Category: Games

Lone Wolf Christmas

I’ve written before about my love for the Long Wolf RPG adventure books, but it was only recently that I found out the books have been reprinted with snazzy new covers in larger paperback format.

So what did I do with my Christmas giftcards? I bought the first two in the series, of course!

When I opened the envelope the other day, my children were all very interested in these books (especially after I explained how much I loved them as a kid), but to my surprise, it was my middle child who asked if I would read the books to him so he could play. He’s not the one I would peg as being “into” fantasy the way my oldest is; I could only guess that he was intrigued by the monsters and potential for fighting. Whatever the reason, he asked several times before I had even thrown the packaging away, so after taking care of the padded envelope, he and I settled onto the couch, pencil and book in hand.

Thus began our nearly ninety-minute gaming excursion in which I got to witness the Lone Wolf books through the eyes of a child.

I had read them most recently on my own, as an adult, and while they were a nostalgic trip for me, I was approaching them with thirty-plus years of life experience and fantasy fandom and all the other things that make a grown-up a bit inoculated to the sheer joy of playing an rpg adventure book like this. I loved them for the memories they conjured, and I liked them for the old-school, somewhat simplistic fun they provided to adult-me.

But playing with my eight-year-old son was something different entirely. Each choice was a considered one, sometimes accompanied by checking the excellent and evocative map of Map of the Lastlands provided in the front, sometimes talking aloud the risks and potential rewards of the various options. My son really weighed each choice, often making his decision because something would be “nice to do” or “helpful” or “because I don’t want to hurt anybody” or simply because venturing forth into a dark tunnel under a hill would be cool.

When we faced off against monsters, and he had to point his finger at the number grid in the back, waiting for me to read the result from the Combat Results Table, there was real tension and anticipation in his face. When he scored victories, he would pump his fist and cry, “Yes!” with such beautiful innocence, that I couldn’t help being overwhelmed at seeing the pureness of his joy.

After he made each choice and waited for me to the turn the page and read the next entry, I could see him tense up, wondering if he’d made the right decision, worried that he hadn’t. And when his choice resulted in something good, the relief on his face was infectious.

I was seeing what it must have been like for me as a kid: the same anticipation, the same dread, the same relief, the same joy. I could no longer experience that innocent pleasure myself, but I could watch it on the face of my child and get a time-traveled glimpse of my own first foray into the world of Lone Wolf. I was the adult, the grown-up, the one whose emotions were a bit too calloused to fist pump after a victory against a burrow-crawler, but I could bear witness to my child’s excitement, to the gleam of wonder in his eyes, and that gleam was surely once my own, when I was eight years old and reading the Lone Wolf books, and the Endless Quest books, and the Choose Your Own Adventure books off in a corner somewhere, lost in my own world of quests and magic.

I’m glad I could give my son the experience of the Lone Wolf books, but I’m also grateful for his gift to me: the gleam in his eyes and the wonder in his smile.

It Came from the Game Closet: Hobbit Tales from the Green Dragon Inn

I teased this ages ago, but it’s finally here. The first installment of what I hope to be a regular series on the blog: “It Came from the Game Closet.”

We have this closet, you see. It is in our living room, and it is quite tall, and it is filled with games. Stuffed. Bursting. Unruly and untapped.

You see, we have filled this closet with games, but we’ve hardly ever played ANY of them, we’ve just let them languish in the game closet and think to ourselves, our heads nodding with pensive melancholy, “Someday… someday…”

And yet, “someday” never comes. We keep putting new games into the closet and never playing them.

Until now.

I’ve opened the weird sliding door of the weird corner closet with the triangle-shaped shelves and I’ve pulled out a game. It’s one of the few games in the closet we’ve actually played, but we haven’t played it in a long time, and it gives me warm fuzzies just looking at the box’s cover art, so it’s the first one I picked.

I wasn’t able to PLAY play it (it’s not really a game that works solo because you need the other players to play the hazard cards), but I did use the cards to make up my own stories and added in a few hazards just to keep it fun. I tried to imagine myself as a hobbit sipping a pint at the Green Dragon, regaling the crowd with my masterful yarn-spinning skills. I felt silly at times, yes, but I had a good time.

Hobbit Tales is a storytelling game, and as such, it lends itself to use as a storytelling tool. As I was playing it solo, I realized how I could use it for my writing and role-playing game prep (I should have realized its use for RPGing sooner, since the game literally bills itself as an aid/companion to the first edition of The One Ring RPG… I feel a bit dumb about not catching that until now).

Each card has a title, a picture, and a quote from Tolkien’s fiction, and thus there are lots of jumping off points for storytelling/prompts for writing and gaming. Yes, there are a gazillion writing prompt-generators out there, digital and analog (I have these really cool Writing Dice, in fact, that my husband got me for Valentine’s Day), but there’s lots of charm in using the simple story seeds from the Hobbit Tales cards.

The open-ended quality of the titles, illustrations, and quotes means they’re flexible enough for any kind of fantasy story, and because they are simple and often archetypal, they prompt lots of symbolic and even mythic ideas.

For instance, one of the random cards I drew “Weather-beaten Traveler.” This immediately prompts me to think of types of weather that could beat someone down: rain showers, snow storm, wind storm, floods, even sandstorms and drought. And the idea of a “traveler” is so basic and yet full of possibilities. The traveler could be a stranger in a strange land, a person seeking a way back home, an explorer, someone on a quest, or someone simply out for a stroll who got caught up in a weather phenomenon.

What would happen if I drew such a card as a prompt for a story, or to give me something to insert into a story where I’m stuck?

I’m currently working on Norse City Limits, an urban fantasy inspired by Icelandic sagas and old 1940s film noir, and my main guy, Grettir, is about to speak to a dead man (could be magic or Grettir could simply be hallucinating due to a drug-induced haze… I don’t know yet). If I wanted to, I could play a free-association game with my “weather-beaten traveler” card.

Perhaps the dead man is a vagrant, caught up in a web of lies and vice that he’s totally alien to, just the wrong man at the wrong time.

Or perhaps he was traveling to find Grettir, got caught and killed by Grettir’s enemies, and now he’s shown up anyway in the form of a corpse.

Or perhaps he wasn’t killed by humans at all. Maybe the weather killed him, an extreme form of weather (and maybe that weather was caused by a spell or a god), and his death is a portent of things to come.

The Hobbit Tales cards are really fun in this regard because they spur ideas, invite me to play with archetypal elements, and provide several points of entry, all without being too specific or “out there” in content. Nothing in these cards will veer my stories wildly off-track or be too wacky.

The uses of these cards for role-playing games is obvious. Instead of a random encounter table, simply draw a card from the deck, or several cards, or a adventure card and a hazard card and try to combine them into a unique encounter, combat, trap, or puzzle.

Sometimes writing prompts from outside sources are too particular or too prescriptive. There are times when that specificity or oddball quality will instigate an exciting and unique story idea, but more often than not, I end up with something that doesn’t fit my sensibilities as a writer.

With the Hobbit Tales cards, I have prompts and ideas that work much better with the kinds of stories I like telling and which can easily be integrated with my current works-in-progress (if need be).

Also, the artwork and aesthetic of the game is charming and a pleasure to interact with. I like taking out the cards and the green coasters and spending time with them.

As a game, Hobbit Tales is low-stakes, congenial, and more about creativity and having fun with mates rather than the competition of who has the most points at the end. Yes, it is “competitive” in that there can be a winner at the end (teller with the highest score at the end of all the rounds), but that’s really not the impetus for playing. It’s much more about enjoying Tolkien’s Middle-Earth, pretending to be a hobbit, and flexing your storytelling muscles.

For people who are intimidated by the improvisational storytelling, the game might not be as enjoyable, or it might take some time to realize that none of these stories will end up being “good.” The fun is in trying to tell the story and include the hazards if necessary, not to be some brilliant performer.

In some ways, it’s a good lesson for everyone, professional storyteller or amateur: Have fun and don’t worry about whether something is “good” or not. Let the creative voice do its thing. Let go of perfection and have a good time.

© 2025 Jennifer M. Baldwin

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