Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Lone Wolf RPG Hardcover – June 15, 2004
This month's Book With Buzz: "The Lying Game" by Ruth Ware
From the instant New York Times bestselling author of blockbuster thrillers "In a Dark, Dark Wood" and "The Woman in Cabin 10" comes Ruth Ware’s chilling new novel, "The Lying Game." See more
Customers who viewed this item also viewed
What other items do customers buy after viewing this item?
Browse award-winning titles. See more
Top customer reviews
The information. This book is a veritable gold mine of Lone Wolf history and setting. The whole book is worth it just for that.
The ease of combat. Combat is much easier to resolve than it is in D and D, without losing any of the excitement or diversity.
Character creation. Character creation has been simplified, still giving you tons of room to customize, but without making you fliip through hundreds of pages to see what stats a Half Dwarven Bard raised by humans would have.
True to the original world. This feels like Magnamund. Hell, it IS Magnamund. Fans of Lone Wolf must get this or feel forever cheated by Fate. Okay, maybe an exageration, but... I digress.
First and foremost, crappy index. For a book with as much information as this book has, it really needs a better way to find stuff quickly.
Clarity. Some rules haven't been clarified well at all, and GMs will find they have a lot of room for interpretation concerning magical combat. At the same time, some of the rules have been overdone, and make it clunky, especially item creation.
Balance. Some characters defenitely seem to have an advantage over others, and some classes are lacking in abilities that would really round them out. Many classes have glaring weaknesses to exploit, and some would have a really hard time in a small group.
Misinformation. Despite August Hahn's attention to detail, there are some things that are in contradiction with the gamebooks. Nothing glaring, mind you, and much of it is fine. Still, the fact that there are any inconsistencies had to be noted.
Lack of supplemental material. While there have been two excellent supplements released, it is unlikely that more will be released any time soon. However, there is a large fan base which occasionally puts out their own material, and thus there is a lot of player support for this product.
All in all, this is a must have for fans. Players of RPGs will also find the system interesting, as it has removed some of the more hated aspects of D and D without adding any complications. Beginner role players will be drawn in by the rich setting, but may be confused by some of the less clarified rules. To them I have this advice: just use what you think works best. One of the nice things about the Lone Wolf system is that it is easily adaptable.
If you are not familiar with Lone Wolf (or even if you are), go to [...] where the original books have been legally reprinted in html format and check them out. It's well worth it.
There are those within the RPG community who have waited for nearly 20 years for such an event. Wait no longer. August Hahn's adaptation of Joe Dever's original award winning series fully captures the essence of this dramatic world of Magnamund. Using the ever-popular d20 mechanic, August and his fellows at Mongoose stripped down the mechanics in efforts to make it more "friendly" towards first time players. d20 enthusiasts might be put off by a lack of old standards to the system such as Feats, Attacks of Opportunity, and specific spell lists. The lack of these elements dramatically decreases any slow-downs to game play, maximizing how much enjoyment is gotten from actual game play.
The book includes scaled-down and simplified combat (d20, of course), a complete Gazetteer of various nations and regions around Magnamund (which, as a whole is a very amazing accomplishment; the world of Magnamund is very expansive), a choice Bestiary of some of the more notorious fiends within the realms, and a beautiful full-color map in the back of the book: be warned - the map is attached by glue to the book itself and not easily removed. This feature does prevent loss of the map. However limiting it might be.
As for the lack of feats, after a close look at the core classes, one can easily see that bonuses similiar to those received from feats are built in and automatic at every level up.
There are few negative things to be said about the book: there is some substandard art, especially compaired to the original gamebooks by Mr. Dever. The core classes are limited to those of heroic stature - there are no rogue-like classes, no clerics, only regional-specifics and impressives like the Kai Lords, Magicians of Dessi, etc.
But for pure entertainment, this book has it in droves. It is, in my opinion, a great introduction to both Magnamund and d20 role-playing as well. Enjoy it as a Core d20 game (as it is intended) or as a world setting for your existing campaigns!