Thursday, February 16, 2012

Lone Wolf Reborn: Introduction

Alright folks, I know I promised you a post about gamebook creation, discussing the game side of a gamebook, and that is still coming. I'm working on it.

In the meantime, I don't want to hold off on all other posts. For the time being, I thought I would share my adventures in the world of Lone Wolf with you, that 80's classic by Joe Dever, which forever galvanized gamebooks as an artform both holy and wise into my impressionable young child's mind.

I still get a little shiver of excitement reading through the opening lines. Get a load of this gold:

In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called ‘Sommerswerd’, the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

Oh yeah, gimme more of that good stuff =D

So, over the next... however long, I will be periodically updating this blog with my adventures in the world of Magnamund. I hope to make fun yarn out of it for you folks, as well as having fun myself.

I've read them before as an adult... several times. But I always get bogged down in book three. The initial plotline resolves at the end of book two, and the change of pace to Caverns of Kalte is a bit jarring. Besides, book three is hard. In italics, no less.

I don't know what it is, I just tend to lose interest after I die a half dozen times with no sign of what the correct path is. (Game balance! One of the things I will be discussing in my upcoming post on the "game" aspect of gamebooks. Stay tuned!)

Anyway, I'm going to have one more go in hopes that, this time, I can push through and actually build up my Kai Lord all the way to the end. For Sommerlund and the Kai!

Monday, February 13, 2012

Style and Tone in a Blog


Getting started with my blog, I feel a little like I'm wandering into a deep dark cave. I know there are thousands, millions of other people out there in this cave with me, but I can't see them, and I don't know if they can see me. But once in a while, we stumble into each other.

As I grope my way around in the dark, I'm trying to figure out what I'm doing. How should I write? What kind of style and tone is appropriate? Will people be reading this, or is it little more than a glorified journal?

Here are a few answers I've tripped across so far:

Authority: The internet is made of audacity and hot air. As near as I can figure, presenting yourself as anything less than the absolute authority on a subject is a major faux pas. For example, in this post, I've already made it clear that I have no idea what I'm doing. Yet now I'm about to proceed to give you all my advice. Welcome to the internet. (*sigh* this bullet point is going to take some getting used to for me.)

Topic: It goes without saying that you should write about what you care about. If you are genuinely engaged with your subject matter, you will have far more of substance to say than if you are writing for some other reason (e.g. you think it's what you "should" write, for any misguided reason.) I also speculate that a blog will likely be more successful if focused on a single topic. Readers who know what to expect will be more likely to come back.

That said... I may deviate from that last point in my own blog. I have a core purpose for this blog, but as it is also a "personal" blog, I plan on experimenting with sharing other observations from time to time as well (as I am doing in this very post.) We'll see how that works out.

Style and Tone: This is the question which really got me started along this line of inquiry. After putting some thought into it, I've come to the conclusion that the correct tone for a blog post is light and conversational--but this does not excuse bad writing. "Conversational," is not an excuse for "long and rambling" and "light" does not mean you don't have to put effort in.

So what does it mean? I think "conversational" just means informal. You can throw jokes in.You can address the reader. And you can refer to yourself (which we were all instructed not to do in college). "Light" simply means easy to read. Use simple sentences. Don't weigh down your prose with heavy words. Get the point across, but don't be pretentious about it. (I was a lit major; this is basically anathema to everything I was ever taught.)

For myself, I have a tendency to write in a long and rambling style. Learning to adjust my style to be more punchy and to-the-point is one of my major growth areas as a writer.

Length: On the strong research platform of a 30 second google search and a link provided by Stuart, I have drawn the conclusion that a good guideline is to keep posts over 250 words and under 1000 words. Honestly, the best answer to this is, "as long as you need." The topic should determine the length... but between 250-1000 words does provide a good guideline. Just try to stay (see above) light and to-the-point, and if you have more to say, you may want to split it into a few posts, each comfortably meal-sized.

Presentation: This point cannot be emphasized enough: the title and the first few lines MUST accurately represent what the rest of the post is about. From my own observations (backed up by more popular wisdom) you can only count on a reader to view the title and maybe the first few lines. That's long enough for most of us (me at least) to determine if I want to read the whole thing. There is no point in burying valuable content deep in an the text of an unrelated post.

Last but not least...
Readership: Gosh, when I figure this one out, I'll let you know. I still have only eight followers. On the other hand, I'm up to eight followers, some of whom I don't even know OMG!!!

And that concludes this week's session of Professor Ashton. Hope you enjoyed =)

P.S. 750 words, not too bad! (more or less... after edits)

Sunday, February 12, 2012

What makes a good gamebook - Part 1: Story

I'm working on a major gamebook project at the moment, one which means a lot to me, as it represents my first chance to potentially get published. As I approach this project, I've been doing a lot of thinking about gamebooks, what they are, and what makes a good gamebook.

A good gamebook incorporates elements of both a novel and a game (as the name implies.) I would say that all too often, the historical gamebooks lean more towards "game" and away from "novel." Something like the first two Lone Wolf books would make great novels, even if you took out the game side. But something like Warlock of Firetop Mountain, the first Fighting Fantasy gamebook, would not. If you took out the game-ness of it, there wouldn't be much left.

Let's take each of these in turn, looking at the novel aspect, and then the game aspect, understanding that gamebooks need both to be successful. (EDIT: Because this ran into being waaaaaay too long, I'm splitting this into two posts. This post is about the story aspect. Next post will be about the game aspect.)

Gamebooks are both easier and harder to write than novels. The very nature of a gamebook, with branching storylines and a demand upon the author to accomodate player choices, makes it intrinsically harder to construct a narrative than it would be with pure long-form fiction. You can't put together the ideal plot and pacing. You can't keep secrets from the player, the way you can in fiction, because the player is making choices for the hero. You can't jump from one set of characters to another, because the reader sees the wolrd only through the eyes of a single character. You can't come up with just one story, you have to make up a dozen, and then figure out how they all interweave, based on the choices the player makes. It's hard.

At the same time, gamebooks are in a sense more forgiving than novels. Warlock of Firetop Mountain perhaps wouldn't have flown as a novel, but it was certainly a success as a gamebook. Because you literally can't write a gamebook with as much tightly controlled narrative structure as you can a novel, you don't have to. The standards, as far as the story goes, simply aren't as high. That said, that doesn't mean we shouldn't try to tell good stories. In fact, I would argue that though developing the plotline is harder (because of the branching nature) there is something to be gained from having branches to the story.

What you gain from a gamebook is the opportunity for a reader to get involved in a way you never can with a novel. The reader may not be whisked down one perfect plotline. But he or she can explore the world, the  character, and choices or outcomes in a way that you never could with any other strictly linear storyform. No other genre gives the audience this much control, aside from video games. And video games, all too frequently, do whisk the audience down one tightly controlled plotline, with only minor variations. The best games, like Fallout, give you real choices that effect both your path through the story, and the outcome of the story. Other games, like Skyrim, give you only the illusion of choices. You can pick which order to view the story in, but your choices don't change those bits of story once you get there. You never make choices that have any real effect on the world. (Note: I am writing this based on what I've heard about Skyrim. Please don't eviscerate me if this is incorrect, in your opinion!)

To see my favorite examples of how a gamebook can make a story interactive in a delightful and engaging way, see some of the stories by Endmaster on the Storygames website, such as Eternal or Necromancer. These gamebooks are described as more "story" than "game." They are, in fact, written using the "simple" gamebook engine, which has absolutely no features except the ability to make choices as you progress through the story. No hit points, no combat, no inventory, just choices. They are works of art. (Of course, some of Endmaster's other stories are... well, let's just say they defy description. That, and, I'm never introducing him to my children.) But those two, at least, exemplify something that I would like to see more of in gamebooks: a true interactive story.

What makes it successful as an interactive story? Well, for one thing, there's no "which door do you go through" choices. (I hate "which door do you go through" choices. I should maybe do a future blog post about this.) A few choices you make are success/failure type choices. "What method will you use to try and achieve your goals" type choices. But the vast majority are character choices. You know, the kind that in novels and movies bring the story to life. The kind that say something about the person making the choice. But this time, you don't have to sit there and watch while someone else makes this choice. YOU can make the choice. YOU call the shot, and once it's done, you get to see what happens because you made that choice. (Why did I just slip into the fighting fantasy style "YOU"?) Maybe your sister dies. Maybe you reconcile with your father. Maybe you end the world in cold fire. The point is, the choice is meaningful, and you get a different story because of the choice you made.

This comes back to why writing a gamebook is harder than writing a novel: the author doesn't get to just write one story and call it a day. An author as ambitious as Endmaster must write a dozen stories, each of which makes sense as an evocative story, each of which the reader can access based on the choices he or she makes.

But telling a good story is only one half of what a gamebook is. If you just wanted to tell a good story, you could write a novel. Of course, you would lose the interactivity that is the soul of the gamebook, but my point is, there's more to a good gamebook than just telling a good story. Gamebooks also open the door to include a "game" aspect, which can be fun in and of it's own right. Not every gamebook has to be a work of art in order to have value. Some can be fun games. Or, in the very best of circumstances, they can be both.

Because I've run out of time, we'll have to explore the game side of a gamebook next time. In fact, I think I'm finding that there's more here than can be covered in one or two posts. I might want to do a series about the kinds of choices you face in gamebooks, and my opinion of the value of each kind of choice.


One final question: One thing I'm struggling with is how much to prioritize editing while blogging, vs. just getting my ideas out there and posted, even if it's in a raw form. For anyone who actually read this whole thing (Stuart, I'm looking at you ;) do you feel this is fine as is, or could it have benefited from some editing?

Blogging in general seems to be more impulsive and free-form, but for most people, that means short. For me, impulsive and free-form means long, which all too often results in TLDR. So please, give me your feedback! Should this post have been edited before posting, or is it fine as is?


See you next time with "What makes a gamebook good - Part 2: Game"

Tuesday, February 7, 2012

Last World War I Veteran died on Saturday

Last Saturday, Feb 4, marked the end of an era. The last surviving veteran of World War I died. She was Florence Green, who joined the Women's Royal Air Force at the age of 17, two months before the war ended.

The WRAF recruited women as drivers, mechanics, cooks and clerical workers, freeing up men for active duty service. Florence served breakfast, lunch and tea in the mess hall for two months, before armistice. Because she was a member of the armed forces during the period of the war, she counted as a veteran.

The last combat veteran was Claude Choules of the British Royal Navy, who died May 5, 2011, aged 110. The last veteran who served in the trenches was Harry Patch, who died on July 25, 2009, aged 111.

Time marches on. The world turns. Our ancestors are left behind, as we come into our primes. Soon, all too soon, we ourselves will be left behind.


Monday, February 6, 2012

Character Creation Rules for Rise of the Runelords Campaign

First of all, thanks to Stuart for the very kind plug for my new site!
Also, thanks to Geek Related for providing an excellent write-up of how to use Fate Points in Pathfinder, copied and pasted below. I will be sending these rules out to the players for my upcoming game ;)



FATE ASPECTS AND FATE POINTS



Aspects! Please write 3 aspects for your character before you reach the gaming table, we will create 2 more for each character when we get together for the first session. The first three should be as follows: The first aspect should be a description of your character’s archetype, such as “Half-orc sorcerer in tune with nature’s fury”, “Physically perfectionist elven wizard”, or “Charming Sunderer”. Try to make sure your character’s core competency makes it into your first aspect.
The second aspect should describe your character’s trouble, the main weakness or stumbling block that keeps causing trouble for the character. It can be a personality trait that causes trouble for the character, or it can be something bad that just keeps happening to him for some inexplicable reason. Examples: “Why did it have to be fairies?”, “Vengeful over hurt pride”, “Family Man”.
For the third aspect, think about what motivates your character, what shaped him to become who he is, and what pushed him to the life of an adventurer. The best aspects are ones that can be used both for or against your character. ex. “Must protect my friends at all costs”, “People are not always what they seem”, “I Heart Forbidden Lore”, “There must be some way I can find a profit from this…”
Each character will get 3 fate points. When you level up, they will be refreshed. You can get more fate points whenever your character suffers due to one of his aspects (depending on the situation, this could result in failed skill rolls, damage, or just social humiliation). Spending a fate point allows you to either reroll the d20 roll you just made, or add +4 to it, your choice, but you can only spend a fate point when one of your aspects applies to the roll you’re making. For instance, “I Heart Forbidden Lore” could help you if you’re doing research or trying to recall facts about some kind of demonic monster, but it wouldn’t help you on a to-hit roll against a goblin. Regardless of aspects, a fate point can always be spent to stabilize you if you’re dying.
For those who are interested, my other character creation rules for this game are as follows:

Stat Rolling: I'm experimenting with a new idea of doing 4d6, drop the lowest, but having the players roll 8 times and keep the lowest result along with the five highest results. Theoretically, this will create characters with multiple good stats, but one "flawed" stat, which I speculate could be good for character development.

In addition, a player can re-roll the entire stat line if they promise to do a song and dance at the first session ;)

Perk: Each character is allowed to pick one "perk." This can be 

A) An additional feat.
B) A minor spell-like ability, equivalent to a 0th level spell (3x/day) or even weaker than a 0th level spell (at-will)
C) An heirloom magic item.

Some players have used this for other things. For example, we needed an arcane caster, and the closest we had was a Bard. So the Bard used her perk to gain the ability to cast as a Wizard, and to cast from the entire Wizard/Sorcerer arcane spell list, instead of just the Bard spell list.

Leveling up: We will start at level 0, and be leveling up per GM fiat. As this game will only meet approximately once a month, I'm going to be skimming quickly through the Rise of the Runelords content (with heavy modifications by yours truly), hitting only the important highlights and avoiding long dungeon crawls and side-adventures. If we can keep up the pace, I hope to level the characters once per session, and take about 3-4 sessions per module, getting us through the entire campaign in, well... about a year and a half.

Should be fun!


Thursday, February 2, 2012

Content Uploaded!

Over the years I've accumulated massive amounts of detritus, scraps and bits of pieces of games or story ideas. Very little of it is in any sort of usable form, but as I look back over the last few years, I find that I actually have produced several complete, or complete-enough, works.

I have added two new pages to my site, one to showcase all the gamebooks I've written, some of which have never before seen the light of day, and another to show a bit of the game design work which I've done.

Enjoy =)

Wednesday, February 1, 2012

Feeling out a new idea

I can't say I have much readership here yet, but I'll go ahead and post this here for the sake of appearances, at least:


I have a preliminary question: I'm developing an alternate setting for the Pathfinder system which I want to put together as a fan-made supplement. From there, my goal would be to develop adventure paths within this world, in the style of the current Paizo adventure paths.

Do I have friends who would be interested in writing for an adventure path using the Pathfinder system? I'm thinking of doing six installments, the way Paizo does it. Each volunteer writer would be assigned one installment. Within broad guidelines, you would have a great deal of room for personal creativity to develop the module.

Raise your hand if you may be interested. I can send you more details.


The blurb about the world, tentatively named Ava:

In the deepness of the void, Great Xintarion, the World Dragon, curls protectively around her single egg. Ava, the World Egg, dreams. He dreams of an entire continent that has been abandoned by the ancient and noble race that once lived there, vanished without a trace. He dreams of two great human empires whose rivalry drives each to feats of magnificence, but threatens a war to destroy them both. He dreams of magical machines built to be so clever that they walk and talk like men. He dreams of a hole blasted on the land, destruction so complete that no magic can heal it. And he dreams of the haughty elves, who sing to him in his sleep, but who, in their exaltation, ignore the woes of the world around them. He dreams; while in the deeps, beyond the pale of Xintarion’s watchful claws, Zaggath’Thul the Hungerer draws closer.