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The Tide of Years
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008098" data-attributes="member: 18387"><p>At the time of this review, there has been a dozen votes for this product with an average score of 2.5 (EDIT: back when this database used votes). I couldn't believe it!</p><p></p><p>I get the feeling that the low ratings are due to this module's use of time travel. It seems to me that if you have no aversion to this theme, you should find the adventure to be about a 4. </p><p></p><p>Let's break things down and see what Tide of Years has to offer. I would love to read a review from someone who didn't like this adventure to hear what his arguments are because I just don't get it.</p><p></p><p>* Fabulous presentation. The art is excellent. I can only describe the color used for the open gaming content boxes as a dirty pink. It looks good though.</p><p></p><p>* Besides the regular fair of monster encounters, the module also provides an abundance of supplementary material such as time domain spells. Out of 48 pages of small type, there are 3 pages describing an NPC priest, not only his stats but information on role playing him, what happens if the PCs provoke him, etc. Another 3 pages are devoted solely to another interesting personality. This is one characteristic of Atlas Games' D20 adventures that I appreciate. NPCs aren't just there to be killed, they have history and personality. Good role-playing opportunities.</p><p></p><p>* A nice Lost World sort of feel ala Isles of Dread. There are no maps of the wilderness but that's not a problem as far as I'm concerned. Many of fighting encounters can be run whenever the DM feels is appropriate, which isn't too hard to judge.</p><p></p><p>* Lots of hooks for future adventures here. *SPOILER* In order to return the artifact back to its rightful owner, the party will have to travel back in time. However, how do they get back to their own time without it? This problem isn't addressed in the module (it just assumes the owners can transport the party back), but I can see a whole campaign about the PCs trying to return to their own time. Also, as a (clever) possible reward for returning the artifact, the module suggests letting each PC rewrite one personal past event. I found this very imaginative, and again, a source of many future adventure hooks...</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008098, member: 18387"] At the time of this review, there has been a dozen votes for this product with an average score of 2.5 (EDIT: back when this database used votes). I couldn't believe it! I get the feeling that the low ratings are due to this module's use of time travel. It seems to me that if you have no aversion to this theme, you should find the adventure to be about a 4. Let's break things down and see what Tide of Years has to offer. I would love to read a review from someone who didn't like this adventure to hear what his arguments are because I just don't get it. * Fabulous presentation. The art is excellent. I can only describe the color used for the open gaming content boxes as a dirty pink. It looks good though. * Besides the regular fair of monster encounters, the module also provides an abundance of supplementary material such as time domain spells. Out of 48 pages of small type, there are 3 pages describing an NPC priest, not only his stats but information on role playing him, what happens if the PCs provoke him, etc. Another 3 pages are devoted solely to another interesting personality. This is one characteristic of Atlas Games' D20 adventures that I appreciate. NPCs aren't just there to be killed, they have history and personality. Good role-playing opportunities. * A nice Lost World sort of feel ala Isles of Dread. There are no maps of the wilderness but that's not a problem as far as I'm concerned. Many of fighting encounters can be run whenever the DM feels is appropriate, which isn't too hard to judge. * Lots of hooks for future adventures here. *SPOILER* In order to return the artifact back to its rightful owner, the party will have to travel back in time. However, how do they get back to their own time without it? This problem isn't addressed in the module (it just assumes the owners can transport the party back), but I can see a whole campaign about the PCs trying to return to their own time. Also, as a (clever) possible reward for returning the artifact, the module suggests letting each PC rewrite one personal past event. I found this very imaginative, and again, a source of many future adventure hooks... [/QUOTE]
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