Note: this stuff all got put into Vornheim eventually. So if you like it--buy that. It won awards.
What shape is Los Angeles? I have no idea. (It's way bigger than The City-State of the Invincible Overlord, and that map is huge.)
I don't think anyone knows except maybe Noah Cross. Anyway, point is, I want the big cities in this campaign to be big and mysterious and noiry and, perhaps, in that way, unlike real medieval cities.
In the mind and in books and movies, the noir city is more like a dungeon than a mapped thing in a tour book--it's an amorphous dark space through which the characters grope and carve their way. It's a romantic rather than a classical approach to the city.
Plus, like I've said before, I don't want to world-build a lot of stuff I'll never use. So I'm writing some "urbancrawl" rules so that I can build the city as the PCs explore it.
Urbancrawl Rules:
Once a place is explored, it's fixed on the map. Until then, though, anything the DM hasn't written is up for grabs.
Neighborhoods
Above is a neighborhood map of Vornheim. It was achieved by writing out numbers one through ten in different colored markers. Pretty much randomly.
So far, as you can see, Vornheim has 10 neighborhoods, which is about a third as many as LA or Manhattan and about twice as many as Fritz Lieber appeared to need to write all the Lankhmar stories.
It doesn't show the actual shape of the city, just where neighborhoods are relative to each other and where the major streets and bridges are (Vornheim has building-to-building bridges everywhere--like Sharn in the Eberron setting and many previous pulp sci-fi cities, but for these rules, the bridges aren't necessary). For example, the fastest route from neighborhood ten to neighborhood four is via neighborhoods five or six, though you could go 10-9-2-1-4 if there was a giant lizard eating neighborhoods 5 and 6 or something.
Unique Buildings
Certain kinds of buildings there just isn't that many of even in a big medieval city. Like, Vornheim has:
1 Arena
2 Shipping operations (it's landlocked)
1 Barracks
1 Prison
3 Major theaters
1 Orphanage
1 Spymaster's secret headquarters
1 Cartographer
2 (competing) Cathedrals
1 Zoo
2 Markets
1 Independent library
1 Graveyard
1 Palace
4 Courts of law
If, in the middle of an adventure, the PCs suddenly need to know where one of these things is, or find some other unique place, roll a d10. That's what neighborhood it's in.
Getting From Neighborhood To Neighborhood
The major thoroughfares roughly match all the lines in the words spelling out the numbers in the neighborhood map. i.e. to get from neighborhood ten to neighborhood seven the PCs need to walk across a big "x" shaped intersection and if you flew in a dirigible over neighborhood six you'd see that the major streets spelled out the word "six".
(This is just the default street map for if a neighborhood is improvised during play. You always have the option of getting off your ass and mapping more realistic streets in any part of town, as long as the PCs haven't been through it yet. Plus if you count the bridges, there's several "layers" of connecting streets.)
Walking from one neighborhood to the next isn't that hard if the PCs know where they're going and it's daytime.
If it's not daytime, the DM may roll once on the Who Are You And Why Are You In My Way Table (Vornheim)(below)(Or any other random urban encounter table) once for each neighborhood the PCs travel through on their way to wherever they're going.
If they don't know where they're going, they can ask a random stranger for directions. Roll a charisma check. Success means they get where they're going. If they fail, the stranger isn't charmed enough to give conscientious directions, consult the following chart:
Fail by 1: You're lost, roll d10 to see what area you ended up in.
Fail by 2: You're in a dark alley, there's a thief trying to pick your pocket.
by 3: ...make that several thieves.
by 4: Refuses to give directions.
by 5: Refuses and is offended.
by 6: Person you're asking attacks you.
Non-Unique Buildings
Some stuff is everywhere. Assume every neighborhood contains at least one of the kinds of buildings listed in the table below under "Random Individual Buildings". (This is probably unrealistic, like is there really a jeweller in every neighborhood? No. Is there only one? No. But in a pinch, it'll do.) This way if the PCs go--"We need the nearest cheesemaker, stat!" you just use the "Travel Within A Neighborhood" rules.
Travel Within A Neighborhood
Once the PCs are in the same neighborhood as whatever they're looking for, if the DM is lazy and hasn't mapped that neighborhood yet, s/he rolls a d10. The streets between the PC and his/her objective are shaped like whatever number comes up on the die. For example, if the PC comes into the neighborhood from the north and the DM rolls a "1" then the map to wherever the PC is going looks like this:
If it's in the middle of a pleasant and sunny day then the DM shows them this (and makes up some street names) and everyone goes, Well, gee, that's nice to know, the PCs note that down and the DM draws it onto the map of the neighborhood and that's that. (The streets aren't shaped like numbers--the segment of their journey that lies between them and their goal is. And often, it'll only be shaped like part of a number--in this case, the right half. Just add on extra side streets so they don't realize you're doing this.)
However, if the PCs run out of arrows durring a goblin invasion and desperately need arrows and want to find the nearest arrowsmith, then the DM doesn't show the PCs this little "1"-shaped map and watches them run around on it trying to find what they need.
If the PCs take a wrong turn and unwittingly run off the edge of the "1" into an unknown zone, simply roll d10 again for the layout of the streets they just ran onto.
Over time, once the PCs have been a few places in a neighborhood, the "known streets" of the neighborhood might look like this:
And the DM can flesh out the neighborhood at will and throw in "decoy" streets to disguise the scheme--it's easy, numbers are just straight lines and circles.
That's the same neighborhood after 5 seconds of extra streets.
All this is more complicated if you take into account the bridges, but for the sake of a single day's adventure this should do you. If a PC is on a bridge and gets knocked off to a lower "level" and doesn't climb back up, just start the process all over again on the lower city level.
Random Individual Buildings
If the PCs run into-, or just happen to be looking at-, a random building, roll d100 to determine what it is:
1-2-Watchtower
3-4-Whorehouse
5-6-Alchemist (1-3 public apothecary, 4-6 private residence)
7-8-Weird shop full of random crap
9-10-Famous local eccentric's residence
11-12-Nest of criminals
13-14-Armorer/Blacksmith
15-16-Whatever the name is for someone who sells horses (ostler?)(stableman?)
17-20-Tavern/Inn/Pub
21-22-Baker
23-24-Barber
25-Granary
26-27-Scholar (private residence)
28-29-Candlemaker
30-Jeweller
31-33-Butcher
34-35-Cheesemaker
36-37-Leatherworker
38-39-Mason
40-41-Miller
42-43-Brewery
44-Physician
45-46-Hatter
47-48-Veterinarian
49-50-Weaver
51-53-Gambling hall
54-55-Tailor
56-Winemaker
57-58-General outfitter (expedition equipment)
59-60 Bookbinder
61-62 Bowyer
63-65 Fortune Teller
66-Furrier
67-68 Glassblower
69-70 Locksmith
71-Moneylender
72-73 Shoemaker
74-75 Stonecarver
76-77 Printer/engraver
78-100 Private residence
If a PC enters an unmapped bulding, roll d6. The layout of rooms on a given floor will roughly match the layout of dots on a standard casino d6, i.e.:
If it becomes relevant, roll 2d6 to determine number of floors (in Vornheim, anyway, for a more realistic city, roll a smaller die).
Each floor can be laid out the same or differently, depending on how frantic the pace of the game is.
(For major buildings, just roll more dice and put the layouts next to each other. Or just be slightly less of a slacker and have a few of those generic church/castle/great hall layouts printed out.)
Pubs, Inns, and Other Commercial Establishments
Have four short pub descriptions locked and loaded before any urbancrawl session. (i.e. "quietest pub in town, red curtains, drunk painter eating sausage at counter, pick-pocketable for 2d6 g.p., waitress is 9th-level anti-paladin, rooms are cheap"). If the PCs enter a pub or inn roll d4 to determine which one they walked into. If your PCs enter more than four pubs in one session then, well, God help you.
God or Jeff.
Once you use a pub, write a new one between sessions.
Likewise, write short descriptions for four generic local merchants, i.e. "takes forever, expensive, but has valuable information about last NPC party met" and do the same with them.
Random Schmuck Table
If the PCs accost someone and you want it to be interesting, roll on the Who Are You and Why Are You In My Way Table. If they accost somebody and you just want it to be some random loser, roll below or on the WFRP career table if you've got that:
1 Acrobat
2 Apothecarist
3 Architect
4 Armorer
5 Artist
6 Astrologer
7 Baker
8 Barrister
9 Bowyer
10 Brewer
11 Bricklayer
12 Candlemaker
13 Carpenter
14 Cartographer
15 Clothier
16 Cook
17 Diplomat
18 Dyer
19 Engineer
20 Engraver
21 Farmer
22 Fisherman
23 Forester
24 Fortune-Teller
25 Furrier
26 Gardener
27 Glassblower
28 Grain Merchant
29 Gravedigger
30 Herbalist
31 Hunter
32 Innkeeper
33 Interpreter
34 Jester
35 Jeweler
36 Leatherworker
37 Locksmith
38 Messenger
39 Miner
40 Minstrel
41 Moneylender
42 Navigator
43 Painter
44 Peddler
45 Physician
46 Playwright
47 Rat Catcher
48 Sailor
49 Scribe
50 Servant
51 Shipwright
52 Shoemaker
53 Spy
54 Stonecarver
55 Storyteller
56 Weaver
57 Bookbinder
58 Mercenary
59 Beggar
60 Juggler
61 Dwarf (roll again)
62 Elf (roll again)
63 Half-orc (roll again)
64 Tiefling (roll again)
65 Half-elf (roll again)
66 Roll on WAYAWAYIMW Table below
67 Child
68 Extremely ugly child
69 Long lost relative (boring, but friendly and helpful)
70 Dog catcher
71 Thief (not working today)
72 Wizard
73 Soldier
74 Fishwife
75 Wife (non fish-)
76 Tavern wench
77 Strapping young lad, possibly unemployed
78 Lunatic
79 Alchemist
80 Executioner
81 Confused foreigner of indeterminate occupation
82 Two goblins standing on top of each other hiding inside a human-shaped costume
83 Noble
84 Drunk noble
85 Creepy...(roll again)
86 One-legged...(roll again)
87 Pirate
88 Bard (about to die of unknown causes) (authorities will be apathetic)
89 Tavern keeper
90 Fetch-it Boy
91 Knight
92 Siamese twin (roll twice)
93 Lovable scamp (1-3 red-headed 4-6 with stolen pie from windowsill) (is actually wererat)
94 Suspicious, evasive weirdo
95 Carnival freak
96 Fake carnival freak
97 PC chooses (holy shit it's all Gameforge in here!)
98 Cleric
99 Doppleganger (roll again)(means no harm)
100 King/Local lord in disguise roaming amongst the common folk
Who Are You And Why Are You In My Way Table (Vornheim)
(empty spaces to be filled in by DM when PCs aren't looking)
1-Pickpocket
2-Thugs (#=#of PCs)(level 1 fighters)(probably)
3-Kindly, helpful old woman, who happens to _______________
4-Fat fortune teller
5-Crazy poet who will __________
6-Drunk noble that __________
7-Drunk priest who ________ but only if ___________
8-Confused goblin
9-Drunk commoner (1-3 funny 4-6 boring)
10-Aggressive Prostitute (roll on world's most famous AD&D DMG table)
11-Thief with intriguing proposition (possibly plot-relevant)
12-Creepy noble with intriguing proposition (possibly plot-relevant)
13-Dog, normal, except _____________
14-Frightened child being pursued by (roll again on this table)
15-Old man who is actually _______________
16-Disshevelled damsel in distress, being pursued by (roll again on this table)
17-Helpful NPC who ________
18-Street fight between goblin raiders and locals
19-Corpse
20-Locked chest someone just threw out, containing _________
(Reader-suggested additions to this table welcome.)
Once an encounter has been used, cross it off and write a new one.
My "second string" so far includes...
-Travelling theatre (1-3 good 4-6 annoying)
-(Roll on table) being chased by (Roll on table)
This is gonna be good.
-
In case you didn't know, Zak is taking down his Cube World adventures that
are available from his Store. They'll be gone after this year ends.
Instead, ...
22 comments:
Bitchin. Perfect for a pinch. Consider it stolen. And thanks.
I'm not sure about the streets actually being shaped like numbers, because I have this feeling that as soon as the players see that, it will chuck them out of the game. Everything else is pure gold, though, and I'd be stealing it in a shot if I were running this sort of game!
There's no reason the PCs would know that. The streets aren;t shaped like numbers--the segment of their journey that lies between them and their goal is.
Oh, bravo sir! Bravo!
This is a wonderful post.
impressive!
This post is a goddamn thing of beauty. Well done.
Lovely. Adopted.
A suggestion for the last table:
Professional dragonslayer (missing 1d3 limbs), desperate to __________
Great ideas! I have to agree with the other comments of "consider it adopted". I vaguely remember something similar as far as the tables(CSIO or the Thieves World boxed set from Chaosium) but the ideas behind the street layouts are brilliant.
If you get the current Fight On! you will find that there's an expansion for the world's most famous etc. Which is actually a subtable.
Why am I mentioning it? Oh, no reason. But if you search for "Wandering Harlot Table" I bet you can find it on scribd.
Adam
Adam,
I noticed it the first time you told me about it.
I'm saving it for one of those Dario Argento adventures when my PCs aren't sure if they're hallucinating.
This is bizarre, awesome and so different from what I do I can't help but be utterly impressed.
Wild, wacky wonderful stuff.
This is all excellent, excellent, excellent. Number 82 in the Random Schmuck Table reminds me of how Terry Jones wanted the last scene in Lucas/Henson's LABYRINTH to play out, with the David Bowie character actually being a nasty snivelling Muppetish goblin in a huge mechanical sawdust-and-wax-David-Bowie-costume.
And, speaking of silly, the ultimate festering-in-its-own-immensity fantasy city is Ahnk-Morpok in the DISCWORLD books, but again, be careful - VERY silly. So silly it's hard to read many of 'em at all, I've found.
Love it!
Totally awesome and creative.
These rules somehow reminds me of Bas-Lag!
Genius!
Tried to use the last table once.
The result was "Frightened child being pursued by... another frightened child being pursued by... drunken priest"
My player thought I was on to some tasteless joke...
And this only works if I actually have a tasteless joke to use.
Strapping Young Lad - Unemployed.. heh.
Devin Townsend ref? He's actually pretty busy isnt he? I'm kind of looking forward to the Ziltoid project.
woww
This is one of the posts I keep coming back to, so I can show people how to come up with ingenious solutions to rpg related problems.
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