Showing posts with label Cities. Show all posts
Showing posts with label Cities. Show all posts

Saturday, March 22, 2025

Urban Gameplay Part 6: Concrete Jungle Gyms


I sure do talk a lot about the needs of "simulation," huh? Truly the least interesting approach to design. But my defense of simulationism is a topic for another day. Instead, I want to make sure we enter into this grand conclusion agreed on something more important: simulation isn't worth much without gameability. It doesn't matter if you've created a settlement that's accurate to some standard of "realism" if it isn't also fit for play. That is the theme of this final part of our long series.

To be honest, Part 5 wasn't exactly revolutionary. There's more than enough advice and resources out there to help you stock your settlements with detail.

To me, the far greater obstacle is getting your prep into action. It's all too easy to spend lots of time creating great material, only to watch it go unused during the session for reasons you don't quite understand. This is my attempt to systematically attack that problem and understand how to avoid it.

Friday, March 21, 2025

Urban Gameplay Part 5: Breaking Ground (without breaking your back)


Does this guy have any actual solutions for us? Of course I do! I'm not just here to poop parties! But first, we must once again return to the ancient wisdom: the difference between game design and level design.

Thursday, March 20, 2025

Urban Gameplay Part 4: Megacities (aren't always the answer)


Ready for a major departure from everything I've been arguing in this series so far?

Blades in the DarkMagical Industrial Revolution, Electric Bastionland, Guildmaster's Guide to RavnicaOzHexMegacity campaigns. In each of these games / settings, there's a single, massive settlement that serves as the centerpiece of the whole campaign. That means the designers had the burden of ensuring that their city has a lot of depth and detail. Enough mileage to carry 20+ sessions all by itself. If you're reading this post right now because you also want to run a megacity campaign, then I recommend you read those books and plunder greedily. They are chock full of awesome ideas. I'm going to highlight some of them.

Wednesday, March 19, 2025

Urban Gameplay Part 3: Maps (usually aren't useful)

Credit: Mike Schley

Whether it's a pre-rendered map or a resource for creating your own, the idealized city map for D&D is usually assumed to be lushly illustrated, showing the exact layout of streets and buildings in meticulous and precise detail. This is, of course, based off of the flawed assumptions I addressed in Lesson 2: that cities are meant to be crawled.

But once you know that adjudicating movement street-by-street is a bad way to run the game in most circumstances, that also means that the level of detail in those maps isn't actually of much practical use to you.

Tuesday, March 18, 2025

Urban Gameplay Part 2: Crawling (is not the answer)

Credit: Ralph Horsley

So you're trying to make your ultimate citycrawl procedure anyway. And right there, you've already run into the second problem. You assumed that it should be a "crawl" procedure, one that's built around incremented movement decisions. The classic blunder.

Why is this a bad idea? Well, it could be for one of two reasons.

Monday, March 17, 2025

Urban Gameplay Part 1: the Search for the Holy Grail (is futile)


Alternative series title: My (Frequently Tested, Yet Still Dubious) Theory of Urban Gameplay

Apparently it's been too long since I last wrote about settlements in D&D (and similar games). I've certainly written lot on the subject in the past, but the whippersnappers have been discussing it lately and, by golly, I have wisdom aplenty to share.

Anyway, the point is that I've spent a lot more time thinking about, researching, and experimenting with this topic than most folks, and I've come to some valuable conclusions. If you're interested, I'm here to share.

Urban Gameplay Bibliography

This is my best attempt at cataloguing all the sources I've read while trying to learn more about urban gameplay in D&D-like games. This is partly because it may interest you and partly because I don't want people recommending me stuff I've already read. Or if they are recommending me something new, they might read this list and realize "oh, wait, the thing I'm recommending won't actually add much to what this guy already knows." And you might also be interested in these things. A lot of ideas in here I ended up not agreeing with, but you might.

Monday, January 2, 2023

Picture Book Gameplay


I recently had a very novel experience running a game that I think has some potential that ought to be explored. Maybe someone out there has done this sort of thing and would like to share. It's a weird one.

Not too long ago, I was flattered to be asked by W.F. Smith (of Prismatic Wasteland fame) to do some playtesting for his upcoming crowd-funded adventure "zine," Barkeep on the Borderlands. The premise is simple: 200 years after the famous Keep on the Borderlands adventure from the TSR era of D&D, long after the Caves of Chaos have been cleared out by adventurers, the keep has grown into a large, bustling, cosmopolitan community. Its present-day culture and institutions of power are colored by the long history of consequences from that legendary adventure, and now your 21st-century players are invited to partake in one of the all-time great traditions celebrating that legend: six days of non-stop carousing in the Raves of Chaos. It's a barcrawl adventure with a hand-crafted town populated with lots of fun NPCs, factions, plot hooks, and 20 fully-detailed pubs.

I playtested it with three separate groups across 4 sessions, getting about 20 hours of experience running this adventure in total. I am happy to report that it was a great success, much fun was had, and valuable feedback was gained and incorporated. I recently gave high praise to one of Smith's previous, smaller adventures, and I myself originally backed the Kickstarter for Barkeep simply as a fan, not having yet really met him. Well before moving on to the main subject of this post, I'll go ahead and give a quick two thumbs up review. This adventure is dripping with that special sauce you want. I wasn't compensated in any way, save for the privilege of getting to play this adventure before anyone else on Earth. Here's a link to pre-order a copy.

But there was one pub my players went to that was a bit different.

Saturday, July 10, 2021

Brave Design Notes 6: Settlements



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking hereThese rules also make use of a resource called a "settlement info sheet," which you can find here, along with the player copy template here and the version adapted for villages here.

Monday, June 14, 2021

People, Power, and Land

"The Procession to Cavalry" by Pieter Bruegel the Elder
I've been getting some different ideas about how I might want to procedurally design open-world sandbox campaigns. Most people will just make a big hex map of varying terrains and then make a random encounter table for each terrain type, and that seems all well and good to me. But while I like monsters and wildlife and whatnot, I'm also deeply interested in people. Especially the relationship between people, power, and land. I dunno, I just like politics and political D&D. So to me, the most interesting things you can encounter while traveling between settlements would be stuff like garrison patrols of a paranoid leader, folks making a pilgrimage, wealthy merchants in a jam, that sort of thing.

Back when I used to watch Game of Thrones (when it was still pretty good), a huge chunk of the "non political" parts were plots about characters traveling over land, often through the wilderness. And yet, those plots almost always still involved the characters running into people and factions. Tyrion runs into Catelyn Stark and her retinue, then they run into wildlings or something, then the knights of the Vale, then he leaves and him and Bronn run into some hill folk, etc. Jaime and Brienne traveled in the wilderness and met bands of brigands and mercenaries, employed by lords with agendas. Arya traveled in the wilderness and met the Brotherhood Without Banners, the Hound, Lannister soldiers, some peasantry, a knight errant on a quest (Brienne), etc.

So I would still of course have monster encounters, but I've been thinking more and more about the logic to determine what sorts of people you'd meet and where. Here's what I've got so far:

Monday, June 7, 2021

A Thorough Look at Urban Gameplay in D&D

The Free City of Greyhawk
Artist credit: Valerie Valusek
Hey! If you've been linked here, I recommend you read this later series of blog posts instead. Trust me, it's much better.

See, the title is like a Noah Caldwell-Gervais video. Get it? Because I'm about to spend a lot of words being pretentious but hopefully insightful.

I've spent a lot of time in the last year thinking about adventuring in cities. Part of it's because I really miss going outside and having an active life in an urban area. Part of it's because my D&D group spent the better part of 2020 in a campaign arc involving our party trapped in a hostile city, Escape From New York-style. And even when we broke from that for a few one-offs here and there, many of those involved adventure in the city. Or at least, like, in a town or neighborhood. And I've noticed what's worked and what hasn't and I've done so much darn reading and I want to get this right once and for all. I've run games in this setting with different approaches and sometimes it's good and sometimes it's not. And I've tried to give feedback to my own DMs about how they might want to improve those sessions, and sometimes they take that advice and sometimes they don't. But the worst thing of all is that each of the really solid sessions my group has spent playing in an urban setting have largely relied on the strength of completely unrelated elements, like a fun combat encounter, social encounter, puzzle, or whatever. They always just skirted around the problems of answering those vital questions about city adventures, so even if the session was successful it was at least partially just luck.

Here's a brief table of contents for this post:

  1. Bibliography for research I did, and further reading you may enjoy
  2. An analysis of how most people seem to run urban settings
  3. An explanation of my line of thinking that led to my version
  4. My Brave settlement guidelines and examples, with a bit of elaboration on certain parts
  5. Why I care so much about this

If you just want the goodies, you can skip down to the 4th part.

[NOTE: I developed these ideas further in a future post that served as design notes for Brave. I think it's better than this one.]

Tuesday, December 8, 2020

Campaign-Level Play Part 3: Tools for Campaign Systems


So I've described a level of gameplay where the PCs are in a position to do all kinds of ambitious activities that can be resolved without needing to spend time walking through each step, moment-by-moment on a small scale. That you can safely assume the player can accomplish these tasks without needing to throw them into a dungeoncrawl first. There can definitely be obstacles, for sure. You don't have to just say, "yes, that works exactly as you wanted it to" for everything they ask to do. But recognizing a level of decision-making that tends to happen on the scale of days, weeks, or months is something that players can greatly enjoy taking advantage of.

Many groups dabble with this in some forms. For example, here are some subjects of gameplay that lend themselves well to this: economics, politics, war, and maybe espionage. Notice that these are the types of things you do in board games a lot. But you could totally have something like construction, conservation projects, running a business but focusing on the non-financial parts (e.g. running an opera house and managing the actors, the playwright, the stage production, etc.), going through religious rituals and sacraments, forming relationships, and so on.

While plenty of people have made downtime mechanics, and plenty of others recognize the fun of this sort of thing, it’s very rare that I find games that actually equip the DM to run this. There have been resources and websites like Obsidian Portal or World Anvil that cover a lot of what I'm about to describe, but most groups don't realize how to take advantage of the potential. All too often, these are treated as resources for the DM rather than the party. So I'm sorry 5th Edition, it's not enough to create an inflexible minigame for every specific "downtime activity" that occurs to you. The only way you'll ever achieve a true player-driven sandbox campaign is by letting their imaginations drive the car and merely providing the fuel and tools to guide that. 

So lets talk about the fuel and tools.

Thursday, July 2, 2020

Medieval City Sizes

Paris in the year 1300. At 150,000 people, it was the largest city
on the continent, rivaled only by Constantinople. It was also about
1.5 miles across. Compare to Paris in 2020, closer to 6 or 7 miles
across. But a typical "city" in 1300 would really have had a
 population closer to 10,000. Think just how small that must be.
Medieval cities were very small. Like, even the really big ones were small. Something that makes it tricky to research is that "size" of urban areas is almost universally measured in population (which for the vast majority of anyone's purposes is a lot more useful) but I am deeply interested in "size" as measured by actual physical area. I think it's important to making maps, and I like using maps when running adventures in urban areas. Not for most activities. It doesn't matter for shopping or carousing or even investigating, for the most part. Or it doesn't have to. But what if you have a battle happening in the city? It's being attacked, raided, besieged, whatever. Mapping out the specific parts that have been taken is useful. And even those other activities can be enhanced by map elements. I like using tables of random encounters and locations the PCs would run into, but being able to divide them by district or neighborhood or whatever would break it up some and give the city as a whole a better sense of identity.