You may be pleased to know that Episode 7 is essentially one large puzzle where everything is logical. Certain things are needed to obtain access to certain areas and there are either direct clues hidden about for what they are, or they should turn up in the course of normal exploration. I have made an effort to make everything as logical and reasonable as possible. There is one element I am not quite happy with at the moment, but I have enough spare references to handle it (I think). FYI, Episode 7: Return to G15-275 will be 600 references long. Regarding the sandwiches in PotS, there was no reason or logic to that.
@C-Star
I also enjoy those bonuses for using items and knowledge previous Episodes and can promise you will see more of the like.
@Ulysses: I can't wait! Actually, I lie: yes of course I can wait, and please take your time to perfect it to your complete satisfaction. Still, I must say: I can't wait!
@O H: Sorry I didn't see your message before. Which part exactly of Midnight Deep is giving you trouble? You can click on "spoiler" to write invisible text, and explain the part of the story you can't overcome in more detail. In particular:
There are a couple of things you need to do to get past this point. Let me give you an example of one way to proceed. Just tell me if you're still having trouble and I'll provide some more details, but remember it is always the most fun to work these things out on your own.
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Near the beginning of the story you will be visited in a vision by the White Goddess who will let you choose either the path of light, balance, or dark. Each path is different. If you choose the path of balance, you will see Logaan and he will give you a steel cube. In this case, you should make sure to meet up with a group of monks on the way to the ruins. Help them fight off the raiders and you will receive a shuriken, helpfully embedded in your shoulder. Then in the ruin select the misty door and so long as you have the steel cube and the shuriken you will proceed. The group of monks can be found easiest just after rescuing Varna from the MALUK.
I've added this gamebook by Cian Gill to the downloads page. There are no instructions in the document itself (for now) but in the words of the author : It essentially functions on the FF model, with skill, stamina, and luck. The only extra is a 'fear' score that sends the player to paragraph 75 if the 12 fear points are exceeded.
Just found this website, House of Horror was absolutely fantastic, excellent, the scenarios are of a professional standard, writing is brilliant, 10/10 give yourselves a massive gold star I for one really appreciate the effort this must have taken. Only improvements would be sound (and why not ) and images. But these would only improve what is already a quality product. Thanks
Ah, House of Horror. I'd say I must have died about 12 times before I found out what to do to complete that book. That book has a really strict "One True Path" you cannot move from! But it's also probably the only gamebook ever where a character with skill 7 can win.
I never actually played House of Horror and I have no idea where I could get it, and I probably wouldn't bother getting it either, but it must be really good to have inspired House of Horrror and Curse of Drumer.
the Waiting For The Light was something different... I know the end has to do something with the Pink Light. i've played it 5 times,but still loosing... any suggestions?
I could never do that one either :-( Even though none of my choices were "obviously" wrong. For some help you could download the text version, read it and see if you can find out your mistake that way. It's what I did with Contractual Obligation. Sorry I can't be of more help. Maybe someone else can give a better answer than me?
Hi Im new to this website but not to ff. I've written a few game books before but never shared. I am just wondering, how would you guys like a gamebook where you can choose to be a warrior, mage or rogue, I've been working on it for a while.
No, bonnie is a Scottish term for 'great' or, 'fantastic' ie: 'We had a bonnie time at Mrs Miggins!' - at least I hope it is, or I'm embarrassed to have got it wrong! If that's so: my apologies to all Scots folk. Not sure if many Scottish people actually said it in the 80's. But in TCOD Jimmy grew up as more of a traditionalist.
Southern Irish equivalent would be 'grand', ie: 'I've sold all of my produce!' 'Ah, that's grand, so it is!' I can't help but think of Patrick Harper from the Sharpe series!
Yeah Irish people actually say 'grand' or 'sound' or 'class' as terms for good. I should know cause I am Irish! We have a lot of weird slang like that. We're usually drunk when we come up with these words...
I truly enjoyed Curse of Drumer. You made the book into a real thriller.
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That part near the beginning where you are trapped in the torture chamber with acolytes busting in the door was a particular highlight.
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The numerous descriptions of escapes from various demons and creatures add serious excitement to the story. The various interesting characters and their interactions with each other also breathed life into the book.
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The two guys slaging each other off while trying to escape the graveyard was a little bit weird though imo.
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I also liked the main character's criminal background as it's different to the usual generic hero character you're handed that doesn't say anything or have a personality at all.
I think you've mentioned this before already, but I noticed that there isn't really many branching pathways in this book. This isn't a complaint though; it stops the book suffering from "Wrong Way You Die" syndrome that gamebooks tend to suffer from (I'm looking at you, House of Horror). The narrative did a great job of storytelling this path too.
Thanks for the comments. I wanted to make TCOD slightly different to House of Hell's claustrophobic atmosphere, yet
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it was important for some of the characters to return for reasons of continuity.
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It's true I concentrated more on exciting encounters, in-depth characters, and a more detailed, colourful storyline as opposed to a myriad of paths. Items were also kept to a minimum compared to most other gamebooks (unlike my own Snakeland Scorpion and Prison of Pestilence). Like yourself, I've never been a fan of the 'knife-edge' route, where wandering off you die.
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TCOD is a little more forgiving, where the player must roll dice again, or some form of penalty is exacted rather than instant death!
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However, neither is it too easy
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the player has a choice of two weapons to locate (and it's impossible to find both of them in the same playthrough). Lacking either one results in automatic failure.
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However,
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not sure if I made a mistake over the Lycanthropy disease: being a victim of this actually helps in certain situations; players could actually miss out if they're 'lucky' to not being infected! Still, there's an ultimate price to pay - unless they can find the cure...
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As to the
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banter between Terry and Richard during the rescue and escape, it was my intention to create a sense of urgency and panic, sprinkled with a little humour, maintaining those human qualities amidst all the horrific goings-on.
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Thanks for the comments and please keep them coming! :) By the way, day after tomorrow, I'm sending my Windhammer entry to Chronicles of Arborell.
@Loki-13 glad you enjoyed the book! @C-star - guilty as charged for making the book challenging with multiple paths, but I tried to follow the formula from House of Hell (any player can complete it, no matter how bad the stats). As far as multiple "goose chase" passages, I always preferred this type of game myself, with multiple paths and replayability, rather than one very long path with ony minor branches.
Entries now being accepted for the 2012 Windhammer Prize.
Arborell.com is pleased to announce the commencement of the 2012 Windhammer Prize for Short Gamebook Fiction. The initial submission phase runs from the 1st of August to the 7th of September and entries are now being accepted. All prospective entrants should note that there have been significant changes to the entry guidelines. These changes include the entry length which has been adjusted to a 23,000 word count rather than the previous 40 page maximum. Also fan-fiction can no longer be accepted. This has been necessitated by the offer in this year's competition of commercial publication of all winning entries as a part of the competition prize pool.
Now in its fifth year this contest is proudly sponsored by arborell.com and continues as a means to promote the gamebook genre, and to provide exposure within a competitive environment for aspiring gamebook authors. In particular this prize values creative and original works of gamebook fiction. The challenge given to those who wish to participate is to develop a full gamebook experience whilst meeting stringent requirements regarding length and original content. This competition is open to all gamebook writers and requires no entry fee or other costs.
All information regarding this year's comp including full entry guidelines, competition schedule and prize details can be found at the Windhammer Prize webpage at http://www.arborell.com/windhammer_prize.html
For more information on the Chronicles of Arborell gamebook series, sponsors of this competition, go to http://www.arborell.com/
If I were to ever write a gamebook I would like to try making many branching choices at the beginning, which are all somewhat different and which are all (with varying degrees of difficulty) possible to bring to a "best" ending. Of course, after the first few sections, this would no longer apply, and wild goose chases would of course exist :).
I think perhaps the term "wild goose chase" is a little misleading. A lot of the time, when these are done well, they allow the player to explore more of the world of the book and more of the characters in the book, so despite not leading or being able to be brought to a "good" ending, they become nevertheless quite rewarding for the reader.
So I am quite happy to enjoy these when they are done well :).
I always loved it when you do wild goose chases on the first few runs, then find the one true path again and get rewarded with some extra plot or an interesting twist. Anyone that's completed The Gloden Crate will know what I'm talking about!