|

Akrasia: Thief of Time
By David Chart
(Eden
Studios)
Overall Rating: ***
|
Wonders
Out of Time
By
Kevin Wilson
(Eden
Studios)
Overall Rating: ***
|
|
MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
|
|
A
new group of d20 combatants has entered the
fray, and they are not to be ignored. Eden Studios
has started a line of d20 products under the
title "Eden Odyssey." Both of their
first efforts are "vignette sourcebooks."
This is a concept I like very much. They take
a single topic (in the first, it's a cult, in
the second, an ancient civilization and its
relics), give background and rules material
relating to the topic, then present a few short
adventures based on the topic.
"Adventures,"
however, isn't really the right word. The vignettes
are locations, NPCs, and scenario ideas -- not
really adventures. These products look like
adventures on the outside (although technically
they don't claim to be), but as long as you
go into them with your eyes open, you'll realize
you're not getting an actual scenario, just
bits and pieces, and you might like what you
find inside. This the plastic model car approach
to game design -- if you would rather put together
a plastic model than be given a plastic toy
car, then this sort of product talks to you.
Akrasia:
Thief of Time is 32 pages for the standard
$9.95 that's become typical of the d20 industry.
The cover and interior are snazzy and well done.
The whole thing centers around a goddess, Akrasia,
who's the patron of wasting time and not getting
things done. She's an evil goddess -- but not
the Set or Sauron type of dark lord. Her followers
try to tempt people away from accomplishing
anything. The aggressive ones work to stop important
things (like the quest your PCs are on) from
getting done. Of course, the logic problem here
is that if you think about this too hard, her
most devoted followers would always fail at
stopping these things, since Akrasia is the
goddess of not completing your work. But let's
overlook that and examine the meat of the product
instead.
For
your 10 bucks, you get some new spells, a new
domain, a prestige class, five new monsters,
four magic items, the layout of a tavern, a
temple, a few well-developed NPCs, and some
scenario ideas. The spells are mostly of the
"requires a lot of DM adjudication"
sort, because they force characters to do things
like "lose interest in long-term goals."
The prestige class' powers have similar issues.
Aside
from such (necessary) vagaries, the rules are
handled moderately well throughout, with some
mistakes. For instance, the DCs of the monster's
special abilities appear arbitrary and some
of the spells are not balanced: Indolence
is a 1st-level spell that affects multiple targets
for 5 minutes per level, forcing them to make
a Will save every time they want to take an
action in combat. There's more good than bad,
however, and some of the concepts are really
very interesting.
All
in all, Akrasia: Thief of Time is a moderately
useful supplement. You'll have to put a lot
of your own work into it, though.
Wonders
Out of Time is set up much like Akrasia.
The author tries harder here to make the "vignettes"
into actual adventures rather than just collections
of NPCs and locations, with moderate success.
This sourcebook is based around the idea that
a Romanlike empire ruled most of the world a
thousand years ago. It's fallen, but ruins and
artifacts still remain.
Among
the adventures, there's an old farm infested
with goblins, a nicely handled (if a bit mundane)
adventure with bandits in a ruin, and my favorite:
the manor of a powerful wizard that you explore
at low levels, then return to at higher levels
when you discover there was much more to the
place than you'd realized. Any of these might
provide an interesting game session.
There
are five new monsters -- three constructs and
two undead, befitting a sourcebook about people
who aren't around anymore -- and I like all
of them, particularly the little "hand-golems"
called bone guardians (although designers take
note: Constructs do not have feats or skills).
There is a new prestige class, the Centurion
Knight, which isn't bad; it's certainly not
overpowered, but it doesn't offer much that's
new. There are also some magic items I'd advise
you to stay away from -- they appear to be seriously
undervalued and handle the game's mechanic's
in a clunky fashion. For example, the officer's
gladius is a "+1 lawful short sword"
that casts shocking grasp on the victim.
Of course, that's a bad thing, because you don't
want your foes to have shocking grasp,
you want them to take damage from a shocking
grasp. Further, when the author says "lawful
short sword," you have to infer that he
doesn't mean lawful in the actual game sense
(of inflicting +2d6 extra damage against chaotic
opponents), since the sword only costs about
5,000 gp. Actually, I'm not sure in what sense
he means "lawful." (Only lawful people
can use the special power, maybe?)
Thus,
you can see, this product has its ups and downs.
The idea of incorporating an old empire into
your campaign is a good one, though, and the
vignettes are much more interesting and useful
as short adventures than those in Akrasia:
Thief of Time.
Both
products contain useful information and interesting
ideas for DMs -- pieces for the puzzle when
you are putting together your own campaign.
If you're going to buy only one, get Wonders
Out of Time, but both are worth at least
considering. It's true that both handle the
rules only moderately well, but there's every
reason to believe that Eden will get better
on that front.
Back
to Reviews Archive Page
/ Back
to Monte's Home Page
|