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<blockquote data-quote="GMSkarka" data-source="post: 817998" data-attributes="member: 763"><p>You missed my point, then---or probably I just failed to communicate it effectively.</p><p></p><p>I wasn't suggesting "add dungeons and wilderness"---what I was saying is that the same <em>sorts</em> of adventures can occur within urban settings as well, if you think about it a bit, and do a bit of mental translation.</p><p></p><p>To come up with a completely arbitrary and simplistic example: </p><p></p><p>Old D&D chestnut #101A: Adventurers must save village being raided, attacked, terrorized and generally menaced by nearby goblin horde. The adventurers discover that the goblins are in the thrall of an Evil Wizard who occupies a dark tower deep within the dark forest that borders the town. The baddy wants the villagers gone, because a legendary item is supposedly buried in a long-lost barrow, somewhere beneath the land the village now occupies.</p><p></p><p>A little bit of mental gymnastics, and you can translate that as: Adventurers must save the residents of a poor neighborhood who are being terrorized by a street gang. The adventurers discover that the gang are agents of a powerful member of the City government, who occupies a villa within the walled-off, exclusive, wealthy district of the city. The baddy wants to own the property in the neighborhood, because he IS an Evil Wizard, and needs that location under his power to complete an "urbanomantic sigil"...a string of locations under his power that form a magical design and consolidates his power within the City.</p><p></p><p>See what I mean?</p><p></p><p>GMS</p></blockquote><p></p>
[QUOTE="GMSkarka, post: 817998, member: 763"] You missed my point, then---or probably I just failed to communicate it effectively. I wasn't suggesting "add dungeons and wilderness"---what I was saying is that the same [i]sorts[/i] of adventures can occur within urban settings as well, if you think about it a bit, and do a bit of mental translation. To come up with a completely arbitrary and simplistic example: Old D&D chestnut #101A: Adventurers must save village being raided, attacked, terrorized and generally menaced by nearby goblin horde. The adventurers discover that the goblins are in the thrall of an Evil Wizard who occupies a dark tower deep within the dark forest that borders the town. The baddy wants the villagers gone, because a legendary item is supposedly buried in a long-lost barrow, somewhere beneath the land the village now occupies. A little bit of mental gymnastics, and you can translate that as: Adventurers must save the residents of a poor neighborhood who are being terrorized by a street gang. The adventurers discover that the gang are agents of a powerful member of the City government, who occupies a villa within the walled-off, exclusive, wealthy district of the city. The baddy wants to own the property in the neighborhood, because he IS an Evil Wizard, and needs that location under his power to complete an "urbanomantic sigil"...a string of locations under his power that form a magical design and consolidates his power within the City. See what I mean? GMS [/QUOTE]
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