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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #81
15 Tips For Making Cities In Your Games Come To Life
Contents:
This Week's Tips Summarized
15 Tips For Making Cities In Your Games Come To Life
- Questions For Yourself
- 1st Impressions Count
- "Here We Are Now, Entertain Us..." - Nirvana
- Splendour Always Makes An Impression
- Skipping Time - One Way To Avoid Street After Street
- Not Skipping Time... But Making It Memorable!
- Resist Habits
- Quizzes - God's Gift To GMs
- City Adventures I - Setting Your Stage
- City Adventures II - Engaging Encounters (The Antagonists And The Foils)
- City Adventures III - Guards! Guards! (The Chorus)
- City Adventures IV - What Ordinary People Don't Know
- City Adventures V - Transition - Toadies As The Way To Some Limited Influence
- City Adventures VI - A Big Hook
- City Adventures VII - Are We Having Fun? Pay-Offs And Game Balance
Readers' Tips Summarized
- Find NPC Names In The Credits Section Of Your Books
- Buying Dice On eBay
- Planning A Group's Combat Tactics
- WOD Specific City Tips
Return to Contents
A Brief Word From Johnn
This Week's Guest Article
I have received many, many city tips from past issues'
requests, and I thought I'd get the ball rolling by re-
publishing a stand-alone submission from Emmet Harris this
week. In future issues I'll be giving more tips on planning,
building, and running RPG cities. Thanks again to everyone
for your great tips!
Dungeon Crafter
Last week I recommended a freebie called MyInfo for
organizing your roleplaying notes on your computer. Here's
another free gem called Dungeon Crafter.
It's extremely easy to use. And the best feature, I think,
is that there is a huge fan base that has created hundreds
of free tiles for you to download and use.
The software lets you make almost any kind of map: city
plans, dungeons, overland maps, spaceship designs, and so
on, so any GM should find it of value.
Check out the program, map samples and tile sets at:
http://www.dungeoncrafter.com
(By the way, I'm not getting paid for this review. I use the
program and just wanted to share it with you. :)
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
Roleplaying Games @ About.com
Check out my other Roleplaying Games web site: http://www.roleplaygames.about.com
In This Week's Spotlight: "Why You GM: Your Feedback"
A couple of weeks ago I posted an article about why game
mastering can be so much fun. I asked readers to send in
their own reasons for why they love GMing so much and here
are the submissions I received (thanks again to everyone who
wrote in): http://www.roleplaygames.about.com/library/weekly/aa062801.htm
New Product Reviews:
d20: The Longest Night, The Witchfire Trilogy: Book One
http://www.roleplaygames.about.com/library/bllongest.htm
Word of the Pillars, Word of the Dancers, Word of the Fates
Three supplements for Tribe 8
http://www.roleplaygames.about.com/library/blt8word.htm
Return to Contents
15 Tips For Making Cities In Your Games Come To Life
A guest article by Emmet Harris
emmet_harris@hotmail.com
Running a city campaign requires a certain sort of skill and
attention to the players' desires. I am sure someone will
write an essay on just those issues (I mention them briefly
as my last point at 15, below), but I thought the best thing
I could contribute in my three quarters of an hour was a
collection of "production notes" - a series of tips about
the particular issues that will face a GM as he tries to
work out how he is going to present a city and make it
engaging to his audience.
Whether your PC group is just passing through, or you are
running an ongoing adventure in that city, you will need:
- A setting
- NPCs
- A web of intrigue
- A story all in one place
The following tips may be useful for a GM looking for
artistic direction in portraying their cities.
- Questions For Yourself
Do you have a story to tell for the city? Can you bring part
of that city's character out through that story? Can you
give that city's character a visual manifestation and use
that vision to give the city life?
Your choice for what you want your audience to see will be
based on your answers. World of Darkness gamers will be
familiar with admonitions to portray their cities a certain
way. Emphasising rust, abandoned buildings, bullet-holes
or flickering street-lamps are just a tiny slice of the
possible examples, and portray only one mood. Once you have
decided on your themes and moods, you will know better what
you want your PCs to see.
Return to Contents
- 1st Impressions Count
Be bold. Players will forgive an excess of energy and colour
and prefer it by far to a "convincing" or realistic, but
otherwise grey, city.
So you think that the city is pretty boring on a Monday
afternoon? Who cares? Make it as busy as a Friday or
Saturday night in Summer! So what, if in your opinion, only
5% of a city actually has anything interesting to show the
PCs? Show them that 5%!
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- "Here We Are Now, Entertain Us..." - Nirvana
Let's face it, entertaining your troupe with descriptions is
about beating your own limitations at improvisation. If
you're brilliant at improvising a description of a
colourful, entertaining scene, then you've got a lot of the
hardest work in the bag... For the rest of us, the following
tips might help:
Entertainers are everywhere, even in the hubs of cities, and
are certainly more interesting to look at than the beggars.
Use this street-side action and all the sensory stimulation
that goes with it - especially smells.
Beware of imagining all street-side performers as being of
one sort. This is an easy trap for the creatively stretched
GM who gets used to seeing performers only on the streets
of her own city, or who thinks of performers in terms of her
favorite novel's setting. This can lead to describing
similar acts again and again. One remedy - try checking out
one of Cirque du Soleil's acts, or any of their promotional
materials, and go nuts trying to come up with a moving
description of the poetry that is their movement.
To add to the atmosphere of your scenes, try to get some
music appropriate for dance-halls, love-pits, street
performers, circus acts, etc. (Cirque du Soleil is brilliant
for this last sort.)
Concentrate on how you describe those trying to entertain
the PCs. See that grinning, suited Mandolin player in the
doorway who has hair that might be blonde, almost matted to
dreads through lack of washing? See his dirty, smiling
face? He's charming, but isn't there something a little....
*thin* about him with his large eyes? Perhaps the jacket
looks a little less than immaculate?
If you are wandering through an area and you want to
describe a scene, don't be vague. Get particular. Use "To
your left you see ...., and to your right.....", etc.
By being specific, (yet economical) in your descriptions, you
will make your scenes unique. Another benefit is that, as
well as doing all the descriptive work you would always put
into your tableaus, you'll *never* have to worry about
your players silently thinking "another bloody tumbler!"
As a final tip on describing city street-side scenes, I would
suggest having at least 4 street-side tableaus ready to
describe on paper. And since this Tips column is historically
hot on index cards, then try that if you like.
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- Splendour Always Makes An Impression
Go Hollywood! Go turn of the (last) century Paris! Go Las
Vegas! Big, stupid ;-) buildings like one in the shape of an
elephant, or a faux windmill with oversized blades with
lights on them (both from Moulin Rouge) can portray a
real impression of excess, or at least splendour.
Take, for example, the Phoenix-like temple to Lathander in
the AD&D Shadowdale Boxed Set. Now that's impressive - at
least, if you describe it right. :-). One idea to imitate -
think Baz Lurhmann's Moulin Rouge, and you're on one right
track with this tip.
Return to Contents
- Skipping Time - One Way To Avoid Street After Street
"A short while later, when you go out for entertainment, you
find you've drifted amongst a district with many hung oil
lamps and torches, and from all the brightly lit dance
halls, you hear what sounds like Spanish guitar, and raucous
partying and some very disciplined dancing. The air is
jasmine scented here in Arabel's "Purple District", where
(*ahem*), people wear their purple sashes that would say
they were looking for a mate in anything but the traditional
bandolier fashion!"
Describing things this way might be more entertaining than
playing through the locating of yet another inn, getting yet
another room, etc.
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- Not Skipping Time... But Making It Memorable!
If you're bound and determined to drag your poor players
through another inn and bar scene, try to go to the
trouble of pre-generating one... complete with barkeep.
Irony Games' web-site does a decent job.
[http://www.irony.com/mktavern.html] But, you may need to
spruce up the interior decor a tad, and the barkeep's
persona will doubtless require some pre-generation and some
improvisation. (Index cards optional ;)
Try to make at least one of the entertainers or bar-staff
memorable. Nothing's worse than running into "Fat Jolly Jock
the Yorkshire Barmen No. 5", or "human-looking but otherwise
just like the Green Karaoke bar owner from Angel No. 7", or
"Woody the barman No. 3".
One of each (per game-master!) is not only forgivable, but
can be a real lark. Tribute is cool. Especially if you as a
referee have acting skills that really run to hamming it up
and you enjoy playing those caricatures - enthusiasm is
contagious, use your energy ;). Just enjoy it in
moderation.
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- Resist Habits
Don't let 'em do the "inn thing" in the same order each
time. Break things up.
For example:
- Don't have every bar's stables tended by a boy. Throw in
an old bloke who chases off other competitors with a stick.
- Don't always have an obvious bouncer, unless the PCs
ask....
- Tell the PCs they have to wait outside for a few minutes
before they get in (Noble coming out, etc.). In fact, try
throwing in an encounter on the verge/porch/outside about
one in five times. eg. Barman begging wealthy patron to come
back in, despite the insult offered by another patron.
Basically, do anything to break up the "horses to
boy....door....scan....spot bar....spot barman...spot
bouncer...spot entertainment... get drink...sit at tables"
routine.
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- Quizzes - God's Gift To GMs
If you know your players are going to go to a new city in
this session then ask them questions (written Q&A - or
"Character Quizzes" for us Amber players).
For example:
- Explain what you (or your character, or both) imagine
by the rather vague description of "a good bar"? An
expensive bar? A smelly bar? A cheap bar?
This sort of question gets your players to provide you with
their visions of the world. You can use these as your
inspiration when you haven't got any.
- What is your character interested in looking
at/scanning for when they enter an unknown bar?
- What do you think your character is interested in for
entertainment? Assume they can afford anything.
I wouldn't advise giving them anything that exactly matches
their descriptions... There's no spice in that! More
importantly for responses from the first question (and any
activity that they do a lot), try running things against
their expectations occasionally, if you can.
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- City Adventures I - Setting Your Stage
Avoid letting the story wander to so many places that the
city becomes a blur of streets! Take a leaf out of the White
Wolf Books - the Chicago sourcebooks, and try to create a
feel for a couple of discreet areas.
For example:
- Use 2 locations from each of the broad areas you have
decided to depict in your city.
- Limit street trawling by the PCs for nasties.
- Try to generate three distinctly different entertainment
venues. If you can get some music for each, great. (On this
note, take the Baz Luhrman approach - you don't need
historically accurate songs - just get something that
strikes a chord with how a modern person might feel in the
modern equivalent of that setting)
[Johnn: for more info on the movie and stage director, Baz
Luhrman, check this out: http://mdcm.arts.unsw.edu.au/students98/AdamsC/innovate/ ]
- If "monster bashing" is in the cards, try to do it chiefly
when the PCs have gone looking for it, with information on
where these things are (eg. in the TV series "Angel",
Cordelia has visions, or your PCs may have info gathered by
their con-man or holy fella).
These techniques allow you to focus on an actual location in
the city.... and not have to resort to wandering monster
tables *too* much.
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- City Adventures II - Engaging Encounters (The Antagonists And The Foils)
Warn your players that no dice-roll will be preceding each
"random" encounter. They need to just play their character
and decide on what's important and what's ancillary as you
serve it up to them. This alone will help your players not
fall into a routine of treating some encounters as "plot"
and others as "random".
If you are playing a swords-and-sorcery game with monsters,
*definitely* use those "random monster" charts, but use them
before a game, and try to come up with a back-story for each
of your wandering-whatsits, in the same way you would
normally make up a thumb-nail sketch of a walk-on NPC.
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- City Adventures III - Guards! Guards! (The Chorus)
Devote a lot of time to how you will characterise the law,
as vigilantes are generally not appreciated. Getting your
troupe into the spirit of how they, as adventurers, would
respond to the law can be tricky when dealing with those
game systems where people get oodles of "You can't touch
this!" i.e. lots of hit points ;-)
Examples of encounters that can clue players in to the fact
that adventurers are not received well:
- Suspicious gate guards suggesting adventurers go to the
tax office to declare their earnings.
- A Barman eyes the PCs' swords meaningfully.
- A bar patron, perhaps a farmer or labourer, eyes the PCs'
weapons and moves another table away.
- A bloke takes his sweetheart out of the bar after the
"adventurer types" walk in.
- Everywhere the PCs go, people ask them if they know
anything about "Svald the Bald" (a brigand) or his men,
etc., and while no one is actually trying to be offensive,
the implication is clear.... adventurers are automatically
suspect.
- Guard patrols from different precincts stop the PCs...
("Hell, Larry! Look at all them swords! They don't look like
Lord Krondell's men....We better check that out..."). The
PCs may soon feel they are the victims of organised
harassment - but this isn't the case, just several different
patrols of guards independently all thinking the same thing:
"Here's Trouble".
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- City Adventures IV - What Ordinary People Don't Know
You know what makes me chuckle? A PC talking in-character
about the "Thieves Guild". At its worst, it's most cliche.
Surely these "institutions" are known as only (pick one)
"the Business/Firm/Family/Organisation".
Also, unless you're on the madcap Disc-world where these
things are parodied as really being public institutions of a
fixed address and law-abiding nature, then surely the people
and or location of these thing's aren't public! Furthermore,
these things will generally have no fixed address.
Think about the model you want for your "thieves guild".
- An old established firm, like in the Sopranos?
- A new gang? Ask yourself where the core members picked up
their core skills.
- Brigandage? Then they're likely into "protection" and
thuggery, and trying to get info on the big caravans
to get a cut of proceeds from existing brigandage.
- Pick-pockets? Possibly also into selling stolen goods,
drugs and perhaps prostitution.
- Cons? Possibly these types are very clever and have a
penchant for organising quasi-legitimate businesses and have
moved into smuggling.
- Slavery? Here's trouble. These sorts, along with the
brigands, value human life very little. These are dangerous
folk.
Whatever the model of "thieves guild" you choose, think of
all the criminal movies you've seen. Your Troupe of PCs can
bumble along and seriously cock-up *any* of these thieves'
"businesses" quite accidentally, with serious repercussions
for those adventurers.
For example:
- I'd imagine nothing will quite chill (or madden) the party
like having their most powerful fighter delivered to them
either in a body-bag (in a campaign where death and
resurrection are like slaps and band-aids) or very nearly
dead, and missing some small body part.
- Clouseau-like thieves who can't get anything right... How
you choose to use them as their plans come undone, even
without the PCs intervention, (but perhaps by coincidence
the PCs are always on the scene and can take the credit),
could be a light-hearted change of pace, or even a recurring
gag in the city campaign.
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- City Adventures V - Transition - Toadies As The Way To Some Limited Influence
So you're rich? Well, it's not just desperate peasants,
mercenary courtesans, and hopeful sell-swords who might want
a piece of it..... there's bankers, lawyers, and financiers
as well! Seriously, the PCs might find themselves hounded by
people eager to give them "A guaranteed 10% return!", and
lavish them with high-class restaurant nights, and perhaps
all the (*Ahem*) company they want.
This can be an excellent transition for the characters from
adventuring life into being based in a city. Simply being
courted by developers, would-be advisers and their ilk will
immediately set your more social players' minds moving.
Respectability, power, security, influence.... things many
adventurers craved when they set out hoping to gain power by
being adventurers. Yet all they obtained was the admiration
of a few villagers for a season, a feast of a fattened calf,
the eternal hero-worship of some 5-year-old for avenging his
parent's death, and perhaps some gold. A city's adoring
toadies hold the promise of conveying the *real* benefits that
wealth can bring.
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- City Adventures VI - A Big Hook
Romance. I wish I could give some concrete advice on writing
romance stories that will appeal to your troupe, but it is
bound to be a highly particular thing. I can say one thing
for certain, nothing will make your average plucky
adventurer remain in one place than pursuing a love that
they hope to bring to consummation, other than say, making
them King of the Realm ;-).
Playing NPCs that the players can even *pretend* their
character could fall in love with? Well, it's not for all
GMs, or for all troupes. I wonder if maybe romance in RP
games might be another good topic, Johnn?
[Johnn: I know my group often skirts around the issue. :)
Does anyone have some "romance in RPGs" tips?]
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- City Adventures VII - Are We Having Fun? Pay-Offs And Game Balance
I can't speak for the exact sort of city adventure you will
choose to run, but I'll make the assumption that the option
to adventure *outside* the city still exists.
If that's the case, I would suggest that you need to make
sure that the *promise* of one of the following 5 general
aims are present to each and every one of the PCs - and that
you have taken the right measure of your audience and
matched the right suite of motivations to the right players.
- Power
- Romance
- Wealth
- Respectability
- Acceptance
Often, creative GMs with perfectly decent ideas for stories
"tank" because they failed to provide good audience hooks.
Make sure there is something for everyone, and you'll find
that you'll be able to keep the city adventure going for a
long time.
I know a whole essay could be written on just this one
issue. [Johnn: any takers?] This set of production tips
mentions it in the throwaway fashion, because to neglect
completely would be criminal. If you don't consider these
audience hooks, your troupe may well wish to go back to the
*simpler* wilderness/dungeon adventuring, with its six-fold
model of motivation for monster-bashing (fun, glory, gold,
duty, honour, and power). This "simple" adventuring can
accommodate all six within the one unified activity.
Presenting a city in such a way that it is an attractive
place to play an adventure, let alone a campaign, takes an
impressive set of skills. With some preparation, and a lot
of thought, you should be able to produce really impressive
city gaming material.
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Good Gaming,
Emmet Harris
emmet_harris@hotmail.com
[Johnn: thanks Emmet for the great city portrayal tips.
There's lots more city tips coming in future issues.
For those of you interested in finding more about the Moulin
Rouge, check out this site:
http://www.retroactive.com/may98/moulin.html ]
Tips Request: "City Businesses, Services & Important Buildings"
Would a list of these things be useful to you for when
you're planning city adventures or creating cities? I think
that they'd make great checklists and be inspirational when
designing encounters.
If you agree, then send in any ideas for types of business,
services and important building that are found in cities.
All genres and time periods welcome!
Send your lists to: johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- Find NPC Names In The Credits Section Of Your Books
From: Daniel W.
This is just a quick tip about names for NPCs.
If you're running RP campaigns in present day to near future
Earth settings, you can get lots of names from just looking
in the credits bit at the front (or back) of computer game or
RP manuals. Look for all the 'little' people that helped to
make or playtest the game and you can either just use a name
(if it's appropriate) or you can 'pick and mix' first and
second names to get a suitable one for your NPC (or indeed
PC).
For example, I needed names for a American terrorist and a
Colombian drug baron for my GURPS Special Ops campaign. I
looked in a computer game manual while I was typing out
their stats and I found several names which I chopped and
swapped to create Khristopher McConnell and Carlos Lucero!
I once even got a name for a Russian Mafia boss while
watching a police documentary! The Mafia lord then became
'Constantine Rumanov'! (He actually is a real Russian
criminal!)
It's a dead easy way of getting names for NPCs if, like me,
you have difficulty just thinking of them. You just need to
be observant and resourceful. Finally, try to make up
original names when you can and if you find one like
'Constantine Rumanov', make sure they are obscure or little
known people. Naming your crime lord 'Al Capone' is not going
to get you points for originality...
- Buying Dice On eBay
From: Kate M.
This is in response to Kirk's "Cheap miniatures". Dice can
be easily found on eBay. BUT, if you're looking strictly
for gaming dice, be sure to type either "Chessex Dice"
(Chessex being the most well known RPG dice manufacturer) or
"RPG Dice". Otherwise, you will get lots and lots of
unwanted entries for dice.
In addition, if you're going on eBay to look for dice, I
highly recommend any listing by DEI. (Dungeon Explorers on
the Internet) They're a great company to deal with. They
actually made up an auction item at my request (though I
wound up losing), and when I placed an order with them and
had a problem with one of the die I ordered (loss of paint),
they shipped me a new one at no charge and didn't ask me to
return the other die! They generally sell sets of Chessex dice
on eBay, or you can visit them at their website:
http://www.gj.net/dei/
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- Planning A Group's Combat Tactics
From: Alex W.
[In response to Issue #47: How To Keep Your Butt In One
Piece While Adventuring In The Wilderness
http://www.roleplayingtips.com/issue47.html#10 ]
Johnn,
The last tip you gave, planning the group's response to an
attack, should get its own article.
I have found that everyone enjoys combat more if they have
some idea of what their responsibilities and duties are.
Having the players discuss tactics ahead of time may annoy
some of the players who prefer to concentrate on role-playing,
and see a discussion of tactics as catering to the combat
oriented crowd. However, once this task is completed, even
the players who prefer to role-play find that combat runs
cleaner, faster, and takes a good deal less time during a
gaming session.
It also can help the players understand the other characters
better. If the big, burly barbarian prefers to shoot the enemy
full of arrows from behind cover, the other characters would
really like to know this BEFORE the barbarian runs into the
woods at the first sign of an enemy.
There are a lot of tasks that should be considered when
a group plans its battle orders. I'll list a few, and probably
miss many.
- Who's in command. This may not be the same as the
regular party leader, but someone skilled specifically in
tactics.
- Who's the second in command?
- What types of weapons will be used (and who uses what)?
- Close combat (swords, daggers, etc.)
- Stand-off weapons (polearms)
- Mounted
- Ranged/Spell (requiring path to target)
- Spell/ESP (not requiring a path to target)
- Other?
- Are there any non-combatants? What are their assignments?
- Heal
- Taunt
- Communicate with other characters
- Repair
- Reload
- Run for back-up
- Cower
- What style of combat?
- Defensive ring (AKA Protect the Mage)
- Full frontal assault (The best defense....)
- Pincer maneuver (3 character minimum, better with 30+)
- Terrain differences
- Outside/Inside
- Woods/Plains/Mountains/Ocean/vacuum/etc.
- Daylight/Nighttime/Artificial lighting/etc.
Most of these things will vary from combat to combat. But
general rules can be laid down for all combat well in
advance. Some rules will be very simple - When the Wizard
yells out "Hasta Manana, Baby" at the end of his Lightning
Bolt Spell, everyone hits the floor.
Other rules can be very detailed - Ex. When Blowhard the
Barbarian attacks with a 'Sushimi Surprise', after the third
feint, there will be an opening below his left armpit for
Archibald the Archer to target the enemy. (Some expertise
in ballet may be required.)
What seems to annoy players and characters the most is being
surprised by another player's/character's actions. Players
expect the Game Master to throw curve-balls at them, but
they HATE having their characters die because another player
has shot them in the back.
If everyone knows that the first thing the thief does is
stoke up the fire, the Knight stays on defensive until
there is enough light to see by, while the Wizard steps
back behind the Knight to ready a spell, combat will go
much more smoothly and with greater enjoyment for all.
The alternative, where the thief slips into the woods to
look for an opportunity to backstab an enemy, the knight
charges in a full frontal assault, and the wizard (played by
an excellent roleplayer who understands the needs of an old
man) shakes the sleep from his head, slowly gets up, and
gets a pike in his stomach, can really ruin a player's day.
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- WOD Specific City Tips
From: Kate M.
[Johnn: I'd like to give a special thanks to Kate who
submitted these WOD tips at my specific request, as I know
there are many WOD GMs on the list and my on-going D&D slant
on things doesn't always meet their needs. :)
System-specific tips from GMs of different games are always
welcome, as I can post them here, in the Reader's Tips
Section, for GMs of similar games to benefit from.]
All right bloodsuckers, here are some tips for Cities geared
more towards Vampire the Masquerade and the World of
Darkness:
First and foremost: If you would rather create your own city
than using one of the "By Night" supplements, you might want
to keep in mind that most of the 'by night' books are
patterned similar to a road guide. Therefore, you might
want to pick one up for the respective city you're using, if
it's available.
When creating a city, consider the food supply for the
vampires. Most cities large enough to host a fair-sized
population will have blood banks, or at the very least,
periodic blood drives. For those Kindred that prefer to
hunt, make sure there are sufficient feeding grounds. For
example, you would likely want to have nightclubs as well as
'bad' neighborhoods where crime runs rampant and 'red-light
districts' where hookers walk the streets. But keep in
mind that in all likelihood, the BEST feeding grounds will
already be claimed, and that person or persons might not
take kindly to someone encroaching on it.
Also consider that there is going to be some form of
government in the city, regardless of its affiliation
(Anarch, Camarilla, Independent or Sabbat) There is always
going to be SOMEONE in charge of the city, or at the very
least, someone that THINKS they are.
Remember, also, that Vampires choose to stay in cities for
the relative safety they offer, and that most Garou (except
for Glass Walkers and Bone Gnawers) avoid the cities.
Unless you have a city with a LOT of greenspace and parks,
encounters with Garou should be RARE. For that matter,
encounters with any other supernaturals should be rare.
Otherwise, these creatures quickly lose their uniqueness.
And of course according to White Wolf's own guidelines,
there should be no more than one vampire in a city per
100,000 inhabitants. The same rule of thumb should be
applied likewise to Magi,Garou and Changelings.
But always remember: This is YOUR city. You can make it
whatever you want.
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