About running a campaign in a town/city

Nikodemos

First Post
Hi Folks

Just thought I would get some advice from you knowledgeable people.
I am thinking of running a Thieves' World campaign, and for those of you who don't know, it is set in a town called Sanctuary. I will start the game in Sanctuary, and if the players wish to eventually travel further a field, I will take them to other areas of the continent.
So I am looking for advice and ideas, as I am still a relative novice to this ref'ing lark.

Yours Nikodemos
 

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Check out Piratecat's story hour for some excellent city adventuring, albeit high level. Also, my story hour is just now getting to some fun town-style adventuring too.
 

There was a thread about this a while back. Search for it.

Buy Urban Blight.

NPCs, NPCs, NPCS! Flesh out some, create some, let your characters create some.

I've allready posted a big post in that thread; someone look it up? :)
 


First: cool idea. These are fun, and your players are in for a treat.

Okay: It's really not that different from running a game on a continent.

Picture a map of a continent. Say, Greyhawk. You've got your power centers such as cities, tribes, monster lairs. You've got your borders marking the edge of the projection of said power centers. You've got your ruins and castles and haunted forests and other adventure areas. You've got your trade routes. You've got your mountains, rivers, oceans, and other terrain.

Now picture a city map. Say, London. You've got your power centers like the various theaters, courts, docks, nobles' estates, factories, police stations, bars, garrisons, temples, and guilds. You've got your borders that mark the projection of said power centers, such as "the business district", "dockyards", "rich district", and "market". You've got your ruins and sewers and docks and graveyards and arenas and other adventure areas. You've got your roads and other trade routes. You've got your rivers, barricades, gates, reservoirs, parks, and other terrain.

So you see that creating this city is really no different from creating your world. You're just "zoomed in" from a satelite view to a city view.

The fun part is that as you develop parts of your city you have a chance of getting a good return on your work. Meaning, unlike the work you put into developing the nation of Foo, which the players might never return to, you can be sure that the players will have many chances to appreciate the work you put into your city's most prominant thieves guild.

Specifics below. Don't agonize over this stuff, just jot down one-sentence or even one-word ideas:
Spend some time figuring out the history of the city. Why was it originally built? Did it start as a military outpost? Frontier trading town? Shipyard? Noble estate? Waystation? Lumber town? Mining town?

Spend some time thinking about how the city developed. How/why did it get big?

Spend some time thinking about the current state of the city. Why does it still exist and thrive? What is the primary business? Other businesses? What's changing?

Spend some time thinking about the texture of the city. How does it look? Smell? Taste? What kind of architecture? (think East vs. West Berlin). What characterizes the various neighborhoods? Are there street signs? What language(s)? (think chinatown) Are there street lights? Who lights them? Or are they magic?

Spend some time thinking of the mechanics of the city. What are the laws? How does it get food and water for the citizenry? How does it pay for its city services and government? Is there a mail service? Criers? How do citizens get around? Is there mass transit? Taxis? Are horses allowed on all streets? Are the streets dirt, paved, cobbled, wooden boardwalks? How does the city dispose of waste? How does it protect itself? How does it import raw material? How does it process raw material into finished products? How does it export finished products? (or the opposite, for a frontier town).

Spend some time thinking about magic. Do the guards have magic? Are there magical conveniences like lights, waste disposal, alarms? Magic shops? Are there laws regarding magic? What about magic items? How do people perceive the practice of magic? Do they differentiate between clerical and arcane? Is magical healing available?

Spend some time thinking about landmarks. Monuments. Temples. Fountains. Universities. Anything a tourist would identify as a defining characteristic of the city. Washington DC has the Washington Monument and Lincoln. St. Louis has the arch. New York has the Statue of Liberty. Seattle has the Space Needle. Venice has canals. Your city should have at least one feature or monument that would look great on a post card.

Spend some time thinking of the citizenry. Racial mix? General alignment? Attitude? (think New York vs. LA). Neighborhoods? (harlem vs. 5th avenue) Perceptions of own city? Perceptions of rival city? Jobs? Wealth? Education? Religion? Opportunity? Is the city growing or shrinking?

Then, spend some time thinking of conflict and opportunities of adventure. Start jotting down ideas for power centers or key figures. Don't get too detailed: "Joe owns a dive bar in The Docks, and has ties to the Thieves Guild and Pirates" is good. But brief concepts like "Cool, dark bar that serves flambe drinks" is good too.

Spend some time thinking about employers for the PCs. I'm thinking private security outfits, the city Watch, the garrison, the church, and of course thief guilds. But you could also include tailors, bakers, and the like--maybe the PCs have normal jobs at day, and adventure at night.

Generate Monster Manual-style stat blocks for typical Police, Military Garrison, guild thieves (maybe a different entry for each guild), citizenry, clerics, bar patrons, workers, nobles, bodyguards, private security guards.

Develop a handful of NPCs (not stats and stuff, just a few sentences on identity and goals). Guys like the mayor, the chief of police, the head of a couple guilds, maybe a few bartenders.

REALLY develop a smaller handful of NPCs. Guys that the PCs are likely to meet in the first couple adventures.

That should get you started.

As for running a game, remember to provide lots of detail on the various neighborhoods. When you say "Okay, you wander down to Foggy Bottom to meet your contact" the players should picture fog, brick buildings, tree-lined avenues, and the big monuments across the River.

If you want ideas on this kind of thing, you should pick up a copy of the computer game "SimCity". Or play through the game "Thief" or "Thief 2". It'll help you visualize how a city is laid out, and how a fantasy medieval city might work.

Good luck!

-z
 
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Zaruthustran, Great post. it is refreshing to see someone put so much thought and effort into a serious post.

I would also like to add one bit of inspiration for developing a city adventure, wait that bastard Zaruthustran said it all :D
 

I recommend reading your local newspaper, especially the columnists' sections religiously for a month. Create equivalents for the kinds of things that are being discussed. When I read the Confessions of Saint Augustine, I was stunned by how much life in 4th century Carthage was like urban life today.

Take the people who get written about a lot -- governors, senators, legislators, congressmen, lobbyists, religious leaders, sports heroes and re-imagine them in your world. Imagine what kind of character classes they might have.

Often the best way to create a fantasy city is to concentrate on how it is similar to our modern cities. Also, for inspiration in giving your cities a fantastic edge, there is no better book than Italo Calvino's Invisible Cities.
 


NPCs NPCs NPCs - create a card catolog of them USING descriptive adjectives! Steal them from TV, movies, books, history, whatever but use catch phases and mannerismes (sp)!

News! There are a million stories in the naked city, yours should have at least a few new ones every game. Don't forget updates and follow ups! These are things like robberies, murder, fires, to common gossip from your local church/high school.

Don't do all the work yourself! Give the players homework. They have to come up with the places their characters visit, be it a magic shop, tavern, so on. It only has to be a few hang outs.

Locations! Let them players know of your cities landmarks. Have a few basic floorplans for taverns, shops, inns. Let the players decide on their own places to stay. Do they stay together or do they have their own places?

Something I do is allowing PCs to pick people that are loyal to them, using their own friends/cohorts. Just limit the number. These wil be people that the PCs interact with during their adventures in the city!
 

Also, you can put monsters and stuff Inside your city. Look at Speaker of Dreams, for instance. Noble houses, Guilds, Politicians, the Watch, and such could be fronts, for intelligent beings like Illithids, Vampires, Dragons, and the like.

What are the citizens like? Are there any demihumans or monstrous races in the city? (Kobolds, for instance, as a second class citizen, working as miners, sewer workers, cheap labor, more civilized humanoids living in the slums).

Consequences are important. If the PCs break a law, the Watch will likely arrive, and they could get arrested. If they piss someone off, it'll likely come back to bite them.
 

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