Lone Wolf (gamebooks)
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Lone Wolf (gamebooks)
''Lone Wolf'' is a series currently consisting of 31 gamebooks, created by Joe Dever and initially illustrated (books 1–8) by Gary Chalk. Dever wrote the first 29 books of the series before his son Ben, with help from French author Vincent Lazzari, took over writing duty upon his father's death. The first book was published in July 1984 and the series has sold more than 12 million copies worldwide. The story focuses on the fictional world of Magnamund, where the forces of good and evil are fighting for control. The main protagonist is Lone Wolf, last of his caste of warrior monks known as Kai Lords, although in latter books the focus shifts on one of his pupils as the main character. The book series is written in the second person and recounts Lone Wolf's adventures as if the reader is the main character. Original publication (1984 - late 1990s) Development and popularization Joe Dever was seven years old when he became a fan of the British comic series The Rise and Fall of ...
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Joe Dever
Joseph Robert Dever, also known as Joe Dever (12 February 1956 – 29 November 2016) was an English fantasy author and game designer. Originally a musician, Dever became the first British winner of the ''Advanced Dungeons & Dragons'' Championship of America in 1982. He first created the fictional world of Magnamund in 1977 as a setting for his ''Dungeons & Dragons'' campaigns. In 1984, he released the first book of the ''Lone Wolf'' series of young-adult gamebooks, and the series has since sold over 11.5 million copies worldwide (as of September 2014). He experienced difficulty with his publishers as the game books market began to contract in 1995, until publication ceased in 1998 before the final four books (numbers 29–32) were released. Since 2003, the series enjoyed a revival of interest, particularly in France, Italy, Germany, Sweden, the Czech Republic and Poland following the re-release of the gamebook series in these countries. From 1996 onwards, Dever had been involved ...
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Psionics (Dungeons & Dragons)
In the ''Dungeons & Dragons'' fantasy role-playing game, psionics are a form of supernatural power similar to, but distinct from, arcane and divine magic. Overview Psionics are manifested purely by mental discipline. Psionics were originally introduced in the original ''Dungeons & Dragons'' Supplement III – ''Eldritch Wizardry''. Psionics have appeared in all editions; however, they are only part of the core rules in ''Advanced Dungeons & Dragons'' 1st edition. In 2nd, 3rd and 3.5 editions, psionics are divided into five or six disciplines, or groupings of powers. In 2nd edition, Psionicists gradually gain access to additional disciplines as they advance in level. In 3.5 edition, several psionic character classes are forced to choose one of them, thereby losing access to the most potent powers of the others. In 2nd edition, each power is tied to an ability score (generally Constitution, Intelligence or Wisdom); in 3rd edition, each discipline is tied to an ability score; and in ...
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Retcon
Retroactive continuity, or retcon for short, is a literary device in which established diegetic facts in the plot of a fictional work (those established through the narrative itself) are adjusted, ignored, supplemented, or contradicted by a subsequently published work which recontextualizes or breaks continuity with the former. There are various motivations for applying retroactive continuity, including: * To accommodate desired aspects of sequels or derivative works which would otherwise be ruled out. * To respond to negative fan reception of previous stories. * To correct and overcome errors or problems identified in the prior work since its publication. * To change or clarify how the prior work should be interpreted. * To match reality, when assumptions or projections of the future are later proven wrong. Retcons are used by authors to increase their creative freedom, on the assumption that the changes are unimportant to the audience compared to the new story which can be tol ...
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Megara Entertainment
Megara (; el, Μέγαρα, ) is a historic town and a municipality in West Attica, Greece. It lies in the northern section of the Isthmus of Corinth opposite the island of Salamis, which belonged to Megara in archaic times, before being taken by Athens. Megara was one of the four districts of Attica, embodied in the four mythic sons of King Pandion II, of whom Nisos was the ruler of Megara. Megara was also a trade port, its people using their ships and wealth as a way to gain leverage on armies of neighboring poleis. Megara specialized in the exportation of wool and other animal products including livestock such as horses. It possessed two harbors, Pagae to the west on the Corinthian Gulf, and Nisaea to the east on the Saronic Gulf of the Aegean Sea. It is part of Athens metropolitan area. Early history According to Pausanias, the Megarians said that their town owed its origin to Car, the son of Phoroneus, who built the citadel called 'Caria' and the temples of Demeter ...
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Cubicle 7 Entertainment
Cubicle 7 Entertainment Ltd is an Irish games company that creates and publishes tabletop games. Best known for its ''Doctor Who'' and ''Lord of the Rings'' games, Cubicle 7 offers titles covering a range of licensed and self-developed properties. History Angus Abranson and Dave Allsop formed the role-playing game company Cubicle 7 with the aim of publishing new material for Allsop's role-playing game ''SLA Industries''. Abranson brought on his friend, Dominic McDowall-Thomas, in January 2004 to edit the books, but later in 2004 production was halted and Allsop left Cubicle 7 for other opportunities. In late 2006, Abranson and McDowall-Thomas formed Cubicle 7 Entertainment Limited, as its partners. In 2006, Cubicle 7 purchased the British small-press publisher Heresy Games and published a new edition of their 2003 role-playing game ''Victoriana'' in 2009. The company's first licensed game was obtained in 2006, with ''Starblazer Adventures'' published in 2008. Cubicle 7 then l ...
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The Roleplaying Game
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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Internet
The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the inter-linked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing. The origins of the Internet date back to the development of packet switching and research commissioned by the United States Department of Defense in the 1960s to enable time-sharing of computers. The primary precursor network, the ARPANET, initially served as a backbone for interconnection of regional academic and military networks in the 1970s to enable resource shari ...
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Online
In computer technology and telecommunications, online indicates a state of connectivity and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed "on line" or "on the line") could refer to any piece of equipment or functional unit that is connected to a larger system. Being online means that the equipment or subsystem is connected, or that it is ready for use. "Online" has come to describe activities performed on and data available on the Internet, for example: "online identity", "online predator", "online gambling", "online game", "online shopping", "online banking", and "online learning". Similar meaning is also given by the prefixes "cyber" and "e", as in the words " cyberspace", "cybercrime", "email", and "ecommerce". In contrast, "offline" can refer to either computing activities performed while disconnected from the Internet, or alternatives to Internet activities (such as shopping in br ...
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HTML
The HyperText Markup Language or HTML is the standard markup language for documents designed to be displayed in a web browser. It can be assisted by technologies such as Cascading Style Sheets (CSS) and scripting languages such as JavaScript. Web browsers receive HTML documents from a web server or from local storage and render the documents into multimedia web pages. HTML describes the structure of a web page semantically and originally included cues for the appearance of the document. HTML elements are the building blocks of HTML pages. With HTML constructs, images and other objects such as interactive forms may be embedded into the rendered page. HTML provides a means to create structured documents by denoting structural semantics for text such as headings, paragraphs, lists, links, quotes, and other items. HTML elements are delineated by ''tags'', written using angle brackets. Tags such as and directly introduce content into the page. Other tags such as surround ...
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Interactive
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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The Hunger Of Sejanoz
''The Hunger of Sejanoz'' is a gamebook by Joe Dever. It is the twenty-eighth book of the award-winning Lone Wolf book series. It was the last book to be released in the New Order series for the next eighteen years as the 29th book of the series, ''The Storms of Chai ''The Storms of Chai'' is a game book in the Lone Wolf series by Joe Dever. It is part of the New Order series, which details the adventures of one of Lone Wolf's disciples in the New Kai Order and not Lone Wolf himself. The book is set in MS 510 ...'', was published in 2016. Gameplay In a game book, the reader makes choices to effect the outcome of the story. Lone Wolf books rely on a combination of thought and luck. Certain statistics such as combat skill and endurance attributes are determined randomly before play (reading). The player then chooses which Kai disciplines or skills they possess. This number depends directly on how many books in the series have been completed ("Kai rank"). With each additional book ...
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Canon (fiction)
In fiction, canon is the material accepted as officially part of the story in an individual universe of that story by its fan base. It is often contrasted with, or used as the basis for, works of fan fiction. The alternative terms mythology, timeline, universe and continuity are often used, with the first of these being used especially to refer to a richly detailed fictional canon requiring a large degree of suspension of disbelief (e.g. an entire imaginary world and history), while the latter two typically refer to a single arc where all events are directly connected chronologically. Other times, the word can mean "to be acknowledged by the creator(s)". Origin The use of the word "canon" originated in reference to a set of texts derived from Biblical canon, the set of books regarded as scripture, as contrasted with non-canonical Apocrypha. The term was first used by analogy in the context of fiction to refer to the Sherlock Holmes stories and novels, written by Sir Arthur Co ...
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