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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Tips and experience running a city 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="drnuncheon" data-source="post: 817867" data-attributes="member: 96"><p>(Thank you, sir! The check is in the mail. For everyone else, the link is in the .sig.)</p><p></p><p>Here's some things that I've learned from running the Freeport game:</p><p></p><p>The city is a great place for small or unconventional adventuring groups. Because you have an entire community to fall back upon, you don't absolutely have to have (say) a cleric traveling with you.</p><p></p><p>On the other hand, things are a lot less straightforward. I remember a time when my players crisscrossed the city a dozen times trying to find some vital clue. Because the environment is not as restricted as it is in many other settings, it can lead to scope issues like not being sure where to go next - or maybe going in a direction you don't expect at all.</p><p></p><p>Because of the above two, you need to design your scenarios a little bit differently. I like to have multiple plot threads going at the same time - it helps give the feel that there's more going on in the city than just what the PCs are interested in at that moment. I also try to design them so that they're basically the outgrowths of what the NPCs are doing, and then open things up so that the PCs can mess with it.</p><p></p><p>Most of your opposition will be NPCs. If you follow the guidelines for NPC equipment in the DMG (and assume they're carrying it all), your PCs will wind up with way too much stuff. Potions and scrolls are probably the best way to handle this problem, because they are self-correcting: once the player uses them, it's no longer an issue.</p><p></p><p>For some great advice, check out Johnn Four's roleplayingtips.com - it's got several articles on cities.</p><p></p><p>I think city-based games have the most potential of any setting, simply because they can encompass all sorts of things that dungeon and wilderness cannot (not the least of which is the degree of social interaction possible.) I know my players have particularly enjoyed seeing their characters grow in comparison to the rest of the city - from being no-name Watchmen to being about as well known as the members of the Captain's Council.</p><p></p><p>J</p><p>...also kicking off a PS3e/Sigil game.</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 817867, member: 96"] (Thank you, sir! The check is in the mail. For everyone else, the link is in the .sig.) Here's some things that I've learned from running the Freeport game: The city is a great place for small or unconventional adventuring groups. Because you have an entire community to fall back upon, you don't absolutely have to have (say) a cleric traveling with you. On the other hand, things are a lot less straightforward. I remember a time when my players crisscrossed the city a dozen times trying to find some vital clue. Because the environment is not as restricted as it is in many other settings, it can lead to scope issues like not being sure where to go next - or maybe going in a direction you don't expect at all. Because of the above two, you need to design your scenarios a little bit differently. I like to have multiple plot threads going at the same time - it helps give the feel that there's more going on in the city than just what the PCs are interested in at that moment. I also try to design them so that they're basically the outgrowths of what the NPCs are doing, and then open things up so that the PCs can mess with it. Most of your opposition will be NPCs. If you follow the guidelines for NPC equipment in the DMG (and assume they're carrying it all), your PCs will wind up with way too much stuff. Potions and scrolls are probably the best way to handle this problem, because they are self-correcting: once the player uses them, it's no longer an issue. For some great advice, check out Johnn Four's roleplayingtips.com - it's got several articles on cities. I think city-based games have the most potential of any setting, simply because they can encompass all sorts of things that dungeon and wilderness cannot (not the least of which is the degree of social interaction possible.) I know my players have particularly enjoyed seeing their characters grow in comparison to the rest of the city - from being no-name Watchmen to being about as well known as the members of the Captain's Council. J ...also kicking off a PS3e/Sigil game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tips and experience running a city campaign
Top