Akrasia said:
It almost sounds too good to be true.
Almost, but not quite.
(a.) Definite 'old school' feel maintained. Inspiration from Lankhmar, Hyboria, etc. (None of the PC and/or 'techno-magic' nonsense found in other current 'hip' city books.)
The original was written almost THIRTY years ago. Aside from expanding descriptions and using d20 rules, not much has changed about it. It is the DEFINITION of "Old School."
(b.) Minimal 'crunch' and statblocks. Since I use C&C anyway, this is a definite plus in my books.
Necromancer Games website has NPC statblocks as a download. They were cut from the book for sheer lack of space.
[qoute](c.) A huge city that is Lawful Evil! That is so cool. Good cities are boring.[/quote]There are what, THREE versions of Waterdeep alone? It's not so much that they are boring - but they've been DONE.
(d.) Tonnes of adventure hooks and colourful NPCs.
Anyone who says different is truly not paying attention.
(e.) Modularlity -- unlike so many other city books out there, this one can be easily tweaked to fit into most campaign worlds (including homebrews!).
Which, of course, is rather the entire philosophy behind Judges Guild material then and now. They provide what they provide, but the individual DM makes it his own
People occasionally remark that it seems random. In a sense it IS, but why wouldn't it be? ANY city is when you first encounter it. But it's not the job of the book (to borrow an example) to tell you that while the ogre running one shop hates dwarves that he will have any particular issue with the dwarf who runs the shop next door. As DM you will decide if it's really an ogre running the first shop, if there even IS a shop next door or if you want it to be a residence, or if the two shopkeeps run into each other what happens next, if anything. If the DM wants to build that up he can, if he doesn't want to then it's not "written into the setting" in the same way as simply mentioning "the ogre running this shop hates dwarves."
A city is only going to acquire it's character when taken as a whole, and from one DM to the next, one campaign to the next the city can aquire a much different feel. One can make it a seedy, dark place of suffering, murders and degradation, or it can be a lively, fast-paced, anything-can-happen, city-that-never-sleeps kind of place. Or BOTH depending simply on location and time of day. But again, that's the DM's territory.
The city itself in general, while far more round-heeled and politically incorrect than anything presented in the last 20 years (since it does contain slavery, encounters for prostitution, inclusion of ogres, trolls, goblins, etc. in the citizenry, a dodgy justice system enforced by incompetents, and ruled by a LE fighter) is still capable of easily being what the DM wants to make of it.