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160 pages, 2007, $29.95
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Content
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8
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Organization
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10
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Consistency
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13
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Intelligibility
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10
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Overall
10
Near Miss
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Review Scoring
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The Forge of War purports to be a history of the Last War
and a guide for playing characters who have been scarred by that war. But for those who
believe 4th Edition was announced because Wizards of the Coast had run out of good
ideas to print, The Forge of War serves as ample evidence supporting that claim.
It is not that The Forge of War is bad, per se, but more that it is
unneccesary. Fully ninety percent of the information provided should have been either
included in the Eberron Campaign Setting, or released as an online supplement to the
setting.
The bulk of the book is divided into a chronological history of the Last War and a guide
for different influences the war may have had on a character. The history might prove
useful, for a Game Master looking for a way to tie his present day Eberron campaign into
the Last War, or running a campaign set in the last war, but the influences are another
matter altogether. The influences, which could have been by far the most useful part
of the supplement, fail to be little more than common sense. While there is the
occasional Eberron specific bit that would not be straight forward, the section seems
little more than a regurgitation of 30 years of roleplaying.
On the whole, The Forge of War fails to live up to anything the name inspires,
instead quickly descending into the realm of web enhancement, albeit on a much larger
scale. In addition, it is hard to ignore the idea that this book might
be little more than a last minute money grabbing attempt for an edition that is winding
down.
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