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Rating: Summary: How does a city work? Review: Apart from the Core DM-Guide this is the best sourcebook I've read so far. It gives a DM much needed help regarding questions like "How big is the city guard in an average town" or "how big has a town to be to plausibly entertain a thieves guild" (and how does it work). In general it tells You how to build a realistic city. It gives good and solid background on things like power-centres within a city, types of cities, their size depending where they grow and so on. It gives good rules on city andventures and city characters.
The graphics are... ok (Of course You easily become spoiled by the core-books) and I "missed" a chapter about "realistic" sewers in a fantastic/medieval city, as this is a part, where a lot of adventure takes place. Also a chapter about "arabic" towns with bazaars etc. would habe been an icing on the cake.
There is a lot on randomized city construction which I probably won't use a lot - but thats personal.
Summing up: You find a lot in this book which You don't find anywhere else, a really good buy, even if You use a different RPG-system.
Rating: Summary: Excellent resource for gamers AND writers. Review: This is quite possibly the best RPG supplement I've ever come across. Ever!Well-written and logically laid-out, with more than enough to detail to spur the imagination in a million directions, but not so much that it constricts it. For DM/GMs, this is an invaluable resource for creating realistic, vibrant city-based campaigns that your players will love. For writers - particularly fantasy writers, natch - this is a MUST-HAVE for developing living, breathing cities that your readers will return to again and again. [NOTE: The red cover seems to be from an earlier edition entitled Citycraft. This review applies to City Works, the blue-covered 2003 edition.]
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