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Techniques for running a predominately urban campaign
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<blockquote data-quote="fba827" data-source="post: 5396098" data-attributes="member: 807"><p>When I DM, I tend to lean towards wilderness-based locations and events simply because it avoids some of my DM weaknesses that are associated with running more city-based locations (as in a major metro area).</p><p></p><p>Having said that, I still <em>think</em> about trying more city-based locations partially to grow in terms of what I can do, and also for simply a change of pace.</p><p></p><p>But then that leads me to certain weaknesses I have as a DM that make me shy away from city locals as a primary area for action/encounters/events.</p><p></p><p>So I thought I'd tap the ENWorld collective brain for some thoughts and suggestions on ways to possibly get around my DMing weaknesses that are specific to city adventures...</p><p></p><p>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 ..."</p><p></p><p>But I want the focus to be on the PCs, so I was brain storming and came up with either a) it's a city without authorities (lawless), b) the PCs are the law, or c) the threats the PCs deal with are so 'extraordinary" that the regular authorities would be in over their heads and would be certain death for them, but the PCs have some special abilities that make them better suited to investigate.</p><p></p><p>Any experiences with using any of those? Or other possibilities?</p><p></p><p></p><p>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.</p><p></p><p>Short of extensive note-taking and maps, anyone have any other suggestions that have worked for them?</p><p></p><p></p><p>3. Mass NPC conversations. In a major urban environment there will eventually be points where lots of NPCs are gathered and discussing things (i.e. The PCs walking into a merchant council and overhear them talking about their latest problem that is blocking trade, etc). But I feel awkward when I'm acting out 2 or more NPCs talking to each other because it turns the players into an audience rather than participants.</p><p></p><p>I could 'summarize' the conversation to shorten it, but then that seems to break the fourth-wall a bit too much. I could try and let the players act out certain roles of the NPcs based on motivations I give them... but not all the players in my group would be in to that.</p><p></p><p>Any tricks that other people use for this?</p><p></p><p></p><p>4. I am not a good spontaneous speaker for NPCs. With so many NPCs and so many possibilities of who and what the PCs can discuss, I'll have a hard time coming up with responses on the fly to PC questions/conversations. And, the people I tend to game with are generally better improvisational (sp?) speakers than I am.</p><p></p><p>I guess this is just a skill i need to work on myself.</p><p></p><p></p><p>5. Spatial considerations - combat areas simply need to be larger than is convenient. In a dense urban area, I'd imagine the interiors are smaller, leading to either really cramped combat areas, or insides that are bigger than the outside, or every building just has some basement/underground type area as a default standard.</p><p></p><p>I guess I could just make underground areas a default standard building feature... or if the city is specifically defined as being magical perhaps interior space is magically larger. Or are either of those ideas just too weird?</p><p></p><p></p><p>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...</p><p></p><p>Is that something I should just try and setup/get consensus on in the campaign start-up or really just let it evolve on it's own?</p><p>--</p><p>All that said, maybe I should just avoid having such a strong city-based campaign since I know it is a weak point for me. And instead stick with what I can do better (and leave the cities for side-treks rather than the main focal setting) ? Anyway, just brainstorming at this point.</p></blockquote><p></p>
[QUOTE="fba827, post: 5396098, member: 807"] When I DM, I tend to lean towards wilderness-based locations and events simply because it avoids some of my DM weaknesses that are associated with running more city-based locations (as in a major metro area). Having said that, I still [I]think[/I] about trying more city-based locations partially to grow in terms of what I can do, and also for simply a change of pace. But then that leads me to certain weaknesses I have as a DM that make me shy away from city locals as a primary area for action/encounters/events. So I thought I'd tap the ENWorld collective brain for some thoughts and suggestions on ways to possibly get around my DMing weaknesses that are specific to city adventures... 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 ..." But I want the focus to be on the PCs, so I was brain storming and came up with either a) it's a city without authorities (lawless), b) the PCs are the law, or c) the threats the PCs deal with are so 'extraordinary" that the regular authorities would be in over their heads and would be certain death for them, but the PCs have some special abilities that make them better suited to investigate. Any experiences with using any of those? Or other possibilities? 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? 3. Mass NPC conversations. In a major urban environment there will eventually be points where lots of NPCs are gathered and discussing things (i.e. The PCs walking into a merchant council and overhear them talking about their latest problem that is blocking trade, etc). But I feel awkward when I'm acting out 2 or more NPCs talking to each other because it turns the players into an audience rather than participants. I could 'summarize' the conversation to shorten it, but then that seems to break the fourth-wall a bit too much. I could try and let the players act out certain roles of the NPcs based on motivations I give them... but not all the players in my group would be in to that. Any tricks that other people use for this? 4. I am not a good spontaneous speaker for NPCs. With so many NPCs and so many possibilities of who and what the PCs can discuss, I'll have a hard time coming up with responses on the fly to PC questions/conversations. And, the people I tend to game with are generally better improvisational (sp?) speakers than I am. I guess this is just a skill i need to work on myself. 5. Spatial considerations - combat areas simply need to be larger than is convenient. In a dense urban area, I'd imagine the interiors are smaller, leading to either really cramped combat areas, or insides that are bigger than the outside, or every building just has some basement/underground type area as a default standard. I guess I could just make underground areas a default standard building feature... or if the city is specifically defined as being magical perhaps interior space is magically larger. Or are either of those ideas just too weird? 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... Is that something I should just try and setup/get consensus on in the campaign start-up or really just let it evolve on it's own? -- All that said, maybe I should just avoid having such a strong city-based campaign since I know it is a weak point for me. And instead stick with what I can do better (and leave the cities for side-treks rather than the main focal setting) ? Anyway, just brainstorming at this point. [/QUOTE]
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