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D&D 5E City Adventures...how?

I've published several adventures that happen in cities. It's really just a slight change in how you think about encounters. The advice I got forever ago was "narrow-wide-narrow."

Start the plot at a specific location with a specific thing that points to a threat that must be dealt with. That's a narrow starting point.

Have a clear location and encounter in mind for the climax. That's the narrow end point.

But in the middle, set up various NPCs and locations that can advance the PCs' efforts to go from that starting point to the end point. Like if the adventure starts with strange extraplanar creatures appearing at a festival, and you want it to end with the party confronting the lead monster as it tries to open a portal in the sewers, then think of what people would be able to give the PCs information to track down that monster, and think of what places they could investigate to get clues about the nature of that monster and to learn why it's doing what it's doing.

Or if the adventure starts with a woman being murdered at a foreign embassy because she was trying to steal evidence about a conspiracy, and you want the climax to involve the party locating the lead conspirator at his manor, then figure out who else is involved in the conspiracy, who was helping cover it up, who sent the murdered woman to the embassy in the first place, who might be willing to rat out their allies, and who are some people who might also be baddies, but who could ally with the party because taking out the conspiracy would make it easier for them to do their own bad stuff.

One of the great things about a city adventure is that if the PCs have a clever idea that you didn't think of, you can probably take one of your pre-planned encounters and tweak it to match their idea. So like, if you intended for the party to have to parlay with bandits when they go looking for the murdered woman's accomplices in the woods outside town, but the players instead have the idea that they'll create a honey pot to lure out those accomplices, you could just take the stats you had for that one encounter and use them in another at whatever location the players set their ambush.
 

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payn

He'll flip ya...Flip ya for real...
One of the great things about a city adventure is that if the PCs have a clever idea that you didn't think of, you can probably take one of your pre-planned encounters and tweak it to match their idea. So like, if you intended for the party to have to parlay with bandits when they go looking for the murdered woman's accomplices in the woods outside town, but the players instead have the idea that they'll create a honey pot to lure out those accomplices, you could just take the stats you had for that one encounter and use them in another at whatever location the players set their ambush.
Whoa, whoa, whoa, are we talking quantum ogre here???
 

Ancalagon

Dusty Dragon
I highly recommend Yoon Suin, as it as much a campaign builder as it is a setting. It helps you build the Yellow City - each campaign 's Yellow City will be different.

There is advice on building institutions of various kind, social groups, districts, npc...

You would have to change the flavor to suit your needs, but the process is very helpful.
 

Celebrim

Legend
One note on "dungeons". First, I rarely use them, haunted houses work just as well.

If it has a map, numbered encounter areas, and is at a scale small enough that movement with in it could be considered tactical, it's a dungeon.

Beware the burnable dungeon.
 

Overused Trope: Sewers. Whilst some very ancient cities had sewers, most did not. If the do, they are unlikely to feature iron grates, pipes and wheels. Ceramic would be more appropriate.
See to me the problem with sewers in fantasy gaming is not the type of material culture they incorporate, it's that they are always full of large spaces you can walk around in rather than just being networks of pipes (or cruder equivalents thereof).

Rome's Cloaca Maxima was a sewer system kind of like that, but it was large because it was adapted from a system of open streams which were turned into brick open channels (partly to drain marshland) before eventually being enclosed into a sewer system whose central line could accommodate a small boat. And it was considered an extraordinary thing; a matter of imperial and civic pride with its own patron goddess, not a forgotten place full of vagabonds and bandits. And even in this most famous (and surprisingly celebrated) of ancient sewers only really the one, linear central line emptying into the Tiber was comparable to what every part of the typical fantasy gaming sewer seems to be portrayed as, so it wasn't really much of an adventuring location.

So I would say having a sewer as an adventuring location is great, but it would be much more authentic if you figure out what extraordinary historical circumstances led to the city having a whole network of monumental, adventure-worthy sewers, rather than just put them there because they are a fantasy trope. Rome maintained a large sewer because it was adapted from existing streams and because they were a culture that took immense pride in hydro-engineering. The "abandoned", criminal sewer system we often see in fantasy gaming probably only makes sense if the city (or a particular area of it) used to be much larger and more elaborately maintained.
 

Celebrim

Legend
So I would say having a sewer as an adventuring location is great, but it would be much more authentic if you figure out what extraordinary historical circumstances led to the city having a whole network of monumental, adventure-worthy sewers, rather than just put them there because they are a fantasy trope. Rome maintained a large sewer because it was adapted from existing streams and because they were a culture that took immense pride in hydro-engineering. The "abandoned", criminal sewer system we often see in fantasy gaming probably only makes sense if the city (or a particular area of it) used to be much larger and more elaborately maintained.

I think the trope comes from 18th-19th century Paris, which had, like it's catacombs, sewers (or rather storm drains) in large part adopted from the quarries used to mine the stone to build the city above. The sewers were on the spacious side and presumably could be used as shelter by the homeless from heat, cold or weather (depending on the season).
 

J.Quondam

CR 1/8
So I would say having a sewer as an adventuring location is great, but it would be much more authentic if you figure out what extraordinary historical circumstances led to the city having a whole network of monumental, adventure-worthy sewers, rather than just put them there because they are a fantasy trope.
The only viable history for any fantasy world is that its cities are built upon the ruins of a civilization of giants: very large people have very large excretions which require very large sewers. Q.E.D.
 


Thank yall for all the ideas and advice! I'm about to attempt to build a city with a natural bay for my world I'm working on. I really like the district idea and not sure why I haven't thought of that.
 

Quickleaf

Legend
Thank yall for all the ideas and advice! I'm about to attempt to build a city with a natural bay for my world I'm working on. I really like the district idea and not sure why I haven't thought of that.
I highly recommend picking up a book with some ideas about city districts... Cityworks (d20, Mike Mearls) is the one I have, but have heard good things about Cityscape (3e, C.A. Suleiman + Ari Marmell), and Magical Medieval Society: Western Europe has some. Another decent resource – though nowhere as in depth – was the Tome of Adventure Design. Sure, you can Google "list of fantasy city districts" and find good material (e.g. Noble Crumpet Dorkvision has a nice blog on the topic), but having a reference book when you're deep in the jaws of your design process can be a big help.
 

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