Not their fault. No one wants to play the political game and get tripped up on some nuances they missed because either the storyteller didn’t make it clear enough or because they forgot, what with having a life, family, job, etc..
But what if players got to help make the setting?
All a roleplaying setting is is a bunch of cities/planets with names, functions, and nationalities strung together in a physical arrangement with a wilderness flood/fill added to fill the spaces. Yes, you can develop the wildernesses as well, but you get my point.
All a roleplaying setting is is a bunch of cities/planets with names, functions, and nationalities strung together in a physical arrangement with a wilderness flood/fill added to fill the spaces. Yes, you can develop the wildernesses as well, but you get my point.
I’d suggest using cards, since players are a flighty and
forgetful lot (You should read the Elseworlds I wrote where Bruce Wayne’s
parents’ characters were killed by a rogue storyteller. Adderall and Effort Man
really turned Gotham’s gaming scene around).
You’d need cards for Cities (of course), and other cards for things like
Accessibility, Functions, Style, and Defensibility.
Like this, but good.
Accessibility would describe how many other cities could be
‘adjacent’ to it. A trade hub might have five or six, while a lone outpost
might have one or two. In addition, some Accessibility cards might just be something
like ‘Ocean’ or ‘River’ that might let it access other cities adjacent to those
same waterways.
Style would tell you how the people in the city act. Are
they old school and bound to welcome travelers warmly? Are they conniving
thieves? Are they prosperous merchants? Desperate refugees? Out of touch
artisans? Certainly, the populations of these cities won’t be homogenous, but
the perceptions of them will be.
Defensibility is how militant the city is. A city with high,
strong walls and a well trained militia might be high, but so might a city
that’s situated on an isolated plateau with a single access point…or an island.
A capitol might be moderately defended with strong walls that encompass only a
fraction of its population. If someone does strike, much of it may be utterly
indefensible.
Or…surprisingly defensible.
Cities themselves might have a Significance, a limit on the
number of cards that could be played on them. That works if you plan on making
small areas you tend to stay in, differentiating cities and villages, but it
doesn’t work so well if you’re building a world. If you’re building a world,
the general size and populations of your points of interest may be roughly the same. A
size bonus card of some kind might be a way to better distinguish places that
are just bigger than the norm.
Function is the wildcard of this bunch. It describes a more
story-based function of a city. Whether it has ruins, was recently attacked, is
a trading post, has a wizards school, or whether it’s just a nice wealthy city
that’s safe from all (well, most) of the drama that comes with being an
adventurer. A group of players should be able to look at the function(s) of a
city, guess what type of adventures they could have there and decide whether
it’s a place where they would want to stop. Functions could also have other uses, like conferring a size bonus, defining capitols, or detailing surrounding
terrain.
A lot of this is off the cuff. What else do cities in
D&D (or any roleplaying game in general), really need to make an impression
on players? Should I keep them vague so players have room to fill in the gaps
with some of their own details? After we’re done with the cards, we could try
to have a ‘fine details’ jam session, maybe?
1 comment:
I like where your head is at sir! This seems like a pretty cool idea =)
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