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Looking For Something Special? 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. This is a game that can be incredibly rich and detailed but it only works if your players become interested in the world. And if you did, you’d miss out on one of the better third party publishers from the d20 boom.

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: Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? The Great Blog Roll Call. 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.

Of those last four pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game. Then we should have begun talking about the base classes and tailoring them to the city life. And you follow up that brilliant moment by copying the officer career path onto the Ranger pg 10proclaiming that the Monk is a martial arts instructor pg.

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. 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. The Speaker of the City pg 28 – 30 is outstanding. 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 The Cleric is a missionary pg 7 ; the Fighter an officer pg 8 ; the Bard a star of the stage pg.

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That’s the best you could come up with? This book could be so much better just by cleaning up the organization of the chapters and streamlining the thoughts expressed. The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using. Until they do, creating all that extra work for yourself is asking for pain and suffering.

It is well written and thought provoking. The chapter begins with a quick explanation of the difference between an urban and wilderness environment.

Some of these are great, like the Barbarian as Bodyguard pg.

It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam. 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.

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DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 1

That’s the best we can do for those guys. It provides a very basic framework to organize your city around with a naive understanding of political groups, power structures, and governments. I’m ignoring the preview as I own that book too and will be reviewing it later.

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.

Remember, to your players: City Works clocks in at a pages of dedicated material with an additional 16 pages previewing their next book Sorcery and Steam. Best Reads of the Week! This is the sort of chapter that can drive a man to make spread sheets. You could easily dismiss [Fantasy Flight Games] as a third rate knock off. This introduction is followed by the subheading Running Characters pg 6 – The Urban Feats pg 32 – 35 are a mixed bag with only two being worth including in your regular third edition game: 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.

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The others are mostly trash and barely worth reading.

Legends & Lairs – City Works[1]

Trials pg 77Organized Crime pg 78Economics pg. Newer Post Older Post Home. Now I want to point worke 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. I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast I swear it’s as though they were so focused on chanting to the reader “Organization, organization, organization!

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 series of introductions and an unnecessary addition of another hundred words or so.

Legends & Lairs: City Works by Mike Mearls | LibraryThing

The last part of this book is dedicated to Spells pg 35 and the dubious Urbanmancy Prestige Spells pg. Each 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. Each of these sections have enough inspirational elements to help your game along without undercutting your momentum. 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.