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Showing posts with label Jamie Thomson. Show all posts
Showing posts with label Jamie Thomson. Show all posts

Friday, 11 April 2025

Roots & Claws

One for the diehard Fabled Lands players this week, as I came across the original titles that Jamie and I were considering for the later books in the series. We must have drawn up this list right after writing FL books 1 and 2. The books up for discussion, clockwise from top left, later became known as Over the Blood-Dark Sea (book 3), The Serpent King's Domain (book 7), The Plains of Howling Darkness (book 4) and The Legions of the Labyrinth (book 10, still unpublished).

I've already recounted our struggles to get the publisher to accept Devils & Howling Darkness as the title of book 4, but WH Smith's were worried that any mention of devils might scandalize fundamentalist religious groups. Jamie and I didn't think they'd buy the FL books anyway, but we argued the point in vain.

The notes refer to our editor, Ian Marsh, who also helmed the Virtual Reality gamebook series. I believe he also digitally typeset the books, though I don't suppose the publishers paid him anything extra for doing that.

My biggest regret here (other than the book 4 title) was not being able to use The Blood-Dimmed Tide for book 3. Jamie and I are both fans of Yeats, as you will have noticed if you read The Chronicles of the Magi novellas -- but there I had to pay out of my own pocket to use the poem, because Yeats's work didn't enter public domain till 2009, and we'd have hit the same problem with FL book 3. So we borrowed a line from Homer instead (oînops póntos) and took liberties with it: haîmops póntos, I suppose it would be, "the blood-eyed sea". Given that the book takes place on the Violet Ocean, maybe wine-coloured would have been a better fit.

Tuesday, 1 April 2025

Alternate versions of Heart of Ice

This post isn't really an April Fool, but it tickled me. Somebody told me they'd asked ChatGPT what The Warlock of Firetop Mountain might have been like if Oliver Johnson and I had written it. I could tell it that for starters the book wouldn't have sold a tenth as many copies, but it concentrated instead on the stylistic aspects:

"If The Warlock of Firetop Mountain had been written by Dave Morris and Oliver Johnson, it would likely have taken on a more complex, story-driven, and atmospheric quality, with a richer interplay between narrative and character choice. The book would be darker, more sophisticated, and immersive, with a layered story and morally complex characters that invite readers to question the nature of heroism, villainy, and fate. It would keep readers enthralled not just with the challenge of surviving the mountain but with the depth of the world and characters they encounter."

First thought: spare my blushes. But maybe ChatGPT always finds the upside in any comparison? I tried asking it what Heart of Ice would have been like if written by the éminences grises of UK gamebooks. Its reply:

If Heart of Ice had been written by Ian Livingstone and Steve Jackson, it would likely have had a distinctly different tone, structure, and gameplay focus. Here’s how:

1. Emphasis on Combat and Skill Tests

Livingstone and Jackson’s style, particularly in the Fighting Fantasy series, leans heavily on combat encounters and skill tests. Instead of the intricate social interactions and strategic planning that Heart of Ice focuses on, there would likely be more dice-based combat and stat checks woven throughout. Encounters with mutants or dangerous factions might involve straightforward fights rather than diplomatic or strategic solutions.

2. Simplified Storyline and Character Interactions

Heart of Ice is known for its branching paths, character-driven plot, and complex narrative. If Livingstone and Jackson had written it, the story might be more linear and driven by clear objectives rather than complex interpersonal choices. NPCs would be more likely to serve as allies or adversaries without much emotional depth, focusing on the immediate stakes rather than broader story themes.

3. Collectible Inventory and Traps

Livingstone and Jackson often include item collection as a key part of their gameplay, with a particular focus on specific items needed to progress through the story or defeat major challenges. If they had written Heart of Ice, players would probably need to collect certain artifacts to reach critical locations like the chamber of the Heart, and there might be more hidden traps and hazards along the way, requiring particular items or choices to avoid disaster.

4. Greater Focus on Luck-Based Outcomes

Jackson and Livingstone's works often incorporate luck as a major mechanic, where random rolls can dramatically impact outcomes. Instead of just weighing the risks and rewards in Heart of Ice, players might face outcomes that hinge on a luck stat or a random roll, affecting their survival or success.

5. Increased Use of Instant Failures and Dead-Ends

Heart of Ice has a reputation for being fair in its approach to player agency and choices, allowing for a range of ways to succeed. In contrast, Livingstone and Jackson might introduce sudden death options more often, which could increase the difficulty and frustration. This could potentially make Heart of Ice a more challenging but also more punishing journey.

6. A Clear-Cut "Big Bad"

While Heart of Ice presents a nuanced story where antagonism isn’t always black-and-white, a version by Livingstone and Jackson might feature a single, clearly defined “villain” character. This villain would be more traditional, with the player's final objective involving a climactic showdown or battle, in line with the classic fantasy narratives they’re known for.

So, the gamebook might end up as a harsher, combat-heavy adventure with a strong, linear quest through a dangerous landscape rather than the layered and atmospheric narrative exploration Dave Morris crafted.

I haven't read enough Fighting Fantasy books to know how accurate that is, but it sounds pretty impressive. I couldn't resist asking it about other gamebook authors' possible take on the book:

“A Joe Dever version of Heart of Ice would likely be an immersive, heroic journey with a noble character, structured progression, and clear moral and strategic choices—capturing both the danger and the higher purpose of the quest in a more heroic fantasy style. He’d likely weave in a sense of duty, encouraging players to act for a greater good rather than personal gain.”

“In Jonathan Green’s hands, Heart of Ice would become a grimdark, horror-fantasy adventure, filled with visceral details, deadly encounters, and moral ambiguity. Green favours action-packed scenes and deadly encounters, so his version of Heart of Ice would feature frequent, high-stakes battles and physical challenges. It might involve collecting key items to reach the Heart or unlock special advantages. He’d likely add a layer of treasure-hunting, where players need to acquire specific artifacts or resources scattered throughout the wasteland to succeed. He loves a grand finale, so his version would likely end with an epic, high-stakes confrontation at the Heart.”

Martin Noutch’s version would be a complex, playful, and layered adventure, balancing whimsy with emotional gravity. It would be a unique experience, inviting readers to engage with the story on multiple levels, both as an adventure and as a philosophical exploration of resilience, identity, and purpose in a world gone cold. He might include interactive features like tracking character traits, shifting perspectives, or even a system for moral ‘weight’ that changes based on choices. Noutch would probably play with the medium, encouraging readers to see the book as more than a story—perhaps introducing puzzles or mechanics that reflect the icy world’s desolation and the player’s perseverance.”

“If Paul Mason & Steve Williams had taken on Heart of Ice, the gamebook would be a surreal, philosophical journey, focused on introspection, symbolic encounters, and moral ambiguity. Rather than a straightforward adventure, it would feel like a dream-like, psychological exploration, where the destination matters far less than the journey itself. Their works often explore identity and transformation, so players might undergo changes based on their choices, affecting their skills, personality, or even memories. The players might evolve, not just in ability but in character, with each decision subtly reshaping the protagonist’s sense of self and purpose. The character’s motivations for seeking the Heart might also shift over time, depending on the journey's transformative impact. Instead of a straightforward victory or defeat, the journey might conclude with an open-ended, introspective finale, leaving players to interpret what they’ve achieved or lost. The Heart could be something far more abstract—maybe a philosophical revelation or an understanding about the nature of humanity and survival. The ending might reflect the choices made throughout, leaving players with questions rather than answers.”

Jamie Thomson & Mark Smith are known for their sometimes irreverent style. Heart of Ice under their pen would probably include more dark humour and satirical elements, especially in character dialogue and descriptions of the setting. It might lean into the grim aspects of the post-apocalyptic world with a slightly tongue-in-cheek twist, letting players confront both the desolation and absurdity of humanity’s downfall.”

There are many other talented gamebook writers, of course, but let's keep this under two thousand words if we can. Also, many of the above examples make some kind of sense as Jamie, Mark, Oliver and Paul were all players in the Tekumel campaign that inspired Heart of Ice.

Finally, as a tonic against mortal hubris, I asked ChatGPT how it would improve on my original book:

To enhance Heart of Ice by Dave Morris, we could build on its strengths—the compelling world-building, intense survival themes, and open-ended structure—while adding new dimensions to enrich the experience. Here are some ideas:

1. Enhance World Interactivity and Dynamic Environment

Expanding the world’s responsiveness to player choices would amplify the sense of a living, evolving environment. For example, the harsh ice-covered world could react to the player’s presence in ways that change terrain, reveal hidden paths, or shift alliances among factions. This could make survival not only about enduring the environment but also influencing and adapting it.

2. Expand Character Development and Relationships

Adding a system where the protagonist's choices influence traits or relationships could deepen player immersion. Perhaps the player could develop unique bonds with NPCs, leading to varied endings or special advantages based on trust, alliances, or rivalries. This would make each choice carry more emotional weight, emphasizing both the loneliness and connection found in such an isolated world.

3. More Nuanced Morality and Consequences

The original story features morally ambiguous choices, but expanding these even further could add complexity to the player's journey. Introducing choices with delayed consequences that unfold in unexpected ways would heighten the stakes and allow the player to see the broader impact of their actions—either in aiding certain factions, using resources, or making ethical compromises.

4. Introduce Mysteries with Long-Term Payoffs

Building in hidden mysteries that only reveal themselves through multiple playthroughs could enrich the lore and encourage exploration. For example, obscure clues found throughout the icy wasteland might hint at ancient technologies, or the true nature of the Heart of Volent might only become clear through carefully pieced-together discoveries. Each run could reveal new layers of history or insight.

5. Expand Mechanics for Resource Management and Survival

Given the harsh, resource-scarce setting, adding more nuanced survival mechanics could make the journey more immersive. Players might have to carefully ration food, water, and warmth or deal with shifting weather conditions, making travel more strategic and emphasizing the environmental dangers of this world.

6. Player-Driven Goals Beyond the City of Du-En

Expanding the story’s focus beyond reaching the Heart itself would add depth, especially if there are varied side quests or goals tied to the protagonist’s backstory. For instance, players might choose to pursue knowledge about the world’s origins, help rebuild a faction’s community, or take on a personal mission with high stakes. These could offer alternative endings based on different player-defined motivations.

7. Deeper NPC Lore and Factional Storylines

The factions and characters in Heart of Ice are intriguing, but expanding on them could add richness. Each faction could have its own lore, unique goals, and internal conflicts that unfold through interactions. Aligning with different groups might lead to varied story paths, and the protagonist could gain insights into the world’s history, politics, and culture.

8. Philosophical or Reflective Elements Linked to the Protagonist’s Journey

Introducing elements that invite the protagonist to reflect on their motivations could add a layer of introspection. Perhaps they occasionally encounter sites of historical significance that reveal more about the decline of civilization, prompting players to consider their role in this world’s legacy. These scenes could add depth and give a more philosophical tone to the player’s mission.

9. Expanded Narrative Endings with Layered Themes

Adding more varied, layered endings based on how the player has changed or impacted the world would reward exploration and role-playing. Endings could reflect the protagonist’s growth, alliances, and decisions, offering insights into what their journey ultimately means in the grander context of the icy wasteland.

With these improvements, Heart of Ice could evolve into a multi-dimensional experience that emphasizes survival, moral complexity, and a sense of both personal and environmental impact—deepening the world and the player’s journey through it.

Good points, but I'm not sure if I could have packed all that into 454 sections -- or 455 if you're going by the revised Kindle version. Thirty years ago even delivering a gamebook as long as Heart of Ice (which is about 70,000 words) was tricky to sell to a book publisher. If I were doing it today I'd love to go up to 120,000 words (like Can You Brexit?) or even 220,000 words (as in Workshop of the Gods) which would allow me to indulge all the backstories of the other characters and to put more detail into settings which in the 1993 edition I could only describe with broad strokes. With Russ Nicholson I planned a 2000AD-style comic story (called "Don't You Just Hate It When That Happens", if you really want to know) expanding on Chaim Golgoth's history with Harek Asfar, which was touched on in the book in just a few lines:


We'd have liked to do a comic for each of the main characters but abandoned the idea because there was nowhere in the UK to publish them. And maybe it's just as well. Economy in writing can be an asset even when it's forced on you by the publisher. Maybe Heart of Ice if twice as long, or bulked out with standalone comics, would just feel self-indulgent.

I do occasionally get an urge to return to Heart of Ice's roots and write the roleplaying mini-campaign. I'd probably use GURPS 4e for that, which might put a lot of people off but it's really the best fit. I certainly wouldn't make it any less bleak. Modern readers sometimes grumble about that, but imagine Brazil or Excalibur or Sunset Boulevard, say, with a happy ending. Ugh.

What I'd really like, given a ring of three wishes or a lottery win, would be to adapt it into a CRPG or a TV show. And if I ever should get to do that, I'm planning to enlist ChatGPT (or maybe Claude, or Perplexity, or DeepSeek, or all four) as a writing partner.

Friday, 22 November 2024

Cue the sun

Jamie and I have mostly avoided patching the Vulcanverse books once they're published, as obviously it's not as easy to deliver a patch for a book as it is for a videogame. We wouldn't want people who had already bought the book to miss out. If we do tweak anything in the text, we're always careful to make sure that it's backwards-compatible with earlier editions and doesn't invalidate anything that's already established.

Here's an example. The latest version of The Pillars of the Sky has this section:

The only difference from the earliest edition of the book is in the first line of that section. Previously you only got the codeword Quire; now you also get another codeword, Quell. The reason for the patch is that Quire tracks the setting of that switch. If you turn it off you lose the codeword. Turn it back on and you get Quire again.

That was fine, but we realized it would also be useful to record whether you had found the switch, regardless of whether you happen to leave it on. So once you've got the codeword Quell you can't lose it.

The only place Quell is used is in section 1155 of Workshop of the Gods (book 5):

And that works fine even if you have the original editions (which are collector's items now; only a few dozen were sold before the update) and so you never saw the codeword Quell. The patch adds a little more fine-tuning but doesn't break anything -- which is our policy for any changes to these books.

Wednesday, 9 October 2024

The Dark Lord speaks

By chance I just came across an interview with Jamie. These are few and far between, so worth a look even though it's very short. Much of it covers the same ground as Jamie's talk at FFF 5 but there are some extra details too.

And there's also important news about another of my co-writers, Oliver Johnson of Dragon Warriors and Lightbringer fame. The Bookseller has just announced that his conspiracy thriller novel Caller Unknown is due for publication next year. I've read it and it's great. Now I've got my fingers crossed for his (even better) fantasy novel The Knight of the Fields.

Friday, 5 July 2024

The pivot of destiny

I came across this 120-player game of D&D on LinkedIn. Unfortunately the post was whisked away from me before I could note the name of the valorous GM, so apologies for not crediting him here. It reminded me of when my friends Nick Henfrey (co-founder of Flat Earths) and Steve Foster (creator of Mortal Combat) and I turned up at our university D&D society just after Freshers' Week. Dozens of new members had signed up, so we found ourselves crammed into a tiny room (five metres square at the most) with a couple of dozen eager first-timers.

"You can't run a game for a party this size," I pointed out to the GM as we all put down figurines in the traditional ten-foot-wide corridor.

"Course we can," he insisted, announcing that the two people at the front could just make out an ochre jelly or whatever it was.

We played on for half an hour, with most people there watching in bafflement as the experienced players leading the party rolled lots and lots of dice. It didn't look like many of these newbies would be coming back next weekend. Nick whispered in my ear. "Let's liven things up."

We were in the middle of the party, so we started blasting spells and swinging swords in both directions, slaughtering folks on both sides until the experienced D&D players waded back and killed us. Outside in the corridor, one of the first-year players whose characters we'd killed asked, "So what are we going to do now?" I didn't know then, but he was Mark Smith.

I opened the next door. It was another meeting room even smaller than the first, maybe four metres square this one, but it was empty. "Have you ever heard of Empire of the Petal Throne?" I said. And that's where we started a game with the core of a group who went on campaigning together for a long time to come -- decades in some cases. There were several who went on to careers far removed from games (and hi there, Les, Sheldon and Pauline, if you happen to see this) but most notable among them was Mike Polling (yes, the author of "The Key of Tirandor") a friend and creative mentor with whom I did much of my early writing. Mike and Mark had been at school with Jamie Thomson. It was through Mike that I was introduced to Oliver Johnson -- they had met at a party the night before our weekly game, and Mike gave Oliver a drunken but apparently brilliant (neither of them can remember it now) account of how roleplaying worked. The next day Oliver showed up to see for himself. And so, directly or otherwise, that Sunday afternoon connected me to most of the RPG writers I'd be working with over the next forty-five years.

Maybe life is full of those "Turn Left" moments. I met my wife because of another, but although that's obviously of paramount importance to me personally there's no gaming dimension so I won't recount the story here. What about you? Are there people or games that have changed your whole life which would have gone entirely unnoticed if you'd made just one different choice?

Sunday, 2 June 2024

How To Back Horses & Yourself

Friend of the blog Andy Fletcher will need no introduction to anyone who follows the comments around here. He can be relied on to contribute to any discussion with wit and wisdom, so it's no surprise that his book How To Back Horses & Yourself is a thoroughly enjoyable read that will half the time have you laughing out loud and the rest of the time scribbling notes to remind yourself of all the brilliant insights.

Andy has walked the walk, having had considerably more success picking winners than most bookies have had picking their ties. That said, personally I'd give good money to have a tiepin like the one on the cover, if only because it would please my granddad, who was a great one for the horses. He'd claim not to understand my maths homework and then he'd reel off the statistics for a series of races at a speed that would have left Red Rum in the dust.

Andy has kindly given permission for a little taster of the book. This is one of the appendices, so it doesn't convey the full value of the book's contents but it does show you that our man has the gift to entertain.

Omens and Auguries 

I read somewhere that every book requires a backstory. This is a somewhat self-indulgent one, where I drone on about how my love of fantasy adventure gamebooks and a children’s book series played a part in my book’s creation. So, if you’re only interested in horse racing, I suggest you leave now, no hard feelings. Please just remember to shut the door on the way out.

SLAM! I must admit, I wasn’t expecting that many to leave. Still, we’ve cut the wheat from the chaff so to speak. Quality not quantity as they say. It would seem like it’s just you and I left then dear reader. (Stop trying to write the afterword like Stephen King and get on with it you vile polyp, otherwise prepare for pain! - The Warlock). Gulp! Right you are, oh splendid one!

Blimey, his temper hasn’t improved much this last 40 years or so, has it? That is of course assuming you remember ‘Warlock’ magazine from the mid-1980s, and perhaps more specifically, Jamie Thomson’s ‘Omens and Auguries’ column, which I absolutely loved. (Right, you were warned, prepare to spend eternity dealing with auditors you putrid maggot! - The Warlock). No, anything but that oh mighty one! You’ll find this next bit really interesting I promise!

Phew, I think we’re ok for now. ‘Warlock’ magazine supplemented the ‘Fighting Fantasy’ adventure gamebooks that were so popular in that era. However, it was Jamie Thomson’s gamebooks that were my favourites. (What was that gamebook bilge called which Thomson and his old crony Mark Smith peddled back in the day? The Day of the Toga and Kestrel, that’s it! - The Warlock). Erm, I think you mean ‘The Way of the Tiger’ and ‘Falcon’, oh supreme one.

Being a fan of ‘Monkey’, Bruce Lee and ninja films, it was no surprise that ‘The Way of the Tiger’ were my favourite gamebooks. Undertaking the ‘Teeth of Tiger’ throw was certainly not advisable unless in the vicinity of a bouncy castle. Some of my GCSE artwork were ninjas ripped off from the books. When the artwork didn’t get graded, the school told me my work had vanished. The irony.

‘Golden Dragon’ by Dave Morris and Oliver Johnson was another favourite series, though even the fabled WHSmith book ordering counter couldn’t find ‘Crypt of the Vampire’. I roamed across the Midlands for months trying to locate it. A few years later, I bartered my entire magazine collection with someone at school who owned a copy. (WHAT?! - The Warlock). Erm, except ‘Warlock’ of course your greatness.

On a nostalgic internet browse in 2011 many years later, I stumbled across a book called ‘The Dark Lord’ by Jamie Thomson. I wondered whether it could be the same Jamie Thomson, favourite author from childhood? It was, and I was pleasantly surprised when Dave Morris, author of the ‘Golden Dragon’ gamebooks, replied to a remark I’d made on a comments page about it.

Doubtless I wasn’t within the intended age readership range, but the Dark Lord book was brilliant. The humour a throw-back to the author’s ‘Warlock’ column. (Pah, that piffling Dark Lord is no match for me, I could destroy the pipsqueak with my eyes shut! - The Warlock). Oh, I totally agree your wonderfulness.

In 2012, my wife and I went on honeymoon to Sorrento and the only book I took with me was The Dark Lord sequel, ‘A Fiend in Need’. We encountered weather of biblical proportions. Having several gripes with the travel firm Thomson, I had a flash of inspiration to write a book, comprised of increasingly unreasonable complaint letters to them, working title ‘Dear Thomson’. It would be based upon real events, with the irony of only having the Dark Lord book to read. I made notes, but writing a book was too much like hard work.

A few years later, much to my delight, I had another comments conversation with Dave Morris, that led to me discovering he has a blog, ‘Fabled Lands’, which I have continued to read. I also rediscovered his excellent ‘Virtual Reality/Critical IF’ and ‘Bloodsword’ series. (Spare me your sycophantic gibbering about that lickspittle’s drivel! - The Warlock). Of course, brilliantness.

Years later, I mentioned ‘Dear Thomson’ on the Fabled Lands blog. After words of encouragement from Dave, an abridged version of ‘Dear Thomson’ felt the need to expunge itself from my system over the course of a few days, enabling me to sharpen the pencil as it were for the main event of ‘How to Back Horses’. I sent ‘Dear Thomson’ to Dave, who gave me some kind feedback and useful writing advice. I quite like ‘Dear Thomson’, so have left it here for prosperity.

See, that was a really interesting story wasn’t it your appendixness? (Not in the slightest. On the subject of Thomson, he’ll feel my wraith when I find out which rock he’s crawled under, and… hang on, what did you just call me, you snivelling little worm? - The Warlock). Gulp! Erm, just a slip of the tongue oh wonderous one. Anyway, you can’t just go around punishing people anymore, things have changed in the last 40 years! (Yes, I’d heard they’d banned smoking in most places, but we’ll see about that! - The Warlock).

ZZAP! SIZZLE! ‘ARRRGHHHHH!’


How To Back Horses & Yourself by Andy Fletcher is now on sale from Amazon, and for one week only you can get it at half price. Don't miss your chance to back a winner.

Friday, 3 May 2024

Blood Sword to Dragon Warriors - part 5

The Walls of Spyte is the last installment in Oliver Whawell's series of rules conversions from Blood Sword to Dragon Warriors rules. The stat blocks are available in PDF form here.

I had a lot less to do with the writing of the fifth book than the rest of the series. Oliver Johnson was supposed to write it, but ran out of time. Luckily Jamie Thomson was on hand to step in, but necessarily it was a rush job so he didn't have time to read the earlier Blood Sword books. I came in right at the end to tie up the last 40 sections or so.

Patreon backers can see how I'd have liked the series finale to pan out. Tambù's Blood Sword 5e campaign and rulebook drew on those notes, and I have a feeling so will Prime Games' forthcoming CRPG.

Various player-characters guest starred in the Blood Sword books, in a manner of speaking. This time it was the turn of Zaraqeb (Zara in the book) and Karunaz, who were played in my and Steve Foster's Empire of the Petal Throne campaign by Gail Baker and Paul Mason. The original PCs weren't a lot like their gamebook incarnations, incidentally. The real Zaraqeb wasn't a sorceress and wasn't that nasty; the real Karunaz was neither posh nor noble, though he was a much more interesting kind of hero because of that.

Friday, 1 September 2023

The Hole in the World

A few months ago we were looking at some of Russ Nicholson's magnificent oeuvre and Jamie mentioned how one of the iconic features of the Fabled Lands came about:

"Russ was doing a 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."

That came about because Russ drew the first ever tidied-up version of our world map. For some reason the publishers didn't want to hire him to draw the world map for the books, but they finally gave way and admitted his map was much better than the one they commissioned. Naturally.

Russ needed to draw the whole world first because he was doing all the regional maps and wanted to be consistent about how they looked. Jamie and I used Russ's sketch map for planning all the books. That's why the copy below is covered with our annotations.

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.

Friday, 12 May 2023

GM in your pocket

When Jamie and I were trying to convince the Eidos execs to fund development of the Fabled Lands MMO way back in the late '90s, one of the features we talked up was a storytelling AI:

"The GamesMaster AI will have a library of partially scripted adventures and story elements that it can bring in to liven things up whenever your character is having too easy a ride. These adventures are templates with slots to accommodate friends and enemies you've picked up in the course of your travels.

"For example: you take a bounty hunter's job and go hunting bandits. You round up most of the horde but the leader, Black Nat Varley, escapes. Later, while implementing a random attempt on your life, the AI fills in the assassin's identity as being Black Nat. If Nat survives your second encounter, he'll eventually show up in another encounter and so on. (Maybe NPC adversaries who survive more than three encounters are classed as "dear foes" and have their own level increases tied to yours so as to always give you a good battle.) 

"And the GamesMaster AI will also take account of your character class, deity, etc, when introducing new missions and encounters. It can also randomly generate adventure locations as needed, spicing things up by adding special elements so that they never seem just random. This means that every campaign will be unique."

We looked at Vladimir Propp's Morphology of the Folktale for patterns the GamesMaster AI could draw on. The idea was that it would throw in plot twists and tropes, applying them with common sense. So having a storm at sea might be an interesting random event when you were setting out on a quest, but if you'd completed an adventure and were sailing home to deliver the princess back to her father (or vice versa) then it would realize that a potential shipwreck would just be an irritating distraction.

Fast-forward 25 years and the AI is nearly there. Game developer Hidden Door is working on a platform that effectively creates gamebook-style text adventures on the fly. So when I was talking a little while back about AI-generated covers for Fabled Lands books, I might have been a little too unimaginative. Pretty soon you could have endless open-world adventures whenever you want them, right there on your phone. Not just text, either. This is the current state of play with text-to-video: 

By the end of the year, who knows where we'll have got to. Nick Henfrey and I are using AI artwork for our boardgame A Thunder of Dragons (details on the Flat Earths gaming blog) and maybe by the time we've finished that it'll be time to think about a videogame.

Friday, 10 March 2023

The absent present


Towards the end of the 1990s I read Robert van Gulik's novel The Haunted Monastery and realized it was an amazingly good fit to our Tekumel roleplaying campaign at the time. Jamie Thomson played the fiefholder Lord Jadhak hiVriddi, who neatly filled the Judge Dee role. All the other characters in the novel, such as Sergeant Hoong Liang, had direct one-to-one matches among the player-characters. (A lesson in archetypes there, I suspect.)

As if I didn't already have enough to do (I was finishing up Blood Sword and probably working on some TV tie-ins such as Knightmare) I took it upon myself to rewrite the novel, setting it in Taikava fief in western Tsolyanu instead of Tang Dynasty China. I had an excuse for wasting my time: Jamie's birthday was coming up, so I decided to print one copy and give it to him as a present. His then-wife Debbie typed up the text of the book (no OCR in them days) and I then rewrote it, adding some scenes and details of my own to make it tally with events in our campaign and to introduce the fantasy element that's not present, of course, in Dr van Gulik's books.

The monastery went from Taoist to one of the aspects of  Thumis. I typeset the text with the help of Paul Mason (who played Karunaz, Jadhak's Livyani Luca Brasi) and got it to the printer just in time to present Jamie with a hardcover copy on his birthday. Alas, his divorce followed soon after and in the ensuing chaos all his belongings were scattered more comprehensively than the shell of the Egg of Time. The book was lost, never to be read, and must have been burned or pulped decades ago. And I didn't even keep the text, because it was on one of the big floppies we used then.

Ah well, we must be Dra about these things. Yesterday I came across these notes I used when rewriting the book, naming the Tsolyani equivalents of van Gulik's "NPCs". It's all that remains.

Tuesday, 5 April 2022

The expanding Vulcanverse


What was I saying recently about the Vulcanverse gamebooks? You'll either like 'em or you'll hate 'em. The reviewer above is in the former camp, and French gamers will be pleased to hear that Jamie and I are currently picking several dozen scenes from the books to be illustrated for the forthcoming Alkonost edition.

Or, if you can't wait, the English editions are still on sale -- and we are currently writing book 5, Workshop of the Gods, which should be out by the autumn.

At Amazon in hardcover, paperback and Kindle editions..
  
Also at Blackwell's UK:
And at Barnes & Noble in the US:

Monday, 28 March 2022

Deities acute and obtuse


Here's a question that we really ought to settle once and for all. Richard Hetley, who is a veteran of Fabled Lands campaigns on Kickstarter and has been invaluable to us as an editor and design consultant, recently asked about Ebron, the god of Uttaku who crops up in The War-Torn Kingdom:


Richard Hetley: "I mention this delightfully angular deity because he came up in discussion about the Fabled Lands app. Replies there said 'Yes, it's been confirmed by the authors that Ebron has angles, not angels. Must be some sort of Lovecraftian non-Euclidean god.' I was fairly certain that this was not the case. I had even corrected the misconception where possible. But then I couldn't find a reference in our e-mails, so I didn't say anything. Care to clarify, for the ten thousandth time, whether Ebron was in possession of angles or angels?"

Jamie Thomson: "It most definitely is angles! And it first made an appearance in the Heart of Harkun radio play. And yes, he is a kind of non-Euclidean deity, that's a nice way of putting it, but not Lovecraftian. Imagine it more as a Zen koan, like you meditate on the mystery of how god can have fourteen angles in the same way the early Christian Greek churches used the Trinity as a mystery to meditate on, but not to be taken literally. Of course, the Western Christians decided to do just that, and so you get the Nicene creed, where they actually conceive of a threefold god."

Thursday, 3 February 2022

Two styles of gamebook design

A few people have asked about the differences between my Vulcanverse books (The Hammer of the Sun and The Pillars of the Sky) and Jamie's (The Houses of the Dead and The Wild Woods). When we wrote the Fabled Lands series our styles were pretty similar, so you can't always spot where I (or in several cases Tim Harford) wrote parts of Jamie's books. 

Nearly thirty years on, we write very differently and I'd be surprised if somebody playing the Vulcanverse books couldn't tell which of us wrote what. It would be hard nowadays for Jamie and me to split a book down the middle, as we did with The Keep of the Lich Lord, and not have readers spot the join.

On a trivial level, I notice that Jamie will put things like, "if you have codeword X, read on," so you get to see in the same section various alternative outcomes that you shouldn't really know. Of course, that only matters if you cheat by reading on when you don't have the relevant codeword. Here's an example from The Wild Woods:

On the other hand, I plan the logic diagram as if it were to be handed to a coder, separating each step in the process into its own section. In an example like the one above, I'd split those filters (the codeword, the title, the tickbox) into separate sections, like so:

One advantage of that is it's a lot easier to bug-check the book. If the Vulcanverse gamebooks are ever turned into a CRPG, in mine those logic gates are already fully planned. Jamie's approach uses up fewer numbered sections, and means less page-flipping for the reader, but it can lead to some very long chunks of text.

Jamie uses a lot more codewords; I use a lot more tickboxes. That's because tickboxes are fine for any non-global change, and so I tried to limit the number of times the player would need to refer to the codeword list (codewords being necessary for something that changes the world in more than one location). Neither approach is wrong; it's just a stylistic choice. And some people have told me that the "elegant logic" argument doesn't persuade them in favour of tickboxes because they don't like writing in their books.

Another difference is that Jamie's Vulcanverse books are much more comedic (as you'd expect of the winner of the Roald Dahl Award) so he'll have gods and other mythological figures talking in modern slang. No less a talent than Joss Whedon did the same thing with the Greek gods in his (unproduced) Wonder Woman script, and it's the entirety of Taika Waititi's approach to his Thor movies. Which is not to say that my own Vulcanverse books are without humour, but it's more character-humour in my case, so a bit like Thor: Ragnarok compared to the first Thor movie. Take your pick, or better still enjoy both.

Also, I do a lot more with companions in the Vulcanverse books than Jamie does. Instead of companions, he tends to have more localized character-based stories -- the insolent butler, the orphan you have to return to his uncle, the sick child whose father is destroying the woods, and so on. The trade-off is between highly focused mini-narratives and the more general interactions you get with companions, of whom only Loutro (in The Hammer of the Sun; I picture him played by Toby Jones, incidentally) is guaranteed to get a full character arc.

And there are differences too in the way we construct our books; Jamie tends to have fewer and longer sections. Still, just as you get different styles between the writers on a TV show, hopefully the variety only goes to enhance the whole.

Friday, 28 January 2022

More vulcanicity


Here's Jamie with yet more news about Vulcanverse. I can't even keep up with it. Crypto, NFTs, online card games, virtual land, user-modded stuff -- and somewhere in there is gamebooks. If you want to comment, you can do so right here.

Wednesday, 12 January 2022

It's all Greek


I was asked to prepare a bunch of posts for a Facebook group to promote the Vulcanverse gamebooks, but as nobody in their right mind goes onto Facebook (aka the Dunning-Kruger National Park) anymore, here are those posts with links.

You will encounter friends and foes, develop relationships throughout your adventure, and the choices you make will have a lasting effect on you and the people you meet. There is an ongoing story arc, which runs through all five books and builds towards an epic climax, but of course you'll be free to wander off the main thread to explore side quests or investigate whatever takes your fancy.” (You can start with any of the Vulcanverse books and play them in any order.)

The world of the Vulcanverse: mountains and deserts

The world of the Vulcanverse: forests and the underworld

Vulcanverse includes both companions who accompany the player-character, providing help and clues and unlocking special options, and a current location mechanism to allow subquests that the player can access from different places all around the world. 

It’s possible to join the 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.” 

The Vulcanverse is not your father's Greek mythology. It’s a Matrix-style virtual universe created by the god Vulcan using his hyper-accelerated development of today’s information technology. Go behind the curtain and you won’t find oxen turning wheels and steam-powered colossi from the old legends – you will find something startling and amazing and all-new. Something that coruscates with Kirby Krackle, that whips the rug out from under you, that takes your breath away and blows your mind for good measure. This is not some lame old 1950s stop-motion movie with a bleeping owl. It’s the American Gods or Anansi Boys of Greek myth, the reboot that brings it up to date at warp speed.”

A brief history of open-world gamebooks

Other open-world gamebook series #1: Alba.

Other open-world gamebook series #2: Legendary Kingdoms.

Other open-world gamebook series #3: Steam Highwayman

So you want to take your Fabled Lands character into the Vulcanverse? OK, here’s how.” 

Vulcanverse adventure sheets and more. 

Jamie talks about Vulcanverse and other gamebooks on the Instadeath Survivors podcast. 

All you could possibly want to know on the Vulcanverse YouTube channel. (Scroll down for Jamie’s personal fireside chats.)

However I will say one thing for Facebook: at least there you can make comments and ask questions; it's too bad we can't have that on the FL blog anymore. A notable example:


Want to know what happens when you get the codeword? That would be telling. Better to find out for yourself.