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Akrasia, Thief of Time
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<blockquote data-quote="enrious" data-source="post: 2008761" data-attributes="member: 2126"><p>Disclaimer: I was given a free copy of this product in return for a honest review of it. There was no contact from the publisher after my email to them volunteering to review it.</p><p></p><p>Akrasia, Thief of Time is a 32 page staple-bound book. It has a full-color glossy cover and black and white interior pages. It is promoted as a series of vignettes, essentially small settings rather than a complete adventure.</p><p></p><p>Artwork: The art in this book was tastefully done (i.e. all women are wearing an appropriate level of clothing) with the cover depicting Akrasia holding one of her holy symbols. The interior art looked to be penciled and fit in with the subject matter quite well. </p><p></p><p>Novice DM's need not apply: This book details a minor goddess who has the portfolio of wasted time. Her motto seems to be, "Why put off today what you can put off tomorrow?" She is a very subtle evil and her followers are not likely to be the in-your-face type of followers that you may think of as evil. The ideas presented in the book really require a great deal of subtlety on the part of the DM as well as a willingness to role-play on the part of the players. If everyone's idea of a fun adventure is to hack their way through an enemy fortress then you will likely be disappointed with this product.</p><p></p><p>On the other hand, if the DM can pull it off, then this supplement could lead to many hours of quality enjoyment and role-playing. Because it usually takes some time and maturity from all concerned, I think inexperienced players and DMs will not get that much out of Askrasia.</p><p></p><p>Ideas: The book contains a number of small snippets, ranging from a single NPC to a large temple, all with the idea of challenging your party by various means of wasting their time. Whether it's a potential NPC party member or a tavern where the customers are loathe to leave, there are plenty of ways to provide trouble for the party. As an example, if they take along the NPC, she will subtly try to sabatoge their various projects. </p><p></p><p>The ideas presented in the book can be dropped into virtually any campaign. Some require little modification (like the NPC vignette or the tavern) while others would require a major change or have the PC's already located in a base town (like the group trying to disrupt the building of a dike). I actually like this approach as even with most printed adventures I still have to a fair amount of work to fit it into my campaign. </p><p></p><p>Game Mechanics: Some of the spell levels seemed inappropriate for their effects. Some of the other reviewers have gone into detail already about some of them so I won't repeat their efforts on spells, monsters, or magical items.</p><p></p><p>Summary: I'll be honest with you; had I picked up this book on the shelf I would have looked through it and put it back on the shelf. It has 7 pages devoted to new items, monsters, or spells (and some of them seem to be a bit wrong), so I wouldn't have thought it had anything to offer.</p><p></p><p>However, the strength of this book lies in the role-playing ideas presented. I think you could get through most of the vignettes with a minimal amount of die-rolling and still have a very fun time. </p><p></p><p>I took a star from the book for the high per page cost and from what I think are problems in the D20 rules implementations. Having said that, I think you could throw out the new rules and lose nothing from this product.</p></blockquote><p></p>
[QUOTE="enrious, post: 2008761, member: 2126"] Disclaimer: I was given a free copy of this product in return for a honest review of it. There was no contact from the publisher after my email to them volunteering to review it. Akrasia, Thief of Time is a 32 page staple-bound book. It has a full-color glossy cover and black and white interior pages. It is promoted as a series of vignettes, essentially small settings rather than a complete adventure. Artwork: The art in this book was tastefully done (i.e. all women are wearing an appropriate level of clothing) with the cover depicting Akrasia holding one of her holy symbols. The interior art looked to be penciled and fit in with the subject matter quite well. Novice DM's need not apply: This book details a minor goddess who has the portfolio of wasted time. Her motto seems to be, "Why put off today what you can put off tomorrow?" She is a very subtle evil and her followers are not likely to be the in-your-face type of followers that you may think of as evil. The ideas presented in the book really require a great deal of subtlety on the part of the DM as well as a willingness to role-play on the part of the players. If everyone's idea of a fun adventure is to hack their way through an enemy fortress then you will likely be disappointed with this product. On the other hand, if the DM can pull it off, then this supplement could lead to many hours of quality enjoyment and role-playing. Because it usually takes some time and maturity from all concerned, I think inexperienced players and DMs will not get that much out of Askrasia. Ideas: The book contains a number of small snippets, ranging from a single NPC to a large temple, all with the idea of challenging your party by various means of wasting their time. Whether it's a potential NPC party member or a tavern where the customers are loathe to leave, there are plenty of ways to provide trouble for the party. As an example, if they take along the NPC, she will subtly try to sabatoge their various projects. The ideas presented in the book can be dropped into virtually any campaign. Some require little modification (like the NPC vignette or the tavern) while others would require a major change or have the PC's already located in a base town (like the group trying to disrupt the building of a dike). I actually like this approach as even with most printed adventures I still have to a fair amount of work to fit it into my campaign. Game Mechanics: Some of the spell levels seemed inappropriate for their effects. Some of the other reviewers have gone into detail already about some of them so I won't repeat their efforts on spells, monsters, or magical items. Summary: I'll be honest with you; had I picked up this book on the shelf I would have looked through it and put it back on the shelf. It has 7 pages devoted to new items, monsters, or spells (and some of them seem to be a bit wrong), so I wouldn't have thought it had anything to offer. However, the strength of this book lies in the role-playing ideas presented. I think you could get through most of the vignettes with a minimal amount of die-rolling and still have a very fun time. I took a star from the book for the high per page cost and from what I think are problems in the D20 rules implementations. Having said that, I think you could throw out the new rules and lose nothing from this product. [/QUOTE]
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