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Making places interesting/unique - DMing
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<blockquote data-quote="howandwhy99" data-source="post: 4495717" data-attributes="member: 3192"><p>Well, yes and no. In a big city, not a small town, I'd have a number of maps ready to go to handle basic businesses and residences. Although, mapping out things like this is almost never needed. Better to have a few things like Shopping Lists, graded Innkeeper prices, business names, and other basic activities PCs do in a city on hand and then extrapolate from there during play.</p><p></p><p>The sites I was thinking about would be actual adventure locations and a number of basic important locations to any city. Think site seeing lists when you visit a real city. Include prisons and cultural systems like police in with those. Even though players may not be interested in them, their PCs may end up having dealings with them.</p><p></p><p>D&D used to have a system for handling the exploration of new areas. Now it's just a skill roll. The map is for you, the DM, not the players. They make their own map as they travel around on yours. At some point they may think to buy one with $$. What is listed on their map are strictly site seeing locations and "districts" (though you may suggest they add their own notes). Think site seeing brochure maps. DO NOT make or give them a modern map. It will make your job 1000 times more difficult and may make you think you need 1000 sites prepared. You don't.</p><p></p><p>I believe in designing plots for my NPCs, not PCs. So put in enough intrigue and adventure to keep the Players/PCs active for at least 2-3 sessions. That means adventure location maps, NPCs, magic items, monsters, etc. (think adventure module) and major NPC goals, strategies, and tactics. As the PCs stay in the area (and look like they will be staying) continue growing the city's features and number of adventure areas (keep dropping in modules) Modify and flesh out each to fit in the city/world and then continually track what has happened as the PCs interact with the adventures. PCs could hardly learn of every intrigue in a few sessions, so 2-3 is usually enough for 2-3 sessions. Also stop when the PCs stop exploring/adventuring within or when you reach a plausible limit for what the city can accommodate. But that's rare.</p><p></p><p>And just because you reach that 2nd limit doesn't mean adventuring is done in a city. Adventure sites always change, cities and wildernesses the same as cleared out dungeons. Take the initial seed adventure creations and let them keep blossoming via ongoing consequences. What did they miss? Who moved in now? What are their plans? Who heard of these places and are taking action on them? Nature abhors a vacuum. Slow or fast these sites will change over time.</p><p></p><p>If you have any more questions about my posts, I'll come back and check this thread for you. I'm typically not on RPG boards of late.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4495717, member: 3192"] Well, yes and no. In a big city, not a small town, I'd have a number of maps ready to go to handle basic businesses and residences. Although, mapping out things like this is almost never needed. Better to have a few things like Shopping Lists, graded Innkeeper prices, business names, and other basic activities PCs do in a city on hand and then extrapolate from there during play. The sites I was thinking about would be actual adventure locations and a number of basic important locations to any city. Think site seeing lists when you visit a real city. Include prisons and cultural systems like police in with those. Even though players may not be interested in them, their PCs may end up having dealings with them. D&D used to have a system for handling the exploration of new areas. Now it's just a skill roll. The map is for you, the DM, not the players. They make their own map as they travel around on yours. At some point they may think to buy one with $$. What is listed on their map are strictly site seeing locations and "districts" (though you may suggest they add their own notes). Think site seeing brochure maps. DO NOT make or give them a modern map. It will make your job 1000 times more difficult and may make you think you need 1000 sites prepared. You don't. I believe in designing plots for my NPCs, not PCs. So put in enough intrigue and adventure to keep the Players/PCs active for at least 2-3 sessions. That means adventure location maps, NPCs, magic items, monsters, etc. (think adventure module) and major NPC goals, strategies, and tactics. As the PCs stay in the area (and look like they will be staying) continue growing the city's features and number of adventure areas (keep dropping in modules) Modify and flesh out each to fit in the city/world and then continually track what has happened as the PCs interact with the adventures. PCs could hardly learn of every intrigue in a few sessions, so 2-3 is usually enough for 2-3 sessions. Also stop when the PCs stop exploring/adventuring within or when you reach a plausible limit for what the city can accommodate. But that's rare. And just because you reach that 2nd limit doesn't mean adventuring is done in a city. Adventure sites always change, cities and wildernesses the same as cleared out dungeons. Take the initial seed adventure creations and let them keep blossoming via ongoing consequences. What did they miss? Who moved in now? What are their plans? Who heard of these places and are taking action on them? Nature abhors a vacuum. Slow or fast these sites will change over time. If you have any more questions about my posts, I'll come back and check this thread for you. I'm typically not on RPG boards of late. [/QUOTE]
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