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Thieves' Quarter
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<blockquote data-quote="JoeGKushner" data-source="post: 2011791" data-attributes="member: 1129"><p>Thieves’ Quarters is a city sourcebook for any fantasy d20 game. Written by JD Wiker and Christopher West and originally published by the Game Mechanics in PDF and Green Ronin Publishing in print, this review handles the print version. This book runs 80 pages and costs $17.95. Interior covers are used and are in full color while the book proper is in black and white.</p><p></p><p>The maps are easy on the eyes and have that one factor I look for in a map, utility. I can hand draw these out and not have to wonder if I made a mistake or if the artist did. The full color map of the city is a great tool to show the players, as is the illustrated overview of the city. Interior art ranges from some great pieces by fan favorite Toren Atkinson, to the heavy pen works of Clarence Harrison and the standard work of Pete Schlough. Layout is standard two columns with important information pulled out in gray text. Borders are a faded view of the city map.</p><p></p><p>How best to describe this product? How about pointing out that it’s not a book chocked full of new rogue PrCs, feats, magic items and other mechanical goodies? How about noting that it briefly details the city of Liberty and it’s various quarters before moving onto the Thieves’ Quarters proper and giving the GM the tools he needs to make that section of the city sing for him.</p><p></p><p>It does this by providing interlinked NPCs, maps, and numerous adventure seeds. Now not every location is mapped or even detailed. We get several general details for certain establishments like drinking holes but the big ones are covered. How about visiting the Sea-Wolf Tavern and admiring the golem arms of Captain Varribo? How about moving through Maegrin’s Marvelous Menagerie and marveling at the various beasts provided for both public and private display? How about entering the arena at the Chaos Pit? And for all of you players out there playing orphans, how about visiting your old stomping grounds at Vosch’s Orphanage?</p><p></p><p>For me, one of the things that make this product live is that despite their power, the thieves’ guild isn’t the only thing going on in town. We have small fry setting up shop beneath them as well as big game movers setting up shop and preparing their own long-term plans. We have a priest whose willing to help those who pay for their services based on their ability, as well as a pair of dwarves who can help the players gain a discount on their magic items if they give them a finder’s fee. </p><p></p><p>As a matter of fact, those individuals not in their own buildings are all covered in the section chapter here. My personal favorite is the misunderstood mage-rogue Rumennera while the watch captain Vird Kasko may wind up as a patron for those who abide by Liberty’s laws or a nemesis for those who join the thieves.</p><p></p><p>In detailing it’s NPCs, it doesn’t just provide game stats. We get background, enemies, allies, combat tactics, and at the end of the book, adventure seeds in the form of ‘plots’. Heck, anyone who has the old Runequest Cities book may want to flip to the encounters section just to see how familiar some of those tables look. Yeah, we have a prostitute on the table, but no specific prostitute table. Shame that eh?</p><p></p><p>I know, it’s a short review but this product is either going to appeal to you or it’s not. I hear all these internet tales of people demanding more ‘fluff’ in their products but such products are usually looked over for those with game mechanics because the products with ‘fluff’ in them aren’t the specific ‘fluff’ that the gamer was looking for. “Oh no, I wanted something with lots of gnomes in it!” I’m hoping that we at least get to see the Mercenaries Quarter as that one should handle the fighters and provide some great examples of a d20 fantasy mercenary guild to go along with some of the high powered ones I already have.</p><p></p><p>If you want lots of detailed locations with NPCs and plots to last you months of game time, then Thieves’ Quarter is for you.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2011791, member: 1129"] Thieves’ Quarters is a city sourcebook for any fantasy d20 game. Written by JD Wiker and Christopher West and originally published by the Game Mechanics in PDF and Green Ronin Publishing in print, this review handles the print version. This book runs 80 pages and costs $17.95. Interior covers are used and are in full color while the book proper is in black and white. The maps are easy on the eyes and have that one factor I look for in a map, utility. I can hand draw these out and not have to wonder if I made a mistake or if the artist did. The full color map of the city is a great tool to show the players, as is the illustrated overview of the city. Interior art ranges from some great pieces by fan favorite Toren Atkinson, to the heavy pen works of Clarence Harrison and the standard work of Pete Schlough. Layout is standard two columns with important information pulled out in gray text. Borders are a faded view of the city map. How best to describe this product? How about pointing out that it’s not a book chocked full of new rogue PrCs, feats, magic items and other mechanical goodies? How about noting that it briefly details the city of Liberty and it’s various quarters before moving onto the Thieves’ Quarters proper and giving the GM the tools he needs to make that section of the city sing for him. It does this by providing interlinked NPCs, maps, and numerous adventure seeds. Now not every location is mapped or even detailed. We get several general details for certain establishments like drinking holes but the big ones are covered. How about visiting the Sea-Wolf Tavern and admiring the golem arms of Captain Varribo? How about moving through Maegrin’s Marvelous Menagerie and marveling at the various beasts provided for both public and private display? How about entering the arena at the Chaos Pit? And for all of you players out there playing orphans, how about visiting your old stomping grounds at Vosch’s Orphanage? For me, one of the things that make this product live is that despite their power, the thieves’ guild isn’t the only thing going on in town. We have small fry setting up shop beneath them as well as big game movers setting up shop and preparing their own long-term plans. We have a priest whose willing to help those who pay for their services based on their ability, as well as a pair of dwarves who can help the players gain a discount on their magic items if they give them a finder’s fee. As a matter of fact, those individuals not in their own buildings are all covered in the section chapter here. My personal favorite is the misunderstood mage-rogue Rumennera while the watch captain Vird Kasko may wind up as a patron for those who abide by Liberty’s laws or a nemesis for those who join the thieves. In detailing it’s NPCs, it doesn’t just provide game stats. We get background, enemies, allies, combat tactics, and at the end of the book, adventure seeds in the form of ‘plots’. Heck, anyone who has the old Runequest Cities book may want to flip to the encounters section just to see how familiar some of those tables look. Yeah, we have a prostitute on the table, but no specific prostitute table. Shame that eh? I know, it’s a short review but this product is either going to appeal to you or it’s not. I hear all these internet tales of people demanding more ‘fluff’ in their products but such products are usually looked over for those with game mechanics because the products with ‘fluff’ in them aren’t the specific ‘fluff’ that the gamer was looking for. “Oh no, I wanted something with lots of gnomes in it!” I’m hoping that we at least get to see the Mercenaries Quarter as that one should handle the fighters and provide some great examples of a d20 fantasy mercenary guild to go along with some of the high powered ones I already have. If you want lots of detailed locations with NPCs and plots to last you months of game time, then Thieves’ Quarter is for you. [/QUOTE]
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