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<blockquote data-quote="Crothian" data-source="post: 2640315" data-attributes="member: 232"><p>THe maps show the city and show the different sections of the city. But they don't go into much detail beyond that.</p><p></p><p>I have played and I think it playes well. The lower massive damge really makes combat interesting and deadly, the waiting for someone to cast a spell can add supsense, but the key ingredient to run a Thieves World game has never changed: Players and DM in the right mind. </p><p></p><p>THe magic is simplier then Black company. Basically the character rolls a magic check which is like an attack. This is used to draw in mana to cast the spell. They can fail and cool things hpapen, succeed and cast the spell, or succeed but not get enough mana and have to try again next round. </p><p></p><p>It models thieves world pretty good but could be darker. But they do talk about how dark it can be and their are hints of it in there. But you really can't havea book aimed at the general gaming population be as dark as Thieves World can get. But I do know that Rob Schwalb knows how dark it is. He runs a good game. </p><p></p><p>The book is aimed at the time period of the new short stories. The map is of Sanctuary as it exists now and not then. But the backgrounds, classes, cultures are all good for both time periods. THe city description is current and not classic. </p><p></p><p>If you want to play classic the book will help especially if you want the d20 rules. I use the new TW with the old TW box set that is fantastic. That box set has a freaking large map of the city, sperate map for the maze, and sperate map for the tunnels and sewers undeneath the city. They have a players book and DM book in the box set, neither are big but they are good for capturing the feel of the city. And my favorite part is they have random table for differnet buildings in the different areas of the city. THis way the DM can fill in the buildings he needs but as its not concreate what is where all the time things can change and keep the players on their toes.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2640315, member: 232"] THe maps show the city and show the different sections of the city. But they don't go into much detail beyond that. I have played and I think it playes well. The lower massive damge really makes combat interesting and deadly, the waiting for someone to cast a spell can add supsense, but the key ingredient to run a Thieves World game has never changed: Players and DM in the right mind. THe magic is simplier then Black company. Basically the character rolls a magic check which is like an attack. This is used to draw in mana to cast the spell. They can fail and cool things hpapen, succeed and cast the spell, or succeed but not get enough mana and have to try again next round. It models thieves world pretty good but could be darker. But they do talk about how dark it can be and their are hints of it in there. But you really can't havea book aimed at the general gaming population be as dark as Thieves World can get. But I do know that Rob Schwalb knows how dark it is. He runs a good game. The book is aimed at the time period of the new short stories. The map is of Sanctuary as it exists now and not then. But the backgrounds, classes, cultures are all good for both time periods. THe city description is current and not classic. If you want to play classic the book will help especially if you want the d20 rules. I use the new TW with the old TW box set that is fantastic. That box set has a freaking large map of the city, sperate map for the maze, and sperate map for the tunnels and sewers undeneath the city. They have a players book and DM book in the box set, neither are big but they are good for capturing the feel of the city. And my favorite part is they have random table for differnet buildings in the different areas of the city. THis way the DM can fill in the buildings he needs but as its not concreate what is where all the time things can change and keep the players on their toes. [/QUOTE]
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