Review: The Equinox Road (Changeling)

Apr 03, 2009 17:04


The Equinox Road (White Wolf, 2008)
Until this book, I haven't bought any of the line supplements for nWoD other than all the Forsaken ones.  This is not a particularly useful statement since I have bought a small assortment of "World of Darkness" line books, and so only the core Vampire: the Requiem book sits alone on the shelf.  It was, in fact, a statement of intent I made when nWoD was first released.

This book breaks that rule.  Despite my love of the Changeling: the Lost core book, it was only when looking to see others' views on the book on Shadownessence that I decided to break the rule.  Why?  Looking back, I can't tell you what comment sparked me to buy it, but I am delighted that I did.

Content

Like the Changeling core book, there is far too much content to be able to describe it completely.  It's worth noting that the book was "conceived as a send-off to the line":  it mirrors End Game, the last book of the Orpheus line, in that it exposes the motives of the biggest threats and exposes stories that deal with them directly.  However, despite being written for climactic chronicle ends, I actually think the content will add value to any Changeling game, giving more concrete ideas to STs on the world that changelings left and the beings who might want to take them back there, and it is from this point of view that I will be looking at the book.

Chapter one is mostly about high-powered changelings, that is those who have high Wyrd and those with the weight to forge entirely new contracts.  It also includes four new, pretty radical eldritch orders (Entitlements).  This chapter is probably more useful for storytellers than players, with plenty of ideas that could creep into normal games.  Chapter two on the other hand is very much about the endgame, with reasonable advice on how it affects moods, themes and viable storytelling tools, followed by a solid discussion on cross-overs with other games both themic and practical.  Once more, though, I think the chapter ends up being something other than it purports to be, since by discussing what can be done in the endgame, it gives warnings and advice about what you cann do elsewhen.

Chapter three is the biggest chapter in terms of both size and impact.  This is the chapter which tells you why the Fae do what they do and how they do it.  It also includes similar breakdowns for changelings still living in Faerie, including what happens if you leave Faerie before being fully changed, as well as a series of concept sketches for Faerie domains. I cannot understate how awesome this chapter is.  Yes, it gives you the information you need for an endgame, but it also gives you ideas for back-stories and even for plots since with motivations come stories.  Unfortunately, for players this chapter may be too difficult to ignore, since so much of what is revealed to the reader is unrecognisable by characters.

The final chapter is a step-by-step path from a Freehold to Faerie (and back?).  It's not so much a story as it is breaking it down into the various stages and hurdles that need to be achieved or overcome, complete with sample antagonists that might be met on the way.  Occasionally confusing and largely restricted to that final adventure, it is probably the worst chapter - but that's not much of a criticism in this book.

The book ends with a special Appendix called "The Game of Immortals" that seems to have drawn a lot of attention, that is a story-telling (as opposed Storytelling) game of Faerie legends.  In effect, you challenge your opponent to a storytelling contest and the one who breaks the rules first loses.  In many ways, this is similar to Once Upon a Time, which when I have played it has always tended to get silly very quickly.  It lends me to treat this idea with suspicion as a serious game.  Having said that, it would be an interesting way to brainstorm ideas for a Changeling game - but maybe not with the other players!

The Look

As commented in my Changeling review, the Hedge-style border comes out much better in black and white than the border of other nWoD game lines. I don't think the art is altogether quite as stunning as the Changeling core book, unfortunately.  Much of it is stylised while Britt Martin's work seems too smooth and out of place - apart from the fantastic werewolf which retains the dramatic foreground/background separation that made the core book art so good.  On the other hand, Pat Loboyko continues his (her?) fantastic work and J P Targete's cover is one of the most awesome book covers in print - so dreamlike.

The Good

This book is packed full of ideas that could be used at virtually any point in a chronicle, while giving the rest of Changeling a degree of sense.  It does it's job and so much more.

The Bad

Some parts of the book are restrictive to their use and their are occasional sections - like the Game of Immortals - which may hold dubious merit, yet none is completely devoid of function.  The truly unfortunate point is that I cannot recommend this book for players since the spoilers are just too great.  Connoiseurs, collectors and storytellers should definitely buy it though!

The Ugly

There were claims on Shadownessence that it obsoleted part of Autumn Nightmares.  Unfortunately, I haven't read (or bought) that book, so I can't compare but on its own merits this book stands tall.

Execution - 9
Ideas - 8

changeling, review

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