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Showing posts with label artwork. Show all posts
Showing posts with label artwork. Show all posts

Friday, 19 July 2024

Here come the machines

Now this is interesting. The Last Screenwriter is a movie made from a script written by ChatGPT-4. I'd like to tell you more, but knee-jerk hysteria (or so we're told) meant that the planned screening in London was cancelled. Too bad, as the filmmakers explain on their website that it was made as a non-profit experiment.

I'm curious about the use of generative AI in writing, art, and other fields. I suspect it won't lead to mass unemployment but instead will be a useful tool that creatives will collaborate with to improve their work -- much as desktop publishing has led to an explosion in the number of books. Hmm, given the quality of books these days maybe that's not such a great example.

Some people gripe (well, scream) that AI is stealing from existing authors and artists. Mostly that's a misunderstanding of how the models are trained. Yes, they look at millions of images to learn the way a picture is put together. Contrary to the belief of the pitchfork-bearers heading up to the baron's castle, the generative AI models don't record each individual image and reproduce it. It's more like how human artists and writers learn their craft.

For example, when I was a kid I'd often notice that my favourite comic book artists were having their panels "borrowed" by less well-known artists. The character poses you'd see in British comics in the early '70s (strips such as The Steel Claw in Valiant) had appeared in US comic books a few months earlier. But even among those Marvel & DC artists there was cross-pollination. Barry Windsor Smith famously started out drawing Jack Kirby pastiches and later went Pre-Raphaelite. Dan Adkins was famous for lifting poses from other artists. Writers too: H.P. Lovecraft began by imitating the style of Lord Dunsany. Dunsany was influenced by the King James Bible. Robert Bloch started out copying Lovecraft, and so the cycle continued. 

In the comics I made at school I emulated the art styles of Bernie Wrightson and Barry Windsor Smith; when I wrote my early stories I was following patterns picked up from Robert E Howard, Stan Lee, Roy Thomas, August Derleth, and others. This is how we've always learned -- and it's a much more targeted kind of swiping than the generative AI is doing. The AIs don't play favourites, which is why (now that you can no longer specify "in the style of" in the prompts) their art output tends to look like the soulless photorealistic fantasy paintings you see on DeviantArt.

I've talked before about using AI for artwork in gamebooks and RPGs. It's a good fallback for game designers who have no art budget. The snag is, people lose their shit when you so much as mention it. I've hired human artists whenever possible -- most recently Inigo Hartas for my Jewelspider roleplaying game. Of course you get a better result that way, but most independently published books don't even make enough to pay the author's phone bill. The option is often either AI art or no art -- or else public domain art like the William Harvey illustrations I used in the new print edition of Once Upon A Time In Arabia. Nobody was happy with those. (You can get a copy with Russ Nicholson's artwork on DriveThruRPG.) Another option is to use AI to enhance the writer's own sketches, which may be the best way to get the authentic imagery that the writer had in mind.

In any case, I'd like to see The Last Screenwriter because this is the future and we may as well start getting to grips with it. Smashing the looms never works.

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.

Thursday, 27 April 2023

Weird indeed

If you were interested in recent posts (here and here) on AI artwork, I've been tinkering with it to complete my Mirabilis comic book and you can also hop over to the Wrong blog for some unsettling machine-made images in the tradition of Weird Tales. Which is a sort of segue into tomorrow's post. See you then.

Thursday, 13 April 2023

Face it

When I'm writing a scenario for publication (such as this one) I'll sometimes cast the incidental NPC roles by saying which actor might play them. It's a shorthand way of conveying the idea of the character without having to describe their personality in the scenario.

My wife goes one further. When writing her novels she picks real faces that she can visualize as the characters. That could work when designing roleplaying scenarios too.

And a further evolution: Unreal Person lets you generate faces that don't exist. (The one above on the right really shouldn't.) Or you can use something like Nightcafe for non-modern images like this medieval apothecary:

You do have to let the art lead you where it will, though. There's not yet much hope of getting the AI to draw exactly what you want, as my experiments on the Mirabilis blog show. Still, the field of generative AI has reached escape velocity now. It's only a matter of time.

Friday, 3 March 2023

Got it covered

Whatever I work on, people ask me about more Fabled Lands books. The sticking point isn't the writing. Paul Gresty, who wrote The Serpent King's Domain, has completed work on a new Fabled Lands Quest based on my Golden Dragon gamebook Castle of Lost Souls. He's also made a start on The Lone & Level Sands, and all that industry has stung me into talk of turning The Eye of the Dragon into another FL Quest to tie in with book 8.

The snag is that artwork is expensive. That bedevilled the Vulcanverse books, which I thought looked amazing with Mattia Simone's atmospheric filler artwork. Myself, I prefer fillers, like the little vignettes Russ Nicholson does for the Fabled Lands books, but most readers demand drawings that illustrate specific scenes in the book. (It's less bother than reading prose.) Also they'd like a lot more illustrations than the Vulcan Forged company were willing to commission for the gamebooks. So how to pay for all that art?

Perruno suggested turning to AI. I'd been thinking about that, though I'm not sure if it saves a lot of money. You can see from the examples here what Wombo Dream came up with off the top of its artificial head. It could be a lot better if I spent a few months practising. But even if that gave us cover art we could use, there's no way any Fabled Lands book could come out without interior illustrations by Russ; he's an integral part of our creative team. And what about maps? The AI is still a few years off (I'm just guessing) being able to handle those.

Then there's the cost of editing and typesetting. And I haven't even talked about paying the writers. After forty years in this business I'm used to the idea that nobody wants to pay the writer, but I'd love to bring in today's top gamebook talent to work on future Fabled Lands books. Paul Gresty of course, but also people like Jonathan Green or Martin Noutch of Steam Highwayman fame or H L Truslove, author of Alba. I have no idea if they'd even be interested, but I wouldn't insult them by asking until I knew I could write a cheque.

Kickstarter doesn't cut it, as I've explained before. I guess we could wait till AI can do the whole job including the writing, but by then the AIs will be the ones reading the books too.

Thursday, 29 September 2022

Some day my prints will come

We're big fans of Gary Chalk around here, not just for his astonishing artistic talent but because he's a true gentleman and a huge personality loved by all who know him. So it's a pleasure to spread the word about his new online shop where you can buy giclée prints of some of his best-known pictures. While stocks last, as they say, so don't delay.

Thursday, 22 September 2022

A glimpse of the Vulcanverse

The Vulcanverse gamebooks so far have met with a mixed reception. I'm currently writing the final book in the series, Workshop of the Gods, and mindful of those readers who don't enjoy discovering quests for themselves I'm putting a lot of hand-holding in this one. Not quite to the extent of an old man running into a tavern to give you an adventure, mind you, but a cast of characters who will give you plenty of hints if you're gaming in a hurry and just want to motor through the the big plot points.

But it wasn't just the text that bothered some readers. Everybody seems to agree that Mattia Simone's artwork (the colour image above, for instance) is sensational but "there's not enough of it" complained many readers. We didn't have a budget to illustrate every scene even if we'd wanted to (and I tend to think, after all, that's what prose is for) but the French editions forthcoming from Alkonost are going to fix that. Each book in the series will have forty fabulous drawings by the immensely talented Gaucelm de Villaret. For example:


I don't want to give too much away here. If you want to savour Gaucelm's illustrations you'll have to buy the books. But the one below is my personal favourite. It shows the player-character's family as encountered at the start of books 1-4:


And here are those aunts and uncles brought to life:



And if you haven't yet ventured into the Vulcanverse, you've still got one week left to scoop up The Hammer of the Sun in paperback at the special knockdown price before we come to our senses.

Friday, 17 June 2022

A supernova imagination


You can probably see why I was immediately drawn to the work of Dublin-based artist Rory Björkman. There's a bit of a Mirabilis vibe in some of his pictures. But he has more strings to his bow that that, and I was mesmerized by this article about his art. (Full disclosure: it's by my wife.)
"Rory sees a lot of potential in games. 'I think they’re an underused platform. They could be used to a much greater extent for telling stories instead of shoot-up adventures. Games could tell great stories but you don’t see much of that.’"
He's talking about videogames, of course, but I think that any one of Rory's images could inspire an entire roleplaying scenario. If you try one out, come back and let us know how it went.

Thursday, 25 November 2021

Confounding expectations


This is my favourite Vulcanverse gamebook cover and the book doesn’t even exist yet. This is just a mock-up made using a thumbnail sketch by our artist, Mattia Simone.

Why do I like it? Partly because anyone who thinks the Vulcanverse is just a retread of Greek myth (yeah, I’d be yawning too) is going to do a double take when they see this. It doesn’t look like a classical Greek city? No, it looks a million times more exciting than that. Marble colonnades and hypostyle halls evoke the slap of sandals on a sound stage, the unconvincing clash of prop swords wielded by bad actors. Whereas Mattia's cover looks like the set of an MCU blockbuster. That could be Ronan the Accuser in front of the core of the Supreme Intelligence. It’s an image that promises nonstop excitement.

And it’s absolutely right that the fifth book should upend expectations. The Vulcanverse isn’t the world of Greek myth. It’s a Matrix-style virtual universe created by the god Vulcan (well, Hephaistos) 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 1980s 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. And that’s why Mattia’s cover is so perfect. It says: this is not your father's Greek mythology.

While we’re talking about the Vulcanverse books, eagle-eyed gamer Teófilo Hurtardo has pointed out some sloppy syntax in the second one, The Hammer of the Sun. If you get yourself killed, your god arranges to resurrect you and the text says:
‘If you were wounded, untick that box on your Adventure Sheet, but add 1 to your total scars because none returns from the land of death without being marked.’
What I meant there was that everybody coming back to life gets a scar, regardless of whether or not you were wounded when you died. But Teófilo rightly pointed out that’s not what I said. It might just about pass in everyday conversation, but not in a book where the precise logical syntax matters.

So what it should say is:
‘Add 1 to your total scars and, if you were wounded, untick that box on your Adventure Sheet.’
I’ll correct it in future editions. And this is a good moment to thank John Jones, who generously cast his diligent eye over the Vulcanverse books and caught a number of critical errors in The Wild Woods, some of which spread back in time to book one, The Houses of the Dead. For example, there's the ubiquitous demon Wolfshadow, who was supposed to be killed (in book one) based on advice given to you in book three by King Lykaon -- except that advice and the associated codeword had been missed out. Eek. John suggested a good way to fit the advice into the long spiel that King Lykaon actually delivers in book three:
'Despite my title, there is one wolf I do not rule...' leading into telling you about Wolfshadow and, 'Hey, take one of these arrows of Artemis to King Midas's tomb in Hades to maybe get gold-plated so you can kill that nasty thing why don't you? Oh, and don't forget to fetch along an actual bow, either.'
Unfortunately I'd already done the page layout, so I couldn't make use of John's elegant suggestion and we have to make do with Lykaon just mentioning Wolfshadow in passing. But at least you get the codeword so the book isn't actually broken.

John also took us to task, and rightly so, over the random permadeath the player suffers if they stray into the Slimeswamp without any vinegar. The only possible way to find out that you need vinegar there is to lose a character and have to start all over again. Not a lot of fun if you've just spent hours questing around the other books. John proposes this fix, which we fully endorse. Paste it into your copy of book one if you wish:


I'm barely scratching the surface of all the help John has given us with these books. He's the true hero of the Vulcanverse, and you can bet that after the final book is out I'll resign the position of gamebook editor permanently -- and thankfully!


Also at Blackwell's UK:
And at Barnes & Noble in the US:
Also of interest:

Circe by Madeline Miller
Democracy by Abraham Kawa and Alecos Papadatos
Helen of Troy (Harrison, 2003)
Heroes and Mythos by Stephen Fry
Homer's Daughter by Robert Graves
Jason and the Argonauts (Chaffey, 1963)
The Odyssey (Konchalovsky, 1997)

Friday, 15 May 2020

God's favourite angel


In last year's Kickstarter for The Walls of Sypte, the apocalyptic finale to the Blood Sword gamebook series, the top reward was for a personalized piece of artwork by Russ Nicholson. The price tag was €600 -- which might sound steep but, trust me, it's a bargain for a Nicholson one-off. Teófilo Hurtado obviously thought so too, because he snapped it up almost as soon as the Kickstarter was launched. The original artwork now presumably hangs in his home, but Russ has kindly given permission for me to show it here. (The Magus in the middle has Teófilo's own face, which must make for a spooky sensation when he's eating his cornflakes.)

Over to Yeats for some lines that didn't in fact inspire me when I created the Magi of Krarth, but easily could have done:

Now as at all times I can see in the mind's eye, 
In their stiff, painted clothes, the pale unsatisfied ones 
Appear and disappear in the blue depths of the sky 
With all their ancient faces like rain-beaten stones, 
And all their helms of silver hovering side by side, 
And all their eyes still fixed, hoping to find once more, 
Being by Calvary's turbulence unsatisfied, 
The uncontrollable mystery on the bestial floor.



Wednesday, 27 December 2017

For art's sake

Finally all the pieces are in place and The Serpent King's Domain, seventh book in the Fabled Lands gamebook series, is about to hatch out into the world. Thank you for your patience – and there I’m not just talking about the two years since the Kickstarter campaign, which is actually a pretty quick turnaround by KS standards, but the twenty-year gap before that. When Pan Macmillan pulled the plug on the FL series back in the ‘90s, Jamie and I thought it was stone dead. Various attempts over the intervening decades to bring it back as a massively-multiplayer game, a CRPG, an app, etc, only raised hopes to dash them again. And then crowdfunding came along and opened up a new way of funding books. Not a particularly efficient way, admittedly – most KS projects are still barely-funded labours of love and/or duty – but it did the trick.

We’ve had Paul Gresty’s finished text for some time now. Richard Hetley meticulously edited it (all 1200 sections) by setting up spreadsheets to keep track of stats and make sure this is the best-balanced and most challenging FL book of all. I typeset it over a month ago, for both the paperback editions (large and regular format) and Megara’s hardback edition for backers. Russ was held up on the interior illustrations for a while for personal reasons, but happily he returned to the job with renewed energy and has delivered some of his best work.

And the final piece of the puzzle arrived at the start of this month. Kevin Jenkins, who these days is swamped with work on Marvel and Star Wars movies, graciously found the time to provide us with three different cover designs, one of which he painted up in some detail before deciding that it would make an interesting change to go for a night-time effect. I've got both paperbacks set up on our print-on-demand service ready to go on sale on Amazon in the New Year, and meanwhile Mikael Louys can be getting on with shipping out deluxe hardbacks to all the backers.


Some people have asked why the new cover isn’t a panorama like the first six. The fact is we have no way of printing books with fold-out covers like the Pan Macmillan editions. The back cover of the large format paperback will be needed for the colour map, in any case.

I’ve never actually seen the physical paintings for the first six books, but I know they’re big. I met Kevin once, back in 2010, to ask if he could help us find clean, text-free copies of the cover art for our new paperback editions. “I’ve got them in my attic,” he said. And he dug them out, set them up in his studio, and spent a good chunk of his weekend photographing them for us to use. How much did he want for us to re-use them? Not a penny. That’s one of the reasons I insisted that he and Russ should be fairly recompensed at their normal rates for work on this book. I’ve seen artists and writers exploited far too often, the people who actually make the content struggling to pay their bills while publishers luxuriate in second homes, which is why I won’t be a party to it.

Some FL fans have asked how the Kickstarter funding will be shared out to pay for the content. The campaign was run by Megara Entertainment SARL, not by Fabled Lands LLP directly, but I can share the details as they have been stated throughout to all backers on the Kickstarter page. The campaign was a model of transparency, thanks to Richard S Hetley, who managed it under the express instruction of Mikael Louys of Megara, who decided to take a back seat following his summary cancellation of the Crypt of the Vampire campaign back in June 2015.

Richard began by showing backers how their pledges would be spent:



That's nicely straightforward, isn't it? As I have commented before, the tricky thing about a Kickstarter for a new book is that you have to pay for writing, editing, typesetting and artwork on top of print and shipping. This pie chart explains where the money is going to be spent in terms anyone can understand.

But wait, it's not quite as simple as all that, because not everybody was simply pledging €35 for a copy of the book. There were other pledge levels such as personalized character drawings. So for the sake of further clarification, Megara maintained an art meter on the page:


That's how it looked by the end of the campaign - gratifyingly full. In the early days there was no guaranteeing it was going to get that far, so Megara identified the two highest art priorities:

First, a new regional map by Russ Nicholson. As the KS page stated: "You cannot play a location-based game if you cannot see a map. At [€550 on the art meter] we will be able to afford a new map. It will be printed in the book as black-and-white, but Russ will draw it in color for the map print also available during this campaign."

Next, upon reaching the €1150 mark on the art meter, €650 could be set aside as the base cost of "a new cover painting by Kevin Jenkins. To be clear: a painted cover by a famous artist costs far more than the above. If we reach the meter mark, we will continue to pay half of all art funding to Kevin Jenkins after this point on the art meter."

Well, the campaign raised €30,589. So, by the art meter formula that was made explicit to backers, the final allocation results in €3300 being owed to Kevin Jenkins for a new cover. Russ's map and interior illustrations meant that €7209 was set aside to pay him. Meanwhile Paul Gresty's 10% share as author netted him €3058.

It's not much considering the talent and creative work involved, is it? Of the total raised, after content costs, Megara has €17,000 left that's earmarked to pay for the printing and shipping of around 490 hardbacks. In other words, the physical production costs are considerably more than the amount allocated to the creative team. So you can see that it's only possible to do a project like this, and attract art and writing skills of this calibre, because of the love and commitment those guys have for the series. In fact, Russ and Kevin were better paid than this back in the mid-90s when they originally helped us create the Fabled Lands series. When you consider that UK inflation since then has been a whopping 78%, our stalwart creatives are getting barely £1000 each in 1995 terms. That's why I'm so grateful to them for agreeing to work at the rates specified on the Kickstarter page, and thus for lending their names and reputations to make the campaign a success.

And by the way, that  €17,000 left for printing and shipping might look like a windfall, but bear in mind these are quality hardbacks and they're being sent to backers all over the world. At least €10,000 is probably eaten up just by printing and postage costs, and that's before you even get to the organizational side of it: spreadsheets of addresses, tracking who paid for what reward, signing bookplates and producing other extras. Even if you ran a successful Kickstarter like this every month, the "profit" isn't enough to run a company on. That's why I've said that it's simply not possible to run a publisher using Kickstarter as the core funding model. Something like this has to be done from the heart. If you've seen Mikael Louys's comments on Kickstarter and Facebook where he lays into me and Jamie, that's my response. I take my hat off to him.

A Kickstarter campaign is a public contract with backers. It tells them what they will get for their money. If they like the deal, they pledge. If not, they click on to another project and spend their money there. It's incredibly refreshing to see a campaign like this where the contract with the backers has been so open throughout. Many projects avoid making promises because they know that Kickstarter's Terms of Use require them to fulfill those promises or refund the money, but Megara has shown exemplary transparency in putting those promises front and centre from day one.

The devotees of the Fabled Lands obviously liked the deal being promised because you pledged in your hundreds to revive the Fabled Lands series. I only hope that if and when Fabled Lands LLP launches our own Kickstarter campaign for book 8, The Lone and Level Sands, that Paul, Richard, Russ and Kevin are still so amazingly generous with their time and effort. It's really because of their help that we are able to do projects like this at all. And because of the passionate intensity of Mikael Louys, who kept asking us if he could publish some of our old gamebooks and finally convinced us to authorize a new one. And, last but very far from least, because of all the FL fans who are willing to put down their hard-earned dollars (okay, euros) to see more exhilarating artwork and thrilling prose by our dedicated creative team.

Monday, 25 December 2017

Uncovering Fabled Lands book 7

Happy Christmas. I know you'll have presents to open and crackers to pull, so I won't keep you. I just thought you might like this glimpse of Kevin Jenkins' cover for The Serpent King's Domain.

Well, sort of. The fact is that Kev changed his mind about the cover after painting this rough, so the finished article looks quite a bit different. You'll see that soon enough. (If you're one of the Kickstarter backers you'll have already seen it.)

In the meantime, if you've been given any book tokens then why not take a look at our US or UK gamebook stores? Or browse through some gamebook and RPG goodies on the Spark Furnace site.

OK, that turkey ain't gonna cook itself....

Friday, 30 June 2017

Portraits of Peril


We don’t usually do news around here, unless it’s Brexit or Trump or other End Times scenarios, but there was some recent discussion in the comments about Scholastic UK’s re-release of the Fighting Fantasy gamebook series, and I kind of like the covers, so why not?

What’s good about them, first of all, is that they’re simple. These covers will have taken a fraction of the time of a full painting like Martin McKenna’s (very striking) image for Bloodbones. So they’ll be cheap, and that’s smart thinking.

On the other hand, cheap would be counter-productive if it looked cheap. Try the cover below that was proposed to me for Down Among the Dead Men by a mainstream publisher. ‘But… but…’ I said. And, when my brain regained control of my mouth: ‘It’s about pirates, not cowboys. And also it’s not a funny story for eight-year-olds.’



Thus it is that I know how utterly slapdash and dire a ‘professional’ attempt at a cover can be. By contrast, these FF covers are bold, modern and eye-catching. I can imagine them convincing today’s eleven-year-olds to give gamebooks a try.

But will those kids want to roll dice and wrangle their way through all that character-sheet arithmetic? Will the puzzle- and plot-driven adventures hold up? Will the creaky purple prose of thirty-five years past still compel attention in a videogame era? I don’t know. I just think they look pretty.

Friday, 14 April 2017

Rumble in the jungle

A picture is worth a thousand words. More than a thousand when it's by a master artist like Kevin Jenkins. So I'll keep this short. Kev has been madly busy on visual design for the next Star Wars movie - or maybe the next but one - but he cleared some time recently to do a few sketches of the cover for the seventh Fabled Lands book, The Serpent King's Domain. And when I tell you this is one of the designs we rejected, you'll get a hint of how amazing the finished cover is going to look.

Kev says of this one: "Our hero is taking down an attacker while being surprised by a second assailant, below massive jungle waterfalls with temples carved with massive stone faces." Of course we apologized for dragging him away from a galaxy far, far away but he added, "Believe me, after four years on the same subject it was nice to sketch a dragon."

An awesome guy and an awesome talent. We're lucky to have him. And anyway, I'm a Trekker.

Friday, 3 March 2017

Expressionist dancing zombies

Leo just sent me the colourized images he's been doing for Megara Entertainment's limited hardcover edition of my second-ever gamebook The Temple of Flame, originally published in the mid-eighties. This picture of undead warriors caught my eye because I'd recently found the original art brief I sent to Leo. I was inspired by Steve Ditko's story "The Spirit of the Thing" in Creepy #9. He showed a corpse coming to life and wresting itself up out of the soil with galvanic convulsions of muscle you could almost feel.


Ditko is of course the master of portraying physicality in a picture - look at those extreme poses Spidey adopts as his momentum flings his limbs in all directions. The horrifying idea of those athletic, almost dance-like, cadaveric spasms stuck with me, so I sketched them for Leo and let him do his thing.


Megara's edition of the book will be shipping soon to the hundred or so Kickstarter backers, and of course the paperback is still available to everyone else.



Another curio from the writing of the book is this map of the catacombs within the pyramid. I remember being horrified when I playtested Oliver Johnson's Lord of Shadow Keep and discovered that he didn't bother with mapping - you might turn right and come into the same room reached by turning left. I think I actually sat down and rejigged the text so that it was consistent, although whether that mattered is another question. I assumed gamebook readers would make a map as they went along, just like a role-player would. What about you? Were you a map-maker or a barnstormer?

Friday, 15 July 2016

Ankon-Konu no longer inconnu


I wasn't going to post full images of the new artwork Russ Nicholson has been doing for The Serpent King's Domain on the grounds that the backers of the Kickstarter campaign ought to see it first. But now that it's gone up on the project's Kickstarter page, the cat is out of the bag so here are a couple of illustrations. For the rest, just hit that KS link.


Friday, 18 September 2015

Black and wight

A little while back I mentioned a Kickstarter campaign by Megara Entertainment for a hardback edition of Crypt of the Vampire, which was my first-ever gamebook and also Leo Hartas's first illustration job. That was the mid-80s and Leo was still at university at the time - as indeed I might have been, researching fundamental particles and the theory of everything, if I hadn't frittered away the time I should have spent revising for Finals on roleplaying, girls, and punting. But that's a detail.

Anyway, after tweaking the campaign a few times, Megara gave it up as a bad job. I could have told them. In fact I did tell them. A Kickstarter for Heart of Ice might have soared to great heights, but Crypt of the Vampire was written for 9-12 year olds, and they're not the demographic that's going to shell out $50 for a hardback book.

The saddest casualty of the aborted Kickstarter campaign is that we won't get to see Leo's colour versions of his original artwork. When I first heard about that I thought it was a terrible idea. Why not colourize Citizen Kane while we're at it? But I should have trusted more in Leo's talent. As this sample shows, he can do a lot more than drop in some tints using Photoshop.

You can't buy any of Leo's original artwork via Kickstarter, but if you wanted a piece to hang on the wall then you can contact Leo directly via his website. He's got drawings from the Golden Dragon books and from Down Among the Dead Men, as well as a drawer full of fabulous fantasy maps from Fighting Fantasy. It's as great a treasure as any Smaug ever made a pillow of, believe me. And what a great birthday or Christmas present (is it too early to mention Christmas? sorry) for a fantasy fan.


STOP PRESS: Would you believe there has been some talk this week about Megara restarting that abortive Kickstarter campaign? I wasn't going to authorize licences for any more of my old gamebooks, but Leo seems keen and I'd hate to miss the chance to see his colour versions of all those old pics. So keep your eyes peeled for that.