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Shelzar City of Sins (Sword Sorcery) [Paperback]

Dave Brohman (Author), James Maliszewski (Author)
3.5 out of 5 stars  See all reviews (2 customer reviews)


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Product Details

  • Paperback: 124 pages
  • Publisher: White Wolf Publishing (March 17, 2003)
  • Language: English
  • ISBN-10: 1588461467
  • ISBN-13: 978-1588461469
  • Product Dimensions: 11.1 x 8.4 x 0.3 inches
  • Shipping Weight: 12.8 ounces
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #196,677 in Books (See Top 100 in Books)

 

Customer Reviews

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3.5 out of 5 stars (2 customer reviews)
 
 
 
 
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16 of 17 people found the following review helpful:
4.0 out of 5 stars A mature-themed d20 product done right, October 28, 2003
By 
This review is from: Shelzar City of Sins (Sword Sorcery) (Paperback)
There are a lot of d20 setting supplements on the market for the 3rd Edition of Dungeons & Dragons. So many in fact that the average DM is faced with a perplexing array of choices. Most supplements are of the sort that will cause the DM to think, "This has some interesting ideas in it. I might be able to incorporate some of them into my current campaign, or a future campaign." Some supplements will cause the DM to think, "This is great. I want to use this for my next campaign." A rare few cause the DM to think, " Oh my God! I've got to find a way to use this in my current campaign, right now."

For me, Sword and Sorcery's "Shelzar: City of Sins" definitely falls into that last category. As I was reading through it, I kept thinking, "I've got to get my players into this city. They are going to freak. This will be so much fun to play in. They will love it."

Even if you don't use Sword and Sorcery's Scarred Lands setting, Shelzar is one of those rare city supplements that you have to find a spot for in your current campaign. Place it in an area just off the edge of your campaign map; teleport the party to the other side of the planet; have them discover an interdimensional gate. But find a way to get them to Shelzar, and fast!

Having said that, I must caution you that Shelzar will not be appropriate for all groups. It is a very mature-themed product. If it was a movie, it would easily have an R rating, and possibly an NC-17. Shelzar is probably the ultimate fantasy city of decadence, debauchery, and indulgence. It's like Las Vegas, Chicago and Berlin of the Roaring 20s, New Orleans during Mardi Gras, Rio de Janeiro during Carnival, Cancun during Spring Break, and Bangkok all rolled into one

Despite it's subject matter, however, "Shelzar: City of Sins" is presented in a very non-sensationalistic manner. It deals with mature themes in a matter-of-fact, non-offensive, non-exploitive fashion. It gets its point across without graphic descriptions, titillating illustrations, or in-your-face attitude. This is how mature-themed D&D products should be done.

While overall I love this product, there are two things, which keep me from giving it five stars. First, the maps of the city. There are only two, and they aren't very big, each barely half a page. One map shows the various districts of the city. These are rendered in shades of gray, so if you use a copier to blow them up, the details become lost. The other map has numbered key locations, which correspond to text descriptions in Chapter Three: The City. Except some of the locations on the map don't match up with the right district in the text descriptions. For example, the description for the shop of Karshi the Tailor is included with locations found in The Souk. But the map clearly shows his shop is not in The Souk, but in The Maze, and closer to The Pezwahri than The Souk. It's very disappointing that this product doesn't have a large pull--out map which can be spread on the table during play so the characters can keep up with where they are and where they want to go. At least a bigger, full--page map that the DM could copy and use without having to enlarge it. Other city supplements include these types of maps, and I think not having one in this product is criminal. Maybe it was done to keep the cost down, or maybe Sword and Sorcery felt there wasn't room to fit in a bigger map. I think there is some material that could have been cut out in favor of a larger map, and the product would have been better.

The other complaint is the absence of details on the Shelzari eroticist prestige class. There are some key NPCs described in Chapter Four: People of Shelzar which have levels in this prestige class. But the class is found in another product, "Players Guide to Wizards, Bards and Sorcerers." The text advises DMs to ignore those PrC levels if the other product is not available, but why rob the characters of that which makes them unique to the setting? There is another prestige class, the Shelzari knife-fighter, which is detailed in the product. This PrC helps give the setting some of its special feel. The eroticist PrC would have done this as well. Again, there was some material which could have been left out in favor of the eroticist PrC, and the product would have been better.

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3.0 out of 5 stars Great description but lacking the basics, January 19, 2008
By 
Rabid Hobbit (Baltimore, MD USA) - See all my reviews
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This review is from: Shelzar City of Sins (Sword Sorcery) (Paperback)
What COULD'VE been a great product is ruined by ignoring the basics. Case in point: the imaginative and well-thought-out history of the city covers 24 pages, but the only map of the city covers half a page and is next to useless. Characters, plots and subplots get a fair amount of attention, but not one single building, street, structure or district is mapped.

ARTWORK is so-so. The cover art is nice, but inside it's fairly yawn-worthy. But then if you're buying this product for pretty pictures, you're kind of missing the point, right?

CHARACTERS are reasonably well thought out. The book presents some backstory and description for each major character, as well as statistics. CR tends to be in the 10-12 range, but some are as high as 16 or as low as 5. CR for generic characters (such as guards) are 1/2 to 2.

MAPS are essentially non-existent. There's a map showing the location of the city in relationship to the surrounding lands (if you use the Ghelspad campaign). There's a map of the city with numbers to key locations and another city map that shows the various districts (the second map is extremely hard to read). Not all buildings are keyed, with the result that there are whole city blocks with absolutely no description whatsoever. You'll have to fill all that in on your own. And since the map is so small, you'll have a hard time keying each unless you blow the thing up to 500% on a copier. There are NO maps of interior spaces, NO maps of the sewer system (even though the book describes the existence of a whole subterranean economy, complete with cultists, criminal guilds, etc.), and NO maps of individual city districts.

DESCRIPTION is the strong point of this product. Characters, keyed locations, and the city as a whole is well described and well thought out.

OVERALL: What could've been a first rate product was torpedoed by skipping the basics. Imagining histories and characters is the fun part of creating a city, and they did that well. Too bad they left hard part - mapping and keying locations - for you.
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