NOTE: The reviewer was given a free copy of this product in return for an honest review. The publishers have made no contact with the reviewer aside from obtaining the mailing address.
Wonders in Time is the second effort in Eden Studios' vignette line and it marks an improvement in the quality in the ideas and presentation over the first product, Akrasia Thief in Time.
It is a 48 page staple-bound book with a suggested retail price of $9.95. It is comprised of vignettes, generic settings that are not adventures but more of adventure seeds. This works very well for DM's to incoporate into their campaign without having to rip out information that is campaign-specific.
Artwork: The cover artwork is full color and depicts a spell caster in battle. It's nice but the most impressive artwork lies in the black and white pencil style illustrations that fill the interior. I have been a fan of pencil art ever since Twilight 2000 and this is on the same high quality scale. It mainly consists of Romanesque pictures of dailly life or buildings and seems to fit in with the text focus.
Presentation: This book introduces a thousand year old civilization through a series of vignettes. It starts off with an ancient manor and proceeds through a variety of settings such as an old farmstead and temple. It provides a lot of inspiration for introducing your own ancient culture should you choose not to use the Merithian culture, but if you're looking to introduce Roman inspired artifiacts and other material, the Merithians are a good choice.
The vignettes range in scope from low level to high level power, with a logical progression. The beauty of these vignettes is that you don't have to throw them one after the other - they could be introduced over time and lead to some excellent side adventures finding more information on the Merithians and their ruins. They should be quite easy to introduce in any campaign world and present a way to introduce a little spice in your campaign without unbalancing it.
Game Issues: This introduces a new prestige class that seems to fit in both with the flavor and balance of the book. Some of the monsters are easily adaptable, while the magic items seemed to give the party a boost without unbalancing your campaign. An example of one of these items is an item that speeds healing but isn't likely to be used in the middle of combat.
It introduces a new style of magic which may be *slightly* overpowered, but in a Forgotten Realms campaign I don't think so. Even at that, it's easily modified to fit in with your own campaign's magic levels.
Overall: The ideas presented are well done and full of ideas and flavor. I don't think there would be any trouble introducing the ideas presented into any campaign. The vignette style is great for experienced DM's but novice DM's expecting a series of premade adventures are likely to be disappointed. The vignettes range from mostly role-playing to mostly combat so there's a lot to build on either way.
Wonders in Time is the second effort in Eden Studios' vignette line and it marks an improvement in the quality in the ideas and presentation over the first product, Akrasia Thief in Time.
It is a 48 page staple-bound book with a suggested retail price of $9.95. It is comprised of vignettes, generic settings that are not adventures but more of adventure seeds. This works very well for DM's to incoporate into their campaign without having to rip out information that is campaign-specific.
Artwork: The cover artwork is full color and depicts a spell caster in battle. It's nice but the most impressive artwork lies in the black and white pencil style illustrations that fill the interior. I have been a fan of pencil art ever since Twilight 2000 and this is on the same high quality scale. It mainly consists of Romanesque pictures of dailly life or buildings and seems to fit in with the text focus.
Presentation: This book introduces a thousand year old civilization through a series of vignettes. It starts off with an ancient manor and proceeds through a variety of settings such as an old farmstead and temple. It provides a lot of inspiration for introducing your own ancient culture should you choose not to use the Merithian culture, but if you're looking to introduce Roman inspired artifiacts and other material, the Merithians are a good choice.
The vignettes range in scope from low level to high level power, with a logical progression. The beauty of these vignettes is that you don't have to throw them one after the other - they could be introduced over time and lead to some excellent side adventures finding more information on the Merithians and their ruins. They should be quite easy to introduce in any campaign world and present a way to introduce a little spice in your campaign without unbalancing it.
Game Issues: This introduces a new prestige class that seems to fit in both with the flavor and balance of the book. Some of the monsters are easily adaptable, while the magic items seemed to give the party a boost without unbalancing your campaign. An example of one of these items is an item that speeds healing but isn't likely to be used in the middle of combat.
It introduces a new style of magic which may be *slightly* overpowered, but in a Forgotten Realms campaign I don't think so. Even at that, it's easily modified to fit in with your own campaign's magic levels.
Overall: The ideas presented are well done and full of ideas and flavor. I don't think there would be any trouble introducing the ideas presented into any campaign. The vignette style is great for experienced DM's but novice DM's expecting a series of premade adventures are likely to be disappointed. The vignettes range from mostly role-playing to mostly combat so there's a lot to build on either way.