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Thieves Guild aka The Fantasy System

I kept using "Thieves World" up there when I meant "Thieves Guild." Sorry for the confusion. I have both.

Another thing I remember being kinda different about Thieves Guild as compared to baseline D&D of the time was that in Thieves Guild, there were more racial options. I specifically remember kobolds and centaurs being available as PC races. I recall that my group and I were house-ruling such things, but it was neat to see something like that in print.
 

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I guess this discussion is making me remember the good things about this old game. Really, this was the first time I ever saw scenarios where the entire point was interraction. They had this one called "The Duke's Dress Ball," which was an amazingly tough thing to run due to the number of NPCs involved, but I remember a group putting it together with three GMs and it was an amazing event. Plots, theft, murder...all happening by a timeline that the players got to mess with.

I'd stress that the system is nothing to write home about now (although back in the day it had a spell point magic system that my group liked) but the content of the scenarios was great. If you should happen to see this, and you have a fondness for old school games or you're interested in the presentation of thieving based adventures, I'd really recommend it.

--Steve
 

I have little of note to add, except that the main illustrator of the early releases, Janet Trautvetter, drew some really-hot-in-a-plain-Jane-sense women. Realistically equipped in chain mail, even. I wish more artists did this today. That's all. :D
 

Into the Woods

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