Gamebooks

I need help with fiction and just some situations. A gamebook is an early RPG. They were made in 70's and 80's. Go to my website for more info:)
 
Gamebooks are also known as solo RPGs. After reading a paragraph of text or two you are presented with a choice. Like "Go rigth, turn to paragraph 101, go left, turn to paragraph 343". So you can determine the story of a book yourself to a certain degree.
 
Thanks for explaining it more. So it is like he said a solo RPG. In the one I am making instead of having total controul over your character (which you still do anyway) you have total controul over your fleet. (ie. marines, fighters, and cap ships)
 
Quail, I actually like the idea. I'm toying around for quite some time now with interative fiction authoring systems, which will turn out eventually into an oldstyle WC text adventure with some graphics attached, and the whole character management and encounter/fight system being carried out by the software. But with life interfering, I doubt that the "eventually" will be anytime soon.

I've looked at what you've done so far, and the math behind the fight systems looks sound to me. I don't know how you will handle maneuvering, whch is much more important in dogfights as trading shots, but I guess you'll have some ideas or something to model on - my own experience in gamebooks doesn't go mch further than Grey Wolf (Dever/Chalk).
As for any help you need - feel free to ask. As you know, the CIC has lots of data and reference material, so there will be alsways someone to point you in the right direction (small example: The WC font is under resources/files, and will make an instant improvement to the looks of your document). As for other questions, just shoot.
 
Rough story so far. The first book is called Fleet Training. It is the main caracter is training to be a fleet commander. They use wc1 ships to train with.
 
That's definitely a start. If I understand you right, you want to aim more at a "tactical" perspective (moving ships and fleets) instead of telling the story of an individual character and leading him through situations and interactions. That's quite good for the beginning, because the schematic of things that can happen is easier to design - less dialogue means less choices.

So, tell us how to get going - here our character goes to Fleet Training. There are some assumptions: As he will become a fleet commander, he is bound to have some experience, some authority (or at least notoriety), and someone promoting him.
In a story's plot, I could imagine intrigue here - some ploy to first promote the hero, then to put some blame or failure on him; with hidden powers struggling to either make him their tool, and others trying to prevent the worst. Might work, but the possibilities are endless - just think over it a little, and give us some markers that we get an idea where you need a hand.
 
The thing that gamebooks have that is great are multiple endings. You can fail the training( thus starting all over), or pass with flying colors.
 
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