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Usefulness of Scarred Land's Hollowfaust
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<blockquote data-quote="Deadguy" data-source="post: 403932" data-attributes="member: 2480"><p>Ah well, White Wolf have never been immune to layout problems (after all they practically made 'Page XX' their own stylistic mark!), so I can accept some... difficulties.</p><p></p><p>I see the slight difference of opinion regarding how much the city's nature is a function of its location. It's not a problem slotting it in to my setting (the <em>Shattered World</em> is peculiarly tolerant of locale, being as its made of thousands of separate 'islands'), but if it requires certain sorts of terrain then I may have more problems (e.g. does it need vast deserts or large forests to feel right?).</p><p></p><p>I can understand the need for a city of necromancers to need a strong authoritarian streak - it's hard to get people to forget that Necromancy is <em>not</em> inherently a wicked practise, and I assume that they must have some problems with some of their own getting too carried away with the powers of life and death! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Actually, one thing I forgot to ask (maybe I should just buy and read the thing myself.. but still another's opinion is useful): how much 'adventure' is inherent in the city? By this, I mean how easy is it to run stories that involve just the city and its inhabitants? Some fantasy cities can seem either a little 'sterile' of stories, or be focussed on one particular story. Since I hope my PCs would hang around for a little while, are there plenty of hooks for things that they might do whilst there? (If it matters they are levels 8 through 10).</p></blockquote><p></p>
[QUOTE="Deadguy, post: 403932, member: 2480"] Ah well, White Wolf have never been immune to layout problems (after all they practically made 'Page XX' their own stylistic mark!), so I can accept some... difficulties. I see the slight difference of opinion regarding how much the city's nature is a function of its location. It's not a problem slotting it in to my setting (the [I]Shattered World[/I] is peculiarly tolerant of locale, being as its made of thousands of separate 'islands'), but if it requires certain sorts of terrain then I may have more problems (e.g. does it need vast deserts or large forests to feel right?). I can understand the need for a city of necromancers to need a strong authoritarian streak - it's hard to get people to forget that Necromancy is [i]not[/i] inherently a wicked practise, and I assume that they must have some problems with some of their own getting too carried away with the powers of life and death! :p Actually, one thing I forgot to ask (maybe I should just buy and read the thing myself.. but still another's opinion is useful): how much 'adventure' is inherent in the city? By this, I mean how easy is it to run stories that involve just the city and its inhabitants? Some fantasy cities can seem either a little 'sterile' of stories, or be focussed on one particular story. Since I hope my PCs would hang around for a little while, are there plenty of hooks for things that they might do whilst there? (If it matters they are levels 8 through 10). [/QUOTE]
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