I should be absent for a week more often :D
="Swift Fox":
Sun Snake definitely makes me think of Captain America :)
I understand that reference!
As in I've wached all the MCU stuff, and most of the TV (haven't watched season 2 of Jessica Jones, sort of fell off of Agents of Shield at the end of series 3)
Interesting, I did see Hanna too - nice to see the origin of the character in that :)
As for a pre-arranged plot of Lone Wolf, there's nothing wrong with doing it that way as long as the players are up for a long story arc that's foremost. Also, the way Lone Wolf is structured as a series is good for it too. The first two books start as a war starts, so you as the last kai need to go warn the king, then do the thing to help the kingdom. If the player wants to go their own way instead, unless it's a very temporary 'scared of responsibility, comes to realise they need to step up' then really that's not the GM's fault and hey should just do a different game with that player. The 3rd book is a stand alone that follows from the first two, but you could skip it if the villain is already defeated (and set up an alternative villain at your leisure). The 4th and 5th are stand alone, one just a 'random mission that gets bigger', the other 'oh, yeah, last book happened, go here' that becomes quite epic. Book 5 even has two separate starting trees which is cool.
The 6th - 10th books are a quest you undertake for artificacts (he loresones), so the player should have the impetus to do the quests, and the fun can be having alternative distractions in the way. And then 11 - 12 follow on from the other, and you're sort of trying to escape a place then finish the war the story should be driving the players actions, even with a few paths to figure it all out.
So it's not railroady in the GM dictating actions, just a plot that flows well that the player should want to follow along with as it gets going further. I agree with Water Hornet (I believe) in that the fun of doing an RPG is doing lots of cool things the gamebooks didn't allow, and might allow for some story diversions, but the story is so could you wouldn't want to dynamite it and wander too far off its course.
I personally don't find the pre-definied structure needs shaken up. If people know the story then lowering expectations and making them appreciate the small in depth changes is the way to go. Plus, most RPGs the important thing is the character stories / development, which I think would add the difference. Having something locked in to put your back against is actually better to allow the plot to diverge for character reasons. Also, it's even more fun to majorly shake things up later (like have a Lorestone stolen by an NPC you ignored like Tipsa).
The collector's edition book 1 seemed to be to line up with a game, and feels like that. Fighting through a battle to be the lone survivior, which players of PC games think 'of course I survived, I'm me!' Might translate to gamebooks, but feels off when you know the original.
Note it also did what I think is pretty crappy, and added a Helghast at the end of the first book as the end boss. Having them in book 2 as a slow reveal / unrelenting enemy to fear was a great ramping up of tension. Having to face one as an end boss just makes book 2 seem... less.
Speaking of the Kai Grand Masters and he MCU, the overpowered disciplines/characters shouldn't really be an issue - the MCU shows it from a storytelling perspective, and game wise the Kai are still human, just with enough of a bullet shield for it not to be weird they stay alive against silly odds / powerful foes, and have enough talents for players to do all the crazy stuff they always want to do.
I think the actual thing that makes it hard to balance is two fold. Firstly, there's a logical reason fro the Grand Masters to be together. Avengers was cool as it made the 'these people would never team up' an interesting dynamic and a fragile one. The second is that to become a Grand Matser, in many ways a Kai has to have become a balanced person. They should have set aside a lot of their demons, etc. MCU characters have to fight to be the hero, and tend to have powers because of or in spite of their personality to wield them.
Two of the things that made the gamebook strong - having an organisation and focus, and having a maturing character who could be simply heroic in the higher tiers against oowerful evil foe - breaks down a little in multiplay.
Obviously flawed character and the Kai have been shown to work in this game, but even then this game had to have a major occurrence to bring the flaws out, and it seems to be a goal for the characters to overcome those flaws. It's still believable in Magnakai power level, it's believeable that Lone Wolf is not all wise, but a group of four powerful characters without external/internal flaws and differences to fight against is far harder to balance.
I mean, the fact that new Kai have advanced so quickly to power, did so during war, and don't have an established organisation to conform to does help make more flawed characters. This game shows that. Still, that would be my worry regarding Grand Master level characters, rather than the Disciplines and CS themselves.