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Making Cities and Towns Unique
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<blockquote data-quote="RedGalaxy00" data-source="post: 6237753" data-attributes="member: 6694181"><p>If your looking for a way to give a town/city/metropolis more personality outside of it's features, try running a couple of larger adventures in a single city. Sure, it may be a little work, but after a few of them, you'll have a solid reservoir of quirks you can give to your cities on a moments notice.</p><p></p><p>Like in my last campaign, the party started in, and ended up staying in the starting town (after a bit of miscommunication between me and them, that I just rolled with) and while I hadn't planned on it, they came across a guild dedicated to wiping away the local chapter of the thieves guild. They learned that the mayor was a were-rat, who lived in the sewers at night, because he couldn't control the animal inside, and that a silver dragon had taken residence in the mountains nearby, hundreds of years prior, and chose to protect the town from harm because he felt that it was his duty.</p><p></p><p>Basically, what I'm saying is... it isn't the local that makes a city what it is, it's the characters there. Sure, change up the local now and then. They can't all be small hunting villages, or large capitals. I mean, a world works only because of all the pieces in it. So, mining towns and port cities will be needed to provide a resource that others need, but really, unless a large landmark rock, or pit, or wall holds something significant to both the world and players, than at the end of the day, it's nothing more then a rock, pit, or wall, a bit of description for when you first introduce the location, and most likely won't be mentioned again afterwards.</p><p></p><p>Even then, when I introduce a new city/town/village/etc to the group, I talk more about the people that make it up. How they act, how they dress, if they notice the new fellas in town. You know, things of that nature.</p><p></p><p>Anyways, I hope that helped.</p></blockquote><p></p>
[QUOTE="RedGalaxy00, post: 6237753, member: 6694181"] If your looking for a way to give a town/city/metropolis more personality outside of it's features, try running a couple of larger adventures in a single city. Sure, it may be a little work, but after a few of them, you'll have a solid reservoir of quirks you can give to your cities on a moments notice. Like in my last campaign, the party started in, and ended up staying in the starting town (after a bit of miscommunication between me and them, that I just rolled with) and while I hadn't planned on it, they came across a guild dedicated to wiping away the local chapter of the thieves guild. They learned that the mayor was a were-rat, who lived in the sewers at night, because he couldn't control the animal inside, and that a silver dragon had taken residence in the mountains nearby, hundreds of years prior, and chose to protect the town from harm because he felt that it was his duty. Basically, what I'm saying is... it isn't the local that makes a city what it is, it's the characters there. Sure, change up the local now and then. They can't all be small hunting villages, or large capitals. I mean, a world works only because of all the pieces in it. So, mining towns and port cities will be needed to provide a resource that others need, but really, unless a large landmark rock, or pit, or wall holds something significant to both the world and players, than at the end of the day, it's nothing more then a rock, pit, or wall, a bit of description for when you first introduce the location, and most likely won't be mentioned again afterwards. Even then, when I introduce a new city/town/village/etc to the group, I talk more about the people that make it up. How they act, how they dress, if they notice the new fellas in town. You know, things of that nature. Anyways, I hope that helped. [/QUOTE]
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