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Acceptance of Fate
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<blockquote data-quote="RogueJK" data-source="post: 2009035" data-attributes="member: 170"><p>I received Acceptance of Fate in a free promotional giveaway. Because of that, I wanted to like it. I really did. Unfortunately, I couldn’t bring myself to give this a very good review. Since Acceptance of Fate is the final installment of a trilogy of adventures set in the Diomin campaign world, the fact that I haven’t played the first two adventures, and that I’m complete unfamiliar with the world of Diomin, probably didn’t help. There were a few things that I liked, though, which kept it from getting a lower score. </p><p></p><p>I haven’t had a chance to actually play the module, so this review is based completely on reading through it.</p><p></p><p></p><p>Good-</p><p>The module contains some new material, such as extra feats, spells, a new monster, and a new template. Some of the better ideas presented here, such as Spirit Tech, could be adapted to your own campaign with a little work.</p><p></p><p>The price, $15.95 for an 80 page book, is rather good for most books of its type.</p><p></p><p></p><p>Bad-</p><p>Spelling, grammar, and punctuation mistakes can be found throughout the book. That alone detracted greatly from the content, at least for me. If you are going to attempt to publish a professional product, you ought to at least find a professional editor.</p><p></p><p>Some of the new material, especially the ranged attack feats and the new template, seemed somewhat overpowered. They might prove otherwise during actual play, though.</p><p></p><p>Since I don’t own any of the other Diomin products, it was hard to make sense out of some of the information in this module. The different locations, races, and people in Diomin have odd names, which makes keeping them straight a chore. This is forgivable, though, since they were probably expecting most people who bought this to be familiar with Diomin.</p><p></p><p>The art in this book was rather average overall. It ranged from slightly good to extremely poor, with some of the shoddier pieces reminding me of a badly drawn comic book. The sole exception is the front cover, which is beautifully done.</p><p></p><p>Worst of all, however, the module is very linear and felt heavily scripted. The players will probably feel as though they are being railroaded into choosing a certain path. This is something that should be avoided in an adventure. It tends to suck out some of the fun when the players are forced into taking certain actions. This is purely IMHO, though.</p><p></p><p></p><p>Overall, a somewhat poor product. The upside is that there are some good ideas inside, which a DM might be able to salvage from this adventure to use in their own campaign. Because of that, I give it a 3/5. It’s not a 2/5, since I’m sure you could do worse, but it’s close.</p></blockquote><p></p>
[QUOTE="RogueJK, post: 2009035, member: 170"] I received Acceptance of Fate in a free promotional giveaway. Because of that, I wanted to like it. I really did. Unfortunately, I couldn’t bring myself to give this a very good review. Since Acceptance of Fate is the final installment of a trilogy of adventures set in the Diomin campaign world, the fact that I haven’t played the first two adventures, and that I’m complete unfamiliar with the world of Diomin, probably didn’t help. There were a few things that I liked, though, which kept it from getting a lower score. I haven’t had a chance to actually play the module, so this review is based completely on reading through it. Good- The module contains some new material, such as extra feats, spells, a new monster, and a new template. Some of the better ideas presented here, such as Spirit Tech, could be adapted to your own campaign with a little work. The price, $15.95 for an 80 page book, is rather good for most books of its type. Bad- Spelling, grammar, and punctuation mistakes can be found throughout the book. That alone detracted greatly from the content, at least for me. If you are going to attempt to publish a professional product, you ought to at least find a professional editor. Some of the new material, especially the ranged attack feats and the new template, seemed somewhat overpowered. They might prove otherwise during actual play, though. Since I don’t own any of the other Diomin products, it was hard to make sense out of some of the information in this module. The different locations, races, and people in Diomin have odd names, which makes keeping them straight a chore. This is forgivable, though, since they were probably expecting most people who bought this to be familiar with Diomin. The art in this book was rather average overall. It ranged from slightly good to extremely poor, with some of the shoddier pieces reminding me of a badly drawn comic book. The sole exception is the front cover, which is beautifully done. Worst of all, however, the module is very linear and felt heavily scripted. The players will probably feel as though they are being railroaded into choosing a certain path. This is something that should be avoided in an adventure. It tends to suck out some of the fun when the players are forced into taking certain actions. This is purely IMHO, though. Overall, a somewhat poor product. The upside is that there are some good ideas inside, which a DM might be able to salvage from this adventure to use in their own campaign. Because of that, I give it a 3/5. It’s not a 2/5, since I’m sure you could do worse, but it’s close. [/QUOTE]
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