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<blockquote data-quote="chaochou" data-source="post: 8789997" data-attributes="member: 99817"><p>My earliest urban game was a Runequest campaign using the classic Chaosium boxed sets Pavis and The Big Rubble. Those were an eye-opener (at the time). Each had a seperate keyed location book, player book and adventures book, and created a vibrant, dangerous playground. However, RQ used the resolution paradigms of the day, so while the freebooting and looting was fine, broader questions involving factions, groups, influence and politics - which were detailed beautifully in the literature - were close to impossible to actually play with.</p><p></p><p>I ran a long Cthulhu campaign around Arkham, Kingsport, Dunwich and Innsmouth. The consistency of the places, seemingly mundane, allowed a slower pace, a more creeping sense of doom, of horrors that could lurk behind any doorway. We had a real good time with it, despite it being totally traditional map and key stuff.</p><p></p><p>Other than that, I ran a HeroWars game set in Whitewall in Sartar, and that was able to handle far more sophisticated questions of politics and influence, as the system let's you assign scores to anything and everything and can handle both task and conflict resolution. So I didn't find myself needing maps, but instead a cast of clan elders and temple officials, backstreet urchins, wool merchants, Lunar scouts, chaos infiltrators and neighbouring clansmen for the players to plot with and bribe and coerce and impress and expose. I liked it a lot, although the group still tended to drift too readily towards the certainties of combat at that time. I think it would be a different game now - to run and to play - especially if I took Apocalypse World's advice on triangles and crosshairs.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8789997, member: 99817"] My earliest urban game was a Runequest campaign using the classic Chaosium boxed sets Pavis and The Big Rubble. Those were an eye-opener (at the time). Each had a seperate keyed location book, player book and adventures book, and created a vibrant, dangerous playground. However, RQ used the resolution paradigms of the day, so while the freebooting and looting was fine, broader questions involving factions, groups, influence and politics - which were detailed beautifully in the literature - were close to impossible to actually play with. I ran a long Cthulhu campaign around Arkham, Kingsport, Dunwich and Innsmouth. The consistency of the places, seemingly mundane, allowed a slower pace, a more creeping sense of doom, of horrors that could lurk behind any doorway. We had a real good time with it, despite it being totally traditional map and key stuff. Other than that, I ran a HeroWars game set in Whitewall in Sartar, and that was able to handle far more sophisticated questions of politics and influence, as the system let's you assign scores to anything and everything and can handle both task and conflict resolution. So I didn't find myself needing maps, but instead a cast of clan elders and temple officials, backstreet urchins, wool merchants, Lunar scouts, chaos infiltrators and neighbouring clansmen for the players to plot with and bribe and coerce and impress and expose. I liked it a lot, although the group still tended to drift too readily towards the certainties of combat at that time. I think it would be a different game now - to run and to play - especially if I took Apocalypse World's advice on triangles and crosshairs. [/QUOTE]
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