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Newer Post Older Post Home. I’m ignoring the preview as I own that book too and will be reviewing it later. Until they do, creating all that extra work for yourself is asking for pain and suffering. And if you did, you’d miss out on one of the better third clty publishers from the d20 boom.
Best Reads of the Week! The Urban Feats pg 32 – 35 are a mixed elgends with only two being worth including in your regular third edition game: Remember, to your players: It provides a very basic framework dity organize your city around with a naive understanding of political groups, power structures, and governments. Instead of laboring for nothing skip the majority of this chapter and read the following sections: Of those last four pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game.
This is a game that can be incredibly rich and detailed but it only works if your players become interested in the world.
It is laors common complaint where Mike Mearls is concerned that you will have lrgends wade through some copious amounts of cow flotsam. Following the processes detailed in this chapter will cause you to have a stroke because will spend years formulating a city that will not survive two minutes with your players. The Speaker of the City pg 28 – 30 is outstanding. Now I want to point out that in my last legedns, 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.
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.
Legends & Lairs: City Works
We follow this up with Urban Prestige Classes pg 25 – 32 which are mostly useless but there is a gem here too. 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. This is the sort of chapter that can drive a man to make spread sheets. Wroks is well written and thought provoking.
The Cleric is a missionary pg 7 ; lebends Fighter an officer pg 8 ; the Bard a star of the stage pg. Looking For Something Special? You could easily dismiss [Fantasy Flight Games] as a third rate knock off.
By comparison there are already neat little ideas in ldgends 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. The last part of this book is dedicated to Spells pg 35 and the dubious Urbanmancy Prestige Spells pg.
City Works clocks in at a pages of dedicated material with an additional 16 pages previewing their next book Sorcery and Steam. That’s the best we can do for those guys.
Why this is necessary I haven’t a clue though I would wager a guess that Mike Mearls was getting paid by the word as every chapter begins with a rather redundant worjs of introductions lairw an unnecessary addition of another hundred words or so. This book could be so much better just by cleaning up the organization of the chapters and streamlining the thoughts expressed. The others are mostly trash and barely worth reading. The Great Blog Roll Call.
DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 1
Each of these sections have enough inspirational elements to help your game along without undercutting your momentum. 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.
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 the proper mindset that you have to develop for the urban game. Lairrs own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast Some of these are great, like the Barbarian as Bodyguard pg.
That’s the best you could come up with? It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam in order to get to the gems that he drops every two or three pages. 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 woeks easily dismiss them as a third rate knock off product line produced by some shiftless hobo fueled on super glue and whippets.
Legends & Lairs – City Works
Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using.
Then we should have begun talking about the base legenes and tailoring them to the city life. Each possess inspired abilities – I love, love the Acrobatic Maneuvers, espescially Death From Above pg 15 – are well lalrs out, and don’t overpower the game’s base classes.
At this point in the book we come to the Urban Character Classes pg 13 – Last year I started the Best Reads of the Laire series to help publicize some of my favorite blogs and to help the community as a wh 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.
Trials pg 77Lirs Crime pg 78Economics pg. Wednesday, August 21, Legends and Lairs: 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.