Over the 70+ volumes and counting the series currently comprises, the Fighting Fantasy adventure gamebooks have allowed you to fight just about every type of monster you might care to think of. Since the series launched in the 1980s, it should come as no surprise that one of the most recurrent monsters that crops up is werewolves -- a staple of horror movies at the time (tip of the hat to Rebecca, whose journey through lycanthropy in the eighties inspired this post). But do they use the 'were' part to its full potential, or is that just set dressing?
Well, if you've read the 2007 book Howl of the Werewolf, you'll already know that the answer to the question of potential is an unequivocal "yes" -- Howl casts the player as an adventurer who is bitten by a werewolf and seeks a cure for their lycanthropy before the condition becomes irreversible. Boasting a huge number of optional sidequests, locations you'll only find on certain playthroughs and different ways of fighting the book's endgame, it's about as close as a single gamebook will ever get to being a Wide Open Sandbox. Tragically, Howl was only briefly in print during the tail-end of the series' time being published by Wizard Books, and used copies now command truly ridiculous prices rising into triple figures. But do one-off encounters in earlier books bring the same problems as they do to the player character of Howl? How do the books use lycanthropy as a game mechanic when it's not the book's main focus?











