1. Battle Road
Author: Steve Jackson (US)
Illustrators: Larry Elmore (cover), Dan Carroll (interior)
First Published: July, 1986
ISBN: 0-88038-297-X
Length: 400 sections (plus introduction)
Number of Endings: 36
Plot Summary: You have twenty-four hours to rescue the daughter of
the president of Louisiana from an oil baron; if you fail, he will force her
to marry him, thus getting that much closer to taking the presidency for
himself.
Translation: French
My Thoughts: Although it has a number of problems, this book is at
heart a fairly solid design. Since its character creation system is
point-based and has no random element, the player has total freedom to
customize his or her character based on personal preference and past
experience, and the book does a decent job of accomodating different
strategies. Once you become familiar with the adventure, it's possible to
get quite far without any dice-rolling simply by raising the right stats and
making wise decisions. Sadly, there are quite a few drawbacks to accompany
the book's balanced game design. First of all, the mission feels shorter
than it should. For a 400-paragraph adventure, each playthrough goes by
awfully quickly; it sort of makes one wonder what exactly is filling out the
book's pages. There's also not much here in the way of plot; although the
politically-oriented framing storyline is intelligent and interesting, it
makes up a very small part of the book. Most of the adventure is simply a
series of unmemorable random encounters, one after another. The worst
problem of all, though, is the combat. The combat system itself is pretty
solid, but due either to large numbers of combatants or low odds of hitting
anything, fights can drag on a bit too long sometimes. The tedium of rolling
dice endlessly really breaks up the flow of the story, and it's especially
frustrating to spend ages rolling dice only to get killed and have to start
over. Most fights can be avoided, which is a good thing, but in a book set
in the Car Wars universe, combat should really be an asset rather than
a liability -- blowing stuff up should not be more boring than running away!
In the end, I'm really not sure what to think about this book. It's a
strange combination of successes and failures; while it works on a mechanical
level and also shows off some of Steve Jackson's talents, it ultimately fails
to be particularly fun or notable. The series could certainly have started
off on a worse note, but I feel it should have been much better.