Wednesday, April 28, 2021

World in Motion: Breathing Life into your City State

 In my Majestic Fantasy Basic Rules, I touched briefly on the idea of that the setting has a life of it own. Most of I wrote was about prep, before and during the campaign. I didn't touch on things one can do at the table to breath life into the setting. This following is one thing that hopefully you find useful that makes players feel like they are part of a living breathing world with a life outside of what they do.

The specific issue I will be dealing with is life within a fantasy urban setting. The example I will be using will be based on Judges Guild City State of the Invincible Overlord.

One effective technique I use  is to develop a patter to describe what going on particularly in urban areas. I don't attempt to describe everything unless asked. I limit it to things that "caught" the attention of the PCs. The time you go downtown or to a crowded area look at what you notice as you go about your business. Then take a long look around at everything else. You will find that you have a natural filter that so that only certain things come to your attention. Because of this I feel comfortable in highlighting only a few details as the player traverse the city. If the players specifically want to observe in detail then I will paint the full picture around them.

To explain how I do this I made a graphics to illustrate what it is I do using the City State of the Invincible Overlord. The map I use is on the right and is fully keyed. The map the players see is on the right. Either laid out on the table, or up on the screen if using a VTT. There will be a marker on the player map to mark their current position.

The initial situation is that the party is current eating breakfast at the Seahawk Tavern. They decide to pay a visit to the Sorcerer's Supply House. I look at my map and figure out it would take four minutes to get there. Each square is a 120'. The party can move two squares a minute.

The urban encounter table I use has you rolling every minute. I will making six rolls: one to see if anything happens in the tavern while leaving, one to see if there anything going on outside of the tavern. Then four more to see what happens along the way. The reason for the first roll is that for the purpose of encounter the Tavern is it own thing. The reason for the second roll is that players don't know what they will find once they leave the tavern. So I roll to see if anything is going on when they exit. The rest are normal periodic encounter rolls.

I rolled the following.

  1. No Encounter
  2. Foreigner Urchins/Children To/from market/church/work Seeking/In a duel/fight/etc.
  3. No Encounter
  4. No Encounter
  5. No Encounter
  6. Thieves Guild: Pursecutting/Stalking a mark/etc.

This how it would play out.

click to view at full size

The players can deal with or ignore each of these situation as they see fit. It not uncommon for one or two players to decide they want to check out or deal with something while the rest of the party moves on. In which case I handle the split using a round robin technique. I will spend 5 to 15 minutes with a group and then turn my attention to the next group. Going back and forth as needed.

The Dots on the right hand map roughly marks where I would pause the party (or character token) and describe something.

It take some practice but highly effective in giving the players the sense they are part of a larger world. 

One problem I had until recently is the number of encounter rolls I needed to make. After running two campaigns using Adventures in Middle Earth, I really liked their journey rules. The most applicable part is where you roll for the number of events based on the length of the journey using a logarithmic scale. This means you will have journey 10 times a long before you get the twice the encounters. 

I am working on how this will work for a city adventure. The general gist so far is.

  • One the same street: 1d3-1 encounters
  • Within the same quarter: 1d4 encounters.
  • Across the city: 1d6 encounters. 

Afterwards I sprinkle the encounters along the player's route where they would make sense. Sometime it more or less evenly spaced. Other times they can be bunched up around a single block of buildings.

Hope folks find this useful.

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