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General Tabletop Discussion
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Techniques for running a predominately urban campaign
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<blockquote data-quote="Nagol" data-source="post: 5396156" data-attributes="member: 23935"><p>Other possibilities to keep the spotlight on the PCs are the following:</p><p></p><p>1) the law is ineffectual for the type of threat (i.e. will take a week to get around to investigation whereas the plot line will complete in 2 days time).</p><p></p><p>2) The authorities are implicated in the threat either overtly in the case of a rebellion/Robin Hood campaign or indirectly in the case of a organised crime "dirty cop" way.</p><p></p><p>3) The PCs have no credibility and will be ignored/locked up if they approach the authorities.</p><p></p><p>Really, just look to the justification for most modern urban movies.</p><p></p><p>For the details, I prepare a brain map for any campaign for important and/or developed items. Really, the amount of detail in an urban setting <em>from the perspective of the players</em> isn't any different than any other setting. Just because the population has 100 times the density doesn't mean the PCs interact on a first name basis with any more people than in a small village.</p><p></p><p>For NPC-on-NPC action, I'll usually narrate what the PCs hear as opposed to holding a conversation with myself for their benefit. First, it's faster. Second, Talking to myself feels stilted.</p><p></p><p>I'm not sure why you think the city is too small for combat unless the game system has a lot of forced movement or other consideration. Simply let the action flow to the streets and you'll have plenty of space in a environment rich in choice and special terrain (multiple levels, clothes lines, canopies, pedestrians, carriages, corners, etc.)</p><p></p><p>As for prisoners, it depends on your game and the relationship the PCs have with the legal authorities. People could vanish never to be seen again (or found floating the river a week later), be left for the watch to collect, or sold to the slave galleons for extra cash. Getting a consensus or setting a campaign expectation will go a long way to reduce discussion.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5396156, member: 23935"] Other possibilities to keep the spotlight on the PCs are the following: 1) the law is ineffectual for the type of threat (i.e. will take a week to get around to investigation whereas the plot line will complete in 2 days time). 2) The authorities are implicated in the threat either overtly in the case of a rebellion/Robin Hood campaign or indirectly in the case of a organised crime "dirty cop" way. 3) The PCs have no credibility and will be ignored/locked up if they approach the authorities. Really, just look to the justification for most modern urban movies. For the details, I prepare a brain map for any campaign for important and/or developed items. Really, the amount of detail in an urban setting [I]from the perspective of the players[/I] isn't any different than any other setting. Just because the population has 100 times the density doesn't mean the PCs interact on a first name basis with any more people than in a small village. For NPC-on-NPC action, I'll usually narrate what the PCs hear as opposed to holding a conversation with myself for their benefit. First, it's faster. Second, Talking to myself feels stilted. I'm not sure why you think the city is too small for combat unless the game system has a lot of forced movement or other consideration. Simply let the action flow to the streets and you'll have plenty of space in a environment rich in choice and special terrain (multiple levels, clothes lines, canopies, pedestrians, carriages, corners, etc.) As for prisoners, it depends on your game and the relationship the PCs have with the legal authorities. People could vanish never to be seen again (or found floating the river a week later), be left for the watch to collect, or sold to the slave galleons for extra cash. Getting a consensus or setting a campaign expectation will go a long way to reduce discussion. [/QUOTE]
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