REVIEWS
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City
Works
By
Mike Mearls
(Fantasy
Flight Games)
Rating: 7
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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It's
nice to be able to speak from a position of
authority now and again. Since before 3rd Edition
came out, I've been running an all-urban campaign,
set in the city of Ptolus. You can read
about it here, although you'll want to check
out the archives as well if it's interesting
to you. In any event, I guess this makes me
at least fairly knowledgeable about city adventuring,
the topic covered by a recent addition to Fantasy
Flight's "Legends & Lairs" series
of d20 books called City Works. So, as I looked
at City Works, I did so from two different
standpoints: Does the material and advice jive
with my own almost four years of experience
in running city adventures with 3rd Edition,
and does it offer me anything I can use -- anything
I didn't already have or know. A tall, perhaps
even unfair order, but City Works succeeds
on both counts nonetheless.
You
can look back through my
reviews and see that I don't usually write
"book report" reviews: reviews that
are simply an overview of the book's contents
with an opinion at the end. I focus on my analysis
and conclusions drawn from the book and let
the company who publishes it give you the sales
copy. My method of reviewing, however, sometimes
leaves me with little to say, when my opinion
is as simple as, "This is a good book."
With City Works, I'd say that unless
your campaign is devoid of cities (or you only
use cities to restock supplies and sell loot),
you won't be sorry you bought this book.
To
get into real analysis, I have get into very
specific points because the book simply succeeds
on all the large issues. It offers some valuable
material for players (focused pretty seriously
on a largely urban game), then concentrates
on material for DMs: designing cities, populating
them, designing urban adventures, and running
games in cities. This last part was of particular
interest to me, because it covers handling city
settings, like chases through crowds, adventuring
on rooftops, exploring the sewers, and so on.
It also offers some useful advice and mechanics
for hazards in a city environment, like tavern
brawls, fire, riots, sieges, and so on. This
is probably the best part of the book.
But
let's get to those aforementioned specifics.
The first part of the book, full of (the requisite)
classes, prestige classes, feats, and spells,
leaves me with some mixed reactions. On the
one hand, some of this material is pretty neat.
The acrobat class, for example, is pretty cool
if terribly specific for a core class. The feats
are interesting, as are the spells, many of
which require a special urbanmancer feat to
acquire them. I'll definitely use some of these
in my campaign -- in particular I have some
players who might like the Innocent Smile (allows
you to get people to ignore what they've just
seen) and Man About Town (you've got friends
everywhere) feats. On the other hand, this section
of the book showed a real lack of editing (both
the rogue and the bard are called "the
ultimate urban class" in the first sentence
of their descriptions). Some of the material
seemed rather needless, in the book only because
the book needed some "crunchy" bits.
I see little need, for example, for the pit
fighter class, or the Kingpin prestige class.
(As
an aside, I am getting pickier in my old age
about prestige classes and the hooks upon which
they are hung -- I'm harsher on those that you
really could create, either mechanically or
flavor-wise, already. A year ago, I wouldn't
have judged these prestige classes nearly so
ruthlessly.)
Perhaps
this comes down to the "Legend & Lairs"
series as a whole, rather than this book. Isn't
it possible to put out a book like this with
advice and flavor, without the PC creation bits?
Perhaps it is an even more endemic problem,
going across company lines. This seems the most
likely. Writing PC bits is an industry-wide
virus, and my own Malhavoc Press has not been
immune. But now I'm looking at you, consumers
-- would you buy this book without them? I hope
so. When I look at something like City Works,
the even better Traps
and Treachery, or some of the other
excellent books by Fantasy Flight, I feel like
I'm looking at authors and editors with their
hands tied. "We'd like to be putting out
flavorful books on various topics, but people
just want feats and prestige classes."
It's as though "crunchy bits" have
become the gratuitous R-rated movie nude scene.
You want to put out a useful, artful product,
but there's the common perception that, if you
don't stick in a little gratuitous content,
no one's going to pay any attention. Maybe the
perception is correct. I don't know.
Right
or wrong, however, City Works pays its
crunchy bit dues, and to its credit, I'd use
half the classes and most of the feats and spells.
To get very specific with the acrobat, it seemed
odd that the class doesn't get evasion until
4th level. While the author might feel (and
might be right) that evasion at an earlier level
is too good for any class, I know I'd feel cheated
playing a 3rd-level acrobat when my 3rd-level
rogue friend is better at leaping out of the
way of danger than I am. It also struck me that
the urbanmancy spells, while cool, are too few
in number and too rarely applicable to be worth
a feat. Minor quibbles, and -- to be frank --
the rules material in this chapter was not what
drew me to the book anyway.
The
heart of the book, as I said before, deals with
the things a DM needs to understand to create
and run a city and set adventures there. This
part of the book is good from beginning to end.
It runs the gamut from material that a novice
DM needs to know about what the players will
want to do in a city and how to deal with it,
to more advanced material on setting up factions
within the city, and planning how different
types of cities will react to various situations
(like crimes). It's thoughtful, well-developed
material, and I recommend that every DM read
it.
The
only thing I wished for was even more concrete
examples. The basics of a few cities of different
sizes, more maps, and more attention to the
stranger stuff (floating cities, underwater
cities, and so on -- although to its credit,
the book does briefly discuss subterranean cities)
would have made this book sparkle like a diamond.
The
last portion of the book is a lot of tables
for randomly generating NPCs, urban encounters,
street names, and so forth. These are valuable,
but if you've got a book like AEG's Toolbox,
there's little here that you can't get in greater
detail there. I'm not against random tables
-- I often find such things to be useful idea
generators -- but this section seemed underdeveloped.
In
conclusion, City Works is good where
it matters. The main portion of the book is
informative, helpful, well written, and well
organized. If you want a book to help you become
a better urban DM, this one is for you. If you're
a player in a heavily urban campaign, you might
want to check out the book and consider buying
it. And you should read the DM-tailored parts
as well, to get a new perspective on your character's
environment.
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