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Tips and experience running a city campaign
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<blockquote data-quote="Pielorinho" data-source="post: 816953" data-attributes="member: 259"><p>Good points, <strong>Teflon</strong>. A few comments:</p><p></p><ul> <li data-xf-list-type="ul">In my experience, actually, it's the rogues and not the wizards that dominate a city campaign. Those roleplaying skills just rock, and moving silently and hiding are also tremendously useful. In fact, this was such an issue for me that I ended up giving everyone 2 extra skill points for their first five levels, and allowing everyone to choose two skills to add to their always-on class list. This allowed fighter-types to get in on social scenes as well.</li> <li data-xf-list-type="ul">Definitely ramp up ELs. I often find that a city-based session will have no or one fight in it, as characters spend most of their time schmoozing, skulking, and investigating. Combats should therefore be major events, both in terms of being scary ("Yikes, we're all going to die!") and advancing the storyline ("As you turn over the corpse of the man, his robe falls open around his neck, revealing a strange tattooed symbol on his throat. Make a knowledge: arcana check to see if you recognize it.")</li> <li data-xf-list-type="ul"> Most power bases in a D&D world will be aware that adventuring groups can wreak havoc, and will have some way to deal with that. Even a small village might be able to send word through their local church that some adventurers are messing things up, and the church's enforcers might come pay the village a visit. A large city will almost certainly employ a strike-force of high-level NPCs dedicated to taking down adventurers that threaten the city. This is perfectly plausible; equally plausible is that the PCs won't ever know the strike force exists until they draw its attention.</li> </ul><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 816953, member: 259"] Good points, [b]Teflon[/b]. A few comments: [list] [*]In my experience, actually, it's the rogues and not the wizards that dominate a city campaign. Those roleplaying skills just rock, and moving silently and hiding are also tremendously useful. In fact, this was such an issue for me that I ended up giving everyone 2 extra skill points for their first five levels, and allowing everyone to choose two skills to add to their always-on class list. This allowed fighter-types to get in on social scenes as well. [*]Definitely ramp up ELs. I often find that a city-based session will have no or one fight in it, as characters spend most of their time schmoozing, skulking, and investigating. Combats should therefore be major events, both in terms of being scary ("Yikes, we're all going to die!") and advancing the storyline ("As you turn over the corpse of the man, his robe falls open around his neck, revealing a strange tattooed symbol on his throat. Make a knowledge: arcana check to see if you recognize it.") [*] Most power bases in a D&D world will be aware that adventuring groups can wreak havoc, and will have some way to deal with that. Even a small village might be able to send word through their local church that some adventurers are messing things up, and the church's enforcers might come pay the village a visit. A large city will almost certainly employ a strike-force of high-level NPCs dedicated to taking down adventurers that threaten the city. This is perfectly plausible; equally plausible is that the PCs won't ever know the strike force exists until they draw its attention.[/list] Daniel [/QUOTE]
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