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Help with a city interlude, please?
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<blockquote data-quote="Darklone" data-source="post: 12725" data-attributes="member: 1372"><p><strong>Heyho</strong></p><p></p><p>Hey all!</p><p></p><p>I think it's a shame to post behind the Old One since he probably said everything important already... But I yet have to add some things.</p><p></p><p>Since my players usually have no idea what to do in a city, they walk around. They look here and there and get ambushed or highjacked or ... whatever. Lose cash by shopping ... bought somethign from a nice little gnome that suddenly looked very different when it ran away... as well as the thing they bought... I drift off. </p><p></p><p>NPCs. The others said it already. Build NPCs. Look for Jeff Ibachs Page, there's a help to make them livelike. Build a lot of NPCs for random encounters in the street. A merchants wagon with a broken wheel. Two merchants haggling... a horse going crazy. A thief running away. A beggar whining for coppers. Two small children frmo a farm outside who sell flowers cause their parents are sick at home.</p><p></p><p>A city lives. All those encounters does not have to do anything with the PCs, but it lights up the experience. Not everything that happens in a city has something to do with the players. But there are thousands of people there who are not simply paperboys who watch the heros.</p><p></p><p>Players who like to dive into the alleyways and disappear in the shadows will love it. Thieves (even NPCs) could be tempted to interact with those strangers in one or the other way. (perhaps the local thieves guild feels embarassed by those agents). Have someone steal that thing everyone is looking for when the players are fighting against some agents. Have someone else steal it again. Confuse your players by setting NPCs against each other. ACTIVELY. There's nothing like a group of players who watch in awe as a werewolf rips apart a longtime villain they were trying to nail. </p><p></p><p>Hope this helps a bit.</p><p></p><p>May the sun shine always on the dagger in your back.</p><p></p><p>Darklone</p></blockquote><p></p>
[QUOTE="Darklone, post: 12725, member: 1372"] [b]Heyho[/b] Hey all! I think it's a shame to post behind the Old One since he probably said everything important already... But I yet have to add some things. Since my players usually have no idea what to do in a city, they walk around. They look here and there and get ambushed or highjacked or ... whatever. Lose cash by shopping ... bought somethign from a nice little gnome that suddenly looked very different when it ran away... as well as the thing they bought... I drift off. NPCs. The others said it already. Build NPCs. Look for Jeff Ibachs Page, there's a help to make them livelike. Build a lot of NPCs for random encounters in the street. A merchants wagon with a broken wheel. Two merchants haggling... a horse going crazy. A thief running away. A beggar whining for coppers. Two small children frmo a farm outside who sell flowers cause their parents are sick at home. A city lives. All those encounters does not have to do anything with the PCs, but it lights up the experience. Not everything that happens in a city has something to do with the players. But there are thousands of people there who are not simply paperboys who watch the heros. Players who like to dive into the alleyways and disappear in the shadows will love it. Thieves (even NPCs) could be tempted to interact with those strangers in one or the other way. (perhaps the local thieves guild feels embarassed by those agents). Have someone steal that thing everyone is looking for when the players are fighting against some agents. Have someone else steal it again. Confuse your players by setting NPCs against each other. ACTIVELY. There's nothing like a group of players who watch in awe as a werewolf rips apart a longtime villain they were trying to nail. Hope this helps a bit. May the sun shine always on the dagger in your back. Darklone [/QUOTE]
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