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Acceptance of Fate
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009061" data-attributes="member: 18387"><p>This is the third and final part in a series of adventures set in the Diomin Campaign setting. This book is more than just a module as it contains a lot of campaign setting information that could be reused in other adventures. The page count is 80 pages with good use of illustration, and a easy to read content using a two column layout with the now traditional boxed text to read to players and other boxed sections with game mechanic information like stat blocks and trap details.</p><p></p><p>As I said earlier a lot of the information provided is not totally necessary to run the adventure but helps flesh out the setting and could provide ideas for future adventures, for this reason I think they decided to call it "A Diomin Campaign Supplement".</p><p> </p><p>I was kindly given this book on the condition that I write a review of it. Unfortunately I don't feel I can be as kind in my review. I really want to like this supplement, and parts of it I do, but reading through it I wonder why anyone would buy it, unless they had already bought the other two supplements.</p><p></p><p>If you looking for an adventure to run for your group then I cannot recommend this book. Firstly because it is tightly hooked in with the plot of the earlier adventures, the party should already have a cursed legendary sword central to the plot. Secondly, as the Title "Acceptance of Fate" might hint at, the party needs to be happy with being railroaded (at least a little) if you are going to complete the adventure in a fashion anything like that detailed in the book. Finally some of the features of this adventure just don't suit a standard D&D game, for example the introduction of spirit tech a new magic item system covered in the book, or the chance to become "chosen" of the gods.</p><p></p><p>If you wanted a supplement with a lot of new ideas then this has a few, an Assassins Cult with a nice class progression path listed, new feats, new spells and a new demon. Of course there is the Spirit Tech or Mecheidon as they call it a new mix of science and necromancy. Then there is the "new template for characters chosen by the gods", although I'm not sure how many DM’s will want to give their players the equivalent of a +3 level boost in one go. This is all interesting stuff and could be used in other adventures and even other campaigns, but if you were buying the book for that then you are also paying for an adventure you will probably never use.</p><p></p><p>That's not to say the adventure is bad, but its just so tied in with the campaign world and the event that have gone before, that I can't see it being of use to anyone that hasn't played it through from the start. Without the earlier supplements and the PC's being tied closely into the Diomin campaign their motivation in this one is pretty thin.</p><p></p><p>Overall there are a number of interesting ideas wrapped round an average adventure with a lot of campaign setting baggage attached. Having got this supplement for free and read the adventure and other ideas available in it nothing has made me want to rush out and buy the first two books in the series.</p><p></p><p>I had a hard time deciding what rating to give this supplement, since it does contain some interesting ideas, its well laid out and has good illustrations. I didn't personally like the adventure or think it would suit most peoples games. </p><p></p><p>In the end I gave it a 2 as I really don't think it is of use to most DM's. I thought the adventure was too liner and the on its own didn't stand up well at all. The new feats and spells and other items weren't enough to justify the price to buy it just for them.</p><p></p><p>For DM's already using the Diomin campaign setting and having run the first two supplements it will probably be worth a 4, as you will get much more milage out of the product, but if you've got the first two you have probably bought this already.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009061, member: 18387"] This is the third and final part in a series of adventures set in the Diomin Campaign setting. This book is more than just a module as it contains a lot of campaign setting information that could be reused in other adventures. The page count is 80 pages with good use of illustration, and a easy to read content using a two column layout with the now traditional boxed text to read to players and other boxed sections with game mechanic information like stat blocks and trap details. As I said earlier a lot of the information provided is not totally necessary to run the adventure but helps flesh out the setting and could provide ideas for future adventures, for this reason I think they decided to call it "A Diomin Campaign Supplement". I was kindly given this book on the condition that I write a review of it. Unfortunately I don't feel I can be as kind in my review. I really want to like this supplement, and parts of it I do, but reading through it I wonder why anyone would buy it, unless they had already bought the other two supplements. If you looking for an adventure to run for your group then I cannot recommend this book. Firstly because it is tightly hooked in with the plot of the earlier adventures, the party should already have a cursed legendary sword central to the plot. Secondly, as the Title "Acceptance of Fate" might hint at, the party needs to be happy with being railroaded (at least a little) if you are going to complete the adventure in a fashion anything like that detailed in the book. Finally some of the features of this adventure just don't suit a standard D&D game, for example the introduction of spirit tech a new magic item system covered in the book, or the chance to become "chosen" of the gods. If you wanted a supplement with a lot of new ideas then this has a few, an Assassins Cult with a nice class progression path listed, new feats, new spells and a new demon. Of course there is the Spirit Tech or Mecheidon as they call it a new mix of science and necromancy. Then there is the "new template for characters chosen by the gods", although I'm not sure how many DM’s will want to give their players the equivalent of a +3 level boost in one go. This is all interesting stuff and could be used in other adventures and even other campaigns, but if you were buying the book for that then you are also paying for an adventure you will probably never use. That's not to say the adventure is bad, but its just so tied in with the campaign world and the event that have gone before, that I can't see it being of use to anyone that hasn't played it through from the start. Without the earlier supplements and the PC's being tied closely into the Diomin campaign their motivation in this one is pretty thin. Overall there are a number of interesting ideas wrapped round an average adventure with a lot of campaign setting baggage attached. Having got this supplement for free and read the adventure and other ideas available in it nothing has made me want to rush out and buy the first two books in the series. I had a hard time deciding what rating to give this supplement, since it does contain some interesting ideas, its well laid out and has good illustrations. I didn't personally like the adventure or think it would suit most peoples games. In the end I gave it a 2 as I really don't think it is of use to most DM's. I thought the adventure was too liner and the on its own didn't stand up well at all. The new feats and spells and other items weren't enough to justify the price to buy it just for them. For DM's already using the Diomin campaign setting and having run the first two supplements it will probably be worth a 4, as you will get much more milage out of the product, but if you've got the first two you have probably bought this already. [/QUOTE]
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