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Lone Wolf: The Roleplaying Game
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<blockquote data-quote="dm5" data-source="post: 2011353" data-attributes="member: 20351"><p>Product Identity: </p><p>Name of Product: Lone Wolf RPG </p><p>Publisher: Mongoose Publishing </p><p>Author/s: August Hahn </p><p>Link: www.mongoosepublishing.com</p><p>Artists: Cover: Ralph Horsley; Interior: Tony Parker </p><p>Stock Number/SKU: MGP1120 </p><p>ISBN: 1-904577-47-4 </p><p>Cover Price: US $39.95 </p><p>Page Count: 304 </p><p>Hard/Soft/PDF: Hardcover</p><p>Color/B&W Artwork: Full Color Cover + Map, B&W Interior </p><p></p><p>Review: DM5 </p><p></p><p>Summary Ratings and Comments: </p><p>Scores (0-5)</p><p>Substance: 4 -Jam-packed with crunchy goodness, but light on storybook.</p><p>Style: 3 -Not exceptional, but better than much that is available.</p><p>Innovation: 5 -The book’s greatest strength; while no single game mechanic is a true innovation, the combination and execution is way above par.</p><p></p><p>Story: 3 -There is a lack of strong story elements to set the tone.</p><p>Setting: 3 -A good overview. I look forward to a more in-depth Setting Book.</p><p>NPCs: 1 -Bereft of detail. Major NPCs are relegated to cookie-cutter stereotypes.</p><p>Game Mechanics: 5 -The treatment of spell use is exceptional!</p><p>PCs: 4 -Character classes are well fleshed out.</p><p> Classes/Prestige Classes: 5 -Seven classes, each defined and deeply detailed.</p><p> Feats/Skills: 5 -Devotions replace Feats, for an interesting take on advancement.</p><p>Equipment: 4 -Some new mundane items sprinkled amongst old standbys.</p><p> Magic Items: 5 -New magic items are always a bonus. </p><p>Magic: 3 -Magic and psychic combat could be fleshed out, but simplicity is a boon. </p><p> Spells/Psionic Devotions: 4 -Spells are detailed in Character Classes. There are no Psionics, per se.</p><p>Creatures: 4 -Above average selection and description, but not enough artwork.</p><p></p><p>Art: 3 -Does not stand out in a crowd. This book stands on other merits.</p><p> Cover: 3 -A good view of the Kai Monastery (I think) in full color.</p><p> Interior: 3 -Sketches match the text in all cases and style/quality is maintained.</p><p> Map/s: 4 -A good, full color, fold-out map.</p><p></p><p>Critique: </p><p>First Glance</p><p>Upon opening your copy of Lone Wolf RPG, you will notice that this is a complete game system and setting in one hardbound, 304 page book. As an added bonus, a full color fold-out map of the setting, Magnamund, is included, along with a blank character sheet (also available for download on the website) and a random numbers table. The book is fully indexed for ease of reference.</p><p></p><p>I gave an average score for the artwork, as the quality, while not remarkable, is consistent throughout the book, with interior sketches that match the surrounding text. The full color cover and map enhance the overall look and feel of the product. </p><p></p><p>Mongoose Publishing's Lone Wolf RPG is based on the highly successful Lone Wolf books of the 1980's by Joe Dever. More information on his contributions to the industry can be found at www.projectaon.com. This d20 update of that game makes use of OGL in place of the d20 license, so you can expect to find all the rules needed to begin play without making additional purchases.</p><p></p><p>Read-Through</p><p>The introductory chapters briefly introduce the setting and then dive into the basics of character creation – pretty standard stuff, with some interesting developments:</p><p>• The use of Endurance in place of traditional HP- this difference is more important later in the book, especially when magic is discussed. More on this below…</p><p>• Alignment is simplified to 4 choices: Good, Evil, Balanced, and Unaligned. </p><p></p><p>Pages fifteen through seventy-seven are devoted to the seven main character classes. This depth of detail is seldom seen and a strong step in the right direction for Players. One of the more interesting aspects is the use of multi-tiered Disciplines instead of Feats to flesh out a character. </p><p></p><p>Of interest is how the use of magic drains a character’s Endurance. This should have real impact on spellcasting, especially during combat.</p><p></p><p>Devotees of Mr. Dever’s game world will be pleased to have the opportunity to play a Brother of the Crystal Star, Dwarven Gunner of Bor, Kai Lord, Magician of Dessi, Shadaki Buccaneer, Sommerlund Knight of the Realm, or Telchos Warrior. Something for everyone!</p><p></p><p>In the next section you will find that skills have been tweaked - for example, a new Perception skill now replaces Listen, Search and Spot. </p><p></p><p>The Equipment section describes mundane items unique to this game world: Bor Rifles, Boompacks, Laumspur Leaves, Kalte Firespheres and includes currency conversions for all of Magnamund. You'll also discover new, powerful magic items and objects of legend such as the infamous Dagger of Vashna, prized Lorestones of Nyxator, and the awesome Sommerswerd!</p><p></p><p>In the section on combat, you may be dismayed to note that there are no Attacks of Opportunity. On the other hand, there are now rules for Magical and Psychic combat, both mainstays of the Lone Wolf setting.</p><p></p><p>Adventuring in Magnamund gives good coverage of all the hazards players are likely to face, with a distinctly Lone Wolf feel to them - from flash floods and disease, to specific poisons and traps.</p><p></p><p>This leads into the Lone Wolf Games Master section, which provides solid guidelines for creating the right Magnamund atmosphere. It also provides guidelines for ignoring all the new rules in the game, and simply using the text as a Magnamund sourcebook for d20 games. </p><p></p><p>Supporting Roles provides the GM with basic NPCs, those people the characters are likely to meet on their travels - Adepts, Aristocrats, Commoners, Experts and Warriors. Continuing to innovate; Commoners, for example, gain new class features, such as Common Role, Excellence, Community Leader and Elevation (to Aristocrat). The GM will need to generate these characters, as no examples are provided ready-to-play.</p><p></p><p>Section 16, the Magnamund Gazetteer, in conjunction with the full color fold-out map, details the entire world of Lone Wolf. A timeline of the world is presented, along with the story of the world's creation. Several pages of detailed history help GMs and Players get a feel for this world. Next, the Republic of Anari, through the Darklands and Sommerlund, to Vaduzhan, every country, city, and province of Magnamund is detailed in capsule form. As with all large settings, more detailed description may be needed in a supplement devoted to the setting alone.</p><p></p><p>The Magnamund Bestiary details many of your favorite monsters along with a selection of animals. Expect to find creatures such as the Agarashi, Drakkarim, Giak, Gourgaz, Helghast, Kraan, and Vordak. What you find in quantity is lost to a lack of artwork to aid in visualization. As with the setting, a supplement devoted to cataloging the creatures of Lone Wolf may be useful.</p><p></p><p>Now the big question: Should you buy this book? If, like me, you find yourself introducing roleplaying- especially fantasy roleplaying- to new gamers, then this book is an excellent value for you. The simplification of game mechanics will make learning to play a pleasure for all involved. If you’re already a fantasy gamer, then the alternative game mechanics and treasury of history, creatures, spells, along with magical and mundane equipment will make this book well worth your time.</p><p></p><p>Overall Score: 4</p><p></p><p>DM5</p></blockquote><p></p>
[QUOTE="dm5, post: 2011353, member: 20351"] Product Identity: Name of Product: Lone Wolf RPG Publisher: Mongoose Publishing Author/s: August Hahn Link: www.mongoosepublishing.com Artists: Cover: Ralph Horsley; Interior: Tony Parker Stock Number/SKU: MGP1120 ISBN: 1-904577-47-4 Cover Price: US $39.95 Page Count: 304 Hard/Soft/PDF: Hardcover Color/B&W Artwork: Full Color Cover + Map, B&W Interior Review: DM5 Summary Ratings and Comments: Scores (0-5) Substance: 4 -Jam-packed with crunchy goodness, but light on storybook. Style: 3 -Not exceptional, but better than much that is available. Innovation: 5 -The book’s greatest strength; while no single game mechanic is a true innovation, the combination and execution is way above par. Story: 3 -There is a lack of strong story elements to set the tone. Setting: 3 -A good overview. I look forward to a more in-depth Setting Book. NPCs: 1 -Bereft of detail. Major NPCs are relegated to cookie-cutter stereotypes. Game Mechanics: 5 -The treatment of spell use is exceptional! PCs: 4 -Character classes are well fleshed out. Classes/Prestige Classes: 5 -Seven classes, each defined and deeply detailed. Feats/Skills: 5 -Devotions replace Feats, for an interesting take on advancement. Equipment: 4 -Some new mundane items sprinkled amongst old standbys. Magic Items: 5 -New magic items are always a bonus. Magic: 3 -Magic and psychic combat could be fleshed out, but simplicity is a boon. Spells/Psionic Devotions: 4 -Spells are detailed in Character Classes. There are no Psionics, per se. Creatures: 4 -Above average selection and description, but not enough artwork. Art: 3 -Does not stand out in a crowd. This book stands on other merits. Cover: 3 -A good view of the Kai Monastery (I think) in full color. Interior: 3 -Sketches match the text in all cases and style/quality is maintained. Map/s: 4 -A good, full color, fold-out map. Critique: First Glance Upon opening your copy of Lone Wolf RPG, you will notice that this is a complete game system and setting in one hardbound, 304 page book. As an added bonus, a full color fold-out map of the setting, Magnamund, is included, along with a blank character sheet (also available for download on the website) and a random numbers table. The book is fully indexed for ease of reference. I gave an average score for the artwork, as the quality, while not remarkable, is consistent throughout the book, with interior sketches that match the surrounding text. The full color cover and map enhance the overall look and feel of the product. Mongoose Publishing's Lone Wolf RPG is based on the highly successful Lone Wolf books of the 1980's by Joe Dever. More information on his contributions to the industry can be found at www.projectaon.com. This d20 update of that game makes use of OGL in place of the d20 license, so you can expect to find all the rules needed to begin play without making additional purchases. Read-Through The introductory chapters briefly introduce the setting and then dive into the basics of character creation – pretty standard stuff, with some interesting developments: • The use of Endurance in place of traditional HP- this difference is more important later in the book, especially when magic is discussed. More on this below… • Alignment is simplified to 4 choices: Good, Evil, Balanced, and Unaligned. Pages fifteen through seventy-seven are devoted to the seven main character classes. This depth of detail is seldom seen and a strong step in the right direction for Players. One of the more interesting aspects is the use of multi-tiered Disciplines instead of Feats to flesh out a character. Of interest is how the use of magic drains a character’s Endurance. This should have real impact on spellcasting, especially during combat. Devotees of Mr. Dever’s game world will be pleased to have the opportunity to play a Brother of the Crystal Star, Dwarven Gunner of Bor, Kai Lord, Magician of Dessi, Shadaki Buccaneer, Sommerlund Knight of the Realm, or Telchos Warrior. Something for everyone! In the next section you will find that skills have been tweaked - for example, a new Perception skill now replaces Listen, Search and Spot. The Equipment section describes mundane items unique to this game world: Bor Rifles, Boompacks, Laumspur Leaves, Kalte Firespheres and includes currency conversions for all of Magnamund. You'll also discover new, powerful magic items and objects of legend such as the infamous Dagger of Vashna, prized Lorestones of Nyxator, and the awesome Sommerswerd! In the section on combat, you may be dismayed to note that there are no Attacks of Opportunity. On the other hand, there are now rules for Magical and Psychic combat, both mainstays of the Lone Wolf setting. Adventuring in Magnamund gives good coverage of all the hazards players are likely to face, with a distinctly Lone Wolf feel to them - from flash floods and disease, to specific poisons and traps. This leads into the Lone Wolf Games Master section, which provides solid guidelines for creating the right Magnamund atmosphere. It also provides guidelines for ignoring all the new rules in the game, and simply using the text as a Magnamund sourcebook for d20 games. Supporting Roles provides the GM with basic NPCs, those people the characters are likely to meet on their travels - Adepts, Aristocrats, Commoners, Experts and Warriors. Continuing to innovate; Commoners, for example, gain new class features, such as Common Role, Excellence, Community Leader and Elevation (to Aristocrat). The GM will need to generate these characters, as no examples are provided ready-to-play. Section 16, the Magnamund Gazetteer, in conjunction with the full color fold-out map, details the entire world of Lone Wolf. A timeline of the world is presented, along with the story of the world's creation. Several pages of detailed history help GMs and Players get a feel for this world. Next, the Republic of Anari, through the Darklands and Sommerlund, to Vaduzhan, every country, city, and province of Magnamund is detailed in capsule form. As with all large settings, more detailed description may be needed in a supplement devoted to the setting alone. The Magnamund Bestiary details many of your favorite monsters along with a selection of animals. Expect to find creatures such as the Agarashi, Drakkarim, Giak, Gourgaz, Helghast, Kraan, and Vordak. What you find in quantity is lost to a lack of artwork to aid in visualization. As with the setting, a supplement devoted to cataloging the creatures of Lone Wolf may be useful. Now the big question: Should you buy this book? If, like me, you find yourself introducing roleplaying- especially fantasy roleplaying- to new gamers, then this book is an excellent value for you. The simplification of game mechanics will make learning to play a pleasure for all involved. If you’re already a fantasy gamer, then the alternative game mechanics and treasury of history, creatures, spells, along with magical and mundane equipment will make this book well worth your time. Overall Score: 4 DM5 [/QUOTE]
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