Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Acceptance of Fate
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Skarp Hedin" data-source="post: 2009134" data-attributes="member: 1540"><p>In early March, I received a copy of Acceptance of Fate from the publisher for review purposes. I'm apparently a lazy sot, since it took me this long to read and review it. However, I've read it twice now, and here's the review:</p><p></p><p>Firstly, this is an adventure module, and though the ENWorld d20 guide seems to list it as 30 pages, costing $7.95, the copy I have is 78 pages and says $15.95 on the back. The paper quality in the book is good, and in my opinion the art is hit-or-miss. I thought the cover was too dark and too busy, but I really liked some of the interior illustrations.</p><p></p><p>I gave this module a 3 for the following main reason: While the actual plot is pretty bland and has some definite moments of scripting, there are a bunch of interesting rules and rule variants scattered throughout the book, from new feats to a new template. That's the most useful part of the book, as far as I'm concerned: I wouldn't use the adventure itself, more on which later, but you can get a new type of magic item, a secret society of insane assassins who follow a multiclass path instead using a prestige class (something which should be done more often, if you ask me), feats, and the Glorified template. That's in addition to the normal array of new spells, magic items and monsters.</p><p></p><p>Now, the adventure itself: Well, this is tied quite closely to the setting. It's the last part of a three part series, and since I haven't seen either a) parts one and two or b) anything on the Diomin setting, I had some trouble with it. The plot itself is pretty easy to pick up, as it's fairly self-explanatory and the text itself is helpful. However, I had trouble with things like races and classes: Are gnolaum demihumans? One other reviewer says there are no demihumans in Diomin, so I guess they're human, but from the book itself I had the impression that they were like elves. There're some shamans mentioned in the book, and while you don't really need to know everything about them to run the module, you're in a bit of trouble if the PCs act outside the script and get into any sort of conflict with them, since I couldn't find any details on what the shaman class is like. Presumably, many of these questions are answered in a Diomin campaign setting book.</p><p></p><p>The other major problem I had with the module is that it's quite scripted. Some effort is given to providing alternate routes, a sort of "what if the PCs don't follow the script" thing, but the majority of it is based on various assumptions of what the PCs will do, such as trust some people, go with some people, get captured by other people, etc. There's one of those sections where the DM is supposed to force the PCs to flee. I don't know about you, but my players don't really understand that whole "run away and live" thing, and would all die at that point. From what I've read, that's pretty common, so assuming that the PCs will flee isn't by any means a sure thing.</p><p></p><p>I also thought that the prophecy puzzle was insanely difficult, but that's not necessarily a bad thing.</p><p></p><p>The ending is very impressive, and the requirements to become Glorified are really interesting. I honestly can't imagine more than a handful of D&D groups out there ever actually pulling it off, but it's a very nice touch. The template is very powerful and will definitely change your campaign, and that's noted in the text.</p><p></p><p>All in all this was a pretty good module, I reckon. The plot and story, as I said, was bland, but few modules have really compelling stories. I think that the rule additions in the text bring it up a bit, hence my 3.</p></blockquote><p></p>
[QUOTE="Skarp Hedin, post: 2009134, member: 1540"] In early March, I received a copy of Acceptance of Fate from the publisher for review purposes. I'm apparently a lazy sot, since it took me this long to read and review it. However, I've read it twice now, and here's the review: Firstly, this is an adventure module, and though the ENWorld d20 guide seems to list it as 30 pages, costing $7.95, the copy I have is 78 pages and says $15.95 on the back. The paper quality in the book is good, and in my opinion the art is hit-or-miss. I thought the cover was too dark and too busy, but I really liked some of the interior illustrations. I gave this module a 3 for the following main reason: While the actual plot is pretty bland and has some definite moments of scripting, there are a bunch of interesting rules and rule variants scattered throughout the book, from new feats to a new template. That's the most useful part of the book, as far as I'm concerned: I wouldn't use the adventure itself, more on which later, but you can get a new type of magic item, a secret society of insane assassins who follow a multiclass path instead using a prestige class (something which should be done more often, if you ask me), feats, and the Glorified template. That's in addition to the normal array of new spells, magic items and monsters. Now, the adventure itself: Well, this is tied quite closely to the setting. It's the last part of a three part series, and since I haven't seen either a) parts one and two or b) anything on the Diomin setting, I had some trouble with it. The plot itself is pretty easy to pick up, as it's fairly self-explanatory and the text itself is helpful. However, I had trouble with things like races and classes: Are gnolaum demihumans? One other reviewer says there are no demihumans in Diomin, so I guess they're human, but from the book itself I had the impression that they were like elves. There're some shamans mentioned in the book, and while you don't really need to know everything about them to run the module, you're in a bit of trouble if the PCs act outside the script and get into any sort of conflict with them, since I couldn't find any details on what the shaman class is like. Presumably, many of these questions are answered in a Diomin campaign setting book. The other major problem I had with the module is that it's quite scripted. Some effort is given to providing alternate routes, a sort of "what if the PCs don't follow the script" thing, but the majority of it is based on various assumptions of what the PCs will do, such as trust some people, go with some people, get captured by other people, etc. There's one of those sections where the DM is supposed to force the PCs to flee. I don't know about you, but my players don't really understand that whole "run away and live" thing, and would all die at that point. From what I've read, that's pretty common, so assuming that the PCs will flee isn't by any means a sure thing. I also thought that the prophecy puzzle was insanely difficult, but that's not necessarily a bad thing. The ending is very impressive, and the requirements to become Glorified are really interesting. I honestly can't imagine more than a handful of D&D groups out there ever actually pulling it off, but it's a very nice touch. The template is very powerful and will definitely change your campaign, and that's noted in the text. All in all this was a pretty good module, I reckon. The plot and story, as I said, was bland, but few modules have really compelling stories. I think that the rule additions in the text bring it up a bit, hence my 3. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Acceptance of Fate
Top