How do you describe your cities or towns?

How do you describe your cities or towns?

  • I hand them a detailed map of the city.

    Votes: 8 22.2%
  • I describe the city only as they are exploring it.

    Votes: 14 38.9%
  • I tell them what they want to know if they ask.

    Votes: 10 27.8%
  • My cities are pretty bland. The players only care to shop & drink beer there.

    Votes: 1 2.8%
  • Does it matter?

    Votes: 3 8.3%


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It depends on how important the city is to the campaign.

If its going to be the main base of operations for the PCs, detailed map and descriptions of places the PCs have vested interests in (taverns, magic shops, temples, etc) as well as descriptions of key NPCs they would already know about.

If they're just passing through, say spending the night there before heading out the next morning, I'll give a short verbal description detailing the places they visit as they come up and making them explore manually (asking NPCs where the inn is and such).

Otherwise, somewhere in between.
 


I hand them a detailed map. Well, reasonably detailed, anyway. Depending on the size, I don't bother with who's in half, or more, of the place. So long as they have a variety of choices it's all good. ("We go buy weapons." "Ok, there are three weapon smiths in this city, which one do you go to?" That usually gets them RPing a bit more than: "Ok, you get there, what do you want?")
 

I hand them a pretty good map, and if its a new city, they have to ask around to find out where places are, or walk past the building. I'll describe the general feel of the city, what the major economy is, major temples, etc. If its an important city to my campaign that is visited often and by many PC groups (such as Melkot or Greyhawk), I have sheets that I hand out that describe all this as text as well, along with info about guilds, laws (e.g. you need a license to carry a sword in Greyhawk, and certain weapons are banned completely).

All in all, my important cities are generally very well mapped AND described. One-shot visits, and less important towns may not have a map, and I tend to wing alot of it.

Denis, aka "Maldin"
=============================
Maldin's Greyhawk http://melkot.com
Loads of edition-independent Greyhawk goodness... maps, magic, mysteries, mechanics, and more!
 

From the party's perspective. Their impression will vary dramatically if they enter one of my cities by ship vs the north gate, the west gate, or the east gate.

The west gate is the most expensive part of town; it has the freshest air. The streets are big enough for two large carriages to pass and leave space for pedestrians. The roads are paved, tree-covered, and have lamps at regular locations. Privacy fences keep out the riff-raff but not the scent of the exotic flowering plants.

The east gate has the tanneries and slaughter houses. The scent would be completely overwhelming except that anyone approaching from the east has been aware of the smell for more than a mile. The sounds of unhappy livestock provides the auditory undertone, while the area seems as active as an anthill. Despite the smoke from charcoal kilns that choke teh air, the smells of blood, offal, and tanning agents refuse to be overwhelmed.

The north gate is the primary mercantile path. The roads are quite wide but still chocked full of caravans entering and leaving. Taverns and brothels line the road. Some are open-fronted buildings so the teamsters and guards aren't slowed by any pesky doors. Barkers work the streets, selling warehouse space & grain or asking to buy things.

The docks are a city unto themselves, with the eastern end full of dives suitable for shanghaing a crew, the north side warehouses, and captain's houses to the west. Deck apes sing rude tunes to keep time as they unload cargo. Depending on the wind you may catch the smell of fresh cinnamon from a spice ship or fish guts and offal from a fisherman. Guardsmen, accountants, and tallymen keep a close eye on the proceedings and truncheons close at hand.
 

If the PCs are just traveling through I try to pick out one or two features - persons, culture, architecture, landmarks, etc.- that make the city distinctive and highlight them during a brief narrative. My goal is to be able to say "The city where ..." and have the players be able to recognise where I'm referring to.

Beyond that I follow the players' lead. If they're interested I expand, if not I just move on.
 

If it is an "one-screen city"; a place to buy supplies and get information, I describe a few locations the PCs may visit. For extended adventuring, however, I make a players' map.
 

Oryan77 said:
How do you describe the layout of your city or town & the places of interest within them to your players?

I don't go into a lot of detail. If I have a map I'll show them the map but generally they find a half dozen places they like and just frequent them unless there is a need to go elsewhere.
 

I try to boil down the "feel" of the town into a few sentences. If it's nice, or filthy, smells clean or stinks from miles away, rich or poor, whatever.

I find that too much detail in RPGs leads people into nodding off and getting bored. Exactly what the town/city looks like doesn't matter; what's important is the feeling that you want to get across.

Then let each person determine in their own minds what the city is like.

Oh, and pictures work well too.
 

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