How to deal with city descriptions?

jamespeace

Villager
Hi all, I am a new DM (using 2nd edition ad&d) and I have based my campaign in FR. My players are finding their way out of the wilderness and will most likely make their way to Scornuble in the Western Heartlands.
My Question is this.... How do I describe a city? by that I mean....Can I describe the place street by street as they walk through it....like describing a dungeon corridor or?
My concern is that, as a player I have found city descriptions given to me to be bland and confusing. I am all for real immersion so "you know of a pub in the middle of town, do you want to go there?" just does not cut it....
It is a daunting prospect......:-S
 

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I usually treat it more like wilderness travel, giving it a sort of broad overview that touches on the smells, architecture, people and obvious specific traits of the city. For instance, if my party goes to see the ruling general of the city of Fandelose, I might say:

"You enter the city through a thick defensive wall. The defenses are about as impressive as any you've ever seen. It teems with people, most of them human but with a noticeable dwarven minority. Most of the buildings are made of bricks, and everything is smudged with soot because of the omnipresent coal in the city. You travel towards the general's citadel, which is atop the highest point in the city; the air is thick with smoke, but it thins somewhat as you ascend. Here and there you can hear smiths at work or smell the stink of a smelter. After about half an hour of walking, you reach the entrance to the citadel."

This tells you a lot- in just a few sentences. You get the impression that mining is a major industry; you get a picture of this smoky, sooty place.
 

Jester.....Nice! that helps. But what if they don't know where they are going? they just wonder into the city? (I guess they may look for an Inn etc)
I suppose you could do what you are saying in terms of description.... and maybe say something like "you are standing at the beginning of a long street that seems to end in a t junction" and do the over all "feel" you talk about before or after this (or part of it) until they find the Inn?
what do you think?
Thanks!
 

First off, I just noticed that you are a new poster- welcome aboard!- and a fellow James (we Jameses gotta stick together!).

But taking the whole "entering a city for the first time with no specific destination" and a different city from my campaign as an example, I might say:

"Ulborey, the City of Salt, is built along the edge of a cliff, both on top and below. Even from outside the city you can see long stairs cut into the cliffside, as well as some sort of elevator arrangements. As you get closer you see the people of the city are a mix of the sallow-skinned humans of the area, halflings and gnomes, and a smattering of others. The whole place smells very salty, and the lower part of the city runs up almost to the oceanside. It looks like the cliff is pocked with caves, and the upper level has a variety of large, fancy-looking houses on it, each with gardens and the like giving a good amount of space between it and its neighbors. The buildings on the lower side are largely wooden, small and crammed together. What are you doing?"
 

I never give out ''free'' information in descriptions. A description is only of something the characters can see and experience. I often go for the minimal descriptions of exactly what the characters see within a couple feet of them.

If the players want to look for something, they need to state it and I'll add the description.

You can go by your players as too how much detail they like and want.
 

Thanks guys......that's food for thought. Nice descriptions Jester. I think I will end up doing a combination of both those ideas.....I think I will set up the description before hand in the plains wilderness where the PC's will meet a werebear (in human form) who is hunting a jacklewere who has done some heinous crime......the were bear will ask to share the PC's fire and tell them he is hunting "an evil beast" and warn them etc and also give them clues as to where they are in the wilderness (they started off lost and confused in the middle of the plains). So Scornubel will get a bit of a warm up description to build atmosphere before the players even get there... (if they do decide to go that is!).
It will be an interesting city to describe as parts of it are temporary shacks etc...a wild and sprawling caravan city.
Thanks!
 

Another thing - don't be afraid to give them a guide to the city - it can be a gate guard who sells them a map or tells them "go to the golden gate Inn, and tell Joe Fred sent you" (he's getting a pay-off for every person he sends)... to the old beggar or small street-urchin who "for a copper" will guide them to "the best armorer in the city".

And remember that certain things are ALWAYS near gates; there'll be a few taverns, an inn or two, a smith, and a couple of sellers of travel gear right there, to make those last-minute or first-arrival sales.
 


I'd say get a good general feel for the city's atmosphere (like Jester suggested, great stuff there, man!), but also prepare some specific places that are likely to be sought out. You can fill in bits and pieces of atmospheric stuff here and there, when you describe other things.

For example, a fight in a dark alley could start with you saying: "You seem to have taken a wrong turn. Like most of the city, this street is lined in whitewashed wattle-and-daub houses, but here, they seem uninhabited, in bad repair, with windows boarded up and doors barred. Around the next corner, you hear excited whispers, which quickly fades as you approach...".

A quest providing merchant's mansion could be described like this: "After crossing the poorer parts of town, where people live in five- or six-storied buildings which lean toward each other over the streets, barely letting in light, this seems to be a much more well-off quarter. Your host resides in an elegant villa, only two stories high, with a tiled roof and paned windows, surrounded by a flower-filled garden complete with fountains."

In a city dependent on fishing, a slight smell of fish permeates everything and can be mentioned on occasion. At dusk, the last light of the sun reflects off the bay, and the crying of gulls fills the air.
In a city dependent on lumber, the smell is that of resin and tar, the sound that of giant sawmills. In a city famous for its three knightly orders, the sound is that of weapons clanging in the practice yard or of bells calling to mass, and the last light of the sun reflects off the arms and armor of a patrol passing on the city walls. Etc.


For many places which cater to adventurers, you only need one description, even if there are many such places in town. For example, you can normally come up with just one description of an inn and use that for the inn the players choose for their PCs. However, it's nice to have a few inns' names at hand, as well, to leave the illusion of choice to the players:
"So, you guys probably need to hole up somewhere, and there're a few places right behind the gates that seem to cater to your kind of clientele: well-traveled, weary, and not as wealthy as you'd like. The Golden Griffon seems rather uppity-upper-class, and the Hole in the Wall seems to be just that, but the Dented Helm has a cozy, trusty feeling at first glance, with a few... rather adventurous-looking folk sitting on the porch, and a buxom tavern wench serving ale from a pitcher. Where do you wanna go?"

9 times out of 10, the Dented Helm it will be, so prepare a tavern under that name, add a few idiosyncratic details (a huge, dented, Fire Giant's helm hanging from the ceiling; the buxom wench is a Changeling and alters her appearance by what she judges menfolk she's serving will probably like; a chimney system going through each room provides warmth in winter and carries sound rather well; etc.), and you're done. Should the PCs choose another inn, just replace the namesake element. For example, if the PCs ignore the Dented Helm and explore the city first, finally deciding to take room and board at the Singer's Repose, you put a small stage in the taproom and don't put a Giant's helmet there. Simple.

Similarly, you probably want a weaponsmith and whatever passes for a provider of magic items in your campaign (dependent on power level). You will hopefully know what your group is usually on the lookout for, right? Make up one place each. Don't dwell on the details too long - your players will want to buy and sell, not gape at the scenery.


So what it all comes down to is modular description: you don't need too many fleshed-out descriptions all ready and made up. Instead you want recurring elements, which you can use in many other cities as well, but fill in the blanks with the individual atmosphere you want to convey. In another city, the Dented Helm is called Minotaur's Munitions and sports a huge broken catapult. The gruff Dwarven smith who constantly grumbles about the weather even though he never leaves his anvil is a gruff Human smith who constantly grumbles about his wife even though she's three years dead. The crazy Half-Elven wand seller with a nervous tic and strange hair is a slightly-too-polite Gnome potion seller with a straying eye and strange hat. The corrupt city guards are corrupt customs officials. And so on.


To flesh out the uniqueness of a city, on the other hand, you want one or two things that are iconic for it: crafts & industry, culture, unique buildings etc. Lots of forges, foundries, and smithies is a nice suggestion (I've used this before, actually); or in the case of Scornubel, a river harbor with dozens of small fishing craft and a few gilded pleasure barges for the well-to-do; maybe a huge alchemist's guild in the center of town, with lots of space around it on all sides where nobody dares to build. I like to put a renowned theater or conservatory in some places. Or maybe there's just a lot of street artists wandering about, freaking out the foreigners. Sculpture could be 'the thing', as well, with all the rich people decorating their homes and gardens with statuary, and public spaces regularly crowded with it.
For places, how about strange and wondrous architecture like a rose-tinted glass tower, an iron palace with gates forged from swords, or an elven-grown giant tree with small shops in its trunk and boughs? How about a bottomless pit with swingy walkways across where condemned criminals must fight till one of the falls? Or just a regular old bazaar with exotic spices, foreign fashions, live Owlbear cubs (chicks?), and of course lots of haggling.

Pick one each and go with that: just one industrial or cultural "specialty" is probably enough; adding one "unique site", which is independent of the "specialty", gives the city a less one-dimensional quality. Adding on more stuff is pretty unnecessary for now and will probably even detract from the city's memorability.


Furthermore, and most importantly, the city needs a reason to be there from a plot perspective. What's going to happen within the city? Who is going to approach the PCs about that sinister cult that seems to recruit so heavily of late? Will the Thieves' Guild make an attempt on a PC's life (or just his hard-earned phat lootz)? Is there a murder plot in the city's high society, and is the Elven emissary involved? Or is there a Wererat problem in the slums?
These are the things that you're including the city in your game for - so these need to be fleshed out beforehand. It'll be best to have two plot hooks ready, so you can spring one on your group when it's convenient during their shopping/recreation (and use the other one in the next city, or here but at a later date).

Wow, it's late. Hope I could help.
 


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