Looking at some of the gamebooks I've been learning from!
Learning from Others
Part of becoming a better gamebook writer is learning from what's come before.
I played through most of the Fighting Fantasy books when I was younger, but second time through with Gamebooks there's lots more around, and many ways of doing things!
Once you get you your head around tickboxes, codewords and titles, there's a few books that stand out so far. And still many more to come!
Here I'm not concentrating on what to avoid, but takeaways to use in books.
Sorcery! (Fighting Fantasy)
Sorcery is a set of 4 books by Stever Jackson using the Fighting Fantasy rules, but with many innovations (for the time), including being able to play as a sorcerer, with a path through with very few fights.
I played through, Sorcery when I was a teenager, but can't remember if I completed the whole thing. This time I played through as warrior and wizard, with low stat and high stat characters, using the start of each book as a savepoint! again
Takeaways:
- Having very different ways to play the same game. Playing as a warrior was a very different experience to playing as a wizard
- Ways without combat to avoid or overcome many of the problems faced
- A consistent look and atmosphere across the four books
- Different ways of presenting information, such as the puzzle of the Khare north gate or the items for sale with the black elf merchant.
Steam Highwayman
My favourite open-world series so far, Steam Highwayman lets you play as hero or villain, toff or revolutionary, mechanic or racer. Driving a volosteam around steampunk England. Interview with author Martin Barnabus Noutch.
The series isn't finished, but is deep, with the first book building on the foundation of Fabled Lands. Each book adds more and refines the formula, and book 4 looks like it will add some Cornish-themed goodness.
Takeaways:
- The scoring system. Having a final points system for you fame fits the Steam Highwayman persona, and can give more of an aim for an open-world series. But can equally be ignored by a player with no consequence. Linked to this is the Great Deeds for daring escapades, thefts or actions!
- Showing some options but only letting you take them if you have the right option. Including the right keyword, tickbox marked, piece of equipment or option such as "Friend of Lord Smyth" to go to the Symthe house.
- "Friend" of various characters when you helped them and "Wanted by" various factions when you crossed them. This gives far more of a the feeling of immersion and friend and foe and a living world. And there were times where friendships could be lost, or you found common enemies to those who hunted you.
- Hidden locations. There are some sections that can only be found by meeting the right people and then paying attention to the text. Turning down the right narrow lane or paying attention for the name of the right dead animal to turn to a particular passage.
- The Factions. There are factions in Steam Highwayman, and some of them are playing for very high stakes. You can fall afoul of them and ally with certain ones or even end up as a leader.
- Scars. Not having permanent death, but having scars when you recover wounds (unless you have the right medical treatment). Gain too many scars and you have to retire. But this means there are few abrupt ends to the game (unlike many Fighting Fantasy titles)
VulcanVerse
The original authors of Fabled Lands, Dave Morris and Jamie Thomson (who had a recent interview) came back with another now-complete open-world series, VulcanVerse. It has a very strong theme of Greek Mythology, is far more puzzle-based than the Fabled Lands and has no dedicated combat system. (it's just a Strength check usually)
Takeaways:
- The companions. You can have up to one companion at a time, and they will give advice, help out and open up other options at particular times. Usually they won't be mentioned, but they are very much involved in some books (especially Hammer of the Sun).
- The Theme. VulcanVerse has one of the strongest themes I've seen, especially for such a large setting gamebook wise. You very much feel like you are walking with the gods and interacting with the titans and heroes of Greek Myth. (whereas I found Fabled Lands a mishmash)
- State changing keywords. As part of you adventures, you can set off events that change the landscape in some books (Hammer of the Sun, The Wild Wood). This is keyword driven as normal
- The plot is epic in scope. I have yet to play book 5 but it is building to some climactic finale with an overall plot. (I'd also be perfectly fine with an open-world series without an overarching plot, such as Fabled Lands). Many of the quests will take you across the multiple books, including at least one monster who can chase you nearly anywhere.
- The rarity of permadeath. Apart from a few particular instances you don't die permanently, instead coming back to life and being able to (eventually) retrieve your gear. This is especially important to open-worlders with the hours and days invested.
- The character creation. You make choices in a story narrative to create your character. Which you may like or dislike, but it is different to rolling for stats or having the same baseline.
Night of the Necromancer (Fighting Fantasy)
When I picked up Jonathan Green's Fighting Fantasy book, Night of the Necromancer, I wasn't expecting anything very different to the norm.
But then I found myself as an avenging undead spirit, neck deep in keywords, coming back from going to 0 Stamina (to play on) and wandering if this was indeed still Fighting Fantasy!
Takeaways
- Anyone can be the hero or protagonist in a Gamebook. And it's easier than in an RPG, as you have complete control as the author in what the options are and how things are presented. In Night of the Necromancer you're an undead spirit, but you could equally be a toy robot, a badgerling magician, a sentient city or an AI spaceship exploring the wider reaches of the galaxy.
- An old formula can be reenergised or improved. There might be other Fighting Fantasy books that did these, (yet to play all the recent ones). But having Keywords, avoiding perma-deaths, special powers, yet still in the Skill, Stamina and Luck chassis (and even Provisions!) was a wonderful thing.
- Some powers you gained only by attempting things. As your character comes to grip with being undead, you may gain some of the spooky, spiritual, powers of the undead, opening up more options later in the game. Rewards for exploring.
- Again a strong theme of undead and revenge and old allies, and coming back to somewhere familiar.
Honourable Mentions
Still got many books to play, but some get a mention (there might be a sequel to this Gamebook Diary
- Heart of Ice. Multiple endings with no dice or randomisation. But still with very much with a gamebook feel and different experience depending on the skills you choose and the choices you make.
- Citadel of Bureaucracy. Taking the Fighting Fantasy formula into the modern day work setting, with a totally different feeling, A strange feeling of dread and nostalgia (from the office), but with familiarity of modern day, coping with coworkers, presentations, deadlines and ..geese. Plus codewords.
- Storymaster Tales. For a different format and focus on reading it out loud and tracking the areas around on the map. Or having multiple setups using the same 50(?) locations / events / locales.
- Rider of the Black Sun, which I'm only partway through. It's had a different structure to other gamebooks, set into chapters.
- Clockwork City, which I've only opened up, but the Map with numbers to say where you're going was very immersive.
Finishing Up
What gamebook mechanics did you love?
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