I don't recommend this for most games, but sometimes, that can be a lot of fun. What you want is enough information to be able to improvise in a city. Cities are actually easier to improvise with You know what a wealthy part of town probably has, compared to the docks, compared to the working class neighborhood. You can write up a short sentence description of the general district to draw upon ideas in the moment.
Redside - the working class living area, mostly woodworkers and smiths, split between the old city dwellers Originally the "Red Yargis Clan" hence the title , and the more recent Khazis who have moved in the last 3 generations. Likewise, if players are travelling, you don't need to always have an "encounter" - sometimes it's just worth explaining where things are, how they work, how things are changing in response to the world around them.
And if nothing interesting happens, just a simple, "40 minutes later you walk up the hill on a chilly night, finally getting to the viewpoint What you haven't planned for: as a dense concentration of humanity or demihumans , a city is an impossible canvas to plan for entirely. But that is its greatest strength as well. All things are possible at any given time, while it is perfectly acceptable that nothing happen beyond the mundane as well.
A lot depends on the physics of how you're already running things. If players have a map then there's no great need to describe the route - just decide if it's a short, medium or long trip and roll a chance say, 1 in 20 in day, 1 in 10 for night for an encounter once, twice, or three times. Modify the die ie, use a d8 or d6 depending on the areas they pass through if you like. Bear in mind that an "encounter" in 1e is "a significant encounter"; you don't really meet fewer people during the day but most of them are of no interest.
If the "special encounter" die doesn't come up, just use the normal general city table. The more time the players are likely to spend in the city, the more time it's worth spending on tailoring the tables. And the more the players remain in the city the more you can interlock them with the people there, as the PCs annoy or befriend locals and become the objects of their own power games and struggles. You should also look at Zak S' Vornheim supplement which is as good a book on running a city as you could ask for, although it's much better to get a printed copy IMO. I reviewed it at Dragonsfoot in more detail.
You'll never run cities the same way again! It might be worth focusing on developing bits of background and associated plot elements and adventure hooks! The Procession of Saint Gunther, comprised of priests, monks, beggars and devout townsfolk who carry the Holy Statue of Saint Gunther through the city every week, giving their blessings and asking for alms. Lady Isabella and her suite - a royal carriage and many servants, suitors, clowns and guards going through the city as per Her Lady's whims.
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My problems are these: What do I say to the PCs when they get to a part I haven't written anything for or planned anything? SevenSidedDie k 35 35 gold badges silver badges bronze badges. Colin Colin 48 1 1 gold badge 1 1 silver badge 5 5 bronze badges. We're planning on switching the 5th edition once it is all released. Do you have some kind of plot already prepared or do you allow your players to roam freely in the city and choose their own path?
I have no definite plot or point to being in the city I'm probably going to come up with something Making my way downtown Thomas Jacobs Thomas Jacobs Good idea for moving encounters if I need to. I hadn't considered that! That's a great tip for colorful language. I will definitely do that. I would just add that, for question 2, it should depend on how familiar is the journey.
That term is very specific, and means not just a floating encounter, but a floating encounter that the GM is moving in front of the PCs no matter what they do. It's a type of railroading via unplaced encounters, not a term for unplaced encounters in general. As fun a name as it is, it doesn't mean what you're describing here.
Have these descriptions either on a single sheet or on index cards for quick reference. Tips non-specific to your question: Have a map original or borrowed: Google search 'fantasy city map' then trust your player's imaginations to paint the details in their mind's eye. Google search 'fantasy city scene' for descriptive inspiration. Use this to add flavor and 'density' to your campaign.
Dungeon Masters Guild -
Greyhawk was always my favorite for this type of data. Understand that the city is where the power structures of civilization are concentrated, utilize this to focus and inspire the PC's about their place in the world. The Three Musketeers are a great inspiration for this sort of game-play. Cities are rife with structural conflicts that don't involve the universal struggle of Good vs.
Evil, both vertical ruler vs. Map these out for areas of influence and specific issues of conflict. Review the random encounters and see where you may want to specify the possible factions that specific encounters may be affiliated with. Historic Rome would be a good source of inspiration, see 'The First Man in Rome' book for a great start.
Book of Exalted Deeds, Ok, but not necessary. There are some good feats and it can add interesting good aligned stuff. I'm not sorry I have it, but in whole it seemed like a very skippable 3. Hauptinhalt anzeigen. Selbst verkaufen. Preisangebot von Elektronik-Ankauf.
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Cityscape (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
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