Gamebook store

Monday, 3 August 2015

We'd like to thank...

The Kickstarter to fund The Serpent King's Domain has closed to the accompaniment of tickertape, fanfare and the popping of champagne corks. Although the campaign was run by Megara Entertainment, not by me and Jamie, naturally we're delighted to see that there's still life in that series we created two decades ago. And there are some people we need to thank for that.

First Mikael Louys, founder of Megara Entertainment, who has been a champion for the Fabled Lands series for many years. Mikael isn't just the prime mover of Megara and the guy who nagged us until we agreed to do it, though. He also now has the hard work of typesetting, printing and shipping out all those books. If you've seen any of Megara's collector's edition hardbacks you'll appreciate that they take quite a bit of set-up, and that's all down to Mikael. It's no exaggeration to say that without his energy and enthusiasm, this Kickstarter would never have happened. So a big thank you, Mikael!

Thanks also to Richard S Hetley, who has planned and run the Kickstarter campaign as well as catching typos and keeping everybody calm and civil to each other through the fraught times of bitten nails, torn hair and clacking worry-beads. I have always admired Richard, but never more so than in the last month. His ability to remain courteous, good-tempered, professional and insightful, often in extremely trying circumstances, has won the respect of the whole creative team. If you want to hire Richard to run your own Kickstarter, or for his skills as an editor of books and games, go right ahead - you'll never regret it. Just leave him some time free to work with us, won't you?

Then there are our artists, Kevin Jenkins and Russ Nicholson. When we relaunched the Fabled Lands series a few years ago, we asked Kevin about reproducing his magnificent cover paintings. He was right in the middle of work on a motion picture (possibly Thor: The Dark World - see picture above) but he spent a precious weekend getting the paintings out of the loft, remounting them, and photographing them for us. When we offered payment, Kev wouldn't hear of it. A world-class talent and a thorough gentleman into the bargain.

And Russ, of course, is really the third member of the Fabled Lands creative core team. It's inconceivable that there could be a new FL book without Russ to bring the scenes to life visually in his fluid, characterful and imaginative style. Bear in mind that any Kickstarter for a print book has only a very narrow "profit margin", so Megara can't afford to have as many illustrations as in the original Pan Macmillan books of the 1990s, but thanks to Russ for clearing his schedule in order to produce a new batch of dazzling pictures and maps.

At the head of all of those guys, Paul Gresty is the one who actually has to write the book. He's doing that for next to nothing (that imaginary profit margin again) and he already wrote the demo for free. Writers often have to labour for nothing but a thank you, and sometimes not even that. So huge thanks, Paul - we know that the Fabled Lands is in safe hands with you.

And naturally we also want to thank everybody who actually pledged to make the campaign a success. But out of all those wonderful folks I particularly want to tip my hat to Gavin Orpin (who backed The Frankenstein Wars KS that we did with Cubus Games recently) and Ella Jennings, who gave freely of her time to advise the Megara team on how to turn their publicity machine up to eleven.

No time to rest now, though. As one door closes, another swings open - and already the Kickstarter for The Good, the Bad and the Undead by Ashton Saylor and Jamie Thomson is shooting towards its target. Check out the demo here. And in case you're wondering: yes, of course there will be a Kickstarter for the eighth FL book, The Lone and Level Sands. That campaign won't be run by Megara Entertainment, though, because they're going to have their hands full with a series of Kickstarters involving one of the top names in '80s gamebooks. (I don't think I can say who it is yet, but you'll be amazed.) We wish them well, and Fabled Lands LLP will be retaining the team of Paul, Russ, Kevin and Richard to launch our own Kickstarter for FL8 as soon as FL7 is out in paperback.

Illustrations by Fabled Lands cover artist Kevin Jenkins

Sunday, 2 August 2015

An open world RPG in gamebook form


The Kickstarter to fund The Serpent King's Domain, looooong-awaited seventh book in the Fabled Lands series, ends on Monday, August 3, at 22:30 BST, which is 5:30 pm EDT and 2:30 pm PDT, and -- oh well, you've got the internet; here's the world clock for your location. I don't want anyone to miss it, you see.

The campaign hit its basecamp target within a few hours of launch. So is it still worth pledging? Yes indeed, because the artwork costs are included as built-in stretch goals, as explained by Megara's nifty art meter, meaning that as the total amount raised increases there will be more to pay for a widescreen cover by Guardians of the Galaxy concept artist Kevin Jenkins and maps and interior pics by Russ Nicholson.

The video above (if it works - that's the first video I ever uploaded to the blog) is Jamie talking about the things that he associates with the Fabled Lands books. I don't think I need to explain the idea behind Fabled Lands to any regular visitor to this blog, but recently Jamie and I set down our reminiscences about how it came to be. I'll go first:
The players gather around the table. Even as the Coke cans fizz and the bag of tortilla chips is being popped open, somebody looks at the map and says, ‘I hear there’s an abandoned fortress out on the tidal flats.’

The referee consults the rulebooks. ‘Many claim it’s the stronghold of the legendary hero Hrugga – though that’s surely just a myth.’

Plans are made. Ships bought and outfitted. One of the players has the sea captain skill, and he plots a course. Another considers the supplies the party will need. Soon they’re ready to set out on a new expedition. And all because one of the players happened to spot the symbol for ruins in a corner of the map.

So go our Tekumel or Legend role-playing sessions. But most gamebooks spring from a different tradition of gaming in which an old man runs into a tavern and the players are spoon-fed the evening’s adventure. That was never for us. Jamie and I wanted to create a gamebook series that reflected our own role-playing games, where a player could arrive in a town and choose from dozens of adventures, or sometimes be flung into one by accident. Where the player could pick their own goals, go wherever they wanted, and be whatever type of adventurer they chose. Fabled Lands is the nearest thing to Jamie’s and my style of role-playing short of us coming to your house and running a game for you.

When you create a character in the Fabled Lands, you’re setting out on a saga that will be unique to you. Maybe you’ll face brutal foes on distant savage shores. Maybe you’ll become an initiate of a temple. You could become a student of magic and travel the world in search of secrets and power. You could be caught at sea by slavers and escape to lead a rebellion. You might become embroiled in civil war – on either side – or merely turn a profit by trading goods while the war rages on. It’s a whole life story that you’re creating there. And by the way, this was ten years before Fable!
Jamie adds:
And I worked on Fable 3, writing storylines and dialogue etc. But even then, just a few years ago, you could see that Fable wasn't really a sandbox game. Sure, there were loads of sidequests and stuff, but the main storyline was the thing. And there weren't places to go that didn't take you on the main plot.

Not like the Fabled Lands books. I like to call them 'a computer role-playing game without a computer'. Except they're more sandboxy than most CRPGs. The Fabled Lands books are much more Fallout 3 or Skyrim than they are Dragon Age or Baldur's Gate for instance - in fact, even more so. There is no over-arching mega plot for the Fabled Lands. Sure, some big quests involving the overthrow of kingdoms and so on, but all these are entirely optional.

You just 'live' in the world.

You can do that in Skyrim or Elite Dangerous or Fallout 3, but it's pretty hard to avoid the main storyline in those games. (Well, except Elite; that's the nearest to a true sandbox but it suffers from having to do the same old stuff over and over.)

The Fabled Lands though - they're the only place you can 'live' in that's a book and not a multi-million pound computer game. What you see and feel, how you visualize the people and places - it's your imagination that puts that together, not someone else's.

Thursday, 30 July 2015

Monkeys with low morals

One of Megara Entertainment's amazing army of backers on Kickstarter posted up this extract from Over the Blood-Dark Sea. It's a perfect reminder of what Jamie and I always wanted the Fabled Lands to be - a dazzling tapestry of adventure where you're constantly finding hints, clues, information or items that point to quests elsewhere in the books.

`In the great forests of that southern land known as Ankon-Konu abide creatures whose like is not found elsewhere at any part of the world. In the higher branches there are fungi that can float on the warm breezes and ensnare monkeys and birds. With my own eyes I beheld a man slain by the crimson moss which can grow in great swathes overnight, suffocating the unwary. In leafy groves as dark as caverns I met with men whose eyes were like great jewels atop their heads. There are insects as hard and bright as glass, large as a man's fist, and monkeys with the morals of a Metriciens street-thug. But strangest of all are the creatures that give Ankon-Konu the name by which mariners commonly know it. These creatures are the plumed flying fish of the jungle, and the name by which the continent is thus called is the Feathered Lands.'

"Not all authorities agree," says the librarian, looking over your shoulder. "I have heard other, quite different, accounts of that land."

I don't need to tell you about the current Kickstarter campaign by Megara Entertainment to open up the continent of Ankon-Konu. There's a tab in the sidebar to the right there if you want to back it. And if you did already, then on Megara's behalf I thank you. The campaign is swiftly sailing towards excitement and thrills in exotic climes, and all with your help.

Friday, 24 July 2015

Half in Harkuna

We're getting our money's worth out of Paul Gresty - or would be, if we paid him anything. He's writing both The Frankenstein Wars app and the new Fabled Lands book The Serpent King's Domain - which is currently soaring towards the skies on Kickstarter, in a campaign that has been planned and run by Megara Entertainment, as if you didn't already know. This week Paul has written a guest post explaining how he came to be locked in the FL dungeon - er, I mean how he came to be working with us on gamebooks that he loves.

*  *  *


The Fabled Lands series completely passed me by the first time it was published. I don't know how that happened. It might simply have been because my local bookshop didn't have any in stock, back in those dark, pre-internet days. Or maybe it was because back in the mid-90s I was busy dyeing my hair bright colours and learning to play guitar, and I didn't have time for gamebooks. But for whatever reason, while readers and adventurers were taking their first steps into Sokara and Golnir, I remained ignorant, quietly teaching myself to play Soundgarden songs.

Y'see, the Blood Sword books were my gamebooks. This, not Fabled Lands, was the series that had a colossal impact on my reading habits, perhaps on my youth as a whole. Yes, I also liked the Fighting Fantasy books, and Lone Wolf, and The Way of the Tiger. But it was Blood Sword, with its multi-player mechanism, that I would badger my friends into playing with me, and that I played innumerable times on my own, with every possible combination of characters. My first ever role-playing game was one that my brother and I invented ourselves, using the rules from the Blood Sword books. When the fourth Blood Sword book, Doomwalk, proved impossible to find, I spent a good ten years tracking it down.

I'm sure I would have loved the Fabled Lands books as well. Fabled Lands and Blood Sword did, after all, share an author and an artist. I just didn't know they existed.

It was Russ Nicholson himself, the books' illustrator, who recommended Fabled Lands to me. Which is a crazy way to hear about the series, actually. Russ had done some artwork for Loup Solitaire, the French edition of the Lone Wolf RPG; in 2011 he and Joe Dever were invited to a trade show in Paris by the game's publisher, Le Grimoire. I was living in Paris by then, and I'd done some translation work for Le Grimoire, so they asked if I'd come along to interpret for Russ, and to generally be on hand in case of any language difficulties.

That was a fun weekend. I pestered Russ with a whole bunch of questions about Blood Sword, and Dragon Warriors, and The Warlock of Firetop Mountain. And Russ showed me one of the Fabled Lands books for the first time - one of the large-format editions from the '90s, that a fan had brought along for him to sign. 'You should keep an eye out for them,' Russ told me. 'They're worth a look.'

Man alive, was that ever the understatement of the year.

The first four Fabled Lands books had recently been republished - and, fortunately, the internet had been invented - so I ordered them as soon as I got home. When they arrived, I put them on my shelf and left them there awhile. I work from home a lot, and I'm not great at doing things in moderation; any time I get sucked into a game, my level of productivity takes a battering. I don't play a lot of computer games for just that reason, and I was worried that Fabled Lands would have much the same effect.

But curiosity is sometimes as distracting as gaming. At last I pulled the books down from my shelf, and tentatively crept into the world of Harkuna.

My productivity took a battering. I don't regret it. I've never really left Harkuna yet. 

*  *  *

You can read Paul's brilliant Dunpala demo for The Serpent King's Domain here. Did I mention that Megara Entertainment still need backing for great art, a colour cover, magnificent Nicholsonian maps, etc? Oh, I did? Okay then.

Thursday, 23 July 2015

Fabled Lands at #1

More news about the Kickstarter being run by Megara Entertainment (based in France) to create a new Fabled Lands book. We could already see the campaign was going great guns (already at 340% of its intial target as I write this) but now Richard S Hetley, who planned and is running the campaign for Megara, tells me that it is the top-rated project originating in France that's running on Kickstarter at the moment. Not near the top, right there in pole position. Formidable!

The campaign may have attained its initial target (within 45 minutes of launch, as a matter of fact) but when you're climbing the mountain of launching an all-new book from scratch, every pledge counts. More money raised means the book can have more artwork and more story content, some of it in the form of personalized locations and characters.

Personally I'm hoping for a full triptych painting by internationally renowned movie concept artist Kevin Jenkins (see below) as well as maps and interior illustrations by Russ Nicholson (who else?). And a high enough final figure means that Jamie and I can seriously reopen the possibility of completing the series. Want to see that happen? You can pledge here.

 Concept art by Kevin Jenkins

Friday, 17 July 2015

Ties that bind

What keeps the characters in a role-playing game together? When I started gaming, it wasn’t something we thought about much. With no template for how we were ‘supposed’ to role-play, we took turns. Each player got 20 minutes with the umpire (‘GM’ to you non-wargamers) and it took a few sessions before we twigged that by banding together we’d all get more playing time.

Having come by that route to the whole notion of group play, we were lucky to have begun with the best: Empire of the Petal Throne. In EPT's rich social setting there are many ways that player-characters might be colleagues, united by family, clan, temple, legion, or political faction - and usually more than one of those at once.

In our non-Tekumel games, Tim Harford has given most thought to group cohesion in the campaigns he’s run. I’ve spoken before of the Company of Bronze, a group of mercenaries held together by long comradeship and the desire to avenge the massacre of the rest of the company. In Tim’s Spartans campaign, we’re all survivors of Thermopylae who grew up together through boua and Crypteia to phalanx – a stronger band of brothers you couldn’t find.

Both of those campaign set-ups could be characterized as ‘Starship Enterprise’ groups. The characters are first and foremost a team. There may be rivalries or close friendships, but nobody gets left behind. In Tim’s Redemption campaign, however, he brought us together with a shared need (the clue is in the campaign name) and a means to achieve it. But, although sent out with nominally a common goal, there was plenty of scope for the betrayals, alliances and disharmonious aspirations that make for an interestingly fraught drama.

The Redemption idea works well for a quest campaign. The characters are thrown together, usually en route to some geographical objective, so to a large extent they are held together just by that plot momentum. But how about campaigns that aren’t built around a single goal? In Jakalla or Lankhmar or Lyonesse Town, characters inhabit a fully realized social milieu. Why should they stick together?

As I mentioned above, the characters could be held in a group by membership of the same factions or institutions. In a 19th century British setting, for instance, they might have gone to the same public school. That helps to explain a friendship in later life, but it’s not a sufficient condition. Tom Brown may or may not have hung out with Harry Flashman in later life – stranger things have happened, but more likely they’d belong to different clubs, different social sets, and pass each other with but a faint curl of the lip going up Pall Mall.

Still, you’d prefer not to have everything sweetness and light in the group. Conflict and rivalry make for sparkier character dynamics and more interesting sessions. In Tim Savin’s upcoming Victorian campaign, there’s a gathering thunderhead of mutual antipathy between my own Anglo-Indian aesthete (Who's Who entry above) and Oliver Johnson’s bulldoggish hearty. It promises to be fun. But players should never have their characters act in way that simply serves the entertainment value of the ‘narrative’. For the really interesting and unexpected developments that make role-playing unique, you need to think entirely from inside the character. So why would my and Oliver’s characters not simply decide to have nothing to do with one another?

A useful pointer comes from Joss Whedon. Xander and Spike loathe each other, but both care about Buffy. If you have one character in the group who is a really good friend, relative or dependent of all the others, there’s the gluon that will hold them together. Ideally it should be a particularly well-liked player-character, but at a pinch you could make it an NPC. Affection for a sweet little mutual godchild might make even Holmes and Moriarty grit their teeth and shake hands.

With the gluon character, you can have as disparate and mutually hostile a bunch of characters as the players care to (or happen to) create. They can’t escape from each others’ orbit, so the tensions can freely crackle around the group and nobody gets to just shrug and walk away. And trust me, that kind of role-playing beats multi-classed thief-witch gnomes doing Detect Traps hands down.

Wednesday, 15 July 2015

Thunderbirds are go

Everything's on Kickstarter these days. They had one to build a Death Star. Some bloke raised $55,000 to make potato salad. At any given time there are a gazillion campaigns for some combination of zombies, steampunk and Sherlock Holmes. You already know that Jamie and I licensed a KS to create a new Fabled Lands book. There was even a whip round to pay off the Greek national debt, until backers cottoned on that there's a reason the Germans aren't rushing to break open any more piggy banks in that cause. Although that last one was on Indiegogo, not Kickstarter. Same difference.

And now: "Calling International Rescue..." Film-maker Stephen La Rivière has had the rather splendid idea of taking some 1960s audio-only Thunderbirds adventures starring the original cast and using those as the voice track for some new short movies.

We're not talking about your bland, soulless, Uncanny Valley CGI malarkey here. Oh no. This will be puppets. This will be proper models. This will be glorious big explosions. In short, ladies and gentlemen: this will be Supermarionation. Anything can happen in the next half hour. Oh, that's -- well, you get my point.

You can back the campaign here. It's already hit its first target, so that's one adventure ("The Abominable Snowman") in the can. The stretch goals are to do two more, "The Stately Home Robberies" and "Introducing Thunderbirds", which is the prequel episode in which Lady Penelope meets the Tracy family for the first time. Huh, and I thought she and Jeff were old flames from way back. I guess that's the slashfic of my 8-year-old imagination.