City Supplements - What do we like?

I'm re-reading Unseen Academicals, one of Terry Pratchett's final Discworld novels, and Ankh-Morpork is in its near-final state. And I think more GMs should just be ripping it off and filing off the serial numbers (which would be a very Ankh-Morpork thing to do).

Yes, it started as Lankhmar + Victorian London, but by the end of Pratchett's life, it was an incredibly cosmopolitan fantasy setting, which lots of thoughts about how dwarves (of all genders), trolls, zombies, vampires, gnomes, golems and goblins fit into the city, along with fantasy tech, like semaphore stations, that are more plausible than how many RPG cities work. (I ended up stealing the semaphore stations wholesale for my Ptolus campaign, and they've been a great improvement.) There's also paper money and stamps, which don't seem like a big deal until you start figuring out the implications of each, as Sir Terry always did.

In Unseen Academicals -- which is largely about street football -- there's even a digression about how dwarven cultural values impact where they live in the city and that, as they actually value being deeper under the earth, Ankh-Morpork might eventually have more residents underground than above it (starting with the dwarves reopening and expanding the ruins of previous cities that modern Ankh-Morpork is built upon) and thus, potentially, more dwarf inhabitants than not.

That's really clever and very gameable. And if you didn't tell a non-Discworld reader where you stole the ideas, they'd think you a master worldbuilder.

Once the Discworld RPG hits the streets, I'll be interested to hear how much of this they lay out for gamemasters there. Similarly, it's probably worth hunting down a copy of The Compleat Ankh-Morpork to see how gameable that is.
 
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Another little bit that I like in fantasy city supplements (and scifi too for that matter) is the idea of proper identification. It's nice to be able to put some soft gates in the city and needing ID in some instances is a great way to do that. It's pretty common in scifi, but less so in fantasy. I'm going to use the idea for my current book. Not for every city ward, but the rich ones and high security ones. If you're wandering around the rich gated community after dark you better have the right papers on you if you're stopped.
Yet another thing Eberron does right.

Especially since in a world with magic, they'd be even easier to accomplish.
Magic can also make them harder to forge. For example.
 

With the grimdark feel of Shadowdark I think Lankhmar is a great inspiration. As mentioned earlier there is the AD&D book Lankhmar: City of Adventure. As well as the novels that inspired the setting. For real world inspirations I always that the Italian city-states during 14th to 16th century. The old AD&D Forgotten Realms Adventures had some brief gazetteer style city snap shots, brief enough with few key locations exampled in a sentence or two.
 

Another little bit that I like in fantasy city supplements (and scifi too for that matter) is the idea of proper identification. It's nice to be able to put some soft gates in the city and needing ID in some instances is a great way to do that. It's pretty common in scifi, but less so in fantasy. I'm going to use the idea for my current book. Not for every city ward, but the rich ones and high security ones. If you're wandering around the rich gated community after dark you better have the right papers on you if you're stopped.

I prefer it in very limited doses, signet rings for nobles to identify their messages, invitations for a specific party, letters of marque, and such.

A general “papers please” default is a more oppressive and autocratic dystopic feel for me that I don’t generally want in my more freewheeling Conan type fantasy cities as my roleplaying preference.
 


So WFRP 4e by Cubicle 7 have three really good city Sourcebooks - Altdorf, Middenheim and Salzenmund.

I think what makes them great is that they each include many dozen locations and NPCs with hooks, rumors and ideas to involve them in a campaign or adventure. Don’t just describe a place or person give an example or two of how it might intersect with the PCs.

The length of these sections is just right too. Not too long, not too short. Brief overview of something flavorful with a decent amount of attention on the hooks.

I’ve included an example below.


IMG_0300.jpeg
 

The Salzenmund book especially is awesome. It's one of my core touchstones for the city I'm designing. It still has way more history and backstory than I care about, but those bits are at least well written.
 


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