Journal Short Circuit's Journal: RPG: City Detail Level 7
How detailed are cities in the games you play? Does your GM have a
description of the outside of most houses handy? Does the innkeeper
remember the last time you stayed? Do the shopkeepers try to push
their wares?
As a GM, what do you feel the benefits are of having a completely laid
out city available, complete with districts, NPCs, encounter tables
and political structure? If you roll your own, what kinds of detail
do you put in there? How do you make the city memorable?
Or are cities unimportant in your games, except as places to resupply and rest?
Have your own questions and subjects to talk about? Email me and I may post them.
Don't miss other RPG-related journal discussions. and resources.
Played by ear (Score:2)
Persistance (Score:1)
Re:Persistance (Score:1)
That sounds interesting...How about a city devastated by fire, then abandoned? It'd make for a great above-ground "dungeon"...
Re:Persistance (Score:1)
If it's a village I can usually make that up on the fly. You have to keep in mind that most villages will have standard businesses (ie - inn/tavern, stable, mill if in farming community or smokehouse if lifestock based economy). Larger cities though can be tough.
I've found that determining the footprint of the city is the first step. How big is it in acerage, is its size effected by the location/landscape (river, lak
Re:Persistance (Score:1)
It follows the rules for city stats outlined in the Dungeon Master's Guide. You can add the income/division/growth parts if you want.
Heck...it might be fun to write a self-run city simulator that watches growth.
Re:Persistance (Score:1)
my opinions (Score:1)
The DM rarely has a description of the houses.. or the streets (coblestone? dirt? cement paved?). The innkeepers will sometimes develope personalities, but the shopkeepers are often one sided, assuming we stop to roleplay that at all. Shopping 'a