Monday, October 31, 2016

Advanced Fighting Fantasy 2 • Proposed Revised Social Standing Table

Advanced Fighting Fantasy 2 • Proposed Revised Social Standing Table

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I like the concept of social standing in the game. However, I sought to devise a more granular table with more options, esp. from Knight upward. I don't know how terribly accurate this may be in light of historical European nobilities, but I am open to suggestions. Furthermore, I'm not sure where to place merchant. I assume this is more of a range, depending upon what is being bought and/or sold by said merchant. E.g. those who deal in exotic spices/herbs/silks will be higher than those who deal in ordinary goods. Any other ideas?

REVISED SOCIAL STANDING TABLE
0.....beggar, mercenary, criminal
1.....peasant, soldier
2.....farmer, watchman
3.....craftsman, sergeant
4.....clerk, witch
5.....master craftsman, physician
6.....town mayor, captain, priest
7.....Knight; Senior Priest
8.....Baronet/Hereditary Knight
9.....Baron; Lord; High Priest
10...Viscount
11...Earl/Count
12...Marquis/Margrave
13...Duke
14...Archduke
15...Grand Duke
16...Viceroy; Prince
17...King
18...Emperor

Statistics: Posted by LordArioch — Mon Oct 31, 2016 10:58 pm






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October 31, 2016 at 06:15PM

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

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Hullalla wrote:
When I betatested my simplified rules for inexperienced characters I had a lot of farmers armed with spades, pitchforks and the like.

Cool, I will soon make custom damage tables for farm tools.

Statistics: Posted by Lorian — Mon Oct 31, 2016 8:39 pm






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October 31, 2016 at 03:15PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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I would make it so instead of death they are captured and then new character will soon (hopefully) free them so then the heroes choose who they continue as.

Checkmate.

Statistics: Posted by Ruffnut — Mon Oct 31, 2016 8:27 pm






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October 31, 2016 at 03:15PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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in relation to the question I have voted No.

I dislike random deaths for no purpose, although it does reinforce the FF world, I would never have a "an orc archer shoots you and you die" moment like the books!!

characters acting according to their behaviour in a way they know will kill them should in fact kill them.
characters making bad decisions should have bad consequences, one of which could be death.

but capture by orcs or goblins should lead to slavery with a chance to escape possibly, same as many of the evil races as they all seem to keep slaves.
I doubt a wizard or sorcerer would be kept though as they'd be too dangerous and, maybe, a priest too (unless they can hide their abilities through RP etc.)

Statistics: Posted by Eddie — Mon Oct 31, 2016 8:07 pm






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October 31, 2016 at 03:15PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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how is the situation different though?
I mean "I built a vast epic around John's character and then he randomly died due to bad luck (actually bad player choices) but I will save them to continue my story"

is surely the same as "I built a vast epic around John's character but now he has decided he wants to make a new character so I will not be able to continue my story"?

I mean in the first instance maybe John can just "re-skin" his character: okay so he has been an ex-soldier but you don't find the combat all that fun and would rather play a wizard or priest, how about your character is still from the army but was the squad mage or priest?
we can re-write history so this is always how he has been, you keep the character and the story continues.

but in the alternative view he no longer wants to play a human combat character, yearns to play a goblin stealthy type who avoids combat wherever possible: the "re-writing history option" is just not here and the epic has been lost anyway.

Statistics: Posted by Eddie — Mon Oct 31, 2016 8:04 pm






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October 31, 2016 at 03:15PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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Let them. You can't build epics around character that will die sooner or later I think it is stupid to kill them off, unless it is temporary.

Statistics: Posted by Ruffnut — Mon Oct 31, 2016 7:58 pm






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October 31, 2016 at 03:15PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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Ruffnut wrote:
What if you planned a quest based around a hero and he/she dies at the start?


in reality the answer to that is "Don't"
it is a mistake I and, probably, many other if not all GM's/DM's have made in the past.

there should always be other ways to continue the story on.
after all, in a similar vein, what if the player decides after a while they don't like the character and want to create a new one?

Statistics: Posted by Eddie — Mon Oct 31, 2016 7:57 pm






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October 31, 2016 at 03:15PM

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

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When I betatested my simplified rules for inexperienced characters I had a lot of farmers armed with spades, pitchforks and the like.

Statistics: Posted by Hullalla — Mon Oct 31, 2016 7:47 pm






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October 31, 2016 at 03:15PM

Segue: New release: Four Sittings in a Sinking House

Segue: New release: Four Sittings in a Sinking House

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Cover image

Breaking my nearly yearlong hiatus of IF releases, I have an entry in this year’s ECTOCOMP. It’s called Four Sittings in a Sinking House, and you can download it from the competition website or play it online.





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October 31, 2016 at 02:30PM

Doug's World: Take (review)

Doug's World: Take (review)

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"Take" is an interactive fiction by Amelia Pinnolla, written for the 2016 interactive fiction competition.

There isn't very much I can say about this game without spoiling it so I'll cut break.
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Read more »




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October 31, 2016 at 02:30PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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Bronn wrote:
I voted 'no.'

As a player, I feel less invested in my character if survival is assured. As a GM, I like to see my players sweat when faced with tough odds. Risk of death lends choices weight, and far greater impact, if overcome. If anything, I like to increase the peril of Titan, with starting characters having fewer points to spend and experience points few and far between.

Also, it wouldn't feel like FF if random and ignominious death wasn't on the cards. Childhood lessons at Jackson and Livingstone's knee endure.


What if you planned a quest based around a hero and he/she dies at the start?

Statistics: Posted by Ruffnut — Mon Oct 31, 2016 3:05 pm






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October 31, 2016 at 09:14AM

Emily Short: End of October Link Assortment

Emily Short: End of October Link Assortment

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November 5, the SF Bay Area IF group has its meetup.

IF Comp voting wraps up November 15.

November 16, Boston/Cambridge: the next meeting of the People’s Republic of IF.

I’ve been talking this up for a while, but the weekend of November 19/20 is a double treat for IF and word game enthusiasts in London: the 19th is the one-day WordPlay event held at the British Library, and the 20th will see IF-related content featured at AdventureX. I’ll be talking about the history and future of IF at AdventureX. Various IF folks will be in town especially for the occasion.

New releases

In addition to the IF Comp games, this time of year brings Ectocomp, a competition for short Halloween-themed games. Some of these have been written very quickly (in a 3-hour time period) and others get a little more time for development, but they’re usually in the short-short category.

Screen Shot 2016-10-25 at 3.49.59 AM.png

The Seers Catalogue is a surreal, moderately fantastical hypertext piece: at times it reminded me of the old Avengers TV show, the one with Diana Rigg. It’s illustrated and supported with music, and the production values are high, if odd, throughout. I reached what I thought was the end, but it seemed to loop. There were a few differences in the second pass. Had I not finished after all? I am not sure, but the second pass was so repetitive that ultimately I decided the first pass was enough.

Main Course is a new, free text adventure from Quantum Sheep where you play an alien trapped aboard a space ship.

On Sub-Q from Veve Jaffa, there’s Which Passover Plague are You?, a piece that falls somewhere between short story, job interview, and personality quiz. It’s a bit less serious than Tenth Plague. This piece slightly fell between two stools for me — longer than strictly necessary as a joke, but without as much of a focused point as I might have expected from a deeper story… but your mileage may vary. I turned out to be the Plague of Frogs, which is accurate about the quality of my singing voice at the very least.

This is no longer a really new release, but I’ve accumulated a bit of a backlog of press releases and game announcement emails. Silence! The Elder Speaks describes itself as

a choice-driven narrative adventure about an aging shaman, an isolated forest village, honey fetishism, unforeseen consequences, and unrequited inter-species love.

and while I haven’t had a chance to try it out yet, can you really go wrong with honey fetishism?

Procedural goodies

PROCJAM (“Make something that makes something”) starts November 5. If you’d like inspiration, some of us (including me) participated in a day of talks about procedural generation. Adam Summerville’s talk on machine learning algorithms and Tanya Short’s talk on procedurally generated personality might be especially interesting to people thinking of building procedural stories or texts, but there’s a lot of other good stuff in there as well. I spoke about the concepts in Annals of the Parrigues.

Alongside the Jam, Jupiter Hadley put together a zine called Seeds that describes different past procedural projects, or offers creators’ essays and philosophies about procedural generation. It’s especially fun seeing methods applied in unexpected ways to generate unexpected things — like the maze maker used to generate alphabets by @TearOfTheStar. I also liked the chapter on clothing generation and related effects in Ultima Ratio Regum.

Also, Adam Summerville’s talk mentioned emoji2vec, which is able to reason about the relationships between emoji meanings. This pleases me very much.

Meanwhile, over at Gamasutra Bruno Croci writes about creating a gamejam game about a procedural dating sim that comes up with randomized characters and challenges the player to combine them suitably.

And if you want your procedural romance game to include procedural robots, maybe look out for Gerty – Robots in Love, which has recently-ish been greenlit on Steam.

Finally, Liza Daly’s amazing Voynich-esque procedurally generated manuscript Seraphs is available for purchase as a softcover book in full color.

Craft

François Alliot writes about adaptive narrative considerations for Reigns, in a way that fits right in with IF community discussions on quality-based and salience based narrative.

Board games

Here is an interview with Rob Daviau, the creator of a number of legacy mechanic boardgames, starting with Risk Legacy and moving on to Pandemic Legacy. Here’s a best of Essen to go with that.

 






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October 31, 2016 at 06:29AM

Haunting Reads for Hallowe'en

Haunting Reads for Hallowe'en

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Seeing as it's Hallowe'en today, you might want to check out some of my more obviously horror-themed books.

If you're a fan of Fighting Fantasy Gamebooks, why not try the following?
Spellbreaker
Curse of the Mummy
Bloodbones
Howl of the Werewolf
Night of the Necromancer

Other gamebooks I've written that have a nightmarish element to them are:
Temple of the Spider God
Alice's Nightmare in Wonderland

If you like short story anthologies, why not check out one of these titles?
SHARKPUNK
GAME OVER
Shakespeare Vs Cthulhu

If Steampunk is your thing, all of these books have horror overtones:
Human Nature
Evolution Expects
Blood Royal
Anno Frankenstein

For Doctor Who fans there are these two horror-themed titles:
The Horror of Howling Hill
Night of the Kraken

Readers who remember Warhammer should definitely check out:
The Dead and the Damned
Necromancer





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October 31, 2016 at 03:30AM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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I voted 'no.'

As a player, I feel less invested in my character if survival is assured. As a GM, I like to see my players sweat when faced with tough odds. Risk of death lends choices weight, and far greater impact, if overcome. If anything, I like to increase the peril of Titan, with starting characters having fewer points to spend and experience points few and far between.

Also, it wouldn't feel like FF if random and ignominious death wasn't on the cards. Childhood lessons at Jackson and Livingstone's knee endure.

Statistics: Posted by Bronn — Mon Oct 31, 2016 7:52 am






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October 31, 2016 at 03:14AM

Thought for the Day

Thought for the Day

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"Writers write – authors finish – published authors submit."
~ Gav Thorpe, author




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October 31, 2016 at 02:00AM

Sunday, October 30, 2016

IF Comp ’16 – Xalavier Nelson’s SCREW YOU, BEAR DAD!

IF Comp ’16 – Xalavier Nelson’s SCREW YOU, BEAR DAD!

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When I first read that this game existed I was super excited but then I saw a tweet that suggested it might cause me to have emotions, so I’ve been avoiding playing it, because all emotions besides “I am currently in a hammock” are pretty much terrible.

But then I was like, you know what, whatever, fuck it, I’ll just play the bear dad game. And that brings us to now.

[spoilers begin here]

Wait…

Why would your fur be rippling?

>QUESTION THE NATURE OF FUR AND BY EXTENSION EXISTENCE ITSELF WITHIN OUR LIMITED MORTAL PERCEPTION

This is already the best game. Sorry, Toiletworld.

Oh my gosh, this is the kind of story that starts with the protagonist plummeting towards certain death & then flashes back to explain how he got there. Classic television gambit. The volcano is a nice touch.

Oh jeez now Bear Dad is laying into me for changing my major like a damned millennial. This prompts actual me, Jenni the reviewer, to try and remember all of my college majors:

1) Please don’t make me go to college
2) Okay how about graphic design
3) Ha ha just kidding, liberal arts I guess?
4) Being hung over instead of going to class
5) Nail technician school for one week before freaking out about inability to be a nail technician
6) I am definitely going to be a medical transcriptionist wait no never mind
7) Liberal arts
8) Wait no Japanese
9) Interior design for sure!
10) Okay maybe I better just finish up this two-year liberal arts degree
11) Computer science, I should have been doing computer science this whole time

So already the words “screw you, Bear Dad” seem quite apt.

Bear Dad sighs heavily.

“Look. I’m not trying to get on your case.”

Yes you are.

“I can not bear the thought of you ending up like me.”

Oh. Jeez. Saddest bear dad joke ever.

Flashback is over; I have now killed a human being with my bulky bear body plus the trappings of gravity.

Speaking of blending in…

>THAT BODY ISN’T USING ITS FACE

NO NO NOPE NO NOT OKAY

Meanwhile, the three surviving humans of this mysterious facility have decided to attack the bear problem (me) with drugs.

JONATHAN: Regardless, you know about the gallons of hallucinogenic tranquilizers stored beneath the facility, right?

Oh hey I bet I know where this is going, I the bear am going to do a shit ton of ayahuasca to help me deal with my complicated trauma feelings about having been raised by Bear Dad! It’s the only possible way this plot could shake down.

And now I’m in another flashback, this time a picnic when I was a bear kid.

You do realize that if you don’t follow these jerks, it won’t trigger the events that led you to this point, right? 

Well yeah but whatever it is you’ve sufficiently clued that it’s terrible & I really don’t want to do it, so I’d rather not, thanks.

Okay, I’m not going to tell you NOT to leave, but I hope you realize this will end the game.

Oh. Okay, fine I guess. But I bet I’m not gonna like it.

BAILEY: Are you seriously telling me that I’m the only one who considered that the Bear might not be actively trying to kill us?!

Bailey is woke as fuck from all that hanging out on Twitter. Meanwhile, I’m still working my way through the flashback, waiting for the terrible part.

Oh. Yeah. Yeah, I could see how that would fuck a bear kid up.

Meanwhile, Carla is having a really rough day.

She’s cold and wet and tired and feels way too old for this s#%^, and so does the only thing her exhausted mind can think of while facing imminent death.

>WAVE

Hi, Carla!

Immediately after climbing on your back, JONATHAN goes Mad With Power.

This game is cute and has good jokes. I could have mentioned that before but I have been too busy playing it.

CHOOSE FUTURE CAREER

>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>PROBABLY BARISTA
>DEFINITELY BARISTA

Or… I could be a nail technician…

“Because you can’t deal with a little tough love now and then?”

Hi it’s called emotionally abusive parenting hi hello thanks

And now I’m the 62-year-old eccentric tech billionaire who brought parachute pants back into style, so good on me, I guess.

You fly a variety of aircraft to intimidate your rivals, the salty torrent of their fevered tears driving your ceaseless fury–the red crescent of the blood moon shining on the faceless hordes of your dark army, the raging abyss rising to greet the supposedly sane with the grinning death-mask of their own futile–

I think that might be an actual theme of this game, that everyone in it needs therapy real bad. Come to think of it, that’s probably an actual theme of real life.

Oh hey I just realized this game passes Bechdel. Good job, this game!

So, okay, yeah, basically this is a game about a bear who does a shit ton of ayahuasca until he’s able to begin to process his complicated feelings about growing up in an overcontrolling emotionally abusive household.

There were a few plot threads that just got dropped completely (did I just choose not to wear Clark’s face?) but mostly I dug it.

 

 

 





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October 30, 2016 at 11:48PM

Advanced Fighting Fantasy 2 • Re: Minor Characteristics

Advanced Fighting Fantasy 2 • Re: Minor Characteristics

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Phantomdoodler's threads on RESOLVE got me hooked. I'll be starting a Sorcery! campaign soon and added it to the rules, along with some other house rules that I developed when I played the 1st edition.

Statistics: Posted by dcpchamber — Mon Oct 31, 2016 2:33 am






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October 30, 2016 at 09:14PM

Advanced Fighting Fantasy 2 • Re: Invincible Players

Advanced Fighting Fantasy 2 • Re: Invincible Players

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I'm also tended to build epic campaigns around players. After all, I don't mind much a player having a high skill, you can always drop their SKILL values with critical hits. In one adventure, 4 average orcs killed two powerfull players, all because of the multiple oponent rules and some really lucky criticals

Statistics: Posted by dcpchamber — Mon Oct 31, 2016 2:21 am






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October 30, 2016 at 09:14PM

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

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Aghamemnon, the Healthy One, an elderly beggar forced to become and adventurer after witnessing a murder in Blacksand. Unfortunately, was killed soon after because no one payed attention to him or wanted to talk to a bum, and was even less trusted because of his alcoholic breath.

Statistics: Posted by dcpchamber — Mon Oct 31, 2016 2:18 am






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October 30, 2016 at 09:14PM

The People's Republic of IF: November meetup

The People's Republic of IF: November meetup

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The Boston IF meetup for November will be Wednesday, November 16, 6:30 pm, MIT room 14N-233. (Coincidentally, the last day of IFComp voting!)





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October 30, 2016 at 07:27PM

Advanced Fighting Fantasy 2 • Re: Minor Characteristics

Advanced Fighting Fantasy 2 • Re: Minor Characteristics

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I think there are special skills that if you do whatever it is and don't have the special skill, rolling at a minus makes sense. Crafting, Fishing and Hunting seem like good examples. Specialist fields of knowledge too. But there's also situations where if they don't have a relevant skill a straight roll against SKILL (or a MC) is fine. I like to make those decisions on the fly so it's case by case.

But more importantly, with tests against the Intellect MC I don't expect there to be a relevant special skill all the time. So if the players are stumped on how to solve a puzzle that opens a door in a tomb, or make a connection between two clues in an investigation, if I'm feeling generous I'd roll to see if their characters figured out more than their players. But mostly that's straight against Intellect.

Statistics: Posted by SkinnyOrc — Sun Oct 30, 2016 9:57 pm






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October 30, 2016 at 03:13PM

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

Advanced Fighting Fantasy 2 • Re: Unlikely Heroes

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John the farmer. he is very sturdy but only skilled at farmer skills, very little seemingly appropriate for an adventurer...
but then one day a passing sorcerer noticed he had natural talent at sorcery and took him under his wing, taught him the lowest level of sorcery spells because John's ability is so low. (1 magic, 1 sorcery and natural mage talent).
end result: skill 5, stamina 20, luck 10 besides sorcery SS 1 all of his skills are farming related and maybe club 1.
(actually this is intended as an NPC of mine who decided adventuring wasn't for him, but helps him defend the farm. he can only cast 1 Stamina spells)

Statistics: Posted by Eddie — Sun Oct 30, 2016 8:59 pm






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October 30, 2016 at 03:13PM

Advanced Fighting Fantasy 2 • Unlikely Heroes

Advanced Fighting Fantasy 2 • Unlikely Heroes

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I play as the first priest ever of the abstract God beldja, the patron God of traveling bars. He regards himself as the finest traveling bartender around... And It's true!

Ruffnut plays as Marek Sureblade the executioner for hire. He has been employed by me to guard his business. He has a jet black horse called Star as it's hide has white dots all over it.
Add any mundane heroes you come up with.

Statistics: Posted by Lorian — Sun Oct 30, 2016 7:14 pm






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October 30, 2016 at 12:13PM

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

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That's what I thought. I'll see if I can do Wilderness and Dungeon settings first, and then move on to City adventures and long term campaign rules. Of course I could just be getting overexcited, but I'll post as soon as I have something meaningful.

Statistics: Posted by ffnard — Sun Oct 30, 2016 6:14 pm






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October 30, 2016 at 12:13PM

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

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Nice one!
It can be tailored as well to many diffewrent scenarions / setting.

Statistics: Posted by Hullalla — Sun Oct 30, 2016 4:54 pm






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October 30, 2016 at 12:13PM

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

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Hi Ssloyd,

I really like this idea. Do you mind if I expand upon it and create my own version based on yours? I always wanted a party-based FF game creator and I like the core ideas you've come up with.

Statistics: Posted by ffnard — Sun Oct 30, 2016 4:24 pm






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October 30, 2016 at 12:13PM

Emily Short: Venom, Beeswax, Fallen 落葉 Leaves

Emily Short: Venom, Beeswax, Fallen 落葉 Leaves

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Having come up with an idiosyncratic terminology (Venom, Beeswax, Mushroom, Salt and Egg) for talking about some aesthetic aspects of procedural literature that matter to me, I now find myself reverting to the same terminology even when talking about other people’s work.

Fallen 落葉 Leaves is a procedurally generated poetry cycle in this year’s IF Comp. It draws on sample texts from Confucian poetry, and combines them and other elements densely, producing couplets with a great deal of strangeness per line. In my terms, it’s therefore heavily applying the principles of Venom (particularity, color, surprise) and Beeswax (varied, allusive, culturally rich source material).

The effect is indeed a bit like reading the translation of something whose metaphors, idioms, and cultural references are outside one’s personal ken:

800px-Shi_Jing.jpg

Some phrases sampled from the Shījīng (詩經),
the Confucian Book of Songs, the Classic of Poetry,
as translated by Arthur Waley. — author’s note for Fallen 落葉 Leaves

To start, you select an adverb from a menu and a verb from another menu; then a poem is generated in couplets, with your adverb and verb plugged into one of the couplets. You may repeat this loop as many times as you like, your adverb and verb changing the contents of the cycle overtly and perhaps also in more subtle ways. The author suggests that a hundred or more moves might be appropriate, and that one might want to pull out specific couplets. Looking at the source code reveals that there are many variables being tracked, perhaps iteratively across repeated builds of the poem.

Because the phrases are so allusive, it is not always easy to extract even a notional meaning from them. More often, I found that I could come up with something but that it was a general rather than a precise interpretation:

You sniff oil — writing home about our walks on the terrace —
Your sailing moon, your arrival — sing my pulse.

The first line is easy enough to imagine: the correspondent stopping mid-letter to breathe in the scent of a perfumed oil, possibly. “Your sailing moon, your arrival” perhaps refer to the time when the lover is to set out and rejoin the poet; “sing my pulse” indicates, presumably, that the poet’s life and heartbeat are in some way responsive to the lover’s movements, or else described by them.

Taken as a whole, though, across multiple sonnets, the experience becomes suddenly Mushroomy: overtly repetitive and generative, not concealing how much it is the result of mechanical operation. The grammar that generates sonnets seems to hit the same major points in each couplet, with allusions to erotic time the lovers spent together in the middle, and then a disagreement (with the player’s adverb/verb choice) toward the end, and the lover departing. (Sometimes on a “well-dressed horse,” which I thought was particularly good.)

Here is another couplet in the same position as the one I quoted above:

You summon sage — singing in the meadows of our walks on the terrace —
Your tinkling brook, your annunciation — sing my hearthglow.

and here a third and fourth:

You summon sage — singing in the meadows of our walks on the terrace —
Your dropped kerchief, your annunciation — sing my heartbeat.

You summon sage — singing blissfully of our walks on the terrace —
Your dropped kerchief, your elation — sing my spark.

Reading these, I lost some of the pleasure I had initially felt at some of the more interesting phrasings, because several-word phrases repeated precisely, but did not play well enough off the adjacent phrases to feel like entirely new compositions in their new contexts. Meanwhile, to the extent that I could actually understand an underlying meaning to the couplet, that underlying meaning was pretty much always the same, only dressed in slightly different metaphorical language but where the slight differences seemed not to matter terribly much.

After I’d read about a dozen sonnets, there was a change of the imagery towards more wintery coldness between the lovers, but there was still a lot of overlap with previous phrasing and meaning.

So I turned to the author’s note:

The game does not propose to posess a certain kind of value.
There is a smoothness and a sleekness which it decidedly lacks.
But its intent is highly political:
it deliberately rebels against the modularity of games
and the tactical improvization
that the industry requires.
Form some product is a controlled space
and the needs of the player dominate everything,
while themselves being dominated by the needs of the market.

If you take something away from this game,
let it be this:
the progress through the system of the game
must be subservient to the progress through the journey of the game.
The change must occur in the audience,
not in the art.

I’m pretty open to the idea of a non-traditional experience, or the possibility that something might engage me in a different way than I expect. Still, the first 30 or 40 sonnets I generated with this project, I felt like I didn’t understand what kind of experience the author intended. Was anything happening here other than slight randomness with a lot of elements held over from sonnet to sonnet?

So I looked at the source.

What I found: there are some long-term stats that are revised by the verb and adverb choices, so that with each move you’re altering the relationship of lover and beloved in a space of at least three dimensions. That means your relationship can grow slowly, incrementally more fiery, more distant, more bitter. There are some additional complications which I didn’t entirely follow.

So possibly the intended experience here is to create a poetic experience in which the player’s interaction gradually pushes the relationship between lover and beloved into new space; but because that relationship is described metaphorically and allusively, the cycle gets away without necessarily specifying particular events.

It’s a cool idea. And it is at least potentially doing one of the things I think procedurally generated text is good for: gradual, layered consequence for the player’s actions, such that everything you do contributes slightly but distinctively to the resulting state.

But in Fallen 落葉 Leaves it still doesn’t feel like consequence! In fact it took me some digging to confirm that it wasn’t completely random. It’s really hard for the player to grasp what’s happening or to drive it forward. (I’m generalizing some, but I’ve read a number of other reviews and the authors of those reviews don’t seem to have regarded it as an explicably deterministic experience either.) There’s no visible status feature other than the generated poetry itself to tell the reader what is happening to the stats, or even what categories of stat exist. There are some additional stat adjustments that can happen other than just moving up or down in response to verb/adverb choices. Some verb/adverb selections modify stats I wouldn’t necessarily have expected. So cumulatively there’s not a lot of information for the player to understand the underlying relationship model.

Without that understanding, one is unlikely to be consistent enough about one’s verb/adverb input to move the relationship significantly one way or another. I didn’t feel like I was equipped (without looking at the source to cheat) to explore either the poetic or the relationship possibility space.

I wanted this to click, though. I was intrigued last year by Bredenburg’s War of the Willows, a work that required the player to run a Python interpreter at home and therefore probably significantly decreased its audience. As a game, it (again) made things a bit difficult to understand — there’s an epic battle in progress against trees, but what you’re doing and why it matters is harder to follow — but it also produced some really lovely lines, including some cool descriptions of rituals for the dead and other features.

I feel like there’s an artistic vision underlying both of these that involves rendering a complex social/relationship world model through generative, poetic description. Which is very very much something I’m interested in, but I think I would enjoy the results more with a little more information about the connection between my acts and the responses of the system.






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October 30, 2016 at 10:25AM

Advanced Fighting Fantasy 2 • Re: (N) PC Knowledge

Advanced Fighting Fantasy 2 • Re: (N) PC Knowledge

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:D

Statistics: Posted by Ruffnut — Sun Oct 30, 2016 1:47 pm






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October 30, 2016 at 09:13AM

Advanced Fighting Fantasy 2 • Re: (N) PC Knowledge

Advanced Fighting Fantasy 2 • Re: (N) PC Knowledge

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I like this as it means that you don't have to do as much adding up of skills :)

Statistics: Posted by Slloyd14 — Sun Oct 30, 2016 1:36 pm






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October 30, 2016 at 09:13AM

Doug's World: Night House (review)

Doug's World: Night House (review)

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"Night House" is an Adrift game written by Bitter Karella for the 2016 interactive fiction competition. The protagonist is an eight year old child who wakes in the middle of the night to discover that her family is missing, but the house has been occupied by all varieties of haunts and monsters. The best feature of this game is the spooky atmosphere, achieved through the writing and to a lesser extent the sound effects.

I don't normally think about what "score" I'll give to a game while I'm playing it, nor even while I'm writing about it after. Often an entire week will go by before I fill out the competition ballot. I like to see how memorable the game is over time, and I can always go back to what I've written to recall my initial impressions. But with this game, I did find myself going through scores in my head, and throughout the play, my impression kept changing. Eight..nine...eight...seven...eight. It'll probably end up an eight.

The atmosphere is perfect. It starts out spooky with an empty house and a rainstorm. Then it just gets creepier and creepier. The story is populated with every horror trope you can imagine. Ghosts, childhood anxieties, stories of past kidnappings, halloween, dead animals, hack child psychologists, chainsaws... you name it.  (But no evil clowns? Maybe that's just too sensitive this year.)

The sound effects add some additional atmosphere, the sound of a rainstorm can be heard, at varying volume, from everywhere but the basement.  Entering the basement and not hearing the rain is a little disconcerting, because by that point in the game the sound had become sort of a comfort. But I did keep waiting for some other variety... maybe a scratch or a creeky door or a tap, tap, tap. Instead, it was only ever the sound of the rainstorm.

What kept pulling the score down for me were frequent error messages and weaknesses in the parser. The world model is what I call "wide but shallow". The player is free to explore a much larger game map than is common in most contemporary if. There is a lot of "stuff" in each location, indicated by highlighted words. But the player can pretty much expect that if a noun in the text was not highlighted, it is not a recognized object. Even some of the highlighted words are missing natural synonyms, which made the parser interaction frustrating. (I had some problems with an object labeled "bottleopener". Is "bottleopener" even a legit compound word?)

Most frustrating of all is a time-out counter in the on-line version.  I was timed-out on multiple play throughs. The final straw, I was actively playing the end game, probably no more than three minutes away from the closing credits, and the game logged me out. Forgot all of my earlier saved versions. Made me start again from the beginning. No thanks. I can imagine well enough how it ends and I've already played past the two hour judging period.

Good atmosphere, good length, but spoiled by a time-out clock on the server and other lesser bugs.




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October 30, 2016 at 06:24AM

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

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The map of my one that WILL take at least an hour:

http://ift.tt/1mxJgIZ ... FRfOXdMUEE

Statistics: Posted by Ruffnut — Sun Oct 30, 2016 11:59 am






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October 30, 2016 at 06:13AM

YOU ARE THE HERO - Part 2

YOU ARE THE HERO - Part 2

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Just imagine for a minute, if you will, that there was to be a supplement to YOU ARE THE HERO published next year, to mark the 35th anniversary of the publication of the first Fighting Fantasy gamebook, The Warlock of Firetop Mountain.

If there was such a title, what would you like to see contained within its pages?






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October 30, 2016 at 04:55AM

Halloween and Horror RPG Sales on DriveThruRPG

Black Vein Prophecy playthrough

Black Vein Prophecy playthrough

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(You can follow Justin McCormack on Facebook and Twitter. You can also support Justin on Patreon and receive exclusive content. Justin is the author of two bestselling novels, a collection of horror stories - "Hush!: A Horror Anthology", and the young adult coming-of-age comedy "Diary of a gay teenage zombie".)



Written by Paul Mason & Steven Williams, Artwork by Terry Oakes

I never played this book when I was a kid.

Look at the cover and tell me you don't understand why. If not, I'll explain. When I was a kid, I was visiting my local library to borrow a copy of Frankenstein. Yeah, I was a weird kid. Anyway, I found two books. One had a simple off-yellow cover with the book's title in gothic font. The other was a more gaudy paperback version with a lurid painting of Frankenstein's monster, its body a mass of scars, its face twisted in rage, its ragged stitches open to reveal red gore beneath.

Obviously I took the book with the monster on the cover. People do judge books by their covers, and sadly the cover for this book is terribly underwhelming. And also rather misleading to the adventure within, which immediately sounds interesting from the very minute you read over the blurb on the back.

Y'see, as you start this adventure you know nothing. Nothing at all. You don't even roll up stats, like you do in Creature of Havoc (which we'll be re-playing soon, too). You're thrown right into things, and have to learn on your own. It's the first FF adventure where you start out with a blank sheet. Mysterious, indeed!

You awake locked inside your own tomb. Just like I do most Sunday mornings. You break through the tomb sarcophagus with significantly less trouble than Uma Thurman would have, and stagger around inside what appears to be a huge sepulchur for a while, surrounded by other sarcophagus... sarcophagi... sarcophaguses... whatever.

It's at this point that I start to experience crippling headaches, which means that this is very much like a usual Sunday morning. I try to inspect as much of the chamber as possible, but with my head spinning, it's difficult to gather anything cohesive other than fleeting visions of a figure. I leave the chamber, only to find that that the building is far larger than I'd expected, with a new chamber filled with statues.

When one of the statues seems to move, and I experience memories associated with the statue's figure, I begin to surmise that I've been brought back from the dead somehow. Seems that my earlier comments about Frankenstein may not have been entirely unconnected to this book. Creepy. Anyway, the main theme of this part of the book is spinning headaches and haunting images flashing before my eyes, much like you experience when watching an Uwe Boll film.

The chambers seem to gradually collapse as I move through them. I wonder if it is my awakening that has caused them to collapse (much like when you kill a boss in a video game, which causes a temple to collapse due to it being a load-baring boss), or if it is simply my presence passing by that is spreading some kind of corruption to the building. I glance back at the statues, to see that they have collapsed - and seem to be constructed with human bones. Maybe they're not statues after all. Ewww.

The doors in the catacomb all possess seals. As I pass through them, the pressure in my head seems to ease. As I move along, I gradually roll up my stats, starting with luck (required as I run through a chamber that drips a curious liquid), stamina (as I flee up some stairs to escape their collapse) and skill (which I note is set lower than most FF books, as you only add 4 to your roll rather than the usual 6). I procure a sword a backpack with five provisions, and a haunting voice tells me to remember all that I have forgotten. And then I pass through the final sealed door, and emerge into the sunlight.

It quickly becomes apparent that the catacombs I was entombed within lie beneath a large city, one which seems to have been under siege at some point. The streets are empty and the inhabitants seem long dead. As I stumble through the wreckage, I find a curious object lying against a building - I look closer, only to be encountered by a mirror image of myself, which attacks.

It's a long fight due to the high stamina, but I manage to kill the mirror image and am blinded by a flash of light as it perishes. In the wake of the light, I find a small wicker box. When I open the box, a cloud of fiery wings and madness flies out, knocking me to the ground and flying off. I... have no idea what's going on. At all. This is just weird.

The entire adventure gets weirder. Before long, I have encountered a strange mutant horse creature, who speaks about rats being stuck in mazes. When I approach this being, I start to remember the ability to control mutations, and am told that this will be useful for me later. Staggering my way away from this strange creature, I eventually work my way into one of the city's siege catapults and fire myself into the sea. I don't know why I do this, I just do.

I'm dragged from the sea by the crew of a ship, who ask me about a dead man I encountered in the catacombs way back when, and then tell me to man the sails. This isn't what I'd have said to the character if I were the captain of this ship. More likely I'd say "Oh my god, man! Did you just fire yourself into the sea from a catapult? What the hell is wrong with you? And why do you look as if you've been stuck in a sarcophagus for so long? What is going on?"

We sail along the sea for a while, until a large sphere emerges from the mist and attacks the ship. I shrug my shouders and say 'Oh, sure' and fight the giant ball. My sword manages to pierce it, and an insane maddened criminal emerges from inside the sphere and I need to chop his head off. The ship's captain then comes along and tells me that, as punishment for their crimes, criminals in this part of the world are sent into the sea encased in large bubbles, which is... about the standard level of sanity I've come to expect in this book so far.

That night, one of the crewmen called Velkos awakes me to tell me that there is a strange brooch on my clothes, which I had not noticed before. I open the brooch, and an evil baby falls out. I can tell it's evil, because its face is twisted with wickedness. And I can tell that it's a baby because oh fuck it whatever. This makes about as much sense as the film 'The Happiness of the Katakuris'.

  It occurs to me at this stage of the playthrough that nobody who is reading this who has not also read the book itself will have any idea what I'm rambling about. I'm sorry. This playthrough must sound like the product of a demented mind, full of mutant horses and strange lights and men in bubbles and evil babies. I'm sorry. I'm trying my best to make this all into something that can be understood, but I'm not really sure this is possible. It kinda defies the minds of mortal man.

Remember the Sorcery! book "Khare: Cityport of Traps"? It was crazy in that it was a wild adventure filled with utterly bewildering events. This is different. This is crazy in a David Lynch kind of a way, where things kinda make sense in their own respective ways, but it's all so utterly 'stream of consciousness' that it's difficult for you to effectively describe it to another person. And that is NOT to say that I am not enjoying this book. On the contrary, I'm enjoying it immensely.

The ship comes to ground, leaving me and Velkos opting to venture inland for a while. Soon we see a large monkey-type creature being chased by a group of angry people. I follow the monkey as it hides in a cave, but I lose track of it when I discover a buried trove of gemstones worth around 3000 gold pieces. As I gather them up, a strange and obviously sinister mist starts to descend around me. Not wanting to be trapped in a cave with the fog monster, I use the power of evil baby, summoning it like a demented pokemon trainer.

The evil baby leads me out of the cave and away from the fog monster, which is a sentence I never thought I'd say in my entire life. I don't other to tell Velkos of my discovery, but no sooner have I emerged from the cave do I see a group of people who are under attack. I slip closer, despite Velkos' warnings of the contrary, and I notice that they're being attacked by a mass of light and twisting bubbling insanity that would twist the mind of Lovecraft himself. Basically, I'm up against the 5th Angel, and I don't have Eva Unit 01 around to help me out.

What else can I do? Evil baby, I choose you! I hurtle the evil baby at the Lovecraftian horror (do you ever feel that you need a less insane hobby to spend your Saturdays doing?) and they are both destroyed in a giant explosion that destroys time itself, ushering in a Singularity. As my body melts into a liquid mass and my mind becomes part of every other mind in the cosmos, the entirety of Titan is reborn into a single being... actually no, that doesn't happen. But it wouldn't surprise me if it did. Instead, the monster is destroyed, but so is my evil baby thing.

Oh well, I still have that mutation power that I got from the horse-thing earlier, in case I need some bizarre power to perplex the minds of humanity with. I decide that I actually want to find where Valkos has run off to, and eventually stumble across her fending off some bandits. We fend the bandits off and head into a nearby forest. In the depths of the trees, we can hear some people approaching and promptly we climb up some trees in order to hide. The men find me, but do not catch Valkos. I don't bother to tell them about her, because I don't really like her all that much.

I tell the men that I'm a powerful sorcerer and will cast a spell on them if they don't let me go, and they believe me without question. I decide to leave Valkos stuck up the tree and head off on my own. Before long I find a pair of villagers who seem to be trapped in some mud. I try to offer to help them, but as I do, a giant cloaked monster sneaks up behind me and hits me. It flies off with me to its lair, and we fight there for a while. I kill it, and don't find anything of any use.

On the way back to the road, I find some discarded clothes. Eager to find this nudist, I instead encounter a helmeted man who has been tied up and had a scroll of paper shoved in his mouth. I take the scroll, hoping it will contain a clue of some sort. Instead it contains nothing, and the helmeted man walks off into the sunset. I don't know what the point of this was, except to confuse me more. It's working, in that case.

I find a small village, where I spend the night with a few other travelers. I wake the next morning to find a large horse-drawn carriage parked in the middle of the village. I have a closer look, when a man emerges and confuses me for a captain in his army. As you do. I play along, and before long he is asking me for strategic advice on the battlefield. When it becomes clear that I don't know what I'm talking about, he attacks me and I need to beat him down.

I continue my adventure alone, and it occurs to me at this point that I don't really have any set goal or destination in mind, and that I've been simply walking in random directions for a while. I stop my a cliff-side and watch the birds for a while, somehow learning a mystical art of harmony by doing so. I'm not quite sure what this will do, but at that point I'm drawn by a disembodied voice into a tunnel. In a large chamber, I meet a man called Credas. He tells me that my name is Maoir. Ah-ah!

This is pretty big. I've met someone who knows me. He tells me that he knows a lot more, including how to use my powers to their fullest extent. He may even be able to make this entire adventure make some kind of logical sense. After all, he can give me the context to what is going on, and context is important. I help the man clear some bandits from his caves by combining our magical ability to control their minds, and then he tells me the catch - he wants me to do something for him first before he'll tell me anything.

He asks me to find an item from the jungle to the south. I head down there, ready to hunt through the entire place for one arbitrary random item for an old man who is clearly capable enough of finding it on his own, and with very little description as to what item it is that I should look for. Nevertheless, it's not too long before I am able to find a river. And as I'm sure you've noticed, my new hobby in these Fighting Fantasy books is to fall into any river that I come across, usually resulting in my death (see Island of the Lizard King, Sword of the Samurai, and so on).

So I get eaten by killer eels.

And despite that, I'm not too annoyed, because I actually really enjoyed this book. I still have no idea what was going on, but I feel that's more to do with it all being intentionally mysterious. The book does become more easy to grasp as it goes along, which pretty much mirrors your character's disorientation and confusion.

The world itself feels very infused with magic in this particular book, with far more emphasis on the mystical and mind-altering than in a typical Fighting Fantasy book. More than anything else, it left you wanting to replay it, in order to find all the missing pieces of the puzzle and figure out the details that you were unable to grasp on the first playthrough.

It's definitely a good book. If you're in the right frame of mind to enjoy it, it's one I'd recommend strongly. But only if you're in the right frame of mind for it. Otherwise you're likely to reply to it with "What did I just read?"



(You can follow Justin McCormack on Facebook and Twitter. You can also support Justin on Patreon and receive exclusive content. Justin is the author of two bestselling novels, a collection of horror stories - "Hush!: A Horror Anthology", and the young adult coming-of-age comedy "Diary of a gay teenage zombie".)




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October 30, 2016 at 03:17AM

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

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AMAZING!!!

I also play as an Overlord demon:

The overlord demons rivalled the snakes themselves, whereas the snakes we're masters of magic, the overlords we're masters of combat, all except one. Ba'al. He was the only overlord general, and he fought alongside the snakes in the first battle. Back then there we're lots of others, but they we're less powerful. The snake demons recruited all the demons, except the still loyal fires, and started the extermination process. Only a few survived, although it is the same with the snakes. Ba'al was wounded and left for dead. Then a hedge mage wanting to know necromancy came along and transferred all his blood into ba'al only giving him a combat skill of 18 from then on. The hedge mage died, but the art of necromancy was born from his ashes. The overlords look just like balrogs, except ba'al has super speed and magic and all have shape changing. I think the balrog is one of the fiercest and cruelest overlord warriors who would rather go down fighting then give up.

Statistics: Posted by Ruffnut — Sun Oct 30, 2016 9:02 am






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October 30, 2016 at 03:12AM

Advanced Fighting Fantasy 2 • Re: What God has your character worshiped.

Advanced Fighting Fantasy 2 • Re: What God has your character worshiped.

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You know it!

Statistics: Posted by Lorian — Sun Oct 30, 2016 8:56 am






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October 30, 2016 at 03:12AM

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

Advanced Fighting Fantasy 2 • Re: New adventure inspired by roguelikes

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Cool! Maybe the boss is a bit low on stam?

Statistics: Posted by Lorian — Sun Oct 30, 2016 8:55 am






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October 30, 2016 at 03:12AM

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

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When I used to play before ... Something happened... I was always OTT and I find it a bit hard not to be that's why I reset my character twice.

Added well and devlin

Statistics: Posted by Ruffnut — Sun Oct 30, 2016 8:53 am






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October 30, 2016 at 03:12AM

Saturday, October 29, 2016

REVIEW: Monsters of the Marsh

REVIEW: Monsters of the Marsh

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David Tant’s first book of The Legends of Skyfall series is something of an enigma – a puzzling contradiction where simplicity and complexity unhappily coexist. Monsters of the Marsh is boldly promoted as ‘An Advanced Fantasy Gamebook’ – an adventure where those employing logic and intelligence are duly rewarded for their skill and reasoning. Unfortunately, this stated claim is poorly implemented within the game system, and is then bewilderingly diluted even further by a dull and repetitive story structure that quickly generates a high level of frustration. How could a setting as rich as the world of Skyfall – an untamed planet where a race of intelligent Lizardmen inhabit an extensive network of swamps and rivers – produce such a lamentable result?

The author is a Dungeons & Dragons Dungeon Master, who has adapted material developed for his tabletop gaming group into a solo adventure. It appears that something substantial has been lost in this conversion process from multiplayer campaign to gamebook, as a significant portion of this book is wholly unexciting, tedious and mystifyingly substandard. What’s especially puzzling is that within all of this detrimental content enough tantalising quality does exist to suggest that a truly absorbing story could easily have been told.

You play as a young adventurer seeking to discover the fate of your father, who has mysteriously vanished during a journey through the dreaded marshes where the dangerous Lizardmen roam. The setting of the kingdom of Delta incorporates three types of magic – Arcane, Clerical and Druidical – however, you will rely on traditional weapons to resolve conflict, using a diceless system to decide your own fate. The Skyfall series utilises a heads and tails coin-tossing mechanic for its combat procedure, and to also resolve situations involving chance and luck. Similar to the Fighting Fantasy system in practice, this ‘unique’ feature actually offers nothing specifically different, and can easily be replaced by dice for those, like me, who fail to see any reason to locate and throw coins instead of dice.

motmx3_01

Something that will soon become unavoidably apparent with this gamebook adventure is that mapping your journey is a must. The reason for this is that Tant’s structure – and a mostly colourless writing style – will quickly result in a failure to simply comprehend where you are in the environment. This annoying shortfall of understandable directions is made decidedly worse due to the various rivers of The Dunmarsh being confusingly written as sections where you can travel in both directions. You will spend a considerable amount of time traversing these mostly featureless rivers, streams and channels, finding that there is little to see or do, and ultimately discovering that there is surprisingly limited interaction with the denizens of the marsh – a total failure for a fantasy adventure where fantastic creatures are suggested but rarely encountered. Also, many of these waterways lead to uninteresting dead ends, and you are then required to record your travel time for such ‘entertainment’ – an utterly pointless system of unwanted record keeping that I soon dismissed as unreasonable nonsense.

Thankfully, once you do clear the majority of these endless navigational difficulties to reach the latter stages of the book, your journey regains lost momentum and the promise hinted at when you began your adventure has a welcome opportunity to reveal itself. It’s unlikely that you’ll completely forgive all of the earlier missteps with the game system and content, but the book does finish with a more enjoyable structure and story flow.

So, how exactly did it all go so wrong? The greatest errors involve a lack of awareness regarding likely player progression and the encounters then available along any chosen path. Too much of the book’s content is trifling and unstimulating, with a disagreeable amount of travel along featureless waterways that only form a tiresome network of insipid and complex routes. A genuine sense of adventure was lost during the conception of this gamebook, replaced by illogical busywork and a distinct lack of imagination. I also found few opportunities to employ actual logic and reason during my adventure – a journey that I had to walk away from for some time as my progress was halted by the confusion of the information presented. It was only a stubborn determination to not be so frustratingly beaten that finally resulted in me picking up from where I’d stopped to carry on and complete my journey.

Monsters of the Marsh is therefore useful as a valuable warning to all gamebook writers. It shows how important it is to thoughtfully plan and then execute your type of adventure as originally intended – particularly if you boldly claim to offer something beyond the norm or of an elevated format. The player’s individual experience must be considered at all times throughout the presented journey, otherwise a mediocre result such as this will surely arise. It’s a shame that these overwhelmingly negative thoughts define this book, as there clearly is an enjoyable fantasy gamebook hiding deep within its perplexing pages.

motmx3_02

STORYLINE: The mystery of a family member lost within an unmapped and hostile environment is of genuine merit, however, the poor execution of this plot is soon exposed as you aimlessly travel along innumerable waterways, desperately seeking a way out. Skyfall offers plenty as a game setting, with some unique and unknown opponents lurking in the depths of The Dunmarsh. A promising story unfortunately wasted.

GAMEPLAY: Defective game mechanics, a dull structure that generates ongoing confusion, and a lack of helpful indicators to aid progression – ingredients that can only lead to extreme disappointment. The diceless system offers little of real value and you’ll soon tire of all the unnecessary record keeping and time constraints, and the uncertain rules regarding health and provisions. Overall, it’s not particularly advanced.

PRESENTATION: The design and layout is of a decent standard, with the cover image a notable standout. Interior illustrations vary from very good to unimpressively average, with enough highlights within the set to tip the balance in a favourable direction.

REPLAY VALUE: Only the very brave and patient, or those without any other gamebooks available, would surely embark upon further adventures here. There are few alternative routes worth seeking out and even fewer missed encounters worth going back for.

motm

Review by Michael Reilly





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October 29, 2016 at 11:41PM

The Caverns of Kalte – Attempt 1, Part 8

The Caverns of Kalte – Attempt 1, Part 8

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And we’re back.

Lone Wolf had just failed what was pretty clearly a test of his ability to spot a hidden door or passage of some kind.  Goodness knows what kind of loot or Plot Tokens (TM) have been missed, but there is no choice other than to continue on.

I (safe in my obliviousness) now reach a narrow stone door with (surprisingly) a peephole fixed into the middle.  Since in every almost every movie of this kind a peephole means that on the other side there’ll either be someone taking a shower or committing a murder, I gleefully have a look.

My hopes of scandal are shattered when I simply see a cell which contains see 3 sleeping Doomwolves and the outline of an Ice Barbarian’s back as he stands in or near the doorway.

My Kai skills tell me that the Doomwolves are ‘sleeping deeply’ and there is a slim chance that I could sneak past them, kill the Ice Barbarian and then slam the door behind me.

Crazy idea, you say?

I say :

8be

However, it was not crazy enough, in fact, because as I try to slip into the cell, I confront the Ice Barbarian’s ‘pupilless eyes’ as they stare at me, and the Doomwolves are stirring.

Project Aon link – Ice Barbarian

In for a penny, in for a pound, I say!

Rejecting the impulse to flee, I stand and fight, hoping my glowing magic sword will carry the day.

In a small piece of good news, the cell is small enough that each my foes must meet me one at a time ;

Lone Wolf : Combat Skill : 27, Endurance 22

Doomwolf 1: COMBAT SKILL 15   ENDURANCE 24

Doomwolf 2: COMBAT SKILL 14   ENDURANCE 23

Doomwolf 3: COMBAT SKILL 14   ENDURANCE 20

Ice Barbarian: COMBAT SKILL 17   ENDURANCE 29

  • I defeat the first foe, while losing 2 Endurance.
  • I defeat the second foe, while losing 1 Endurance.
  • I defeat the second foe, while losing 3 Endurance.
  • I defeat the Ice Barbarian, while losing 3 Endurance.

Final Endurance after the battle : 13.

Take it away, Billy :

quote-under-the-bludgeonings-of-chance-my-head-is-bloody-but-unbowed-william-ernest-henley-306720

I drag the Barbarian’s body into the corridor to search it for loot.  I find a Bone Sword (a mere sewing needle compared to my Sommerswerd) and a gold bracelet.  However, my trusty Sixth Sense puts together the Barbarians’ lack of fondness for ornate jewelry and other relevant points and deduces that the bracelet is some kind of mind control juju best left alone.

I move along the corridor, and spy another short corridor (to my left) leading to a closed door.  Never one to leave the possibility of loot behind, I creep down to the door.

39d22ad37c149292ca824fcb36fc4bd3

Peering through the spyhole in the wall, I spot a man in a cloak kneeling in the centre of a pentagram (!) on the floor.

Project Aon link – Man in pentagram

If I remember the role-playing games of my youth, this guy is either protecting himself from demons or is a demon himself (or both, I suppose).

This dude leaps to his feet, and claims to be Tygon, a merchant from Ragadorn.  He claims to have been captured and is now awaiting an audience with Vonotar.

Since I remember the city (!) of Ragadorn, I take this opportunity to quiz him appropriately about the city.  When I ask him the ruler of the city, he replies “Killean the Overlord”.

What did you say, Lex Luthor?

I have no idea why this faker didn’t pick a city that he actually knew something about, but there you are.

(Aside : My Healing skill has now restored my Endurance to maximum.  As many have said, the Sommerswerd / Healing combo makes Lone Wolf the equivalent of Arnold Schwarzenegger in an 80s action movie).

I leave this interloper (interestingly, without making any further queries about his identity or humanity (or lack thereof)) and proceed down the corridor.

I see another cell, and a glimpse through the spyhole shows an old man huddled in a corner, covered in blood and dirt which doesn’t quite obscure the stars and crescents on his blue robe.

That outfit sounds awfully familiar….

 

Base Stats : CS : 17, E : 20, GC 14

Modified Stats : CS : 27, E : 22

Weapons : Sommerswerd (+8 CS), Mace

Backpack : Meal (x2), Healing Potion (+3 E), Laumspur Portion (+5 E), Laumspur Potion (+4E), Rope

Special Items : Map, Crystal Star, Shield (+2 CS), Sommerswerd, Padded Waistcoat (+2 E), Blue Stone Triangle Pendant, Diamond, Ornate Silver Key

Kai Rank : Guardian

Kai Disciplines : Camouflage, Animal Kinship, Tracking, Hunting, Sixth Sense, Healing, Mind Over Matter

Final Paragraph : 254





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October 29, 2016 at 06:46PM

Express Yourself and Be the Star You Are!

Express Yourself and Be the Star You Are!

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Nice view huh?

(Here’s a random picture I took a while back, cos I like blog posts better with pictures)

Yes, it’s been a while… In fact it’s been almost exactly two years since my own blog post here.

It’s certainly not by intention, it’s just “stuff” comes up and directs my attention elsewhere (as it does for us all). And the longer I leave it to post back here, the less-pressing the urge becomes… But barring death haha, I’ll always be back here at some point to tell you about creative projects I’m working on, which I’ll always be doing too... Creating stuff is just what I’ve always done and always will.

And yes, occasionally I’ll even get around to publishing something from the shelves and drawers filling my room too ;)

So my plan now I’m back here is to share some of the things I’ve been doing and working on over the coming weeks and months, to finish some of the blog serials I’ve started here, and to share some other things of news and interest. (It sounds all great in theory!)

You may be wondering at the title of this post, since I haven’t actually addressed that yet… Sure it’s a great statement, and certainly something I believe in and (try to) demonstrate at all times, but the reason for such a title is that I wanted to share two radio interviews I’ve just recently done with the Voice America talk radio network, on their Express Yourself! Teen radio show, and their Be the Star You Are! show.

From the links below you can hear almost an hour of me talking about my writing, about Tin Man Games and gamebooks, about The Dark Horde, and even about Halloween. There’s a few too many ums and ahs haha, but hopefully it’s interesting for you nonetheless. I had a lot of fun doing the interviews, and the hosts, Cynthia Brian, Asya Gonzalez and Brigitte Jia were fantastic!

INTERVIEW ONE WITH EXPRESS YOURSELF! TEEN RADIO

(My interview starts about 30:45 in, and runs to the end of the episode)

INTERVIEW TWO WITH STAR STYLE BE THE STAR YOU ARE! RADIO

(My interview starts about 38:35 in, and runs to the end of the episode)

 

 


Read More



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October 29, 2016 at 06:33PM

3/4 of Britain

3/4 of Britain

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Woah.  I spent WAY too long working on that British map.  Here's a teaser of what it looks like now (Google Drive has been updated):

As a matter of bad luck, Britain spreads over four different map
plates, each 30-34 hexes wide and 35 hexes high.  This is the south-
west corner of the four maps.  Later, when all of these are done,
I'll put them together; they overlap as needed to form a single
complete map of anywhere.

Counting from the point where I began plotting cities last Wednesday, adding the borders, figuring out the location of the rivers, adjusting elevations, filling in the sea coast and finally coloring the elevation hexes, I count 17 hours of work for just this map.  That doesn't include plotting in the coastlines and lakes, which was work already done before Wednesday.  I have a measure for the amount of work, because I started listening to Bill Bryson's Short History of Nearly Everything, which is posted in three six-hour parts on youtube.  I finished the above just one hour short of finishing the third part.

Mapmaking takes a long time; yet while I'm doing it, time flies by.  The above map, it should be evident, is a complicated arrangement of tiny states and provinces, a highly indented coastline, hundreds of cities (which also means carefully fitting in all the labeling so that the whole is difficult to read) and rivers that have to be "just so" since this is Britain and people know it very well.  It would be okay with people if I made an error and the Lena River in Siberia jogged the wrong way before reaching the city of Aldan in Yakutsk (face it, most of you have no idea what I'm talking about), but the Thames better damn well pass through Oxford and Reading as realistically as possible.  This meant a lot of fiddling with river bends and turns, the shape of counties and double-checking more than one of the elevations (as I found out in several instances that my original source, fallingrain, had very second-rate data for England).

And yet there is no way to be happy with the map as shown.  Twenty-mile hexes for England are simply too BIG for England.  For instance, there's a big mound of hills between Manchester and Leeds, reaching from Halifax at the top of the map down into Derbyshire county ~ the Peak District ~ that doesn't show up on the map at all because it just 10 to 20 kilometers in diameter.  Because I use the lowest elevation in any hex with a city in it, and because the Peak District is packed on both fringes with cities ~ really big cities in modern times ~ the highland (which rises above 600 meters or 2,000 feet) simply evaporates from the map.  England is such a densely populated place with a complex topography (though the hills are relatively low to mountains in other parts of the world) that a proper hex map ought to be 6-mile hexes at the most to properly convey the look of the land.

I had similar problems with the Low Countries, Switzerland and Denmark.  I suppose at some point I could make a 6-mile hex map of each of these regions but, well, let's be reasonable.  Such a thing is something that would happen only in my dreams.  As it is, I'm not going to finish the 20-mile map of the world.

I do have one small corner of England left to do ~ but it isn't as many hexes as this.  It is probably about 1/5th the work of the above.  And when it is done, I will be glad.  There isn't any other part of the world that's left (with perhaps the exception of New England in the United States) that will require this level of research, this level of second guessing the sources, this level of city-planting or this level of overall diligence in making sure that it's close to right.  Comparatively, the rest of the world is a cinch.  With Europe done (all except for the Faeroes, Spitzbergen and Iceland), I'm looking at working on places where it takes much less effort to map a mere 300,000 square miles.



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October 29, 2016 at 04:57PM

Advanced Fighting Fantasy 2 • New adventure inspired by roguelikes

Advanced Fighting Fantasy 2 • New adventure inspired by roguelikes

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Hello all!

On the theme of computer games I used to play, I have started making a dungeon generator along the theme of a roguelike game. It is purely randomly generated and the skill level goes from very easy to insanely tough. I have done the monsters and treasure so far and I will soon include the traps and hazards.

Here is my progress:

http://ift.tt/2eZgDcT

Statistics: Posted by Slloyd14 — Sat Oct 29, 2016 9:27 pm






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October 29, 2016 at 04:12PM

Advanced Fighting Fantasy 2 • Re: What God has your character worshiped.

Advanced Fighting Fantasy 2 • Re: What God has your character worshiped.

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Lorian wrote:
I want to one day make my thief a acolyte of pancha, God of thieves.


Nice, is that going to be in the book?

Statistics: Posted by shintokamikaze — Sat Oct 29, 2016 7:25 pm






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October 29, 2016 at 04:12PM

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

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I love the idea of 30 minute adventures! Great work!

How about replacing the demon elemental with a Devlin (page 36 OOTP) - Skill 10, stmaina 0, causes 2 stamina damage on a hit. Cannot be hurt by earthly weapons but being covered in water banishes it. Also maybe have an extra room with a well or an underground spring as a source of water.

Statistics: Posted by Slloyd14 — Sat Oct 29, 2016 7:15 pm






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October 29, 2016 at 04:12PM

Adventure Blog: Strayed: Android Alpha Release

IFComp News: We broke Pogoman GO! for a long time

IFComp News: We broke Pogoman GO! for a long time

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Online play for Jack Welch and Ben Collins-Sussman’s Pogoman GO! has been unavailable for some time, probably more than two weeks, due to a bug we introduced into the web application back when we fixed the bug that made Detectiveland unplayable.

If you tried to play this game online and saw a plain-looking, static web page with some game-related links but not the game itself, we would ask you to please try it again. (If, on the other hand, you downloaded this game and played it offline, this problem will not have affected you.)

I apologize to the affected authors and judges for this error, and I pledge to improve the web software’s self-tests so that these flaws will never be re-introduced to the system after this year.

In the meantime, I have two requests of participants during this the back half of the judging period:

  • Authors: At your convenience, please make sure that the Play Online button work as you expect. (I have emailed all this year’s authors with this request, as well.)

  • Judges: If you attempt to play a game online through its Play Online button, and you see something that is clearly not a playable work, please do not hesitate to contact the organizers.





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October 29, 2016 at 01:21PM

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

Advanced Fighting Fantasy 2 • Re: 30 Minute Adventures

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ambidextrous is really useful. I was very impressed when the wife and I playtested the well with two characters, one of whom had ambidex, as to exactly how well it worked out.
I realised after the session that our planning was not great, but the next game (the other dungeon in the AFF2 rulebook) was a lot more fluid.
essentially the priest with leather hauberk and large shield engaged as many enemies as possible, fought defensively, and the rogue-wizard went on a killing spree one-on-one on every enemy possible.
the priest engaged normally once no longer outnumbered.

Statistics: Posted by Eddie — Sat Oct 29, 2016 5:13 pm






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October 29, 2016 at 01:12PM

Emily Short: Games on hard topics; TAKE

Emily Short: Games on hard topics; TAKE

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cover.pngLast night I gave a talk in Vienna at the Subotron arcademy series — an invited talks series aimed at the indie game dev community in the area, taking on matters of art, craft, and politics. Previous speakers have included Meg Jayanth on the narrative of 80 Days, and Marie Foulston on curating video games for the V&A, among others.

I was talking about sex, intimacy, and non-sexual but emotionally intense elements in games; about how fiction gives us enough distance to be able to handle these topics, but how interactivity makes it harder again.

I talked about some of my own games in this area, and also about some games by other people: the emotional brutality of That Dragon, Cancer; the curious partial invitation to intimacy in 36 Questions; the way 18 Cadence invites the reader to pick out themes they find resonant.

And I spent several minutes talking about TAKE, Amelia Pinnolla’s game for this year’s IF Comp, because it is dealing with all of those topics — sex, trust, intimacy, revelation, the vulnerability of the author.

As far as I can tell, even a lot of people who liked TAKE didn’t completely get it. The biggest weakness of the piece is that it doesn’t guarantee that the reader will get what’s going on, because it’s otherwise pretty amazing; and in many cases what it’s saying would be very painful reading if presented without some layers of indirection.

So I want to talk about all that. This will be spoilery: proceed at your own risk.

TAKE here means a hot take, a rapidly formulated piece offering often moralistic views on current events or popular culture. This part is comparatively accessible, though I think some non-native English speakers who played the game may not have known that meaning for the word.

The gameplay makes that idea central. You’re a gladiator (after a fashion; we’ll come back to that) who must constantly file hot takes on everything around you: the battlefield, your opponent, your audience, your manager, your own wounds. It turns out that you can sometimes TAKE the same object multiple times, getting deeper or more far-fetched results on later iterations, perhaps because your character comes up with more outlandish things to say on the same topic.

In real time, a monitor in your chest reports back whether your take was juicy enough — personal enough, dramatic enough, extreme enough — to please your watchers. There are three scenes of play: your preparation for battle; your time in an agora where you are matched with an opponent; the battle itself.

This scenario encourages the player to think they might hypothetically be able to win, by taking the right thing, or taking enough things, or taking things in the right sequence — at one point I did get my monitor to go pulsing hot, though that may have been as much by luck as for any other reason. I gather that there is an underlying logic to which things will produce the best takes, but I wasn’t really able to predict in advance which items were going to give a valuable TAKE and which weren’t.

And I soon found myself with my monitor going cold, out of ideas. The taking and retaking, the scrubbing the environment for more things to take, however silly: all that captures the protagonist’s desperation, the fickleness and unpredictability of the audience, the fact that there’s no knowing what they’re going to respond to; the fact that you’re making this life-or-death struggle on terms that are not only unfair but unknowable. The game lasts just long enough for the player to experience all of that in detail but not so long that the futility becomes boring.

Moreover, the takes themselves are interesting and funny and shed more light on the protagonist’s situation, which means that I the player am in the weird position of demanding these takes from her also, being a little bit her audience as well as herself.

This works really well as a bit of procedural rhetoric. But it also means that the player is likely to focus on extracting a different kind of information from the scene and from the descriptions of the scene: what objects are here that I haven’t taken yet? Which of those objects looks the most provocative and sensational? Can I make out whether there’s a pattern about which objects can be taken multiple times, and which seem to positively affect my monitor score?

Which is unfortunate, because there’s a whole additional point to what’s going on here. A lot of critical information is in EXAMINE actions, rather than in TAKE actions. The help text does say that the player should use EXAMINE, but everything about the gameplay itself means they may well forget that advice. Likewise, scanning the room for clues means that the player may not read the text itself as carefully as it deserves, or as it needs.

It wasn’t until after a couple of playthroughs that I did enough examining to actually get it. Here:

x me
Your armor was designed for form, not functionality; you’re as covered as you need to be, but the material is loose and catches on itself with every move, becoming at the worst moments a train or hobble.

Pencil skirt or ballgown, most skirts aren’t designed for long strides or effective self-defense.

> x sprays
Mass-market battle aids to be sprayed inside the mouth and dispersed with every breath. Their makers claim one hundred ways to humble an adversary senseless, none of which ever manifest before the final blow. Where the brands evoke venom and the packaging evokes grenades, the scent evokes musty florals, or fainting spells. You’d do better bathing in tear gas.

In fact if you refer to these objects as PERFUME, the parser will still recognize them.

x shield
Forged too quickly and battered too often, this shield is your only reliable defense in battle. The metal coat is flaking from repeated attacks; your skin itches whenever you wear it, which is too often.

If you don’t wear make-up yourself, you may be unaware that the cases are sometimes faux-metallic stuff that flakes away; or that a full face of foundation can be itchy and feel just a bit wrong all night long.

This is, in other words, a game about dating for takes, going out with people so that you can report back on the results; and about performing femininity and how that is both completely mandatory and also completely insufficient to protect the protagonist.

x bandages
Per the rules of engagement, your opponents aren’t supposed to leave any wounds that could scar, maim or otherwise retire you from fighting. The bandages here – tough, fast-acting, surprisingly expensive – are an acknowledgement that this never happens.

> take bandages
You write about the time before your recruitment, which is to say your life, when you had to buy your own supplies. Even then you fought too often, and you purchased in bulk. Every shopkeeper would stare you down.

Even before her current media function, the protagonist felt judged for her sex life: for having one, and for the fact that it wasn’t as devoid of consequence as society would like to pretend.

> take pills
You write about the first time you had to take these, after contact with rust. They’re hard on the stomach, so you were doubled over and groaning for the next week, but in this telling you fetchingly writhed and dramatically fainted.

As a description of the aftermath of sex, this rather different than if it were talking about the aftermath of battle. And then there’s this:

> take gauntlets
You write about your hands, which are too small for gauntlets; the first battle you fought, your opponent thought he’d been sent a child soldier, and fought twice as hard.

He thought you were underage. But the story doesn’t come out and say that, not in those words. It lets you unpack all the horribleness for yourself.

If you have enough information to do so, that is. If the player doesn’t understand the dating aspect, then the game seems rather more oblique. It still reads as a well-written (if strange) tale about subjecting yourself to horrible and fantastical battles for the short-lived entertainment of an audience that doesn’t really give a damn about you. In fact that remains an interesting story. But most of the subtext becomes illegible.

> take monitor
You write about the supposed tradeoff: no one would break the rules of engagement, commit a war crime, certainly not land a lethal blow, knowing it would be publicized and televised seconds later. It’s an ironclad safety guarantee that has never protected you.

After your preparations, you go to the agora to meet other gladiators (itself something of a conflation of Greco-Roman tropes, but okay). It’s a meat market there.

> take food
You write about the impossible math of staying in fighting shape and allowing yourself a soldier’s repast. Neither is optional.

This speaks to a particular ridiculous ideal of a woman who can fit into a size 0 dress but eats pizza and drinks beer like one of the boys.

Or the description of the “platform” (read bed) where you do battle:

x platform
A nondescript place to be flattened.

And the ending in particular is tricky to understand properly without its second meaning. Why does the swordplay go down this way? why is there a moment of being “positioned” for a fatal wound, and a moment when televising it would disrupt that?

All told, this is a very bleak portrayal of dating and sexuality. Nothing is private. Everything occurs in public, to be commented on and reviewed later. You simultaneously have a reputation and no friends; devastating loneliness and an audience of thousands. Your “combat” scene is being reported to your opponent’s friends, so you can be mocked and criticized. There is no affection between the participants, no trust or good humor. (I don’t call them “partners” because they definitely are not.) The rules of engagement are rigged in a gendered way. By having sex at all, the woman is construed to have lost; she is the one who has to deal with any physical repercussions and any social stigma.

After you’ve lost as the protagonist, you get a chance to WIN, by playing as the man. It’s a one-turn game where the winning move is USE GIRL.

Spelling it out like this, I feel like I risk giving the wrong idea to people who haven’t played it. It could have been simply a heavy-handed diatribe about how incredibly stupid and unfair are the customs that even now govern heterosexual dating in some subcultures — indeed it could have come off as just the kind of hot take it is mocking. But the layer of indirection saves it from that (though I think it goes too far in the other direction).

Meanwhile, the individual passages are sharp and beautifully composed. TAKE observes how it feels to prepare yourself for a situation where you know you are going to be at a disadvantage, possibly a severe one; where you are walking into the possibility, or even the likelihood, of humiliation.

To me the core sadness of the piece comes through in this bit of text you can find in the final scene:

take man
You write about your longstanding conviction that you can never win a fight, not really, that there’s a synapse somewhere in you that will always rush you into the blow.

*

I wish that the design were such that more people saw what TAKE is doing. It can be rather obscure. But with that understood, I have huge respect for a piece that can combine that much rawly-felt emotion with such exact observations, together with mechanics that also tell part of the story. It’s brave and devastating, with some of the best prose in this year’s competition.


Tagged: amelia pinnolla, take




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October 29, 2016 at 12:21PM