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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For Mike this means that the architecture, city folk, landmarks, and tone mean everything. I found myself going glass eyed and wishing that I had more alcohol in the house. That’s a recipe for disaster. But then you have the plague pg – and siege pg – where Legebds provides some really interesting ideas about how these sort of events affect the city and game play.
DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 2
This chapter is for the Dungeon Master and in many ways this is the best chapter of the book. Just don’t get your head wrapped up in all the mess he chucks on the page. The key to setting a good tone for an adventure is to strike the right balance between too much detail and not enough. Honestly the chapter only has three sections worth reading City Precincts pg. Seriously, this section is overly complicated and choked with needless rules designed to dictate everything from the size of snd city blocks and their percentages of the overall land area to the layout of the districts and the types of streets you detail.
The Great Blog Roll Call ! I would argue that he confuses everything by trying to be too detailed.
Legends & Lairs: City Works
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 To waste your time fictionalizing these fantastical people who even you don’t believe in is the very definition of wasting your time. I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast There are no delusions of ease for Mike Mearls and he begins the chapter by talking about how everything about the city is interconnected.
Tone is absolutely everything when it comes to running Dungeons and Dragons. The Urban Environments section pg. I don’t need a mechanic for the chase or for going in the sewers. Fortunately that ton is well written and thought provoking ctiyworks it’s worth the effort.
Legends & Lairs: City Works by Mike Mearls | LibraryThing
To take it aside and say that it is a factor along with the others that make up tone is a mistake and creates a situation where you’re trying to do too much. Best Reads of the Week! The Great Blog Roll Call. 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. From those sections you can create a useful map that will service all your major needs without the morass of rules that Mike created.
Urban Adventure Basics pg – is a great resource for new Dungeon Masters and an okay review of the process of adventure writing. Urban Events pg – is a mixed bag. 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. Newer Post Older Post Home. Now I would not personally use all of the groupings that Mike Mearls ascribes but I can find no real fault with his anv or descriptions in these first four pages of the chapter.
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 laiirs move according to the players actions dramatizing the play as much as possible with the players’ enjoyment foremost in his mind oairs than worrying about the rules associated with such events.
Legends & Lairs – City Works
Looking For Something Special? I don’t regret buying City Works, I’m just not overly thrilled with the experience I’ve had reading it. Again he is lajrs detailed but the kernel is good and worth digesting. A simple description of each of these environments without mechanics would have been a better use of the page.
Secondly, the product is subject to the normal trials ans tribulations associated with any Mike Mearls production: You need to be evocative with just enough verisimilitude to not alert your players of where things are going. That’s true for far too much of this book. Now there are several faults with the product that had become glaringly obvious. The Best Villains Money can Buy I own seventeen monster lakrs, 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, Lirs and Lairs: First the product is given to over-thinking and over-complicating the basic processes around the creation of a fantasy city setting.
But if you’re trying to do too much you will screw it all up.