Wednesday, 3 February 2021

Cold, Cold Heart

Just before I started covering the Fighting Fantazine mini-adventures here, I raised the question of what I should do when I got to issue 9, given that I am the author of the mini-adventure in it, Return to the Icefinger Mountains. The readers who expressed an opinion were in favour of my playing it like any other one, and adding an 'author's commentary' to provide (hopefully) interesting trivia about the writing process, inspirations, influences, and so on. So that's what I'm doing, using a different font for the commentary bits.

This is unlikely to be a particularly criticism-heavy playthrough, because when I wrote Return I tried to avoid the sort of things that I find annoying in gamebooks. It's been several years since I last played it, so I don't rule out the possibility that the odd detail might strike me as being less of a good idea than it seemed back when I was writing it, but a full-on rant is unlikely. For a review (not a playthrough) without authorial bias, you could always check out what Malthus Dire said about it, but he didn't hate it either, so there is a possibility that Return is, in fact, not that bad.

Return to the Icefinger Mountains started with an ending. I'd been playing a demo of a computer game, and a minor element of it fired my imagination, giving me an idea for an unsuccessful outcome to an adventure. I can't design computer games, but I had turned my hand to gamebook-writing in the past, so that seemed the obvious way to develop the idea.

An ending isn't much use in isolation, so I had to start thinking about what kind of set-up could lead to such an outcome, and before long I came to the conclusion that extreme cold would be an effective way of getting the doomed hero into the required state. Being familiar with Caverns of the Snow Witch, I realised that making cold a key element of the setting and/or the villain's powers would inevitably invite comparisons, and since there were some elements of Caverns that I liked, I figured that I might as well make this new adventure a sequel. That way, the similarities would come across as homage rather than rip-off.

Years passed between my coming up with the initial concept and the actual writing of the adventure. During the intervening time, I got into gamebook fandom, and became aware of a lot of the issues that people had with Caverns. Few FF readers would deny that there are certain elements of the book which, if you think about them, don't make a whole lot of sense. I could have chosen to just ignore the absurdities once I got going on the follow-up, but there was a temptation to try and explain away some of the illogical aspects.

Before now I've mentioned that, in addition to being a fan of gamebooks, I'm also a fan of Doctor Who. A lot of DW fan fiction (including some licenced tie-ins) has been written to try and explain away inconsistencies between stories, plug narrative gaps, and generally tie up loose ends from the TV series. Much of that specific type of fan fiction (including some licenced tie-ins) is dreadful. Much, but not all. And what tends to set the decent material apart from the rest is that it is focused on telling a good story, and treats the continuity-fixing as an incidental extra. Bearing this in mind, I chose to prioritise creating the best adventure I could. If the creation of new lore that could provide a rational explanation for some of Caverns' oddities helped with that goal, so much the better, but the important thing was to write an entertaining and challenging addition to the series. Or at least try to.

On with the playthrough. My character is not the hero of Caverns. Instead, he is a former slave of the Snow Witch, liberated when she was killed, but still bearing the mental scars of the period when he was forced to serve her. Thirty years on, the trauma has faded... at least until I have a nightmare, the first in over a decade. I don't remember much about it, but the Snow Witch was in it.

At some point I had developed a preference for gamebook plots that included a personal element. To me, 'former slave with psychological baggage' struck me as having more potential than 'itinerant adventurer who killed the Snow Witch and managed to survive her revenge'. Besides which, once I'd decided to acknowledge the 30th anniversary of the creation of Fighting Fantasy by setting Return three decades after Caverns, I needed a character who'd been young at the time of the original adventure.

There is a slight connection between the viewpoint characters in the two adventures, though. In Caverns, the only weapon effective against the Snow Witch is found in the kitchens following a fight with one of the staff. At the time the Snow Witch was first killed, the hero of Return had just been sent to work in the kitchens as the replacement of a worker 'killed in a brawl', and consequently had easy access to a knife when the slaves started to revolt. One combat, two people who benefited from it, without ever coming into contact with each other. And the plot makes sense regardless of whether or not the reader picks up on that connection.

Troubled, I seek out my old friend Reniso, another former slave, who tells me that he had a similar bad dream, and reveals that he'd always suspected that the Snow Witch might not be gone for good. For years he has been seeking to learn about the source of her power in the hope of being able to turn it against her. This is where one of my more substantial retcons comes in: previously, that source was identified as the Ice Demon which can be encountered in Caverns. Now, Reniso reveals that part of the assistance provided by the Demon consisted of giving the Snow Witch access to the secrets of an ancient civilisation, whose ruins lie beneath the Crystal Caves.

Alterations to established lore are more likely to be accepted if they expand on what is already known rather than just contradicting it. The details of when this lost civilisation existed are deliberately left vague, but a passing reference to a major cataclysm that's an acknowledged element of FF history tentatively dates it to a period of which little is known. Since the history laid out in Titan includes such a convenient era of ambiguity, why not make use of it?

Not long ago, Reniso made contact with a scholar in Salamonis who has been studying that lost civilisation. The scholar is now travelling here, and Reniso plans for the three of us to return to the Crystal Caves, seek out the lost city beneath them, and find a way to thwart the Snow Witch's return, or discover a weapon to use against her if it's too late for that. Before I return home, he warns me not to mention the planned expedition to anyone, as the Snow Witch's surviving followers have formed a cult, and would not hesitate to kill us if they knew of our intentions.

The following day, after putting my affairs in order, I return to Reniso's home, only to find that it has been vandalised and he has been murdered. Worse yet, the blood that has pooled at his feet has been used to spell out the words 'SHE WILL RETURN'.

That's where the 'Background' section ends, so I should generate some stats before I go any further. I shall be tailoring them: while a high Skill score is not as essential as in, say, the majority of Ian Livingstone's FF books, a rock bottom Skill would probably guarantee failure, and some readers have complained about the number of Test your Luck rolls in the adventure. I end up with:
Skill 10
Stamina 17
Luck 12
That should give me a reasonable chance of success on the correct route.

There are basically two different ways of winning this adventure. One path to success is in the style of most of Ian Livingstone's books, and is pretty much impossible without 12 Skill. The other is strongly influenced by the FF books of Paul Mason, and (as you may have deduced from my having chosen to max out Luck rather than Skill), that is the one I intend to go for. Apart from being easier if you know what to do, it also has what is generally considered the more satisfactory conclusion.

I can see that there is something in Reniso's mouth, but decide against taking a closer look. There is some information to be gained by doing so, but it's not essential, and not getting it enables me to avoid one Test your Luck, as I won't get blood on my shoes and potentially become a murder suspect.

Deciding to leave and try to find a way of avenging Reniso's murder, I open the door, and am startled to find an elderly man right outside, on the verge of knocking. He is just as surprised as I, and puzzled about who I could be, as I'm too young to be Reniso. Unsure of what to do, I stall by asking the stranger who he is, and he turns out to be the scholar from Salamonis, whose name is Denati. Deducing from the circumspect manner in which he describes the reason for his visit that he is aware of the need for security, and thus knows about the Snow Witch's followers, I indicate to him that I know what's afoot, and let him know what has happened to Reniso. After a little debate, we decide to go ahead with the expedition, and Denati gives me money to buy the equipment we will need.

In a departure from FF norms, the text lists everything purchased rather than allowing the reader to choose what to buy. This was a practical decision rather than a conscious subversion: the adventure was long enough without having to dedicate multiple sections to the consequences of failure to obtain necessary equipment at this stage, or the attempted use of whatever 'red herring' items I made available. 

Once I've made the requisite purchases, we head out of the village. The warden on the north gate is a bit of a bully, with whom I've had at least one run-in before now, but today he is content to merely delay us with a few unnecessary questions before allowing us to proceed. We make good progress, reaching the trading post at the foot of the Icefinger Mountains before sundown, and spend the night there, my nightmares causing me to disturb some of the others in the dormitory.

The following day we head up into the mountains until the sounds of many animals up ahead indicate the need for caution. We stop at a point overlooking a valley, through which a group of Toa-Suo and Snow Wolves are passing. Not wanting to waste any time, I head down into the valley as soon as they have passed, rather than waiting until they're out of sight, and one of them looks back at the wrong moment and catches sight of us. It attracts the attention of its companions, and they turn and race to the attack.

There are too many of them to fight, so we run. A Stamina roll determines how I fare, and oh dear, that's a lot of sixes. Even if I'd put the highest of my character creation rolls into Stamina, I'd still have failed. Our pursuers catch up to us, and we end up torn apart.

I do believe that's the earliest possible death in Return. Experiencing it was sheer bad luck - even with the lowest possible starting Stamina, I'd still have had a 50% chance of making it, but the dice just fell very badly for me. The 'advantage' of having written the adventure couldn't help me there.

Kieran Coghlan offered his playthrough of Return if I decided to get in a 'guest player' rather than attempt Return myself here. Since he got a good deal further through the adventure than I did, I've written an author's commentary to go with that as well.

3 comments:

  1. Unexpected new content plus unexpected abrupt end! Ambivalence.

    ReplyDelete
    Replies
    1. Abrupt endings are sometimes a consequence of playing by the rules. Of all the times to get three sixes and a five...

      Delete
  2. Love the commentary in the other linked playthrough. A more in dept look into the whole thing in the future would be very interesting.

    ReplyDelete