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Buliding a large city
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<blockquote data-quote="arwink" data-source="post: 1050528" data-attributes="member: 2292"><p>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).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="arwink, post: 1050528, member: 2292"] 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. [/QUOTE]
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