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Post by The Editor (Alex B) on Apr 23, 2014 20:00:40 GMT
Post here about the new Kickstarter series...
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Post by marcdangerousworlds on Apr 24, 2014 8:36:29 GMT
Hi guys - all said and done I'm pretty thrilled that 'Dangerous Worlds' has its own sub forum - even before the end of the kickstart. The project has been successfully funded with a week or so to run - anything at this point is a bonus, and a big help to create smoother, more polished books. There's quite a bit on my KS profile which explains my background; the underlying factor is that first and foremost i am, and always have been, a big gamebook fan.
As well as the info on KS, there is a foundling blog and facebook page - both very much tied in with the KS drive, with replication of material and examples.
I'd be very happy to answer any questions about the more detailed stuff - the mechanics, the setting and characterization, and so forth. By intention, at least the first book is no great deviation from what is familiar to many - except to say that it's pitched at a slightly older audience, with themes of loss and redemption running through it. I'll post more information here over the next couple of days, but please, please feel free to ask anything.
Marc
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Post by deadshadowrunner on Apr 24, 2014 12:37:47 GMT
I'd like to know if it leans more towards "story" or "game",and why.Also,I'm interested in the world it's set in-just how dangerous is it?
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Post by marcdangerousworlds on Apr 24, 2014 15:35:46 GMT
I'd like to think it strikes a good balance - it has a level of chance and determination on behalf of the reader, but also has a strong story line running throughout and some pretty deep characterization. It's not an Ap or anything like that, and has no orphan choices without context - i.e. no 'Go east turn to x or Go west turn to x'. If pushed I would say 51% story, 49% game As to the world; well, this first book is just one of the many worlds books may be written in, I'm leaving the series without restrictions. Most likely successive (fantasy genre) books will build upon the world, each one being a jigsaw piece to the bigger picture. It's as dangerous as Titan, the Old World, in the sense that their ARE things that can kill you, there ARE nasty scenarios which could lead to severe chaffing, AND there ramifications to making stupid decisions or biting off more than you can chew in a weakened state. At the same time it's not punitive and you won't die from simply picking the wrong option. Insta-deaths are a no-no, as we all know.
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Post by deadshadowrunner on Apr 25, 2014 10:24:32 GMT
Does it have a combat system?If so,how is it carried out?(continuing to bombard you with questions)
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Post by marcdangerousworlds on Apr 25, 2014 15:16:08 GMT
I'm glad to have them There is no combat system as such. You have attribute levels, which largely dictate the resolution of fights by their current totals. These are weighted by having, or not having, talents/skills, and in some cases items. Several combats feature things like target location for your strike, and close quarter tactics. Being a skilled warrior, fights against lesser foes are rarely fatal, and can be overcome incuring no damage. Wrong choices most often simply grind down your Fortitude, and are only fatal against powerful enemies or badly chosen scenarios.
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Post by deadshadowrunner on Apr 26, 2014 3:43:02 GMT
So it works a bit like the Virtual Reality series?
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Post by marcdangerousworlds on Apr 26, 2014 14:21:39 GMT
Thanks for that comparison DSR - I wasn't actually aware of that series, and just had to google it. Looking at an example character sheet, the premise is similar though I would say Dangerous Worlds makes more use of Attributes and the Skills/Talents are more of an enhancement (though also sometimes of key importance). To give a bit more information, the DW system (as such) is points based. You begin with a default level of the three Attributes, and no Talents. You then have 10 points to spend, each 'pip' of an Attribute or gaining a Talent costs 1 point. This way the reader can tailor their character according to their preference.
There are two mechanics which entirely in-game decision based are Fate - how the Gods judge you based on your deeds, and the 'Watch Test' which is a mechanism in which indiscretions within metropolitan areas can lead to arrest and worse.
Hope you find these pointers useful.
Marc
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Post by marcdangerousworlds on Apr 27, 2014 19:56:41 GMT
I should have mentioned *naked plug here* - the Kickstarter ends on Wednesday 30th at 21:00 BST, if you haven't already - please take the chance to check it out before completion.
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Post by marcdangerousworlds on Jun 14, 2014 15:08:30 GMT
Hi, the following may be of interest to anyone with a particular interest in gamebook 'mechanics'. It's a copy of a message sent out to Kickstarter backers...
The following is a brief explanation regarding the mechanics of the Dangerous Worlds system – how it came to be, how it’s used, and an overview of how I see it developing in future books. I wanted the players of the books to have an impact on how their characters were created. This is common to most other series, and differentiating factors are either derived from chance, or a players own choice, or both. Being a diceless system it was natural that I plumped for players building their tailoring the protagonist to their own preference, and to do this I instituted a points based system. Points can be commonly be used pre-game to increase characteristics, or acquire advantages
All aspects of a characters make-up play a part in the game and can easily be broken down in five types.
1: Characteristics
These will be pre-set at a fixed level, but you are usually able to increase them before embarking on your adventure by expending points. These both measure your general abilities, and provide a mechanism to gauge your health, strength, power or life force depending on the adventure – these will change frequently. As in most cases, when this particular attribute reaches zero...well, you don’t need me to tell you.
Examples: Dexterity, Agility, Fortitude, Force, Hull points, Motivation, Vigour , Followers
2: Advantages
These will presented as a list of option advantages, which the player is able to buy before the game, but expending points. Infrequently they will gain or lose these in play, but in any event, they are absolutes: you either possess them or you don’t. In the book, sections will ask if a player is in possession of one of these, which may result in them avoiding danger, uncovering information, or passing a test. Likewise being in possession of them may confer a bonus or supplement to main attribute tests.
Examples: Iron Willed, Survivalist, Silver Tongued, Slaves, Spices, Bind Daemon, Ensorcelled Blades.
3: Predestination
This will often manifest itself in the form of divine, malignant or subconscious forces pushing you to, or pull you from, the correct path. This is a less frequently called on aspect, and will usually only feature after momentous events, or times of perilous danger combined with heroism. This is the most ‘Games Master’ intervention, in which the player is very occasionally rewarded or punished for their actions. This cannot be altered before commencing the adventure, but its status may shift in game as a consequence of choices.
Examples: Fate, Honour, Karma, Luck, Taint
4: Consequences
In each book, there will be some mechanism to track parallel events which affect the player. This is usually a periodic check, affected by the players previous actions. This cannot be altered before commencing the adventure, but it’s status may shift in game as a consequence of choices, often without knowledge of the player until sections later.
Examples: Disease, Time, Alignment, Watch Test
5: Tracking
Commonly used benchmarks to promote divergence within an adventure, these help record previous actions and present appropriate choices based on what the player has seen, done and achieved. Without these, linearity can an issue, and the risk of continuity problems increases.
Examples: Codewords, Number references, Tallies
And so wraps up a brief summary of the general mechanisms. I really believe this combination of factors provides a rich platform on which to build future adventures!
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Post by marcdangerousworlds on Jan 13, 2015 11:47:53 GMT
Wanted: Bold Adventure Writers! As anyone who sat through my painfully amateur Kickstarter video for 'Dangerous Worlds' gamebooks will know, I always envisaged the series expanding with contributions from other writers. With book one: 'Restless Heart of Evil' published, and with book two: 'Lost Legion' imminent, my plan for 2015 is to publish my third offering late 2015 (a sci-fi adventure, no less). I would like to also publish another book in the series this autumn, and I am open to pitches. Rather than rattle off all the details here, please contact me for more information. What I will say publicly, is that all this will require is someones considerable time and effort - not money - whilst at the same time (as most niche writers know...) it will not make you (nor I!) rich.
Marc
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