40601. Imperial Double-Cross
Author: Peter Schweighofer
Illustrators: Tim Bobko, Rich Hawran and Mike Vilardi
First Published: 1997
ISBN: 0-87431-502-6
Length: 64 pages (158 sections plus short stories, rules, introductions and an epilogue)
Number of Endings: 7 (5 in "Tibanna Pick-Up" chapter and 2 in "Dead Bantha Gulch")
Plot Summary: You are a 14-year-old living on a boring world where
everyone is preoccupied with commerce. Your first mission is to escape to a
life of adventure, and things just get more complicated from there....
My Thoughts:
This book isn't exactly part of the same series as
the previous two, but since it has a similar format and comes from the same
publisher, it seems worth reviewing on this page. The book is an attempt at
introducing new players to the concept of role-playing. It eases the reader
into the idea with the help of a short story and very brief (optional, in
fact) rules based on West End Games' now-defunct Star Wars RPG. Apart from
the possibly off-putting observation that role-playing is a variant of
"Let's Pretend," the introductory material seems effectively
designed, and I can certainly see someone being intrigued by it without being
scared off by the role-playing concept. Alas, it doesn't seem like the book
actually succeeded in its goals, if its continuing dusty presence on
store shelves and in clearance bins is any indication. It's probably a
matter of marketing -- there's little point in creating a beginner-oriented
introduction to role-playing if you're just going to put it on store shelves
with all the role-playing stuff where only veteran gamers will look at it.
If it had been formatted to better fit in with the Star Wars novels, perhaps
things would have been different. Perhaps not, though; there are many who
say that the days of using solo adventures to promote role-playing are long
past, no matter how good those solo adventures may be. I don't necessarily
agree, but I do admit that solo adventures don't seem as novel as they once
might have....
Anyway, once the introductory material is done with, the rest of the book
alternates between chapters of the solitaire adventure and third-person short
story interludes. The writing is adequate (though not particularly
outstanding), and the story is familiar but with a few mildly interesting
touches (the bounty hunters' den is nicely described, for example). I wasn't
really satisfied by the book, though. I was victorious on my first try, and
the whole adventure went by very quickly, leaving me with the feeling that I
missed quite a lot of details. Unfortunately, since the story is obviously
very linear (the fact that it's split into chapters forces this to be the
case), my motivation to replay things and see what I missed is very low.
Perhaps a beginner would be more willing to revisit the adventure, but it
still seems that the author has wasted time writing a lot of sections that
will never be read -- the balance between freedom of movement and linearity
of story isn't right. Having lots of options isn't all that interesting if
they all have the same ultimate result. I was also frustrated by a bug that
I came across -- at one point, I destroyed an AT-ST Walker and was told to
make a note of this fact. Later on, the same AT-ST Walker was destroyed
again, making my accomplishment meaningless. This doesn't make the gamebook
unwinnable or affect the mechanical side of things in any way, but it's
obviously a major blow against coherency of story. It really should have
been caught in editing. Oh well; this was a noble effort, but one that was
perhaps doomed from the start, and one which should have been polished a bit
more before release. The red-boxed D&D Basic Set still holds the
crown for best introductory solo adventure, and will probably continue to do
so for the foreseeable future.