Нашел случайно, решил выложить в общую кучу.
Напомню, Джо Девер, это автор серии "Одинокий Волк"
WRITING SOLO ADVENTURES by Joe Dever
Practical guidelines for the creation and production of solo role-playing
adventures.
1. First of all, establish a setting or “game world” for your adventure (in
the case of Lone Wolf, this setting is the world of Magnamund).
Next, if you are feeling really adventurous and plan on writing more than
one adventure set in the same location, I advise that you think carefully
about the saga, or ‘bigger story’, which will evolve and be told over the
course of however many books you plan on writing. Each gamebook will then
become an episode of this saga.
2. Determine the objective of each episode i.e. the adventure’s quest.
3. Create a map of the area in which the adventure takes place. If the quest
involves a journey, this map will help you generate events and encounters
en route.
4. Determine how many entries you’re going to have per book. In the Lone Wolf
books, I usually stick to 350 entries. If you use a word processor, create
a page template with a tab for a page number at top centre. Next, you’ll
need to create what I call a ‘master file’. This is laborious at first,
but it will save you time in the long run, especially if you plan to write
more than one book..
Call up your page template. Type in a ‘1’ at the top centre tab, and save
the file as ‘1’. Now change the ‘1’ for a ‘2’ and save the file as ‘2’. If
you plan on having 350 entries, you’ll need to do this 350 times, titling
the pages 1-350. When complete (probably about 2 hours later!), save these 350
files to disc, or discs, and label this as your gamebook master file. Don’t
forget to make a back-up!
Now, call up a directory of your disc(s) and print it out. You now have a
listing of all your 350 file numbers.
If you do not use a word processor, draw a grid on a sheet of A4 lined
paper so that you have ten boxes across by 35 boxes down. Now, insert the
numbers 1–350 into this grid, working across so that 1-10 is on the top
line, 11–20 second line, and so on. When complete, make a few photocopies.
Either way, you now have a hard copy master file which forms the basis of your
solo adventure construction.
5. Next comes the plot outline.
Say, for example, you’ve decided that the reader must go from city ‘A’ to city
‘B’. At city ‘B’ he/she must search for and find Item ‘X’. Having found this
item, he/she must take it to city ‘C’ by a certain time/date. This is the
basic plot outline for your book.
Now, allocate a number of entries to each stage of this plot outline, e.g.:
City A to B: 100 entries
Search City B: 50 entries
Find Item X: 25 entries
Leave City B: 25 entries
City B to City C: 150 entries _____
350 entries
6. Next comes the detailed plot outlines (or what I call ‘Day-schedules’).
Take each part of the plot outline and work on it to produce a list of
events and encounters that could happen during that particular phase of
the story. Example:
City A to B: 100 entries
——————————————
Leave City A – two routes to B are possible.
Route 1: Journey via river (allocate 25 entries)
Route 2: Journey via road (allocate 25 entries)
These two routes come together at a point halfway to City B. I call these
points where the story comes together ‘rallying points’.
At this rallying point you could have an encounter with a character who gives
the player clues as to the whereabouts of Item X within City B. Alternatively,
you could throw in a red herring, or an adversary who tries to thwart the
player at this stage of the game.
After the rallying point, the journey could continue by, say, coach to City B
(50 entries).
During this phase of construction, try to make a note of all the possible
events and encounters the player could be having. This will have the effect of
stocking your sub-conscious mind, preparing you so that when you come to write
each of the individual sections, you’ll find it easier to visualize what is
happening to the reader and where the story is going.
7. Having completed your day-schedules for each part of the story, the next
process is Flowcharting.
Flowcharting is the guts of a solo gamebook. It enables you to visualize and
summarize exactly what will happen in each entry. It also helps you to balance
the game-play (scoring, items found etc.) and make sure that technically the
entries link together correctly.
The way I flowchart is as follows:
Take an A4 lined refill pad. Write ‘1’ at the centre top of the page and draw
a small box around it. Now list in note form, everything you need to say in
Entry no. l.
Going back to our hypothetical plot, the entry 1 flowchart could look
something like this:
1
Preparation for quest
Guide takes player to city gate
At gatehouse, offers warning
about bandits on road to City B
Player says farewell to guide
Offer 2 choices:
Road River
—— ——-
235 147
Having completed the flowchart for entry 1, tick off ‘1’ on either your disc
directory listing (if you are using a word processor), or your 350 master file
(if you’re not). Above, you’ll see I’ve allocated two new numbers (235/147) as
the ‘go to’ numbers from entry ‘1’. As soon as you allocate a new number in
this way, tick it off your list. This will prevent you from allocating the
same number twice.
Now, choose which of the two routes you want to develop first, road or river,
and repeat the process. Say you wanted to develop the road route first, which
in the day-scheduling you’ve already set aside 25 entries for, you’d write
‘235’ a little further down the pad, perhaps to the left so that later you’ve
room to start the river route (147) off alongside it, draw a line around it,
then link it to ‘1’ to develop the flowchart in this direction.
Now, in note form, list everything that you envisage happening to the reader
in entry 235, the start of the road journey.
The flowchart will automatically branch out as you offer the reader more and
more choices of action, and you can control this branching by every now and
then bringing the story back to a ‘rallying point’ through which the reader
will always pass no matter how many times he/she reads the adventure.
I find it best to flowchart approximately 20 entries at one sitting, then
actually write-up these 20 before progressing to the next part of the story.
You may find it better to flowchart the entire book, then, once it’s mapped
out, start at ‘1’ and methodically write the thing, say at a daily rate of 15
completed entries per day. This is a matter of personal preference.
Given the way the book is constructed, you’ll note that only when it is
finally completed do you shuffle all the pages into the correct order.
8. In order to generate choices at the end of each entry, you’ll need to think
about a game structure, ideally one that actively generates decision-making.
In the Lone Wolf books, the inclusion of Kai Disciplines automatically
generates the opportunity for choices. Do you have the Kai discipline of
Tracking? If you do, turn to —-, if you don’t, turn to —-. Think about
this aspect of your game rules very carefully.
9. Remember to reward the player. Hopefully, your descriptions will keep them
entertained, but they must also feel that they’re achieving something. I
award Kai Rank advancements and improved basic disciplines. Think about
how you could adopt and adapt a similar reward-system. A good gamebook writer
is one who always informs, rewards, and entertains the reader.
© Joe Dever 1990