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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Looking For Something Special? 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.

Just don’t get your head wrapped up in all the mess he chucks on the page. When we left off in the previous post, Legends and Lairs: The third chapter in City Works begins by laying out the districts of a typical city both socially and topically to good effect.

The Great Blog Roll Call.

Legends & Lairs – City Works[1]

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. The key to setting a good tone for an adventure is to strike the right balance between too much detail and not enough.


That’s a recipe for disaster. Urban Adventure Basics pg – is a great resource for new Dungeon Masters and an okay review of the process of adventure writing. Tone is absolutely everything when it comes to running Dungeons and Dragons: From those sections you can create a useful map that will service all your major needs without the morass of rules that Mike created.

Legends & Lairs – City Works[1]

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. I found myself going glass eyed and wishing that I had more alcohol in the house.

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.

This chapter is for the Dungeon Master and in many ways this is the best chapter of the book. You need to be evocative with just enough verisimilitude to not alert your players of where things are going.

Thursday, August 22, Legends and Lairs: Now there are several faults with the product that had become glaringly obvious.

Best Reads of the Week! Again he is overly detailed but the kernel is good and worth digesting. Urban Events pg – is a mixed bag. I don’t need a mechanic for the chase or for going in the sewers.


But if you’re trying to do too much you will screw it all up. 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.

DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 2

The Urban Environments section pg. A leyends description of each of these environments without mechanics would have been a better use of the page. 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. Fortunately that ton is well written and thought provoking so it’s worth the effort.

I would argue that he confuses everything by trying to be too detailed. I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast For every ounce of pairs you find in City Works you’ll have to dig through a ton of esoteric garbage to get there. The Great Blog Roll Call ! For Mike this means that the architecture, city folk, landmarks, and tone mean everything.