My cities suck

Try giving different "personalities" to different neighborhoods in a city. When a person travels from the elfwood neighborhood into the dwarven ward, change both the building styles and the types of businesses. this is an easy way to add personality.

My cities sucked, too. I finally deconstructed the old FR Waterdeep boxed set; that helped a lot for me.
 

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Wombat said:
Start with a city map from the Harn series

Add D&D flavouring

Stir

Bake

Voila :D

availalbe at www.columbiagames.com

also you can use modern day maps available at the library or bookstores if you need names of roads, map keys, a decent premade map, etc... many are easy to write on also.
 

Oh, don't try to detail every building in your city, place landmarks and use those in your game, example: The Flaming Witch (Inn), follow this street until you come to the Statue of Helm, turn right down begger ally and there you are! The Statue and begger ally are your landmarks, you mark on your map where they are.

And another thing...:) Don't do all the work yourself, give homework. Allow your players to build you locations. What I do is get them to provide me, a number of locations; name, nature of business, owner, and one interesting fact. These places would interest their characters and are places they would go while not adventuring, wizards book store, fighters bars or weapon smiths. I even let them place them on their own maps!
 

a lame city described well is far less lame :)

try and describe it as vividly as possible to yourself, this will get your gears rolling.

canals, narrows streets, raw sewage, smokey alleyways, sooty stone and scab riddled commoners.....
 

Start with a very brief history of the city. Cities grow organically. Very few have been pre-planned from the beginning, and they've all been dismal failures when it comes to being a viable city without external government intervention.
 


To give some extra personality to a city, or to anything else in a fantasy world, I always use the same kind of lateral thinking. I use a single word as a source of inspiration which will help me shape everything, from the kind of people you're going to meet in the city, to the way the city looks, and including the kind of adventure hooks one might expert to find there.

Let's say I have to come up with a small city for my next game, and I want it to have a distinct, coherent flavor. I just pick a word, like, say, "fox", and from then on, the city is a fox. And what does it mean? Well, if the city is a fox, it's not going to be very big, for starters. Foxes are hunters, they live on small game, and they're not very picky, in other words, foxes are rogues: the city is likely to have a very active criminal underground economy. Foxes are also hunted themselves (mostly by English aristocrats on horses :D ), so maybe our city will be at war with larger, meaner cities, and the only way it can avoid getting destroyed is through ruse and diplomacy, since foxes are known for their slyness. The leaders of the city are likely to be cunning and full of resources, but also short-tempered and independent-minded. If you want, you may go as far as to name the city using foxes as inspiration, ending up with something like "Vulpa". You might also decide that most buildings in the city are made of the same kind of reddish stone, since after all, foxes have red fur. This little game becomes all the more fun when you build a whole world with fox-cities, cow-cities and dog-cities (or saw-cities, hammer-cities, and wrench-cities; or Beatles-cities, Radiohead-cities and Wu Tang Clan-cities, etc.)

I know that this technique sounds ridiculous. That's because, to be perfectly honest, it is quite ridiculous. But it is also fast and effective. ;)
 


Uh, Nightfall? Time to throttle back, buddy. You've moved from "interesting and helpful posts" to "posts that dance around Grandma." Whoa, nelly.

Thanks.
 
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