Windhammer 2013 Review – Dirty Instruments

Dirty Instruments by Sahil Asthana

Download Dirty Instruments

Warning! Review may contain spoilers!

Dirty Instruments is a free-form cyberpunk post-apocalyptic adventure set in an urban dystopia, in the spirit of Blade Runner, ShadowRun and Dues Ex. It’s been entered for the Windhammer Prize 2013 and it is very nicely written, and initially well-paced.

I eagerly fired up the pdf, incredibly excited by the promise “Warning: This adventure includes explicit violence, coarse language, and adult situations which will not be suitable for all readers.” I’m also excited by the title. “Oh great!” I thought, “Dirty Instruments! Joy! Finally a gamebook about a struggling rockband!” It turns out the instruments in title are actually instruments of death, assassins. We are bounty hunters, cold-hearted killers!

There’s no messing about and no pre-amble and we’re pushed straight into the action:

“You quietly slip out of the ventilation shaft and step into a sleek, white corridor, your mind fixated
on the mission ahead. The reason behind the hit on Dr. Stephen is unknown to you and frankly something you could care less about.”

This is a great opening to a gamebook. We’re bad and off to kill someone, I get it. There’s no learning complicated rules of combat that may or may not be used, and character creation comes a little bit later within the story itself as we catch sight of our grizzled looks in a mirror. This is a really nice touch.

After careful consideration of the characters available, I go for Jax, the ruggedly goodloooking outlaw, which I feel is a character most resembling Your Humble Narrator (the other choices being a female hacker and an upgradeable robot).

What follows is a well-paced series of setpieces to gently lead us through the combat rules. We have fights with a few guards, both at range and hand to hand, both times describing the new rules to us. At this stage I was completely in love, it’s a brilliant way to introduce a reader to your gamebook. Throw me into the story and then give me rules! Not the other way around!

I dispatch the guards and end face to face with the my target, the scientist I was sent to here to kill, and also faced with my first serious choice. Do I kill him or allow him to live? Well, I figure I would be a pretty rubbish assassin if I let him live, so I choose to end his life. “Wait! I have a family!” he manages to exclaim before I decorate his body with bullet holes, saying this after the choice has already been made and the game robs me of most of all my piety. I can only think the guards I slaughtered to get inside this room had no families because the game was fine with that.

First mission complete, I pick up my pay and start to settle into the book. This is where I believe the book makes a misstep. The main character is put into a central hub, and we can do what we want, how we want and when we want. We’re given a few victory conditions, but none of them seem to make much sense as a win condition. It all goes a bit Fabled Lands with guns. Don’t get me wrong, I do love Fabled Lands, but the problems with those books dog this gamebook also. It’s the problem of balance. Encounters seem ridiculously easy or incredibly hard depending on when you choose to encounter them. Dirty Instruments suffers here, because dumped into this hub with no clue of where to go next other then a vague idea of our next target, it’s natural to head there first. I’m immediately plunged into a very difficult (and tedious) fight. The rules system is one I have not seen before but seems to be slightly flawed. And it’s flawed because of the agility rule. The character with the highest agility can only ever suffer maximum 1 damage per round, because they are judged to mostly avoid the hit. This is fine when you have the most agility, but when you don’t it’s a bit rubbish. In this fight, I was faced with two policemen with an agility or 9 and a strength of 9. So even if I win every round, this is still 9 rounds I have to sit through (18 dice rolls). Which might be okay for a boss fight but this was just a minor, throw-away encounter. In contrast I’m later in Fight Club where I defeat an unagile key character in an anti-climatic 3 rounds.

Not only is combat balance out of whack but so is this world’s economy. It costs $10,000 just to enter a nightclub, or put another way, 1/5th of a bounty for killing a prominent geneticist and stealing his life’s work. Sahil has created an intriguing metropolis with Alpha, a city where humans and robots live side-by-side with increased tension, and it is a good backdrop for a gamebook. There’s some really nice touches in this world, such as the evolution of swear words (these kids are all fruck this and fruck that) and the evolution of new terrifying viruses.

There’s a lot of potential and enjoyment here, but it suffers with balance. The author has promised 3 more titles with this mini-gamebook serving as a bit of a demo. With a bit of tweaking they could be really really good.

Windhammer 2013 Review – Any Port in a Storm

Any Port in a Storm by Robert Douglas

Download Any Port in a Storm

Warning! Review may contain spoilers!

Any Port in a Storm is a nicely written pursuit adventure entered for the Windhammer Prize 2013. In the story, we’re shipwrecked and washed aground on an island with a couple of friends. We’re alright, but it turns out we’re not alone. The locals are a little…odd. It all goes a bit WickerMan and we end up fleeing for our lives…

But before all this, it’s character creation time. The book presents a rather eclectic mix of professions to pick from – Drama student, boxer and wrestler. The drama student stands out as being a bit out of place and has poor starting stats. I imagine it’s something like picking “hard mode”. I was tempted but I’m not really allowed to wear tights and leotards in public anymore, and with that also crossing out wrestler, I go for boxer. Combat is played out using dice and a lookup table, Lonewolf style. It’s a good mechanic and hopefully there won’t be a Sommerswerd to unbalance it.

So we’re ready and we’re off, with friends Nick and Tess, off on our fateful journey. One storm later and we’re soon sat drinking with the local Roy and staring at illegible dialect:

“Yer knor,” he says, “oor once jorlly place ‘as fallen on hard times, laddie. The fork ‘ere
need…soostenance.”

I have no idea what this means but it doesn’t sound like thrilling news. I imagine it will all make sense after some whiskey – I usually start talking like that myself after some whiskey – so I drink the alcohol on offer to me.

I wake up on the stone cold floor of the cellar. Yep, whiskey usually does this to me as well. But it turns out we’d been captured. What struck me most at this point is how quickly my character’s thoughts turned to murder. Perhaps he is holding a dark and secret past that may be explained later.

Tess and I manage to escape our captors using extreme violence and I should warn you about that now. This story is quite brutal and graphic. Luckily we have no problems bludgeoning and garrotting our path to freedom.

What follows is a really nice sequence which has echoes of Lonewolf’s Flight from the dark. You’re afraid and vulnerable, running for your survival. Danger and your pursuers never seem so far away. As in all true adventures, you still somehow have the time to explore every nook and cranny and pick up everything that isn’t nailed down. The choice of pickupables is slightly strange – I found an empty box and a cassette. This wouldn’t normally be my first choice of salvage but you get what you’re given. The items also seem to contain a number somehow, which the author later uses to upset cheaters – when presented with an opportunity to use an item you are instructed to perform a calculation with this number and turn to a certain section.

Make sure you have a ton of dice. You get asked to roll 5 or 6 dice on some occasions. Luckily there’s lot of online dice rollers to be found. As for game balance, none of the rolls were that challenging to my character (I think 5 or 6 dice is too random). The drama student may have struggled a lot more.

And as for our adventure? Well, we ended up being recaptured by a battleship full of liches and then dying in some terrible way. There’s very few clues about what you’re supposed to do or where is safe to go, so my luck just ran out. Finding the true path and winning feels like it would be quite difficult. Overall though, a very solid entry with some excellent writing.

Windhammer 2013

That time of year has come around again, and it’s time for another Windhammer Prize over at arborell.com. This is a competition open to all budding gamebook authors, authors who feel they can offer something new and innovative to the genre.

Every year we get some stunning and creative entries. There’s always something that shows a clever mechanic, a unique setting or a great story. This year seems to be no exception, and there are 14 entries for us to sink our little fangs into. Also, as last year, there are special prizes from publisher Tin Man Games. All of this means the Gamebook industry has refound its legs (or, specifically, has found a new platform and audience) – and we should celebrate!

Here’s the link to The Windhammer Prize.

There is a new quest available.
The Windhammer Quest 2013 is to review and playthrough all 14 of this year’s entries over the next couple of weeks! I’ll be doing the quest here, possibly perishing in the process. If any other bloggers also wish to undertake this quest then let yourselves be known…

GBAT 1.4 is released!

Welcome back adventurers! You’re looking a little more battle-scarred and singed by fireball, but it’s lovely to see you back!
Plonk yourself by the fire. GBAT 1.4 is out, and this is all about the graph.

Beautiful new colours

You can now fill in a section with whatever colour you can dream of. The text colour will automatically adjust itself so it can still be read.

You can now colour the sections of your graph
Multicoloured GBAT

You select a colour after picking a section using the section properties. You define a colour in hex rgb format. If you have no idea what that means, don’t worry. There’s a drop-down menu with a few predefined colours for you and you’ll be able to tweak them from there.

Colours can now be picked from the section properties grid
Pick a colour from the section properties

This should help you colour code your sections and help you organise a little better.

Smoother looking graphs

Graphs now look a lot curvier and prettier.

The graphs look a lot nicer
Better looking graphs

This is really important, because of…

Graph exporting

You can export your graph to png, bmp and gif formats!

Here’s our April blog post as an image:

An exported graph
An exported graph

You export images via the file menu:

Export the graph via File->Export Graph

All of your old saved files will work

It’s our goal with every new release to always be fully compatible with the previous version, because we always want you to be using the latest and greatest version.

Even more imps

There’s more imps. We’ve squished a couple of buglets and we’ve made things prettier. Book properties have moved to an easier location (unselect a section to see them) and put some handy messages on the status bar.

So there you have it! Download, enjoy and go off to create, beautiful writers.
The GameBook Authoring Tool Installer 1_4

Choose your own…cartoon

The great grandaddy of them all, Choose your own adventure, announced a return project this week. And like any hip silver-haired surfer, they want their hands on all the latest gadgets.

Tablets. But not that kind of tablet that holds their bodies together and excites wrinkled up organs, but tablets of the electronic kind. Choose your own adventure books are kickstarting app development.

It’s nice to see them return, but is it going to work? What set a CYOA book apart from all other books was that it gave you choices. It let the reader choose the story! This was a fantastic and novel experience. But it’s normal to interact with a computer game.

The other big appeal of CYOA books were to get kids reading books. They certainly kicked off my love of reading and words. I am not sure kids need equal encouragement to watch cartoons!

I think they might be missing an opportunity here, but time will tell. It would have been nice to have some new books, but it is good seeing the industry making this comeback, and it is good to have a founder back.

GBAT 1.3 is released!

Hello adventurers! It’s been over a month, but we’re proud to announce our biggest and bestest update to The GameBook Authoring Tool yet.
Here’s some new juicy features:

Section Shuffling

You can now manually move your sections about by changing their numbers in the property grid. If a section already has this number, it will swap them over.

More exciting than this, you can get GBAT to shuffle the sections for you! There are new shuffle sections buttons in the interface. Pressing this will randomly move the sections about for you.

A button that shuffles your sections.
Shuffle your sections

Of course, you might not want to move some sections as they are already in the perfect place. So there is an additional option to fix a section in place.

"Can be shuffled" mode in the properties grid
“Can be shuffled” mode

Neater UI

We’re edging slowly into the 1990’s with our user interface. We now have property grids for your section numbering, summarising and shuffling options. This has freed up a lot more space for the section body, where you can spend a lot of time.

The GameBook Authoring Tool 1.3 user interace
GBAT 1.3 User Interface

More shortcut keys

We’re trying to minimise the amount of time your hands have to leave the keyboard. Press control and F6 to cycle to the next view, and shift and F6 to cycle backwards. We don’t yet have full keyboard control – for example we can only navigate the graph using the mouse. But this is coming.

Auto-Open after export

When exporting a book, GBAT will now ask if you want to open this book. Which is nice!

Tiny little helpers

We’ve added some more imps. Tiny little features that are super useful, for example, creating a new choice will now suggest the next available section number as the destination. Adding a choice keeps the focus in the choice area.

So there you have it! Download, enjoy and go off to create, beautiful writers.

Download The GameBook Authoring Tool 1.3

GBAT 1.2 is released!

We’ve released The GameBook Authoring Tool 1.2! This is the bug fix edition.
We fixed a few problems when using unicode and a few special characters that the graph didn’t like to display. We’ve also put a border around the graph which makes things look a bit nicer.

Pickle the imp has cobbled together a small help file, so that might be of use if you’re having problems using the software! Of course you can always send us a message!

GBAT 1.1 is released

We’re happy to announce the release of The GameBook Authoring Tool 1.1!

We’ve fixed a few bugs and added a couple of new features. Firstly, there is now a new “Book Properties” box where you can title your masterpiece. This will show up when you export your book.

The new book property dialog box.
Your books can now have titles and footers.

Speaking of exporting, you can now export your book to rich text format (rtf). This can be read by popular Microsoft products and OpenOffice and lots of other word processors, and this looks a lot nicer.

Export to rtf format
Export to rtf format

We’re on our way to exporting to lots of other formats. We are going to have PDF, HTML and XML soon. Do you want any others?
Try out the software today, it’s a great time saver when your writing your own adventures.

April Update: Survive the Pub

…in which an old man attempts to kill you with boredom…

1
“Ah ah! Come, warm thy bones!” gasps the bony old man with the ridiculous beard, tugging at your arm and pulling you to the fire, which blazes despite it being really warm outside.
“I want to talk about Crumbly Head Games!” he says.
Great. A lunatic.
“But first, a drink! BARKEEP!”
You look over at the bar, and the barkeeper, a greasy man covered in sweat, tilts his lumpy face toward the blackboard. There, beneath the blood, beer and other dubious stains you make out the scrawled words of the drinks on offer.

-Order a “Barman’s Spittle” turn to 2
-Order a “Pitcher of Acid” turn to 3
-Order a “Dragon’s Drops” turn to 4

2
The barman looks you in the eye, pulls a tankard off the shelf, spits in it, wipes it out with a dirty rag, spits in it again then hands it to you.
Delicious.
Your companion orders a diet coke.

-You drink. Turn to 6

3
The barkeeper pours a fiendish-looking liquid into a couple of tankards and hands them over to you and the old man.
“Nice choice!” says the old man. “Drink quickly before it melts away the tankard!”
You look down at the drink and accidentally inhale.

Lose 300 brain cells.

Indeed the tankard is dissolving away and you need to drink quickly.

-Drink. Turn to 5

4
The barkeep looks horrified, crosses himself then runs into the cellar.
Half an hour or more passes, filled with the terrible sounds of howls, human screaming, clanking chains and puking into boxes.
Suddenly, the barkeeper reappears. He shakily places half a tankard of frothy liquid onto the counter, now sporting a bloody bandage on each hand instead of fingers.
Your companion coos over the drink. “I’ll have one of those too!” he beams.

-Drink. Turn to 6

5
This drink may have been a mistake. It is almost as if your beer is drinking you!

Test your Drinking stat. (Difficulty: really really hard)

-If you pass turn to 13
-If you fail turn to 14

6
The old man is saying something. “April was such an exciting month for Crumbly Head Games! The first version of the GameBook Authoring Tool was released. Have you tried it yet?”
You try to say something but the alcohol is already having some affect on you.

Lose 1 point of judgement
Add 350 calories to your diet
Lose 1 tooth

-Smile and nod and turn to 7

7
He goes on. “There will be a new version of the GameBook Authoring Tool next month.”
You wonder how he does that. Talk in capitals.
“You will be able to export to RTF format. We’ve also got a lovely little imp writing a help manual.”
Your mind is wandering and you’re not really sure what he is talking about.

-Order another drink. Turn to 9
-Talk about one of your adventures. Turn to 10

8
The dart misses you and you land awkwardly in somebody’s lap. It’s the biggest, meanest, ugliest and hairiest man you have ever seen in your life. It’s Chuck, the Woodcutter!

And you’ve spilled his beer!
-Apologise profusely. Turn to 16

9
The drink goes down very well. Something feels funny inside, so you order another drink.

Colour your liver black on your adventure sheet.

-The drink arrives. Turn to 5

10
You begin your exciting tale about how you did the cha-cha-cha with the werewolves in the werewolf forest, but you only get as far as the first word. The old man goes on. “Today I collected another rock. It was like the rock I got back in 1973, except this one was slightly more bronzed and rotund.”

-You continue to listen with enthusiasm. Turn to 14
-You decide to end your life by flinging yourself in front of the darts match. Turn to 11

11
You wait for the right moment, and then throw yourself in front of the dart thrower. You are drunk, and the dart thrower is so rubbish he doesn’t even throw in the correct direction most of the time, so this is going to be difficult.

Test your Suicide stat (Difficulty: hard)

-You pass. Turn to 12
-You fail. Turn to 8

12
The dart hits you, and somebody screams.

Cross 1 eye off your adventure sheet
Add 1 dart to your adventure sheet

A little later, the muscular dart thrower (Cathy) is picking you up off the floor and buying you a drink.

-You go back to your seat. Turn to 15

13
You get over it and suddenly feel quite nice. “Blah blah rah rah rah” goes the old man. His words have suddenly become quite pleasant.
“Blah blah rah rah rah!”
You smile and nod.

Well done! You have survived your evening at the pub!

14
You collapse on the table as your spirit gives up and walks away. The last thing you see is the old man still talking to you about something, completely oblivious to the fact that you are dead.

The End

15
With trepidation, you sit back down. What luck, the old man has fallen asleep! You smile and order another beer.

Well done! You have survived your evening at the pub!

16
Chuck grasps your head in both hands and begins to squeeze your skull. Stars pop out behind your eyes.

Gain the physical defect: Handprints on face

Test your Skull Toughness stat (Difficulty: Extremely strong hands)

-You Pass. Turn to 17
-You Fail. Turn to 18

17
Chuck’s hands begin to hurt, so he lets you go.

Gain the physical defect: Bulbous eyes
Gain the physical defect: Elongated head

-Thanking him, you slink back to your seat. Turn to 15

18
Your head makes a funny noise like a finger being pushed through a wet soggy bag. After a while, everything stops hurting.

The End

Design Your Own Adventures GBAT 1.0

The imps here are running around, squeaking and hitting boxes in excitement. Crumbly Head Games is proud to announce its first ever release. We’re releasing The GameBook Authoring Tool!

We write adventures. We quickly fell into a problem where we’d lose track of all our branches, or worry that we’d place the reader in an unwinnable situation, or put them in some dreadful infinite loop. Even the patriarch of gamebooks, the Fighting Fantasy series, is not immune to these game-breaking bugs. Revenge of the vampire has a problem where you need to both buy a horse and stay at an inn to win. Unfortunately, there is not enough gold to go around to do both.

What is a gamebook? If you strip away all the words and all the adventures you basically have a directed graph. There have been some attempts to show a choose-your-own adventure as a graph and it does look really cool. It is also labour-intensive. So we started thinking how it would be good to design a book from the ground-up using this form.

Image of GBAT software 1.0
GBAT 1.0

Here’s a small adventure in which the hero decides to stand in the kitchen thinking about biscuits. It’s a very exciting adventure.

In future versions we’re going to add all sorts of validations, export options and features to make this one of the most useful tools for any gamebook and adventure author. For the version version we only have raw text output, but this will change. Make sure you try out The GameBook Authoring Tool and let us know what you think. The free version lets you write 100 sections, which is more than enough to design a chunky adventure. In the meantime, here is the Biscuit Adventure in full:

1
You are stood in the kitchen, unsure of yourself and your place and time in the universe.  

A small packet of hobnobs lies on the kitchen counter.
-Eat a biscuit - 2
-leave a biscuit - 3

2
You pop the biscuit into your mouth.  You feel so happy!



Well done!  You have won the game!

3
The packet of biscuits lays half opened.  Something oaty and delicious peeps out between the wrappings.  You could just grab one of those biscuits and pop it into your mouth.
-Eat a biscuit - 2
-Keep looking at the biscuits - 3