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General Tabletop Discussion
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What Makes a Good Urban Adventure?
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<blockquote data-quote="LordEntrails" data-source="post: 7145551" data-attributes="member: 6804070"><p>Agree that urban adventures are best designed as "Node-based". Check out the Alexadrian articles on node-based scenario design. Very useful.</p><p></p><p>To me, the one thing that defines an urban adventure is "grey".</p><p></p><p>In a dungeon, see an orc, kill it. Even if it's Neutral Good, nobody is going to complain you killed an orc. In an urban adventure, see a kobold? Maybe you can kill it, maybe if you do the town guard will arrest you and have you tried for the murder of a well known do-gooder. Someone know to bring milk to the homeless children, etc.</p><p></p><p>Urban adventures have civilians, whether they are good or evil, they are civilians and you can't just kill them unless you have proof! Evil might be evil, but there are laws. There are multiple power groups. Their are rivalries, even the good guys might not be friendly towards the party.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7145551, member: 6804070"] Agree that urban adventures are best designed as "Node-based". Check out the Alexadrian articles on node-based scenario design. Very useful. To me, the one thing that defines an urban adventure is "grey". In a dungeon, see an orc, kill it. Even if it's Neutral Good, nobody is going to complain you killed an orc. In an urban adventure, see a kobold? Maybe you can kill it, maybe if you do the town guard will arrest you and have you tried for the murder of a well known do-gooder. Someone know to bring milk to the homeless children, etc. Urban adventures have civilians, whether they are good or evil, they are civilians and you can't just kill them unless you have proof! Evil might be evil, but there are laws. There are multiple power groups. Their are rivalries, even the good guys might not be friendly towards the party. [/QUOTE]
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What Makes a Good Urban Adventure?
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