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<blockquote data-quote="Nyeshet" data-source="post: 4417927" data-attributes="member: 18363"><p><strong>I don't have much time right now, but ...</strong></p><p></p><p>Mallus' advice about memorable characters is very true. </p><p></p><p>Another bit of advice is to not give them a map at first. </p><p></p><p>They have just entered a large town or city. It not only makes sense that they do not know where things are, but it helps give the feel of the immensity of the setting they now move through. Quickly they will realize the need for landmarks - and while the cathedral or castle might work for determining which general part of the city or town your are in, in the long run it is the more memorable structures that will aid them most - an interestingly named tavern with a certain oddity of clientelle, a street corner where a particularly dressed bard often plays, the ruins of a house consumed by fire but never rebuilt for fear of a curse, and so forth. </p><p></p><p>Even without a map, they will soon realize the largest landmarks and the names of the general districts, and before long they will have found particular structures within such districts that they use as landmarks of their own. It might not even be what you had expected. You might spend some time describing a large structure built of odd materials - only to have them end up using the strangely named tavern a block away as more of a landmark. And it may be that you only just came up with that name on the spur of the moment, having not thought they would have as much interest in that particular tavern.</p><p></p><p>And, of course, do not forget the town guard (or whomever maintains order). Chances are that the PCs will spend a lot of time with them - aiding them, evading them, or even just asking questions of them while on a mission. Who works in the guard? How do they act? This technically falls under memorable characters, granted, but even less memorable characters might become well known just because of how often the PCs interact with them. </p><p></p><p>One guard might be slovenly, often wearing stained clothing barely fit for duty. He goes along with what the others say, but he doesn't really care overmuch if something little goes wrong or some information slips - just so long as he can get back to his rest or meal. Another may be incredibly strict, not even speaking of information that is publically available out of some strange worry that some word or two might not be. His uniform is perfect, and he delights in pointing out how many and what types of medals he has won. These are extremes, of course. But adding little details to the names of specific guard members can help form an impression. Perhaps the PCs will take note of an oddity when they find a member of the guard that normally works in the east district working in the south district - something they might not have noticed were it not for the mannerisms of the guard they are observing at a distance. Maybe they will come to know that this guard may wave them through for a little 'bribe' - just enough for a drink or two, really, but even suggesting a bribe - however indirectly - to this other guard will result in trouble. </p><p></p><p>Merchants can be fun to work with. They are always seeking to compete with each other for customers while also seeking to follow rules of their guild - which may stipulate that technically this merchant is not supposed to offer to these people or in this place. But some may seek ways around such, perhaps living in one area while working in another - and having a little secret shop hidden in their home, where 'guests' might happen to have a look after the pleasantries are dealt with. Also, some may only stock certain types of items - certain that they will sell well - regardless of whether they actually do or not. Another may have a mish mash of several items - common, rare, normal, odd - out of the belief that <em>something</em> will sale, but they are never quite sure what will or will not be wanted. Describe their clothing, for perhaps they come from another town or village where such differs somehow. Or perhaps they once traded in a caravan and now often where the clothing of another town - their own chosen style, even if it sets them apart from those of the town they live and normally work in. </p><p></p><p>Don't forget the little details of the area of the city. Perhaps the party has moved from a region where the roads are paved with cobbles to one where the roads are only compressed dirt. That could be important later, but even if it is not, it helps set the feel; they know in this instance that they are likely entering a poorer part of town. </p><p></p><p>Don't forget that despite what your map shows, there are sometimes narrow alleys between buildings. It could be that what looks like a dead end actually has a way out - or a way in for reinforcements or surprise attacks. It may be that a five foot wall - or even a couple crates or wooden boards - technically blocks yet another avenue of travel. These alleys may only be three or four feet wide, or they may be nearly as wide as the narrowest streets - perhaps five or six feet wide. They may be hidden in shadow, hard to notice unless you know about them already. They might be fully visible, lit by lamps by doors or windows - an unofficial street, as it were. It might even be that two shadowy alleys lead to such an unofficial street. The criminals know of it, as perhaps do a few others. Some of the guard might even know of it and check the area regularly. Or perhaps they ignore crimes in that one area, as the common 'good' folk never wander down these half hidden alleys. Indeed, it may be that many of the nobles and those they live and work with do not even realize that such shady places exist. </p><p></p><p>These could act as means of escape or confusion. An NPC owns an inn or tavern, and occasionally people wander into it only to disappear. Perhaps the windowless back wall of the tavern has a door leading into such a hidden streetway / alley that the NPC allows use of - for a price. A N/PC worried he is being watched or followed might use such a door to escape, leaving those following wondering where he went and how he got there. </p><p></p><p>Some places - particularly the more arid ones - have flat roofs. These can act as a second set of roadways and places of business for those in the know of how the building roofs interconnect. On the other hand, in places where the roofs are often tilted, it is often the case that those below do not think to look up - especially during (even light) rains or snow. A person with a steady step, little weight, and a knowledge of the city might still use roofs as a means of travel - and one less known than is the case in more arid towns and cities. </p><p></p><p>Knowledge (local) can come in real handy in the city, allowing knowledge of such alleys, colorful and shady characters, quick routes across roofs, down alleys, and through hidden doorways (and the fee to use such). </p><p></p><p>As a last note, despite what I said earlier about not giving them a map, once they have been there a while, give them a map of the general outlay of the city - the major roadways and canals, the names of the districts, the largest structures, and so forth. After a few days to a week or so in the city it can be expected that they know that much, at least. They can add on the locations of other streets and landmarks as they find them, but at least this way they had the experience of being nearly overwhelmed when first arrived and the sense of familiarity after a while. You don't need to place every building on their map - it can (and probably should) be just a rough drawing of the most basic aspects of the city. </p><p></p><p>Another fun thing to consider is the issue of guides. During those first few days, one might expect them to seek guidance on where to find things - and all sorts of NPCs might be willing to aid them, for a price. How useful their aid is, is itself an issue. Some might take them where they wish, while others might have fun leading them on a convoluted route, only to vanish in the crowd or around a corner (or down an alley, into a building, etc) after they've had their fun. Meeting the 'guide' later can also be a fun interaction. </p><p></p><p>Of course, if one of the PCs grew up in the town, then he should already have a map - likely one with more of the major buildings marked and labeled. But do not forget that just living in a city does not mean absolute knowledge of the city. As I mentioned earlier in regards to living and working with nobles not knowing of the hidden alley-streets, a PC might grow up in a city and still not know about large sections of it. </p><p></p><p>"I grew up in the masons' district. I don't know too much about whats to be found on weaver's lane - beyond the fact that it probably has something to do with cloth."</p><p></p><p>And, of course, just as those higher up may not know of the alley-streets, so too do those lower down likely not know about a lot of the inner halls and courtyards of the noble quarter - and likely only a little of the intrigue that exists between those families. And those common men in between likely know little of either - and perhaps prefer it that way.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 4417927, member: 18363"] [b]I don't have much time right now, but ...[/b] Mallus' advice about memorable characters is very true. Another bit of advice is to not give them a map at first. They have just entered a large town or city. It not only makes sense that they do not know where things are, but it helps give the feel of the immensity of the setting they now move through. Quickly they will realize the need for landmarks - and while the cathedral or castle might work for determining which general part of the city or town your are in, in the long run it is the more memorable structures that will aid them most - an interestingly named tavern with a certain oddity of clientelle, a street corner where a particularly dressed bard often plays, the ruins of a house consumed by fire but never rebuilt for fear of a curse, and so forth. Even without a map, they will soon realize the largest landmarks and the names of the general districts, and before long they will have found particular structures within such districts that they use as landmarks of their own. It might not even be what you had expected. You might spend some time describing a large structure built of odd materials - only to have them end up using the strangely named tavern a block away as more of a landmark. And it may be that you only just came up with that name on the spur of the moment, having not thought they would have as much interest in that particular tavern. And, of course, do not forget the town guard (or whomever maintains order). Chances are that the PCs will spend a lot of time with them - aiding them, evading them, or even just asking questions of them while on a mission. Who works in the guard? How do they act? This technically falls under memorable characters, granted, but even less memorable characters might become well known just because of how often the PCs interact with them. One guard might be slovenly, often wearing stained clothing barely fit for duty. He goes along with what the others say, but he doesn't really care overmuch if something little goes wrong or some information slips - just so long as he can get back to his rest or meal. Another may be incredibly strict, not even speaking of information that is publically available out of some strange worry that some word or two might not be. His uniform is perfect, and he delights in pointing out how many and what types of medals he has won. These are extremes, of course. But adding little details to the names of specific guard members can help form an impression. Perhaps the PCs will take note of an oddity when they find a member of the guard that normally works in the east district working in the south district - something they might not have noticed were it not for the mannerisms of the guard they are observing at a distance. Maybe they will come to know that this guard may wave them through for a little 'bribe' - just enough for a drink or two, really, but even suggesting a bribe - however indirectly - to this other guard will result in trouble. Merchants can be fun to work with. They are always seeking to compete with each other for customers while also seeking to follow rules of their guild - which may stipulate that technically this merchant is not supposed to offer to these people or in this place. But some may seek ways around such, perhaps living in one area while working in another - and having a little secret shop hidden in their home, where 'guests' might happen to have a look after the pleasantries are dealt with. Also, some may only stock certain types of items - certain that they will sell well - regardless of whether they actually do or not. Another may have a mish mash of several items - common, rare, normal, odd - out of the belief that [i]something[/i] will sale, but they are never quite sure what will or will not be wanted. Describe their clothing, for perhaps they come from another town or village where such differs somehow. Or perhaps they once traded in a caravan and now often where the clothing of another town - their own chosen style, even if it sets them apart from those of the town they live and normally work in. Don't forget the little details of the area of the city. Perhaps the party has moved from a region where the roads are paved with cobbles to one where the roads are only compressed dirt. That could be important later, but even if it is not, it helps set the feel; they know in this instance that they are likely entering a poorer part of town. Don't forget that despite what your map shows, there are sometimes narrow alleys between buildings. It could be that what looks like a dead end actually has a way out - or a way in for reinforcements or surprise attacks. It may be that a five foot wall - or even a couple crates or wooden boards - technically blocks yet another avenue of travel. These alleys may only be three or four feet wide, or they may be nearly as wide as the narrowest streets - perhaps five or six feet wide. They may be hidden in shadow, hard to notice unless you know about them already. They might be fully visible, lit by lamps by doors or windows - an unofficial street, as it were. It might even be that two shadowy alleys lead to such an unofficial street. The criminals know of it, as perhaps do a few others. Some of the guard might even know of it and check the area regularly. Or perhaps they ignore crimes in that one area, as the common 'good' folk never wander down these half hidden alleys. Indeed, it may be that many of the nobles and those they live and work with do not even realize that such shady places exist. These could act as means of escape or confusion. An NPC owns an inn or tavern, and occasionally people wander into it only to disappear. Perhaps the windowless back wall of the tavern has a door leading into such a hidden streetway / alley that the NPC allows use of - for a price. A N/PC worried he is being watched or followed might use such a door to escape, leaving those following wondering where he went and how he got there. Some places - particularly the more arid ones - have flat roofs. These can act as a second set of roadways and places of business for those in the know of how the building roofs interconnect. On the other hand, in places where the roofs are often tilted, it is often the case that those below do not think to look up - especially during (even light) rains or snow. A person with a steady step, little weight, and a knowledge of the city might still use roofs as a means of travel - and one less known than is the case in more arid towns and cities. Knowledge (local) can come in real handy in the city, allowing knowledge of such alleys, colorful and shady characters, quick routes across roofs, down alleys, and through hidden doorways (and the fee to use such). As a last note, despite what I said earlier about not giving them a map, once they have been there a while, give them a map of the general outlay of the city - the major roadways and canals, the names of the districts, the largest structures, and so forth. After a few days to a week or so in the city it can be expected that they know that much, at least. They can add on the locations of other streets and landmarks as they find them, but at least this way they had the experience of being nearly overwhelmed when first arrived and the sense of familiarity after a while. You don't need to place every building on their map - it can (and probably should) be just a rough drawing of the most basic aspects of the city. Another fun thing to consider is the issue of guides. During those first few days, one might expect them to seek guidance on where to find things - and all sorts of NPCs might be willing to aid them, for a price. How useful their aid is, is itself an issue. Some might take them where they wish, while others might have fun leading them on a convoluted route, only to vanish in the crowd or around a corner (or down an alley, into a building, etc) after they've had their fun. Meeting the 'guide' later can also be a fun interaction. Of course, if one of the PCs grew up in the town, then he should already have a map - likely one with more of the major buildings marked and labeled. But do not forget that just living in a city does not mean absolute knowledge of the city. As I mentioned earlier in regards to living and working with nobles not knowing of the hidden alley-streets, a PC might grow up in a city and still not know about large sections of it. "I grew up in the masons' district. I don't know too much about whats to be found on weaver's lane - beyond the fact that it probably has something to do with cloth." And, of course, just as those higher up may not know of the alley-streets, so too do those lower down likely not know about a lot of the inner halls and courtyards of the noble quarter - and likely only a little of the intrigue that exists between those families. And those common men in between likely know little of either - and perhaps prefer it that way. [/QUOTE]
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