Programmed Adventure Editor
I've been working for a while now on a web-based editor for programmed/solo adventures called Dmorte. It's ready to try now if anyone is looking for a tool to help them build such things. It can also be used for pick-your-path books. It lets you visually lay out the flow of your adventure and connect up the paragraphs. It will also generate the finished random text of the whole adventure with numbered paragraphs. You can try it out here:
http://shadekeep.com/dmorte.html It's a bit complex, so hopefully the documentation will help. I'll probably also create a walkthru video at some point showing the basics of how to build your own adventure. The program starts with a demo adventure that you can study and tinker with as well, to help learn the program. Let me know if you have any questions about it. |
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I favor programmed adventures, so this looks very useful. Danke!
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I've got a feature request already... :)
How about a way to share and play through other people's adventures? :) (Oh, and can I suggest we nominate Shadekeep for some kind of award?) |
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One is that adding an upload mechanism introduces a possible security hole, though I could probably do it through a mechanism inside the program that would be less obvious and exploitable than the typical web upload form. The second concern is that I'd have to "police" the contents of the posted adventures for copyright infringing material, libelous and slanderous content, hate speech, etc. There are new laws, most recently those just passed in the EU, that shift a lot of the culpability onto the site owner/manager, rather than just on the person doing the posting. So that's a bit more work than I want to add to my current workload. ^_^ Still, you should be able to share your adventures pretty easily through your own distribution channels. In their most basic form they are a simple text file, so you could even just email them out. I admit that it's not as nice as having a central location like the Dmorte homepage, but it is simpler in the end. Anyway, I hope you find the program useful, and thanks for the nice comments! |
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Shadekeep, you continue to amaze! Thanks for sharing this!
(Oh, and an award of some sort definitely seems to be in order! Maybe he should be nominated at Origins for something!) |
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It bears reposting in this thread that SJ wrote an excellent article on creating solo adventures, posted here:
https://thefantasytrip.game/news/201...olo-adventure/ Useful reading before you begin, and part of the inspiration behind Dmorte. Especially by fanning the desire to take the drudgery out of numbering and randomising paragraphs. |
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The next step in automation is to make it an online-only adventure and tell the computer to do things like roll up random encounters and track hit points and rations, etc.
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One thing I neglected to mention on the guide page is that you can rearrange the position of nodes via drag-and-drop. That makes the layout easier to read as you create more nodes and expand branching paths of the story. I'll add a note about this when I update the guide.
One feature I hope to add soon is the ability to add more rows to the node map. As it stands your are limited to 120 total nodes by the grid size, and adventures like Death Test are larger than that. |
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I seem to recall reading somewhere that the old Fighting Fantasy books were set to have exactly 400 "nodes" (using your term; they probably called them something else). I don't have any of them in front of me to check, though. In fact, I think the only ones I still have are The Warlock of Firetop Mountain and the 4-volume Sorcery! series (plus the Spellbook), and I'm not sure where those are all buried.
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If I recall, they worked on a similar principle to the Ace Of Aces combat books, no? I remember playing that one ages ago, fun concept. |
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This is awesome! I'm considering writing my first one of these so the timing is perfect. With the help of the TFT Discord group, we put together a list of TFT-related links. I'd like to add this to the PDF file.
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Just spitballing. |
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I'm a big fan of programmed adventures, and I think this will really help my efforts in writing them. Thank you!
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I have a feeling this app would be ideal for creating a digital play aid for the Ambush series of board games (published by Victory Games) and other board games with a similar mechanism (e.g. Barbarian Prince, Tales of the Arabian Nights).
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Some Dwarfstar games are officially available for folks to print their own copy.
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To see what DG apparently doesn't have an issue with (or at least, has chosen not to request be withdrawn), click on the SPI folder (scroll down past the screen shots), not the DG folder. (Just FYI -- there is nothing wrong with doing an ADC module for a game on their list (or ANY game, for that matter) for your own use, but technically you're not supposed to share it except with people who already own the hard-copy game.) |
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JLV, while that's a very neat site, I believe ShadeKeep - plus myself and others - want is to see those games commercially available again. Many of us are aware of the options, legal and illegal, to acquire digital copies of the old games. But when considering the actual manufacture and sale of them, the legalities are very simple: have the permission (or direct involvement) of the copyright holder. I wouldn't invest my money in a project where I wasn't 100% sure of the rights, and I know neither would SJ Games.
So, while I almost certainly will print out copies of the Dwarfstar catalog and modify them to fit in spare Pocket Boxes, I'd prefer to see them in stores. |
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(Actually, you know what I'd really like to see? I'd like to see Steve Jackson work a deal with the Dwarfstar folks to re-publish their games in a whole new series of pocket box games! "Pocket Box game for the Twenties!!!" That would be total awesomeness! Almost certainly won't happen (I think SJG has plenty of other projects on the fire for the foreseeable future), but wouldn't that be the greatest thing since canned beer? ;-) ) |
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However, I think we've hijacked this thread long enough, now! ;-) Back to Shadekeep's truly amazing programmed adventure editor!! |
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Thanks for the comments and info regarding the old titles! I do shy away from the rights-ambiguous stuff. I actually did rights recovery for some old videogames a while back and got two classic titles re-released on GOG.com. If I get similarly motivated here there are some SPI games I'd love to track down.
I certainly think that the Dwarfstar games could be brought back in Pocket Box format. It seems like Reaper is the obvious initial point of contact for following that thread. For the SPI stuff I might do like I did with the videogames and try to contact the original designer first. Anyway, thanks again! |
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In unrelated news, I enjoy chats with the Reaper team. |
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Citadel of Blood got a great graphical facelift by some BGG users.
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BTW, some guy in Denmark or the Netherlands or something (one of those small, northern European countries) did a nifty expansion of it called Fornaldor which included pretty much all of Scandanavia and added things like Mermen armies as well. VERY well done. He was selling hard copies via a link in BGG for a while, but I think some game company (Compass, or One Small Step, or somebody like that) bought the rights and is now sitting on it... At one time, there were rumors he was working on another expansion, set in Iceland, but I don't know if anything ever came of that or not. |
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Albion is awesome. Probably my favorite game and setting from the Ares magazines. We never got to try the DragonQuest conversion, but the magazine still sits on my "on whim" bookshelf for inspiration. Would make an interesting TFT conversion, for sure. I'm in the throes of building my first TFT campaign now, so maybe, maybe ... (it IS tempting).
Voyage of the BSS Pandora is a game that definitely needs some new love to find a new audience. SPI produced so many excellent titles! |
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Barbarian Prince also got a great fan-made redesign on BGG. BP was one of the first games I bought in this hobby.
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Yes it did! I've got a file just stuffed with Barbarian Prince upgrades, errata, and redesigned tables. I still think it would make the basis of a very excellent solotaire hex-crawl system.
While I may be focusing on that particular game in this forum, I must say I love every one of the Dwarfstar games I could get my hands on (there are a couple that aren't available on that download list that I REALLY would like to play). My greatest regret from the '80's is that I didn't pick them up in the hobby shops when I had the chance. So many missed opportunities! ;-) |
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Shadekeep, thanks for making this too!
I'd like to see a "right-click - choose color" on the boxes. I'd use this option to mark which boxes I have completed with a certain color. This way, I know how much left there is to do. Maybe a bold/italic option in the text would be good too. I do appreciate how quickly both this and the mapper work. |
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At least if you're crafty, you can make good reproductions of 6 of the 8 games from the site posted above.
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Thanks! |
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Voyage of the Pandora was a cool solo game. They also did an interesting Stainless Steel Rat solo. |
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You can do a pretty extensive adventure with 120 nodes. Death Test was 167 paragraph nodes. Grail Quest was about the same, but had longer paragraphs for a significantly greater word count. Death Test 2 was huge with 287 paragraph nodes and about 15,000 words of paragraph text. My own Vampire Hunter Belladonna had 194 paragraph nodes, but was heavier on the story telling with about 16,000 words of paragraph text. (The longest paragraph solo adventures I'm aware of are the various book-length ones e.g., Fighting Fantasy and the extensive Call of Cthulhu solos) So far, I think the pure paragraph adventure format with inset Melee/Wizard scale tactical maps has been most popular for TFT, with "strategic" movement handled strictly through text nodes whether you were moving in a dungeon (Death Test, Security Station, etc.) or through a wilderness (Grail Quest, Belladonna). This is more or less the same format used in the pioneering Tunnels and Trolls and the successful Fighting Fantasy adventures, albeit generally without a tactical map, in the GURPS Conan and Runequest solos and in most of the solos that were at one point a popular vogue for introductory adventures (I recall ones for Basic D&D, Star Wars, James Bond 007 in the 80s/90s. I think the Legends of the Ancient World adventures like Orcs of the High Mountain also use this standard format. However, both SPI and Metagaming also did some hybrid formats where you moved about on a hex grid or area grid that was fully visible to the player and some or all hexes were keyed to encounters. I think Voyage of the Pandora may have been the fist to do this, and of course it was used in Treasure of the Silver Dragon and Unicorn Gold, and there have been other variations. I am not sure I like it as month as the pure paragraph format, but it adds interesting options. Finally, there is the "Chit Building" solo which SPI pionereed with its Citadel of Blood and Deathmaze games where you assemble a wilderness or dungeon by laying down tiles in a semi-random pattern as you explore each room. SPI mostly used it for hybrid board-game rpgs, but the format might work well today for a high-budget kickstarter TFT game where the kickstarter funds an entire set of custom room tiles that you assemble to build your labyrinth as you explore it. |
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I've also liked Universe for sentimental reasons -- it inspired me to restart a moribund Traveller game (blending elements of both systems together and making up more of my own rules to fill gaps) that ended up lasting several years, which in turn encouraged me to design and write RPGs. Another solo game from SPI Ares stable was Damocles Mission, which was sort of Citadel of Blood In Space, combining chit/tile building and paragraphs. It was interesting for SPI in being almost entirely non-violent, Archur C. Clarke-style Rendezvous With Rama-type science adventure . I found the concept good but the execution a little dry. |
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Previously created save files should load with nodes defaulting to Complete status. When you click to create a new node, it defaults to WIP. This update is on the website version and is part of the downloadable version too. Hope it helps! |
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