way Dead Men turned out. Its use of 16th century superstitions, of rapiers and flintlocks, felt fresh after years of gamebooks filled with clanking armour and broadswords. Like most of my worlds, there is no day-to-day contact with nonhumans like elves. The setting is so close to real history with sorcery spinkled on as a spice that Joe Humfrey and Jon Ingold at Inkle Studios suggested it could easily be relocated to a real-world historical setting. Queen Titania is obviously our own Virgin Queen (as played by Cate Blanchett anyway) so why not do the minor rewriting to make her so? In gamebooks twenty years ago I suspect that would have seemed strange, but it makes perfect sense today.

Ah, you noticed the reference to Inkle. That's the reason for this post, because today (which happens to be International Talk Like A Pirate Day - pure coincidence, I assure you) Inkle have launched Down Among the Dead Men as an app for iPhone and iPad. This was actually in development a couple of years back, but got caught up in Fabled Lands LLP's abortive partnership with Osprey Books. That was a big mistake that caused me to wrestle all summer long with an appallingly complicated interface (not Inkle's, I hasten to say) to create some epub3 books that never saw the light of day. It was one of those messy tangles of business and corporate politics that Jamie and I quit the mainstream games industry to escape from. And all along we would have much preferred to be working with Inkle anyway. So let me publically announce how glad I am that it all worked out in the end, Dead Men returned to its rightful harbour at Inkle, got refitted as an app rather than a mere ebook, and here it comes now with all guns blazing.

Click on old crossbones there, he'll see that you get aboard without undue keelhauling. Or go to iTunes here, and for a behind-the-scenes including the full flowchart, go to the Inkle blog here. Alternatively you can buy the print book from Amazon or get a PDF version on DriveThruRPG. Ah, and I see that a version of the "Down Among the Dead Men" tavern song features in Assassin's Creed: Black Flag. Drink up, me hearties.

Sunday, 23 October 2011

Pain is his wine, and death his meat

Down Among the Dead Men is one of my own favorites of all the gamebooks I wrote, ranking equal second (after Heart of Ice) with Doomwalk. Partly that's 'cause it's pirates - with magic, but in almost an historical setting, not high fantasy. Leo did his best work ever, really pulled out the stops for this one. And even though the gamebook craze was dying out (this was 1993) Mark Smith and I had both put in more than our 10,000 hours, so if we were ever to be masters of our craft it was then.

I've always felt there's something more to be done with Dead Men. It was one of the story ideas that Leo and I pitched to David Fickling for his comic The DFC. So in another universe, instead of Mirabilis, we're now busy creating an 800-page fantasy comics epic about pirates. Recently Fabled Lands LLP has been looking at doing some new with it - and I can't tell you any details yet, but those plans are pretty exciting. So watch this space for more on that. (No, it's nothing to do with the new gamebook I mentioned in the last post. That's a whole other top secret FL project.)

In case you never read Dead Men, here's the introduction that sets the scene:
'Pirates!' The roar of cannonfire thunders across the waves as the word leaves the captain's lips. Hurtling out of the billowing plumes of smoke comes a barrage of iron shells. Each is larger than a man's fist, and strikes with a force that splinters the oak beams of your ship and shatters men's skulls like eggs. The mainmast takes a direct hit and topples, crushing the sailors standing under it.

A grappling hook latches onto the rail. The pirates are getting ready to board. Rushing to the side, you see their sinister vessel drawing alongside. Black sails flapping in the breeze like a carrion-bird's wings, her prow has the face of a medieval gargoyle. You read the name painted on her bows: the Belle Dame. But there is no look of beauty about her, nor hint of mercy on the faces of the brigands lining her rail.

A crewman standing beside you utters a groan of fear. 'It's Skarvench's ship.'

'Who's he?' you ask, having to shout over the din of cannon shots and the pirates' battle-cries.

He stares at you as though you are a simpleton, and then remembers that this is your first voyage to the New World. 'The worst man that ever lived,' is his blunt reply. And then the ships come together and the pirates are upon you.

Rushing headlong into the terrified crew, the pirates cleave a swathe of gory death across the ship's deck, their cutlasses rising and falling like scythes. You see the ship's officers valiantly fighting to defend the helm, but they are hopelessly outnumbered and soon butchered at their post. The fierce grins on the pirates' faces tell you that they expect easy pickings. You narrow your eyes as anger wells up inside you. You know that you will die today, but you feel no fear - only a cold determination to sell your life dearly. Two pirates lunge towards you. You duck the swing of the first, catch his arm and throw him against his crony. The sword intended for you ends up embedded in a pirate's belly, and his knife comes up by reflex to slash at the man who has inadvertently impaled him.

'Two down...' You turn, and then for the first time you clap eyes on Skarvench himself. He stands on the rail, grasping a grappling-line in one hand and a pistol in the other, whipping his sea-dogs into a killing frenzy with his evil laughter. His broad back and gangling limbs make him look like a massive crow. His beard is as long and lank as seaweed, and a single eye blazes beneath his bald brow - the other is covered by a leather patch.

He is raising his pistol. You are rooted to the spot under his baleful stare. It can't be fear you're feeling, surely...

'Ah, matey,' he says with a brown-toothed grin. 'Got to kill you again, have I?'

Again? You have no time to ponder this enigma. In the next instant, he fires his pistol and your whole world goes black.

* * *

You sit up with a gasp, sweat soaking your clothes. 'You've 'ad that dream again, eh?' says a voice.

You look around, your memory trickling back as the dream recedes. The slow creaking of a ship's timbers, the unhurried heave of the waves... you are in the stuffy confines of the Belle Dame's bowels. Sailors snore fitfully around you, catching some sleep between chores. In the glimmer of an oil lamp sits Old Marshy, the ship's carpenter, whittling at a stick of wood. He glances across at you, shaking his head sadly. 'It was two years ago,' he says. 'Don't know why you can't stop 'aving the dreams.'

'Dreams? Nightmares!' you say, mopping the sweat away. As you do, you feel the scar across your forehead where Skarvench's bullet struck you. A finger's breadth to the right — one less tot of rum for Skarvench's breakfast that fateful morning! - and your brains would have been blown out. As it is the bullet grazed you, leaving only the visible mark on your head and the scar of hatred deep in your heart.

Now that the nightmare has washed away, you recall the two years that have passed since that day. When you were first brought aboard the Belle Dame, Skarvench deemed you too insignificant to ransom and too close to death to be worth pressing into service. He would have cast you into the deep and never had a qualm - that was the fate of most who survived the battle - but Old Marshy undertook to nurse you back to health. You can well remember the weeks it took to get your strength back – weeks experienced like glimpses through broken glass, because of fever. You remember Old Marshy holding the wooden spoon of gruel to your lips until his thin arms trembled with tiredness, urging you to eat. You remember the shouts of the pirates as they toiled in the rigging, and their drunken laughter under the stars at night. And most of all you remember Skarvench, looming through your thoughts like the embodiment of cruelty, striding the deck and waiting for you to die.

You did not die; thanks to Old Marshy you regained your strength. But death might have been better than the living hell you have had to endure these two years as an ordinary seaman aboard the cruelest ship to sail the Carab Sea. Skarvench metes out discipline as the whim takes him, reveling in the suffering of others; pain is his wine, and death his meat. Often you have had to stand by and watch a man whipped for the slightest mistake. Sometimes you have felt that whip yourself- all to the raucous laughter of Skarvench and his vicious pirate band.

'All hands on deck!' Hearing the command, you shake the other sailors awake and hurry up out of the dingy confines of the orlop deck into the blaze of daylight.

Skarvench stands on the poop deck. The ox-like first mate, Porbuck, gives you a shove and growls, 'You, get up in the rigging.' As you climb, you glance out to sea. A small ship lies off the port bow and the Belle Dame is rapidly closing on her. You see a tall wooden crucifix standing amidships; she has no cannon. That is foolhardy: 'Go to sea on a prayer,' as the adage goes, 'but take a keg of powder too.'

You understand the reason for the other ship's lack of weaponry when you get a better view of the men lining her rail. They are all monks!

Skarvench's voice goes snarling across the water. 'Heave to or be blown out o' the water!' he calls. 'We'll be takin' your treasure, holy or not!'

'We have no treasure,' calls back one of the monks. 'We are poor brothers of the Savior, travelling to the New World to spread His message to the heathen.'

Skarvench smiles — always a sign of his bad temper – and says, 'Is that so? Well, I know of no place more heathen than the ocean bed.' He leans on the poop deck rail and calls to the master gunner: 'Mister Borograve, prepare to give 'em a broadside. I want their shaved heads sent forty fathoms deep, where heaven can't hear their mealy-mouthed prayers!'

The monks know they cannot outrun the Belle Dame. As Borograve orders the cannons primed, they begin to sing a hymn. It is a glorious and peaceful sound that reminds you of the meadows and villages of your homeland. Most of the sailors pause in their duties, overcome by the melancholy beauty of the song. Even one or two of the pirates look uneasy at what they are about to do.

'Prepare to fire,' says Skarvench, keen as a hound at the scent of a kill.

'No!' A carpenter's hammer goes flying through the air and strikes Skarvench's head with a crack loud enough to carry up to where you sit in the rigging. Skarvench remains as steady as a rock, his hand flashing out with startling speed to snatch the hammer out of the air as it falls. Then he turns. His face is a mask of white fury. The fact that there is a stream of blood flowing from his temple only makes him look all the more terrible. His gaze bores along the deck and finds:

'Mister Marsh! This your hammer, is it?'

Old Marshy quails, his one jot of boldness used up. 'B-but, Cap'n... they're holy men! I don't think...'

Skarvench tastes his own blood on his lip and savors it with his tongue. He gestures to a couple of the pirates, and Old Marshy is seized and dragged up to the poop deck. 'Lay his head on the rail there, lads,' says Skarvench in a voice like honeyed venom. He raises the hammer. 'You're right, Mister Marsh; you don't think. That's the trouble with having nothin' in your brain-pan, see?'

Far too late, you realize what Skarvench is going to do. You give a gasp and start down through the rigging. But even as you act, you know there is nothing you can do...

The hammer smashes down. It sounds like a wineflask breaking. The ordinary seamen look away in horror. The pirates grin gleefully like their captain, excited by the grisly sight. The corpse slumps to the deck.

'God curse you, Skarvench,' you mutter under your breath as you reach the foot of the mast. 'I'll see you dead for that.'

'You're not alone in wishing that,' whispers a voice, 'but I'd stow such talk unless you want your own skull under the hammer next.' You look around to see three of the crew - Grimes, Oakley and Blutz - men who, like you, were taken off plundered ships and forced to work for the pirates. 'We've a plan,' continues Grimes in a low voice. 'If we stay aboard this devil ship our days are surely numbered, so tonight we plan to jump ship. We're scheduled to take the evening watch. We'll lower the jollyboat with a few supplies, then strike out towards Port Leshand.'

'Five hundred leagues of open ocean in a tiny boat like that!' you gasp. 'It's near certain death.'

'Better than certain death, which is what we can expect here,' mutters Oakley. 'Look, you've got a reputation of being a handy customer to have along in a tight spot. To be honest, we haven't got much of a chance without you. Now, are you with us?'

You glare back up at the tall stooped figure on the poop deck. He stamps to and fro, the brain-smeared hammer still in his hand, annoyed that the monks made their getaway while he was distracted by Old Marshy. You'll make him pay for his crimes one day, but you know the moment is not yet right. You turn to Grimes and the others and give a swift nod. 'I'm with you,' you say.

Now turn to 1.
Some trivia: (1) This introduction was the last part of the book that I wrote. (2) I put on Danny Elfman's soundtrack to Batman Returns, walked around the room dreaming this bit into existence, then went to the keyboard and wrote it all down about as fast as I could have spoken it aloud. (3) Old Marshy is a nod to my friend Ian Marsh, former editor of White Dwarf magazine and our editor on the Virtual Reality series to which Dead Men belonged. (4) Ian also got kind of a namecheck as Captain Numachino in Fabled Lands book 6 - which he edited and typeset. (5) The name of the protagonist of Dead Men, though never mentioned in the text, is Angel Bones.

And if that prologue has given you a taste for piratical adventure on the high seas, I notice there are some copies of the book still available on Amazon. They may be worth snapping up. I mean, you'd be happy to own a first edition Harry Potter, now, wouldn't you?