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Help with a city interlude, please?
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<blockquote data-quote="Virago" data-source="post: 34623" data-attributes="member: 2045"><p>Don't forget the pickpocketing urchins!</p><p></p><p>Another thing to think about is neat landmarks in the city. An old clock tower that doesn't work, an important historical bridge. Give it flavor, make it seem old if the city is old. Mention hearing the noon bells strike as they move from one section of town to another.</p><p></p><p>Attack them for cash constantly; nickel and dime them. Charge them up to a silver every time they cross a certain (historic) bridge (sorry, no change accepted). </p><p></p><p>Work out law enforcement, because the PCs might very well run afoul of it. Certainly work up the stats for one or two average members of the Watch -- the sap is a pretty good weapon for them. How effective are they in different areas? Some higher-ranking watch members might have <em>zone of truth</em> iand/or <em>speak with dead</em> items -- or they might rely on a local church for this enforcement -- or the church might have a much greater hand in law enforcement.</p><p></p><p>Be at least prepared to think about what will happen if a PC kills someone in broad daylight, with lots of witnesses. This sort of thing can happen pretty easily, and playing it out faithfully could lead to the death of the PC. Probably in this case the benefactor would intervene and get the PC perhaps only banished. Or perhaps this might tip the benefactor's hand, so the benefactor does things much more carefully, which still saves the PC, but leaves the PCs a lot less comfortable when the benefactor tells them nothing can be done...</p><p></p><p>Make up notecards for "things going on in the city," and every now and then flip to one at random, and see how that relates to current player activity. Perhaps (shudder) even make an encounter table.</p><p></p><p>I'm running a city-based campaign right now, so a lot of these posts are very helpful to me too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Virago, post: 34623, member: 2045"] Don't forget the pickpocketing urchins! Another thing to think about is neat landmarks in the city. An old clock tower that doesn't work, an important historical bridge. Give it flavor, make it seem old if the city is old. Mention hearing the noon bells strike as they move from one section of town to another. Attack them for cash constantly; nickel and dime them. Charge them up to a silver every time they cross a certain (historic) bridge (sorry, no change accepted). Work out law enforcement, because the PCs might very well run afoul of it. Certainly work up the stats for one or two average members of the Watch -- the sap is a pretty good weapon for them. How effective are they in different areas? Some higher-ranking watch members might have [i]zone of truth[/i] iand/or [i]speak with dead[/i] items -- or they might rely on a local church for this enforcement -- or the church might have a much greater hand in law enforcement. Be at least prepared to think about what will happen if a PC kills someone in broad daylight, with lots of witnesses. This sort of thing can happen pretty easily, and playing it out faithfully could lead to the death of the PC. Probably in this case the benefactor would intervene and get the PC perhaps only banished. Or perhaps this might tip the benefactor's hand, so the benefactor does things much more carefully, which still saves the PC, but leaves the PCs a lot less comfortable when the benefactor tells them nothing can be done... Make up notecards for "things going on in the city," and every now and then flip to one at random, and see how that relates to current player activity. Perhaps (shudder) even make an encounter table. I'm running a city-based campaign right now, so a lot of these posts are very helpful to me too :) [/QUOTE]
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