Part-Time Gods You've been gifted with the spark of divinity. Will you give into the power and leave your mortal life behind? Or will you lead a double life and protect those closest to you? Choose wisely - You only have one soul. Part-Time Gods is a roleplaying game where players take the role of ordinary people imbued with the powers of a god. Balancing one's mortal and divine lives can be tricky, and divine responsibility doesn't always pay the rent. Powered by the new DGS-Lite system and packed with plenty of character options, players make any kind of character they can think of and can quickly jump into the world. Includes over 40 antagonists, flexible divine magic and an in depth view of the world from the eyes of the gods.
First off, it's pretty clear that White Wolf looked at this and decided to make Scion. (This game has "I want to write for White Wolf" signifiers all over it.)
It's a frustrating mess, with an over-developed combat system taking up space that could have been used to develop the more interesting ideas in the game in more detail.
It has an uber-plot that is mentioned on nearly every page but somehow never comes into focus, and its antagonists are as motivelessly 'evil' as anything in the first twenty years of D&D.
It also has a grand total of 23 playtesters, despite being a second edition. There are four credited editors, and somehow there are still page references that are wrong. And don't get me started on the presentation, because I can rant all night about font choices (One thing I have learned from reading this book is that when choosing fonts, it is important to be able to distinguish between the words MOON and MOOD)
It has some interesting ideas, in some cases done better than in Scion (the section on discovering that you're a god/becoming a god has more options than 'your parent comes to get you' in Scion, which is excellent), but always under-developed. The idea that you can be the god of almost anything is a fun one to play with (and it advises against allowing game-breaking domains at either end of the scale, which seems to be the one thing actually changed as a result of playtesting).
Oh, and there is a lack of any real gm guidance on how this is all supposed to work, of course. (The older I get, the more I think that's the most important chapter in any game. Partially because I'm lazy, but also because any game could be someone's first.)