Harry White reviewed ''Thieves' World
in The Space Gamer'' No. 45. White commented that "it's worth the price. ''Thieves' World'' provides a wealth of information for repeated use but allows considerable flexibility for individual creativity and customizing. Physically, typographically and artistically it is a quality product. Highly recommended if you don't expect miracles and need a home for your adventurers." 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. It is a whole city, realised with a richness and thoroughness of detail that matches City State of the Invincible Overlord'', and though not as comprehensive as this, it presented in a much more readable form." J C Conner reviewed ''Thieves' World
for Imagine'' magazine, and stated that "There is plenty of information in this pack for the DM to make a really first rate and exciting city for the players, fleshed out by their collective imaginations and perhaps coloured by the books, if you can get them. The set may seem a little pricey - what isn't these days? - but it is worth every penny." Paul Ryan O'Connor reviewed ''Thieves' World
for Different Worlds magazine and stated that "TW
has outlived the usefulness of some of the systems for which it was written, and quality support products for TW
have not been produced. The product requires a great deal of gamemaster input before it can be used. But the charm and quality of TW
is as strong today as it ever has been, and I can see no way to give Thieves' World'' anything but my highest recommendation." 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." Wallis thought that far too much space was wasted on listing monster and character statistics for "every rolegame imaginable." Wallis concluded, "If you know the books or are prepared to put work into it then Thieves' World'' is still worth a look, but it is showing its age." In his 1990 book
The Complete Guide to Role-Playing Games, game critic
Rick Swan called it "among the most ambitious projects of its kind and one of the most enjoyable." But Swan pointed out "Though it's a terrific idea, converting
Thieves World to all of [the different game systems] doesn't always work, owing to [those] games' diverse approaches to magic, religion, and combat." 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." Swan concluded by giving this game a rating of 2.5 out of 4. John O'Neill of
Black Gate comments: "It was a beautiful product that rose above the gimmick at its core. Sanctuary was the city where anything could happen, where characters created by some of the best fantasy writers of the generation crossed paths and shared adventures. 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." ==Reviews==