Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Anyone ever play or DM a game with this style? How did it work out?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jack7" data-source="post: 4641148" data-attributes="member: 54707"><p><em>You mean like a Conan RPG?</em></p><p></p><p>No, seriously, that's what thieves in the game used to be. Or at least the background of most of them.</p><p></p><p>This is my opinion and experience. I never played in such a game, per se, where everyone was a thief or cut-throat, but because of my personal background I often included places like this in my games, when I was the milieu designer and DM. Not whole cities but at least whole districts given over to criminal activity. Sex slavery, kidnapping rings, hostage taking, fencing rings, burglary networks, murder for hire, smuggling of various kinds, gang and merchant warfare, caravan interception and ambush, extortion, political corruption, spies and insurrectionists, protection rackets, tactical terrorism, and so forth and so on.</p><p></p><p>To tell you the truth, when it came to urban adventures, these were often the absolute most dangerous areas a party or person could enter. As, if not more dangerous, than most dungeons. Several times characters fell victim to theft, hostage taking, gang warfare, assassination. They were extremely fun for me to DM, extremely violent and dangerous places for the characters to visit, but not always in the way that seemed most apparent. And you're right, real criminals don't draw attention to themselves unless they feel absolutely secure about their behavior and the circumstances. Even in bad neighborhoods old habits are hard to break. It's a lot easier to slit throats and bury bodies than brag to the wrong fella while drunk and try to explain later hung from a meat-hook why you killed the made-man's nephew. My players had a saying about one area in one city in particular. <em>"Let's get the hell outta Jehiecal!" </em>They didn't like going there. They knew what it meant. And they were pretty tough in a standing fight. Course around professional killers and thieves you don't get standing up fights. Not from somebody who knows that they are doing anyway. You get stabbed in your sleep.</p><p></p><p>All I can really say is that if such places are done right then they operate pretty much like they do in real life, it's a fascinating kind of hell-hole to visit, or to work a case in, but you really wouldn't wanna live there for very long. And most don't.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4641148, member: 54707"] [I]You mean like a Conan RPG?[/I] No, seriously, that's what thieves in the game used to be. Or at least the background of most of them. This is my opinion and experience. I never played in such a game, per se, where everyone was a thief or cut-throat, but because of my personal background I often included places like this in my games, when I was the milieu designer and DM. Not whole cities but at least whole districts given over to criminal activity. Sex slavery, kidnapping rings, hostage taking, fencing rings, burglary networks, murder for hire, smuggling of various kinds, gang and merchant warfare, caravan interception and ambush, extortion, political corruption, spies and insurrectionists, protection rackets, tactical terrorism, and so forth and so on. To tell you the truth, when it came to urban adventures, these were often the absolute most dangerous areas a party or person could enter. As, if not more dangerous, than most dungeons. Several times characters fell victim to theft, hostage taking, gang warfare, assassination. They were extremely fun for me to DM, extremely violent and dangerous places for the characters to visit, but not always in the way that seemed most apparent. And you're right, real criminals don't draw attention to themselves unless they feel absolutely secure about their behavior and the circumstances. Even in bad neighborhoods old habits are hard to break. It's a lot easier to slit throats and bury bodies than brag to the wrong fella while drunk and try to explain later hung from a meat-hook why you killed the made-man's nephew. My players had a saying about one area in one city in particular. [I]"Let's get the hell outta Jehiecal!" [/I]They didn't like going there. They knew what it meant. And they were pretty tough in a standing fight. Course around professional killers and thieves you don't get standing up fights. Not from somebody who knows that they are doing anyway. You get stabbed in your sleep. All I can really say is that if such places are done right then they operate pretty much like they do in real life, it's a fascinating kind of hell-hole to visit, or to work a case in, but you really wouldn't wanna live there for very long. And most don't. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Anyone ever play or DM a game with this style? How did it work out?
Top