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I used to have a similar problem. The issue i would often have would be that i'd be inspired by an idea, begin writing, only to find my inspiration/ideas/interest/time waning. I'd also often find some idea which would seem even better, meaning i'd get dozens of half finished gamebooks.
One important thing, i think, is that you must have an idea which really inspires you. Try to make sure that pretty much most of the parts of it are things you want to write about. With Rise of Skarlos, for example, there were a couple of ideas i really wanted to write about, but also a lot in between that i idn't really find that interesting. One way to see if you feel inspired enough for the whole thing is to plan out the different bits. If you have simply got a good beginning and good end, but nothing much else that interests you, then you should probably leave it until either you get more ideas or until you have an idea you prefer. For example, i hugely enjoyed writing 'The Enriyes' because all the bits interested me, but found that many parts of 'Rise of Skarlos' i found irritating and dull to write (Especially the unpublished third chapter, which was set in a city and would have featured a dramatic invasion, but never got even halfway there, and just ambled rather dully along). I must also agree with Stuart about starting with a smaller gamebook. If your idea needs a larger story, then perhaps write a series of shorter gamebooks, rather than one epic.
Concentrate on one story at a time and try to do a 50 or 100 paragraph gamebook which will be easy to complete. A 400 paragraph gamebook can take a lot of time.
Just follow a story through. I enjoy coming up with bright ideas and imagining them, but I had a bad habit of being put off by the tedium of writing it all down and would stop halfway. I tried to get over this by making either short or simple gamebooks before tackling harder ones.
I still have that problem as I started Shadowcaster which I intended to be a 3 book series, but I've stopped at the plan of book 2 as it is a very big project and involves a skill system and another characteristic. I will finish it one day as I have planned it all, but it will be a slog rather than a joy.
In summary, start small and simple, then your gamebook writing skills will grow to fit your huge brilliant ideas.
Hey, I have keen interest in writing game books, but I don't know how to. Could someone kind help me out? Each time I tried writing, I would stop half way and start a fresh one, with a different story entirely. I believe I can be game books writer, but I think I need some basis. I already wrote three novels, games books involve more thinking, especially the numbering. PLEASE HELLLLLLLLLLLLLLLP!!! navidunk@yahoo.com.
Andrč Pietroschek Thu Dec 3 20:39:26 2009 General Chat
Greetings,
I have a hard time finding software, which makes creation of a game-book easier on PCLinuxOS 2009.2
Given that DirectX games up to 9 can already be run on that with Wine, it is weird, that none of those fro Windows work at all.
Hints would be welcome. As I can't put my email here without one of those spam-machines driving me mad, please visit me at http://scribd.com/pauper
From past experience the webmaster is happy to replace gamebooks on the downloads page with updated versions. However, I wouldn't recommend that you spend too much time on this for the sake of minor improvement. I would say it all depends on how different it is. If by 'flows better' you mean that you have rewritten some of the sections or altered the decision paths in some way to improve the gamebook then that is certainly significant. So if you believe your windhammer version (with or without the Talos section) is significantly better, then please do send in an updated version.
I'm thinking of asking Andy to replace my current 'Achaeid' with the version i entered for the windhammer competition. I feel that the latter version had fewer errors and typos, and generally flowed better. However, one thing i'm uncertain of is the segment on 'Talos' which i removed from the winhammer version to shorten it to fit the reference limit. Given that it doesn't really matter much to the story, and wasn't particularly exciting anyway, i don't feel the need to re-add it, but i'm just posting this to check if anyone feels that it needs to remain there.
I enjoyed CO a lot and did not think it was a step-down in quality from the series. I do agree that the Golden Crate was the best so far, but not every book can be the best. One of the things I liked about CO was that it called to mind various classic FFs, and indeed the finale of the Golden Key (palace champion et al...); it thrust our Arthur Dent like Enseign into the well-established trope of "palace of the evil emperor" with amusing consequences. Difficulty-wise it was a lot easier than the Hyper-trout (fortunately) and somewhat easier than the Golden Crate- probably on a par with Planet of the Spiders. Personally that was fine for me. The premise made me laugh out loud and there was plenty of humor.
If pressed to find some minor quibbles, I would say that the one-location, one-setting, one mission style was less stimulating than the Golden Crate, where several disparate places and times had to be fitted together to complete a surreal jig-saw puzzle. But all in all it's great.
It's not neccessary for the player to kill the royal executioner. But if they do; when the royal executioner is discovered dead, a new one is appointed. Words to this effect are included in the passage after you have killed the executioner, where you reason that he will soon be replaced.
So, how do I get past the golden tile resembling a mirror, so that I can search the chamberlain's quarters? And I figured that the high-powered weapon would be the