Wednesday, 31 March 2010

Fighting Fantasy featured in Mass Movement Magazine

Mass Movement Magazine (which featured a piece by me, back in issue 23 - a year ago today, as it happens) has an extensive feature on the Fighting Fantasy phenomenon in the current issue.


Stormslayer gets a mention, which is nice, and you can download issue 26 for yourself (and for free) here.

Night of the Necromancer

Just one day to go...

Saturday, 27 March 2010

Night of the Necromancer is coming...

There's only a matter of days to go now until the release of Night of the Necromancer, the sixty-fourth original single player FF gamebook.

The minions of the Warlock over at Wizard Towers are running a competition in readiness for the book's release, which you can find here.

Meanwhile, I've been doing a little bit to hype the release of the book on my own blog too. To help me explain, here's an exclusive excerpt from the Background section of the book:

And now, at last, your home is in sight once more. Three years ago you set out from Valsinore Castle on the northern coast of Ruddlestone to join in the crusade to purge Bathoria of the malign influence of the Cult of Death. With the defeat of the Death-Mage Thanatos, your sworn oath fulfilled, you were free to return home. As you recovered from your last battle at a hospice of the White Lady, you sent letters by messenger ahead of you telling of your imminent homecoming, writing one to your sister, Oriana, who was anxiously awaiting news of your safe return, and another to your chamberlain, Unthank, who you had left to look after your estates and safeguard the people of the Sourstone peninsula while you were away.

And you can read those very letters for yourself, right here...

Ulysses Quicksilver - Hero of the Empire

Ooh! Perhaps this will help me out of the mire of my own self-loathing...

Writing's easy...

All you have to do is stare at a blank piece of paper until your forehead bleeds. Or so says Tony Jordan, screenwriter.

I don't know what it is about the last couple of months, but a fair few authors have been struggling to produce the goods of late.

David Bishop has this to say on the subject. Nick Kyme's struggles are catalogued here. Chris Wraight's been feeling the pressure too, as has Si Spurrier. Even the mighty Dan Abnett has had his own creative demons to battle of late.

And I'll add my own name to that list. I thought my tenth novel was hard going but as it turns out, that one was a walk in the park compared to number eleven. Soul-destroying is how I'd describe the situation right now.

Writing's hard! :-(

How to write an adventure gamebook - Part 2

So, here it is, at long last, the second in an ongoing series of articles regarding the writing of adventure gamebooks...

The Proposal

Having spent a long time brainstorming a gamebook, once I'm happy with the overall plot and structure, I set about writing the proposal itself.

Basically, a proposal is a sales pitch. It has to explain clearly and concisely everything about your book and is often the thing that will lead to the book being (or not being) commissioned. As a result, you don't want to miss anything out - especially not the dramatic denouement you've spent ages working out. Leaving that out is sure to see your proposal being rejected outright. But I digress...
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When I write a proposal for an adventure gamebook I start with a paragraph giving an overview of the book - what it's about, what makes it different to others, the cool conceit that is going to make people want to pick up and play it, etc.
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I then describe the structure of the book. My gamebooks have often had three, four, or even five act structures. For example [WARNING - SPOILERS AHEAD!] Stormslayer is a classic three-act adventure. Act 1 involves actually finding out what your quest is. Act 2 has you tracking down the various artefacts you need to beat the bad guy, and Act 3 is the climatic battle aboard the villain's base of operations.
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If relevant (and with Fighting Fantasy adventures, it usually is) I then go on to explain any new rules that the adventure has (such as the POISON score in Curse of the Mummy, or the CHANGE score in Howl of the Werewolf) with a brief description of how they will work within the context of the adventure itself.

Next up is new monsters. These a vital in FF adventures. This paragraph usually takes the form of a simple list. With FF adventures I will also point out monsters that I'm using from Out of the Pit that haven't seen print in any of the official books yet.

Now I finally get to the plot synopsis itself. Because of the very nature of gamebooks, as well as describing what happens if you follow the correct path through the book, I also outline what happens on side quests and wild goose chases. I break the synopsis into clearly defined areas. For example in Night of the Necromancer [WARNING - SPOILERS AHEAD!] the first part of the adventure takes place out in the wilds, it then transfers to a castle and various places within the castle. Each of these major areas (or even set-piece scenes) was a new paragraph in the original plot synopsis. And of course, at the end I reveal the climactic twist or dramatic encounter that ends the adventure.

It is whilst writing the proposal that I often finalise certain areas of the adventure within my own mind but that's not to say that everything is set in stone at this point - far from it.

However, for the time being, what has to happen next is for me to forward the proposal to my editor and wait for them to give me the go ahead to write the book. And that's the topic I'll be dealing with next time...
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Coming soon: Part 3 - Writing the Adventure




Friday, 26 March 2010

Legends of the Space Marines

I am very pleased to be able to tell you that Legends of the Space Marines - which features my brand new Black Templars short story The Relic - is now available to pre-order, over at the Black Library's shiny new website.