Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Elements of city design and stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Piratecat" data-source="post: 4751787" data-attributes="member: 2"><p>I have a tremendous amount of fun designing cities. I used to find running a city campaign to be tremendously intimidating. I finally sat down and read the old Waterdeep boxed set about five times, until I started to get a feel for the city. Then I started noting what I liked and didn't like, and built from there with my own cities. You guys don't want to know how long I kept my PCs stranded in backwaters because I couldn't adequately run a city. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Nowadays, here's how I decide a city. I'll use the city of Sayre, which I designed for a recent Dungeon module, as an example.</p><p></p><p><strong>1. What makes it memorable? </strong> For Sayre, I wanted people in my world to think it was freakin' gorgeous. It needed to be a place that artists and craftsmen flocked to, painted, and talked about. That affected my architecture and landscape. I added a waterfall, a lake, a gorgeous view and a lot of white marble monuments and buildings. </p><p></p><p><strong>2. Why is it there?</strong> Cities exist and grow for a reason, usually related to trade. That adds a ton of plot possibilities, as miners or loggers or whatever can have lots of things wrong with their operations. The old module "Of Sound Mind" I wrote had a town famous for its finely crafted bells and its copper mines. Sayre, on the other hand, exists due to a university and because it's the epicenter of the finest artisans in hundreds of miles. That affects how the town feels; it's fairly intellectual, and will have more elves than dwarves.</p><p></p><p><strong>3. What are the neighborhoods?</strong> I make a bunch of circles on a piece of paper, each one representing a neighborhood. Each neighborhood has its own feel. For instance, the part of town where the fishermen live floods a lot and borders the market, where they sell their catch; the government neighborhood is full of huge monuments that are starting to go to seed, put up by a former insane governor who emptied the coffers to build them. The university neighborhood borders a part of town where all the dance halls are.</p><p></p><p>Remember to include slums. Adventurers and monsters/bad guys <em>love</em> slums.</p><p></p><p><strong>4. Who controls the power? Who are people afraid of? Who do people want to get to know?</strong> This decides who the movers and shakers are. It may be rival merchant families, or secret police, or a single strong ruler who makes people beg for his attention (or whose attention no one wants!), but a great plot is watching what happens in town once leadership falls apart. You can't do that until you know who's running the shop, and who wishes they were.</p><p></p><p><strong>5. Give the PCs a potential base and a friendly NPC.</strong> Let them get to know, and love, a neighborhood. It makes them care about the town.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4751787, member: 2"] I have a tremendous amount of fun designing cities. I used to find running a city campaign to be tremendously intimidating. I finally sat down and read the old Waterdeep boxed set about five times, until I started to get a feel for the city. Then I started noting what I liked and didn't like, and built from there with my own cities. You guys don't want to know how long I kept my PCs stranded in backwaters because I couldn't adequately run a city. :D Nowadays, here's how I decide a city. I'll use the city of Sayre, which I designed for a recent Dungeon module, as an example. [b]1. What makes it memorable? [/b] For Sayre, I wanted people in my world to think it was freakin' gorgeous. It needed to be a place that artists and craftsmen flocked to, painted, and talked about. That affected my architecture and landscape. I added a waterfall, a lake, a gorgeous view and a lot of white marble monuments and buildings. [b]2. Why is it there?[/b] Cities exist and grow for a reason, usually related to trade. That adds a ton of plot possibilities, as miners or loggers or whatever can have lots of things wrong with their operations. The old module "Of Sound Mind" I wrote had a town famous for its finely crafted bells and its copper mines. Sayre, on the other hand, exists due to a university and because it's the epicenter of the finest artisans in hundreds of miles. That affects how the town feels; it's fairly intellectual, and will have more elves than dwarves. [b]3. What are the neighborhoods?[/b] I make a bunch of circles on a piece of paper, each one representing a neighborhood. Each neighborhood has its own feel. For instance, the part of town where the fishermen live floods a lot and borders the market, where they sell their catch; the government neighborhood is full of huge monuments that are starting to go to seed, put up by a former insane governor who emptied the coffers to build them. The university neighborhood borders a part of town where all the dance halls are. Remember to include slums. Adventurers and monsters/bad guys [i]love[/i] slums. [b]4. Who controls the power? Who are people afraid of? Who do people want to get to know?[/b] This decides who the movers and shakers are. It may be rival merchant families, or secret police, or a single strong ruler who makes people beg for his attention (or whose attention no one wants!), but a great plot is watching what happens in town once leadership falls apart. You can't do that until you know who's running the shop, and who wishes they were. [b]5. Give the PCs a potential base and a friendly NPC.[/b] Let them get to know, and love, a neighborhood. It makes them care about the town. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Elements of city design and stuff
Top