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World's Largest City [Merged]

Hiya!

I wrote the Docks section, so I thought I'd at least post here so I'd be able to follow the thread regardless of what page it falls on (you guys post a lot around here!).

I'm really excited to see what the other city sections look like. I plan on using one of the walls in my brother's game room to put all the posters together. I'm sure his wife won't object. Nope, not a bit.
 

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First Impressions

OK. Opened it this morning. Here are first impressions gleaned from an hour's look:

1) My wife and I are not in the credits. We were paid for WLD, not WLC, because she finally remembered at one point there being talk of an expanded appendix to contain alternate and expanded Toolbox-style charts, but that never came to fruition. Instead, a "for really cool help with this product, see AEG's Toolbox" sidebar is provided instead. :) This little disclaimer will hopefully prevent the few whiners here from poo-pooing that I should not even comment on how the book exists, nevertheless actually offer my opinions on it. :lol: So the only experience I have with this were preliminary talks with jim pinto (no longer with AEG) over a long dinner at GenCon.

2) The book is very big and heavy, with very strong binding. Page layout is crisp and clear. jim pinto was AEG's art director for AEG, and while no art director is listed, he was still there in spirit, as 90% of the illustrations are taken straight from AEG's entire line of d20 sourcebooks and adventures. (Dungeon, Good, Evil, Undead, Dragons, Gods, Mercenaries, Adventure I and II, etc.) They're still good and used in relevant places.

3) Organization is OK, but in woeful need of additional support. The 704 page book has NO table of contents and NO index. Ooofah. Instead, each of the city sections A through P are listed in order in the book, and the locations within in order, so that location C17 is in section C, the 17th entry. So once you know what you're looking for going back to it is no problem. As to what's at each location in the first place, someone step up and do a PDF please (why are you looking at me like that?).

4) Space consideration were generous towards the storyteller. There are NO statblocks littering the product, that space is left for development, storytelling and support running the section. The appendix, pages 621 to 704 lists full stat blocks for a level 1 through 20 NPC of every PHB Class and DMG NPC Class and where they are are abbreviated in the adventure itself (Ftr 7) means go look up a Fighter level 7 in the appendix.

Neat stuff so far. Any specific questions will now be taken from the floor.

-DM Jeff
 


DM_Jeff said:
4) Space consideration were generous towards the storyteller. There are NO statblocks littering the product, that space is left for development, storytelling and support running the section. The appendix, pages 621 to 704 lists full stat blocks for a level 1 through 20 NPC of every PHB Class and DMG NPC Class and where they are are abbreviated in the adventure itself (Ftr 7) means go look up a Fighter level 7 in the appendix.

-DM Jeff

Are the stat blocks complete with equipment lists and spells (both known and memorized) for spellcasters?
 

DM_Jeff said:
4) Space consideration were generous towards the storyteller. There are NO statblocks littering the product, that space is left for development, storytelling and support running the section. The appendix, pages 621 to 704 lists full stat blocks for a level 1 through 20 NPC of every PHB Class and DMG NPC Class and where they are are abbreviated in the adventure itself (Ftr 7) means go look up a Fighter level 7 in the appendix.

This is OK to some extent, but I am sure that there must be key NPCs of all levels that are more unique than the next "cleric 5th".

Are there ANY stat blocks at all?
 

DM_Jeff said:
The appendix, pages 621 to 704 lists full stat blocks for a level 1 through 20 NPC of every PHB Class and DMG NPC Class and where they are are abbreviated in the adventure itself (Ftr 7) means go look up a Fighter level 7 in the appendix.
This has been a thought of mine for a few months now. A big collection of cool and iconic mixed classes would be nice too. But, unfortunately, the book costs too much for just that.

How easy is it to steal things?
Are there a dizzing number of events going on? Or do they use Wandering Encounters?
 

Well, the first one on my mind: is it worth the $100 price tag?

I paid $70 for it, so my first impression is that is was worth that, just for the stealability and wealth of material in here not given up to just a bunch of numbers.

Are the stat blocks complete with equipment lists and spells (both known and memorized) for spellcasters?

Yes, the format is not the new version from DMG II, but they are the previously official versions with spell lists, all equipment, plus the gp value the NPC should have if you wish to reequip him. The NPCs are the same guy, advanced through all 20 levels in each instance.

This is OK to some extent, but I am sure that there must be key NPCs of all levels that are more unique than the next "cleric 5th". Are there ANY stat blocks at all?

As mentioned the last 80 or so pages are levels 1-20 of all classes and NPC classes. In the actual text itself there are ONLY stat blocks ofr the occasional monster, these are VERY far and few between however. There are NO unique NPCs. If it's a multi-classed or nonhuman NPC, you as DM are expected to "combine two stat blocks and make racial adjustments on the fly". No, I'm not kidding.

How easy is it to steal things? Are there a dizzing number of events going on? Or do they use Wandering Encounters?

Quite easy. The city doesn't expect a lot of work. It's supposed to be the biggest city in the campaign you're running, and it assumes the basic full d20 rules of the core books as the norm. But unlike Ptolus or Sharn, there are much fewer mostraous races running around (though there are a few). I mean,. if you wanted to have a real lively dock section in whatever city you're running, then replace a few of the places with locations from the dock section in this book and you will have awesome descriptions and a LOT of instant hooks and NPC personality and local goings-on to give the place real flavor instead of just glossing over it. No wandering encounters. Each place may be tied to one or two area shops or just be independent in its own entry.

-DM Jeff
 

Maps

Something else worth mentioning, the maps are really huge, and I mean big. Interestingly, they COULD have fit the whole city on one big poster map, like many others do and have massive eye strain or magnifying glasses used to find your way around. No, the maps are big enough that you could actually place your mini on the location you are to show your spot in the city. The alllyways, streets, different sized buildings and details are all blown up quite big, the utility being all 6 players at your table won't make a coconut-like sound when they all lean in and squint to see the encounter location and bonk heads.

Unless you like that sort of thing. ;)

-DM Jeff
 

1) Does the city have a name? If so, what is it?

2) What sort of city are we looking at here? Is this one ruled by a Lord Mayor, a military leader, a democratically elected government, what?

3) I see that there are racial districts. How much specific flavor is there in each? What differentiates the dwarven quarter from the rest of the city, beyond the height of the typical resident?

4) What's the geographical info given? Is the WLC on a river, a sea, is it landlocked (presumably not, since there's a docks quarter)?

5) How magical is it? Is there a wizard's guild/college?

6) Are there dungeons and such beneath the city, as with Waterdeep and Ptolus (and Greyhawk, to a lesser extent)?

7) Are there any common antagonists recurring in much of the city? (An infestation of wererats, dopplegangers on the loose, etc.)

8) Are the sewers mapped out?

9) How much detail is there? Is every building identified, or is it just a few per district?

10) What supplemental data is there per district beyond what buildings are there and what NPCs are inside the buildings?

11) Is there information relating to law and order? (Any city meeting with any group of player characters will eventually result in this being an issue.)

12) Are there any setting-specific assumptions? ("The lawful good community of ogres, etc.")
 

Whizbang Dustyboots said:
1) Does the city have a name? If so, what is it?

In everything I've read, including the History, no, the city is always referred to as "the City."

Whizbang Dustyboots said:
2) What sort of city are we looking at here? Is this one ruled by a Lord Mayor, a military leader, a democratically elected government, what?

A big one. It's ruled by a committee, one rep from each of the 16 districts. Each delegate is chosen by their district to represent them. High officials are then appointed jointly by the council.

Whizbang Dustyboots said:
3) I see that there are racial districts. How much specific flavor is there in each? What differentiates the dwarven quarter from the rest of the city, beyond the height of the typical resident?

Long ago, a kingdom of dwarves, men, and elves all fought a great battle of the Spire, a point that otherwise being really tall has no value whatsoever except as a religious icon. The war came to a stalemate, so they decided to share and build a city. Dwarves and elves therefore each got a section. Everything from the racial alignment, to the archetecture, and their own little power struggles go on in those two districts. The elves and dwarves aren't confined to these regions, either. The 'humanoids' section (referring anything else not human but with 2 arms, 2 legs, and a head) is a hive of scum and villainy. They got theirs from a successful seige on the early city. Interesting, there is still racial tension between all to this day.

Whizbang Dustyboots said:
4) What's the geographical info given? Is the WLC on a river, a sea, is it landlocked (presumably not, since there's a docks quarter)?

It's about 4.5 miles east-west and 3.5 miles north-south. Ocean shoreline marks the southern border. there's no river but could easily be nearby.

Whizbang Dustyboots said:
5) How magical is it? Is there a wizard's guild/college?

The rules of the PHB, DMG and MM are considered the norm, so it's as magical as core D&D is. There is an Arcane Academy and other more specialized schools of magic. On the other hand I do not come across many NPC arcanists just running shops and sitting in warehouses, however. it looks very customizable.

Whizbang Dustyboots said:
6) Are there dungeons and such beneath the city, as with Waterdeep and Ptolus (and Greyhawk, to a lesser extent)?

It's pretty much up to you. the city does not assume such things from what I've read. i saw some hints that lead you to beleive there could be, but nothing is detailed or spelled out. it's there if you want it.

Whizbang Dustyboots said:
7) Are there any common antagonists recurring in much of the city? (An infestation of wererats, dopplegangers on the loose, etc.)

Yes. Not only does each location have amny hooks (some connected to other locations, some not) each district has a few full 'quests' which are larger, overarching storylines of power plays or major goings-on.

Whizbang Dustyboots said:
8) Are the sewers mapped out?

No.

Whizbang Dustyboots said:
9) How much detail is there? Is every building identified, or is it just a few per district?

Most buildings are left to the DM to populate and use as they see fit. The places that are targeted for detail, however, get the royal treatment. When a location is detailed, they go all out. But plenty is left for customization.

Whizbang Dustyboots said:
10) What supplemental data is there per district beyond what buildings are there and what NPCs are inside the buildings?

An overview, a random encounters chart, and quests. Holidays, government, economy, guilds, and religions are also discussed.

Whizbang Dustyboots said:
11) Is there information relating to law and order? (Any city meeting with any group of player characters will eventually result in this being an issue.)

The City Guard itself is very detailed, but the actual laws of the city are not. DM's fiat, it looks like.

Whizbang Dustyboots said:
12) Are there any setting-specific assumptions? ("The lawful good community of ogres, etc.")

NO. If it's core, it's good. But nothing at all to break the book. I could easily set this anywhere without any trouble at all.

I hope I helped! Questions are great. Any more? :)

-DM Jeff
 

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