What are the best sources for City Based games?

Oh, and there's always Scuttlecove; setting of "The Porphyry House Horror" in Dungeon 95 if you're looking for gritty.

I'm not sure from your post if you're looking for gritty especially, though, or just city resources in general. If the latter; the Cauldron city from several Dungeon adventures recently is another pretty clever city source manual.

The only problem with both of those is that the city is somewhat lightly detailed in terms of areas that aren't immediately important to the adventure itself.
 

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Oh, and a last word of advice; look up drnuncheon's Freeport story hour for a great example of some really well written, and presumably well-run city based, intrigue and politically minded, but two-fisted action type of urban D&D game. Lots of inspiration in there.
 


Joshua Dyal said:
Oh, and a last word of advice; look up drnuncheon's Freeport story hour for a great example of some really well written, and presumably well-run city based, intrigue and politically minded, but two-fisted action type of urban D&D game. Lots of inspiration in there.

Could you post the link by chance?
 




Running City adventures

First thing, it depends really what you mean by "gritty", which can be interpreted several ways. If you mean "Life is Cheap", that's slightly tricky to do using D&D because PCs quite quickly become moderately tough, and healing spells are quite cheap. So if you want a Dickensian/Dostoyevsky kind of world you might need to fiddle with the game mechanics a bit.

If, on the other hand, you mean "Everyone's a bastard", that's much easier since it's merely a question of attitude. I suggest a healthy dose of Damon Runyon and/or Fritz Leiber before you being.

As for city adventuring in general, the main thing to remember is that the PCs have a lot more resources than if they were on their own in the wilds or a dungeon. You will find that you need to be ready to think on your feet more as they go off in all sorts of tangents, speak to completely irrelevent NPCs and so on.

City adventures tend to be a lot more character and event driven. I've found that the best way to prepare for them is:

First, draw up the main characters, be it the Crime Boss, Corrupt Magister, Wronged Wife etc. and be sure that you know what they want, how far they are prepared to get it and what resources that they have. Key points.

Second, have handy some details of prime locations (possibly with an idea of the level of activity at different times of the day) and it's alwasy useful to have a few extra floor-plans on hand in case you need them. I find I can extemporise if need be from places that I've been to.

Third, it's handy to have a few stats for stock characters like City Watchmen or Slayer's Brotherhood Journeymen, in case they are needed. Some idea about various organisations in town is good (with the same motivational check-list as the individuals above). Allow characters to have contacts or connections to various guilds, orders, societies etc.

For the best in city adventuring, make sure that your city is old, crowded, mazy and built upon years of long forgotten and shady history so that you can throw in the occasional pseudo-dungeon crawl through the catacombs of the Forgotten Cathedral.

Adventures work best if they are of the "Wind them up and watch them go" sort, rather than plotted in any way. You have your set-up, maybe a macguffin or two. The see what the PCs do and calculate how that changes the NPCs plans.

Oh, and finally, you need your tavern. Every shady city worthy of the name has its Silver Eel, Mended Drum, Shady Unicorn, Gimpy's Tavern and so on.

As an addendum, if you are using Sharn, you *might* be able to get away with adapting some Judge Dredd stuff, too.
 

You may want to build a timeline by by plot and then by organization/group and then have one for the players to cross over.

Such as:
Plot: The Hidden Idol
Group 1 - Thieves Guild - Has a plot to smuggle goods into the city
Event 2: the shipment - good come in on a ship and are placed in a warehouse - resoures: papers, look out, workers, boats, warehouse
Event 5: The relocation from warehouse to another location in city - resoures: papers, look out, workers, wagons, warehouse, route and safe house​
Group 2 - The Law - Has been told to cut down on smuggling
Event 1: Release to newspapers: We are cracking down on crime and smuggling! Resoures: NPC Leader Commander of guard, NPC News hounds
Event 3: Question people - resoures Guards, NPC Street people (creeps)
Event 6: Raid the docks​
Group 3 - The Cult - To bring forth a demon
Event 3: Learn of that the idol is one of the items from the smuggling job
Event 4: break into the warehouse​
Where do the players fit in? Maybe they are the group hired to move the goods, maybe they are at the docks when the raid takes place, maybe they know the cult from way back. You pick.
 
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Hand of Evil said:
You may want to build a timeline by by plot and then by organization/group and then have one for the players to cross over.

Good point. Weaving multiple plot-lines and leaving the hooks fairly open both work excellently in a city setting.

Something that I usually end up doing is having at least three facations involved in any given conflict. Always makes things good and messy!
 

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