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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #82
7 City Tips From Your Fellow Subscribers
Contents:
This Week's Tips Summarized
7 City Tips From Your Fellow Subscribers
- Pick A Compelling Name For Your City
- Knowing The Power Structure Can Help You Run The Background
- Create Compelling Locations
- Prepare Lots of NPCs
- Actions Have Consequences
- Compare Running A City Story With A Wilderness Or Dungeon
- Gaming Resource Suggestion: Flying Buffalo City Books
Readers' Tips Summarized
- Finding Pictures Of Unique Items on eBay
- Another Source of Names: Yearbooks
- Cheap Miniatures Tip
Return to Contents
A Brief Word From Johnn
Cities Tips
Thanks to everyone who submitted their city tips. There's
enough for at least another issue, which I'll publish after
my holidays in August.
Would You Like A Forum To Chat About Each Week's Issue?
My other RPG web site at About.com has a forums section that
allows both registered user and anonymous guest access. And
I'm wondering if any of you would like to use these forums
to chat with me and other subscribers about each week's
topic and tips?
Perhaps you have more tips to share, or you'd like to ask a
question about one of the tips, or....?
I can start a new thread each week and we can use that to
meet and chat.
Let me know if you think this is a good idea: johnn@roleplayingtips.com
Get #81 In One Piece
My apologies again for having to send out last week's issue
in two parts--the character limit of my new list host caught
me off-guard with little time for a "Plan B".
I've assembled it into one big issue and made it available
by autoresponder, if you'd like to have a single file. Just
send a blank email (no subject or body required) to: Issue81@roleplayingtips.com
(By the way, what do you think of the idea of making all the
past issues available by autoresponder? It's a project that
I've been mulling over for some time, but I'm not sure if
anyone would find the service useful.)
Johnn Four
johnn@roleplayingtips.com
Return to Contents
Roleplaying Games @ About.com
Check out my other Roleplaying Games web site:
http://www.roleplaygames.about.com
In This Week's Spotlight: "Getting Feedback From Your Group,Part 1"
Matt F. sent me a thought-provoking email about providing
GMs feedback, and I thought the topic would make a great
article: http://www.roleplaygames.about.com/library/weekly/aa070501.htm
New Product Reviews:
"d20: To Stand on Hallowed Ground"
http://www.roleplaygames.about.com/library/blhallowed.htm
Return to Contents
7 City Tips From Your Fellow Subscribers
- Pick A Compelling Name For Your City
From: Casey D
I try to carefully choose the city name so that the name
itself hints at important aspects of the city's people or
history. For example, if you want to develop a city of
quick-tempered dwarves, "Rage" is a good city name. But, if
that's too obvious for you, look at different languages. I
like using German for dwarves, so a couple options jump out:
"Zorn" or "Taumel". Perhaps the dwarves from Zorn war with
the dwarves from Taumel because both the peoples are too
hot headed to sit down and talk?
I really know I've created good city names when the name
fits the people so well that in later adventures, when the
PCs are in a tavern across the land and they meet an angry
dwarf, they all roll their eyes and mutter "he MUST be from
Zorn!"
[Johnn: that's a great tip because a good city name
immediately catches your players' interests like a good plot
hook will. It can often solve the problem of motivating the
PCs to stop at a city for the urban adventure you have
planned because they'll be intrigued by the name and want to
check the place out for themselves.
I think this goes back to the naming tips we discussed in
Issues #72 & #73 where a good name can aid your campaign in
many ways, such as:
- Creating suspense & tension ("City of Black Death")
- Creating mystery ("Forbidden City")
- Creating a sense of wonder ("Xanadu")
If you're restricted with naming cities (such as you're
playing in modern Earth or using the Middle Earth world)
then create compelling nicknames, "street" names, or slang
names for them. "The Big Apple" and "The Windy City" are two
modern examples, though they are no longer as interesting to
players because of their common use.]
Return to Contents
- Knowing The Power Structure Can Help You Run The Background
From: Garry S
http://phoenixinn.iwarp.com
The city is one place you can't "work out the details
later". The first thing that needs to be done is a quick
Who's Who and an hierarchy of the city's power structure.
Now, your PCs might never meet these people, depending on
the social level at which they play, but the names of the
Mayor (or equivalent), government council, judges, and
important employees you should know. Every cop or guardsman
does not need detailing.
Next, what persons and or groups are there with influence?
In a modern campaign that might be the trucker's union, in a
fantasy setting the carter's guild. A thieves' guild most
certainly in the fantasy setting, and in a large city,
several might exist as rivals.
Rich people can also influence the government. And don't
forget action groups such as the SPCA or Greenpeace.
Determine who they are. Religions: do they have a place in
the government? What is that place? How many are there and
what are their major beliefs?
Once you have these things determined make notes as to the
relationships between the groups. Are they allies, hostile,
indifferent? Does the Lamplighters Guild despise the
Streetsweeper's Guild to the point of violent action? Is the
rich guy in town in bed with the thieves guild or the mafia?
Here is a form for creating a "group", be it a hidden cult
or the Loyal Guild of Fishmongers. I have used this for
everything from a street gang to a multi-planet corporation.
All categories do not have to be filled out and extra can be
added.
Group Name:
Created by:
Number of Members:
Nature of Members:
Organization:
Game Role:
World Role:
Relative Influence:
Public or Secret?:
Publicly Stated Goal:
Real Goal (if different):
Relative Wealth:
Group Advantages:
Special Abilities:
Group Disadvantages:
Special Disadvantages:
Who belongs:
Who doesn't belong:
Those who favor them:
Those opposed to them:
Area of Operation:
Headquarters Location:
Public Face:
Notable Members:
History of the Organization:
Return to Contents
- Create Compelling Locations
From: Jessica H
http://www.noct.net
Make the PCs feel like they're in a real city, with
everything that that implies. If you're in a fantasy
setting, it's easy to give the market street atmosphere, but
what about letting the players move beyond that?
In a contemporary setting, it's easy to have every scene be
set at a landmark. Think about the spheres of commerce,
medicine, government, sanitation, social services (the local
orphanage, where do elderly people go, the homeless, etc.),
where the food comes from and goes to, finance, police, fire
department (is there even one?), news/media, volunteer and
social organizations, the arts...
The worst thing you can do in a city campaign is make your
city a generic one. If you even only have interesting
locations or local quirks about a few of those topics, I
guarantee your players will not only remember them, but you
might even get to use them as an adventure hook.
Return to Contents
- Prepare Lots of NPCs
From: Jessica H
When you're in a city, the characters can go anywhere and
talk to anyone, and as the GM you give up a lot of control
over their environment. In the woods or a small town, it's
reasonable that they'll only run into the people they
should. In a city, you should *expect* them to go talk to
NPCs you haven't created yet. Creating a few stock
characters with quirks and small-scale goals ("look
important in front of the strangers", "keep my job at all
costs", etc.) will help you when they leave the beaten path.
[Johnn: a friend and awesome GM, David M, has a great system
for NPCs. He creates archetype NPCs for the different
categories of people in his campaign, then he pulls out
their character sheets when needed and individualizes them
on the spot (i.e. adding personality, purpose, quirks, and
so on).
With a dozen NPC archetypes and a random personality chart,
you have access to hundreds of NPCs at any time. The key,
which I learned from David, is to:
- Create archetypes that aren't so generic that they're
useless (i.e. a "human" archetype)
- Create archetypes that aren't too specific and can rarely
be used.
Some examples of basic NPC archetypes that you can roll up,
equip, and add some specific details for instant playability
are:
- Politician
- Clerk
- Priest or holy man
- Ambassador or visiting dignitary
- Policeman or guard
- Soldier
- Merchant
Another key is to give each archetype a local flavour,
according to the city in which they live. For example,
guards from one city might be equipped with fine swords,
full chain armour, and well-maintained crossbows, while
guards from another place might only be given grubby leather
jerkins and a club.
Jessica mentioned giving NPCs small-scale goals. Here are
several examples that she came up with to help you create
your city NPCs:
- Merchants:
- Make money
- Protect my reputation
- Gain social standing (i.e. maybe make a bid for nobility)
- Provide for my family
- Frustrated and wishing I was a adventurer/artisan/etc.
- Minor nobles (young):
- Make a good marriage
- Impress the peasants/merchants with my wealth and standing
- Make some money so I can be rich as well as noble
- Gain political standing
- Avoid my army service
- Pressure the major nobles/king for a grant of land
- Minor nobles (old):
- Provide financially for my children
- Protect myself from my old enemies at court
- Marry my children to nobles more important than I am
- Avoid becoming the scapegoat for something that goes wrong
- Pass my wisdom on to the idealistic young nobles
- Administrator/Clerk:
- Impress the hoi polloi with how important my job is
- Keep my job
- Find a way to make a little extra on the side
- Work hard so that I can read in the archives any
chance I get
- Marry into the merchant classes
- Dig up dirt on my enemies, or just inconvenience them
- Labourer:
- Get a better job
- Feed my family at all costs
- Avoid attracting the attention of "important people"
- Try to attract the patronage of "important people"
- Mother with kids/homemaker:
- Keep my children safe
- Find good marriages for the children
- Impress the other nearby families
- Keep a respectable front up for all the gossips
- Know everything that's going on in the community
- Keep my husband from drinking/leaving me/gambling
- Find a way to bring more money into the house]
Return to Contents
- Actions Have Consequences
From: Jessica
If you're running a long-term game in the same place,
especially in a city, the things the PCs do should affect
the pace of the city. If they've committed a crime they
should hear about it from criers/on the radio. If they try
to overthrow the local powers that be, they should make
enemies or friends appropriately. People of the same social
circles in a city tend to know each other, and so the PCs
can't really act in a vacuum the way they might when
traveling from small town to small town.
Return to Contents
- Compare Running A City Story With A Wilderness Or Dungeon
From: Aki H
In the wilderness encounters are few and far apart, but in
cities they happen all the time - so often that player
characters have no chance to participate in everything.
Unless they are street wise, they should have a lot of
difficulty even figuring out what is going on - the "country
boy in New York" effect. It is easy to get cheated, it is
easy to get lost, it is easy to get into trouble.
In dungeons, you generally don't have to worry about
innocent bystanders. If it moves, shoot it. If it doesn't
move, shoot it anyway. The kick in the door mentality is
unlikely to prove very fruitful in an urban environment.
Think of how city adventures are described in books. What I
see mostly is encounters [like wilderness and dungeon
adventures]. Staging those is a lot easier than actually
running an entire city. So, prepare the encounters you plan
to run, and, to be on the safe side, a couple of movable
environments, such as:
- An inn to sleep or wine & dine in
- A busy street rife with trade opportunities and pickpockets
- An alley suitable for a secret rendezvous or an ambush
- A crossroads for a road accident or a robbery or a haughty
noble demanding that not only he and his retinue go first,
but that lesser beings (such as the PCs) show sufficient
respect
Return to Contents
- Gaming Resource Suggestion: Flying Buffalo City Books
From: Matt
I have found the City Book series from Flying Buffalo filled
with descriptions on all sorts of city establishments, along
with maps, quests, and NPC personalities. The books are
generic and can be used in any game system.
I have followed their example and created my own
establishments, and when the characters enter a town I just
flip through my notebook and pick out what best fits in the
town or city.
Examples include:
- Thieves, mage merchant guilds
- Stores (jewellery, general, weapon, armor, etc.)
- Inns
- Taverns
- Warehouses on the docks.
Once an establishment is placed in a certain city, the page
is moved to where I keep the information for that city. I
sometimes re-use places like inns, but change the name and
the people in it.
[Johnn: here's the link to Flying Buffalo's City Books:
http://www.flyingbuffalo.com/catalyst.htm ]
Return to Contents
Tips Request: "General GMing Tips"
Anyone have any general GMing tips? Rules of thumb, tricks,
techniques, or advice? I'd like to flesh out the Readers'
Tips Of The Week section with more game mastering tips of a
general nature.
Currently, I have a few tips to post that are responses to
previous issues (thanks for sending those in), but I'd also
like to see more "out of the blue" kinds of tips that aren't
specifically linked to any particular topic we've covered in
the past. I think this would appeal to many subscribers,
especially if they haven't been keen on any of the recent
topics.
Plus, I think it would be neat to read a stand-alone tip
that could improve my GMing and isn't waiting for its own
special topic to come along to post. :)
So, if you have any miscellaneous tips floating around in
your head, send'em on in (don't worry about grammar and such
either, just get your idea across and I'll do the rest).
johnn@roleplayingtips.com
Return to Contents
Readers' Tips Of The Week:
- Finding Pictures Of Unique Items on eBay
From: Mike B
Bay Area Role-Playing Society
www.BayRPS.com
Hey Johnn,
Here's a tip for ya - it is along the same lines as using
magazines for pictures of game locations...
Lately I have been cruising eBay and checking out antiques.
There are some fantastic pictures of unique items. These
make for great inspiration for creating magic items, or they
could be used to illustrate an item that the players
discover, or already have in their possession. For instance,
I am writing up a magic teapot for my local newsletter - it
is a Yixing-style teapot, so I went to eBay and searched for
"Chinese Teapot" (157 hits) and poked through them until I
found one that resembled what I was looking for (a dragon
shaped teapot carved out of a streaky red stone).
[Johnn: click here to view the picture:
http://www.roleplayingtips.com/images/Dragon_Teapot.jpg ]
- Another Source of Names: Yearbooks
From: Marcus P
http://www.actionstudios.com
Good tip for finding names: Your High School Yearbook.
I used to flip pages and do a blind finger point to a name,
then do a second flip and point to get a last name. Same as
the manual idea from Tips #82, but just another area to work
with.
Also a good place is from bands you like. I'm really into
the British Heavy Metal band Iron Maiden, knowing all kinds
of people from their past and support crew. I once wrote an
entire adventure based on the band. I filled my notes with
people's names, song titles, song lyrics, and all kinds of
Iron Maiden trivia. Now, none of the players got my inside
jokes, but I got a kick out of writing it, which made it
easier to come up with ideas. The initial idea came from the
Somewhere in Time album cover art and voila, instant
adventure.
Return to Contents
- Cheap Miniatures Tip
From: Morgan H
Some of your mapping and miniatures tips got me to thinking.
I don't think anyone mentioned the endless possibilities
offered by cannibalizing other games for parts. Not
necessarily other RPGs, but games of other types. Old Sci-Fi
and fantasy themed board games like Sanctuary, Dungeon,
and the myriad of Star Trek titles are screaming to be
pillaged for their character tokens and, possibly, their
maps. The best advice you could give gamers in search of
cheap maps and miniatures is: check your attic! Chances are
you'll find something there. Even if it's only a box of
Transformers.
Return to Contents
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