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WLD as a city
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<blockquote data-quote="Steel_Wind" data-source="post: 2092378" data-attributes="member: 20741"><p>It should be a port city, yes. Dock areas are iconic, after all.</p><p></p><p>But more to the point I expect it to take a "quarter" approach. We'd have too many "quarters" for it to be <em>actually</em> one-fourth of the city, but you know what I mean.</p><p></p><p>So yes, there's the docks, the red-light district, merchants bazaar, noble district, slums, sewers, palace, etc. All detailed out. Some floor plans here; NPC's there, metaplots and microplot hooks. Rumours etc.</p><p></p><p>It need not absolutely fit together as an absolute coherent whole, but the part about WLD that attracted me was that the tactics in the encounters made sense and they meshed with one another in their specific area group within the dungeon.</p><p></p><p>That approach in a World's Largest City would entertain me and be a valuable resource.</p><p></p><p>The difference in most city designs vs. Dungeons is that city's tend to be purely reference resources and are not meant to be active adventures in the sense that there is a set encounter happens if you go *here*</p><p></p><p>With a product as extensive as a World's Largest City, it might be a lot of fun to have several set encounters in the City areas - approximating a more <em>dungeonesque</em> design as opposed to Carse, City State of the World Emperor or Invincible Overlord, etc. approach.</p><p></p><p>Several metaplots running through the City as well; be it warring Thieves Guilds etc. and it promises to be a lot of fun.</p><p></p><p>Looking forward to it Mr. Pinto (if you have, in fact, decided to go forward with it) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2092378, member: 20741"] It should be a port city, yes. Dock areas are iconic, after all. But more to the point I expect it to take a "quarter" approach. We'd have too many "quarters" for it to be [i]actually[/i] one-fourth of the city, but you know what I mean. So yes, there's the docks, the red-light district, merchants bazaar, noble district, slums, sewers, palace, etc. All detailed out. Some floor plans here; NPC's there, metaplots and microplot hooks. Rumours etc. It need not absolutely fit together as an absolute coherent whole, but the part about WLD that attracted me was that the tactics in the encounters made sense and they meshed with one another in their specific area group within the dungeon. That approach in a World's Largest City would entertain me and be a valuable resource. The difference in most city designs vs. Dungeons is that city's tend to be purely reference resources and are not meant to be active adventures in the sense that there is a set encounter happens if you go *here* With a product as extensive as a World's Largest City, it might be a lot of fun to have several set encounters in the City areas - approximating a more [i]dungeonesque[/i] design as opposed to Carse, City State of the World Emperor or Invincible Overlord, etc. approach. Several metaplots running through the City as well; be it warring Thieves Guilds etc. and it promises to be a lot of fun. Looking forward to it Mr. Pinto (if you have, in fact, decided to go forward with it) :) [/QUOTE]
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