Lone
Wolf - A Solitary Journey
Book
1 - Flight from the Dark
I
was going through an old box of books when I unearthed my Lone Wolf collection.
It has been years since I last ran through them and wondered how they would
hold up. Fantastic!
Flight
in the Dark is engaging and fun (and deadly). I think, for anyone not yet
experienced in these choose a path paragraph solitaire books, that it is a like
or meh experience. Lone Wolf is the top of the food chain, but the position is
shared by the Fighting Fantasy series and perhaps the Middle-Earth paragraph
books but I have no experience with those. Outside of books both TFT's Melee
and Wizard had a good solo paragraph booklet as did Tunnels & Trolls. All
very similar to each other, though TFT, Fighting Fantasy and T&T were also
role-playing games and now Lone Wolf too, at least as I understand it. But as I
say a new player may find they enjoy the quick low-key adventure and rather simple
combat in Lone Wolf or Fighting Fantasy or they may just say meh an set them
aside.
I
enjoyed Lone Wolf in the past and it has stood up to the unforgiving tide of
years very well. It is a quick adventure with limited choices and instantly
fatal consequences in some situations. Took me 3 characters to make it through
and I'd played this umpteen times in the past. If you keep playing you will win
eventually so the best thing is to Iron Man through it. Take the bad rolls from
the start and just see what you can do.
You
only have 2 attributes, Combat Skill and Endurance (Hit Points). You roll a d10
and high numbers are good, so naturally I rolled a 3 for Combat Skill. You add
10 to this number so I had a 13. The combat system is simple but you do need to
roll on a ratio chart to see about damage. Low number rolls on the d10 bad,
high numbers good. Endurance works the
same way, roll a d10 but add 20 this time. These are your HP. It is a nice
smooth simple as a brick system, but it is combat in the very abstract and it
comes to just rolling dice. Monsters either group to act as a single bigger
monster, for example a Giak, which is kind of a Lone Wolf Goblin might have a
CS of 10 and Endurance of 10 but two of them might fight as a single enemy with
a CS of 13 and Endurance of 15. Or they might form a conga line of death where
the very gentlemanly fight you one at a time.
Then
there is the ability system. Your character chooses 5 of the available
abilities. Each can come into use during the game, some are helpful and some
are lifesavers and some will never get used depending on the path you choose. I
advise choosing Healing as one of the five. No matter what path you choose it
will come in either handy or as a life saver. The combat system usually
involves both sides taking wounds so even if the character wins combat they
will usually have some scratches. As much as I'd advise taking Healing I advise
against taking the weapon skill ability. It sounds good but you roll for which
weapon you are skilled at and only have a one in ten chance of it being your
starting weapon (the axe) and the chances of finding whatever randomly rolled
weapon you are skilled in are really too much of a chance when you will
definitely need some of the other abilities listed.
The
Lone Wolf series calls out to be expanded into an RPG (which I believe it
already has been) but I'm thinking more along the lines of AD&D, both as a
setting and a way to spice up the old paragraph books. In any case an
entertaining quick adventure book and worth giving a replay once enough time
has passed to have forgotten which path leads to success and which leads to an
agonizing death.
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