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General Tabletop Discussion
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What Makes a Good Urban Adventure?
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<blockquote data-quote="Soul Stigma" data-source="post: 7143256" data-attributes="member: 6887393"><p>Urban adventures, and just time spent in cities in the first place, mean bringing the locale to life. In a market district there are all sorts of sounds besides citizens talking and moving about (hammering on an anvil, vendors shouting out their wares, the occasional dog barking) as well as sights (children running between clusters of people, some picking pockets even, guards escorting a suspect to the prisons, etc.) and of course smells (fresh baked bread, cooking meats, refuse to balance it, lol, and so on).</p><p></p><p>Make the locale real and the opportunities arise naturally (if you're comfortable with improv) or the flavor sets up your adventure (if you preplan).</p><p></p><p>As for plots: they happen on all levels. There are the intrigues of court (think Kings' Landing), but there are also tons of opportunities across the board. One merchant is boiling because a rival merchant sells similar items for much less than is reasonable - how is that possible? Perhaps the cheaper merchant is a fence for the local thieves' guild! </p><p></p><p>As someone else said - deliveries: perhaps a merchant has sold a one-of-a-kind item to a wealthy noble but must now deliver it, and he fears what may happen should he "lose" it along the way.</p><p></p><p>Perhaps the city is home to a brilliant tinkerer, but his latest contraption is loose and out of control in the streets.</p><p></p><p>At any rate, these are just market district suggestions and there are many other areas of a city to explore. Let your imagination run and pull a little from the news in real world cities, giving it a fantasy spin.</p><p></p><p></p><p>Sent from my iPhone using EN World</p></blockquote><p></p>
[QUOTE="Soul Stigma, post: 7143256, member: 6887393"] Urban adventures, and just time spent in cities in the first place, mean bringing the locale to life. In a market district there are all sorts of sounds besides citizens talking and moving about (hammering on an anvil, vendors shouting out their wares, the occasional dog barking) as well as sights (children running between clusters of people, some picking pockets even, guards escorting a suspect to the prisons, etc.) and of course smells (fresh baked bread, cooking meats, refuse to balance it, lol, and so on). Make the locale real and the opportunities arise naturally (if you're comfortable with improv) or the flavor sets up your adventure (if you preplan). As for plots: they happen on all levels. There are the intrigues of court (think Kings' Landing), but there are also tons of opportunities across the board. One merchant is boiling because a rival merchant sells similar items for much less than is reasonable - how is that possible? Perhaps the cheaper merchant is a fence for the local thieves' guild! As someone else said - deliveries: perhaps a merchant has sold a one-of-a-kind item to a wealthy noble but must now deliver it, and he fears what may happen should he "lose" it along the way. Perhaps the city is home to a brilliant tinkerer, but his latest contraption is loose and out of control in the streets. At any rate, these are just market district suggestions and there are many other areas of a city to explore. Let your imagination run and pull a little from the news in real world cities, giving it a fantasy spin. Sent from my iPhone using EN World [/QUOTE]
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