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<blockquote data-quote="Messageboard Golem" data-source="post: 2010535" data-attributes="member: 18387"><p><strong>By Brad Mix, Staff Reviewer d20 Magazine Rack</strong></p><p></p><p><strong>Sizing Up the Target</strong></p><p>This review is for Living Imagination’s new city guide <em>Streets of Silver</em>. This 312-page softbound book retails for $29.95 and is designed for LI’s <em>Twin Crowns</em> campaign world. With 17 authors credited the editor did a good job of keeping everything flowing smoothly.</p><p></p><p><strong>First Blood</strong></p><p>The city of Parma is a huge port city set in the <em>Twin Crowns</em> campaign setting. It can be adapted to any setting with a little conversion. The deities of this world are given spheres on page 5 to allow for an easy transition to your own world.</p><p></p><p>Geography is the topic of chapter 1. This city of 90,000 is a large, prosperous port city. With a total population of 400,000 is close proximity. The duchy of Parma includes 450 villages which average two to three hundred each and 45 towns that have over 2000 citizens. This offers innumerable opportunities for adventures. Some of the larger towns in the area are given a little write up. A 2-page map shows the city and several islands that are used as additional docks and naval bases. </p><p></p><p>Chapter 2 gives a 2-page history of newer events in and around the city. </p><p></p><p>Chapter 3 details the government and punishments for crimes. This is an interesting chart that helps set the tone or mood of the setting. Crimes from simple assault to mass murder are covered. One of the interesting punishments is conscription, or forced service in the military. Of special notes is prostitution is not against the law. </p><p></p><p>Culture is what Parma is all about. Parma prides itself in its great cultural achievements more than its financial success. Festivals and holy days are stacked into the calendar. A brief description is given for each special occasion. Transportation is included in this chapter and gives fees and prices for common goods. </p><p></p><p>Organizations and how they affect society are covered. A couple of different churches have the most power it seems. The most popular is the church of Brashtamere, who is the patron of festivals and joy. Even the patron of merchants has conceded its dominance. A pure (no bards or sorcerers) wizards guild and a Magus guild are the two biggest magical influences in the area. </p><p></p><p>Chapter 6 introduces some new prestige classes, Courtesan, Inspector, Mendicant, and Shifter The Courtesan is the master or playing the game in high society. Quick thinking allows courtesans to rise to the forefront of high society. My favorite new skill is Pillow Talk. This ability exudes a zone of truth that allows the courtesan to gather information. Bards and rogues are the most natural choices for the Courtesans.</p><p></p><p>The Inspector is a traditional police detective that can use magic to help find someone. A limited amount of spells can be acquired and does require a spell book. The Mendicant is an underworld gang leader who gains abilities to lead a small number of people with the leadership feat. A whole syndicate can be gained at 10th level. The Shifter belongs to the actors guild of the city. But this guild doubles as a home for assassins, spies and infiltrators. This cross training helps with the subterfuge that is needed for a rogue. </p><p>The classes are good but would be better suited for NPC status. </p><p></p><p>Chapter 7 is the meat and potatoes of the book Spanning 160 pages it details the city and breaks it down into different neighborhoods. Each ‘hood is given a black and white map and important buildings are given a code. By looking up the code you can get information about that particular building and any special inhabitants. The Flying Fish Inn tells how much business it does per day, how many employees are used, how many guests on average, price range for food and rooms, information about the proprietor, and a brief history of the inn. This attention to detail is great and saves the GM a lot of time. </p><p></p><p>Chapter 8 is called Below the Surface. This is where all of the GM sub plots and schemes are detailed. With a city this big a lot is going on beneath all those parties. The plots are not time specific and can be included as the GM sees fit. An overview and character hooks allow these to be easily introduced. </p><p></p><p>Chapter 9 builds on what was included in the previous chapter. Behind the scenes gives the stats and any other pertinent information for the NPC’s. Everyone from the Duke to the local church leaders to the gang leaders is listed along with other notables. </p><p></p><p>Chapter 10 rounds out the book with a few less notable NPC’s. </p><p></p><p><strong>Critical Hits</strong></p><p>What I really like about this book and setting is the culture aspect of the game. A simple act of eating while standing up could result in a loss of social stature. The social stature can rise and fall very easily and could result in some interesting roleplaying opportunities. Woe be to the player who wears high boots in summertime. If the offense is serious enough, in the eyes of the offended, then a vendetta can be called. Vendetta is a way for peers to settle affronts to their social status. Vendetta usually starts off small and could end up with someone dying. Local law usually stays out of these matters as long as only the two participants and families are affected. Typical strategies include hiring away artists from the person, having political support pulled, having a daughter charmed to run away with a foreign minstrel. A lot of creativity goes into this process and could result in players getting in the middle of a conflict. </p><p></p><p><strong>Critical Misses</strong></p><p>There is not much in this book not to like. Very limited open gaming content is included. Along with the standard block text, only the system of arcane and divine rituals are OGC. </p><p></p><p>Color is not used in the book and artwork is used sparingly as page filler. Some sketches of the more predominate figures would have been nice. </p><p></p><p><strong>Coup de Grace</strong></p><p>Overall this is a great city setting. Unfortunately comparisons are going to be made between this and Green Ronin’s <em>Freeport</em>. Each is great in its own right and you the buyer will have to decide which one is better suited to your campaign or needs. I am not going to suggest one over the other, as that would not be fair to either. Either would be a great addition to your bookshelf. </p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=356" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010535, member: 18387"] [b]By Brad Mix, Staff Reviewer d20 Magazine Rack[/b] [b]Sizing Up the Target[/b] This review is for Living Imagination’s new city guide [i]Streets of Silver[/i]. This 312-page softbound book retails for $29.95 and is designed for LI’s [i]Twin Crowns[/i] campaign world. With 17 authors credited the editor did a good job of keeping everything flowing smoothly. [b]First Blood[/b] The city of Parma is a huge port city set in the [i]Twin Crowns[/i] campaign setting. It can be adapted to any setting with a little conversion. The deities of this world are given spheres on page 5 to allow for an easy transition to your own world. Geography is the topic of chapter 1. This city of 90,000 is a large, prosperous port city. With a total population of 400,000 is close proximity. The duchy of Parma includes 450 villages which average two to three hundred each and 45 towns that have over 2000 citizens. This offers innumerable opportunities for adventures. Some of the larger towns in the area are given a little write up. A 2-page map shows the city and several islands that are used as additional docks and naval bases. Chapter 2 gives a 2-page history of newer events in and around the city. Chapter 3 details the government and punishments for crimes. This is an interesting chart that helps set the tone or mood of the setting. Crimes from simple assault to mass murder are covered. One of the interesting punishments is conscription, or forced service in the military. Of special notes is prostitution is not against the law. Culture is what Parma is all about. Parma prides itself in its great cultural achievements more than its financial success. Festivals and holy days are stacked into the calendar. A brief description is given for each special occasion. Transportation is included in this chapter and gives fees and prices for common goods. Organizations and how they affect society are covered. A couple of different churches have the most power it seems. The most popular is the church of Brashtamere, who is the patron of festivals and joy. Even the patron of merchants has conceded its dominance. A pure (no bards or sorcerers) wizards guild and a Magus guild are the two biggest magical influences in the area. Chapter 6 introduces some new prestige classes, Courtesan, Inspector, Mendicant, and Shifter The Courtesan is the master or playing the game in high society. Quick thinking allows courtesans to rise to the forefront of high society. My favorite new skill is Pillow Talk. This ability exudes a zone of truth that allows the courtesan to gather information. Bards and rogues are the most natural choices for the Courtesans. The Inspector is a traditional police detective that can use magic to help find someone. A limited amount of spells can be acquired and does require a spell book. The Mendicant is an underworld gang leader who gains abilities to lead a small number of people with the leadership feat. A whole syndicate can be gained at 10th level. The Shifter belongs to the actors guild of the city. But this guild doubles as a home for assassins, spies and infiltrators. This cross training helps with the subterfuge that is needed for a rogue. The classes are good but would be better suited for NPC status. Chapter 7 is the meat and potatoes of the book Spanning 160 pages it details the city and breaks it down into different neighborhoods. Each ‘hood is given a black and white map and important buildings are given a code. By looking up the code you can get information about that particular building and any special inhabitants. The Flying Fish Inn tells how much business it does per day, how many employees are used, how many guests on average, price range for food and rooms, information about the proprietor, and a brief history of the inn. This attention to detail is great and saves the GM a lot of time. Chapter 8 is called Below the Surface. This is where all of the GM sub plots and schemes are detailed. With a city this big a lot is going on beneath all those parties. The plots are not time specific and can be included as the GM sees fit. An overview and character hooks allow these to be easily introduced. Chapter 9 builds on what was included in the previous chapter. Behind the scenes gives the stats and any other pertinent information for the NPC’s. Everyone from the Duke to the local church leaders to the gang leaders is listed along with other notables. Chapter 10 rounds out the book with a few less notable NPC’s. [b]Critical Hits[/b] What I really like about this book and setting is the culture aspect of the game. A simple act of eating while standing up could result in a loss of social stature. The social stature can rise and fall very easily and could result in some interesting roleplaying opportunities. Woe be to the player who wears high boots in summertime. If the offense is serious enough, in the eyes of the offended, then a vendetta can be called. Vendetta is a way for peers to settle affronts to their social status. Vendetta usually starts off small and could end up with someone dying. Local law usually stays out of these matters as long as only the two participants and families are affected. Typical strategies include hiring away artists from the person, having political support pulled, having a daughter charmed to run away with a foreign minstrel. A lot of creativity goes into this process and could result in players getting in the middle of a conflict. [b]Critical Misses[/b] There is not much in this book not to like. Very limited open gaming content is included. Along with the standard block text, only the system of arcane and divine rituals are OGC. Color is not used in the book and artwork is used sparingly as page filler. Some sketches of the more predominate figures would have been nice. [b]Coup de Grace[/b] Overall this is a great city setting. Unfortunately comparisons are going to be made between this and Green Ronin’s [i]Freeport[/i]. Each is great in its own right and you the buyer will have to decide which one is better suited to your campaign or needs. I am not going to suggest one over the other, as that would not be fair to either. Either would be a great addition to your bookshelf. [color=green][b]To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=356]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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