Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Phandelver and Red Larch....I'm rethinking my approach to towns
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Uller" data-source="post: 6657595" data-attributes="member: 413"><p>I've always found town/city settings to be the most difficult to DM. I'm not very good at improvising interesting/memorable NPCs and my players (and I) often lose track of who is important and who isn't. </p><p></p><p>In my current group I have a couple of players that just want to get a hook to the next exciting adventure and one player that wants to scour every potential location for every clue and every hook available. Then I have two players in the middle that enjoy some investigating and will go along with whatever but after our last session agreed we need a different approach.</p><p></p><p>In our last session the party finally made it to Red Larch after infiltrating Rivergard Keep and leaving peacefully (then killing Grimjaw later as he hunted) and sacking Sacred Stone Monestary and freeing the captives. </p><p></p><p>I ran Red Larch as an exploration...they walked into town and I began describing places and people they met. Their plan at the time they entered the town was to go back to Sacred Stone Monestary and descend the steps in the mines...(6th level party...might be amusing for me...). Part of the problem I'm sure is that the hooks in Red Larch are all geared toward the start of the adventure, not the middle. Within 3 or 4 buildings one player had pretty much checked out and another was openly saying "screw this, I'm tired, I'm going to the Inn!". Once they were done, they had a total of 5 hooks: Feathergale Spire, Lance Rock, Rivergard Keep, go back to Sacred Stone Monestary or investigate the "Fire Witch" at the Nettlebee Ranch. The most bored player remarked "that's about 4 hooks too many." I don't agree with that necessarily...as a group we chose PotA because of it's sandbox nature. But I do agree it's a mistake for me to allow them to be overwhelmed with choices. Often as a player I have found myself wanting to say to the DM "just tell us where we're supposed to go already!"</p><p></p><p>As a player, I have to admit, I hate exploring towns looking for hooks to adventures and such. I want to spend time adventuring. If it is an adventure set in a city that's fine. Exploring cities/towns is one of my least favorite parts of CRPGs too. I'd like towns to be a series of menus that allow you to accomplish your between adventure business and a few cut scenes that give you the information you need (with some options and RP) that lead to the information you need.</p><p></p><p>So...I think I'm taking a different approach to towns.</p><p></p><p>When the players get to a town, describe the obviously public available information about the town...the kind of stuff they would be able to find just by asking a couple people on the streets: Inns, taverns, major shops, known important NPCs etc. Then give the players their obvious options of what they want to do. Things like the following:</p><p></p><p>- Find an Inn,</p><p>- Visit a Tavern for a meal and a drink</p><p>- Buy/Sell gear or prepare for next expedition</p><p>- Look for rumors/info regarding X</p><p>- Or something else...</p><p></p><p>Depending on what they decide we'll make some skill checks and describe the scene if it is interest and RP it out. Pre-session I can create a few "events" that can or will happen to be played as cut scenes as opportunities to introduce or emphasize specific hooks. My goal would be to reduce town time to an hour or so of table time rather than an entire session. </p><p></p><p>How do other folks handle towns?</p></blockquote><p></p>
[QUOTE="Uller, post: 6657595, member: 413"] I've always found town/city settings to be the most difficult to DM. I'm not very good at improvising interesting/memorable NPCs and my players (and I) often lose track of who is important and who isn't. In my current group I have a couple of players that just want to get a hook to the next exciting adventure and one player that wants to scour every potential location for every clue and every hook available. Then I have two players in the middle that enjoy some investigating and will go along with whatever but after our last session agreed we need a different approach. In our last session the party finally made it to Red Larch after infiltrating Rivergard Keep and leaving peacefully (then killing Grimjaw later as he hunted) and sacking Sacred Stone Monestary and freeing the captives. I ran Red Larch as an exploration...they walked into town and I began describing places and people they met. Their plan at the time they entered the town was to go back to Sacred Stone Monestary and descend the steps in the mines...(6th level party...might be amusing for me...). Part of the problem I'm sure is that the hooks in Red Larch are all geared toward the start of the adventure, not the middle. Within 3 or 4 buildings one player had pretty much checked out and another was openly saying "screw this, I'm tired, I'm going to the Inn!". Once they were done, they had a total of 5 hooks: Feathergale Spire, Lance Rock, Rivergard Keep, go back to Sacred Stone Monestary or investigate the "Fire Witch" at the Nettlebee Ranch. The most bored player remarked "that's about 4 hooks too many." I don't agree with that necessarily...as a group we chose PotA because of it's sandbox nature. But I do agree it's a mistake for me to allow them to be overwhelmed with choices. Often as a player I have found myself wanting to say to the DM "just tell us where we're supposed to go already!" As a player, I have to admit, I hate exploring towns looking for hooks to adventures and such. I want to spend time adventuring. If it is an adventure set in a city that's fine. Exploring cities/towns is one of my least favorite parts of CRPGs too. I'd like towns to be a series of menus that allow you to accomplish your between adventure business and a few cut scenes that give you the information you need (with some options and RP) that lead to the information you need. So...I think I'm taking a different approach to towns. When the players get to a town, describe the obviously public available information about the town...the kind of stuff they would be able to find just by asking a couple people on the streets: Inns, taverns, major shops, known important NPCs etc. Then give the players their obvious options of what they want to do. Things like the following: - Find an Inn, - Visit a Tavern for a meal and a drink - Buy/Sell gear or prepare for next expedition - Look for rumors/info regarding X - Or something else... Depending on what they decide we'll make some skill checks and describe the scene if it is interest and RP it out. Pre-session I can create a few "events" that can or will happen to be played as cut scenes as opportunities to introduce or emphasize specific hooks. My goal would be to reduce town time to an hour or so of table time rather than an entire session. How do other folks handle towns? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Phandelver and Red Larch....I'm rethinking my approach to towns
Top