Cities, fixed at last
This post came about for a couple reasons. My man Kirhon and I have been discussing methods for prompting setting creation with some emphasis on cities. Derek B was talking about his frustration that City adventuring hasn't been solved in the same way that dungeons and wilderness have, which I found humorous. We agree about a lot of what makes them difficult for players and GMs, it's too much! He and elmcat (who also has thoughts on the subject forthcoming) agree that maps are over-relied on at best and counterproductive at worst. I think maps are good, as long as they're simple and stay in the GMs hands. I linked them to a favorite post on the subject Rules for Citycrawling by Ben L. I also mentioned the crazy (to me) way my wife's sense of direction developed:
Her way finding was entirely based on landmarks, because of subway travel. Each stop has a discreet set of landmarks spider webbing away from it, occasionally intersecting. Cardinal directions are less meaningful because there isn't a sense of continuous travel...
I don't know where I'm going with this, I'm very tired. I think her way is more gameable for cities.
Creating the city
City size determines the number of gates the city has\
Small: 3 gates
Medium: 4-5 gates
Large: 6-7 gates
Very Large: 8-10 gates
Metropolis: 11+ gates
Gates include: road gates, rivers, and ports.*
For each gate there is 1 major thoroughfare that connects from that gate to another thoroughfare.
Thoroughfares include: boulevards and avenues, as well as rivers and major canals.Every thoroughfare is terminated at one end by a gate and at the other by a grand plaza. Not every grand plaza on the path of a thoroughfare terminates that thoroughfare.
Grand plazas occur at intersections of thoroughfares. Sometimes more than two thoroughfares will intersect at the grand plaza.
Boroughs are separated by major thoroughfares. Therefore a city has boroughs >= the number of major thoroughfares it has.
Inside each borough draw a minor plaza and connect it with one line to an adjacent thoroughfare or grand plaza with a single line. The line is a lane.
Lanes also include small canals.Name each gate, thoroughfare, and grand plaza. Eventually you'll need to name all of the minor plazas and lanes as well.
Things concentrated by cities:
- People
- Trade
- Power
- Industry
- Wealth
- Poverty
- Knowledge
- Culture
- Crime
- Religion
Use this table to come up with why the city was built, what it's defining feature is, roll twice to theme a borough, roll once for a point of interest.
Points of interest
I don't think there's value in quantifying it, but different locales should have different grades of points of interest. I would recommend using a random table, or ideally two to inspire. Then deciding what a place is based on where it is.
For example, a society lodge I would put either in a borough, or a minor plaza. An academy of astronomy and natural philosophy would probably demand to be in a grand plaza.
Here's a couple of possible approaches to get started populating points of interest.
1: Every discrete area of the City (except lanes) should have at least one point of interest. So, one point of interest per:
- segment of thoroughfare
- grand plaza
- minor plaza
- borough
2: Prep what you need! If you know your players are looking for a specific person or place, and which gate they'll be arriving by you can focus your prep on those places and the places on between. I would still at least name all the gates, thoroughfares, and grand plazas. Put points of interest all along the most likely paths between the entry gate and the goal, with some added density.
3: Make sure that every plaza has a statue, fountain, or park. This one isn't separate or mandatory, I just think it's a good idea.
Navigating the City
The first time the PCs enter the City they enter by a gate, which has a name, which you will give them. They will be on one of the City's thoroughfares, the name of which you will also give them. Describe how busy the thoroughfare is and maybe a few of the goings on. Unless they have previous knowledge of the City, or have been given instructions, this is all the information they'll have.
Presumably the PCs have come to the City for a reason, what are they looking for? Sometimes it could be lodging, an armorer, or a sage who can translate the dead language of Suushall, the Empire of the North Wind. It might even be a specific person such as Garin Halfember or place like The Hungry Reef Public House. Figure out where the thing is on the map if you haven't already. If it's something that would be in the City but you haven't placed anything that fits either put it in a location you want to send your group or d[numberOfGates] steps away.
Asking for directions: If the PCs are smart they'll ask for directions, the accuracy of which should reflect the importance of and distance to the object of desire.
3. The PCs must move to a new locale before they ask for directions again
- Anyone can give directions to the Ducal Palace or the Great Bazaar, so places of great significance should always yield accurate directions.
- Likewise the PCs should always be able to find someone who can tell them how to get to any Grand Plaza, Gate, Thoroughfare, or Borough. Otherwise:
- Take 1d6 for each of these things that is true about the object: if it is specific rather than generic, if it is an individual, if it is located in a minor plaza (an additional d6 if it's in the borough), if it is humble, if it is more than 3 steps away, if it is more than 7 steps away. Roll them.
- Count the number of times you rolled 1-3.
- 0: they know the way and give you directions.
- 1: they've heard of it, they're sure it's within [1 step] of [Grand Plaza].
- 2+ no idea, cheers friend.
Giving directions: simply tell the players step by step. "Take Garden Avenue to The Plaza of Ringing Bells, take a left on The Great Boulevard and follow it past Market Square, take a right onto Smoke Street before you reach Drover's Square. Smoke Street will take you to Cuneo's Plaza where you will find The Stuck Pig and it's proprietor Billiam Bannock."
Timekeeping: if you're running a game that values strict timekeeping, just use 10 minutes exploration turns. 1 turn to traverse an area, one turn to do something of significance.
Encounters: you may want to include a chance of random encounters, but they should clearly be less likely than in dungeons or wilderness. Roll 1d10 per turn.
1-4: Sights of the City (So many people!)
5-6: Sounds of the City (Wow, so loud!)
7-8: Smells of the City (They're bad!)
9: Obstruction!
10: Encounter!
Encounter roll, 1d6 + 1 per infamy
1: Pickpocket
2: Bravo looking for a duel, he has cronies
3: Mistaken identity!
4-5: Borough specific (drunken sailors brawling, gang of foot-pads, nobleman's abusive guards, etc.)
6-7: Town watch doesn't take kindly to adventurers
8: Bounty hunters!
Hiring a guide/messenger: Roll 1d6, on a 6 you can find a likely hand. On a 4-5 they seem a bit dim. 5sp if you can give specific directions. 5gp if all you have is a name.
Other inspirations were Microscope by Ben Robbins, and Electric Bastionland by Chris McDowall.