Thank you.
There are plenty of unique locations in Ravnica. Guild HQ, various districts holy places of the various guilds, military academies, places where magic is taught. The 10th district is getting a detailed map. Tons of locations are in the 10th district, Zonuts, libraries, guildhalls, run down areas, Guildgates, Wojek Centre Forte, and more, and I think the Guildhalls get maps too. Plus rubble belts will likely get a call out in the Gruul section. Old Ravnica is discussed. They might mention the shocklands, I don't know.
Seriously look at the wiki and Ravnica cards for locations that might appear in the book. Plus we might get new ones too. There are six wards basically mentioned + Old Ravnica.
Yes, if you dislike the guilds this is not the setting for you.
Just like Dark Sun is not for people who dislike psionics and you have to like an age of sail/spacefaring style game for Spelljammer. If you dislike magitech and dragonmarks Eberron doesn't have much unique for you.
If you dislike the core concept of a setting I absolutely don't recommend you play it. My brother can't play Eclipse Phase at all because he struggles with transhumanism.
The City of Guilds created and regulated by the Guildpact of the Guildmasters is very much about guilds, if you don't want to engage with it to some degree you probably will be happier with some other setting. Fortunately there is decades of material for several settings for D&D and dozens to hundreds of premade settings if you are open to adapting from other RPGs, many of them would require minimal conversion as a bonus.
The book has 24 pages on tge world. Considering there might be email maps and art there will not be many locations.
Guilds, guilds and guilds. It is gonna grow old fast.
The book has 24 pages on tge world. Considering there might be email maps and art there will not be many locations.
Dark Sun and Spelljammer aren't comparable to Eberron. Yes Eberron is magitech and dragonmarks, but it is so much more. Those can be ignored and you can focus on the Inspired or Xendrik or the Lords of Dust, etc. Eberron has multiple facets. Dark Sun not so much althought they did try to change that with the 2nd box and some supplements.Yes, if you dislike the guilds this is not the setting for you.
Just like Dark Sun is not for people who dislike psionics and you have to like an age of sail/spacefaring style game for Spelljammer. If you dislike magitech and dragonmarks Eberron doesn't have much unique for you.
If you dislike the core concept of a setting I absolutely don't recommend you play it. My brother can't play Eclipse Phase at all because he struggles with transhumanism.
The City of Guilds created and regulated by the Guildpact of the Guildmasters is very much about guilds, if you don't want to engage with it to some degree you probably will be happier with some other setting. Fortunately there is decades of material for several settings for D&D and dozens to hundreds of premade settings if you are open to adapting from other RPGs, many of them would require minimal conversion as a bonus.
They are detailing a single district in a single city, not the whole world. So a lot of locations can be covered. Guildhalls, Zonots, temples, important government buildings. All six precincts in the district get covered. Now each individual location will likely only get a paragraph at most, some only a sentence, but I expect 20 to 60 locations will get mentioned in the book.
Tell the to MtG fans who can't get enough of Ravnica.
Still I would be cool if they eventually explore more regions of Ravnica, maybe explore regional variants of guilds, areas where the guilds hold less sway, none guild organizations and maybe preguild pact Ravnica.
They spend 24 pages on the main megacity District. The Guilds, which they spend huge amounts of space on, are the world for narrative purposes.
But, hey, different stroke for different folks: this may not be the book for you.