It is currently Thu Nov 28, 2024 4:40 am

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 4 posts ] 
Author Message
PostPosted: Mon Sep 15, 2014 7:30 pm 
Offline
Member
User avatar

Joined: Sep 26, 2013
Posts: 537
Identity: Bees
Any tips for how to do this? I try to be a follower of the "show, don't tell" rule, so I feel like I need more than just saying something is a "huge, sprawling metropolis, bustling with activity and peoples of all description". I have a hard time realistically plotting out large areas, because I often find myself creating way too many irrelevant locations, and reusing the same key ones over and over anyway. So... What do?

_________________
"Any time doing the right thing is funny as hell, it's probably Chaotic Good."

Image


Like this post
Top
 Profile  
 
PostPosted: Mon Sep 15, 2014 7:39 pm 
Offline
Member
User avatar

Joined: Sep 23, 2013
Posts: 10342
Preferred Pronoun Set: BH/B.H./Bounty Hunter
Break up the city into districts. Describe the districts and the sort of people and locations you'd find there, give a key location or two, but keep the rest vague until otherwise required. Especially if I'm providing a map.

_________________
"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."

Play-By-Post Games
Phandelver : IC / OC / Map


Like this post
Top
 Profile  
 
PostPosted: Mon Sep 15, 2014 8:52 pm 
Offline
YMtC Champ '05
YMtC Idol Winner

Joined: Sep 23, 2013
Posts: 4668
I struggle with this too wrt my setting. I do the districts thing. One thing is that cities aren't really planned all at once even though that's how we're designing them, so it's good to mix them up and make them feel incongruent to give them texture. Place buildings together that don't really make sense. I try to convey the sense of a lot of people squeezed together a lot, because people can then extrapolate that the busyness is similar all over the city. I also try to put more time into describing travel rather than just letting the players arrive at their destination. It 'slows' down travel and it's a good way to insert a lot of the texture that the players otherwise won't interact with, allowing them to see the transition from neighborhood to neighborhood.


Like this post
Top
 Profile  
 
PostPosted: Tue Sep 16, 2014 3:15 am 
Offline
Member
User avatar

Joined: Jun 21, 2014
Posts: 8338
Location: Singapore
I think "show, don't tell" goes out the window when you're DMing in person. Your players have a finite attention span, and they want the goods - so give them the goods. Tell them they're in a giant city, then fill in the details as they poke around.

_________________
Image
The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group