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Waves of Time

Author: Greg Stolze
Category: game
Company/Publisher: Rubicon Games
Line: Everway
Cost: $9.95
Page count: CD-ROM, prints out to 54 pages
ISBN: 0-9653679-7-5
Capsule Review by Lisa Padol on 01/06/00.
Genre tags: Fantasy Diceless
Waves of Time

by Greg Stolze

for Everway

CD-ROM that prints out 54 pages

$9.95

Rubicon Games, Inc.

P.O. Box 2931 Seattle, WA 98111-2931

ISBN 0-9653679-7-5

I have never read anything quite like this. It is essentially a 54-page adventure seed. Told in the form of testimony delivered in the Council of Everway, it reveals the ancient history of Wavebreak and the recent actions of spherewalkers who have completely upset the status quo. It is at this point that the PCs enter.

The author wrote Waves of Time in response to what he calls "smugwalkers", Everway PCs who travel between spheres, leaving each sphere smugly confident that they have solved its problems. But what happens when they have gone, and the sphere's inhabitants have to deal with the consequences of their world being turned inside out?

This is an excellent question, one Waves of Time is intended to explore. How will your players deal with a mess left by people who acted as heavy handed as their PCs do? Even if you don't have players who play smugwalker PCs, the premise is good: They get to clean up after typical heroes who are less cautious than they are.

The problem is that the GM has no guidelines. What is the true situation? You decide. What are the stats of the important NPCs? You make them up. What evidence will the PCs see? You create it.

There is little concrete information for the GM. As a thought experiment, Waves of Time is long overdue. As a work of fiction, it is excellent. I have long been a fan of Greg Stolze's writing. But as an adventure, it's missing the adventure part. I can see not wanting to make a definitive statements about what's going on, but multiple options, briefly described, would cover that.

As an adventure seed, it is impressive, but I can't quite recommend that one pay $10 to be told, "Here's a cool idea. Now, write the adventure."

Style: 4 (Classy and well done)
Substance: 2 (Sparse)

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