Jim & Pruitt go Downtown & plan some City Adventures! Don’t forget to subscribe, comment & share. Web DM Podcast – Check us out on Facebook – Twitter…

29 COMMENTS

  1. I mean, I guess, if the group already knows 5e and won't learn VTM, Cyberpunk, or Shadowrun, this is an alternative.
    I definitely sympathize with the frustration of a group that collectively knows one game and won't read another book.

  2. I like the idea of an itinerant sphinx who serves as the judge in a city, it has the definite feel of an ancient society (and is really just a more fantastical form of what some societies did when there wasn't a lot of local governing powers or authorities). I may borrow that at some point.

  3. Anyone here seen "Is It Wrong to Try to Pick up Girls in the Dungeon?". The Dungeon city Orario came to mind watching this, especially the Monsterphilia (a festival involving fighting dungeon monsters as sport) and one of the characters becoming an orphan after her parents tried to make some cash dungeoneering.

  4. The best part of Wednesday!
    Question: if you wanted to make a Machete/Bo Christmas/Bill the butcher style knife fighter who just chucks knives like it's going out of style, how would you do it?

  5. a city is more than just the central part. around the city you can have fields and farming steads, perhaps interspaced by small forests and rivers and graveyards and crypts. in a dangerous setting small guardposts and towers will be in important location around the cities. Manors and villas of important people often are seperate and distant from the common rabble, and have their own guards and households. a city often has a wall, and outside that wall slums. guilds and crafts differentiate the inner districts. a harbor or airport is almost always important and can add allot. make it fantastical with a deep underground city, not just sewers, but crypts, magical expanded pathways, ruins and caves. a city has a lot of secrets, a lot of hiding spaces, don´t hesitate to bring in all kinds of monsters and beasts. perhaps an archdruid has claimed an entire district, and that district now is overgrown and full of animals and trees. a city could be partually collapsed or taken over by monsters with a tense cold war between the two halves of the city. a medusa pulls strings within the mages guild, the thieves guild has a goblin tribe under its influence. A blacksmith sells weapons to orcish pit fighting rings. not only illegal organisations can fight and be in conflict. the church thinks the guards are too lenient, the guards hate the mage guilds for being above the law. a Red dragon comes to Tax the city once a year and the nobles are getting desperate and scared because the dwarvish community organized a movement to instead kill the dragon, which has small chances of succeeding.
    a city is one of my favourite settings. lots of things going on. density of meaning and connections that often lacks in traditional countryside DND where a location only serves a singular purpose of the plot and is then discarded.
    sorry for that rambling thoughts.

  6. Hey, you guys are awesome. I've used your videos to really help my adventures. You guys are really good at letting the leash off my imagination. You guys are looking good too! Have a happy new year!

  7. Another resource I would like to point out, even though it isn't Dungeons and Dragons, is Blades in the Dark. The entire game was built around being in a "thieves guild" and does the urban sprawl quite well. Easily something you can take insperation from with ease.

  8. I ran a small arc in my campaign in a city, where townsfolk seemed kind of off. The party then found clues that lead them to the sewers where they found a pit of water housing an aboleth who was being worshipped by the townsfolk. They killed the aboleth and had to then fight their way through the streets past the angry townsfolk because the party just killed their god. It was definitely inspired by H.P. Lovecraft's "Shadow over Innsmouth".

  9. I've had an idea of a town built up by many different races, based around the entrance to a Citadel, and this definitely has me thinking about everything that'll go into it. The sights, the sounds, the laws, things like that.

  10. – I like having general map of the city. Only districts, maybe main roads and significant building for city and adventure (like town hall or house in which you found a dead body).
    – It is good to have a general description of each district (general architecture, types of civilians, security and so on).
    – Fantasy cities usually have one or more fancy objects or buildings (like millenia old oak in the middle of the city, or giant chasm spliting city in two halves with some flying islands in the middle and lots of bridgies).
    – Wererats or other secret societies need more thinking over (why are they here? how they stay hidden or safe? how they operate? do the have everything they need to survive – food, shelter?).
    – If you as a GM have some plot prepared, always think "how the plot would advance without player characters interaction?"
    – Remember that cities are not islotated from the world. They have trade connections, trieaties and animosities with other cities/nations.

  11. Great vid' guys… AND outstanding content/discussion!!!
    I really like the advice to look into "real" cities… It's more or less how I've gone after research and development for my various designs. There's a lot to be said for checking out historical cities and districts as well…
    And a "food for thought"… The term "underground" doesn't have to be literal, even in D&D. Sure, it's derived from some catacomb-esque ideal of actual tunnels and caverns where unscrupulous people are meeting and plotting unscrupulous things, but why not include weird side-alleys to "back-door shoppes" and even whole neighborhoods in the "dark part(s) of town"… So check out "Sin City" (yes, the movie(s))… And add a few layers of preparatory theory to the setting… You may not need it, but it never hurts to have a little more than necessary. :o)

  12. I've always wanted to run a d&d campaign in an urban city but during a quarantine, taking inspiration from Infamous for the Ps3 and Batman No Man's Land or possibly even The Strain. Some disaster has happened to the city and the PC's can try to escape, find the cause of the disaster, navigate a city infested with gangs of crazed murder thugs, struggle to find food, stuff like that. This video gave me ideas on how to make it work.

  13. The biggest strength I've found in an urban campaign is how easy it is to toss out an NPC whenever they're needed. The guy who drives your handsome cab? Maybe you get to know him. Gathering info on wererats? That crazy cat lady who yells at people always seems to know. You get to know her. There's an assumption that everyone has their own little dungoen ecology and there's stuff going on the PCs don't notice, so when you need to pull some random even out, you can really go into detail and PCs can bite on whatever they want.

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