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Originally Posted by GodBeastX
Thanks for this!
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Originally Posted by Nemoricus
Kromm's writing is excellent [...] well written, an enjoyable read
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Originally Posted by Refplace
I loved the book.
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Originally Posted by Tom H.
Thank you.
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Thank you all for the kind words. I wrote this during a tough time in my life (ongoing), so it's great to hear it isn't a flop.
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Originally Posted by Nemoricus
It's a little light on things for PCs to do, but there is no shortage of adventure seeds for the GM to elaborate on.
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Ultimately, that was my goal – I want the heroes to get the heck out of town and have adventures. But if they stay, be sure to take a closer look at
Other Entrances (p. 8),
Other Weirdness (p. 10),
Visitors (p. 12),
Urban Dangers (p. 25),
Deputy Delver (p. 27),
Settling Down (pp. 28-29),
Random Events (p. 30), and
Undertown (p. 35) for at least a few ideas.
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Originally Posted by Refplace
[...] a lot of work was added that works for most towns so its worthwhile for most fantasy games.
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Almost all of Chapter 4 and large parts of Chapter 3 are fairly portable to pretty much any fantasy city that's intended as a base for professional adventurers.
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Originally Posted by Tom H.
[...] supporting game "pieces" that I can apply to play rather than just more rules that I have to integrate before play.
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To be fair, there are more rules here – but yes, most can be added in during play. Nothing here adds an "essential" new character type, overpowered gear, or options that are likely to destroy the campaign economy.