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City adventures - evoking the setting
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<blockquote data-quote="Drawmack" data-source="post: 3248006" data-attributes="member: 4981"><p>When I'm running a wildernes or small village campaign the world pretty much revolves around the PCs. In a village it is easy to part-take of "world" changing events. For example if a band of goblins are raiding the fields that are the grain supply for the entire town, taking care of said goblins will be a world changing event for everyone the PCs come into contact with in the village. The party's reputation may even spread, "Hey so and so saved our village from evil pillaging goblins".</p><p></p><p>With a city I take a much more fatalistic approach. The city goes on around the PCs and they decide which aspects to interact with. While the party can still create "world" changing events it is going to take months or years of hard work to bring this about. I think the important thing to make them feel like they are in a city is to have the city just go on around them. Maybe your party is trying to reform the prison system and at the same time other major issues could be homelessnes, the slums, high profile thefts, etc. basically make the PCs feel that they are not the be all end all of good guys anymore. Sure you're taking care of the prison system where stealing a loaf of bread gets you locked up for life. But other adventurers are fixing other things about the city. In a city it is very hard to build a name for yourself and also very difficult to affect world changes.</p><p></p><p>Like I said very much more fatalistic in a city.</p></blockquote><p></p>
[QUOTE="Drawmack, post: 3248006, member: 4981"] When I'm running a wildernes or small village campaign the world pretty much revolves around the PCs. In a village it is easy to part-take of "world" changing events. For example if a band of goblins are raiding the fields that are the grain supply for the entire town, taking care of said goblins will be a world changing event for everyone the PCs come into contact with in the village. The party's reputation may even spread, "Hey so and so saved our village from evil pillaging goblins". With a city I take a much more fatalistic approach. The city goes on around the PCs and they decide which aspects to interact with. While the party can still create "world" changing events it is going to take months or years of hard work to bring this about. I think the important thing to make them feel like they are in a city is to have the city just go on around them. Maybe your party is trying to reform the prison system and at the same time other major issues could be homelessnes, the slums, high profile thefts, etc. basically make the PCs feel that they are not the be all end all of good guys anymore. Sure you're taking care of the prison system where stealing a loaf of bread gets you locked up for life. But other adventurers are fixing other things about the city. In a city it is very hard to build a name for yourself and also very difficult to affect world changes. Like I said very much more fatalistic in a city. [/QUOTE]
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City adventures - evoking the setting
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