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<blockquote data-quote="Crothian" data-source="post: 2694906" data-attributes="member: 232"><p>I'm not even running a game but the thoughts of what I woulkd do with the setting and the large amounts of d20 books is just in the back of my mind. I think the greatest strength with having TW be d20 now is that I can take advantage of all the cool books out there and use it for my game. </p><p></p><p>For instance in my TW game I always try to emphasis gambling. It is a fast fun and easy way for the players to get money and to get in lots of trouble. THe Book of Roguish Luck by Malhavoc has good rules for gambling and Wizards is coming out with some card game that can be used in game like this. </p><p></p><p>I like my thieves guilds well organized, so the Hawkmasks usually end up being a bigger part of the world for me. I use Thieves Den (second edition book) and Canting Crew (Troll Lords) to breing organized structure to it. I like the old orginal setting better with Jubal in charge and Tempus riding around slaughtering Hawkmasks for fun. </p><p></p><p>I keep it low magic for the most part. I do use many of Ronin Art's dozen and 101 books of something books to add really cool and extra details to the game. THe book of unusual treaser Ronin arts did with Bad Axe games is awesome for this. I also enjoy AEG's Toolbox and Troll Lord's World Builder to pull ideas and bits of cool things from.</p><p></p><p>Now that Thieves World Players Guide is out I don't need to use the books of optional trules like Unearthed Arcana to get me non magical classes. But I think other base classes like Swashbuckler and Scout can make a good addition to the game. Sure they will need some alterations to make them fit perfectly but that can happen at a later point. </p><p></p><p>I still like prestige classes and feats and books like Traps and Treachery (FFG) and Book of Roguish Luck have great options for thieves. Complete Warrior is another good book for the fighters, but the really good one I like is Blood and Fists (RPGObjects). It is for modern game but with work it gives me the hand to hand fighter that I feel works in Sanctuary. </p><p></p><p>While TWPM is the core to creating characters, the old box set is still the actual foundation of the campaign. It has introductory info for players, the bestest map ever, and great and simple table to populating the city. Cityworks (FFG) and Dungeon Worls for the seweres and tunnels below the city (also FFG) I found are usueful for filling out things in the city. </p><p></p><p>One thing that I've never found to my satisfaction though was good boat rules. The City has a great dock and plenty of ships coming by. Taking the PCs out for some naval hyjinks is also fun. </p><p></p><p>The city though needs to come alive with people. Everyone Else (PDF by EN Publishing) and Experts 3.5 (Skirmisher Games) are two products I use a lot for filling in the thousands of people that need filled in at times. </p><p></p><p>One day I will sit down and run this campaign again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Crothian, post: 2694906, member: 232"] I'm not even running a game but the thoughts of what I woulkd do with the setting and the large amounts of d20 books is just in the back of my mind. I think the greatest strength with having TW be d20 now is that I can take advantage of all the cool books out there and use it for my game. For instance in my TW game I always try to emphasis gambling. It is a fast fun and easy way for the players to get money and to get in lots of trouble. THe Book of Roguish Luck by Malhavoc has good rules for gambling and Wizards is coming out with some card game that can be used in game like this. I like my thieves guilds well organized, so the Hawkmasks usually end up being a bigger part of the world for me. I use Thieves Den (second edition book) and Canting Crew (Troll Lords) to breing organized structure to it. I like the old orginal setting better with Jubal in charge and Tempus riding around slaughtering Hawkmasks for fun. I keep it low magic for the most part. I do use many of Ronin Art's dozen and 101 books of something books to add really cool and extra details to the game. THe book of unusual treaser Ronin arts did with Bad Axe games is awesome for this. I also enjoy AEG's Toolbox and Troll Lord's World Builder to pull ideas and bits of cool things from. Now that Thieves World Players Guide is out I don't need to use the books of optional trules like Unearthed Arcana to get me non magical classes. But I think other base classes like Swashbuckler and Scout can make a good addition to the game. Sure they will need some alterations to make them fit perfectly but that can happen at a later point. I still like prestige classes and feats and books like Traps and Treachery (FFG) and Book of Roguish Luck have great options for thieves. Complete Warrior is another good book for the fighters, but the really good one I like is Blood and Fists (RPGObjects). It is for modern game but with work it gives me the hand to hand fighter that I feel works in Sanctuary. While TWPM is the core to creating characters, the old box set is still the actual foundation of the campaign. It has introductory info for players, the bestest map ever, and great and simple table to populating the city. Cityworks (FFG) and Dungeon Worls for the seweres and tunnels below the city (also FFG) I found are usueful for filling out things in the city. One thing that I've never found to my satisfaction though was good boat rules. The City has a great dock and plenty of ships coming by. Taking the PCs out for some naval hyjinks is also fun. The city though needs to come alive with people. Everyone Else (PDF by EN Publishing) and Experts 3.5 (Skirmisher Games) are two products I use a lot for filling in the thousands of people that need filled in at times. One day I will sit down and run this campaign again. :cool: [/QUOTE]
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