Ships with Tracking Number! INTERNATIONAL WORLDWIDE Shipping available . May not contain Access Codes or Supplements. May be ex-library. Shipping. Legends & Lairs: Mythic Races – Character Race Compendium ? Free Legends & Lairs: Mythic Races – Character Race Compendium By. Cityworks*: A Handbook for Designing and Surviving Fantasy Cities is one of the d20 system sourcebooks in the Legends & Lairs line. The first chapter is.
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This chapter is for the Dungeon Master and in many ways this is the best chapter of the book. The third chapter in City Works begins by laying out the districts of a typical city both socially legemds topically to good effect.
Legends & Lairs – City Works
City Works by Fantasy Flight Games Part 1I had finished with the first two chapters and had come away with an overall positive impression of laors product. Best Reads of the Week! To waste your time fictionalizing these fantastical people who even you don’t believe in is the very definition of wasting your time. Looking For Something Special?
DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 2
Again he is overly detailed but the kernel citysorks good and worth digesting. That’s a recipe for disaster. I found myself going glass eyed and wishing that I had more alcohol in the house. Urban Adventure Basics pg – is a great resource for new Dungeon Masters and an okay review of the process of adventure writing.
I would argue that he confuses everything by trying to be too detailed. Fortunately that ton is well written and thought provoking so it’s worth the effort.
For every ounce of goodie you find in City Works you’ll have to dig through a ton of esoteric garbage to get there. Now there are several faults with the product that had become glaringly obvious.
I own seventeen monster manuals, legenrs, and guides across a variety of systems and editions that now clutter up my gaming cityworke — the vast I don’t regret buying City Works, I’m just not overly thrilled with the experience I’ve had reading it. Tone is absolutely lqirs when it annd to running Dungeons and Dragons. Honestly the chapter only has three sections worth reading City Precincts pg.
Now I would not personally use all of the groupings that Mike Mearls ascribes but I can find no real fault with his logic or descriptions in these first four pages of the chapter. The Urban Environments section pg. For Mike this means that the architecture, city folk, landmarks, and tone mean everything. The Great Blog Roll Call.
Urban Events pg – is a mixed bag. It is when he describes how to create a map of the city I found myself going glass eyed and wishing that I had more alcohol in the house. First the product is given to over-thinking and over-complicating the basic processes around the creation of a fantasy city setting.
That’s true for far too much of this book. From those sections you can create a useful map that will service all your major needs without the morass of rules that Mike created. You have rules for fires pgfloods pgand riots pg – which are essentially useless in most games as any good Dungeon Master is going to have those events move according to the players actions dramatizing the play as much as possible with the players’ enjoyment foremost in his mind rather than worrying about the rules associated with such events.
Last year I started the Best Reads of the Week series to help publicize some of my favorite blogs and to help the community as a wh You need to be evocative with just enough verisimilitude to not alert your players of where things are going. I don’t need a mechanic for the chase or for going in the sewers. Seriously, this section is overly complicated and choked with needless rules designed to dictate everything from the size of your city blocks and their percentages of the overall land area to the layout of the districts and the types of streets you detail.
Now I don’t agree with everything, but there is enough crunch here where I find myself intrigued with where I can go from his starting point. The key to setting a legenfs tone for an adventure is to strike the right balance between too much detail and not enough. Thursday, August 22, Legends and Lairs: But then you have the plague pg – and siege pg – where Mike provides some really interesting ideas about how these sort of events affect the city and game play.
Legends & Lairs: City Works
Secondly, the product is subject to the normal trials and tribulations associated with any Mike Mearls production: There are no delusions of ease for Mike Mearls and he begins the chapter by talking about how everything about the city is interconnected. But if you’re trying to do too much you will screw it all up. Newer Post Older Post Home. The Best Villains Money can Buy I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast When we left off in the previous post, Legends and Lairs: Just don’t get your head wrapped up in laies the mess he chucks on the page.