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Requiem for a God, who has it?
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<blockquote data-quote="Psion" data-source="post: 335596" data-attributes="member: 172"><p>Here's a quickie review I just posted on the other thread. I'll also put it up on the reviews page until I can come up with a more detailed review:</p><p></p><p><strong>Requiem for a God</strong></p><p></p><p>Have you ever ran an adventure and chafed at how it just didn't fit into your game? But at the same time, have you felt like your campaign could use a bit more of the fantastic? Have you ever picked up a book of prestige classes that <em>looked</em> interesting, but you had no idea how to fit them into your game? If so, Requeim for a God may be for you.</p><p></p><p>Basically requiem for a god has two parts -- ideas and crunchy bits. The ideas section outlines a number of different possibilities that might surround the death of a god. Ideas are provided for the details of the central event assumed: a god dies.</p><p></p><p>The book is very flexible and lets you make the final decisions. But it gives you all the tidbits to structure an exciting campaign around this concept. Normal adventures tend to be harder to fit into a game if you have a detailed settings. It seems to me that the ideas flowed more freely precisely because I had a detailed setting.</p><p></p><p>The beginning of the book is rife with checklists that help guide you through the process of integrating the event into your game. Details are covered such as how the god died, what to do if you don't have a convenient deity you want to die, the reaction of the populace, and so forth.</p><p></p><p>The crunchy bits part follows up the ideas section with implementation. Four new prestige classes are presented that have a relationship with the death of a deity. For example, the disaffected are a cleric that has lost their deity and learns to regain their former power by pulling on remnants of the deities essence. Two organizations are introduced (with prestige classes and NPCs) that are concerned with the remains of deities.</p><p></p><p>A number of new mechanics are introduced that deal with the remnants of the god, and are sources of power as well as plot devices. These are things like divinity sparks, energy pools, godsblood, godsflesh, and the demiurge, the semi-sentient lingering essence of a deity. These ideas are all parleyed into other mechanics, such as godsblood feats, godsflesh items and golems, and spells that allow the character to take advantage of energy pools.</p><p></p><p>Finally, a number of adventure ideas are offered that you can flesh out for your game.</p><p></p><p>Overall, I very much liked Requiem for a God... and I really thought I wouldn't. This book is a great catalyst for a creative DM who would rather not be saddled with an inflexible adventure but would still appreciate a few good ideas.</p><p></p><p>Score: 5/5</p></blockquote><p></p>
[QUOTE="Psion, post: 335596, member: 172"] Here's a quickie review I just posted on the other thread. I'll also put it up on the reviews page until I can come up with a more detailed review: [b]Requiem for a God[/b] Have you ever ran an adventure and chafed at how it just didn't fit into your game? But at the same time, have you felt like your campaign could use a bit more of the fantastic? Have you ever picked up a book of prestige classes that [i]looked[/i] interesting, but you had no idea how to fit them into your game? If so, Requeim for a God may be for you. Basically requiem for a god has two parts -- ideas and crunchy bits. The ideas section outlines a number of different possibilities that might surround the death of a god. Ideas are provided for the details of the central event assumed: a god dies. The book is very flexible and lets you make the final decisions. But it gives you all the tidbits to structure an exciting campaign around this concept. Normal adventures tend to be harder to fit into a game if you have a detailed settings. It seems to me that the ideas flowed more freely precisely because I had a detailed setting. The beginning of the book is rife with checklists that help guide you through the process of integrating the event into your game. Details are covered such as how the god died, what to do if you don't have a convenient deity you want to die, the reaction of the populace, and so forth. The crunchy bits part follows up the ideas section with implementation. Four new prestige classes are presented that have a relationship with the death of a deity. For example, the disaffected are a cleric that has lost their deity and learns to regain their former power by pulling on remnants of the deities essence. Two organizations are introduced (with prestige classes and NPCs) that are concerned with the remains of deities. A number of new mechanics are introduced that deal with the remnants of the god, and are sources of power as well as plot devices. These are things like divinity sparks, energy pools, godsblood, godsflesh, and the demiurge, the semi-sentient lingering essence of a deity. These ideas are all parleyed into other mechanics, such as godsblood feats, godsflesh items and golems, and spells that allow the character to take advantage of energy pools. Finally, a number of adventure ideas are offered that you can flesh out for your game. Overall, I very much liked Requiem for a God... and I really thought I wouldn't. This book is a great catalyst for a creative DM who would rather not be saddled with an inflexible adventure but would still appreciate a few good ideas. Score: 5/5 [/QUOTE]
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