Friday, 31 August 2018

Win Fighting Fantasy Steam keys, courtesy of Tin Man Games, in our Trial of Champions-inspired competition!

Baron Sukumvit is looking for a new dungeon designer, and that person could be YOU!

Do you have a devious mind? Do you find yourself coming up with cunning ways to dispatch the unwary? Do you like nothing better than creating labyrinthine conundrums to test even the boldest of heroes?

If you answered "Yes!" to any of those questions, then the latest Fighting Fantasy competition is for you!

To be in with a chance of winning one of ten Steam keys for Tin Man Games' Fighting Fantasy adaptations, all you have to do is design a frighteningly fiendish trap for Deathtrap Dungeon. The more cunning the nature of the snare the better, but bear in mind that it should be possible to escape the trap - if only just!

You can draw your trap, describe it, or make a model of it, if you so choose, but whatever medium you use, your final submission must be sent in the form of an email, with any necessary attachments included, to mail@fightingfantasy.com.

The closing date for the competition is Sunday 30th September 2018*, and any entries submitted after that date will not be considered. The winners will be announced as soon as they have been chosen.

So don't delay - start designing today! And may your STAMINA never fail!


* Terms and conditions
Copyright in any images or text remains with you (although any characters, locations or logos from the Fighting Fantasy series remain the copyright of Steve Jackson and Ian Livingstone), but www.fightingfantasy.com reserves the right to reproduce your design however we like online. There will be no fee paid and you give us permission for www.fightingfantasy.com to post your design online regardless of whether you win the competition or not. No correspondence will be entered into regarding any entries and if you have not heard from us by Sunday 14th October 2018 then you must assume that your entry is not among the winners.

Monday, 27 August 2018

Happy Birthday, Zagor!

36 years ago today, The Warlock of Firetop Mountain, by Steve Jackson and Ian Livingstone, was published for the first time.

Steve Jackson: “When Ian and I first decided how to split the Warlock writing duties, we agreed to site a river in the middle of the adventure and force all readers to cross the river at the same place. Ian would write the adventure up to the river, and I would do the river and beyond, including the maze and the treasure chest puzzle. So we both started writing. After a month or so we realised we were both using very different combat systems. We’d discuss this, and both realised it needed sorting out. But there was nothing between them; there was no reason why we shouldn’t use Ian’s ‘Strength’ instead of ‘Stamina’. I think Ian’s combat was simultaneous rather than turn-based.”

Ian Livingstone’s original plan for the first half of the Warlock’s dungeon.
(© Ian Livingstone, 2014 and 2018)

Ian Livingstone: “It was a joint decision to keep the combat as simple as possible, so as not to interrupt the flow of the adventure. Adding Luck was a later decision. The final terminology was Steve’s; Skill, Stamina and Luck over my Combat, Strength and Luck.”

Jackson: “To sort it out, someone had to back down and agree to use the other’s system. We’d meet at Ian’s to discuss all this but end up playing pool and drinking beer. No decision was made. In the end, when we handed our two halves of the book in to Philippa, the difference in writing styles was obvious.”

Philippa Dickinson started to go through the completed manuscript and immediately made some crucial observations. A few of the teething problems the book went through included the fact that choices were not presented in one uniform style, there was both a Wolfman and a Werewolf at different points in the adventure, and a copyright-protected song even appeared in the first draft.

Philippa Dickinson: “What I absolutely remember is sitting them down and saying you’ve written two different books here because they had very different writing styles… Ian’s was quite analytical and Steve’s was full of exclamation marks… You cross the river and it’s a completely different voice. So one of the things that I asked them to do was to even it up…

“I understand that sometimes the things that the editor says are very annoying, and Steve and Ian were very tolerant of the annoying things I came up with, and they would mostly listen to what I had to say. Somebody once described the skill of an editor as being to help an author not muck up a book. It’s always got to be the author’s book and what you have to do is to find a way of communicating what you’re saying, and you must to be able to flex your editing style to work with an author… It’s a very satisfying process when it works.”

Philippa Dickinson’s ‘Notes for discussion’, prepared after reading the first draft of The Warlock of Firetop Mountain.
(© Ian Livingstone, 2014 and 2018)

The biggest problem was the obvious change in writing styles that occurred halfway through the adventure.

Jackson: “In the end Muggins here volunteered to rewrite Ian’s section so as to keep the styles consistent.” (As word processors had yet to be invented, this meant retyping huge sections of the manuscript.) “And that also sorted out the combat system. I was doing the rewrite, so I stuck with my combat.”

Ian Livingstone’s handwritten notes regarding the familiar Fighting Fantasy rules for combat.
(© Ian Livingstone, 2014 and 2018)

To find out more about the origins of the The Warlock of Firetop Mountain, and the series it inspired, pick up a copy of Jonathan Green's YOU ARE THE HERO - A History of Fighting Fantasy Gamebooks today!


Friday, 24 August 2018

The Imaginarium of Ian Miller

Anyone who played Warhammer back in the 1980s and '90s will doubtless have experienced the wonder, and maybe a little fear, at coming across the incredibly detailed, dream-like work of Ian Miller.

Terror of the Lichemaster, by Ian Miller.

And of course Fighting Fantasy fans remember him fondly for his gamebook covers, including The Citadel of Chaos, House of Hell, Creature of Havoc, Phantoms of Fear, for which he also produced the internal illustrations, Spectral Stalkers, and Magehunter.

        

     


If you are interested in owning one of Ian's original FF illustrations then simply follow this link.


Friday, 17 August 2018

Martin McKenna's Fighting Fantasy Art

If there is one artist who encapsulates the way the art of the Fighting Fantasy gamebooks developed during the series' original run with Puffin Books, in terms of tone as well as subject matter, it has to be Martin McKenna.


Martin doesn’t attribute his success to one big break: “It was probably more like a lot of little breaks. Really early stuff like meeting Steve Jackson and Ian Livingstone in ‘86 was helpful. They liked the fanzine work which had included a Fighting Fantasy spoof, and they recommended a submission to Warlock magazine. Coincidentally Marc Gascoigne had seen my fanzine stuff and liked it, and he was then editor of Warlock. Most importantly, an invitation came from John Blanche, then art director at Games Workshop, to produce work for him. John’s initial contact came as a result of me entering an art competition featured in the Citadel Journal."

Martin McKenna was still at school when he started doing illustration work for Games Workshop and John Blanche encouraged him to send some samples to Puffin Books, which resulted in him being commissioned to illustrate Daggers of Darkness when he was only seventeen years old!


If you would like to own some of Martin's work yourself, you will be pleased to hear that prints of Martin's FF art are available for purchase from both ArtPal in the US, and Artmajeur in Europe.