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I enjoyed the book and found it useful for someone with limited knowledge of this time period. Not very detailed with but a good overview of events.
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The book gives a concise history into the parallel lives of Santa Anna and Sam Houston. Both were destined to be famous politicians in their countries, but never did overcome their flaws. But how many of out politicians do when the historians release the uncensored facts?
Santa Anna won renown by his military action against the many rebellions. They were put down by executing most of the captured rebels, or making them imprisoned slaves. Santa Anna's talents lay in knowing just when to change sides. One morning Santa Anna led his troops against the rebels and was promoted to Lt Colonel. After lunch, he joined the rebels and was promoted to full Colonel! Santa Anna later supported Emperor Iturbide and became a General. All this suggests the Founding Fathers were right to require a small standing Army, and keep the professional military out of politics. This book does not explain who Santa Anna was fronting for; you'll need to read a more detailed history book. Page 112 tells of Santa Anna's use of double agents: military officers who pretended to defect to the Zacatecans, then betrayed the Zacatecan forces who also rebelled against the coup de etat.
The Mexican defeat at San Jacinto led to the capture of Santa Anna. Houston showed his political wisdom by getting Santa Anna to sign a treaty to be released. A live Santa Anna would try to justify his actions, and prevent another general from becoming ruler, and maybe starting another war against the smaller Texas. Houston became President of Texas, US Senator, then Governor. Houston opposed the Confederacy, and was removed from office. What would have happened if Houston used Union troops to stay in office? Could it have succeeded? At 68 Houston must have felt he had done as much as he could do in one lifetime. Houston retired to his farm and died in 1863 at 70 years.
Santa Anna was recalled from exile to lead Mexico into the war with America. Their defeat led to the loss of huge areas. Santa Anna was the most expensive President Mexico ever had! (I wonder if Santa Anna was a member of a Secret Society and a double agent? That would explain a lot.) Ever the opportunist, he backed the conservatives who invited Maximilian to be Emperor of Mexico. When the reign of Maximilian was on the wane, Santa Anna switched sides yet again. His one gift to America was to introduce chewing gum, a substitute for the ubiquitous chewing tobacco. Santa Anna returned to Mexico City a few years before his death to live in poverty and obscurity.
The book is worthwhile as a quick overview of Santa Anna, "the Eagle," and of Sam Houston, "the Raven." A much better book about Sam Houston, though, is Sword of San Jacinto, by Marshall De Bruhl. And Jeff Long's account of the Alamo, Duel of Eagles, offers a much superior portrayal of Santa Anna.
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Does it work? I am currently GMing this adventure. On paper, it looks really good. Some of the scenes, especially in the later parts of the story, look exciting, moving even. Faile's cameo is perfect, for example. In practice, though, it's been an extremely frustrating experience. First, the early encounters (as pointed out by another reviewer) are unnecessarily difficult and add nothing to the plot. As things progress, the authors presume too much on the goals and motivations of the players. There is one chapter, for example, where the introduction says something along the lines of, "Upon entering the city, the players will want to find (a certain NPC) as soon as posible and will definitely want to investigate the actions of (another NPC)." The players in my campaign knew they wanted to talk to one of these guys eventually, but the other one was off their radar completely. Throughout, I've had to improvise ways to keep them approximating the plot line of the campaign and by chapter 3, they're feeling very manipulated.
The campaign assumes the party wants to do nothing more than hunt down dark friends and expose evil plots and will take great personal risk and go through great hardship (including, at one point, a monthlong trek through a winter wilderness without adequate provisions) on the chance of thwarting same. Characters with any other motivations (say, a character modeled after Mat or Nynaeve in the books) will feel forced into situations unnaturally. There has been more than one point where one of the players saying, "I *think* this is where the plot wants us to go."
So, in conclusion, while this adventure is excellent in its dreams and scope--and it's definitely better than something I could have designed myself--but it will fail often fail as a game. If you are intending to run a WOT campaign, buy this adventure, read it so that you thoroughly understand its scope BEFORE you even let your players make up characters. The characters need to be in the philosophy of the story or the story won't work.
Then we met the Demon-Bear.
Allow me to explain. In d20, animals don't get feats. One of the early mini-adventures has a BIG bear that has lots of bonus feats...and a party of first and second-level PCs is supposed to defeat it. When it can kill a PC with one swipe of its paw. Right.
That's emblematic of the problems with this adventure set. It's written with little attention to rules or game balance, or even party survival. Some adventures throw opponent after opponent at the PCs, but with such poor healing capability, you'll inevitably have PC casualties. While those aren't necessarily bad, having the odds stacked so heavily against you isn't fun.
Another flaw is that, in many instances, PC decisions don't matter. You are, in fact, on rails in a good many adventures, and that's BAD. The adventure in Falme, in particular, comes to mind.
It could've been good. Really. Almost anything would've been better than the ... introductory adventure included with the main book (1st-level PCs...against 3rd-level trollocs that outnumber you, and, oh yes, have high strength and high-crit-range weapons!)...save this.
If you're intending to GM Wheel of Time d20 adventures, save your money and look elsewhere. You can come up with stuff that's easily better.