
If they possess Basket, all they will find is an empty cave and a faint smell of sulphur… but if they don’t possess it, turn to passage 701 where the dragon is alive and well. Your reader returns to the dragon’s cave. Your reader defeats the dragon? Get them to tick the codeword Basket. An alphabetical list of neutral, arbitrary(ish) words that can be ticked – and unticked – are unlose-able, repeatable and undoable trackers that can be used by the writer of a gamebook to note any variable they choose. It was used when a passage simply asked the reader something like ‘Have you visited this place before?’ Problems here are the ease of cheating and the need to ask this question quite soon after the original event, meaning a short consequence delay, because readers can genuinely be quite forgetful. Player memory was the least sophisticated and least reliable of these methods. However, this can be complicated if a reader has to manage a limited inventory and decides to jettison an item that seems, at the time, unimportant. If a particular horned helmet is only available within the loot of a dragon, then by asking the reader whether they possess it, the book is also practically tracking whether the reader defeated or avoided the dragon earlier in the story. Unique possessions, usually noted in an adventure sheet, can also identify whether a player has made certain previous choices. However, this is a one-time and one-directional choice: no reader can go back and ‘undo’ their choice in the same read-through, and other branches of the narrative are closed to them until they die and restart. Simple branching is straightforward: if the player was reading a passage that was only reachable after a choice, then the text could ‘know’ that this choice had been taken and could describe what had happened as a result.

Until then, gamebooks tracked a player’s activity through a combination of several techniques: simple branching, unique possessions and player memory.


When Dave Morris and Jamie Thomson invented the Fabled Lands codeword system, they created something that massively increased the interactivity of gamebook adventures.
