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The others are mostly trash and barely worth reading. Until they do, creating all that extra work for yourself is asking for pain and suffering.
This is a game that can be incredibly rich and detailed but it only works if your players become interested in the world. I swear it’s as though they were so focused on chanting to the reader “Organization, organization, organization!
The Legends and Lairs product line has often been overlooked in spite of their quality; and looking at their covers its easy to see that unless you’re familiar with Fantasy Flight Games you could easily dismiss them as a third rate knock off product line produced by some shiftless hobo fueled on super glue and whippets.
At this point in the book we come to the Urban Character Classes pg 13 – Some of these are great, like the Barbarian as Bodyguard pg. This book could be so much better just by cleaning up the organization of the chapters and streamlining the thoughts expressed.
This is the sort of chapter that can drive a man to make spread sheets. Instead of laboring for nothing skip the majority of this chapter and read the following sections: You could easily dismiss [Fantasy Flight Games] as a third rate knock off.
Looking For Something Special? Now normally when you come across a third party character class you hold your nose and tip-toe past it hoping that your players don’t dredge it up because they’re usually fucked; but unlike most of my previous experiences Mike Mearls is actually able to create two usable classes in this book: This introduction is followed by the subheading Running Characters pg 6 – We follow this up with Urban Prestige Classes pg 25 – 32 which are mostly useless but there is a gem here too.
This is the real meat of the book with a detailed analysis of how a city comes together through a mindful conceptualization of the fantasy setting in its most basic sense. By comparison there are already neat little ideas in this product starting at page 5 where Mike has had the forethought to provide the player with some ideas for the basic classes in an urban environment.
Next we come to the inevitable Feats pg 11 section which manages not to provide me with anything new and should have been lumped into the General Advise pg. Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? That’s the best you could come up with? The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using.
DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 1
City Works clocks in at a pages of dedicated material with an additional 16 pages previewing their next book Sorcery and Steam. And while we’re on the General Advise section let me just say that this section should have been at the beginning of the chapter with a fuller discussion of playing in the city environment and cith proper mindset that you have to develop for the urban game.
Newer Post Older Post Legehds. That’s the best we can do for those guys. This is the sort of chapter that can drive a man to make spread sheets detailing the resource management structures of imaginary civilizations with no tangible gain from his efforts. Woeks possess inspired abilities – I love, love the Acrobatic Maneuvers, espescially Death From Above pg 15 – are well thought out, and don’t overpower the game’s base classes.
Legends & Lairs: City Works by Mike Mearls | LibraryThing
Now I want to point out that in my last review, Dragons by AEGthat I didn’t come to anything useful in that book until page 10, and what I found was rather measly at best. It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam. The Cleric is a missionary pg 7 ; the Fighter an officer pg 8 ; the Bard a star of the stage workks.
Why this is necessary I haven’t a clue though I would wager a guess that Mike Mearls was getting paid by the word legeends every chapter begins with a rather redundant series of introductions and an unnecessary addition of another hundred words or so.
Remember, to your players: It is well written and thought provoking. The other feats are either too nuanced to be used in a sandbox game which mine almost always are or just simply begging to be abused in ways that will make you regret buying this book. Then we should have begun talking about the base classes and tailoring them to the city life. Before I finish this chapter I would like to point out that the Secrecy section pg 84 – 85 has one of the most useless game mechanics I have ever run across.
Legends & Lairs – City Works
Best Reads of the Week! And you follow up that ciry moment by copying the officer career path onto the Ranger pg 10proclaiming that the Monk is a martial arts instructor pg.
I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast Of those last four pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game.
Each of these sections have enough inspirational elements to help your game along without undercutting your momentum. I’m ignoring the preview as I own that book too and will be reviewing it later.
The Urban Feats pg 32 – 35 are a mixed bag with only two being worth including in your regular third edition game: