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How do you run Town Exploration in your games.
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<blockquote data-quote="iserith" data-source="post: 8558744" data-attributes="member: 97077"><p>Also, I took a good hard look at town play some years ago and why it seems like such a big part of a lot of DMs' games. Turn on any game being streamed (or sit in on a non-streamed game) and they will almost certainly be in town interviewing some NPC, talking to each other in a tavern, or shopping. I wondered why this was so common. </p><p></p><p>Certainly, in part, we can assume people just like it. But given players in my experience will tend to like much of what their friendly DM will present, I concluded that for many DMs, town play is just easier to prep. You don't need much to just improvise NPCs on the spot or engage in low- or no-stakes interactions like shopping or tavern chats. One can prep the hell out of a town, if one wanted, but it's not necessary. Certainly not as necessary as putting together random encounter tables for wilderness exploration, hex maps, or dungeons to be crawled with all of their contents. So it makes logical sense to me that town play comes up a lot because it eats up a lot of time at a game session for very little prep.</p><p></p><p>So then I started thinking about what it is players actually want out of towns based on my experience. It all seems to boil down to just a few things: rest, shop, gather info. I figure if the town just performs those key roles for players, they'll have all they need. Slap a bit of flavor on top of it, then don't play out every minute of their visit, and we're golden. That's how I ended up with what I do now.</p><p></p><p>On the rare occasions when I run a city-based game, I still use this basic formula, but obviously add adventure locations within the context of the city with multiple options for the rest/shop/info tasks with trade-offs for each. For example, you can gather info at this one place on the cheap, but there's a higher chance of a complication. Another place is more expensive, but safer.</p></blockquote><p></p>
[QUOTE="iserith, post: 8558744, member: 97077"] Also, I took a good hard look at town play some years ago and why it seems like such a big part of a lot of DMs' games. Turn on any game being streamed (or sit in on a non-streamed game) and they will almost certainly be in town interviewing some NPC, talking to each other in a tavern, or shopping. I wondered why this was so common. Certainly, in part, we can assume people just like it. But given players in my experience will tend to like much of what their friendly DM will present, I concluded that for many DMs, town play is just easier to prep. You don't need much to just improvise NPCs on the spot or engage in low- or no-stakes interactions like shopping or tavern chats. One can prep the hell out of a town, if one wanted, but it's not necessary. Certainly not as necessary as putting together random encounter tables for wilderness exploration, hex maps, or dungeons to be crawled with all of their contents. So it makes logical sense to me that town play comes up a lot because it eats up a lot of time at a game session for very little prep. So then I started thinking about what it is players actually want out of towns based on my experience. It all seems to boil down to just a few things: rest, shop, gather info. I figure if the town just performs those key roles for players, they'll have all they need. Slap a bit of flavor on top of it, then don't play out every minute of their visit, and we're golden. That's how I ended up with what I do now. On the rare occasions when I run a city-based game, I still use this basic formula, but obviously add adventure locations within the context of the city with multiple options for the rest/shop/info tasks with trade-offs for each. For example, you can gather info at this one place on the cheap, but there's a higher chance of a complication. Another place is more expensive, but safer. [/QUOTE]
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