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City adventures - evoking the setting
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<blockquote data-quote="Psion" data-source="post: 3248011" data-attributes="member: 172"><p>Could be, but it's hard to say without actually being in your game to experience it.</p><p></p><p>As for me, I noticed that when I ran second world, <em>my</em> familiarity makes a difference. I can tap my real knowledge of locales, nightlife, seedy hotels and get that feel across. My font of ancient city sights is less complete.</p><p></p><p></p><p></p><p>I'm about to throw my PCs into Bluffside, so this is a topic I am currently ruminating. I sort of think the first thing to highlight is the different quarters and local segments of society as viewed by the locals, as well as important locals. Then lace interactions with locals with that. So, if a PC arrives at Sordadon in bluffside and is looking to buy magic, they may get a swift talking to about the wizard's city, perhaps with an offhand rumination about how sorcerers best take care. They might bump into an NPC with a black eye, if they ask about it, he might describe how he got into a theological argument at Dine Divine the evening before...</p><p></p><p>Also a useful tool/observation is what NPCs don't talk about. Again in Sordadin, the well kept, shimmering, doorless lighthouse may seem quite a curiosity... but the NPCs are used to it, so normally don't talk about it unless asked. This is a tool to get players to ask NPCs questions.</p><p></p><p>Finally, other than specific setting details, there are a few things to keep in mind in general about being in a city. They may be more crowded, which can make a difference in chase scenes and combats (Mearls' Cityworks has some rules covering crowds.)</p></blockquote><p></p>
[QUOTE="Psion, post: 3248011, member: 172"] Could be, but it's hard to say without actually being in your game to experience it. As for me, I noticed that when I ran second world, [i]my[/i] familiarity makes a difference. I can tap my real knowledge of locales, nightlife, seedy hotels and get that feel across. My font of ancient city sights is less complete. I'm about to throw my PCs into Bluffside, so this is a topic I am currently ruminating. I sort of think the first thing to highlight is the different quarters and local segments of society as viewed by the locals, as well as important locals. Then lace interactions with locals with that. So, if a PC arrives at Sordadon in bluffside and is looking to buy magic, they may get a swift talking to about the wizard's city, perhaps with an offhand rumination about how sorcerers best take care. They might bump into an NPC with a black eye, if they ask about it, he might describe how he got into a theological argument at Dine Divine the evening before... Also a useful tool/observation is what NPCs don't talk about. Again in Sordadin, the well kept, shimmering, doorless lighthouse may seem quite a curiosity... but the NPCs are used to it, so normally don't talk about it unless asked. This is a tool to get players to ask NPCs questions. Finally, other than specific setting details, there are a few things to keep in mind in general about being in a city. They may be more crowded, which can make a difference in chase scenes and combats (Mearls' Cityworks has some rules covering crowds.) [/QUOTE]
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