I meant more, players dont really have a reference of what they can do to really interact with towns really. Its kinda strange"Not much to do" (when not working the fields) is a typical village issue, which is why adventurers leave. The main downtime activity is sitting in the tavern drinking warm beer. Note: there are a lot of traditional pub games your players could engage the locals in if you have a taste for minigames.
Traditional pub games
That link doesn't mention darts, which is easy to do with D&D rules. If it's summer there may also be archery on the green. If it's a pirate tavern they probably throw axes instead. The villagers may be keen to draft adventurers into a football team to play against a rival village. Medieval football - Wikipedia
How do you interact with a new town? Well you go to a town for a reason right, you have plans, perhaps lodging, shopping, visit any places of interest. For the players it would be the same. Usually as the DM you would give them options as to where to stay, names of inns, taverns and then create an encounter there if you plan on kicking off a side or main quest. If they are just passing through on their way there is no need to roleplay/explore every town if you have nothing interesting planned.I meant more, players dont really have a reference of what they can do to really interact with towns really. Its kinda strange
They don't "have a reference" for what they can do if they attend a ball either. That's because it's the DM's job to create content, not the rules. You can find plenty of exemplar material in published adventures though.I meant more, players dont really have a reference of what they can do to really interact with towns really. Its kinda strange
Your typical pseudo-medieval town would be very small by modern standards, and wouldn't have much too explore. The main buildings would be clustered around a single road, square or green, and all visible at once. If it has any kind of map to explore it's really more a city/urban exploration site.It actually has never occurred to me that town could be explored.
Thats my point really, its hard to create content if there isnt a decent way to get players to reliably interact with it, leads to awkward lulls, luckily its easy to fix by just giving players a general reference of available activities or actions in a town, and the rest leaves itself. Thats how i handle it, or just give the PC's a list of locations off the jump really, but i find it curious how many people have different ways of handling itThey don't "have a reference" for what they can do if they attend a ball either. That's because it's the DM's job to create content, not the rules. You can find plenty of exemplar material in published adventures though.
A town can be as big or as small a deal as you want to make it.
I ran an entire game in and around (within 20 miles of) one city. 90% of the adventures took place directly in the city.Was just a random thought I had running and playing DnD, is that every DM has their own method, but it never feels quite good, like there is this weird hole in the game about how to actually convey the feel of moving and discovering a town or settlement. I know some simply just let the players what do they did and they find a store for it, some who do town guides, or some that run them as odd point crawls but none feel quite right, what do you do in your games? How would you solve this issue? Is it even a issue to solve?
You've never been a tourist???It actually has never occurred to me that town could be explored.