City Adventures

Agree with most of what's been said, especially the advice about making both the city and NPC's colorful. I try to do this in a variety of ways. Sometimes I emphasize small things that occur regularly, so that the PC's can rely on them -- the priests of the god of the sun walk the pre-dawn streets, reach the bay, wade in up to their thighs, and await the rising sun; a group of watchmen frequent the same tavern after their shift, where they dice, whore, and sell sensitive information; every tenday, a strange light appears in the sky above a certain brothel; when the bell at the temple of the god of song rings the hour, the sixth chime always sounds an off-note and no one knows why; etc. None of these things necessarily need to lead to an adventure, but they help bring the setting to life for the players.

Another something I do: I have a whole host of pre-prepared, generic street encounters, sorted by City Quarter, that I can drop in anywhere. Again, these may or may not lead to adventures. Sometimes they just add to the feel or mystery of the city. E.g., a PC believes he is being followed by a cowled wizard, who later turns down an alley and vanishes; an overturned wagon in the road is bleeding apples and lots of folks are stealing the poor farmer's wares; a brickbat fight between members of rival craftsmen guilds erupts around the PC's; maybe the PC's witness an irate patron smacking around the mentally deficient son of a middle-aged innkeeper, etc. Sometimes, my PC's avoid these encounters, sometimes they get involved and it provides an enjoyable diversion; and sometimes one of these encounters blows up into a full fledged story arc. The point of all of them is the PC's interact with what appears to be a living, breathing city.

One more thing: I do a monthly "Here's the News" handout, which goes over some of the tavern-talk that the characters may have overheard during the month (but that we did not necessarily play out). I use it to plant rumors, story arcs, flavor-type events, etc. And the PC's love it when they are themselves featured in the gossip.

Anyway, some ideas. Nice thing about city adventuring is that after a while, the city and the personalities take on a life of their own. It definitely gets easier with time.
 

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Big Jake said:
Next, you might enjoy reading Thieves' Quarter by JD Wiker and Christopher West by the Game Mechanics. It has a lot of great locations and NPCs that you could throw into any city campaign.
This would be a very good product for helping you flesh out Sharn. Also look at Cliffside. The Eberron CS description of Sharn, sitting on a high cliff above an inlet, made me instantly think of Cliffside. There is plenty of stuff in there you can cut-and-paste into your Sharn.
 

Shadowdancer said:
This would be a very good product for helping you flesh out Sharn. Also look at Cliffside. The Eberron CS description of Sharn, sitting on a high cliff above an inlet, made me instantly think of Cliffside. There is plenty of stuff in there you can cut-and-paste into your Sharn.

What's the link for the Thieves Quarters and is there a link for Cliffside?

I plan on running a full-fledged Eberron game soon, but I want to bring to life the diversity of Sharn first, like the fact that goblins are a more common race than usual (at least among the lower levels), and other things like the University and Chronicles (newspaper).
 

you may want to pick up the 2ed city of splendors box set for waterdeep - I know its set in the FR but it has a whole lot of usefull info and would go a long way towards showing you what you will need to do for your own city. ;)
 

Acid_crash said:
What's the link for the Thieves Quarters and is there a link for Cliffside?

I plan on running a full-fledged Eberron game soon, but I want to bring to life the diversity of Sharn first, like the fact that goblins are a more common race than usual (at least among the lower levels), and other things like the University and Chronicles (newspaper).

If you're doing Sharn you should be okay. From whay I hear, the city is so big and dynamic that anything you create could fit into the city--or believably have been changed by the time the characters return.

Others have given detailed, good advice. I'll give quick tips:

1. Keep it simple. (General map outlining districts only, generic stats for common npcs)
2. Laws. (what are they, very basically? Who enforces them? How closely are they followed? taxes, levies, punishments.)
3. Crime. (common crimes, "acceptable" crimes, uncommon crimes. Are there formal Guilds/organized crime? just gangs?)
4. Magic. (how does populace view it, and its practicioners? how prevelent is it in the city--just Continual Flame torches, or are there zombie streetcleaners? is there a mage guild? can characters buy and sell magic items?)
5. Characters. (how does populace view adventurers? animal companions? displays of wealth/weaponry/power?)
6. NPCs (a few notable names.)
7. Politics (who officially runs the city? unofficially? jot down a couple political issues for people to talk about. also jot down a few festivals and holidays.)
8. Business (major imports/exports, common trades, common jobs, a few notable businessmen, businesses, shops, and bars.)
9. Travel (how to get in and out? how to travel within the city? are horses allowed on city streets? carriages? rickshaws?)
11. Religion (how pious is the populace? nobility? businesses? military? where do people gather and worship? holy days?
12. Nobles (how do the well-off become well-off? a few noble personages. relations with other groups. where do they live? what do they do for recreation?)
13. Military. (how is the city defended? who defends it? are they hiring? how do they view the police, church, populace?)
14. Sights, sounds, and smells. (flavor for each district. general architexture notes. landmarks. tourist attractions. ghettos.)

One last tip: a few sketches or photos (found using Google image search or a book) really, really help. Even if you just jot down a skyline and sketch out a basic house, you'll give your players a sense of what the city looks like. A few visual clues anchor the players and give them a framework upon which they can fill out details using their imaginations. But they need the framework from you.

-z
 

Try the Lost City of Barakus by Necro Games. It needs fleshing out, but all around a really good base to start a city off from.
 

Acid_crash said:
What's the link for the Thieves Quarters and is there a link for Cliffside?

You can read about Thieves' Quarter at The Game Mechanics website (www.thegamemechanics.com), or buy it as a PDF at rpgnow.com (do a search on the website for quarter). You can buy it hard copy at Amazon.com, and probably through your preferred local game store or bookstore.
 


A city is like a dungeon with lots and lots of hallways that connect rooms. It's also like a wilderness area packed with encounters.

I've found it easier to write up city adventures in terms of encounters. Like a shootout at the docks, or a mugging in the ally, or a bar brawl. These encounters are like the rooms in a dungeon, connected by time & PC choices rather than hallways.

You can't worry about PCs splitting up. If you want to do this, just switch back and forth between groups and try to make combats happen at the same time - so you can switch between one combat to the next each round.
 


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