Imagine a combination “Choose Your Own Adventure” and solitaire Dungeons & Dragons module. That’s my impression of the Fighting Fantasy Gamebooks from Games Workshop innovators Steve Jackson and Ian Livingstone. One can move through the interactive story several times and still not be certain that the entire book has been experienced. Plus, it’s brutal. Although I was very fortunate in character creation, my character was still overwhelmed the first two times through the story—only the final encounter being different each time.
As one might expect, Sword of the Samurai is set in feudal Japan with elements of the fantastic (or maybe, “phantastic”) embroidered into the tapestry. Characters are sent on a mission by the shogun and, in the course of following their lord’s instructions, may find themselves facing traitors, undead ronin, or riddle-spewing dragons (they’re simple riddles—think food for the first and something self-referential for the second). Combat is simpler than in Dungeons & Dragons as one has to manipulate less attributes and can only have one skill. Opposed dice throws (2d) plus the skill number will decide the winner.
Several of the classic fantasy tropes are found in this story. As you seek the legendary sword known as Singing Death, you will encounter a number of “door” encounters through which one enters various planes of existence, face revivified corpses of samurai, and a potentially deadly duel with the ultimate bad guy—Ikiru, Master of Shadows. If you’ve done all the right things, you can probably defeat him, but there are a few hidden matters here and there to bear in mind. First, remember that in Asian folklore, the best path to your goal is not necessarily the straightest. Second, don’t be blinded by the game mechanics. Remember that even though you are playing a game to get the story, you must consider that “Honour” (British spelling) attribute to have more significance in story terms than it appears to have in game terms. Don’t be fooled.
Truthfully, although Sword of the Samurai has story elements and is an enjoyable experience, its story fails at the very point where it should be strongest—characterization. Since the reader is the protagonist, the authors don’t offer any internal motivation other than the most general ideas of giri (“duty”) and loyalty. Worse, the antagonists mostly seem like characters from an Asian shadow play. You have the demons, the undead, the mysterious female, the dragon, the supernatural tiger, and phoenix, as well as rebel samurai. Yet, we really don’t know why they do what they do. If you’re just looking for an entertaining couple of hours to adventure by yourself, the lack of motivation isn’t much of a problem. If you’d like a meaty story to go with your solitaire adventure, you’ll be disappointed. Don’t get me wrong; I enjoyed the experience. Yet, I think the idea of an adventure packaged as a book had me expecting a bit more story than if I’d found it in module form.
These books (Fighting Fantasy Gamebooks) aren’t easy to find these days, but they are part of gaming history. As a result, both volumes that I recently found are worth far more to me than the rating I’ve given them here. As a pure solitaire adventure, Sword of the Samurai is probably closer to four stars; as a story, it wouldn’t even quite rate two stars. As a combination of adventure, story, and artifact of gaming history, it’s much more.