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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Techniques for running a predominately urban campaign
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="Barastrondo" data-source="post: 5397433" data-attributes="member: 3820"><p>Lots of fantastic discussion already. I'll just add a few more "me toos" and maybe a few specializations on the techniques that have worked for me.</p><p></p><p></p><p></p><p>Frequently the authorities may be corrupt or unreliable, obviously. I had recent success with the PCs finding that <em>some</em> of the authorities were corrupt, but others weren't -- but they didn't have easy proof. They were still interested in the welfare of the city, but couldn't trust any random guard patrol to be in the pockets of the corrupt element instead of straight-arrows.</p><p></p><p>Also, some of the NPCs that the PCs are tied to may be in sensitive positions that the PCs don't want dragged out into the daylight. These needn't be criminal, mind: maybe a cousin is being blackmailed, and the PCs would rather help keep that cousin's secret instead of drawing it out in the courts. Maybe revealing the demonic dungeon under the favorite tavern would get the tavern closed. PCs may simply be a tidier solution. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Tricky one. Usually I try to summarize it in a fairly distinctive way: the PCs overhear not one merchant talking about the problem, but one throwing a blustery Brian Blessed tantrum about the problem while others try to talk him down. This can encourage PCs to get involved in the conversation themselves, because they like interacting with standout personalities.</p><p></p><p></p><p></p><p>It's tricky, and practice is really the best medicine for it. 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?" </p><p></p><p></p><p></p><p>Perhaps think in terms of a combat area spilling across multiple rooms; a fight in a shantytown should encompass several huts, or a battle in a house should involve every room on the floor and perhaps multiple floors at once. Also, extensive underground is pretty easy to rationalize in a D&D game; lots of settlements are built on the ruins of those who came before. It may not be super-innovative to have a city built atop a dwarven ruin that has lots of underground and basements for every house, but it certainly is gameable.</p><p></p><p></p><p></p><p>Generally my players tend to comport themselves differently depending who they're fighting. A vicious, fanatical cult: they never have the conversation. Wererats? Strike to kill. Bullies and bravos? They may leave them unconscious and groaning, with a warning not to let it happen again. But it's hard to give advice for this one, as it's more dependent on player chemistry than on what you can yourself do. </p><p></p><p></p><p></p><p>Honestly, you should do what you feel will make a good game. But that said, I used to be in the exact same position you were, blocked by many of the same problems. Now I enjoy running urban adventures; confronting the problems face-on and looking at ways to solve them was a great process, and it was <em>great</em> not having to be nervous about urban adventure any more. If you give it a try, good luck -- it may pay off with fantastic dividends!</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5397433, member: 3820"] Lots of fantastic discussion already. I'll just add a few more "me toos" and maybe a few specializations on the techniques that have worked for me. Frequently the authorities may be corrupt or unreliable, obviously. I had recent success with the PCs finding that [I]some[/I] of the authorities were corrupt, but others weren't -- but they didn't have easy proof. They were still interested in the welfare of the city, but couldn't trust any random guard patrol to be in the pockets of the corrupt element instead of straight-arrows. Also, some of the NPCs that the PCs are tied to may be in sensitive positions that the PCs don't want dragged out into the daylight. These needn't be criminal, mind: maybe a cousin is being blackmailed, and the PCs would rather help keep that cousin's secret instead of drawing it out in the courts. Maybe revealing the demonic dungeon under the favorite tavern would get the tavern closed. PCs may simply be a tidier solution. 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. Tricky one. Usually I try to summarize it in a fairly distinctive way: the PCs overhear not one merchant talking about the problem, but one throwing a blustery Brian Blessed tantrum about the problem while others try to talk him down. This can encourage PCs to get involved in the conversation themselves, because they like interacting with standout personalities. It's tricky, and practice is really the best medicine for it. 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?" Perhaps think in terms of a combat area spilling across multiple rooms; a fight in a shantytown should encompass several huts, or a battle in a house should involve every room on the floor and perhaps multiple floors at once. Also, extensive underground is pretty easy to rationalize in a D&D game; lots of settlements are built on the ruins of those who came before. It may not be super-innovative to have a city built atop a dwarven ruin that has lots of underground and basements for every house, but it certainly is gameable. Generally my players tend to comport themselves differently depending who they're fighting. A vicious, fanatical cult: they never have the conversation. Wererats? Strike to kill. Bullies and bravos? They may leave them unconscious and groaning, with a warning not to let it happen again. But it's hard to give advice for this one, as it's more dependent on player chemistry than on what you can yourself do. Honestly, you should do what you feel will make a good game. But that said, I used to be in the exact same position you were, blocked by many of the same problems. Now I enjoy running urban adventures; confronting the problems face-on and looking at ways to solve them was a great process, and it was [I]great[/I] not having to be nervous about urban adventure any more. If you give it a try, good luck -- it may pay off with fantastic dividends! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Techniques for running a predominately urban campaign
Top