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DMs: How Do You Handle Your City Streets?
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<blockquote data-quote="Kichwas" data-source="post: 34517" data-attributes="member: 891"><p>In my setting of 'Fahla' the game took place in the nation of Lomyr.</p><p></p><p>Lomryian custom is very particular about urban layout.</p><p></p><p>All communities are arranged in a circle around a central park. Roads go in rings out from that park and are connected along 8 spokes.</p><p></p><p>As a community gets larger it adds circles. They all spin out from a central circle in the center and connect to each other where the spokes meet.</p><p></p><p>Space in between the conection of the circles is given over to small farms and other nessessities.</p><p></p><p>There's more to it than this of course. There's rules about what kinds of buildings go where and all.</p><p></p><p>As a result there are few 'alleys'. There may be space between two pieces of property but it's anybody's guess as to weather or not it connects across to the next ring.</p><p></p><p>However any settlement the size of a town on up will have a sewer and that will tend to give players a large confusing mess of tunnels that could have all sorts of interesting dangers (at one point the players where dangling a guy over the water when they slipped and dropped him in. Before he'd even fully hit the water something very large and scaly jumped up and swallowed him whole --- the one time in the entire campaign I rolled for a random encounter and I got 00. The PCs quickly re-evaluated their desire to hide in that location).</p><p></p><p>Unlike the eras of history most fantasy games are based on and even the era my setting was based on; Lomyrians have developed limited plumbing and a printing press. Though the sewers all go to community bath houses (the center of Lomyrian social life) and public out houses and not to individual dwellings.</p><p></p><p>If I were to run a session in a more medival like town or city I would probably look at a map or two of Paris, London, and Rome anywhere from 1200-1400. Then use that for ideas on how chaotic to plan out alleys, streets, and so on.</p><p></p><p>Most old cities seem to have a central place that is very well planned out but is surrounded by an outer city that is a near random mess. Though in many cases the core roads leading into the inner city run fairly straight though the outer city. Since those are the roads the lords of the city will be using.</p><p></p><p>It's also likely that the city walls only protect the inner city and that the guard only checks passports there. Patrols inside the inner city are likely common and hard to avoid. While in the outer city you might go months without seeing a guardsman in your barrio and the 'law' as it is is a matter of a couple block zone enforced by your local guild which spends half it's time fighting off the guild a few blocks away.</p><p></p><p>That last paragraph is how law works in Lomry as well. The city of Coinic for instance has hundreds of competing 'thieve's guilds'. The guard sticks to the merchant docks, the central circles, and the islands where the upper crust lives. Slaves patrol the sewers.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 34517, member: 891"] In my setting of 'Fahla' the game took place in the nation of Lomyr. Lomryian custom is very particular about urban layout. All communities are arranged in a circle around a central park. Roads go in rings out from that park and are connected along 8 spokes. As a community gets larger it adds circles. They all spin out from a central circle in the center and connect to each other where the spokes meet. Space in between the conection of the circles is given over to small farms and other nessessities. There's more to it than this of course. There's rules about what kinds of buildings go where and all. As a result there are few 'alleys'. There may be space between two pieces of property but it's anybody's guess as to weather or not it connects across to the next ring. However any settlement the size of a town on up will have a sewer and that will tend to give players a large confusing mess of tunnels that could have all sorts of interesting dangers (at one point the players where dangling a guy over the water when they slipped and dropped him in. Before he'd even fully hit the water something very large and scaly jumped up and swallowed him whole --- the one time in the entire campaign I rolled for a random encounter and I got 00. The PCs quickly re-evaluated their desire to hide in that location). Unlike the eras of history most fantasy games are based on and even the era my setting was based on; Lomyrians have developed limited plumbing and a printing press. Though the sewers all go to community bath houses (the center of Lomyrian social life) and public out houses and not to individual dwellings. If I were to run a session in a more medival like town or city I would probably look at a map or two of Paris, London, and Rome anywhere from 1200-1400. Then use that for ideas on how chaotic to plan out alleys, streets, and so on. Most old cities seem to have a central place that is very well planned out but is surrounded by an outer city that is a near random mess. Though in many cases the core roads leading into the inner city run fairly straight though the outer city. Since those are the roads the lords of the city will be using. It's also likely that the city walls only protect the inner city and that the guard only checks passports there. Patrols inside the inner city are likely common and hard to avoid. While in the outer city you might go months without seeing a guardsman in your barrio and the 'law' as it is is a matter of a couple block zone enforced by your local guild which spends half it's time fighting off the guild a few blocks away. That last paragraph is how law works in Lomry as well. The city of Coinic for instance has hundreds of competing 'thieve's guilds'. The guard sticks to the merchant docks, the central circles, and the islands where the upper crust lives. Slaves patrol the sewers. [/QUOTE]
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