Things are going nicely with the upcoming release of book 2 in the Woodland Forest Chronicles series - Journey to Mount Darkness. Leading up to that release, here is a tidbit of what you will find inside the book:
The first drawn map of Woodland Forest (The Eastern Realm)
This is the setting for the first story - The adventure will begin at Hopper's Burrow, to the east and end at Mount Darkness, to the west. The journey that the main protagonist (Theodore Hopper) will take to get there will vary, depending on what decisions the reader makes during the story.
More info. to come as the official release draws closer.
A personal blog of my writing journey, as a published author of children's adventure gamebooks
Tuesday, 13 August 2013
Monday, 20 February 2012
Another Woodland Forest biography - Mrs Slither
The second character biography is up on my Facebook page. This one is a near neighbour of the Hopper family, and a dangerous one, too.
Thursday, 16 February 2012
Woodland Forest Character biographies
I started up the idea of a series of biographies for each major character in Woodland Forest some time back, but never continued with it. Now I have decided to re-launch the project and see it through this time.
My facebook page has details of the first biography: You can visit the page to find out who is the first subject.
My facebook page has details of the first biography: You can visit the page to find out who is the first subject.
Monday, 13 February 2012
A brief history of Woodland Forest
Saturday, 4 February 2012
Inspired by Peter Jackson
For those of you eagerly awaiting the release of the movie, "The Hobbit", you may or may not be aware of director Peter Jackson's Facebook pages he set up to promote this upcoming movie; he has one for himself (Peter Jackson) and one for the movie (The Hobbit).
What I have particularly enjoyed are the tidbits he has been slowly releasing to the fans (mostly in the form of 10 minute production videos and photo stills) in a manner that gets people interested but at the same time, doesn't spoil the movie by giving away important information.
All of this got me thinking about how I had been promoting my gamebooks, and after considering the matter further, I realised that I hadn't really followed Peter's style of promoting my first two gamebooks at all. I basically said very little in the lead-up and then promoted harder once the books were released.With approximately 9-12 months to go before the first gamebook in my "Mount Darkness" trilogy is released, Peter's approach has inspired me to adopt the same tactic for myself as I have plenty of time to build up a fan base of sorts. Granted, I am a virtually unknown author with a little known gamebook series, so I can hardly expect results comparable to Peter's. To illustrate, as I write, 456,536 people like Peter Jackson's Facebook page and 21 like mine. Nevertheless, if I can do something to increase this number and, at the same time, give some people some enjoyment in the form of tidbit announcements and information about my upcoming trilogy, I will be satisfied.
So, my plan is to use Facebook as my main promotional vehicle for my upcoming gamebooks and give people plenty of interesting information and articles in the lead-up to release. My signature at the bottom of this article has the link to my facebook page (J P Barnett), so if you feel like you would like to come along for the ride, feel free to visit my page and click the like button. I will try to provide regular material leading up to the release of the first book in the trilogy, "Journey to Mount Darkness", in the form of pictures, character biographies, story background and anything else interesting I can think of.
On my Facebook page, there are already articles about my existing books, including my first gamebook, "Invitation to a Feast" which is set in the same location, Woodland Forest, as my upcoming trilogy.
To begin this new promotional vehicle, the first article I will post on my Facebook wall will be a brief history of Woodland Forest itself, so you can become familiar with the place. My plan is to post this in about a week from now.
====================================
FOLLOW ME ON FACEBOOK via this link J P BARNETT
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Monday, 17 October 2011
Gamebook Difficulty Index tested - Creature of Havoc/Invitation to a Feast
1 have tested my updated GDI (Gamebook difficulty index) system with a couple of gamebooks and have successfully calculated an (interim) GDI for each book.
The two books tested were:
- Creature of Havoc (A fighting fantasy gamebook); and
- Invitation to a Feast (My first gamebook).
I redid the score for Invitation to a Feast as the first score was calculated using the older (flawed) system.
As Creature of Havoc is a well-known gamebook in the Fighting Fantasy series (and is well-known as one of the toughest), I will give the final score calculated, including where the adventure ended each time I read the book, using the GDI system (spoilers ahead).
CREATURE OF HAVOC
1) Lost - Creature controlled
2) Lost - Fell off steps into the Bilgewater
3) Lost - Fell off bridge into the Bilgewater
4) Lost - Fell off steps and crashed into boulder by the Bilgewater
5) Lost - Pushed mine truck over a cliff and into the Bilgewater
6) & 7) Lost - Defeated by Darramouss
8) Lost - Captured in Yellowstone mines
9) Lost - Defeated by Chaos Warriors
10) Lost - Mud Slime
11) & 12) & 13) Lost - Couldn't open metal door (Final exit from dungeon)
14) Lost - Captured by Galleykeep (Tree noose trap)
15) Lost - Defeated by moving trees (Forest of Spiders)
16) Lost - Furnace Trap
17) Lost - Dree: Ambushed in alley
18) Lost - Sunk in muddy swamp
19) & 20) Lost - Captured by old woman in Dree
21) Lost - Pushed into muddy swamp by Toadman
22) Lost - Defeated by Hobgoblins (Galleykeep)
23) Lost - Enslaved by Red Cloak
24) Lost - Defeated by Quimmel Bone (Surgery)
25) & 26) Lost - Defeated by Zombie
27) Lost - Defeated by Hobgoblins (Galleykeep)
28) Lost - Joined Zharradan Marr
29) Victory
EXPLORATION SCORE = 29
1) Lost - Defeated by Dark Elf bowman
2) Lost - Defeated by Warrior & Thief
3) Lost - Defeated by Dark Elf bowmen
4) Victory
GAMEPLAY SCORE = 4
(INTERIM) GDI = 29 + 4 = 33
Recapping my explanation of the interim GDI and final GDI (from a previous post):
Finally, to wrap things up, I made a comment earlier that this score is what I classify as an interim score. The reason being is that I could just as easily test the book again and come up with a different score. What I plan to do is to indeed, test the book again, calculate the GDI and then calculate the average GDI based on the two tests. I will continue to do this until the average GDI varies by less than 1 point between tests. I will then conclude the test and consider the GDI as the final GDI.
Looking at the breakup of this score, what it does show is that Creature of Havoc's famed high degree of difficulty lies almost solely with how well hidden the successful path is. Once the correct path is found, Creature of Havoc is actually a very simple book to complete.
Comparing this to Invitation to a Feast, I came up with the following score: (warning - spoilers ahead)
INVITATION TO A FEAST
1) Lost - Deceived by otter
2) Lost - Invite snatched by Walter Weasel at Noble Items stall
3) Lost - Couldn't open Noble Ranger's gate
4) Lost - Invite snatched by Walter Weasel at Noble Items stall
5) Victory
EXPLORATION SCORE = 5
1) Lost - Invite snatched by Walter Weasel at Noble Items stall
2) Victory
GAMEPLAY SCORE = 2
(INTERIM) GDI = 5 + 2 = 7
I am currently calculating the GDI for my second gamebook, The Wounded Falcon. At this stage, I am content with how the GDI system works and probably won't make any major changes to it now.
The two books tested were:
- Creature of Havoc (A fighting fantasy gamebook); and
- Invitation to a Feast (My first gamebook).
I redid the score for Invitation to a Feast as the first score was calculated using the older (flawed) system.
As Creature of Havoc is a well-known gamebook in the Fighting Fantasy series (and is well-known as one of the toughest), I will give the final score calculated, including where the adventure ended each time I read the book, using the GDI system (spoilers ahead).
CREATURE OF HAVOC
1) Lost - Creature controlled
2) Lost - Fell off steps into the Bilgewater
3) Lost - Fell off bridge into the Bilgewater
4) Lost - Fell off steps and crashed into boulder by the Bilgewater
5) Lost - Pushed mine truck over a cliff and into the Bilgewater
6) & 7) Lost - Defeated by Darramouss
8) Lost - Captured in Yellowstone mines
9) Lost - Defeated by Chaos Warriors
10) Lost - Mud Slime
11) & 12) & 13) Lost - Couldn't open metal door (Final exit from dungeon)
14) Lost - Captured by Galleykeep (Tree noose trap)
15) Lost - Defeated by moving trees (Forest of Spiders)
16) Lost - Furnace Trap
17) Lost - Dree: Ambushed in alley
18) Lost - Sunk in muddy swamp
19) & 20) Lost - Captured by old woman in Dree
21) Lost - Pushed into muddy swamp by Toadman
22) Lost - Defeated by Hobgoblins (Galleykeep)
23) Lost - Enslaved by Red Cloak
24) Lost - Defeated by Quimmel Bone (Surgery)
25) & 26) Lost - Defeated by Zombie
27) Lost - Defeated by Hobgoblins (Galleykeep)
28) Lost - Joined Zharradan Marr
29) Victory
EXPLORATION SCORE = 29
1) Lost - Defeated by Dark Elf bowman
2) Lost - Defeated by Warrior & Thief
3) Lost - Defeated by Dark Elf bowmen
4) Victory
GAMEPLAY SCORE = 4
(INTERIM) GDI = 29 + 4 = 33
Recapping my explanation of the interim GDI and final GDI (from a previous post):
Finally, to wrap things up, I made a comment earlier that this score is what I classify as an interim score. The reason being is that I could just as easily test the book again and come up with a different score. What I plan to do is to indeed, test the book again, calculate the GDI and then calculate the average GDI based on the two tests. I will continue to do this until the average GDI varies by less than 1 point between tests. I will then conclude the test and consider the GDI as the final GDI.
Looking at the breakup of this score, what it does show is that Creature of Havoc's famed high degree of difficulty lies almost solely with how well hidden the successful path is. Once the correct path is found, Creature of Havoc is actually a very simple book to complete.
Comparing this to Invitation to a Feast, I came up with the following score: (warning - spoilers ahead)
INVITATION TO A FEAST
1) Lost - Deceived by otter
2) Lost - Invite snatched by Walter Weasel at Noble Items stall
3) Lost - Couldn't open Noble Ranger's gate
4) Lost - Invite snatched by Walter Weasel at Noble Items stall
5) Victory
EXPLORATION SCORE = 5
1) Lost - Invite snatched by Walter Weasel at Noble Items stall
2) Victory
GAMEPLAY SCORE = 2
(INTERIM) GDI = 5 + 2 = 7
I am currently calculating the GDI for my second gamebook, The Wounded Falcon. At this stage, I am content with how the GDI system works and probably won't make any major changes to it now.
Wednesday, 12 October 2011
GDI Rules Revisited
In my previous post, I mentioned (in an update at the bottom of the post) that frequent readings of the Fighting Fantasy gamebook, Creature of Havoc exposed a weakness in the GDI system. I have since made some alterations to the GDI rules (including the addition of some rules I forgot to include in the previous post).
The new list of the GDI rules follow below:
THE EXPLORATION SCORE
RULE 1a): As a particular path to success is revealed and expanded upon while reading and re-reading the book, this partially revealed path to success MUST be followed in all subsequent reads.
This is the main change to the previous GDI rule system. The previous rule 1 (now rule 1b) has been superceded by this one.
This rule is best explained by an example. Let us say the correct path to success in a particular gamebook involved reading the following pages:
1 - 24 - 36 - 5 - 17 - 50
If, on the first read, you ended up reading pages 1, 24 and 36 and then went off the path to read pages 11 and 19, for all future reads you must always begin by reading pages 1, 24 and 36. Continuing with the above example, on the second read, once you read page 36, the decision to turn to the correct page (5) or the incorrect page (11) will be decided by the remaining rules that follow below.
As a variation of the above condition, if it is possible to temporarily depart from the true path to explore other pages, without jepordising the following of the revealed path, this may be done, if the remaining rules (listed below) cause this to happen. Using the above scenario again, if, on the second read, you read pages 1 and 24 and temporarily diverted from the true path (page 36) by turning to, say page 33, this is permitted if you eventually end up back at page 36 to continue along the correct path to victory without triggering an event that makes the book impossible to win.
Finally, if there are multiple paths to success (especially paths that are quite separate from each other), you can roll a die to decide which one to follow.
This rule overrides all other rules listed below.
RULE 1b): Each time the gamebook is read, it must be possible to complete the book EVERY time it is read.
This rule overrides all other rules listed below (but can be overruled by rule 1a above). The way it overrides the below rules is that it changes any potential compulsory selection of an incorrect choice to a random die roll between the correct and incorrect choice(s), where it is known that if the selection of a wrong choice is made, it will be impossible to successfully complete the book. (spoiler follows)
Example - In the Fighting Fantasy gamebook, "The Warlock of Firetop Mountain", one of the keys needed to open the chest at the end of the game is found early on, in a room, inside a box that contains a small snake. If any of the below rules force you to bypass the room that contains this key, you are to ignore the rule, but instead, roll a die to decide whether you enter the room or not.
RULE 2: When you are asked to make a choice between two or more pages to turn to, you must always turn to a page that you have not previously read.
Example. You walk along a road and arrive at a junction where you can travel to the east or west. If you travel to the west on your first read, you MUST travel to the east on your second read.
The above rule has two critical exceptions: Rule 1 (both parts - see above), and the below exception.
RULE 2 (exception): If, on a previous read, you have discovered that possessing an item of equipment or event (codeword) is needed to turn to a previously unread page, and you know both:
a) How to get to the page where you gather the item of equipment or codeword; AND
b) You have previously read the page where you cannot proceed to the unread page without having the item or codeword,
You MUST select the page number that will get you first to the item of equipment or codeword.
This is a complex exception and is best illustrated by using an example (spoiler follows):
In the Fighting Fantasy gamebook, Citadel of Chaos, the villain, Balthus Dire, has a combination lock to get into his war room for the confrontation at the end of the game. Let us say, for example, when reading the book, you discover the combination lock for the first time, but do not have the number for the combination.
Continuing on, in a later read, let us assume you discover the location where the combination is found but do not get to the combination lock at the end.
Because you have discovered both parts of the "solution" to this particular puzzle, for ALL subsequent reads of the book, you must ALWAYS seek out the combination first so that it can be used to unlock the room at the end, because there is an unread page that needs to be read. As long as there are still unread pages to be read after unlocking the door to the war room, this general path (seek the combination first) must be followed on every subsequent read.
If you have multiple examples of the above event, (i.e. You have discovered more than one item/codeword and where it can be used later on in the story), you must roll a die to decide which item/codeword you focus on (unless, of course it is possible for you to follow both).
RULE 3: When you are asked to make a choice between two or more pages to turn to and there are more than one unread pages to choose from, you must roll a die to choose between them.
This rule was alluded to earlier. Again, it encourages exploration of the entire book. Rule 1 (both parts) and Rule 2 (exception) can override this rule, however.
RULE 4: When you are asked to make a choice between two or more pages AND all of these pages have been previously read:
a) Select a page that will eventually lead you to an unexplored area
b) If all pages (or none) eventually lead you to an unexplored area, then roll a die to choose the next page
Where possible, all of the above rules can override this rule.
RULE 5: Making choices that do not involve turning to a page.
A typical example of this is choosing a list of items to buy from a store, merchant etc. where all the items are listed on the one page. In this scenario, once again, you roll a die to choose whether to buy an item or not. If you have limited money, then once again, you roll a die to reduce your selection of items to buy. Again, this rule can be overriden, primarily by rule 1 (both parts) or the rule 2 exception.
RULE 6: Avoid the instant failure page
If you reveal a path that leads to certain failure, you are not to follow that path again, if at all possible.
THE GAMEPLAY SCORE
Thankfully, the calculation of this score is very simple. All you have to do is the following:
1) Read the gamebook again as you would normally read the gamebook (i.e. All gamebook mechanics are reinstated).
2) Using the path to victory you discovered when calculating the exploration score, as much as is possible, read the story through to its conclusion.
Expanding upon the phrase in point 2), "as much as is possible", here is a scenario where you may deviate from the pre-determined path to victory.
Example - Let us say, when calculating the exploration score, you followed a path that involved a section when you had to battle a difficult enemy that could have been avoided. If, when reading the book with all gamebook mechanics reinstated, you were defeated by this enemy, you need to consider factors such as (using a Fighting Fantasy themed example):
What was your skill at the beginning of the story?
What was your stamina at the beginning of the story?
This can be up to the reader to determine, but if you had a starting skill of 9, but lost to the difficult enemy, the next time you read the book, and roll a starting skill of, say, 8, this may be a scenario where you choose to deviate from the pre-determined path and find a better one. The process of finding an easier path would be up to the reader to decide. There is no need to follow complex exploration rules like before because we have already calculated the exploration score at this point. Continuing on, if you roll a starting skill of 10, because your chances for success are slightly better than before, you would remain on the same path and battle the difficult enemy. If you lost again, perhaps you would not try that path again unless your starting skill was greater than 10, and so on and so forth.
This is just a small example of how to apply the intent of the principle that lies in the phrase "as much as is possible", in point 2.
So, there are the updated rules. I hope the adjustments make the GDI a strong measuring device for the difficulty level of any gamebook.
Jasan
P.S. Now that the system has changed, I'm going to go back and re-calculate the score for "Invitation to a Feast", amongst other things....
UPDATE
I made a small adjustment, reinstating what is now rule 1b. Previously, I removed it altogether, and then realised that it still served an important (though reduced) purpose.
The new list of the GDI rules follow below:
THE EXPLORATION SCORE
RULE 1a): As a particular path to success is revealed and expanded upon while reading and re-reading the book, this partially revealed path to success MUST be followed in all subsequent reads.
This is the main change to the previous GDI rule system. The previous rule 1 (now rule 1b) has been superceded by this one.
This rule is best explained by an example. Let us say the correct path to success in a particular gamebook involved reading the following pages:
1 - 24 - 36 - 5 - 17 - 50
If, on the first read, you ended up reading pages 1, 24 and 36 and then went off the path to read pages 11 and 19, for all future reads you must always begin by reading pages 1, 24 and 36. Continuing with the above example, on the second read, once you read page 36, the decision to turn to the correct page (5) or the incorrect page (11) will be decided by the remaining rules that follow below.
As a variation of the above condition, if it is possible to temporarily depart from the true path to explore other pages, without jepordising the following of the revealed path, this may be done, if the remaining rules (listed below) cause this to happen. Using the above scenario again, if, on the second read, you read pages 1 and 24 and temporarily diverted from the true path (page 36) by turning to, say page 33, this is permitted if you eventually end up back at page 36 to continue along the correct path to victory without triggering an event that makes the book impossible to win.
Finally, if there are multiple paths to success (especially paths that are quite separate from each other), you can roll a die to decide which one to follow.
This rule overrides all other rules listed below.
RULE 1b): Each time the gamebook is read, it must be possible to complete the book EVERY time it is read.
This rule overrides all other rules listed below (but can be overruled by rule 1a above). The way it overrides the below rules is that it changes any potential compulsory selection of an incorrect choice to a random die roll between the correct and incorrect choice(s), where it is known that if the selection of a wrong choice is made, it will be impossible to successfully complete the book. (spoiler follows)
Example - In the Fighting Fantasy gamebook, "The Warlock of Firetop Mountain", one of the keys needed to open the chest at the end of the game is found early on, in a room, inside a box that contains a small snake. If any of the below rules force you to bypass the room that contains this key, you are to ignore the rule, but instead, roll a die to decide whether you enter the room or not.
RULE 2: When you are asked to make a choice between two or more pages to turn to, you must always turn to a page that you have not previously read.
Example. You walk along a road and arrive at a junction where you can travel to the east or west. If you travel to the west on your first read, you MUST travel to the east on your second read.
The above rule has two critical exceptions: Rule 1 (both parts - see above), and the below exception.
RULE 2 (exception): If, on a previous read, you have discovered that possessing an item of equipment or event (codeword) is needed to turn to a previously unread page, and you know both:
a) How to get to the page where you gather the item of equipment or codeword; AND
b) You have previously read the page where you cannot proceed to the unread page without having the item or codeword,
You MUST select the page number that will get you first to the item of equipment or codeword.
This is a complex exception and is best illustrated by using an example (spoiler follows):
In the Fighting Fantasy gamebook, Citadel of Chaos, the villain, Balthus Dire, has a combination lock to get into his war room for the confrontation at the end of the game. Let us say, for example, when reading the book, you discover the combination lock for the first time, but do not have the number for the combination.
Continuing on, in a later read, let us assume you discover the location where the combination is found but do not get to the combination lock at the end.
Because you have discovered both parts of the "solution" to this particular puzzle, for ALL subsequent reads of the book, you must ALWAYS seek out the combination first so that it can be used to unlock the room at the end, because there is an unread page that needs to be read. As long as there are still unread pages to be read after unlocking the door to the war room, this general path (seek the combination first) must be followed on every subsequent read.
If you have multiple examples of the above event, (i.e. You have discovered more than one item/codeword and where it can be used later on in the story), you must roll a die to decide which item/codeword you focus on (unless, of course it is possible for you to follow both).
RULE 3: When you are asked to make a choice between two or more pages to turn to and there are more than one unread pages to choose from, you must roll a die to choose between them.
This rule was alluded to earlier. Again, it encourages exploration of the entire book. Rule 1 (both parts) and Rule 2 (exception) can override this rule, however.
RULE 4: When you are asked to make a choice between two or more pages AND all of these pages have been previously read:
a) Select a page that will eventually lead you to an unexplored area
b) If all pages (or none) eventually lead you to an unexplored area, then roll a die to choose the next page
Where possible, all of the above rules can override this rule.
RULE 5: Making choices that do not involve turning to a page.
A typical example of this is choosing a list of items to buy from a store, merchant etc. where all the items are listed on the one page. In this scenario, once again, you roll a die to choose whether to buy an item or not. If you have limited money, then once again, you roll a die to reduce your selection of items to buy. Again, this rule can be overriden, primarily by rule 1 (both parts) or the rule 2 exception.
RULE 6: Avoid the instant failure page
If you reveal a path that leads to certain failure, you are not to follow that path again, if at all possible.
THE GAMEPLAY SCORE
Thankfully, the calculation of this score is very simple. All you have to do is the following:
1) Read the gamebook again as you would normally read the gamebook (i.e. All gamebook mechanics are reinstated).
2) Using the path to victory you discovered when calculating the exploration score, as much as is possible, read the story through to its conclusion.
Expanding upon the phrase in point 2), "as much as is possible", here is a scenario where you may deviate from the pre-determined path to victory.
Example - Let us say, when calculating the exploration score, you followed a path that involved a section when you had to battle a difficult enemy that could have been avoided. If, when reading the book with all gamebook mechanics reinstated, you were defeated by this enemy, you need to consider factors such as (using a Fighting Fantasy themed example):
What was your skill at the beginning of the story?
What was your stamina at the beginning of the story?
This can be up to the reader to determine, but if you had a starting skill of 9, but lost to the difficult enemy, the next time you read the book, and roll a starting skill of, say, 8, this may be a scenario where you choose to deviate from the pre-determined path and find a better one. The process of finding an easier path would be up to the reader to decide. There is no need to follow complex exploration rules like before because we have already calculated the exploration score at this point. Continuing on, if you roll a starting skill of 10, because your chances for success are slightly better than before, you would remain on the same path and battle the difficult enemy. If you lost again, perhaps you would not try that path again unless your starting skill was greater than 10, and so on and so forth.
This is just a small example of how to apply the intent of the principle that lies in the phrase "as much as is possible", in point 2.
So, there are the updated rules. I hope the adjustments make the GDI a strong measuring device for the difficulty level of any gamebook.
Jasan
P.S. Now that the system has changed, I'm going to go back and re-calculate the score for "Invitation to a Feast", amongst other things....
UPDATE
I made a small adjustment, reinstating what is now rule 1b. Previously, I removed it altogether, and then realised that it still served an important (though reduced) purpose.
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