Thieves' Guild 4

Thieves' Guild 4 is a 1981 role-playing game supplement published by Gamelords for Thieves' Guild.

Contents

Thieves' Guild 4 offers two new twists in the series. First, the scenarios are designed to that thieves can play both sides in the struggle between the city thieves' guild and its splinter group, the Black Hand. Second, two of the three scenarios stress information-gathering skills, and additional rules for perceptiveness and senses, and for tailing and avoiding tails, are included.[1]

Reception

Lewis Pulsipher reviewed Thieves' Guild IV in The Space Gamer No. 46.[1] Pulsipher commented that "If thieves are your favorite character, you should subscribe to Thieves Guild."[1]

Lewis Pulsipher reviewed Thieves' Guild IV for White Dwarf #31, giving it an overall rating of 8 out of 10, and stated that "Gamelords's products are not for everyone, but a boon to the minority of FRPers at whom they are aimed."[2]


gollark: Goodbye. Unfortunately, I need """"sleep" now.
gollark: Why are there no ringworld earth theorists?
gollark: Why does all the interesting voice chat activity have to happen when I can't really interact with it at all?
gollark: Honestly this is boring, bye.
gollark: What *happened* here?

References

  1. Pulsipher, Lewis (December 1981). "Capsule Reviews". The Space Gamer. Steve Jackson Games (46): 35.
  2. Pulsipher, Lewis (June–July 1982). "Open Box". White Dwarf. Games Workshop (Issue 31): 17.CS1 maint: date format (link)
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