Common Ground II
Guard Towers, Thieves Guilds and Private Clubs
Written by Jeff Colledge
Published by Bard’s Production
48 pages
$11.95
So what is Common ground? What’s it for? What’s it do? Common Ground is a series of books designed to help the game mastery quickly place fully populated locations that adventurers commonly run across into his game in less than fifteen minutes. It may not be the prettiest book but it definitely works.
The first book covered Churches, Inns and Merchants. This book takes up where the first one left off and provides the GM with the tables and stats to quickly generate guard towers, thieves’ guilds and private clubs. Now I know what a guard tower is and a thieves guild, but was at first a little concerned over what a private club was. How different could it be from an inn? Well, this covers more than merely an inn as the club can be anything from a adventure hall, casino, house of ill-repute, to well, a private club for the wealthy. It does this by asking a series of questions, and based on the questions, provides NPCs to staff the locations. The full color maps present the GM with a quick visual reference of what the building looks like.
Let’s take a quick run through the creation of a guard tower. I play in the Scarred Lands using the city of Mithril. Between Mithril and Mullis Town, here are several guard towers that prevent monsters from stalking the road. I start with deciding that the terrain is plains, the size if medium, and because its medium, it has 6-12 guards from and 1-2 patrol leaders and 1 commander. The good thing is that it provides the GM some options like double bunks so you can double the numbers. Then I choose the general alignment, race, gender and name for the NPCs. Lastly, I add the miscellaneous details, which includes doors, the hardness, break, and DC, locks and traps. Time taken? Less than fifteen minutes.
The Thieves’ Guild and Private Club provide a little more in the way of information due to their nature of being highly customizable and may actually take up to or even a little over fifteen minutes. For example, when choosing the size of the private club, it’ll tell you how many people are needed to have a club, as well as what the purpose of the club is proprietor, secondary personnel, spell casters, men-at-arms, tricksters, race, gender and name, and miscellaneous details
The full color maps span four pages with symbols that are easy to recognize. Each size has different representations. For example, Guard Tower Maps has A, B, and C styles for their small, medium, and large towers. Each map does have a number key but no map key. In most cases, the illustrations are clear enough that you don’t need a map key but this would’ve been nice. For example, what is that green stuff on level 2 or Large Guard Tower? The Thieves Guilds gets an extra page as this isn’t something that can really be put together in a few sections. Instead there are numerous rooms that can connect to one another with secret doors. The artists includes numerous underground passages as well, almost providing the GM with a complete dungeon map in the process.
One of the nice things about this book though is the little extra thrown into the quick generation mix. For example, under Private Clubs, you’ll find information on different types of drinks and how much they cost with variants based on the social level of the club itself. You’ll also find rules for gambling for those players who have a few gold coins weighing down their pouches. For thieves, you get a quick list of guild names broken into two columns like Silver, Fiery, Treasure, and Serpents, Daggers, and Skulls. By picking one name from each side, you get something like the Night Spiders or the Dark Hands. Works well when the old brain freeze hits.
The Instant worksheets themselves consist of three different sets, one for each encounter. For example, Instant Private Clubs has a section for Name, Size, Map, Purpose, Proprieter, Stab Blocks, Races, Secondary Personnel. The thieves’ guild is a two-page handout as it relies on more information than the others. As an extra-added bonus, there are extra worksheets that are perforated for quick use.
Many of the problems that plagued the first book are still here. The artwork is fairly low quality. The maps, while readable, have no legend and no encounter key. The encounter key may actually be one of the most important of the missing elements. Take a guard tower for example. Is the roof manned with some type of siege weapon? Wouldn’t know by the maps.
The layout suffers in a few arts where it almost looks like clip art was thrown in to take up space. The fact that most of the information under races is the exact same material is maddening as well. Here’s an opportunity to provide the GM with at the very least, dozens of names for humans, elves, dwarves, gnomes and halflings, and instead, we get many of the same names repeated over again in each section. If you’re going to repeat the information, at least just put it on a single page.
Good points? On the other hand, the book does use the interior covers. Nice space saving feature.The front interior is used for to cover the credits of the book and the back interior cover is used to cover the Open Game Content License. The fact that it has perforated worksheets is a bonus because it makes copying them much easier. I wonder if it’d be worth it to the company to sell pdf copies of these worksheets for a low price?
Common Ground II is superior to the first one though because it’s half again as large at the same price (48 vs. 32). It provides more options for customization. It does provide a method for quickly laying down a Guard Tower, or a Thieves Guild or a Private Club. It does provide extras to help bring out the spice in each area. The question here then, is will this be enough or will the art, layout, and information presented have to increase one more time? If you liked Common Ground I, you'll love Common Ground II.