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Creating a City-based Campaign
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<blockquote data-quote="Shallown" data-source="post: 1379396" data-attributes="member: 1368"><p>First suggestionis leave yourself room to change things. Naming all the shops and such or doing toomuch work may hamper having to adapt later.</p><p></p><p>My next campaign will be city based, as in 75% of the adventuring will be inthe city, so I have been thinking this over for a while.</p><p></p><p>I think I am going to have just a general map of the city and have districts/neighborhoods known for certain things. Think about it this way, even with modern technology do you carry a map of the city with you. Just don't worry so much about the map and concentrate on giving certain sections of town a personality or traits. If the character wants to go from this store to another they just go. Say its over by the park or whatever and not worry about street names and such. I couldn't tell you half the street names in my city but I can tell you landmarks and where to turn.</p><p></p><p>Land marks are imprtant as well. Stories behind certain statues and buildings make for an interesting game.</p><p></p><p>Also make sure the city breaths and lives. Keeping track of time is important so you are aware of time passing. Have things unrelated to the players happen, Store gets robbed, house burns down, Sickness breaks out, all sorts of things should happen and be noticable when they players pass by. Even if somehwat unimportant to the grand design it helps build a feeling of life in the city. even littel things like having a merchant the players deal with missing one day will cause them to run around to finally figure out the shop keep has a cold and is sick at home.</p><p></p><p>As far as adventures go. You can do what a lot of people suggest for adventure ideas, buy a local paper and steal.. steal.. steal. It could even help in keeping the campaign alive by buying the paper weekly and introducing stories as I have said above to keep the city alive/real.</p><p></p><p>I lean toward thieves guilds a lot. They have a much more adventuring feel to them than most city based organizations. But city guard encounters, murder mysteries and lots of other things are possible. Politcal stories are harder to do only becuase of the personality of the players may not be well suited for it.</p><p></p><p>also you have to have at least one buring building people trapped inside encounter. Its interesting to watch the players struggle with their abilities and trying to apply them to a disaster like a house fire. they start using jump and climb, as well as, trying to apply spells to do thinsg they may not have been intended for. </p><p></p><p>As you can see I have thought about it a lot. </p><p></p><p>You can also have the old dungeon under the city and the grave yard outside of town ploys but to me those are defeating the purpose of a city game and I might include them just as fall back ideas. trust me My players even at 12-13th level dread goinginto sewers to have to fight.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1379396, member: 1368"] First suggestionis leave yourself room to change things. Naming all the shops and such or doing toomuch work may hamper having to adapt later. My next campaign will be city based, as in 75% of the adventuring will be inthe city, so I have been thinking this over for a while. I think I am going to have just a general map of the city and have districts/neighborhoods known for certain things. Think about it this way, even with modern technology do you carry a map of the city with you. Just don't worry so much about the map and concentrate on giving certain sections of town a personality or traits. If the character wants to go from this store to another they just go. Say its over by the park or whatever and not worry about street names and such. I couldn't tell you half the street names in my city but I can tell you landmarks and where to turn. Land marks are imprtant as well. Stories behind certain statues and buildings make for an interesting game. Also make sure the city breaths and lives. Keeping track of time is important so you are aware of time passing. Have things unrelated to the players happen, Store gets robbed, house burns down, Sickness breaks out, all sorts of things should happen and be noticable when they players pass by. Even if somehwat unimportant to the grand design it helps build a feeling of life in the city. even littel things like having a merchant the players deal with missing one day will cause them to run around to finally figure out the shop keep has a cold and is sick at home. As far as adventures go. You can do what a lot of people suggest for adventure ideas, buy a local paper and steal.. steal.. steal. It could even help in keeping the campaign alive by buying the paper weekly and introducing stories as I have said above to keep the city alive/real. I lean toward thieves guilds a lot. They have a much more adventuring feel to them than most city based organizations. But city guard encounters, murder mysteries and lots of other things are possible. Politcal stories are harder to do only becuase of the personality of the players may not be well suited for it. also you have to have at least one buring building people trapped inside encounter. Its interesting to watch the players struggle with their abilities and trying to apply them to a disaster like a house fire. they start using jump and climb, as well as, trying to apply spells to do thinsg they may not have been intended for. As you can see I have thought about it a lot. You can also have the old dungeon under the city and the grave yard outside of town ploys but to me those are defeating the purpose of a city game and I might include them just as fall back ideas. trust me My players even at 12-13th level dread goinginto sewers to have to fight. Later [/QUOTE]
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