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How do you use cities in your campaigns?
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<blockquote data-quote="Sword of Spirit" data-source="post: 7913313" data-attributes="member: 6677017"><p>My group actually enjoys that sort of thing (well, not shopping drudgery). We've spent large parts of sessions basically hanging out with NPCs with no immediate adventuring context. In Waterdeep, the party made friends with a scholarly young Cormyrian from a noble family with a pet Tressym, got a temp job as Volo's bodyguard while he explored town for his upcoming "Volo's Guide to Waterdeep" book, had aesthetically customized gear made, and tried out the food and atmosphere at a variety of inns and taverns before settling down for more long term accommodation. In Sigil they made friends with a girl band and sold memories to the sensoriums in the Civic Festhall (while the bard joined the Sensates). In the latter case, I used the bard's faction membership to give him a quest-giver for an adventure, but so far in Waterdeep, nothing on that list except their eventually lodging has led to any adventuring.</p><p></p><p>It's funny, because even though I love that sort of exploratory role-playing, I'm possibly the participant most likely to want more combat encounters (since, I'm DM, I can drop some in, but I get the feeling too many combat encounters can bore my group).</p><p></p><p>What this is helping me realize though, is that I don't like it when games tell you what they are supposed to be "about". "This is a game about cinematic action-packed adventure!" Why? That's the same annoyance of the old World of Darkness games that told you how you were supposed to play them, but nobody played them that way because the setting invited other interesting styles that people preferred. Why not just "This game's task resolution system is designed to support cinematic action"? Then players have valuable information about how task resolution will work, but can play the game however they want. This isn't immediately relevant, since D&D leaves it very open, but it just got me thinking.</p><p></p><p>Not that I have any problems with your style, I just find it interesting to see the different perspectives on role-playing out non-adventuring.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7913313, member: 6677017"] My group actually enjoys that sort of thing (well, not shopping drudgery). We've spent large parts of sessions basically hanging out with NPCs with no immediate adventuring context. In Waterdeep, the party made friends with a scholarly young Cormyrian from a noble family with a pet Tressym, got a temp job as Volo's bodyguard while he explored town for his upcoming "Volo's Guide to Waterdeep" book, had aesthetically customized gear made, and tried out the food and atmosphere at a variety of inns and taverns before settling down for more long term accommodation. In Sigil they made friends with a girl band and sold memories to the sensoriums in the Civic Festhall (while the bard joined the Sensates). In the latter case, I used the bard's faction membership to give him a quest-giver for an adventure, but so far in Waterdeep, nothing on that list except their eventually lodging has led to any adventuring. It's funny, because even though I love that sort of exploratory role-playing, I'm possibly the participant most likely to want more combat encounters (since, I'm DM, I can drop some in, but I get the feeling too many combat encounters can bore my group). What this is helping me realize though, is that I don't like it when games tell you what they are supposed to be "about". "This is a game about cinematic action-packed adventure!" Why? That's the same annoyance of the old World of Darkness games that told you how you were supposed to play them, but nobody played them that way because the setting invited other interesting styles that people preferred. Why not just "This game's task resolution system is designed to support cinematic action"? Then players have valuable information about how task resolution will work, but can play the game however they want. This isn't immediately relevant, since D&D leaves it very open, but it just got me thinking. Not that I have any problems with your style, I just find it interesting to see the different perspectives on role-playing out non-adventuring. [/QUOTE]
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