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But Newton had a darker side. Despite the fame and recognition he had received, Newton refused to let anyone threaten to overshadow him or stand in his way of greater achievements.
Reverend John Flamsteed was the first Astronomer Royal - a position he held for 44 years serving under 6 kings. He spent his night in the observatory of Greenwich gazing through telescopes, cataloguing the stars. Newton wanted this information to figure out a better way to navigate to oceans, a major problem in his day. He was convinced Flamsteed was holding back the critical information he needed. For that, Newton used all the considerable power at his disposal to end the career of Flamseed. He almost suceeded. It was only because of the dedication of Flamsteed's widow that his 3-volumn Historia Coelestis Britannica was published.
Today, because of Flamsteed's work, we measure longitude from the place he accomlished his work - Greenwich.
The work of Stephen Gray is less known. A commoner trained as a dyer, he was a most unlikely member of the Royal Society.
Gray was a long time friend of Flamsteed. He carried on a regular coorespondence with the elder scientist, sharing with him his own celestial observations.
But it was Gray's pioneering work in using electricity for communications that earned him immortality. Work, that if not for Newton, may have been accomplished 20 years sooner.
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I would have to mention the way they handled the adaptation of the One Power. The One Power is central to the novels and it has to be central to the game. If they had done that part poorly, the game would have been a waste of paper. They did a great job, and that sets the tone for the rest of the book.
I also like the way they adapted certain long lost "gifts" into the feat system. It allows a wolfbrother character, for example, to grow into his gift in a similar manner to the way the character in the book (no spoilers here) did.
I would certainly reccomend this book for someone who is familiar with the D&D system and looking for more inspiration, and a magic system they can borrow. I would reccomend this book for fans of the series just to find out some details they may not have noticed in reading through the books thus far, and to revisit a place they enjoyed when they read the books.
Firstly, I'd like to say that, on the whole, the adaptation is fantastic. The expansion is almost totally self-contained, so the player won't need to purchase another item once all the necessary sourcebooks have been procured...AS LONG AS HE'S FAMILIAR WITH THE WHEEL OF TIME. That's right: while the book does give some fairly decent brief descriptions of the lands, its peoples, and the storyline, it honestly doesn't cut the mustard for a newbie to the series. Needless to say, as the GM for my group, I've been busy explaining to two of my players everything about the world of the Wheel of Time, and trying to make one of them understand why he can't call his character "Dragon."
The layout is above average, and the typos and misprints are nearly nonexistent...but I did say "nearly." If anyone finds out what the "Quickness" feat is, e-mail me. The artwork is also well-placed and of high quality, but that was to be expected.
The translation of One Power usuage was sheer genius. Give the man a cookie. About a year ago I spent two months trying to adapt such an idea to D&D3E rules, and finally quit because I was starting to pull my hair out. I'm thoroughly impressed.
The final verdict: if you're a Wheel of Time fan who plays RPGs, buy it. If you're an RPG fan who's read the Wheel of Time, buy it. If you're a Wheel of Time fan who wants to play RPGs, this is the reason to start.
Also, having read the Wheel of Time series twice, I was worried how they would adapt the series to rp. And I think they did it very intelligently. I can see why it has Robert Jordan's stamp of approval. It certainly has mine.
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