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Keeping urban campaigns simple
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<blockquote data-quote="howandwhy99" data-source="post: 4666354" data-attributes="member: 3192"><p>Well yeah, I wouldn't suggest doing that. This game is a simulation, so you want to abstract things. Abstract everything that doesn't have anything to do with the 4 main roles (but make sure you include subclasses too, if you use them).</p><p></p><p>When designing the wilderness is every tree defined? Or blade of grass? No, probably not. Most folks draw a map and define zones and landmarks: temperate forest, desert, barren lands, waterways, roads, habitations, etc. </p><p></p><p>On a wilderland map of most every area will be uncultivated or cultivated land. It's different in a city as pretty much the whole of it is habitation. For a city or large urban area (I wouldn't want to detail a town over say 2000 pop. all at once) try zoning areas with a key. Define each area, use it more than once, if necessary. And use that to describe the area when the PCs are moving through it. Think of some areas as cultivated (purposefully laid out) and other not-so-much. Then place all the landmarks that define that particular city. Some of these might be elements you'd normally leave undefined, but think of it as labelling the Grandfather tree in the forest while skipping a notice for the others (not that your overall zone description won't include beech, fir, and maple trees (types of smiths, inns, shops, and homes).)</p><p></p><p>Fighters are about combat, so detail guards, soldiery, authority, defenses, weapons, etc. </p><p></p><p>Wizards are about using magic, so detail magic schools, wizard cabals, potion magic ingredient shops, and even sages. </p><p></p><p>Clerics are about using both combat and magic in a divine way, so include places of worship, prominent gods, popular shrines, etc.</p><p></p><p>Thieves are about thieving, so include a thieves guild, a set of laws to follow (be broken), stolen goods fencers, wealthy (to be pilfered), and more.</p><p></p><p>And of course add the important people that have control. What other people do in the city has a lot to do with who is controlling things at the top. This is generally many people, so think of the whole as detailing an adventure module. You'll need NPCs in seats of power, lines of relation, schemes and motivations for the named NPCs, etc. </p><p></p><p>I personally suggest mapping out and detailing just the important things, but only if the PCs take an interest and get involved. I'vm shopping around for a leadership /rulership system as well right now so I can add that element to all four roles /classes. That way they can can make decisions as rulers if they choose to take a seat of power. Right now I'm looking at "Empires of the Middle Ages".</p><p></p><p>And, of course, keep adding and altering things as the PCs interact with the city.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4666354, member: 3192"] Well yeah, I wouldn't suggest doing that. This game is a simulation, so you want to abstract things. Abstract everything that doesn't have anything to do with the 4 main roles (but make sure you include subclasses too, if you use them). When designing the wilderness is every tree defined? Or blade of grass? No, probably not. Most folks draw a map and define zones and landmarks: temperate forest, desert, barren lands, waterways, roads, habitations, etc. On a wilderland map of most every area will be uncultivated or cultivated land. It's different in a city as pretty much the whole of it is habitation. For a city or large urban area (I wouldn't want to detail a town over say 2000 pop. all at once) try zoning areas with a key. Define each area, use it more than once, if necessary. And use that to describe the area when the PCs are moving through it. Think of some areas as cultivated (purposefully laid out) and other not-so-much. Then place all the landmarks that define that particular city. Some of these might be elements you'd normally leave undefined, but think of it as labelling the Grandfather tree in the forest while skipping a notice for the others (not that your overall zone description won't include beech, fir, and maple trees (types of smiths, inns, shops, and homes).) Fighters are about combat, so detail guards, soldiery, authority, defenses, weapons, etc. Wizards are about using magic, so detail magic schools, wizard cabals, potion magic ingredient shops, and even sages. Clerics are about using both combat and magic in a divine way, so include places of worship, prominent gods, popular shrines, etc. Thieves are about thieving, so include a thieves guild, a set of laws to follow (be broken), stolen goods fencers, wealthy (to be pilfered), and more. And of course add the important people that have control. What other people do in the city has a lot to do with who is controlling things at the top. This is generally many people, so think of the whole as detailing an adventure module. You'll need NPCs in seats of power, lines of relation, schemes and motivations for the named NPCs, etc. I personally suggest mapping out and detailing just the important things, but only if the PCs take an interest and get involved. I'vm shopping around for a leadership /rulership system as well right now so I can add that element to all four roles /classes. That way they can can make decisions as rulers if they choose to take a seat of power. Right now I'm looking at "Empires of the Middle Ages". And, of course, keep adding and altering things as the PCs interact with the city. [/QUOTE]
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