Robin of Sherwood


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This pair of books, based on the British television series of the same name, was published by Penguin (under the Puffin imprint) in 1987. They were originally planned to be part of a longer series, but things were (sadly) brought to an early close. The books use a complex (and well-designed) game system which takes just about everything into account. It features both regular and special items (reminiscent of the Lone Wolf item system), and it uses a point-based character creation system to determine skills. Combat requires the use of a special table, again reminiscent of (but not exactly like) the system found in the Lone Wolf books. Wounds are kept track of in several different locations (head, body, arms and legs), with certain injuries causing a decrease in close combat ability. Magical power is kept track of using "Power of Light and Darkness" points, and the number of these points remaining at the end of each book serves as a measure of victory. Finally, Robin Hood's band of merry men follows him around most of the time, and players must keep track of who is tagging along at any given time. It's a lot to keep track of, but the system works smoothly and adds a lot to the game -- it's not just there to waste time.

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 1. The King's Demon
Author: Graham Staplehurst (with Paul Mason, uncredited)
Illustrator: Russ Nicholson
First Published: 1987
ISBN: 0-14-032294-9
Length: 400 sections
Number of Endings: 11 (not including failure by loss of points)
Plot Summary: You are Robin Hood. News reaches you that Sir Jean du Melusine, a dangerous Frenchman, has arrived in England to assist the evil King John. Obviously, you decide to do something about this unfortunate event...
Translation: Italian
My Thoughts: This is a nice start to the series. It's not too hard, giving lots of opportunities to heal up and avoiding too many pointless instant death situations, but it's challenging enough that it's unlikely to be won on the first attempt. It took me about five tries to claim victory, but I never found the book too frustrating or repetitive. Although the major events of the story take place in roughly the same order each time through, there are enough choices that the reader can interact with the set events in a number of different ways; it never just comes down to an irritatingly-hard series of dice rolls, as far too many gamebooks tend to. I also very much enjoyed the game system used here -- the mechanics add excitement to the story rather than just slowing it down. I wasn't too pleased by the wound diagram illustrations, though -- they're so detailed that they're not very useful for keeping track of anything; in fact, without referring to the rules on wounding, I could never have figured out which boxes went with which body areas, or even which parts of the pictures were supposed to be boxes. I wasn't overly impressed by the story at first, perhaps partially due to my lack of familiarity with the Robin of Sherwood TV show, but once a few pieces fell into place, I enjoyed it. My biggest complaint, apart from the hard-to-use wound diagrams, is that victory seems to come rather quickly if it comes at all; perhaps I was just lucky, however. In any case, flaws or not, this is a book worth reading.

 2. The Sword of the Templar
Author: Paul Mason (with Graham Staplehurst, uncredited)
Illustrator: Russ Nicholson
First Published: 1987
ISBN: 0-14-032295-7
Length: 400 sections
Number of Endings: 2 (one victory, one generic failure led to by many sections)
Plot Summary: You ambush a mysterious Templar Knight who possesses a powerful black sword, and you are compelled to learn more about him...
Translation: Italian
My Thoughts: The first thing that struck me about this book was that it doesn't contain rules for using the character from the previous volume. There's no character advancement, and it doesn't seem that you can bring over Power of Light and Darkness points or equipment from the prior adventure. This makes sense, since doing so would probably throw off the game balance a bit, but it's still a little disappointing; I like continuity of character. Upon reading the book, I also found that there's no real continuity with the first book's story, either; you could read the books in reverse order and barely notice the difference (except that some characters can apparently die in book two even though they can't in book one). Reaching the book's victorious ending is no more difficult than it was in the previous volume, but achieving a perfect score is much harder, requiring you to go on a couple of sub-quests. This design sounds good, but I didn't particularly like it; once I had successfully finished the book once, it seemed a chore to go back and figure out where I had missed things on previous trips. After a dozen or so attempts, I got bored and gave up. Because of this, I didn't feel this book was as strong as its predecessor; however, other people may like it more for exactly the same reason. The positive comments about the system (and negative comments about the wound diagrams) that I made about the previous book also apply here; there's also a lot of clever use of special items to keep track of where players have been and who they have met. A decent book, but not as impressive as I had hoped it would be.


Italian Translations

Both of the books were translated into Italian as the "Robin Hood" series.

1. Il demonio del re
Translation Of:
The King's Demon
This book is not part of my collection.

2. La spada del templare
Translation Of:
The Sword of the Templar
This book is not part of my collection.


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