Roleplaying Tips Weekly E-Zine Issue #146
City Features And Flavors
Contents:
This Week's Tips Summarized
City Features And Flavors
- Location
- Layout
- Architectural Signatures
- Atmosphere
- Addresses
- Laws and Customs
- City Routine And Calendar
Readers' Tips Summarized
- Better Game Climaxes
- Player Meta-Gaming Tricks
- Creating Character Depth
- PBeMs: Write In Third Person, Present Tense
- Think About Magic During Fantasy Culture Design
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Contents
A Brief Word From Johnn
"Feedback For Johnn" Contest
Thanks to everyone who sent in their valuable opinions,
feedback, and thoughts about purchasing/not purchasing my
new eBook, GM Mastery: NPC Essentials. For those of you who
haven't entered the contest, there's still a few days left!
The contest ends Saturday, November 2nd.
Click here to get the contest details, or check last week's
issue if you still have it.
http://www.roleplayingtips.com/issue145.asp#brief_word
Click here to check out/order the eBook: http://www.gmmastery.com
Issues Formatting Volunteer Request
Great news--my web host just upped my disk space quota. This
means I can repost zipped up plain text versions of all the
back issues. However, my old zip files are now out of date
because:
- Issues 100 to current have never been archived as
plain text.
- I listen to your feedback and fix any errors you report,
so pre-100 issues should be re-done from my local file
versions.
I need a volunteer to format issues 1-146 as plain text, in
a couple of different ways, so I can post them as download
freebies at http://www.roleplayingtips.com
Estimated completion time: 3-4 hours
Format: Plain text
Deadline: Saturday, November 2nd
Care to tackle the project?
Have a scary Halloween!
Johnn Four
johnn@roleplayingtips.com
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City Features And Flavors
A Guest Article By Dariel Quiogue
[re: http://www.roleplayingtips.com/issue141.asp ]
In issue #141, John Simcoe showed us how to add locations
and institutions to a high-magic fantasy city. While
thinking about how to use the article, visions of cities I'd
been to or vicariously explored through the pages of
National Geographic came to mind, and I started thinking of
how to give my fantasy cities their own unique flavors.
Since I'm a very visual person, I rely a lot on visual
descriptions. Thinking on Simcoe's article produced list of
features below I would try to describe when taking my
players on a tour of a city that exists only in my head.
- Location
Where is the city built and why is it there? What kind of
scenery surrounds it? How does one get there?
Some ideas:
- The city is built on the coast or beside a river. The
main activity is trade. The city has many busy wharves,
perhaps divided into some for merchantmen or cargo barges,
another for fishermen, and another for military use.
Vistas: forests of masts, noisy flocks of seabirds
squabbling over floating garbage, bustling waterfronts,
small fishing boats coming in at dawn with their catch.
- The city is built at a crossroads. The main activity is
trade, borne by caravans. The city must have the means to
resupply these caravans, especially in terms of food, water,
and fodder for the pack animals, so in a desert country this
means having access to wells or a river, and some nearby
farmland.
Vistas: exotic bazaars, strings of pack animals going in and
out of the gates, caravansaries consisting of housing and
yards for the animals, people of many different races and
cultures mingling.
- The city is built at a holy site. The city and its non-
priest populace exist to serve the main temple or shrine
and its regular stream of visitors. The site may or may not
be easily accessible. If the people believe the gods reside
in the mountains, a holy city may be set in a remote
highland valley.
Vistas: awe-inspiring terrain, large and impressively built
temples, men or women in the signature garb of priests or
monks everywhere, streams of supplicants making prayers and
offerings.
- The city is a military stronghold/border outpost guarding
a major road, pass, or port. Often the city will look out
over land where hostiles live, such as between farmland and
nomad-haunted steppes, or on the edge of a forest where orcs
or barbarians are known to dwell. The city is dominated by
fortifications and garrisons, and the non-military populace
live there to serve the needs of the garrison.
Vistas: high walls, claustrophobic streets and interiors,
armored or uniformed soldiery everywhere.
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- Layout
How is the city laid out? Are the streets straight or
crooked? Would it be easy or difficult to navigate this
city and find a given location even if you've never been
there before? Does the city show evidence of planning, or
did it grow haphazardly? City layout is largely determined
by culture, terrain, and the purpose for which the city was
built.
Some ideas:
- The city is largely unplanned. Everybody builds just
about anywhere they please. Streets are winding and narrow
with many dead ends. Each district has limited access to
things like water and sanitation. The city is often
sharply divided into a "high" and "low" city, the high city
being the centers of government, religion or commerce, while
the low city is the residential district for the laborers
and the poor. The low city is sometimes called the
"foulburg"--and it is!
- The city is built in mountainous or hilly terrain. There
are many zigzag or winding streets on the slopes, and
perhaps stairs for pedestrians on the steepest slopes. The
most important buildings will mostly cluster at the highest
places, while the common folk live on the lower slopes.
- The city is a result of meticulous planning and follows
a standard design set by the culture. For example, Chinese
cities are always quadrangular, walled, with streets laid
out in a gridwork pattern, and the main gate always faces
south (following the rules of feng shui). The city may
even be partitioned into wards by interior walls, which
makes it easier to control and defend.
- The city is built for defense. It is surrounded by high,
thick walls, and since a smaller area is easier to defend,
the city is compressed into as narrow a space as possible.
Streets tend to be narrow and buildings built tall to
compensate. Well-planned city-fortresses also tend to be
partitioned into wards.
- The city is built on a marsh or river delta, like Venice
or Hangchow. Buildings are raised on small islands, often
built up with earth and rubble, and canals often take the
place of streets. The existing streets are joined with
bridges.
- The city was expressly built to serve as the capital of a
wealthy nation or region. The city is meant to be a showcase
of its people's taste and artistic ability, and a statement
of the wealth, power and refinement of its ruler. The city
has a formal layout, and has been beautified with grand
buildings, carefully placed statuary, fountains, gardens,
and venues for cultural activities such as theaters. The
Greeks and Romans were especially conscious of this in
building their cities.
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Contents
- Architectural Signatures
Every culture has its own "signature" architectural style.
Often we can identify the culture to which a building
belongs just by its appearance. These native styles are
fast-vanishing art treasures, so remembering them and using
them in our games may help, in our own little way, of
keeping our heritage alive. And then there are the
possibilities open to fantasy cultures. Elves might be able
to shape living trees while an aquatic race might fashion
bubble-buildings by magic.
Skyline: what does the city's skyline look like? The tops
of buildings often have a unique look from culture to
culture, from their materials, their forms, and their design
details.
For example:
Mid and Near East: flat roofs, domes, slender spires, and
minarets.
Far East: steep-sided saddle-shaped roofs, porcelain tiles,
peak and eave ornaments in the form of dragons or other
mythical creatures for good fortune and protection vs. evil
spirits, pagodas.
Other ideas:
- The city is completely hidden from above by tall trees.
- The city is made up of a single enormous building.
- The city is made up of identical buildings.
- The city is tropical and everything is made of light
materials like bamboo and thatch.
Doorways: arched, square, tall or squat, wide or narrow, or
oddly shaped?
Design motifs: recurrent design elements unique or
representative of the culture. These motifs often come from
the culture's mythology.
For example:
Mid and Near East (Islamic): ornamental inscriptions,
twining vine and flower designs (arabesques), use of
precious and semiprecious stones in inlays, use of metal
sheathing on domes and spires, intricate geometric designs.
Far Eastern: serpent-like dragons, odd beasts that combine
features of several different creatures, moon arches,
calligraphic inscriptions, use of loud colors, standard-
sized buildings based on the number of tatami mats that fit
inside.
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- Atmosphere
The "feel" of a city can be expressed through visual details
as well.
Playing a dark fantasy game? Build up on things that elicit
negative emotion. Visitors to the city may find the
inhabitants to be furtive or apathetic. Streets and
buildings are grimy, vermin are everywhere, walls are
splattered with waste and graffiti, and no one seems to
care.
How about a mystical, otherworldly elven tree city?
Cathedral-like spaces, surrounded by very tall and obviously
very ancient trees, hauntingly beautiful art everywhere...
(yep, I am describing Lothlorien!).
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- Addresses
Street names and house numbers are mainly a modern, Western
thing. You can make your cities more exotic by using
different ways of giving an address. Without a formal
system of addressing in place, it will probably be very easy
to get lost in any city, and a traveller will have to rely a
lot on the direction-giving abilities of the locals.
Some ideas:
British addresses. There are still many holdovers
in British urban place names from before the modern street
name/building number system was adopted with references to
courts, mews, -side, etc. These names come from
building groups or from references to nearby landmarks.
Districts might get nicknames that over time become widely
recognized and used by everyone to refer to that place.
Japanese addresses are based on the partitioning of a city
into wards. Each ward has its own name (-machi).
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- Laws and Customs
The observance of unique laws and customs can also lend
flavor to a city, making it feel more picturesque and exotic
to your players.
Some ideas:
- Certain kinds of animals are forbidden from being taken
into the city. Perhaps horses, oxen, camels and the like
are not allowed; people inside the city thus get around only
by walking, or perhaps in palanquins borne by bearers-for-
hire or slaves. There might be a religious edict
against dogs, so no dogs are allowed inside the walls.
People show respect to holy sites and buildings by making
some sort of sign--crossing themselves, bowing, etc.
This might be required, or it may be a voluntary expression
of piety by a devout people.
- Everyone is required to bow or avert their eyes when an
important personage passes. Remember the story of Aladdin
and how he first saw the princess?
- Traffic may only flow in a certain direction; traffic
that flows widdershins or in any unlucky direction is not
allowed.
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- City Routine And Calendar
If your PCs are going to visit a city regularly, you can
make it feel more authentic if you give it a believable
routine.
Daily Routine: what is typically happening in the city at
various times of day? What kinds of people do you find on
the street at a given time and place? For example, in a
seaside city it is common to find fishermen coming in at or
before dawn from night fishing. This could have
implications for what PCs can get away with and when.
For example, your players decide to sneak an important
personage out of a hostile city in a nightsoil cart, but
they forget that nightsoil collectors are only allowed to
ply the streets late at night when their malodorous cargoes
will upset the least number of people.
Seasonal Routine: are there any seasonal festivals or
fairs? When do they happen? What do they celebrate? What
happens during these occasions? Maybe you could throw in a
Mardi Gras-like festival for your players to whoop it up and
hopefully get into some sort of trouble...
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d20 WEEKLY - THE PRO d20 GAMING ZINE
Each issue contains articles, columns, reviews, news, and
more for your d20 campaigns. Contributors include Steve
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Check out the four free issues and other previews at
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Tips Request: NPC Sub-Plots
Peter Whitley responded to a tips request many issues ago
and sent in a chart of NPC sub-plots. I was thinking it
would be cool to round it off at an even 100. So, if you
have any sub-plots to add to this chart, send your ideas in
to: johnn@roleplayingtips.com
I'll republish the completed chart when it hits the magic
100 entry mark.
NPC Sub-Plots d100
- Is feuding with neighbor over grazing rights.
- Has an unhealthy obsession with another person.
- Is a failed adventurer with much emotional baggage, who seeks to sabotage other adventurers.
- Is a shrewd negotiator, but offers extremely valuable information in trade for new information.
- Is quiet, brooding, and short tempered due to medical problems.
- Is a pacifist who tries to convert the party to the ways of nonviolence.
- Has a racial enemy.
- Fears being alone because of a recent incident.
- Is collecting parlor games from across the lands.
- Tries to recruit the PCs for some incredibly mundane task (i.e. labourer) regardless of PC objections.
- Knows of "lots of great adventures" that are, unfortunately, all dead ends.
- Is a historian, but all the facts are invented (compulsive liar).
- Is a travelling madam with company, seeking new employees and better (richer) company.
- Is recruiting for the military or special guild.
- Is an outcast for forgotten crimes.
- Is collecting donations for a charitable fund.
- Is looking for a particular person with critical spell information.
- Is on a secret military mission.
- Is in disguise (for reasons real or imaginary).
- Imagines he/she is a ghost in spite of attempts to contradict.
- Believes (loudly) that wealth should be spread among all the citizens and tries to redistribute the PCs' wealth.
- Is paranoid and protective of his/her town.
- Is tracking down a villain and vows to kill him/her/it.
- Is a wandering amateur chef looking for new recipes and ingredients.
- Is good-aligned and has recently run away from evil parents.
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Readers' Tips Of The Week:
- Better Game Climaxes
From: Todd Landrum, http://www.paladinpgm.com/dmf/
[Comment from Johnn: Todd and I were batting around ideas
for finishing campaigns and stories on an exciting, tension-
filled note. Here are some of the ideas we came up with--
maybe you have a few tips of your own?]
I'm having trouble with the grande-finale battles in my
game. The PCs spend multiple gaming sessions working their
way through the dungeon, they finally find that priest of
Orcus, we have the big battle, the players are victorious,
and then..."Yawn. OK, what's next."
No hoorays. No celebration.
Or even worse, the players are paying half-attention during
the big battle. This should be exciting, edge of your seat,
finally-my-goal-is-in-sight type stuff but I can't seem to
pull it off.
I talked this over with my gaming buddies and we had the
following ideas, and would enjoy hearing more:
- Physically, The GM Has To Make It Different
If you want this climax to be different, then it is up to
the GM to differentiate this battle from other battles. The
GM can put on special music, dim the lights, use a special
battle map, have special figures, or use other ideas. All of
these will physically make this climactic battle different
than the others.
- The GM Has To Pull Out All The Tricks In His Bag
The GM wants this big battle to be memorable so it's up to
the GM to make it memorable. You'll want to use your best
NPC voice, your best maniacal laugh, get out of your chair
and strut around, be intense.
Or think of it this way: you want the PCs to take this
battle as something special. To make that happen, the GM
will have to do something special. The climactic battle
requires the GM to be at the very top of his game.
- Be Blunt
Make absolutely sure your players know this is the climactic
battle. Don't hint at it, be blunt and come right out and
say it:
"After fighting your way through the dungeon, battling
nefarious monsters, the priest of Orcus finally stands in
front of you. Your chance to end his evil reign is finally
at hand. Will you be up to the challenge? Can your Good
overcome his Evil? With a maniacal laugh the priest shouts
out, 'You'll never defeat me. Your god is weak!' and he
begins casting a spell..."
[Tips from Johnn:
- Reveal A Bigger Threat
If the PCs yawn, have the villain's boss make his presence
known so the PCs learn things aren't over yet. This might
make them pause, celebrate their current victory a bit, and
then start the next stage.
- Create A Series Of Challenges Instead Of One Big Finale
Instead of creating a single, final battle, consider instead
a series of battles. Hollywood does this. The villain is
finally overcome but then the hero must still swim through
the shark pool to reach the off-switch in time before the
Big Bad Event happens. This approach is effective because it
draws the tension out. Hollywood has also been known to
bring the villain back again and again during the final
parts of a movie though, so sometimes this idea backfires. :)
There are a couple of possible approaches with this tip:
- Defeat the villain and then clean up all the remaining
threats in a series of encounters.
- Clean up a series of threats and then finally confront
the villain.
- Create Twists & Surprises
Players enjoy surprises. i.e. the villain suddenly reveals
his Ultimate Golem(tm) as a barrier the PCs must deal with
first, or perhaps reveals a surprise hostage.
- Return As Heroes
Celebration and praise are important. The PCs should have
some way to return to the world and bask in the glory of
victory. This is a mythical step ripped straight from Joseph
Campbell, and it works. Before the final villain
confrontation, sow a bunch of seeds that the PCs could reap
after they've killed the bad guy.
- Winning a bet and collecting on it.
- The guy gets the girl.
- The PCs turn in all the villain's gold to finally buy
their castle.
- The town throws a celebration bash.
- Rivals step forward and admit their respect.
These things can help create tension and/or closure.
]
- Player Meta-Gaming Tricks
From: Joeri T.
Hi there, Johnn,
Reading the anti-player meta-game tips, I was appalled at
the underhandedness ;) of some GMs to suppress such
behaviour. As a GM and player I think meta-game thinking is
a great tool. I often give NPCs tale-telling names and I
relish the fact when my players have figured out the scores
of their opponent. It all depends on the way one looks at
it.
For players, I have the following tips if they like to use
meta-game information:
- Keep the information to yourself and use it to your
greatest advantage. If you know a monster's weakness, first
"try out" some fighting techniques that DON'T work, then
"find out" what its weakness is and use game time to convey
it to your comrades.
- GMs like help, so convey only to him that you know what is
REALLY going on and DON'T use it until it is nearly too late
for your comrades and "save" the day...
- Many maps are symmetrical: use it to help you discover
what lies ahead, but don't blurt it out, simply deduce what
you can and only use the info at critical times. Things like
traps, secret doors and strong points (guard rooms and the
like) have their own place in every setting.
- Names of NPCs often tell the story for you, especially in
games where there's a foreign language involved (LotR games
for instance). The ultimate bad guy isn't going to be called
"Reeks of Daffodils," and the King's first knight that the
GM planned to have around as a Deus Ex Machina will not be
called: "Dark Destroyer".
- Most GMs handle things with the KISS principle: Keep It
Simple Stupid. Although a plot might be complicated, every
shackle in the chain towards the goal will be simple. Figure
it out using the following technique:
- Go to every place that's usually important: the temple,
the fort, the bar, the shop, the leader and the rumour
monger.
- Collect what clues you can and write them down.
- Visit all the places the standard clue providers have
pointed out.
- Go to step one and do it all over again until you get
what you came for.
Never forget to think ahead and find any shortcuts!
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Contents
- Creating Character Depth
From: Travis B.
[re: http://www.roleplayingtips.com/issue145.asp#r4 ]
In response to Jason W's tips, I would love to add a little
tip I use for character depth. I try not to force my
players to think up their character's personality at
creation time as they often play the PC differently anyway
and it slows things down too much. I believe players learn
about their characters as they play them. They see an event,
respond to it, and then learn from what happens.
I ask one question before each game to give them some
insight but not drain their creativity for the rest of the
evening.
Some of the questions are:
- What does your character do on his birthday?
- What does your character consider his hobbies to be?
- What does your character enjoy most?
- What dreams does your character have for the future?
- What's your characters favourite colour and why?
Almost any kind of small talk question is suitable. Even
when a player does not have an answer they'll think about it
over the next couple of days or for the rest of the evening.
Quite often that helps identify the ego of their PC for them
and they start to enjoy the creative process of building up
their character.
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- PBeMs: Write In Third Person, Present Tense
From: Brandon B.
[re: http://www.roleplayingtips.com/issue145.asp#2 ]
I have been playing in PBEMs for some years now, and I've
also GM'ed a few. Although I have experimented with other
points of view, third person *present* tense is almost
universal in the games I have seen.
"John goes", not "John went".
[Jeff W. also wrote in with the same tip--thanks Jeff!]
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- Think About Magic During Fantasy Culture Design
From: Russell G.
Johnn,
A lot has been written recently about designing cultures. I
have skimmed it, so I may have already missed this, but here
goes anyway:
When designing a culture where magic is present, think about
how magic will affect it. If more than a powerful few at the
top have access to magic the world may be greatly affected
by it. Think about how the fabric of the society may be
altered. After all, not all magicians will necessarily be
adventurers--they may put their talents to more mundane
uses. They may be the engineers of their time--underpaid,
under-used, and misunderstood.
For example:
- Extra long bridges strengthened by magic.
- Telephone style communication (allowing larger kingdoms
and more centralisation of power).
- More potential for long distance travel (what if everyone
with a bit of cash owned giant's step boots?).
- Maybe large numbers of low-level mind readers work as the
police?
- Perhaps there is even a broadcasting network, just like
TV?
Finally, does technology work with, or against magic? Or is
technology suppressed, a la the Darksword trilogy.
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