Roleplaying Tips Weekly E-Zine Issue #418
4 City Building Tips: Give cities flavour with districts
Contents:
This Week's Tips Summarized
4 City Building Tips: Give cities flavour with districts
- Divide Your City Into Chunks
- Give Each District A "Capital City"
- Give Each District Personality
- Create Distinct Encounter Tables For Each District
- Districts In My Campaign
Readers' Tips Summarized
- Style Counts With Bards
- Card-Based Homebrew System
- Dancing Plague Idea
- Online Sources Of Maps
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Get On The Guest Authors Topics List
I've put together an in-house mailing list of bloggers,
writers, and RPG fans interested in writing for the
Roleplaying Tips e-zine. I receive great topic requests from
readers, but I'm sometimes too swamped to get to the topic
right away. When this happens, I mail the opportunity to the
guest authors list and anyone can scoop the article, first
come first served. Deadlines are negotiable and I'm always
just an e-mail away for support.
This is a great way to hone your writing skills, promote
your website, and help thousands of game masters around the
globe have more fun at every game.
If you are interested in being added to my guest authors
list, send me an e-mail.
Reuse Mage Knight and HeroClix Minis For Your RPGs
I have a box of old Mage Knight minis that are too big for
use on my 1" grid battlemats. The minis are excellent, and
I've always thought it a shame they couldn't be used to
scare PCs off the edge of the maps.
However, I stumbled across a neat tip and I think I might
have my solution:
About halfway down the thread, Agent Oracle writes, "For
best effect, snap them off their bases, and glue them to a
bit of 1" posterboard." Voila! Awesome idea - one that I'm
going to use.
Thanks again ENWorld.org for your awesome community of
helpful gamers.
Have a great week - try to fit a game session in it!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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4 City Building Tips: Give cities flavour with districts
By Johnn Four
1. Divide Your City Into Chunks
Cities are large beasts that can intimidate GMs trying to
plan and design them. There are so many people, locations,
and things to think about it makes a GM cry in his
battlemat. However, a successful, time-tested approach is ye
old divide and conquer. Break your city into digestible
chunks and plan one chunk at a time.
The obvious city chunk is the district. Grab your city map
and divide the area into sections. These will be your
districts.
---- Sidebar ----
This planning method also provides great session structure
for your city adventure or campaign. If you are a typical
game master who fleshes out the setting while the campaign
is being played, then you will want to keep the PCs
interested in sticking around the parts of the city you've
detailed so far.
So, when you sit down to plan next game, what should you do?
Answer: design hooks and encounters that play up the
desired locations you want PCs to visit. Perfect planning
guidance.
---- Sidebar ----
If you're looking for a new angle on districts, try this
list for inspiration:
- Neighbourhoods
- Wards
- Burroughs
- Cantons
- Diocese
- Precincts
- Quarters
- Sectors
- Turf
- Zones
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2. Give Each District A "Capital City"
Many worlds are divided into countries, and each country has
a capital city. This location is the administrative centre
for its region. Laws, politics, budgets, policies,
organization, and big decisions come out of this place.
A capital city is often a cultural and community epicentre
as well. It will have a higher population density than other
region locations, and leading trends, social issues, and
ideas will emerge regularly to influence other parts of the
country and the world.
Most important, at least for gaming purposes, is that
capital cities are power bases. They are natural breeding
grounds for the biggest conflicts, toughest villains, and
neediest victims. They attract wealth, challengers,
ambition, and struggle.
If you give each of your districts some kind of capital,
your city will inherit all these benefits as well - and not
just once, but for every district. This opens up all kinds
of awesome plot and encounter possibilities, in addition to
great city design guidance.
Here are some example ways you can give your districts a
capital city-type location:
- Multi-story building
- Underground hanger or cavern
- Huge warehouse
- Palace or castle
- Tower
- Section of the sewers
- An intersection (great example: Gangs of New York movie)
- An open square between buildings (great example: The Wire
TV show)
- A park
- A maze-like section
- Large church
- Guild hall of a powerful guild
- A section of the docks
- Cemetery
- Hidden area
- A special inn
- A restaurant
- Tavern
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3. Give Each District Personality
While thumbing through The DM Campaign Record from Goodman
Games this week (an excellent product, btw), I spotted an
NPC personality table with 20 entries. Instantly, I thought
this chart would make a great tool for assigning a basic
personality to each district in the city I'm building for my
current campaign.
This leads to the tip of applying the methods you use for
crafting great NPCs to build interesting districts as well.
Give city sections:
- Quirks
- Goals, motives, and dreams
- Alignments
- Fears
- Loyalties
- Prejudices
- Jealousies
In addition, you can add personality to districts with:
- Terrain
- Age, history
- Weather
- Population density
- Architecture style
- Leadership type
- Conflict type(s)
---- Sidebar ----
If you think weather might be a far-fetched way to make city
districts interesting and distinct, do not worry. When I
lived in Vancouver, various sections of the city would have
"signature" weather and different weather all the time, even
though Vancouver has much smaller land area than many other
cities.
For example, the North Shore area receives about twice as
much rain - as much as a rain forest some years - as any
other part of the city, and far less sun. Also, fog would
regularly creep up the channel, sometimes climbing higher
than office buildings downtown, though it would be clear and
sunny in other areas.
---- Sidebar ----
Goodman Games DM Campaign Record
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4. Create Distinct Encounter Tables For Each District
To further enhance and communicate the personality of your
districts, craft custom random encounter tables for each.
Aim for a 7/2/1 ratio:
7 entries of regular folk who live and work in the area
2 entries of visitors from other districts
1 entry for something unusual
If the PCs see or meet the same types of folk over the
course of a few sessions, the district's personality will
soon take hold in players' minds. In addition, this becomes
a handy tool players will use to orient themselves and
envision each district better.
After awhile, these regular encounters can become pillars
for your plots and encounters. For example, the unusual
entries will stick out due to the high contrast - and you
won't need to make a big deal of it to get the players to
notice. The regular folk become the baseline and player
expectation, giving you an opportunity to play with that as
an encounter design or NPC design opportunity.
The DM Campaign Record mentioned earlier has a chart for NPC
Social Class/Occupation that worked well for my campaign's
district encounter charts.
A twist on this idea is to create typical encounters based
not just on who the NPCs are, but on what the NPCs are
doing.
For example, a business district will have a lot of
merchants. So, you craft a chart with 14 different types of
merchants the PCs will typically encounter, 4 visitor types
from neighbouring districts, and 2 unusual NPCs (these
entries actually point to a sub-chart of several unusual NPC
options).
However, you realize you have three merchant areas in your
city, and you decide that crafting three separate charts
with 42 total merchant types is either unrealistic for your
city, or a pain in the butt.
Instead, you design:
- Merchant district 1: merchants do business in a shared,
open area, are aggressive, and yell out advertisements and
enticements.
- Merchant district 2: merchants dwell in separate buildings
and shops, and quiet window shopping is the norm.
- Merchant district 3: merchants are living infomercials,
offering free demonstrations, free samples, and operate out
of demonstration booths in a trade show-like area.
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5. Districts In My Campaign
The city I'm currently designing for my D&D campaign is
called Carnus. It has 6 districts, each governed by a
powerful warlord. Rather than dividing the city up according
to function (i.e. merchants area, temples area, law and
administration area, slums, etc.) I'm putting all the
typical city elements into each district. Each district is
sort of like a mini city and fairly self-sufficient.
District 1 has merchants, rich, poor, barracks, the
warlord's base, and so on, as do Districts 2-6.
Oddly enough, I'm using the Trivial Pursuit board game as
inspiration for Carnus. The city is roughly round and
districts are somewhat pie shaped. I'm using the board as a
mapping of the political structure, but I haven't found a
use yet for the player pie pieces (do you have any ideas?).
Each district's personality is based loosely on the
categories of the Trivial Pursuit: Genus Edition:
- Geography: blue
- Entertainment: pink
- History: yellow
- Art & Literature: brown
- Knowledge and nature: green
- Sport & Leisure: orange
I'm basing the "capital city" of each district on the
flavour of the category:
- Blue: Huge palace (multi-cultural)
- Pink: Theatre
- Yellow: Old, maze-like castle
- Brown: University
- Green: Park
- Orange: Gladiatorial arena
In each of these locations are open or secret areas where
the elite of each district conduct their (un)lawful
business. For example, the theatre is a large building over
100 years old. It is the pride and joy of local residents
and the focal point of the district's culture and social
venues. However, in the back offices and in a secret area
high above in the rafters (known as The Heavens) the rich
and powerful conduct their business and engage in deadly
political manoeuvres.
Carnus has only one official capitol, but each district's
"capital city" serves as interesting, conflict-ridden, local
power bases sure to spawn numerous plots that will entangle
the PCs.
For encounter tables, I'm using the table straight out of
The DM Campaign Record from Goodman Games, but tweaking
results depending on what district the PCs are in:
- District colours theme clothing and buildings.
- District theme and leadership style tinges personality and
interaction style/type.
Example: District 1 is nearly a police state, while District
2 has a strong code of honour. So, a lamplighter in District
1 will glare suspiciously at the PCs and report unusual
behaviour unless discouraged.
A lamplighter in District 2 will perform his job with pride
and skill, and if his honour is questioned or tarnished by a
PC, he'll immediately head to The Hall of Champions and hire
a champion for one hour to duel the offending PC.
* * *
Resources:
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Style Counts With Bards
From: BardicKnowledgeable
Hello Johnn,
I was looking back through the Roleplaying Tips archives,
when the title of Issue #206 caught my eye: 6 Bard Tips. I
wondered how in the world I missed that one, bard being my
favored class, so I opened it up and savored every word of
the article.
Roleplaying Tips Issue #206
Toward the end, you requested some reader response in regard
to our personal ideas on how to properly play and DM bards.
The thing to remember about bards is they have a myriad of
options available to them for dealing with any given
situation, and often their unorthodox methodology can prove
more effective than some of the standard actions that more
focused classes specialize in.
A quick mind and a vast imagination are the most potent
tools in any bard's shed. They do not need to be grand
socialites or schmoozing charlatans to have a place in the
party. An illusion that scares a fleeing thief off the roof
of a three-story building is much more interesting and
useful than simply peppering him with arrows.
A bard carries a whip not to damage enemies but to pull off
stylish and devastating maneuvers, such as swinging across a
chasm in egress, to pull down a top-heavy statue onto foes,
to block an avenue of attack, to trip, to disarm, and to
beguile his enemies in ways that damage more than their hit
points.
A bard has the ability to know practically anything, at any
time, and should avail himself of that resource. And, when
it comes down to fisticuffs, a bard can always two-hand that
longsword and come up swinging.
As a player, realize that the bard can be your best friend
if played with panache. As a DM, realize that a single,
cleverly played bard can add much to your games, so
accommodate him accordingly without forgetting the other
characters in the party.
Thanks for years of tips, Johnn.
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Card-Based Homebrew System
From: Mark of the Pixie
re: Roleplaying Tips Issue #413
[Comment from Johnn: Mark hinted at his homebrew system that
uses cards in issue #413. I asked him for details and he
sent the information below. Mark hopes to post his game
rules online someday, but for now, hopefully this info
answers readers' questions I've received since publishing
that issue.]
My homebrew card system basically works like this.
- System uses a normal deck of cards marked from +3 to -3
(in a rough bell curve). Red Jokers are a +5 Critical
success. The Black Joker is a -5 Critical fail.
- Each round all the players draw two cards each. They then
decide on their "Action" (punch, drive, cast spell, shoot,
sneak, etc.) and choose which card they are putting on it.
The other card is put on their "Reaction" (block, dodge,
notice, etc). This gives the players a lot of choice (unless
they get two kings, in which case they are just screwed).
All of the randomness of the "to hit" and "damage" etc. are
condensed into the one card draw: Attacker's Stat + Card
Value - Defenders Stat = level of success = damage.
- Players can chose to do a Dedicated Reaction (or Action)
and put both cards on their Reaction (or Action), but they
lose their Action (or Reaction). The most common example is
forsaking attack to do a dedicated dodge (Dedicated
Reactions get an extra +1). They can also spend Will to get
+2 to an action or to halve damage.
- Multiple actions are done just by dividing success. i.e.
If you have 3 successes, you can split that into a success
of 2 and a success of 1, or three successes of 1 each. For
doing different things (i.e. shooting and driving) use the
lowest stat. Groups get bonuses, so there is no penalty for
defending against multiple attackers (this means a horde of
20 orcs can easily be treated as a single character or as
four "5 orc" characters and swapped back and forth as
needed).
- Actions all happen at once, in order of lowest action to
highest action. This means that each rounds ends with the
most successful action, which really adds to the drama. It's
all happening at once means that if your PC gets KO'd by the
bad guy "before" your attack, the attack still goes off as
you are going down.
One of the big advantages with this system is the GM never
needs to draw a card. This leaves me to focus on story and
description of events without having to stop and roll a "to
hit" for each orc. I can just choose which PC to attack
based on who has the lowest Reaction or as the story
dictates. I find this runs faster, smoother, and has a lot
less bookkeeping for the GM than the traditional "you roll
your to hit, while I roll for all the monsters."
I have used the same system with very little variation to do
classic high fantasy, kung fu action, cyberpunk, horror,
superheroes, space mecha, etc. I have used it to run
combats between fleets of starships and between monstrous
armies as easily as between characters. A complex group
combat between the PCs and several unique monsters would
normally take about an hour.
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3. Dancing Plague Idea
From: Bobby Nichols
I saw this article about a strange affliction and thought
immediately about its use in RPGs.
In a high magic campaign it probably wouldn't be that
exciting, but imagine its effects on a low-magic campaign? A
campaign where a potion of healing is a big deal?
Perhaps it is some sort of magical plague? I can see PCs
avoiding that area like, um, the plague if they didn't have
curative magic, or at least divination magic, to determine
what was going on.
And in a sci-fi campaign? The PCs come to a world to
retrieve something (the mythical McGuffin) and there is an
outbreak of a psychogenic plague. Tradition is that these
outbreaks are sent by the computer/gods/evil overlords and
thus not to be messed with. Of course, the McGuffin is in
the plague's area somewhere.
In a superhero game, the heroes might be tasked to keep
people from hurting themselves. And goodness forbid a
villain be caught in the plague!
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4. Online Sources Of Maps
From: Bryan Ray (via GMMastery Yahoo Group)
The Dundjinni User Creations forums are a very good source
of objects.
RPGMapShare has hundreds of maps of varying quality. And
even more objects to populate those maps.
The GM's Apprentice is the host of a massive, organized art
collection called the CSUAC. I don't know what that acronym
stands for, but it's almost 700 MB worth of art, free of
charge.
And, the Cartographers' Guild, where most of the mapmakers
are very free to share their work with GMs in need of a good
map. Also note that there is a map requests forum there, in
case you need something specific and don't mind either
waiting a while or paying for it.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
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