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<blockquote data-quote="Sunseeker" data-source="post: 6531136"><p>A lot of cities are homes, the players really have no need to be wandering around the suburban districts. A lot of fantasy cities have 'districts' based on wealth or some other status. Without an escort, special dispensation or the appropriate status and wealth, there could be significant portions of the city that are completely gated and off-limits. Remember that a city is really a conglomeration of smaller towns around some sort of central feature, a castle, a magical artifact, a holy site, etc... </p><p></p><p>Basically my short answer is: instead of throwing the players into one mega-city, break the city down into more managable chunks. Only allow access to certain sections for specific reasons, but place things in those sections to make the players want to jump through the requisite hoops to get there, ie: the rich part of town has better stores that sell cooler stuff. The poor part of town has access to shady dealers for players to get counterfeit papers, but guards will treat the party more suspiciously if they're seen regularly coming and going from these areas, and there is an increased risk of attack and thievery if your players have significant wealth.</p><p></p><p>Historically, most towns had a "visitors district" or "commerce district" rarely were non-nationals or the common folk allowed any further into the city. This is what I would introduce your players to fist, a sort of mish-mash market that is essentially a bazaar surrounded by tight, low-class housing. It would allow you to limit the players initial interaction with the city, and allow you to better plan for what section of the city they want to visit next.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6531136"] A lot of cities are homes, the players really have no need to be wandering around the suburban districts. A lot of fantasy cities have 'districts' based on wealth or some other status. Without an escort, special dispensation or the appropriate status and wealth, there could be significant portions of the city that are completely gated and off-limits. Remember that a city is really a conglomeration of smaller towns around some sort of central feature, a castle, a magical artifact, a holy site, etc... Basically my short answer is: instead of throwing the players into one mega-city, break the city down into more managable chunks. Only allow access to certain sections for specific reasons, but place things in those sections to make the players want to jump through the requisite hoops to get there, ie: the rich part of town has better stores that sell cooler stuff. The poor part of town has access to shady dealers for players to get counterfeit papers, but guards will treat the party more suspiciously if they're seen regularly coming and going from these areas, and there is an increased risk of attack and thievery if your players have significant wealth. Historically, most towns had a "visitors district" or "commerce district" rarely were non-nationals or the common folk allowed any further into the city. This is what I would introduce your players to fist, a sort of mish-mash market that is essentially a bazaar surrounded by tight, low-class housing. It would allow you to limit the players initial interaction with the city, and allow you to better plan for what section of the city they want to visit next. [/QUOTE]
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