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Post by goodmush on Jun 11, 2014 17:10:26 GMT -8
Hello all. I have some gamemastering/world-building questions. I have been building several cities for my pathfinder game, and am looking to put it up for download. So my questions would be; What is the most important piece of information that you look for in a pre-built city? What is the least important bit of information? How fleshed out should the NPCs be? How many NPCs should be included? What shops or important locations would be a boon? What locations would be best mentioned only in passing? How much of the shop's merchandise should be included and should they be priced?
Now I have asked myself these questions and have come up with answers, but in an attempt for this information to benefit as many people as possible I put forth these questions to you fine folk. So any feedback would be greatly appreciated.
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Post by Kainguru on Jun 11, 2014 22:31:42 GMT -8
I'm a sucker for a good map. Detail 'how the city runs', Laws and Enforcement, common Mores, rumours and local peculiarities. Work out the who's who of the underworld - ie: is the crime organised or random? Next detail which religions are represented and how they interact/how much influence they have. Then I detail a few 'set pieces' - places of interest or importance. Usually just a quick description so you don't forget. Then PC specific areas - not tied to a location - that can be inserted as they come up. These are usually the places you think the PC's will seek out: they get placed as the story progresses ie: the 'inn on the corner' depends on which corner the PC's happen to be near. Most NPC's are just a name and a quick description. Only important stats/skills are detailed and only if they're likely to come into play. Also detail a few families and how they relate so you can have 'the brother of the butcher who is married to the daughter of the baker down east side - who is having an affair with the leather workers sister'. Aaron
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outofprintGM
Apprentice Douchebag
one man's wilderness is another man's playground
Posts: 59
Preferred Game Systems: anything thts fun for the group to play
Currently Playing: D&D5E, Blood of Heroes, FFG Star Wars,
Currently Running: Blood of Heroes, Night Black Agents, Pathfinder, Rolmaster,FFG Star Wars, Monster of the week,
Favorite Species of Monkey: spider monkey
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Post by outofprintGM on Jun 12, 2014 15:31:15 GMT -8
to answer your questions in order What is the most important piece of information that you look for in a pre-built city? population density, type of government, currency used (if not same as players) major history of city in bullet points. What is the least important bit of information? list of ever thing you could purchase in the city, 100 pagest of city background
How fleshed out should the NPCs be? name of major NPCs (and personalty quirks) and anyone the players WILL come into contact with How many NPCs should be included? only a hand full dont drowned the DM with information What shops or important locations would be a boon? depending on the size of the city, i would say 4 shops a few temples (relevant to most common religions) and one or two place of interest What locations would be best mentioned only in passing? about one page of A4 just bullet points and a single line of info below, letting the ref place them as needed
How much of the shop's merchandise should be included and should they be priced? Take into account location i.e. if coastal and on a trade route they would have plenty of goods of all types but a remote location at the end of a trade route would have would have less variety, as to pricing aging take location into mind and just group goods in to types and give them a percentage i.e. weapons +50% food stuffs -25%
hope this is of help i lookforward to seeing you end product
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Post by gandalftheplaid on Jun 14, 2014 16:08:07 GMT -8
I like a lot of what has been answered so far.
Another thing I like to have is one or two major imports, exports or industries that a town is known for. These can inspire/remind you of flavor the during game (miners, ship builders, sailors...). Also, this can be something that if threatened, the local authorities might be interested in hiring (or perhaps blaming) a band of adventures.
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Post by jazzisblues on Jun 15, 2014 8:50:32 GMT -8
For me, it's what is the nature of the city: What is it like, what does it feel like look like sound like that sort of thing.
Following that I want to know specific demographic information:
Races represented and their percentage of the population. Technology available Form of government and legal system Religions represented and their influence in the city Common items of trade and such.
You get the idea.
JiB
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tacoslaad
Initiate Douchebag
Posts: 23
Preferred Game Systems: D&D 2 thru 3.5, WhiteWolf titles, Shadowrun, Rollmaster, Star Wars, and yes, Amber diceless
Currently Running: D&D 5th ed. Just finished a Savage World Game.
Favorite Species of Monkey: Howler Monkey!
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Post by tacoslaad on Jun 15, 2014 9:55:47 GMT -8
Back when I first started DMing, I got my hands on a copy of the box set for Forgotten Realms (2nd ed DnD I belive). Inside was a wonderfully detailed set of maps and a couple of books with numerous locals, nations and cities. Waterdeep, of course, was the really fleshed out city, the dales were pretty much covered by novelizations and the like. I latched onto a city map with a key and about a 2 paragraph description. The city of Arabel. The map was pretty well detailed with about 20 numbered locals. The locals had names which gave you a pretty good idea of what they were and the names added a bit of color. There were no other descriptions of these locals though. My imagination, over the years, filled that city with all kinds of little places that spread out from those simple descriptions.
I guess what I'm getting at is make sure there's enough information to give the DM an idea of what the city's character is and maybe a few place names to use as landmarks. Don't over-detail it as the person who winds up using it will mostly likely change large areas anyway. Throw a couple of names of NPCs in the mix and some basic detail about the infrastructure and economy of the place and run with it.
By the way, I've never ran a game based in Waterdeep. way too detailed for my tastes.
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