Hi aprone.
I'm afraid I'm less keen on a couple of suggestions people have made.
Firstly, as regards text descriptions being titles, I'd very much prefer to have them remain as personal descriptions only.
it's certainly not usual in most gamebooks for each page to have a title, and while for some pages, ---- eg room names, it makes sense, for others, eg a conversation choice it doesn't.
For instance if in a section your offering the player choices in a conversation, --- what should the title be? ---- partly through talking?
To me, having the titles visible would just make them less useful as personal markers, especially sinse I've tended to write titles that are helpful to me rather than to the player such as swimming choice or death.
if people want this feature, perhaps add it as an option which may be enabled or disabled?
For screen reader support, i'm personally far happier with things as they are, --- and sinse nobody has ever managed to come up with hal support anyway, sapi is fine with me (anyway it makes it far easier to switch betwene files and the program than it would if I kept having to turn Hal on and off).
As regards a stats system implemented as some sort of backend to the system, I myself would personally like things left as open ended as possible so that a gamebook author is left to device his/her own rules.
The ffproject system uses the rules from the fighting fantasy books, which are extremely symple, but can't show very much.
For instance, the large, propper gamebook I've been planning is set in a city where reputation and social status are crucially important.
thus, as well as your bog standard tests of strength and skill that you'd get on ffproject, you also have a social stat which may be tested at any time, and may recieve a hole bunch of penalties or extra points depending upon who you speak to and even whatyour wearig.
Also, there is a reputation stat which begins at 5, ad may rise or fall throughout the book. If your reputation is higher you'll recieve plusses to social checks, but also how high or low your reputation stat is will ultimately determine the ending of the story.
While I've always wanted to write a text rpg, part of that for me is deigning my own mechanics. While in a gamebook you are limited to what the user can conveniently roll and add up, this stil does allow a fair degree of freedom, and I wouldn't like to see this changed.
I do know some people have reffused to play gamebooks unless! they have a backend stats system, but to me this is just doing yourself out of a lot of fun, ---- pluss is absolutely no problem to anyone who's tabletop roleplayed.
I think realistically if you were going to add a stats system, for me it would have to be extremely flexible so that the player could effectively completely defign all it's behaviour.
Something like this:
1: defign a number of core stats attributed to the player, ie, player attributes.
2: allow the creator in each section to alter those stats either perminantly (ie, by wearing or buying equipment), or temporarily, ie, by buffs.
3: allow the game creator to set a number of variables tied to each given section, eg, combat value or numbers against which character attributes or other stats will be tested.
4: include some basic numeric opperations, such as pluss, minus, greater than or less than and a random number generator approximating dice rolls, which could be done on either the character stats or variables.
5: let the user defign consequences of numeric operations in terms of either a, going to a given section, or b, addition of text to the character sheet.
6: allow the user to create a repeat operation link on a given page set whether this repeats once only, or needs multiple presses until another consequence occurs.
7: have all this run through a relatively logical scripting language with each set of scripting at each given section, with core values at the start (say, you hit ctrl t to open script commands at each given section).
I would think the scripting would look something like this:
introductory section:
Character stats.
stat1 name = strength, value = 1D6+10.
Stat2 name= skill value =1d6+10.
Stat3 name =endurence value =1D10+10.
Then we go to a section where you fight something.
Variable1 name =troll's combat skill value=10.
variable 2 name = trolls endurance value=10.
Operation name = fight troll.
If stat1+D6>variable1+D6
Variable 2-D6.
Ifstat1+D6< variable 1+D6,
Stat3-D6.
Repeat.
If variable1=0 go to section troll dead.
If stat1=0 go to section player dead.
this is how I would imagine an rpg engine scripting a basic fight with a troll comparing the players' strength to the trolls with a D6 modifyer.
There are other things you could add, for instance add a go to section player runaway command, or give the player different combat moves with different modifyers to use.
buying items could be done with a non repeating reduce player gold, add item (and stat boosts). command.
this could be used to create an rpg as symple, or as complex as a player could want, indeed by doing lots of mucking about with variables per section and character stats, you could add things like experience levels, or even a skills system.
Essentially any rpg stats system reduces to interactions betwene two sets of numbers, players' initial stats and variables in given situations, which is why I thought a scripting parza like this would work.
i'd certainly love a project of this sort, it would let me realize my personal ambition of creating a text rpg, but my point is, this is the sort of thing I'd want if the gamebook creator was to include a stats system, ---- something which lets the creator defign their own mechanics using a basic scripting language.
other than this, i'd prefer to leave things as is with the gamebook standbye of allowing the author to create their own stats system through giving the player some rules to follow with basic dice rolling and additions and subtractions.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)