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<blockquote data-quote="Doc_Klueless" data-source="post: 2640286" data-attributes="member: 261"><p>You mention that the maps are small, but not how detailed they are (or if you did, I missed it)... So, uh, how detailed are they?</p><p></p><p>Have you actually played it yet? If so, how well does it play? I've found that some games read real well, but I don't particularly like how they play. </p><p></p><p>For instance, I thought the <em><strong>Black Company Campaign Setting</strong></em> magic rules rocked on toast, until I tried to use them in play and then they bogged the game down (for me), which I didn't enjoy, unless the player made up a "Spell Book" of preconfigured spells that they could modify slighty on the fly with little time. While this extra time was cool for the wizard's player (they were, afterall, playing during this extended time), after the first several times, the attention of the other players started to wander since they had nothing to really contribute.</p><p></p><p>As a long time <em>Thieves' World</em> fan, how well do you think it models the <em>Thieves' World </em> experience?</p><p></p><p>I think what I'm looking forward to most is <em><strong>Shadowspawn's Guide to Sanctuary</strong></em> which will have more information for playing in the "Classic Era," but, while your review touched on it, I'm wondering how much information is present in the main book for conducting such a campaign.</p></blockquote><p></p>
[QUOTE="Doc_Klueless, post: 2640286, member: 261"] You mention that the maps are small, but not how detailed they are (or if you did, I missed it)... So, uh, how detailed are they? Have you actually played it yet? If so, how well does it play? I've found that some games read real well, but I don't particularly like how they play. For instance, I thought the [I][B]Black Company Campaign Setting[/B][/I] magic rules rocked on toast, until I tried to use them in play and then they bogged the game down (for me), which I didn't enjoy, unless the player made up a "Spell Book" of preconfigured spells that they could modify slighty on the fly with little time. While this extra time was cool for the wizard's player (they were, afterall, playing during this extended time), after the first several times, the attention of the other players started to wander since they had nothing to really contribute. As a long time [I]Thieves' World[/I] fan, how well do you think it models the [I]Thieves' World [/I] experience? I think what I'm looking forward to most is [I][B]Shadowspawn's Guide to Sanctuary[/B][/I] which will have more information for playing in the "Classic Era," but, while your review touched on it, I'm wondering how much information is present in the main book for conducting such a campaign. [/QUOTE]
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