You know, I actually had a group of urban druids in the campaign I mentioned who did this all the time... I can't believe I forgot that. I'm getting old.Stone tell.
So, actually, they really can.
You know, I actually had a group of urban druids in the campaign I mentioned who did this all the time... I can't believe I forgot that. I'm getting old.Stone tell.
So, actually, they really can.
One of the things that really helped me get a handle on city adventures was the idea of giving districts personality. That made it easier to organize details, and it also meant that the players had extra mnemonic hooks: they don't have to remember the street address or the exact tavern name, but they might remember "Let's go back down to that Dockside dive in the back alleys" or "Let's meet in the plaza with the mermaid fountain." I don't map out cities to an exacting level of detail, personally; I just try to get enough of an overview of where the wards are that the players feel comfortable, name a few significant streets, and that's enough to get started.
This works for me with 17th century Paris: the Marais is upscale including the residences of many of the most powerful families in France, the area around Les Halles (the main market) is working-class, the Latin Quarter is students attending the university, the City Isle is bureaucrats and religious.One of the things that really helped me get a handle on city adventures was the idea of giving districts personality.
I pick a quote from a character which represents a shorthand depiction of a personality. Frex, Louis XIII 'the Just' is Commodius - "Am I not merciful? AM I NOT MERCIFUL!?!" - while Cardinal Richelieu is Jafar - "His power does exceed my own. But not for long."It may help to "cast" NPCs in your head ahead of time. To use the above example, I find it easier to improv with a Brian Blessed-type because it's easier for me to think in terms of "What would Brian Blessed say or do right now?"
This thread might have things you could use:
http://www.enworld.org/forum/general-rpg-discussion/295620-city-encounters-features-table.html
"Thank you for bringing this to our attention. You can be sure it will be investigated."
"Yes. We are still undergoing investigations into the matter. Unfortunately our resources have been streched rather thin recently due to the crimewave that has struck our fair city. Perhaps you would like to be good citizens and offer your help?"
"The men we dedicated to the investigations were found dead in an alley not far from here. Their deaths are a more urgent matter. We will get back to the other once this is dealt with."

![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Unless the adventurers are cops themselves... And even then, they'll probably have to solve things on their own, as their superiors would be incompetent and/or corrupt and/or would simply not believe their stories.No REAL adventurer involves the cops.
I like this methodology. It will be used in a game I am contemplating.One trick is to treat the whole city as a "dungeon", with each district being a "dungeon room". In other words, instead of drawing up each and every building, simply make a map of the city's districts and handle movement and encounters per district (e.g. "it would take you 2 hours to cross the Thieves' Quarter, and you'll have a chance of encountering trouble).
Each district, like a dungeon room, should have a "puzzle" (mini-quest or mystery), a "treasure" (a useful resource or location) and a "monster" (a threat).
First, draw up a rough map of the city's districts.
Then, decide on the "feel" and unique features of each district.
Then, decide on an Attraction or two per district - major temple, landmark, dungeon, city hall, central market, famous tavern and so on.
Finally, decide on encounters per district, both for day and night (in Old-School games, make up random encounter tables for each district).
1. How to stop the PCs from going to the authorities for everything? If there is a authority system, I know the default answer in the party would eventually turn in to "well, let's see what the constable/king/etc wants us to do" OR "now that we've heard this rumor, let's tell the authorities so they can send in the reinforcements to deal with it ..."
2. Details, Details, Details -- my brain will fry trying to keep track of names, personalities, locations, and their relative positions to one another, and so on.
Short of extensive note-taking and maps, anyone have any other suggestions that have worked for them?
6. Prisoners - when it's monsters it's easier to say kill the enemy in combat. when it's humanoids, it is more likely to result in the players (via the PCs) having drawn out discussions in every combat as to whether to kill or take prisoners. And while I can appreciate the role-play aspect of it, if the party doesn't have a general consensus it will just turn into a conversation that gets repeated way too often for my liking...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.