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Showing posts with label Transworld. Show all posts
Showing posts with label Transworld. Show all posts

Tuesday, 5 January 2021

Adventuring on a shoestring


I have a friend who keeps telling me I should do podcasts. It’s flattering because he does a fair few himself and he’s very good at it, but the field is so crowded already. Mike and Roger on Improvised Radio Theatre With Dice, Ralph on Fictoplasm, Jeff and Hoi on Appendix N Book Club – and not forgetting Dirk the Dice on the Grognard Files.

I’m on the latest of those, mostly chatting about Dragon Warriors and Jewelspider but with a bit about the early days of roleplaying. After the discussion, an interesting point was raised about whether DW would have worked better as a single rulebook, the way games like Runequest and Champions were released at the time, rather than as six standard-format paperbacks. (We’d hoped for twelve, but that’s a detail.)

What happened in the early ‘80s was Ian Livingstone and Steve Jackson had a epiphany. They could see that fantasy games potentially had a huge market but had so far failed to escape the niche of sweaty hobby shops. How to get them out of the shadows and into the mass market bookstores? The lightbulb moment must have come while playing a Fantasy Trip solo adventure. ‘Know what, lad?’ I can imagine Steve saying – or maybe it was Ian. ‘Do something like this for kids and we could have a breakout hit.’

The red-braced MBAs among you will have noticed that Ian and Steve didn’t publish Fighting Fantasy themselves, despite owning White Dwarf magazine and a chain of game stores. They pitched it to Penguin Books and lions were shook into civil streets.

Me, I just rode their coat-tails. I figured that all those tweens and teens who’d now discovered gamebooks might also be waiting for roleplaying. So Oliver Johnson and I took ourselves out to Ealing, where Transworld had their offices, and the game that was to be known as Dragon Warriors was born.

What if we had done DW as a single rulebook? I’d been working on an RPG for Games Workshop that they planned to call Adventure (yeah, not my idea) and that would have sold about 2000-5000 copies. The value to GW was mostly that they could sell figurines on the back of it. Adventure never happened because GW picked up the UK Runequest licence, but it had penetrated even my business-blind consciousness that we could sell ten times as many copies if we got a paperback RPG into high street bookshops.

And where would a chain like W H Smith have put a single-volume rulebook anyway? Not alongside the FF books that all the 10-13 year-olds were snapping up. There might have been a corner of the shop where Jane’s Fighting Ships and Formula One books were stocked. You’d never have seen it. We wouldn’t be talking about it today.

And how much would it have cost? The DW books were £1.75 each – in the mid-80s, a little less than $5. If we’d lumped the content of the six paperbacks into one durable hobby-style RPG hardback, call it £15. About fifty quid in modern money. Not a pocket money purchase, for sure.

And would Transworld have been interested? Probably not. The adult division wouldn’t believe there was a market for fantasy role-playing, the kids’ editors wouldn’t commission a £15 hardback. And if they had, Oliver and I would have got an advance of about £2000 each (that's maybe £7000 in today’s money) to keep us going for a year or more while we wrote the whole game and all the scenarios. Passion project though DW was, just to pay the bills we'd have been tempted away by gamebook contracts instead.

Would I rather have released DW as one book? Well, that’s what I was working on in Adventure. It wouldn’t have been entry-level like DW. It would have been set in the world of Medra rather than Legend. The skill system would have been more complete because it was designed as an entire system rather than piecemeal and episodic the way DW came out. There'd have been no elves or goblins.

Would that game have been as good? Apples and oranges. Single-volume RPGs back then were for the hobby market. Paperbacks like DW and FF and Maelstrom were for the mass market. I'm heartily glad that James Wallis eventually reorganized DW into a single book, and it's far easier to find the rule you want that way, but we had to follow the winding road to get to that point twenty years on.

If I'd really understood the business side of gaming at the time, though, I’d have made the rules d6-based. How many schoolkids even knew where to buy icosahedral dice, still less have the pocket money to spare? It was Britain in the ‘80s, a tatty and corruption-riddled backwater off the coast of Europe. The streets were paved with stale chewing gum and flattened fag butts. Off licences had metal grilles to stop people pinching Watneys Party Sevens. The height of dining out was a gristly steak and chips at the Berni Inn. Kids didn’t have the cash to fling at mobile phones and X-Boxes like they do today. Or did, that is, pre-Brexit.

That dice bit I’ll be fixing with Jewelspider. All you’ll need are a couple of six-siders. It’ll be a small-format book, too, though maybe I should do a hardback as well as a paperback edition if only because that will be more resistant to spilled wine and red-hot fragments of dope. Tell you what, though. It’ll be a bit more than £1.75.

Tuesday, 15 November 2011

A dream to some, a Knightmare to others

Tim Child was a visionary. That’s not unknown among television producers, but what strikes me as rarer is that he was – and is – an innovator. And one with some powers of persuasion, to boot, because he somehow talked the powers that be at Anglia TV into letting him put out a Dungeons-&-Dragons inspired game show in the prime kids’ teatime slot. And it ran for eight seasons. That was Knightmare.

I wasn’t involved in the TV production, but I always enjoyed meeting Tim and taking a look around the studios. I’d been called in to polish a novel of his designed to add backstory to the show. I ended up rewriting quite a bit, though most of the ideas were Tim’s. The only problem, really, was that he’d written it like a TV script, with lots of cross-cutting between scenes that prose doesn’t handle well.

As well as the novel, I added a 105-section gamebook-style adventure. Each year after that, Tim and Transworld (the publishers) came back and got me to do another. From now on I was left entirely to my own devices as regards both the novel and the gamebook part, so I guess they trusted me. All the editors ever asked to know in advance was the title for each book. That's a great way for an author to work!

The first few were drawn from my Dragon Warriors adventures in large part, though relocated in early 13th century Europe. In The Labyrinths of Fear, the hero Treguard got embroiled in a tourney, lost in the wildwood, and encountered the king of the elves – who was freakin’ terrifying, let me tell you. There's a funny story about that and recreational drugs that - hmm, no, better keep it to myself. I didn't inhale, let's leave it at that.

In Fortress of Assassins, which I co-wrote with Oliver Johnson, Treguard went looking for the lost heir of Richard the Lionheart. And his fourth and last outing in an historical adventure setting was The Sorcerer’s Isle, wherein he faced a quest for the Grail in the company of a resurrected Sir Lancelot. Maybe the Grail, maybe Lancelot... you'll get no spoilers here, not even two decades on.

After that the publishers asked me to take the books younger, which meant giving Treguard a back seat, moving the action to present day, and making the protagonists kids. Despite what you may think, The Forbidden Gate was my favorite in the series. I felt I channeled a little bit of Alan Garner and a dash of John Masefield. Enough to satisfy me, anyway. And David Learner, one of the actors on the show, turned it into a stage play. The children who came to see it will be in their thirties now. And that’s scarier than anything in the Knightmare dungeon.

I can give you only this little taste, which comes from Fortress of Assassins. Copyright in the text (both novels and gamebook sections) is not mine but resides with the publishers and Tim Child, so if you find any ripped PDFs online better keep quiet about them ;-)

Tim Child’s daughter once suggested publishing an omnibus volume collecting all the stories together, but nothing ever came of that – and, now that the show is receding into the mists of time, I doubt it ever will. A Kindle edition might be feasible, but you’d have to write to Transworld about that.
PROLOGUE
The Syrian Desert, AD 1212

The caravan hurrying through the low dunes was not the usual assortment of merchants and pilgrims journeying between Hamadan and Aleppo. For one thing, there were but six people in the entourage and only eight camels – a far smaller party than would usually brave the threatening wastes of the desert, infested as it was with brigands and predatory animals. And it seemed that the party was trying to he as inconspicuous as possible. There were none of the usual gay trappings of bells and colored tassels hanging from the camels' saddles. The bales of silk and silver that they had borne from Hamadan were swathed in a dull, dun-colored cloth. So also were the merchants themselves, as though they preferred to blend against the background of rolling dunes all about them.

The caravan was in a hurry – that much could be seen from the sand kicked up in their wake and the sweat-streaked, dusty faces of the men. At intervals two of the men would stop to cast anxious glances back in the direction they had come. The scene behind them was one to frighten the most hardened of desert travelers: a purple-black cloud, spinning dust devils marking its inexorable progress over the yellow dunes, was bearing down on them from the east. This would have been cause enough for alarm – caravans much larger than this one had been lost forever in such a sandstorm – but it was not the impending storm that filled the men's hearts with dread.

The two who kept stopping to look back were brothers, merchants of Venice – by the look of them too elderly and comfortable to undertake such a journey unless it promised great rewards. Their guards, grim-faced Frankish veterans, were armed with winch crossbows and swords of tempered Toledo steel. They walked with blades bared, anticipating danger.

Over the course of the day, first one and then the others had thought to see a black-garbed figure walking steadfastly in pursuit of them on the very fringe of the dust storm. It had seemed like some unstoppable creature out of Hell. Now, as the sun sank lower in the sky, the shadows at the centre of the storm grew more impenetrable and wind whipped at their cloaks. The storm was upon them.

'Santino,' cried one of the merchants in a voice edged with fear, 'we must abandon it! What are two hundred ducats compared to our lives?'

'Have you so readily forgotten the precepts of our father?' the other jeered back at him, fearless and indomitable where his brother trembled with fear. 'Never surrender what is rightfully yours – those were his words, Giacommo. Even in these heathen lands, the law of possession must hold. I paid a fair price for the thing and it is ours.'

Just as these words were out of his mouth, a searing blast of hot air struck them as if a furnace door had opened in the east. A wall of stinging sand flew into their faces. They hunched down and struggled through the cauldron of dust towards the fast-disappearing rumps of the camels.

'Close up!' the elder brother, Santino, yelled to their guards. Faint answering cries came back to them through the howling storm. Presently they saw three of the guards urging the camels back against the brutal strength of the wind. Of the fourth guard there was no sign.

'By San Rocco, where's Barthelemeo?' hollered one of the guards. 'He'll be lost – we must follow him! Barthelemeo!'

'Don't be a fool. It would be the end for us all if we did that.' Santino, was still ice cool despite the danger.

A faint answering cry came out of the swirling dust ahead. Before the others could stop him, the man who had called out blundered off into the storm, his cloak snapping about him until he was lost to view. A heart-stopping scream followed a few seconds later. The remaining four stood transfixed, nerveless hands clutching at their weapons. They backed away together, their eyes desperately seeking for signs of attack.

'Over there!' another guard screamed. They all whirled to face in the direction of his shaking crossbow. A shadowy form was materializing with faltering steps out of the storm. It was Barthelemeo, the hood of his desert cloak swept back so they could recognize his ashen face. A gush of bright blood covered the front of his chest, and a bubble of it formed on his lips as he tried to speak. No sound came above the shriek of the wind. Instead he pitched forward at their feet. Now they could see that the man's throat had been cut from ear to ear. He was still trying to say something. The younger of the brothers leaned down. He could just make out what Barthelemeo was saying: 'Master, beware… he is like the desert wind… I never saw him.' The guard twitched once, then lay still.

Giacommo got to his feet hastily. Just as he did, another of the guards gave a cry, his crossbow discharging harmlessly into the air. A jagged black throwing knife protruded from his neck, just under the ear. Even before his dead body pitched forward into the sand, Santino had drawn his sword and launched himself in the direction of the attack.

It was his last living action. As if wielded by an invisible attacker, a scimitar flashed out of the stinging wall of sand, severing his head from his body with one blow. Giacommo stood transfixed as the head rolled across the sand towards him, leaving a crescent-shaped trail of blood behind it. It came to rest against his foot. Santino's eyes stared up at him with the same cold imperious glare they had possessed in life. Giacommo slowly dragged his gaze up from his brother's head, his sword dangling uselessly by his side. He was not surprised to see that, somehow, the fourth of their guards had now joined the others in death. He had not even seen the blow that had opened up his rib cage so neatly that his vital organs had fallen to the ground between his feet. Giacommo heard a whimper of fear; it came from his own throat.

Suddenly the wind dropped, leaving a hollow silence. The swirling dust clouds drove off to the west in the direction of the setting sun, casting an eerie purple shadow over the scene of carnage. Giacommo hardly noticed the storm's passing. All his attention was focused on the figure who stood in front of him — a tall warrior clad from head to foot in the black robes of the Hashishin - the Assassins. The scimitar that had beheaded Santino still swung from one hand, its sharp blade caked with dust and blood.

`Saints . . .' moaned Giacommo. His hand brought his sword up in a hopeless gesture, but he lowered it again under the scrutiny of the assassin's eyes. Partially veiled by the swathes of the burnoose, they were of the deepest blue that Giacommo had ever seen; even the waters of the Venetian lagoon could not compare to their oceanic depths. In the face of that cold gaze, his resolve melted. The sword fell from his fingers and he sank to his knees on the sand.

He sensed the black-clad figure walking closer… and past him. Giacommo stared up, slack-jawed. He had expected to die. The figure stood silhouetted against the sullen glow of the sun as it sank beyond the westward-driving storm. With superhuman strength, the assassin flung aside the boxes and saddle-bags that had been slung over the camels. With a savage downward sweep of the scimitar, the brass binding of a chest was smashed open and delicately embroidered Chinese silks spilt out. These the assassin tossed into the evening breeze like so many worthless rags.

Giacommo knew what it was that the stranger sought. 'There,' he pleaded, pointing to one of the camels. 'Take it; only let me live.'

Striding over to the bundle he had indicated, the assassin tore it down and unfurled the cloth wrapping. A sword lay revealed – a sword whose blade shone with the white light of heaven. A black-gloved hand reverently took up the sword and raised it aloft, holding its hilt up to the sunset. For the last time, Giacommo saw the delicately worked hilt: a lion's head of gold with two amethysts for eyes. They blazed as if on fire in the orange glow.

At last the assassin uttered a sound. It was a feral cry that rang out across the sands like the call of a jackal. Then, uttering a low laugh of triumph, the assassin pulled aside the black veil. As Giacommo slipped into grateful unconsciousness, the sight of the assassin's face lingered in his mind like a brand that had been burned on to his eyes. He would remember that face to his dying day.

The assassin was a woman...