Showing posts with label gamebooks. Show all posts
Showing posts with label gamebooks. Show all posts

Monday, 21 January 2013

What I Learned From A Writing Marathon

I am the Warden!!

The first draft of Fires Across the Plains is nearly complete and by nearly, I mean the gamebook itself has a complete first draft. All that remains is touching up the appendix (there will be rules for creating half-breed characters, such as half-orcs, half-elves, half-goblins, and half-giants) and provide an prologue detailing a rough layout of the landscape.

Capping off the gamebook's draft, however, required a shitload of catching up. When I originally signed up for this project, I figured there was enough time on my plate to get it done in roughly three months and this past weekend was pretty much the end of that third month. I needed to fire off a massive amount of text and get this sucker done or else it was going to require an extension and while an extension shouldn't have been a problem, I still need this project off my plate for the moment to clear room for my incredibly busy schedule. (After this, it's time to wrap up layout and final output for Killshot Files #1: Blaze of Glory and I'm getting started on an article for Savage Insider on a new Savage Worlds race build. These lead into next month when I'll be at Game Summit in Ottawa and work continues on both Killshot: Reloaded and Optional Core.)

I needed to pull a writing marathon.

Tuesday, 15 January 2013

Organizing the Chaos [Fires Across the Plains]

I am the Warden!!

This week is committed to the completion of Fires Across the Plains first complete draft. I have to admit that this project was not underestimated so much as my plot was underestimated. It's typical of me to overshoot my expectations and find myself adapting to the complexity (if anything, it's very inspirational and gives me a real swift kick in the butt to get going) and, in its own way, has made me more confident for another one. Down the road, after getting some other major projects out of the way (Reloaded and Optional Core).

As I've written about before, learning the best approach to handle the chaos that is a gamebook required some early research and has since been adjusted. There have been some hiccups along the way and corrections have been made, which is predominantly why this draft has taken a couple extra weeks to complete. As promised, I thought I'd take some time to go over that very process.

Stating the inevitable here, but writing a gamebook carries one major distinction to writing a regular game or short story: the chronology is out of whack. Keeping it organized is the key to not screwing it up and organization is still a significant aspect of this work I'm struggling with. (Just this past weekend, I lost my playtest character for Fraser Ronald's Centurion RPG and had to start over, despite the fact that I'm playing from home at the same desk using Skype and the character sheet shouldn't be anywhere else but my desk.) For many, the entire plot is laid out in great detail using post-it notes and flowcharts, leaving the bulk of the writing centring on filling in the details and descriptions. As previously discussed in the above link, it's a process I have difficulty with because it feels stifling. When I write, I love to experience the story unfolding as I write it. In a way, it's how I verify the errors in my plot before making a second pass to fill in any gaps, beef up the details, and flesh it into something real. I needed a way to accomplish both the organization and freedom without sacrificing either.

Monday, 5 November 2012

Overcoming Old Habits

I am the Warden!!

On Friday, I announced my involvement in a new gamebook for the upcoming solo RPG, Adventurer. Now that it's Monday, it's time to start figuring out how the hell I'm going to write this sum bitch.

A friend and frequent playtester of mine, Brandon Neff, emailed some tips and tricks he used for a similar project of his (SoloQuest published by Kenzer & Co.). His recommendations came in three parts, each as important as the last and suited to a dungeon crawl style gamebook.

Step 1: Build a map first, randomly numbering each room, intersection, and corridor.
Step 2: Take each number from your map and assign them a single line on a notebook, followed by connecting numbers that room/intersection/corridor came from or heads toward. For example, line 48 could read as 48 - 3 - 56 - 112.
Step 3: Start writing out each numbered section, pacing yourself out in a particular direction for six or seven choices at a time before winding back and picking up where you left off so as not to get too far ahead.

As I mentioned above, this process was intended for dungeon crawling gamebooks and the biggest issue with mine is that it's an outdoor, story-based sandbox gamebook. Considering Brandon's more experienced than me at the process, I'm not really in any position to be finicky, so I'll use what's been offered in generosity and figure out how best to use it.

Let's take a look at each of the three steps and re-analize them, shall we?

Thursday, 1 November 2012

Attention All Gamebook Fans

I am the Warden!!

As I'm about to let the cat out of the bag, there was an ulterior motive for this past weekend's Under the Hood article on gamebooks. Not in writing it, but researching it. With all the paperwork signed, sealed, and electronically delivered, I can officially announce my involvement in a new gamebook for the upcoming solo RPG, Adventurer.

The concept of this game is to create a core RPG system allowing players to create their own character and maintain an ongoing campaign throughout a series of gamebooks instead of switching characters with every different book. It's an interesting and unique concept put together by Shane Garvey and Stuart Lloyd combining the individuality of 1980s style gamebooks with the flexibility and character development of RPGs. You can even gain experience and levels with each gamebook adapting to your level. Its publisher, Adventure Games Guild, release a beta version of the game's rules last week, so feel free to check it out and judge for yourself.

My particular entry is currently titled Fire Across the Plains and involves the sole adventurer encountering a rising escalation between an isolated community of half-breed (half-elves, half-orcs, etc.) and the noble Emerald Knights. As each side accuses the other of instigating the conflict and threatening the other with war, the adventurer must get to the bottom of this predicament and find a way to keep the peace between them. It's a sandbox style adventure rather than a dungeon crawl and I'm really looking forward to putting the pieces together.

I have to admit, it's going to be a challenge putting it all together for the sheer reason that I've never written a gamebook before in my life. Played, yes, but never written. I've pulled out my reprinted special edition of Warlock of Firetop Mountain as inspiration, but the trick to making this book work will be allowing fluent choices without overwhelming the player with too many options. I want to set it up so that the player can choose which side to align themselves with and still reach the same conclusion, even play both sides and choose whom to align with. All I can say is that I'm glad I have a giant bulletin board in the office, cause I'm gonna need it.

As I get cracking on this project (with a projected first draft due date of early January 2013), stay tuned to this very blog for updates and thinking-out-loud posts as I do with all my work.