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This is probably not Scion's best book but it IS a very cool book at points. The Post Apocalyptic shard is hands down worth the purchase on its own if thats soemthing you think your table would be interested in. Mostly though the Shards feel like they could have used a bit more...more work, more words, more mechanics. In my opinion the Plots sections would have been better used to deepen the worlds they were presenting instead of giving adventures you may or may not use.
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I absolutely loved this book. I think this may be my favorite Trinity book, certainly my favorite of the Aberrant line. And specifically that was because of all the flashpoints. Those are what elevated the book in my eyes. Having so much material I can pull out and implement at my table is amazing, and it helped me to actually figure out how to play out the superteam dynamic at the table. If this was not already your plan, then I implore you to include these in future titles. Not just the coming aberrant ones, but in every other Trinity book it makes sense to insert them int.
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Disclaimer: This is without having actually played the scenario. Some scenarios read awkwardly on paper but are great in practice.
It's... fine? I do think it's a great starting point, with a good basic overview and some nice pregen'd characters. There's also some interesting challenges to potentially bounce off.
The main oddity, and I'm going to be vague here to try to avoid spoilers, is that it doesn't seem like there is THAT much conflict? Or to put things another way, understandable antagonists and opposing forces are good sometimes, but you also want there to be a scenario to solve. One of the main opposition characters in the scenario - one that includes disclaimers on what to do if the PCs just attack them outright - doesn't actually seem to be doing anything particularly bad or forbidden, and some of the others are doing, for rare demigod-like beings, comparatively trifling sins. (Not saying that Mages/Englightened Scientists should just mess with mortals in the Masses, but some amount is perhaps to be expected, and various beasties in the WoD get away with doing terrible things to mortals all the time.) And... that can be fine, except the scenario clearly thinks it might not be in parts. Maybe the scenario writer was assuming a full-blown Ascension War a la the 2nd edition material, where merely the presence of mages is enough for a scrap? Who knows. As written, it's a scenario where seemingly running around and talking with everyone and nodding and saying "yep, that happened, let's file this away in the blackmail logs if we need a favor" is at least a possibility.
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The World Below...
The book itself is great quality, heavy with lore, thematic artwork and features everything a corebook should have. The system has a refreshing new tone but also familiar enough that it's easily digested. Its perfect for running those classic dungeon delving expeditions, partying up with your friends to face the grim horrors lurking in the depths. Those of you who survive come back wiser and wealthier, building resources and getting re-loaded ready for more kaotic carnage. As a ttrpg enthusiast and game tester of over 15 years, I fully recommend the world below to anyone. It's a fantastic book and definitely worth picking up for your collection.
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Because those art designs are great. But, I also loved seeing new gods, new abilities and new enemies. I would go with the K'uh of the Maya and the Palas of Buddhism as my 2 favorite pantheons for this book. I'm a huge fan of Scion Second Edition series. I this work is awesome.
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Its a free preview with some in character narration. Doesn't hurt to download, but don't expect an in depth dive on rules.
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Fantastic read.
I do think this book could have been made considerably shorter without some of the fluffy language as they describe aspects of Mage and Magick. But in saying that, that language very much is Mage: the Ascension.
If you have the determination to read through it, book mark pages and run the game for friends, you'll get some good use out of the book. Though it is highly advised to purchase/find additional material. Even with near 700 pages they couldn't cover everything but did cover a good hearty chunks of the core system meaning you can run a game with just this book alone
DrivethruRPG did a great job printing, I received the standard colour book and it arrived in very good condition.
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My Buddy sold me on the system based on the memes in the official CofD Discord.
Then I read the book itself.
I'm gonna have so much fun with this book
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You know, you are reading an amazing book when the story comparse the resiliance and rubberiness of a sea serpents scales with a regular school meal. (The food doesn't fare too well in the comparison.)
The adventure with a plethora of story hooks promisses a ton of fun. It's clear that this is a work of passion and written with dedication to detail. Amidst flavorful and engaging encounters you can find qquite helpful tips for the director (GM) and the document is very well layed out and invites to reading it.
The "quote" from the beginning tells you already, that we can find a good dose of humor in this ancient tale and I really enjoy the liberties the kids took with the material and their ideas. Not wanting to spoil anything but the story goes into plenty of interesting places and this is only fitting for a They Came From story. Reminds me of the rpgs written a few decades ago as fantasy and science fiction were "still young" and explored all kinds of ideas. What can I say? As a fan of "serious" and dark fantasy I very much enjoyed this more light hearted stpry of brilliant heroes!
Really hope to see more coming from the authors. You rock!
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An essential at any Essence table. Additional character types and antagonists are my personal favorites, but the things here will suit any player and storyteller.
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Excellent number of NPCs for use in your games and I think you could do a lot worse than spending a fair amount for the number in this book.
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Exalted is by far my favorite RPG currently. It permits play with truly powerful characters while still presenting a coherent system.
It is not entirely flawless. The crafting system in particular has room for improvement, and a truly ridiculous number of d10s are needed. And yet, it still offers a unique and enjoyable game that I would highly recommend.
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Very interesting enemy type. Reminds me a lot of the entity from Dr Who's Midnight episode. The type of creature whose threat isn't being attacked by it, but by just talking to it.
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Makes Essence go from good to great by adding pretty much a bit of everything: charms, character types, artifacts, spells, martial arts, antagonists, warstriders. I felt the antagonists section was particularly good, adding a lot of variety in a small package. Just a fantastic addition overall.
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An absolutely delightful adventure full of great set pieces, a wry sense of humor, and a good deal of creativity. Also, surprisingly less railroad-y than I expected. The cameos are fun, if perhaps not to everyone's tastes, and I love the other plot hooks mixed in in the side boxes. The authors deserve the praise they've gotten. This is wonderful.
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