DND_Reborn
The High Aldwin
So when you go to new towns you never talk to the people who live there or interact with them?You need interactivity to have play.
So when you go to new towns you never talk to the people who live there or interact with them?You need interactivity to have play.
There 100% are set downtime activities in the PHB and the DMG, with revised versions in XGTE if the standard versions aren’t to your liking.I generally run them this way too, but the main issue is there isnt any set town activities/downtime stuff, so a lot of times players can feel oddly lost I feel.
You don't need any content. If the party is traveling, "you pass through a couple of small market towns" is sufficient. You can do more if the narrative calls for it, or if the players ask for something, e.g. "can I see anywhere I can get a sandwich?"Thats my point really, its hard to create content if there isnt a decent way to get players to reliably interact with it, leads to awkward lulls, luckily its easy to fix by just giving players a general reference of available activities or actions in a town, and the rest leaves itself. Thats how i handle it, or just give the PC's a list of locations off the jump really, but i find it curious how many people have different ways of handling it
No. Why would you do that? That sounds weird.So when you go to new towns you never talk to the people who live there or interact with them?
Really? You don't buy anything, rent a hotel room, etc.?No. Why would you do that? That sounds weird.
Given the near infinite possibilities of adventures that can take place outside of towns, I'm really not giving up much except the quagmire of shopping scenes and cagey, quirky NPC interviews. Taverns in my game are typically only for gleaning rumors about adventures somewhere outside of town - you pay some gold, you roll some dice, and gather some useful info.Isn't that rather limiting of the types of adventure you run? And I'm pretty sure most taverns have rats in the cellar just waiting for 1st level characters to exterminate them.
I just adapt them from XGtE downtime activities, but reduce them to a gold cost and a single roll for a useful benefit. If I'm dealing with multiple towns in the sandbox, I will split up the available tasks between the towns to encourage the PCs to visit multiple places depending on their needs at the time. Then I make sure that each task in the town speaks to the nature or theme of the town in some way. Gathering lore in one town, for example, might mostly work the same way as another town, but it feels a little different.im curious to about these town tasks, that sounds interesting

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.