Buliding a large city

When building a city, I tend to approach things on a block by block basis - essentially starting in one district and spreading out. This has the advantage of keeping the details relatively contained when the PC's arrive, and gives them a place their familiar with after the first two or three adventures which can be used to contrast when the second district they discover (EG - the first few advetures start out in the slums quarter, helping innocents and generally dealing with the underside of the city. In the third session when they're in the city, they need to find out some information so they head to the sage/university district where they find a different style of building, citizens etc that's a direcct contrast to the first).

I'd also suggest picking four or five areas that will get the bulk of the detail for each district in your city, then give the PC's a guide of some kind that will serve to subtly guide them towards these locations. Small homeless kids and touts who are impressed by adventurers are perfect for this (we need a good tavern, what do you recommend...). I also tend to make a point of having one detialed feature that is noticably magical.

NPC's that the party encounters in a city should come in chains. People know people, whether they be friend or foe, and the blacksmith they've just dealt with should be able to link them up with mercenaries, priests, etc. Links and relationships that exist independent of the PC's are important.
 

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If you're serious about it...

1) Destruction leaves its marks. Boundaries of properties should be a product of repeated victories and defeats. Buildings should show signs of repair and be known by multiple names, given by those who once dominated. Organizations that once supported something will survive by adapting to the new political forces. (So the "Salmon Brigade" used to be a labor union for fishermen that now focuses on building warships.) Groups that have lost control of something will be scheming (and forging new alliances) to get it back.

2) Look into the modern regions that have seen longstanding violence as part of the culture. Note the dynamics and translate accordingly.

Ireland's struggle to negotiate multiple conflicting ideologies.
African dictators and the virtual enslavement of miners.
Afghanistan's warlords' competition for dominance and trade
Columbian druglords' ability to compromise foreign governmental systems by way of bribery and blackmail.
The USA's inclination for world domination and the internal fractures this causes among the populace.

3) Don't forget that wars are about Control of Resources. What is valuable to the different groups?

4) Business makes the world go round. What contracts, agreements, shady deals, etc. influence the regional dynamics? IF X is valuable to Mr. A, and he conspires with Mr. B to control X, then what impact does that agreement have on the area? Imagine that X is premium property, the nearby granite quarry, or access to a holy place.


wolfen
 

Ethnic neighborhoods.

Of course, these can (and should) include humans from neighboring countries as well as refugees (after all, the country is at war...), but the most recognizeable minorities are going to be nonhuman. Each is going to have its own power centers - they are basically towns within towns - and they are unlikely to cooperate with human law enforcement when it comes to internal affairs. They certainly would ignore any human laws trying to outlaw the religions of their ancestors!

Also remember that nonhuman enclaves aren't neccessarily homogenous - they can be every bit as diverse as human communities! Though most humans are never going to hear about it (gotta show an united front to outsiders...), the unfamiliar surroundings of a human city are going to be very stressful for the older nonhumans, while younger ones who were born in the city might adopt all kinds of "undignified" human behaviours...

For lots of ideas on this matter, I recommend any Discworld novels about the City Watch, especially "The Fifth Elephant", which basically revolves around a big cultural conflict among dwarves, and how it affects a human city...

Or (shameless plug) you could read my
notes about various nonhuman races in the world of Urbis, which is my homebrew campaign world specifically dedicated to city-based adventures... ;)
 

Re: Re:you could try

Melvin the Mediocre said:
Interesting... can you give me some ideas as to what you mean about a 'spooky' history?
DG

Unexplained serial murders. Shosts haunting certain buildings. Recently rediscovered mass graves. Rumors about monsters in the sewers. Bloodthirsty rulers who started pogroms against minorities (human or nonhuman).

There are many kinds of evil that people are capable of, and even though their time has passed they can still haunt the present.

I am German, I ought to know...
 

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