Personally, I have no problem about the disparity of space. I can rationalize anything. It’s not like the Dungeon spans the same space as a Highland mountain. The Dungeon is just more crowded and you have to inch through. I use a similar logic to say that a City square isn’t far, it’s packed. Squares, for me, are a measure of time, not distance. I never saw the Dungeon like the Underdark, more like a packed place you have to fight through.
I will agree with you about the bad points of the old City, but FFG seems to be avoiding many old pitfalls. I would like to see / hope the following is used…
SHOP squares – Any squares designated as shopping allows you to stop there and ignore the extra squares of movements.
Precedent = End Squares of the Dungeon and Highland allow you to do the same thing i.e. disregard your extra move. Ergo, any Shop in the City would have the same mechanic.
MASTER CLASS (or whatever they were called. I didn’t own 2nd Ed. I played on my friend’s game) – They are titles. They add to your existing character. |Master Champion adds a bonus to dice rolls. Master Wizard allows you to have one extra spell. Etc…
Precedent = Warlock Quest Rewards do similar things. Add to Craft Value, a previously unchangeable stat, etc…
Titles would basically be soulbound, i.e. cannot be taken in combat, by a spell, etc…
Precedent = Scales and Warlock rewards cannot be taken either.
You’d get a title by fighting a STR 8 / CRA 8 Creature on a city square, likely with a prerequisite to start the fight, say, must have 3 spells to challenge the Master Wizard. Lose a Life and/or something else if you lose. Take the Title card if you win.
Precedent = End bosses, or things that can get you to the CoC are 12/12. Minor bosses, like the Highland are 8/8.
Once you have a title, another player has to land on the City Square and either summons you to him/her, or s/he teleports to you, and you fight for the title. This over-rides the “cannot be taken” part of a Title.
Precedent = NONE. Just made that up. Heh.
Watch Militia / Warrants – I never liked the “nothing happens” part of the watch in 2nd Edition, say, if you hadn’t fought on the prior turn or didn’t have a Warrant on you (if I remember well, if neither applied, you discarded the Watch Militia card).
If I had to make this up, the Militia would have a Character Card, just like Death with a nice table on it. Whenever you fight a gang, urchin, thief, etc…, roll on the Militia Card. It would range from “No patrol” i.e. nothing happens, to a ST/CR 2/2 regular militia Creature that adds to the current combat, or a ST/CR 4/4 Lieutenant, or a ST/CR 6/6 Captain. Warrant played on you would add a + to the roll of whether the militia show up or not. If you lost and Militia was present, instead of losing an item, a life, etc…you go to Jail instead. Imprisoned, then leave on a 4-6 on a move roll, just like the Temple. Maybe add a +1 per Gold Bribe after the first roll.
Made this up again.
Personally, I loved the City, and, as such, it just needs a bit of work to be usable. A money sink seems to be a valued addition. And, as long as they spruce up the encounters, and seriously re-do the Master Class mechanic, it could be really fun, at least for me.