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D&D 5E City Adventures...how?

Came up in another thread so I figured if make a dedicated thread. I have hard time running big cities. I'd like to see how some of the more weathered DMs keep track of everything. How detailed do you get? How do you keep the players on track without a straight up rail road?

Also what are the opinions on a city adventure themed starter set? Can you break a city done to a basic learner level? Can you even teach someone how to effectively run a city adventure?

*Note: I run 5e but feel free to include any other edition or game system.
 

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DND_Reborn

The High Aldwin
I've run campaigns based entirely in one city (or within a day's travel--24 miles of it).

I will honestly say they are the most difficult style of game to run. IMO you have a LOT more NPCs to create and breath life into. Adventure hooks by necessity become more numerous and intertwined.

Map detail can be as much or as little as you want, but there must be at least a decent amount to give the city a presence. Here was the map I used for my last city-game:

Caldis.png


We made it until about 7th level IIRC.

Feel free to use the map if you want.

One of my current projects is a entire city-based campaign to run from 1st to 20th JUST within the city. Needless to say, it is proving VERY challenging. ;)
 

Oofta

Legend
I usually run city based adventures, I find them more fun, while having far more options. There's a lot of ways of doing it, a few of the things I do listed below.

City High Level Description: Why is there a city here? Is it on a major land or water trade route (true for most larger cities)? Near valuable resources? How old is the city, how wealthy? How big? Remember that most medieval cities were not that large by today's standards and that it took a lot of land to support a city.

Also think about the racial mix and ethnicities represented. Major port cities are potentially going to have people from around the world. Think a bit about how they might interact with each other.

Maps: I rarely map things out in great detail. I start with a general idea of a city and break it up into districts. Then I write details about that district, wealth level, general types of commerce or governance and so on. There are several online tools for this, one example is medieval-fantasy-city-generator.

Districts: This may just be a sentence or two such as "Lower Ward is the docks district, busy during the day with ships coming in and out. Also has several warehouses for offloading and storing goods. It has a red light district that is booming during trade season with entertainment aplenty for sailors."

Power Organizations and Important Individuals: I have a general idea of who's who in a city and affiliations/enemies. Again this is at a very high level at first. I may note that King Archibald is old and growing senile and his wife Clarissa is really running things or it may be as simple as the city is run by a council of the guilds and I don't even associate any names. If it comes up later I'll use one of my random lists (see below).

The important thing is to not get carried away. I generally have a half dozen groups that I make note of, what their goals are and maybe some important individuals associated to those groups. This helps me set up conflicts and things for the PCs to do

Look and feel: this goes along with the city high level description. Take some time to think about architecture, what buildings would look like based on climate and resources. A place with a lot of wooded land in the far north is going to look a lot different from somewhere with a Mediterranean climate that has access to few trees but plenty of high quality building stone.

Random lists: Since I rarely write down exact details, I rely on random lists for individual names, business names, names for thieve's guilds (there's likely more than 1) and so on.

Once the campaign starts, I work on a starting area and put in a few more details as I plan and go along. It's a lot like campaign world building, you have a high level picture but really focus on a small piece first. In a city campaign I really only think about the district or even the neighborhood the PCs are in and slowly expand out from there.
 

Well, I'm a RailRoad advocate.

But if you don;t want to go down that Road.......well, then you just must accept the more Winding Path. On a whim the players might go anywhere and do anything, and will quite often ignore any linear adventure path.

In general, you only make the parts of the urban area you need, get used or the players wander too.

I. myself, like lots of detail, so I make lots of detail.....but I also RailRoad, so the second a player tries to go "off adventure" ("The Dragon Flagon tavern is closed as the bouncer slams the door in your face for 10 points of damage.").

For a Classic Easy Trick: find yourself any fantasy city sourcebook. Check out any bookstore or online, you should have no trouble finding one. 3E alone had a ton of them. Then just change the names a bit...and use the city book.
 

payn

He'll flip ya...Flip ya for real...
Paizo's Curse of the Crimson Throne was actually written for 3.5E. You can easily convert the entry modules to 5E. There is lots of good stuff in here. There is also a softcover write up of the city that gives a bunch of flavor. Plus tavern game Knivesies!

There are also other cities detailed in the Golarion setting in various products from Paizo. Hope you check these out!
 

aco175

Legend
Between game nights I try to make up 10 things to have for the next week. Maybe a couple cool NPCs to introduce or a couple events happening. Maybe a minor holiday or festival for a church. Some may be a soft hook that PCs can play along with and may lead to something larger or just provide some roleplay. I always have a couple random fights ready as well.

This is in addition to planning out something based on where I think the PCs are going or talked about going.
 

Came up in another thread so I figured if make a dedicated thread. I have hard time running big cities. I'd like to see how some of the more weathered DMs keep track of everything. How detailed do you get? How do you keep the players on track without a straight up rail road?
come up with NPC factions... like 2 street gangs, 2 different members of town guard that want to get head guard job when old one retires (hint give 1 a connection to 1 gang) Have 2 or 3 more NPCs that have nothing to do with that but each have a problem to solve (bonus points... make it that 1 could in theory solve 1 of the others but doesn't know about it) then make some just memorable and unique NPCs... people who could each maybe need some help but in a minor way, but who have names and faces the PCs can put togather...

then let your players run nuts in the town
 

When it comes to maps, I favour a "tourist map" approach, highlighting features of interest, and not strictly cartographically accurate. Streets can be treated like trees in a forest, you don't need to map every one.

Pet peeve: muggers - they are not going to attack heavily armed bands, or fight to the death!

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.

Research, and use the internet. Most established D&D cities have multiple sources. Grab the stuff you think is most interesting and relevant, cut the waffle. If you are designing from scratch, rip off real world cities of the appropriate period.

Think about the climate. I find many published sources neglect this, unless it is very extreme. It's important for the feel.

Appendix N (a few of my favourites):
Any Terry Pratchett Ankh Morpork story;
C. J. Sansom "Shardlake" stories for Renaissance London;
Lindsey Davis "Falco" stories for 1st Century Rome;
Paul Doherty "Brother Athelstan" for Medieval London.
 
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Page 2 of your Dungeon Masters's Guide has a disclaimer (in very fine print) that gives three good tactics on how to handle being a Dungeon Master in these situations.
 

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