Dr Midnight
Explorer
As a number of other reviewers for ACCEPTANCE OF FATE have stated, this is not my kind of module. I don't care for campaign-specific adventures. While a good idea in theory to an author, I believe most GMs want adventures that can be easily adapted into whatever campaign world they're running in- and I don't see ACCEPTANCE OF FATE being easily converted for worlds outside of Diomin. Alternately, if you LIKE Diomin (or worlds like it), this adventure will of course suit you perfectly with its well-defined details.
A matter of distaste for me was the style of the fantasy. Places with names like "Darkon", An "eater of souls", themes of wars between pantheons; Things like this just cause my eyes to glaze over. That's me, though. The point is that every time I tried to sit and really read the module through, I found myself looking for excuses to put it down and do something else.
As for aesthetics, I can write a little more accurately. The design and logos for the entire book are great- top notch stuff. The cover art is a horribly chaotic splattering of colors that just melt together into an undiscernible mess at arm's length. The subject of the painting turns me right off, too. What the cover tells me is that there are new races and classes I'll have to insert into my campaign just to play the module. The interior art ranges from meh to not bad. There's some really dense, stylized pencil art by Mike Chaney that clashes with the nobler feel of the writing. The maps are really well-drawn. Seeing the area in a 3D overhead really gives one a better idea of the place- but there's no measurements or scale to tell you how large an area is. Another problem (again, of taste) is that the areas are so small.
I'm not a game mechanic, and it surely shows in this review. I just know art and campaign feel... and I know that while Acceptance of Fate may be terrific for fans of the setting, I will not be using it in my games.
A matter of distaste for me was the style of the fantasy. Places with names like "Darkon", An "eater of souls", themes of wars between pantheons; Things like this just cause my eyes to glaze over. That's me, though. The point is that every time I tried to sit and really read the module through, I found myself looking for excuses to put it down and do something else.
As for aesthetics, I can write a little more accurately. The design and logos for the entire book are great- top notch stuff. The cover art is a horribly chaotic splattering of colors that just melt together into an undiscernible mess at arm's length. The subject of the painting turns me right off, too. What the cover tells me is that there are new races and classes I'll have to insert into my campaign just to play the module. The interior art ranges from meh to not bad. There's some really dense, stylized pencil art by Mike Chaney that clashes with the nobler feel of the writing. The maps are really well-drawn. Seeing the area in a 3D overhead really gives one a better idea of the place- but there's no measurements or scale to tell you how large an area is. Another problem (again, of taste) is that the areas are so small.
I'm not a game mechanic, and it surely shows in this review. I just know art and campaign feel... and I know that while Acceptance of Fate may be terrific for fans of the setting, I will not be using it in my games.