Star Wars Solitaire Adventures


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These three books were released by West End Games, the company responsible for the original Star Wars role-playing game. All of the books are large-sized paperbacks, but their contents vary somewhat. The first two titles are simple, Choose Your Own Adventure-style books which have no rules or dice-rolling (though there are times when the book directs you to take notes, since early events can sometimes affect later choices; perhaps this is why the hype on the books' back covers claims that they have "[a] hidden game system that does what no other solitaire adventure can" and goes on to mention that you can practically hear the blaster bolts, etc., etc.). The third book is more complicated than its predecessors, serving as an introduction to the multi-player RPG and thus using that game's D6 rules system; the basics are included in the book, so all the player has to supply are dice and a pencil. It should also be mentioned that these are by no means the only Star Wars gamebooks -- there are also the Star Wars Missions and Choose Your Own Star Wars Adventures, among other titles.

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 40102. Scoundrel's Luck
Author: Troy Denning
Illustrator: Francis Mao
First Published: 1990
ISBN: 0-87431-112-9
Length: 80 pages (157 sections)
Number of Endings: 21 (3 "The End's" and 18 "Try Again's")
Plot Summary: Han Solo's trip to the casino is interrupted when Princess Leia manages to get herself abducted somehow.
My Thoughts: As I've mentioned many times before, I'm not really much of a Star Wars fan. As a result, I also can't make any informed commentary on the book's continuity, faithfulness to characters, or other issues that fans might catch on to. I can say that the artwork is rather sketchy (though nicely dynamic in many cases) and that the artist's portrayal of Han Solo bears little resemblance to Harrison Ford. Despite not being thrilled by the Star Wars theme, I did actually find the story itself to be pretty decent. The writing, though not brilliant, is above average (especially considering that it's third-person, present tense, which I normally can't stand), and there's more depth of plot and character than you'll find in your average gamebook; this is at least partially because the book is obviously aimed at an audience of teen to adult Star Wars fans rather than at younger children with short attention spans. Of course, the major trade-off for this depth of story is a shallow game system. Although there are some sidetracks which make replay worthwhile, and the variables of both money and energy provide further motivation for trying new things, the book is ultimately quite linear. The challenge level also doesn't seem quite right -- although you keep track of resources, it's so hard to run out of them (especially money, which you can get limitless quantities of by picking the right option at the first choice) that it barely seems worth mentioning them at all. I was also somewhat frustrated by the fact that most of the "good" endings of the book are rather unsatisfying and vague, though this is balanced by a somewhat clever way of handling the "bad" ones -- rather than killing characters off, the story stops at a cliffhanger point and asks speculative questions ("Will Han escape the rotating blades?") which nicely play to Star Wars' origins in 1930s adventure serials. Fun stuff, and probably even more fun if you like Star Wars more than I do.

 40103. Jedi's Honor
Author: Troy Denning
Illustrator: Francis Mao
First Published: 1990
ISBN: 0-87431-111-X
Length: 80 pages (151 sections)
Number of Endings: 22 (2 "The End's" and 20 "Try Again's")
Plot Summary: Luke Skywalker is scouting an asteroid belt for a new location for the rebel base when he stumbles upon a fellow Jedi's son with a passion for passive resistance. Trouble follows....
My Thoughts: Like the last book, this is a largely linear but fun adventure. There's not a whole lot of replay motivation, but victory doesn't require too much effort. As before, the characters are fairly well-developed and the art is interesting even if Luke Skywalker doesn't look much like Mark Hamill. There's a little bit of bookkeeping to do (keeping track of time passed and the location of Luke's ship), but it's even less intrusive than the fairly minimal note-taking in the last volume. From what I've encountered of the Star Wars universe, it seems that the gore and gratuitous nudity quotient is higher than normal here, though I suppose these things aren't quite the same in a gamebook as they would be in a movie. Still, I was at least mildly surprised. More troubling is the book's rather negative portrayal of passive resistance -- in the Star Wars universe, where everything is pretty much black and white, I guess passive resistance doesn't make a whole lot of sense... but some parts of the book still managed to leave a somewhat bad taste in my mouth. As in the last book, bad endings don't explicity kill off Luke, making it easier to fit the story into Star Wars continuity even if you fail, though the failure text isn't formatted as amusingly as it was before -- it replaces the campy cliffhanger questions with a less interesting statement that Luke will survive. Ultimately, I'd say this is about on a par with its predecessor; I found it slightly more enjoyable, but that's really a matter of personal taste -- both are worth a look as long as you don't play with the expectation of being able to heavily influence the plot.

 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.


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