Thieves' World (role-playing game)

Thieves' World series contributing novelists Lynn Abbey, Poul Anderson, Robert Asprin, Marion Zimmer Bradley, John Brunner, Christine DeWees, David Drake, Philip José Farmer, Joe Haldeman, Janet Morris, Andrew Offutt, and A.E.

Thieves' World provides a wealth of information for repeated use but allows considerable flexibility for individual creativity and customizing.

[4] Oliver Dickinson reviewed Thieves' World for White Dwarf #30, giving it an overall rating of 10 out of 10, and stated that "This has to be one of the most challenging adventure packs to come on the market.

"[6] In the October 1988 edition of Games International, James Wallis noted that "unfortunately [the player] needs a good knowledge of [Robert Asprin's Thieves' World books] to bring it alive."

Further, Mason found "Good attention is paid to the fantasy background, but neither the areas of the town nor the more notable citizens are fully fleshed out."

Swan also noted "in spite of the sheer volume of material, there's only a couple of pages of suggestions for adventurers; it's pretty much up to the referee to design scenarios from scratch."

Chaosium's Thieves' World became the setting where gamers of every stripe could likewise gather and share a beer... and perhaps an expedition into the caverns beneath The Maze together.