Having recently completed and published my gamebook "Dwarven
Vengeance" I started thinking about a starting another. Despite it being
a lot of work, I have really enjoyed the end result, so I wanted to
start another one.
This time I thought I'd do a little
market research about the subject matter. I went onto Role Playing Game
Geek (RPGGeek.com) and posted a poll asking which genre would they be
more likely to part with thier hard earned money for. the poll ran for
15 or so days and got 49 responses.
The options on the poll were:
- Sci fi trading and exploration: 18 votes
- Pulpy noir detective (with tentacles): 9 votes
- Marines vs Bugs: 4 votes
- Dungeon crawl/landscape crawl: 4 votes
- WWII, pilot escaping occupied territory: 10 votes
- Other: 4 votes
I was hoping for Marines vs Bugs, but the omens have dictated otherwise.
This
is a new genre for me, especially in gamebook form. It's set me a
challenge. A gamebook needs a "system" of rules, those rules should
match the expected game play. For instance it's no use having game rules
for trading if there is no trading in the game. So now I'm going to
have to spend some time debating with myself what the focus of this new
gamebook will be and once I've done that, how to implement a
complimentary set of rules that fit the genre without over complicating
something that needs to be really simple to fit the book format.
So
now I'm collecting ideas and making notes about possible scenarios that
could appear in the book. At the same time trying to avoid going too
far down one line of thought without considering mechanisms at the same
time.
At this point I know there are some limits on
story. I polled a bunch of role players and "sci fi trading and
exploration" means the RPG "Traveller" to them. The Traveller game has a
number of tropes and associated expectations that goes along with the
name, so those will be my focus to start with...