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<blockquote data-quote="Messageboard Golem" data-source="post: 2009129" data-attributes="member: 18387"><p>Some time ago, I got this module, the third part in the series, for review purposes. I had just started running my Star Wars d20 system game, and as I read through the background of this story, a single, interesting idea sparked in the recesses of my head... Light Gods... Light Force Users... Dark Gods... Dark Force... hmmm...</p><p></p><p>So I honestly put the book down for a while. My initial reaction was that this is a nicely done finale for an interesting story. Some of the artwork was lacking in contrast, and a bit superficial. I did like the NPC portraits in the book, but they would have been more useful if they weren't scattered throughout the text.</p><p></p><p>When my Star Wars game reached the appropriate level for the adventure, I picked the book back up and started absorbing it completely. I found a great framework for an adventure, that had a few problems that made for extra work for the GM. The action of the adventure picks up right in the middle, without a real introduction for characters who might not have played the earlier two installments of this trilogy. (Note, I haven't seen those books, but I have a feeling that if you play through the first two, then the action likely flows straight into the third book... For me, it was difficult, the heroes didn't feel any particular connection to this quest, even though it was the right thing to do.</p><p></p><p>What I can say is that this book provides rich details of a campaign world and the peoples and groups who live there. </p><p></p><p>My players, being the obstinate people that they are, don't follow plots very well, and I was able to extrapolate the world based upon the content in the story. I kept looping them back to the events of the story, and they finally finished it.</p><p></p><p>The idea of the climax never quite set completely well with me. I think it's a great story, but as a player, I might feel a bit like the plot was too heavy-handed. I think that with some work this would fit into nearly any game, but it probably would be more memorable if it was played as the conclusion to the trilogy. The maps and artwork can help make descriptions of the scenes and creatures more vivid, but I did find in a couple of places, that the artwork didn't really match the descriptive text 100%. This book introduces an new type of Magic Construct/creature that can add flavor to a campaign, and I like the idea and am using them in my Star Wars campaign as force driven constructs...</p><p></p><p>If you're looking for a story to draw from or inspire you, this is a good choice... if you're looking for the complete package, there might be better adventures out there for you.</p><p>All in all, I like it, I just wish I didn't have to struggle so hard to keep the plot in my story... Who knows, your story might fit better than an adaptation from the Star Wars universe.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009129, member: 18387"] Some time ago, I got this module, the third part in the series, for review purposes. I had just started running my Star Wars d20 system game, and as I read through the background of this story, a single, interesting idea sparked in the recesses of my head... Light Gods... Light Force Users... Dark Gods... Dark Force... hmmm... So I honestly put the book down for a while. My initial reaction was that this is a nicely done finale for an interesting story. Some of the artwork was lacking in contrast, and a bit superficial. I did like the NPC portraits in the book, but they would have been more useful if they weren't scattered throughout the text. When my Star Wars game reached the appropriate level for the adventure, I picked the book back up and started absorbing it completely. I found a great framework for an adventure, that had a few problems that made for extra work for the GM. The action of the adventure picks up right in the middle, without a real introduction for characters who might not have played the earlier two installments of this trilogy. (Note, I haven't seen those books, but I have a feeling that if you play through the first two, then the action likely flows straight into the third book... For me, it was difficult, the heroes didn't feel any particular connection to this quest, even though it was the right thing to do. What I can say is that this book provides rich details of a campaign world and the peoples and groups who live there. My players, being the obstinate people that they are, don't follow plots very well, and I was able to extrapolate the world based upon the content in the story. I kept looping them back to the events of the story, and they finally finished it. The idea of the climax never quite set completely well with me. I think it's a great story, but as a player, I might feel a bit like the plot was too heavy-handed. I think that with some work this would fit into nearly any game, but it probably would be more memorable if it was played as the conclusion to the trilogy. The maps and artwork can help make descriptions of the scenes and creatures more vivid, but I did find in a couple of places, that the artwork didn't really match the descriptive text 100%. This book introduces an new type of Magic Construct/creature that can add flavor to a campaign, and I like the idea and am using them in my Star Wars campaign as force driven constructs... If you're looking for a story to draw from or inspire you, this is a good choice... if you're looking for the complete package, there might be better adventures out there for you. All in all, I like it, I just wish I didn't have to struggle so hard to keep the plot in my story... Who knows, your story might fit better than an adaptation from the Star Wars universe. [/QUOTE]
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