Review: Lone Wolf: Flight from the Dark by Joe Dever (Mongoose 2007) At a glace: This revamped classic is a rewarding if simple solo game in the "choose your own adventure" mold. I strongly recommend it to anyone who loves
RPGs but doesn't currently have a group as well as to those who have groups but enjoy thinking about
RPGs and story-telling generally.
Full Review From the mid-1980s until the mid-1990s, interactive novelettes called "gamebooks" were fairly popular and the Lone Wolf series was the most popular of these by far. Many adult gamers fondly remember the first book in that series,
Flight from the Dark, published in 1984 -- as well as, to greater or lesser degrees of nostalgia, its
twenty seven sequels published through 1994. Like the "choose your own adventure" books also popular throughout that decade, gamebooks allowed readers to take control of the plot line at crucial points and then flip to another part of the book to read the result: If you went left at the fork in the road, you turned to page 117; if right, then to page 237. Unlike them, gamebooks incorporated
RPG elements: character attributes, item inventories, customizable abilities, and ability progression. The choices available to readers -- ahem,
players -- became more complex, if not necessarily more numerous.
Dever's books eventually went out of print but, as often happens in this digital age, interest in the game did not die. I think
Lone Wolf stands out for three reasons: First, the pacing of the adventure is exciting -- the importance of which cannot possibly be overstated, given the format.
Flight from the Dark (hereadter
FftD) is definitely a page turner. Second, the fictional world of Magnamund in which the
Lone Wolf series takes place is rich with layered detail after the heart if not style of Tolkien. Although Magnamund was based upon the campaign setting of its author's D&D games, it's not entirely cookie-cutter fantasy (having been distinctly influenced by Star Wars, I suspect). Third, Dever made all twenty eight original
Lone Wolf books available for free online in 1999. This bounty has been
carefully managed by devoted fans ever since. Fun gameplay, quality content, imminent accessibility -- this sounds like a winning formula, right?
So why haven't you younger gamers heard of it?
A big part of the answer, I think, is that no one has tried to sell it to you. Thanks to Mongoose, that is no longer the case! The
UK-based publisher that made its name in the heyday of OGL is republishing all twenty eight existing books as well as the long-awaited last four books.
FftD is an attractive 450-page, trade paperback-sized hardcover with new b&w line drawings and a full-color map (conveniently, one of your character's inventory items) on the inside cover. Plus, the adventure itself has been updated into a sort of "director's cut." Whereas formerly your character begins the game left for dead after his monastery home is destroyed, now you fight through the destruction of the monastery. Although I have not played the original (which is available from the Aon Project, linked above), I would imagine this is a marked improvement because it draws you further into the character's "pivotal moment" regarding his motivation. The rest of the book is just as action-packed. It's no wonder that
FftD has inspired several motion picture scripts and video games.
The gameplay mechanic is disarmingly simple but is applied in diverse ways. You have two attributes, Combat Skill and Endurance. You play by comparing your Combat Skill (variously modified) to a number from the "Random Number Table" -- which I replaced with a
d10 -- and, as you might expect, when your Endurance reaches zero, you die. Sometimes the book calls for generating a random number (variously modified) to test something like whether you are fast enough to dodge an arrow or strong enough to batter down a door. Although this is facile compared to what one would be able to do (put it another way, have to do) in
d20-based
RPGs, you will find yourself praying just as hard for high rolls and rejoicing just as loudly for getting them. (The missus is used to it by now.) I was initially skeptical but
Lone Wolf's "core mechanic " is certainly up to its task.
Aside from your two attributes, the mainstays of inventory management and character customization round out the
RPG experience. You can carry a limited amount of items, such as weapons and potions, to help you along the way. Making good choices regarding which items you keep is important to surviving the game. Combat can be surprisingly dangerous and healing potions are a must. But will you sacrifice that potion for a coil of rope or a mysterious golden key? Keep in mind that these items may not actually come in handy but, if they do come up, they will be important. You also have various abilities, similar to feats in D&D 3.5, that can open up certain options throughout the story. Hunting, for example, means you don't have to use valuable backpack room for Meals -- which the text periodically requires you to eat on penalty of significant Endurance loss. You start
FftD with five out of ten such abilities and can apparently gain more in the sequels. I like the array of abilities, although I think some are "musts" -- like Hunting. I plan to replay
FftD without taking the abilities I think are "musts" to guage what I hypothesize will be steeper difficulty.
In my first play-through, I only died once and I think it was pretty cheap, too (of course, right?). I didn't die in combat against some overwhelmingly powerful creature -- there are a few of those -- or "fail a role," as it were. I simply choose the wrong option out of three seemingly equal options. Fortunately, I never came across another such "cheapshot" in
FftD. The rest of the book felt very fair if challenging. It took me something like four hours over the course of a few evenings to complete the book and left me very excited to start the next one. I cannot decide whether I will purchase the second adventure from Mongoose or simply work through Project Aon's digital library but I do not regret purchasing
FftD in the slightest. Like anything else of this nature, it has limited replay value. But unlike a D&D module or even a video game, I think
FftD will prove to be a valuable tool for me as someone who is pretty serious about
RPGs. Not only does it serve as a great "introduction" to
RPGs for the uninitiated, but it also stimulates a lot of thought about the mechanics of storytelling that
GMs everywhere could benefit from mulling over.
Let me know if you have any questions. As a plug, I bought my copy at a decent discount from
CCG Armory. No, I don't get a thing for telling you that. But my experience with them has been good and that's worthing passing along.
In any case, please do check if your FLGS has this book in-stock before ordering online!