Thieves’ World and d20

Thieves' World Players ManualMy old group broke up spring of 2002 and through EN World I found two more groups first one then another.  The Thieves’ World books were boxed up with other games that were not getting played and I dove in the d20 craze head first.  Online so many settings and games were being translated to d20 that there were endless threads about what property needed to be d20.  I was one of the lone voices calling for Thieves’ World.  A few people seemed to remember it but as I talked about my games and posted some personal created classes, prestige classes, and house rules I think I helped kick up the following in a minor way.

I was shocked when I heard Green Ronin had picked up the license and new books were being written.  I don’t know if it was intended but the new books fit in well with the old.  They offer a lot of well-done rules and setting information that is not in the box set.  They have options for characters from all over the place; they must list every little city state ever mentioned in any of the short stories and novels.  The time line might have been advanced but the struggle for day to day survival remained the same.

Thieves’ World Players Manual is about perfect.  They make some simple changes to the d20 rules and supply plenty of classes and character options d20 players are used to seeing.  It has great information on the setting and really allows people not familiar with it to have a clear understanding.  They made magic more dangerous and difficult to use.  I like that and it helps keep a delicate balance d20 always lacked with spell casters and non-spell casters.  Almost everything has been fine tuned for the setting.  The classes have their own abilities and look a bit different from the normal PHB classes.  It has an emphasis on the more mundane.

Shadowspawn’s Guide to Sanctuary is much more of the setting and a great resource for GMs.  It offers great descriptions and insight into many of the characters from the books both old and new.  It offers a few new player options but it is mostly just a GM resource.  The book does a good job of describing the city as it was in the old stories and then how was changed when they advanced the time line a few decades and brought in even more complications.  One of the more useful sections is small sample adventures in the city.  These are great to just get ideas of all the kinds of possibilities and potential the city of Sanctuary can hold for players.

Sadly, the only times I have gotten to play using these books is one shots run by Robert Schwalb at Origins.  For a few years he always ran something at 8am Saturday morning which was not the ideal hour.  Those games never did sell out but I was there with probably a bit more energy and fully awake than anyone else.  Nowadays at Origins they don’t seem to have as interesting of a gaming selection.  I bring that up only because Origins starts up Wednesday June 12, the day this should get posted.  I’ll be there for five days running some Paranoia, but I’ll leave that for next week’s blog entry.

Thieves’ World is always going to be my favorite fantasy setting.  It doesn’t have the shine of Eberron, or the scope of the Forgotten Realms, but it has dirt and grit that can never become clean.  It is a setting with potential because really there are lots of buildings and NPCs left undefined or just slightly defined.  It is a great sand box for a GM and players wanting the gritty and dangerous low fantasy setting.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

A Thieves’ World Tale

Thieves World Boxed SetIt was the mid 90’s and I was taking a break from running Palladium games RPGs. We had a great Robotech campaign that had just ended with the devastation of the surface of Earth and we were looking to do something a bit different. One of the guys suggested running a Thieves’ World campaign using 2nd edition D&D rules. Until then I didn’t even know there were RPG books for Thieves’ World. The system turned out to be pretty good for what we wanted to do.

Here we are now almost twenty years later and RPGs have advanced and been over analyzed so that all the old games have had their flaws dissected and lots of dirty laundry has been aired to the public. At the time though it was doing things that other games were not. The kit system has taken a lot of flak since then but I liked it then and still like it now. Few Kits were created equally but that didn’t matter for us. It was a great way to help mechanically distinguish a character and call him something besides Fighter or Thief. The setting only has humans and it being low magic it restricted the kinds of classes that we would play. The kit system helped make characters of the same class really seem different.

That first campaign we had four characters. I don’t recall what the specific kits were but we had a Fighter, a thief, a ranger, and my character a Bard. I took the True Bard Kit from the Complete Bard’s Handbook my favorite of the 2e class and race books. My character was a musician and singer but also had many disguises. We started off the campaign in a place called Downwind the poorest of the cities districts. It has very few permanent buildings; most are shacks and tents. The way we ran it it had a gang problem and my character did not want to be seen there so he looked differently when there. Also, he was rightfully fearful of being mugged as of the group my character made the most money with street performances and eventually joined a Bard’s guild.

When the characters were made we connected them through backstory. We needed a reason to trust each other and that was one of the few requirements the DM demanded. The other one was create in the backstory how your character ended up with almost nothing in the poorest district in town. Starting money was in copper instead of gold. The copper coins could be broken off into ten pieces called Bits so there was currency smaller than a copper. Many of the items in the PHB cost was in silver instead of gold but starting out we could afford very little.

The characters did not have a place to live so we found some people and convinced them through threat of violence to let us live were they had been living. Alignment was something we ignored. This game was about day-to-day survival more than standing up for Good verse Evil or anything like that. Those are concepts that can easily be explored in Thieves’ World game but it wasn’t something we did. Each day we had to earn money for food and with luck we would save some to eventually buy better equipment or be able to afford a real house in a safer district. Each day we had each character go out and earn. The Fighter would try to get a job as body guard or something, the thief picked pockets, the Ranger would offer services as a city guide, and my character would sing for money. All of those types of activities were usually just done with a skill roll and maybe some role play if something interesting was happening with it. The nights are where the bulk of the gaming time was spent.

ArenaThe DM introduced a fighting ring that existed in the Maze, the most dangerous section in the city. It took us a few sessions to learn of it and figure out where it was. I like that it was not just handed to us. There anyone could fight and it was to knockout or one side taps out, not to the death, though death could happen. Anyone could fight in what was called the scrub fights. In these you had no idea what type of character you would be facing. The DM had a table he rolled randomly. So, a character could get lucky and face a zero level fisherman or get unlucky and face an experienced fifth level fighter.  For fighting a character would get a copper and for winning you would get silver. The real money came in the gambling. At times it did seem like we were playing Bloodsport the RPG as this was a major focus of the campaign. There were a lot of NPCs we met that were combatants or spectators. Once a fighter made a name for himself he could be invited to special fights or events. The money and bets would become a lot better at those. And just like real life some nights we hit big and other nights we lost our shirts. Healing was also an issue so if you lost a fight big time it usually meant you didn’t make any money and you had to pay to get the character healed or else he was going to be really low on HP for days or weeks.

The first month or so we played was about getting money, staying alive, and eventually moving out of Downwind. We made a few friends but many more enemies. Like I mentioned we had gangs in Downwind and they were always a problem. We took one gang out completely in a big battle through the tents other basic structures in a pretty cool long drown out battle.

Each character had their own goals. Some were escaped slaves or wanted criminals so they wanted to become legally freemen. There were many guilds in the city that would interest a character and having guild status was an important achievement for the characters. We meet and interacted with many of the different NPCs from the stories and even though most of them were cooler and more powerful than us the focus was kept nicely on the characters.

When 3e D&D came out we came back to D&D from playing Star Wars d6 and once we got a good feel for the system we played in a Thieves’ World campaign. It had the same feel as the first but the system worked a lot better. The feat system allowed for a wider range of character abilities. Just the ability for anyone to take Improved Unarmed Strike helped for the fighting ring and AoO for characters that didn’t have it helped divide the skilled from the unskilled fighters. The skill system was also easier to use then the non-weapon proficiencies and because of the nature of the campaigns skills were always important.

Bard's HandbookOne thing we kept was the idea of fame from the Bard’s Handbook. It had fame that lessened depending on how far different cities were and we used that idea except with districts. So, a character could be well known in the fishermen’s area but unheard of in the Temple district. Magic was very rare and dangerous. My character once got a wand and I spent weeks trying to figure out how to return it to its owner and get a reward instead of being accused of stealing it, which I had done. One of the other players said at the time the smartest thing I could do is go to the ocean and toss it in there and it turned out he was right. In another campaign the players were 8th level when they got a hold of a working crossbow and they celebrated. I don’t think there is another D&D game anywhere that something like that could happen. We had master work items but never anything magical expect for one use items like potions and scrolls and maybe something else simple. It was a very low magic and gritty campaign. It is not the style of game many people would enjoy but it was a lot of fun for us.

The Thieves World campaign I ran used the Rules Cyclopedia. It has always been one of my favorite versions of D&D. It has a workable skill system that we liked. It has the classes needed and it is easy to still ignore the demi humans since they were not part of the setting. The mystic is an interesting class and one of the players used it. Not having to rely on weapons and armor was a good advantage.

My campaign started before the first book and took them through the conquering of the city by the Rankans. I focused on the townsfolk really not caring who was in charge as long as their lives mainly remained the same. The day -o-day grind of basic survival was still the focus but we did travel outside the city some and dealt with pirates and raiders more than in previous campaigns.

I’d like to run the setting again but it would be a tough sell for my players because it is a non-heroic campaign. I would use Pathfinder and mix in some of the new Thieves World mechanics from the Green Ronin books. I ran the Council of Thieves Adventure Path Paizo made and that worked well for a campaign all in one city. I think that will be the closest I get to Thieves World for some time.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

A Look at Thieves’ World

In Sanctuary someone is always awake especially when others are sleeping.

Thieves World Boxed SetMost people that play RPGs have a favorite setting.  Mine is the city of Sanctuary from the Thieves’ World Anthologies.  It is a series of twelve books with short stories by different authors all taking place in the same setting of Sanctuary.  The first was published in 1979 and the last one was in 1989.  There was a short revival done in 2002 but I’m going to talk about that in a later blog post.

A friend of mine gave me the first book to read about 1988.  So, I was not on the cutting edge of Thieves’ World and barely being a teenager did not help.  It was not until 1996 that I learned there was RPG material written for it.  Since then I’ve more than made up for it.  I played in two Thieves’ World campaigns and ran a third.  I have copies of each of the original books plus the novels that some authors continued to write about their characters.  I have the collected graphic novels and the not so great board game.  I have multiple copies of many of the role playing supplements including the original Box Set.  Now, as much as I love the setting and the books I will say they are not always great.  Some of the stories are pretty poor, especially by today’s standards.  But overall it forms a great setting and one of the best for low magic gritty fantasy role playing.

Sanctuary is the city and it is founded by runaway slaves and pirates.  Depending on when during the novels one uses the setting, it may be conquered by a far off power or free.  Either way the place is a dump.  There are inconsistencies in the stories about the city.  It is described as a place full of crooks and thieves but at the same time is an operating city.  The map makes the city seem a lot smaller then I envisioned in the stories.  There is a character named Cappen Verra who is called the only honest man in Sanctuary.  While the saying is in jest it does help set the tone that few people in the city are trustworthy.  When running a game in the setting I feel the DM and PCs need to sit down and decide just how cut throat the city will be from the start.  There were times the PCs would travel around the city with their pots and pans for fear of having them stolen in my games.  When I say our games were gritty and dangerous they really were.

The Thieves’ World Box Set is a great product for people familiar with the setting.  The box set does not provide a lot of setting information and only covers information in the first two Anthologies.  It does have a player’s guide that contains some basic essays, some written by the authors of the short stories that detail information the players should know.  It has good information in it to help get the feel and some understanding of the city and its history.  However, today it does seem like gamers would want more than the books provide.  I would use it as a good starting point and allow the players to also read the short stories to help get a solid feel for everything.  The GM’s book is filled with additional information and tables for random encounters.  There are tables for the different districts but more specifically for major or minor streets and then for day, evening, and night encounters.  There is a third book in the box set of the many personalities.  It gives a small paragraph on the many characters from the books. The bulk of the book is devoted to the stats of the characters in many different game systems.  The box set is not written for one game system.  It is kept purposefully generic so almost any fantasy game can easily be used.

The maps in the box set are the main reason I have multiple copies.  There is a large map of the city I had laminated.  It allows for a wet erase marker to be used and then wiped out.  It also allows everyone at the table to see the map in front of them and to understand where the different districts are and the different places.  There are very few defined buildings in Sanctuary.  There are tables so if one needs to know what a specific building is it can easily be determined randomly.  We had year long campaigns were the PCs never left the city so the maps were an important feature.  One area of the main map is left blank, a place called the Maze.  It is the most dangerous section with no main streets just side alleys that twist and turn around buildings.  No one knows the entire Maze so the area is kept on a different map so the players won’t know where they are going and can get easily lost in there.  The third map and another one the players should not see is of the sewers.  The sewers can be used to get around in secret if one knows the way.  Knowledge of the Maze and Sewers is important and a potential opportunity for the PCs to can earn money as guides.

Thieves World TraitorThere are also a few modules and supplements that came out for Thieves’ World.  I don’t have them all but I will talk about the ones I do have.  I’ve only run one of the three modules, the one titled Traitor.  The module is made to use with the pre-made characters.  Each works for Jubal, a local and wicked crime lord.  One of the characters has stolen something but Jubal does not know who.  He wants the characters to figure out who it was and return the item or he will have them all killed.  Each character has a write up of them being innocent and of them being guilty so it could be any of the characters.  This is the first RPG adventure I recall seeing this type of set up and I like it.  The first time I ran it though some of the players got frustrated with the mystery and decided to just kill one of the group and claim that he is the criminal.  I found a perfect resolution for Sanctuary.

Other modules include Dark Assassin in which the PCs are trying to stop an assassination and Spirit Stone which focuses on the S’Danzo a human race of travelers attempting to get back a sacred artifact of their people.  The main use we got from the adventures was more information, more NPCs, and maps of different places in the city.

In addition to the modules there is a Supplement called Under the Beysibs.  It covers books three through six and events that I hear the most people complain about.  There is a city book called Carse which I think is supposed to be the same Carse mentioned in the Thieves World books but honestly I’ve never seen anything that confirms or denies that.

This is just the first in what I plan to blog about Thieves’ World.  Next up I will talk specifically about the campaigns and the how using different rule sets altered the feel and expectations of the game.  We played just three campaigns but each campaign used a different rule set.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.