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What are the best sources for City Based games?
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<blockquote data-quote="Hand of Evil" data-source="post: 1874056" data-attributes="member: 371"><p>Bluffside is good at it because of its layout, location/NPC/Plot hooks then plots for city/orginzations. </p><p></p><p>Streets of Silver does much the same.</p><p></p><p>Geanavue is very detailed but just lack something in my book, reads like a tech manual to me. </p><p></p><p>Freeport is fair locations/NPCs/some plot hooks but not on the level of Bluffside. </p><p></p><p>Thieves Quarter is really an add-on but does flesh things out. </p><p></p><p>Sharn (as I said in one of its threads) is not as detailed on locations, mostly listing districts and wards, not buildings, but went the way of a campaign book. Rules are there for a DM to build on, plus it has a lot of things a player can get involved with but the DM is going to be doing some work. </p><p></p><p>City campaigns are no different from dungeons, entering a room is an event. When you have an event things happen:</p><p style="margin-left: 20px">1) Description: sight and sound of what the players see</p> <p style="margin-left: 20px">2) Action: things happen, monster attacks or players, room is searched, trap is set off, etc...but some form of interaction takes place. </p> <p style="margin-left: 20px">3) RE-Action: results and counters to 2</p> <p style="margin-left: 20px">4) Clean-up and reward: What was the outcome of the event, gold found, wounds taken, clue discovered.</p> <p style="margin-left: 20px">5) Move on: Where does that lead you, in a dungeon that is easy; a door direct the players to the next event. In a city game it is a clue, the street, the sound of running men but the flow is the same.</p><p>A dungeon if you notice is just a flow chart, you can do the same with things in your city.</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 1874056, member: 371"] Bluffside is good at it because of its layout, location/NPC/Plot hooks then plots for city/orginzations. Streets of Silver does much the same. Geanavue is very detailed but just lack something in my book, reads like a tech manual to me. Freeport is fair locations/NPCs/some plot hooks but not on the level of Bluffside. Thieves Quarter is really an add-on but does flesh things out. Sharn (as I said in one of its threads) is not as detailed on locations, mostly listing districts and wards, not buildings, but went the way of a campaign book. Rules are there for a DM to build on, plus it has a lot of things a player can get involved with but the DM is going to be doing some work. City campaigns are no different from dungeons, entering a room is an event. When you have an event things happen: [INDENT]1) Description: sight and sound of what the players see 2) Action: things happen, monster attacks or players, room is searched, trap is set off, etc...but some form of interaction takes place. 3) RE-Action: results and counters to 2 4) Clean-up and reward: What was the outcome of the event, gold found, wounds taken, clue discovered. 5) Move on: Where does that lead you, in a dungeon that is easy; a door direct the players to the next event. In a city game it is a clue, the street, the sound of running men but the flow is the same.[/INDENT] A dungeon if you notice is just a flow chart, you can do the same with things in your city. [/QUOTE]
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