At the time of this writing, this book is released an Advance PDF. Some details may change between now and the final version.
Short and sweet, but it sets the tone for the whole book. Scion is a game that has to balance "real world" vs. "game world." This is a book that is very much "game world." But it's up front about it from the beginning. The Titanomachy itself, the premise the book is based on, is a "game world" idea and has no basis in the "real world." So there are going to be liberties taken and stories written to manufacture a Titanomachy. Some things are going to be attached to pantheons that don't make sense but they're there for organization purposes only (and besides, the Titans are enemies of the pantheons anyway, they don't actually "belong"). There's going to be "game world" decisions going on here and the introduction doesn't shy away from that.
Rating: 3 out of 5 (Gets the job done but there's nothing really more to say on it than what it is.)
Chapter One - The Titans:
I personally feel that this chapter is a little hit or miss with me. Which is disappointing because this was the big selling point of the book. The Titans! Writ bold and big. Let me clarify though. This is disappointing, not because any of it being inherently bad when taken within the context of the book's earlier conceit, but because this is the chapter that is most "game world." Which means, depending on your table, this could actually be the chapter that gets the least use from you. I think the idea of Ymir being reborn through his granddaughter is a fascinating idea and a great storytelling device, but there's a very real possiblity that it won't fit into the tone and mythic setting of your table. I like the idea of Cernunnos being an errant Scion who got his hands on the power of a fallen god and became a Titan, but can see how that may not fit everyone's vision of the game. I like a lot of the ideas that are presented here in this chapter, but recognize that they are the most divisive part of the book.
One major note in this chapter's favor, however, is the opening which features the introdution of Titanic Callings. While these are used primarily to define Titans, these can be applied to non-Titans as well to flesh out the existing gods or provide options for a player's Scions. These are fun and engaging and even if you don't like the sample Titans that are presented, these provide some additional tools to add onto the "create your own god" systems out of the Companion to make your own Titans.
Rating: 3 out of 5 (The pick-and-choose nature of this chapter leaves something to be desired and makes this the overall weakest chapter. But the ideas are solid and enjoyable when looked at on their own.)
Chapter Two - Storyguiding:
Regardless of your feelings on the chapter on Titans, this is the real meat of the book and the most important chapter. This explores several methods and options for including conflict with the Titans and their spawn into your games. It addresses matters of scale, presentation, conflict and collusion and the best way to handle procedural, intrigue and combat situations when dealing with the titans and their spawn. It touches on the relationships between Titans and Dragons (touching on the upcoming Scion: Dragon which some of the Titans in the last chapter are certainly mingled with) and delves into different ways to interact with Titan Scions and other titanspawn.
It closes out with several mini-adventures that serve as examples of how to put these concepts into play and serve as jumping off points for further adventures. Neither of these adventures are very beefy, but as idea starters and examples of concepts in practice, they're quite sufficient.
Rating: 5 out of 5 (Easily the most useful chapter in the book and well worth the price even if you use nothing else in here... though you will because...)
Chapter Three - Antagonists:
If Chapter Two is the meat of this book, then Chapter Three is all the juicy bits. It includes a system to add in some Titan-specific threats as Archetypes and includes new Qualities and Flairs to tailor your titanspawn. And then the rest of the chapter is a very crunchy collection of pre-generated antagonists of all sorts, including several sample Scions of the Titans of various sorts, including of Titans that weren't presented in the book to jumpstart a Storyguide's creativity. This chapter, if nothing else, is the bestiary that the Scion game has badly needed in my opinion and while it may not be as important to the book as the Storyguide chapter, it's easily the most interesting and most rewarding reason to purchase.
Rating: 5 out of 5 (All the most fun parts of the book can be found here.)
For the most part, Titanomachy is written as a Storyguide resource. Titans, how to run them, a whole array of antagonists from them, it's clear that this mainly exists for the sake of the Storyguide. Until you get to the Appendix. Here's where the crunchy bits for the players can be found. New optional rules on Collateral damage, plus an assortment of Titan-themed Birthrights which can be used for Titan Scions or even your normal child of a god. Finally, it closes out with the Knacks that go along with those new Titanic Callings and... oh boy these Knacks all sound very fun to employ for characters who don't mind taking a villainous angle.
Rating: 4 out of 5 (While the book could do without it, I love the fact that this is all here to use and enjoy)
This book isn't without its warts. But that's not a bad thing either. If you approach this book out of context and expect it to read like every other Scion book, you're going to be disappointed and have a bad time. But when taken into context and approached from the angle presented in the Introduction, this book is a welcome addition to the overall Scion game line. And even if you don't like the presentation of the Titans, the wealth of information to be found in the chapters on Storyguidng and Antagonists are well worth the cost and definiely have a place in your games of Scion.
[5 of 5 Stars!]