Making cities feel alive?

Can I be cheeky and fork the thread ever-so-slightly?

Any DM's here who have run city-based campaigns, did your players ever yearn for more open country/exploration/travel? What did you do to keep the campaign fresh and give the players that sense of discovery that seems so vital to a happy table?
 

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Having adventures outside of the current city or long distance quests can be a good source of flexibility in a campaign. Maybe a Npc has something that needs attending too at 1 day to 3 days travel away. This Can put a crazy spin on the story and add new elements.
 
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Can I be cheeky and fork the thread ever-so-slightly?

Any DM's here who have run city-based campaigns, did your players ever yearn for more open country/exploration/travel?

I don't know how much they did, but I do. I try to not get too stuck in one style for too long.

What did you do to keep the campaign fresh and give the players that sense of discovery that seems so vital to a happy table?

There are a couple of different approaches here that can keep things fresh without departing from the model of a city based adventure.

The first thing to understand is that the feeling of being able to explore is based on the sense that there is real space to explore. The scale of this space in terms of its imagined dimensions isn't really that important. You can create a sense of vast feelings of space on an encounter map measured in 10's of yards just as much or maybe more than one measured on 36 mile hexes. What is important is the feeling that between points A and B there is actually stuff and that any sort of travel between A and B can't really be hand waved because of all the stuff between them.

An example of how much this is true can be taken from the Star Wars universe. The Star Wars universe is filled with (supposedly) billions of inhabited worlds. But typically we know those worlds only from a single building or other small location. Each planet is in fact no bigger than a small village, and the rest is essentially matte paintings - background color. The whole star wars universe therefore at best is no larger than any average fantasy world, it's just spread out over more imagined space. Meanwhile, something like Skyrim is spread out only over a few imagined miles of land, but because there is actual stuff in all those imagined miles it feels immense. If you want to give a campaign a feeling of space and exploration and travel and open country, you have to have stuff in it. Otherwise you might as well have teleporters everywhere (which you could do, and might be interesting).

One model of giving players an outlet for exploration that is very traditional is the Megadungeon. You have the city right on top or next door to 1000+ encounter multi-level seemingly endless dungeon environment. This is the classic city based adventure setting: Greyhawk, Waterdeep, and Ptolus all work this way. If the players want to explore, they have an almost endless variety of things to discover. One reason this model is so attractive to DMs, especially novice DMs, is it has exceptionally good effort to play time metrics. Twenty hours mapping and detailing a megadungeon, especially once you know some of the tricks of it, will yield an enormous amount of play time. It's probably not the thing an experienced player is going to want a steady diet of, but it can be enormously entertaining as well especially if you've never experienced it or haven't played it in a while.

Another model that works is the Haven model, where the city is surrounded by dangerous environs and wild country. Periodically the players will need to or at least can make a journey of say 1-3 days in various directions to different dungeons or smaller towns to retrieve foozles or resolve subquests or rescue the innocent or whatever. This gives you opportunity to add some wilderness travel without invalidating the main thrust of your prep effort in the city. It's also nice because it lets you incorporate different published modules into your play by make them episodes in the parties adventures, and it lets you use some ideas that would be otherwise difficult in most city concepts - a dragon's lair, a castle inhabited by bandits, a band of giants, etc. Also, by 'getting out of town' it avoids one of the biggest problems you can run into in a city campaign, which is, "Why aren't the civic authorities doing more to help me save the city?" Getting away from the city explains why all those powerful NPC's aren't solving the problems whenever you bring them to their attention.

Ultimately, a sense of discovery comes from finding things that feel as if they were always there. It is something that can't really be improvised. You have to prep to bring it to your table. I should note that 'sense of discovery' is one thing that random encounters just can't do, and in particular it should be noted that to the extent that a random table can support exploration and a sense of discovery it depends on you doing a lot of myth development to detail the environment so that these random encounters feel meaningful because you the DM can connect them to the framework you've put in place.
 

In my last urban campaign, I did include a few forays outside the city now and then. But I mixed things up by detailing the different neighborhoods within the city, each with a different feel and challenges. So that adventures in the Rot District felt very different from those in the Tower District.


Can I be cheeky and fork the thread ever-so-slightly?

Any DM's here who have run city-based campaigns, did your players ever yearn for more open country/exploration/travel? What did you do to keep the campaign fresh and give the players that sense of discovery that seems so vital to a happy table?
 

3 Suggestions:
1.) Make sure descriptions feature all 5 senses and are well thought out.
2.) Find pictures on the internet that you can show players to give them an idea what a particular market or building might be like.
3.) Get background sound tracks that you can play while people are in certain places (at a reasonably low volume). I have about 100 little soundtracks I've collected over the years that I am working into games these days. Howling winds, babbling creeks, the crackle of a fire at the inn, the murmurs of a marketplace, the clopping of horses as the PCs ride, the forges at work, etc... all add a lot of flavor. I've also been known to pipe in smells (had the wife bake break while we played and the PCs were near a bakery, etc...)
 

I have found that using visual images help me get a good feeling for the city or town. Look on a Google search for fantasy city and save a few for personal use. Most people would remember the 4e picture of Nerath. it had a Roman feel and showed elephants pulling wagons and Pegasus flying around. It portrayed a certain feel from the start.
 

Mechanics or population aside, I believe the best way to make a city feel alive is to have its goings-on perpetually moving and changing, like an actual creature. The PCs should know that this place is bigger than them and will keep going at a fast pace regardless of their presence.
Keep track of daily things when in town, and larger instances while they are away. Writing lists of happenings and rumors is a good start.

Regardless of the PCs, the city is a living, breathing thing with all manner of quirks and parasites.

Yes. Perpetual change is important to a living community, especially large ones. Life goes on in the city and change happens whether it is connected to the PC's adventures or not. New citizens are born each day. People die every day. Buildings burn down. New buildings are constructed. If the PCs visit a city for a time then leave and return a year later, there are bound to be changes in the city during that time. Perhaps that gruff old innkeeper that everyone liked passed away and the inn is now being run by his son or daughter? The quaint little magic item shop with the cheap potions went out of business 6 months ago and the shop is now a book store.

Major events the PCs are involved with will also bring about change but don't forget about the little things. In a moving world change happens, and not all of it revolves around the PCs and what they are doing.
 

This is what I do:

1. Random encounters
2. Background music and sound effects
3. Describe not just what they see, but also what they hear and smell
4. Give each district of the city its unique mood and details
5. Give the city important landmarks and a history
6. Give simple backstories to all the important npc's in the city
7. Random weather
 

Yes. Perpetual change is important to a living community, especially large ones. Life goes on in the city and change happens whether it is connected to the PC's adventures or not. New citizens are born each day. People die every day. Buildings burn down. New buildings are constructed. If the PCs visit a city for a time then leave and return a year later, there are bound to be changes in the city during that time. Perhaps that gruff old innkeeper that everyone liked passed away and the inn is now being run by his son or daughter? The quaint little magic item shop with the cheap potions went out of business 6 months ago and the shop is now a book store.

Major events the PCs are involved with will also bring about change but don't forget about the little things. In a moving world change happens, and not all of it revolves around the PCs and what they are doing.

In my campaign there were a few hooks that the PCs could have followed. One took them out of the opening city and they would return. Upon their return the city changed. A cult group had taken over a ghetto. Fighting in the northern districts stopped. They still don't know that Upper Telse (literally a village on a cliff above main city of Telse) is having issues, because they didn't meet/investigate it.

They could have done things that changed these things, and later did, but they know that things happen. They can help make Telse better or worse, or leave. They chose the last part.
 

Start with the name and any titles it has, it may have many; example, The Capital, The City of Boats, The Gateway City, The City of Adventure, The City of Rats, etc.

Next start with the reason the city is there. Mining, port, gateway, trade, etc.

Next create a time line, just showing the highlight events. Started as a pirate port, took over by X, major flood in X, rebuild period, etc.

Break down the city into wards and districts. You can have a number of these that reside with in wards, like Halfling town may be a number of blocks within the merchant quarter.

Power groups, who runs or controls the parts of the city.

Landmarks - these are common items that you can refer to that the players should know. The fish market, the statue of X, the Temple of X, each area should have at least one.

Smells and appearance - think of this as the Charisma of the districts and wards, matter of fact you may want to make a stat for it. Use this to describe the area to the players. The smell of piss and waste in the streets, the broken down and unpainted buildings, etc.

City Flow - when does some parts of the city comes alive and when does it sleep? When are people paid? When are good smuggled in and out? Just note or chart events out, things like; time the fishing fleet goes out and comes back, workers go to work and when they go home, how often there is a murder or a rape or a noted mugging, or a house fire, gang fights. Some of there will be random events but makes for gossip!

Gossip, the news of the day. This will be part of every day conversation, people will be talking about it, think about and it should be presented to the players, you then can slip plot hooks into it.

Some people say cities have alignments, I like to give them to the wards and districts. All my players know that the part of town called Black Wash is CE where as the Market is NG and the Temple is LN.

Note, stat blocking the wards and districts: use CR for the danger level, CHR for its look and appearance, and alignment for its nature. Flow is when the area comes alive with activity. Black Wash is CR 6 - CHR 5 - CE - Flow: dusk to 2 AM.
 
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