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What Makes a Good Urban Adventure?
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<blockquote data-quote="Wednesday Boy" data-source="post: 7149119" data-attributes="member: 53678"><p>I like all campaigns to have numerous NPC organizations with varying motivations and goals and I find these work very well in an urban campaign since the single location forces their actions and plots to become embroiled among one another. The variety of organizations and plots give the players more say in where they want the campaign to go. They can decide if they want to face against a corrupt politician or the thieves' guild or a neighboring city's spy ring. And they can decide if they want to be agents of the crown in the city, or pit fighters, or vigilantes. Since it's all in one location, it's also fine for players to spread their interests because splitting the group's focus won't mean a character has to leave the group to pursue their goal. My group played in Ptolus ages ago and it was excellent. Our party had very diverse personal goals and motivations. The fighter-mage was trying to get into a mage's guild, my character was trying to clean up the crime-ridden slums, our cleric/wizard was setting up his own laboratory, and our ranger took up an interest in the gladiatorial school. I loved that we were able to pursue our own goals without jeopardizing the cohesiveness of the party. I could do my crime fighting and bring in the rest of the group when necessary but I was also on hand to help the cleric/wizard do stuff to get his laboratory ready. And we were also present to deal with overarching plots the GM wanted to explore.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 7149119, member: 53678"] I like all campaigns to have numerous NPC organizations with varying motivations and goals and I find these work very well in an urban campaign since the single location forces their actions and plots to become embroiled among one another. The variety of organizations and plots give the players more say in where they want the campaign to go. They can decide if they want to face against a corrupt politician or the thieves' guild or a neighboring city's spy ring. And they can decide if they want to be agents of the crown in the city, or pit fighters, or vigilantes. Since it's all in one location, it's also fine for players to spread their interests because splitting the group's focus won't mean a character has to leave the group to pursue their goal. My group played in Ptolus ages ago and it was excellent. Our party had very diverse personal goals and motivations. The fighter-mage was trying to get into a mage's guild, my character was trying to clean up the crime-ridden slums, our cleric/wizard was setting up his own laboratory, and our ranger took up an interest in the gladiatorial school. I loved that we were able to pursue our own goals without jeopardizing the cohesiveness of the party. I could do my crime fighting and bring in the rest of the group when necessary but I was also on hand to help the cleric/wizard do stuff to get his laboratory ready. And we were also present to deal with overarching plots the GM wanted to explore. [/QUOTE]
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