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Techniques for running a predominately urban campaign
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<blockquote data-quote="Dilvias" data-source="post: 5396438" data-attributes="member: 85371"><p><span style="font-size: 10px">1. Possibilities to why they can't count on the law: </span></p><p> </p><p><span style="font-size: 10px">The law is corrupt. Either the city government itself is evil, or certain parts of it are. One of the major subplots is going to involve overcoming the authorities. Alternatively, the law is competent, but the PCs are criminals.</span></p><p> </p><p><span style="font-size: 10px">The law is incompetent. Or too busy. Or the problems are beneath the notice of the authorities. Or there is no law. Either way, the PCs cannot count on there being backup for them beyond what they themselves arrange. </span></p><p> </p><p><span style="font-size: 10px">They are the law. That means they must obey their superiors and their rules, while dealing with problems on their own. There may be backup, but their backup will likely be several minutes away if even available. They may not be actual city guards, but are in some way part of the establishment. Guild members, servants of a baron, sons and daughters of nobles. </span></p><p> </p><p><span style="font-size: 10px">Note you can have all three if you want. The players could be guild enforcers of a thieves guild, the local city guard commander is being paid to look the other way by all sides, and the duke in charge of the city quarter is involved in a plot to take over the city.</span></p><p> </p><p><span style="font-size: 10px">2. Details:</span></p><p> </p><p><span style="font-size: 10px">Think globally, act locally. To start with, you only need the most major of players (King, some of the council, a few guild leaders) and a few big bads that are working behind the scenes, along with a few overarching plots. Then concentrate on the few NPCs that you need at the start of the game and the area of the city where the characters will start. As the game continues, you can introduce more NPCs and parts of the city as needed. </span></p><p> </p><p><span style="font-size: 10px">Also, get your players to help. Ask them to detail who their contacts are for you. Heck, they can completely build them for you if they want. Maybe the rogue can create her fence, her sponsor into the thieves' guild, and a former partner now working for the city guard. The wizard can describe his master, a rival apprentice, and a shopkeeper where he buys his supplies. The fighter can stat out his brother who now works as a teamster, the old seargent who trained him, and the local barmaid who has a crush on him. </span></p><p> </p><p><span style="font-size: 10px">3 and 4. On conversations:</span></p><p> </p><p><span style="font-size: 10px">NPC to NPC, a quick summary is usually sufficient. "While sitting at the bar, you overhear several converasations. A couple of merchants are complaining about rising taxes on spice imports. The Blacksmith at the bar is buying people drinks after getting a commission for a major order of steel shields. A couple in the corner are talking about the woman's parents cancelling a trip to a nearby castle. Another group is talking about the disappearance of the baker's son. And there is the man in dark robes who seems to be watching everyone, including you. Are you listening closely to any particular conversation, or approaching anyone?"</span></p><p> </p><p><span style="font-size: 10px">Only bother with a detailed conversation if the PCs are talking to NPCs, or if the details are particularly important. </span></p><p> </p><p><span style="font-size: 10px">When talking as an NPC, just like an actor you need to know "What is my motivation?" What do they want? Do they know the PCs? If you truly feel uncomfortable taking on their "role", be sure to at least convey the information you want to give the players, even if it is in summary form. NPCs are the major way the GM gets information the players need to accomplish their goals, so make sure they get it. </span></p><p> </p><p><span style="font-size: 10px">5. Spaces: </span></p><p> </p><p><span style="font-size: 10px">This is going to depend on how combat heavy the game is going to be. City campaigns can be very combat light if you want them to be, dealing with politics and solving mysteries. But even in combat heavy games, there are going to be areas that play out as regular "dungeons". The city sewer is pretty classic, but you will have places like warehouses, guild halls, temples and even city streets. Sure, a commoner's home is going to be cramped, but how often are you really going to need to fight in the home of a commoner? And a noble's home can be as big as you need it to be. </span></p><p> </p><p><span style="font-size: 10px">6. Prisoners: </span></p><p> </p><p><span style="font-size: 10px">The best choice is to decide at the beginning of the game how the players will want to deal with it. This is going to depend a lot on question 1. If the law is both powerful and competent, then things like getting away with murder is going to be a lot harder. Also, if the characters get a reputation for taking prisoners (or taking no prisoners), this is going to influence how their enemies react. If they survive to higher levels, they are going to become famous. </span></p><p> </p><p><span style="font-size: 10px">Finally, at the beginning of the game, even before the players start building the characters, sit down and talk. Let the players know what the city is going to be like (type of government, size of the city), and find out what the players want to do. Do they want to focus on combat, mysteries, intrigue, politics? What level of social status do they want to start at? Do they want a city-wide sandbox or would they prefer easy to follow plots? Once you know what your players desire, you will be able to concentrate on the part of the city that they are interested in.</span></p></blockquote><p></p>
[QUOTE="Dilvias, post: 5396438, member: 85371"] [SIZE=2]1. Possibilities to why they can't count on the law: [/SIZE] [SIZE=2]The law is corrupt. Either the city government itself is evil, or certain parts of it are. One of the major subplots is going to involve overcoming the authorities. Alternatively, the law is competent, but the PCs are criminals.[/SIZE] [SIZE=2]The law is incompetent. Or too busy. Or the problems are beneath the notice of the authorities. Or there is no law. Either way, the PCs cannot count on there being backup for them beyond what they themselves arrange. [/SIZE] [SIZE=2]They are the law. That means they must obey their superiors and their rules, while dealing with problems on their own. There may be backup, but their backup will likely be several minutes away if even available. They may not be actual city guards, but are in some way part of the establishment. Guild members, servants of a baron, sons and daughters of nobles. [/SIZE] [SIZE=2]Note you can have all three if you want. The players could be guild enforcers of a thieves guild, the local city guard commander is being paid to look the other way by all sides, and the duke in charge of the city quarter is involved in a plot to take over the city.[/SIZE] [SIZE=2]2. Details:[/SIZE] [SIZE=2]Think globally, act locally. To start with, you only need the most major of players (King, some of the council, a few guild leaders) and a few big bads that are working behind the scenes, along with a few overarching plots. Then concentrate on the few NPCs that you need at the start of the game and the area of the city where the characters will start. As the game continues, you can introduce more NPCs and parts of the city as needed. [/SIZE] [SIZE=2]Also, get your players to help. Ask them to detail who their contacts are for you. Heck, they can completely build them for you if they want. Maybe the rogue can create her fence, her sponsor into the thieves' guild, and a former partner now working for the city guard. The wizard can describe his master, a rival apprentice, and a shopkeeper where he buys his supplies. The fighter can stat out his brother who now works as a teamster, the old seargent who trained him, and the local barmaid who has a crush on him. [/SIZE] [SIZE=2]3 and 4. On conversations:[/SIZE] [SIZE=2]NPC to NPC, a quick summary is usually sufficient. "While sitting at the bar, you overhear several converasations. A couple of merchants are complaining about rising taxes on spice imports. The Blacksmith at the bar is buying people drinks after getting a commission for a major order of steel shields. A couple in the corner are talking about the woman's parents cancelling a trip to a nearby castle. Another group is talking about the disappearance of the baker's son. And there is the man in dark robes who seems to be watching everyone, including you. Are you listening closely to any particular conversation, or approaching anyone?"[/SIZE] [SIZE=2]Only bother with a detailed conversation if the PCs are talking to NPCs, or if the details are particularly important. [/SIZE] [SIZE=2]When talking as an NPC, just like an actor you need to know "What is my motivation?" What do they want? Do they know the PCs? If you truly feel uncomfortable taking on their "role", be sure to at least convey the information you want to give the players, even if it is in summary form. NPCs are the major way the GM gets information the players need to accomplish their goals, so make sure they get it. [/SIZE] [SIZE=2]5. Spaces: [/SIZE] [SIZE=2]This is going to depend on how combat heavy the game is going to be. City campaigns can be very combat light if you want them to be, dealing with politics and solving mysteries. But even in combat heavy games, there are going to be areas that play out as regular "dungeons". The city sewer is pretty classic, but you will have places like warehouses, guild halls, temples and even city streets. Sure, a commoner's home is going to be cramped, but how often are you really going to need to fight in the home of a commoner? And a noble's home can be as big as you need it to be. [/SIZE] [SIZE=2]6. Prisoners: [/SIZE] [SIZE=2]The best choice is to decide at the beginning of the game how the players will want to deal with it. This is going to depend a lot on question 1. If the law is both powerful and competent, then things like getting away with murder is going to be a lot harder. Also, if the characters get a reputation for taking prisoners (or taking no prisoners), this is going to influence how their enemies react. If they survive to higher levels, they are going to become famous. [/SIZE] [SIZE=2]Finally, at the beginning of the game, even before the players start building the characters, sit down and talk. Let the players know what the city is going to be like (type of government, size of the city), and find out what the players want to do. Do they want to focus on combat, mysteries, intrigue, politics? What level of social status do they want to start at? Do they want a city-wide sandbox or would they prefer easy to follow plots? Once you know what your players desire, you will be able to concentrate on the part of the city that they are interested in.[/SIZE] [/QUOTE]
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