Here's an idea... have you ever ran a long campaign, had new players join in... do you start them as low level with the established higher level characters? (personally I do as a new dynamic, after all they can level fast, and its a new added challenge for the group to keep the new players alive)... lets hear your take on this :)
Could you do one on underground adventures? Such as the underdark. Not really sure how you run the day to day of being underground for a whole adventure.
My party (5 players of 11th level) is heading from the mere of dead men to Waterdeep and I plan having something happen there, so the timing of this video is perfect!
I like the idea of the city's surface levels being firmly under control by the city guard. Go down a level, though, and there is no law. The city guard won't venture too far down into the undercity, because it's full of monsters and gangs and cultists. Partly this is the result of a deal the city guard has with the thieves guilds and gangs; all the crime is done underground, so the normal folk on the surface don't have to worry about it. That's the arrangement and it basically works. Naturally, then, snags get hit whenever it's important that someone descend into that nightmare zone of horror-infested tunnels. Maybe the ooze population has grown large enough that they're starting to venture to the surface for more food (there's only so much waste people can produce), and their numbers need thinning. Maybe one criminal enterprise or another is smuggling particularly dangerous or unsavory product, like drugs, human chattel, and loads of weapons. While a certain level of black marketing is to be expected, some things just can't be ignored. Maybe there's cult activity, and it's starting to affect the city and its population in a noticeable way. Most of that is probably taking place underground. Whatever the case, there are problems below that need tending to. In those cases, it's time to start hiring adventurers. It's here where you start getting "Collect 10 Sewer Croc Tails" quests.
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.
Steve with proper paragraph format editing, it will read a lot easier to read. I love All the Points you made. In the past 15 years of playing D&D, none of the 50 or so players wanted anything to do with " Cities." Other than a town as a campaign base or a Drow city campaign.
Huh. Never really considered the idea of setting an entire campaign within a city...but now it just seems like a logical thing to do. There's so many opportunities for roleplay, combat, and such. Integrating the fantastical stuff to the city was fascinating to hear about as well - even for non-urban campaigns, it's just good advice for adding some flavor to the various cities and towns campaigns might pass through. Keep up the excellent work!
I think this is exactly why Eberron has such a loyal following. The themes of the setting lend emphasise urban and political themes in ways that the other WotC settings do not - even Neverwinter and Waterdeep tend to be used more as pit-stops between action than as primary foci.
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.
I’m slowly working on a city that’s kind of like 1820s-60s London, based on Gotham. Started trying to write some one shots and felt in over my head. Suggesting having some street and neighborhood names for each section of the city is a really good tip. Instantly makes it feel more realistic and gives the players a frame of reference
One of the best campaigns I ever played in was in a low fantasy equivalent of a renaissance Italian or Netherlands city states; Takshendal. It started with a murder mystery but ended with intrigue against the rulers and twarthing a coup.
YES Is it Wednesday yet? It is! It is! Rejoice! I love this channel so much. Thank you for being another source of Dungeons and Dragons and being such a positive impact in the community of D&D I can't wait for each Wednesday to come to see what Jim & Pruitt bring. Thank you Web DM
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.
This just gave e a great inspiration! The campaign is set in a big city as you all describe. The players are opening a business in town. They are basically exterminators. Got wererats in the sewer, the characters will clean them out for you, for a price. Haunted, don't worry we got a cleric. Otyugh prowling your alleys, we got it. Tons of simple hack and slash for cash present themselves. Eventually they are hired to ride out of the city and clean out a local ruin. Then a the adventure goes on they end up saving the city from a Tarasque, an infestation of Drow, etc. Eventually the character are now involved deep in city politics.
My players are venturing into a metropolis soon that they've been travelling to for a while and this was unbelievably helpful in getting the wheels rolling and neurons firing; thank you so much!
Anyone who's not an immortal supporter missed out on so much while trav was editing this episode Pruitt's gut busting laughter at the end cut still makes me grin every time I think about it
I've been watching your content for the last month and it has helped a TON in running my very first campaign. With all your tips and knowledge I've had the confidence to react to everything my players have thrown at me. Thank you very very much.
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.
Our dm was rather cool to have us actually own a shabby village and work it from the ground up, its a nice change of pace from our murder hobo lifestyle 2 years back, its almost 2months since we owned the said town and our group recently found out that we actually enjoy base building and caring for a town to the point how our dm was nice enough to give us named guards that we look after and nuture. Its a nice experience that most of us tend to really care for each npc that lives in our small village, its also cool how incase one of the members cant make it we can just hire/bring one of the guard with us.
Glad to hear you mention the Vornhiem book. That is an amazingly concise book filled with great ideas and random tables for city play. I think every DM should own a copy.
I DM'ed a city based campaign once and it was my second favorite game I ever ran and really got into it as there was stuff for players to do for downtime and there was always a overhanging threat of getting kicked out of their apartment.
Definitely had to favorite this, as I am currently running my first campaign and it starts in an urban setting with plot hooks that have potential for wilderness exploration and an encouraged "sewer crawl" which would involve oozes, rat swarms, and in some areas deeper in, water elementals and arcane obstructions and traps. Watching this helped me refortify in my mind what I already have in my head and on map concerning City layout, and makes me feel a bit more confident about the setup I have and the work I put into it. Thank you so much for this video, for all of your videos, seriously!
Started my first full campaign in a city, and we spent the entire first arc (~10 sessions) there. Other players/GMs were surprised when I told them about it. I think location-hopping is the norm in many groups, so I like this video and its intent. It's cool to sort of sink into a particular populated setting, and to give it more depth than a quick stop could ever accomplish. Still lots of prep, granted, but fun. Thanks for the additional food for thought. I'll be back in urban settings again, so the perspective helps.
Had an Urban campaign based off Faffard (sp) and the Grey mouser books . Was great fun, multiple different slow developed neighbourhoods, yes with Were Rats as well.
ScarletSpartan when you think on it, writing a story and DMing a campaign are exactly the same, just with the story you choose the actions of the heroes too.
I remember playing in Ruins of Adventure, and the idea that a city could be divided into human sections and monster sections and that there was a campaign to reconquer the city seemed like such a cool idea to me!
I dig the gutterfey idea. I'm absolutely stealing that for eberron. It will fit perfectly in the sharn and stormreach adventures. Thank you! Ok, back to the show! Good show! Thumbs up for eberron! Urban adventures can be excellent, with ever changing variety, and limitless options. As a veteran 2e dark sun dm/player, I'd guess I've played/ran more urban adventures than any other type. There are lots of different styles of urban adventures that you can have fun with. From the general exploration and discovery, to gang wars and mafia styled crime games, and detective mysteries. From rooftop action, to sewer survival, and the house of horrors. You can get deep into corporate espionage, trade wars, and the construction of a PC merchant house. Political intrigue, corrupted law enforcement, and the shadowy wars of rival temples. You can do so much with urban adventures, it's difficult to not include at least a few in a campaign. Too many fun ideas!
The Adventure's League had the "Murder in Baldur's Gate" campaign when they were switching from 4e over to 5e (so it contained stats and rules for both versions). Those were a good set of Urban Adventures.
I would say Ravnica is a fantastic urban setting. It's a mtg setting where the entire plane is covered in a cityscape. It has just about every fantasy race and a few more.
I can only recommend the "Guildmaster's Guide To Ravnica" sourcebook. You know, the cross-over book with Magic The Gathering. I'm still relatively new to the game and I am prepping a second campaign and a friend gifted me the Ravnica-book since I am also into MTG and damn is it helpful. Like, obviously it is set out to offer Ravnica itself as a campaign setting, so you have the heavy leaning on the speration of the population into the 10 guilds, but you still can use the tips and tricks for every urban campaign. Youn don't have to go for the full on Hogwarts-approach of having 10 houses where the players are sorted into, but since each guild represents a certain office, you can just base these offices on that. For example, I know that my campaign will deal heavily with the local church and a conspiracy regarding the high priest. So, I can look into the chapters about the Orzhov guild and cherry pick the things I need to build my church-campaign. My party will meet the local police force? Quickly read up how the Boros work and implement that knowledge. I know that many D&D players don't like that sourcebook but I don't get it. Even if you don't give a crap about MTG, the book is full to the brim with helpful tips for urban campaigns. Plus it offers some neat new races and cool monsters and options for villains.
Very good video - covers all the main bases. A few other thoughts and variants: - A city, especially in a fantasy setting, is likely to have a particular feature that it is identified with. It might be the source of its urban pride, the thing that legitimates its power holders, and draws in pilgrims, supplicants, and traders. It might be a relic of a saint, a wondrous animal, or a magical fountain. Display and guardianship of this feature will be regarded with special seriousness by both the city's rulers, and other residents as well. It might be the first thing PCs hear about upon entry, and it can feature prominently in their adventuring activities - they may have to guard, recover, or steal it. - Thieves' organizations may take various forms. Guild structures occur in areas where crafts are already organized into guilds - and local criminals are drawn to this structure because they can argue that they are professionals, too. But more criminal organizations assume a familial character. Exiled nobles, merchants (especially recently arrived ones), heads of minority communities) employ groups of roughnecks to advance their goals. These "godfathers" or "atamans" act in loco parentis to criminals who often have no legal standing - they protect them legally and physically, in return for loyalty. They may establish control (protection rackets) over particular crafts, or particular parts of the city (e.g. the port). They will also use the criminal "brothers" (children of the same "father", after all) to lean on political opponents and influence processes of city governance. Some gangs may also form in particular neighborhoods, quarters, or ends, as local defense forces, or members of fighting organizations. Some - typically those who have gone through particularly harsh experiences like being galley slaves, exiles, or inmates of a particularly vicious prison, may be members of secret societies with particularly strict codes of conduct (these are among the toughest criminal organizations). - Last, the legal system. When we think of this, as Jim pointed out, we think of Western-type law codes (that were influenced by Roman law). Common law, however, goes back to a time when proof of guilt or innocence was not necessarily established by rational argument. Especially in environments where the gods are very real, legal determinations are left up to them. In practice, that can mean not only trials by combat, but also trials by ordeal. These practices might be savage, but they may appeal to adventurers, more than engagement in endless courtroom dramas for violating ordinances. Or at least you can mix things up.
The D&D Video Game Planescape Torment illustrated an awesome sewer dungeon adventure as a part of its story where you had to either pick a side in a turf war in the sewers with the undead (skeletons, ghouls, and zombies) or the rats (cranium rats and wererats) or choose to mass slaughter both groups. I personally enjoyed taking the undead side in that line. That game taught me a few things about running a game and was awesome for its time. It is available on Steam too.
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.
12:00 The point of the Zunft or guild system is to prevent competition, it's essentially a trust between different people of the same profession, them promising not to compete with each other.
Check out the "City of Waterdeep" on DMSguild. Has some good city resourcing out there that I have adapted easily in my campaigns. I love the Lords of Waterdeep material as well. Dealing with the Council Quiet and the Lord's Alliance is pretty fun to add into an adventure hook for players. Just gotta know how to dangle that fruit of temptation around and see who bites!
This is awesome. You guys may find value out of the old Iron Kingdoms book, five fingers: port of deceit. It’s a book packed full of ideas that are easily transferable to any setting.
How would you handle a ranger or druid in an urban campaign? Would you let a ranger take city as a favored terrain? Would you make a new group of spells for an urban circle of the land druid?
draco argentum I could see urban druids tending to the stray animals and bringing balance to the ecosystem that exists in a city, especially a medieval one. An urban ranger would be someone who knows the city like the back of their hand. They could find food for free, stealthily move about the city faster than other characters, gather info by talking with the stray cat that lives down the street, etc
I was interested when Skaven came up but when the phrase Undercity popped up, I was REALLY paying attention! SO using this in the campaign I'm planning!
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.
Does anyone else remember "The Man Who Would Be King" with Sean Connery? The tribes closer to the headwaters of the river always peed into the river. Knowing that, my upper echelon society would always live closer to the headwater, everything else gets laid out from there. Tanners, just outside the city on the downwind side.Every other option can be decided on when you know how big the city is because of it's location. Another factor I use are the adventurers themselves. How common is it to find people walking around armed to kill everything? Using your environment as an enemy is always viable, it doesn't matter if the environment is a city.
This friday is our last session in our current campaign, then next week we're character building for a level 0 campaign taking place entirely in a city. All the PCs are orphaned children. This is a very timely video!
Dude, city campaigns are super fun, futuristic or typical fantasy. Also, this makes me wonder if someone's done a one-shot or a campaign involving a were-rat running a secret cell of four totally radical tortles.
Alefiend though I'd like much more of said beef in these episodes, maybe more top to bottom city creation and applications, so as to not miss any tiny detail. Not that you'd have to use every single thing, but most everything would be easily proffered to be perused and selected.
- 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.
Find the old novel series Hawk and Fisher. Guard Captains in a typical fantasy city. Sometimes loaned out to the city's SWAT (special wizardry and tactics) unit. Good stuff that colored the way I run fantasy cities for decades now.
Lugg Dugg The episodes are pre-recorded months in advance so we have to wait. They have put on Facebook that they will be shooting new shows this week and they will be looking at classes. It doesn't take much to guess that Xanathar Guide classes is probably the topic to add to their earlier videos.
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!
This is a great resource for DMs to take a look at and I am definitely adding this into my DM Tool Kit. I have one that I keep on hand concerning shops and whatnot. I reference the material from David Dias' "Dungeons & Dragons Shops." I run a lot of my campaigns out of Baldur's Gate and Waterdeep so I use a lot of those referenced city guides as well.
Love the idea of "relational maps". Yeah, you don't need to plan out every street, house and shop. Just have your major sites fleshed out(Magic Library, Main Temple, Royal Palace, Grand Bazaar, etc.), a general idea of what goes on in each district as well as where the districts lie in relation to each other, and have a couple stock locations up your sleeve for when the players go off script (when, not if). Allows your city to develop organically. You yourself might not even know that your city has an entire street full of ethnic cuisine until one of your players asks where they can get some Tiefling street food. Because of course it does, and the Tiefling vendor pays "protection" (along with everyone else in that district) to the Thieves Guild.
I’ve had an idea for a city that I’ve been working on for several months now. Pretty much it is a city that exists in several different realms/ realities/ plains at once. Like imagine New York, but when you went to Union Station, instead of subways, it would be seven more cities all folding in on each other, like dr. Strange. And the party could go to these other cities and then exit alternate city Union station and be on another plain/ realm/ reality.
Sigil is not in the Forgotten Realms, but on the Outer Planes and was the centerpiece of the Planescape setting for 2e. If you're curious, I'd recommend a quick look at a wiki to familiarize yourself with factions and how the portals work, then check out In the Cage: A Guide to Sigil.
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?
I can't remember which video it was in, but they covered this in a tangent about how there should be a throwing weapon feat. In standard 5e rules you can only ever throw one knife (past the first turn where you could have one in each hand) no matter how many attacks you have, as you can only take one knife out via the object interaction rules. To make a throwing weapon user work you'd really need to talk to you DM about ignoring the object interaction rules for the purposes of throwing weapons, which should be agreeable since it's not some crazy damage build, plus rule of cool!
Collateral damage and friendly fire should always be a factor. If you swing a sword in a crowd or loose an arrow, you could easily hit a bystander if they aren't creating a wide enough birth or the arrow misses. Especially in ancient cities with no public planning, they had narrow and confusing streets. I like the web idea. The more people in a smaller area means a higher percentage of the population of going to be rude or hostile than rural areas.
Dear Jimo, @5:04, my man! I myself became a big fan of Mind Mapping through my day job. I don't know if you guys are familiar with the term, but if not simply google it: MIND MAPS!
I had a small theater ran by vampires who where tolerated as long as the blood they got was donated. So the rich could pay gold for good seats and the poor could donate and still see a show.
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Here's an idea... have you ever ran a long campaign, had new players join in... do you start them as low level with the established higher level characters? (personally I do as a new dynamic, after all they can level fast, and its a new added challenge for the group to keep the new players alive)... lets hear your take on this :)
Could you do one on underground adventures? Such as the underdark. Not really sure how you run the day to day of being underground for a whole adventure.
2023 here, miss these guys. Great content that will be timeless nerd gold
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They are still active on patreon
As someone prepping an urban adventure, this was super helpful, and timely!
Same
Same lol
Dito
As someone prepping a whole campaign I’m just watching through as much as I can before the first session
My party (5 players of 11th level) is heading from the mere of dead men to Waterdeep and I plan having something happen there, so the timing of this video is perfect!
I like the idea of the city's surface levels being firmly under control by the city guard. Go down a level, though, and there is no law. The city guard won't venture too far down into the undercity, because it's full of monsters and gangs and cultists. Partly this is the result of a deal the city guard has with the thieves guilds and gangs; all the crime is done underground, so the normal folk on the surface don't have to worry about it. That's the arrangement and it basically works.
Naturally, then, snags get hit whenever it's important that someone descend into that nightmare zone of horror-infested tunnels. Maybe the ooze population has grown large enough that they're starting to venture to the surface for more food (there's only so much waste people can produce), and their numbers need thinning. Maybe one criminal enterprise or another is smuggling particularly dangerous or unsavory product, like drugs, human chattel, and loads of weapons. While a certain level of black marketing is to be expected, some things just can't be ignored. Maybe there's cult activity, and it's starting to affect the city and its population in a noticeable way. Most of that is probably taking place underground.
Whatever the case, there are problems below that need tending to. In those cases, it's time to start hiring adventurers. It's here where you start getting "Collect 10 Sewer Croc Tails" quests.
so a 40k hive city?
I thought of Coruscant
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.
+
Steve with proper paragraph format editing, it will read a lot easier to read.
I love All the Points you made. In the past 15 years of playing D&D, none of the 50 or so players wanted anything to do with " Cities."
Other than a town as a campaign base or a Drow city campaign.
Huh. Never really considered the idea of setting an entire campaign within a city...but now it just seems like a logical thing to do. There's so many opportunities for roleplay, combat, and such.
Integrating the fantastical stuff to the city was fascinating to hear about as well - even for non-urban campaigns, it's just good advice for adding some flavor to the various cities and towns campaigns might pass through.
Keep up the excellent work!
I'm running one now!
I think this is exactly why Eberron has such a loyal following. The themes of the setting lend emphasise urban and political themes in ways that the other WotC settings do not - even Neverwinter and Waterdeep tend to be used more as pit-stops between action than as primary foci.
I'm doing it currently. It's very fun and requires very little week to week prep.
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.
Yeah! Something like that!
Infamous was my main inspiration. Disease is definitely a part of it.
@@colbyboucher6391 Thanks!
i dont even paly d&d why am i watching lol, this channel is just so enjoyable
Hope you do give it a try some day!
amhy if for whatever reason you decide to watch more d&d stuff, critical role and acquisitions inc are pretty cool.
AJ Pickett is another good D&D youtuber as well
get friends and do
The Brobro seconded. Very informative and well researched lore and monster-ecology videos. Plus, he’s an all-around nice dude.
I’m slowly working on a city that’s kind of like 1820s-60s London, based on Gotham. Started trying to write some one shots and felt in over my head.
Suggesting having some street and neighborhood names for each section of the city is a really good tip. Instantly makes it feel more realistic and gives the players a frame of reference
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Colin Bremner never enough
The void can never be filled O_O
THIS IS LIFE NOW !!!
Please, end this madness...
"Bang !"
Calm down, man
One of the best campaigns I ever played in was in a low fantasy equivalent of a renaissance Italian or Netherlands city states; Takshendal. It started with a murder mystery but ended with intrigue against the rulers and twarthing a coup.
YES Is it Wednesday yet? It is! It is! Rejoice! I love this channel so much. Thank you for being another source of Dungeons and Dragons and being such a positive impact in the community of D&D I can't wait for each Wednesday to come to see what Jim & Pruitt bring. Thank you Web DM
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.
Oh you would love Haven the Free City. www.diffworlds.com/haven.htm
Pruitt, keep it together man! You're a "professional"!
Cities are a great setting for so many factions, and guilds. Also, with the watch/city guard- it promotes less reckless behavior from players
This just gave e a great inspiration! The campaign is set in a big city as you all describe. The players are opening a business in town. They are basically exterminators. Got wererats in the sewer, the characters will clean them out for you, for a price. Haunted, don't worry we got a cleric. Otyugh prowling your alleys, we got it. Tons of simple hack and slash for cash present themselves. Eventually they are hired to ride out of the city and clean out a local ruin. Then a the adventure goes on they end up saving the city from a Tarasque, an infestation of Drow, etc. Eventually the character are now involved deep in city politics.
My players are venturing into a metropolis soon that they've been travelling to for a while and this was unbelievably helpful in getting the wheels rolling and neurons firing; thank you so much!
Anyone who's not an immortal supporter missed out on so much while trav was editing this episode
Pruitt's gut busting laughter at the end cut still makes me grin every time I think about it
Haven The Free City, Barnacus City of Peril, Town of Threshold, and Village of Hommlet are just some classics.
Why Threshold? B1 to B12 take place in or near Threshold. Probably 5 to 7 years of gaming. pandius.com/thrshld.html
I've been watching your content for the last month and it has helped a TON in running my very first campaign. With all your tips and knowledge I've had the confidence to react to everything my players have thrown at me. Thank you very very much.
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.
Our dm was rather cool to have us actually own a shabby village and work it from the ground up, its a nice change of pace from our murder hobo lifestyle 2 years back, its almost 2months since we owned the said town and our group recently found out that we actually enjoy base building and caring for a town to the point how our dm was nice enough to give us named guards that we look after and nuture.
Its a nice experience that most of us tend to really care for each npc that lives in our small village, its also cool how incase one of the members cant make it we can just hire/bring one of the guard with us.
This is great because my group is entering into their first big city tomorrow!
Glad to hear you mention the Vornhiem book. That is an amazingly concise book filled with great ideas and random tables for city play. I think every DM should own a copy.
I DM'ed a city based campaign once and it was my second favorite game I ever ran and really got into it as there was stuff for players to do for downtime and there was always a overhanging threat of getting kicked out of their apartment.
YES! my players just got to Sharn and I need all the help
Eberron is life.
Definitely had to favorite this, as I am currently running my first campaign and it starts in an urban setting with plot hooks that have potential for wilderness exploration and an encouraged "sewer crawl" which would involve oozes, rat swarms, and in some areas deeper in, water elementals and arcane obstructions and traps. Watching this helped me refortify in my mind what I already have in my head and on map concerning City layout, and makes me feel a bit more confident about the setup I have and the work I put into it. Thank you so much for this video, for all of your videos, seriously!
"Adventure in the city"
Sounds like an 90's sitcom
Web DM makes every Wednesday better. Digging the Dredd look for Pruitt. :)
Started my first full campaign in a city, and we spent the entire first arc (~10 sessions) there. Other players/GMs were surprised when I told them about it. I think location-hopping is the norm in many groups, so I like this video and its intent. It's cool to sort of sink into a particular populated setting, and to give it more depth than a quick stop could ever accomplish. Still lots of prep, granted, but fun. Thanks for the additional food for thought. I'll be back in urban settings again, so the perspective helps.
So good right now. I started my first campaign thanks to you guys. And we start with a city campaign. I waited for this episode, thanks for that
Had an Urban campaign based off Faffard (sp) and the Grey mouser books . Was great fun, multiple different slow developed neighbourhoods, yes with Were Rats as well.
How have we gone this long without a, "He's dead Jim!" joke?
+Kerry Burt LOL
A good reference I use is the pathfinder campaign way of the wicked. The way they describe their major cities is easy to envisage and simple to follow
Including the goof-up in the intro was GENIUS.
The cobblestone jungle.
Your D&D advice is also amazing for writing stories!
ScarletSpartan when you think on it, writing a story and DMing a campaign are exactly the same, just with the story you choose the actions of the heroes too.
We all know Pruitt grimly accepted the responsibility of having his face under that Law helmet for the thumbnail.
Read terry pratchett!!! Then Play as the Watch!!
Where's my hard boiled egg?
Love the addition of reading material - keep it up!
I've been toying with a City of Ravnica campaign idea. So this is great to find!
20:10 I can't believe it took Jim this long to bring up Sharn. I want to see an episode specifically about Sharn and Eberron at some point.
I remember playing in Ruins of Adventure, and the idea that a city could be divided into human sections and monster sections and that there was a campaign to reconquer the city seemed like such a cool idea to me!
That Escape from New York parody cover made my day. Love your videos guys!
I dig the gutterfey idea. I'm absolutely stealing that for eberron. It will fit perfectly in the sharn and stormreach adventures. Thank you! Ok, back to the show!
Good show! Thumbs up for eberron! Urban adventures can be excellent, with ever changing variety, and limitless options. As a veteran 2e dark sun dm/player, I'd guess I've played/ran more urban adventures than any other type. There are lots of different styles of urban adventures that you can have fun with.
From the general exploration and discovery, to gang wars and mafia styled crime games, and detective mysteries. From rooftop action, to sewer survival, and the house of horrors. You can get deep into corporate espionage, trade wars, and the construction of a PC merchant house.
Political intrigue, corrupted law enforcement, and the shadowy wars of rival temples. You can do so much with urban adventures, it's difficult to not include at least a few in a campaign. Too many fun ideas!
The Adventure's League had the "Murder in Baldur's Gate" campaign when they were switching from 4e over to 5e (so it contained stats and rules for both versions). Those were a good set of Urban Adventures.
When I saw Judge Dredd on the thumbnail I knew this was going to be a great video
It's always a good DM day when Web DM uploads a new video!
I would say Ravnica is a fantastic urban setting. It's a mtg setting where the entire plane is covered in a cityscape. It has just about every fantasy race and a few more.
I can only recommend the "Guildmaster's Guide To Ravnica" sourcebook. You know, the cross-over book with Magic The Gathering. I'm still relatively new to the game and I am prepping a second campaign and a friend gifted me the Ravnica-book since I am also into MTG and damn is it helpful.
Like, obviously it is set out to offer Ravnica itself as a campaign setting, so you have the heavy leaning on the speration of the population into the 10 guilds, but you still can use the tips and tricks for every urban campaign. Youn don't have to go for the full on Hogwarts-approach of having 10 houses where the players are sorted into, but since each guild represents a certain office, you can just base these offices on that. For example, I know that my campaign will deal heavily with the local church and a conspiracy regarding the high priest. So, I can look into the chapters about the Orzhov guild and cherry pick the things I need to build my church-campaign.
My party will meet the local police force? Quickly read up how the Boros work and implement that knowledge.
I know that many D&D players don't like that sourcebook but I don't get it. Even if you don't give a crap about MTG, the book is full to the brim with helpful tips for urban campaigns. Plus it offers some neat new races and cool monsters and options for villains.
Very good video - covers all the main bases. A few other thoughts and variants:
- A city, especially in a fantasy setting, is likely to have a particular feature that it is identified with. It might be the source of its urban pride, the thing that legitimates its power holders, and draws in pilgrims, supplicants, and traders. It might be a relic of a saint, a wondrous animal, or a magical fountain. Display and guardianship of this feature will be regarded with special seriousness by both the city's rulers, and other residents as well. It might be the first thing PCs hear about upon entry, and it can feature prominently in their adventuring activities - they may have to guard, recover, or steal it.
- Thieves' organizations may take various forms. Guild structures occur in areas where crafts are already organized into guilds - and local criminals are drawn to this structure because they can argue that they are professionals, too. But more criminal organizations assume a familial character. Exiled nobles, merchants (especially recently arrived ones), heads of minority communities) employ groups of roughnecks to advance their goals. These "godfathers" or "atamans" act in loco parentis to criminals who often have no legal standing - they protect them legally and physically, in return for loyalty. They may establish control (protection rackets) over particular crafts, or particular parts of the city (e.g. the port). They will also use the criminal "brothers" (children of the same "father", after all) to lean on political opponents and influence processes of city governance. Some gangs may also form in particular neighborhoods, quarters, or ends, as local defense forces, or members of fighting organizations. Some - typically those who have gone through particularly harsh experiences like being galley slaves, exiles, or inmates of a particularly vicious prison, may be members of secret societies with particularly strict codes of conduct (these are among the toughest criminal organizations).
- Last, the legal system. When we think of this, as Jim pointed out, we think of Western-type law codes (that were influenced by Roman law). Common law, however, goes back to a time when proof of guilt or innocence was not necessarily established by rational argument. Especially in environments where the gods are very real, legal determinations are left up to them. In practice, that can mean not only trials by combat, but also trials by ordeal. These practices might be savage, but they may appeal to adventurers, more than engagement in endless courtroom dramas for violating ordinances. Or at least you can mix things up.
Its so funny that I've been prepping for tomorrows session scouring the internet for urban side quest ideas.
The D&D Video Game Planescape Torment illustrated an awesome sewer dungeon adventure as a part of its story where you had to either pick a side in a turf war in the sewers with the undead (skeletons, ghouls, and zombies) or the rats (cranium rats and wererats) or choose to mass slaughter both groups. I personally enjoyed taking the undead side in that line. That game taught me a few things about running a game and was awesome for its time. It is available on Steam too.
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.
12:00 The point of the Zunft or guild system is to prevent competition, it's essentially a trust between different people of the same profession, them promising not to compete with each other.
My players are about to hit Waterdeep and I'm looking for tips. First this vid and just now WOTC put an underworld adventure in Waterdeep on DMsguild.
Check out the "City of Waterdeep" on DMSguild. Has some good city resourcing out there that I have adapted easily in my campaigns. I love the Lords of Waterdeep material as well. Dealing with the Council Quiet and the Lord's Alliance is pretty fun to add into an adventure hook for players. Just gotta know how to dangle that fruit of temptation around and see who bites!
Looking to begin my first campaign with both family as well as friends which will be an urban adventure series! This video was a lot of help!
that thumbnail made me think of Shadowrun
This is awesome. You guys may find value out of the old Iron Kingdoms book, five fingers: port of deceit. It’s a book packed full of ideas that are easily transferable to any setting.
Running a city campaign right now and I have Lankhmar but was looking for more. Vornheim and City State both sound very interesting. Thank you!!!
How would you handle a ranger or druid in an urban campaign? Would you let a ranger take city as a favored terrain? Would you make a new group of spells for an urban circle of the land druid?
Licjr 1018 both ideas have merit, though one thing to think of is what ecology does your city have? What role would urban rangers or druids hold?
draco argentum I could see urban druids tending to the stray animals and bringing balance to the ecosystem that exists in a city, especially a medieval one. An urban ranger would be someone who knows the city like the back of their hand. They could find food for free, stealthily move about the city faster than other characters, gather info by talking with the stray cat that lives down the street, etc
Gaz 5 Elves of Alfheim has over 20 adventures hooks. Neither Urban, nor entirely forest.
I was interested when Skaven came up but when the phrase Undercity popped up, I was REALLY paying attention! SO using this in the campaign I'm planning!
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.
Your thumbnail images keep getting better.
Does anyone else remember "The Man Who Would Be King" with Sean Connery? The tribes closer to the headwaters of the river always peed into the river. Knowing that, my upper echelon society would always live closer to the headwater, everything else gets laid out from there. Tanners, just outside the city on the downwind side.Every other option can be decided on when you know how big the city is because of it's location.
Another factor I use are the adventurers themselves. How common is it to find people walking around armed to kill everything? Using your environment as an enemy is always viable, it doesn't matter if the environment is a city.
Awww so noble of Pruitt to fall on the sword of having to be Dredd in the thumbnail.
I love ur intros. Keep it up u guys are great
This friday is our last session in our current campaign, then next week we're character building for a level 0 campaign taking place entirely in a city. All the PCs are orphaned children. This is a very timely video!
Lots of help for my Ravnica game, thank you!
Dude, city campaigns are super fun, futuristic or typical fantasy.
Also, this makes me wonder if someone's done a one-shot or a campaign involving a were-rat running a secret cell of four totally radical tortles.
Great topic! Just became a Patron! I’m new to D&D and your videos have been super helpful! Thanks! - West Virginia
Really good episode, guys. Urban play usually gets little more than lip service. This had some meat to it.
Alefiend though I'd like much more of said beef in these episodes, maybe more top to bottom city creation and applications, so as to not miss any tiny detail. Not that you'd have to use every single thing, but most everything would be easily proffered to be perused and selected.
I hear of a mythic beast that roams the city, The Street-Walker
Alex McCullough I heard you need to have high Con to avoid catching a disease from it
- 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.
Find the old novel series Hawk and Fisher. Guard Captains in a typical fantasy city. Sometimes loaned out to the city's SWAT (special wizardry and tactics) unit. Good stuff that colored the way I run fantasy cities for decades now.
Can you guys do an episode over Xanathar’s guide?
Lugg Dugg The episodes are pre-recorded months in advance so we have to wait. They have put on Facebook that they will be shooting new shows this week and they will be looking at classes. It doesn't take much to guess that Xanathar Guide classes is probably the topic to add to their earlier videos.
Andrew C well Pruitt does mention ehl vadin at least once in the low-magic episode, and I know that glory started after xanathar came out
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!
Could you do a video on running an intrigue campaign? Would love to hear your insights and tips :)
This is a great resource for DMs to take a look at and I am definitely adding this into my DM Tool Kit. I have one that I keep on hand concerning shops and whatnot. I reference the material from David Dias' "Dungeons & Dragons Shops." I run a lot of my campaigns out of Baldur's Gate and Waterdeep so I use a lot of those referenced city guides as well.
No one talks about the judge dread Rpg
It was fantastic
Always wanted to run an Urban Campaign but I've never had players interested in that kind of style but hopefully I can do one of these someday.
Y'all are like the Good Mythical Morning of D&D
Love the idea of "relational maps".
Yeah, you don't need to plan out every street, house and shop. Just have your major sites fleshed out(Magic Library, Main Temple, Royal Palace, Grand Bazaar, etc.), a general idea of what goes on in each district as well as where the districts lie in relation to each other, and have a couple stock locations up your sleeve for when the players go off script (when, not if).
Allows your city to develop organically. You yourself might not even know that your city has an entire street full of ethnic cuisine until one of your players asks where they can get some Tiefling street food. Because of course it does, and the Tiefling vendor pays "protection" (along with everyone else in that district) to the Thieves Guild.
Prepping for Ravnica so I have rewatched this lol
I’ve had an idea for a city that I’ve been working on for several months now. Pretty much it is a city that exists in several different realms/ realities/ plains at once. Like imagine New York, but when you went to Union Station, instead of subways, it would be seven more cities all folding in on each other, like dr. Strange. And the party could go to these other cities and then exit alternate city Union station and be on another plain/ realm/ reality.
Honestly, I feel like my imagination got the better of me on this one and it is a setting that is just to big.
Sounds a little like Sigil, the City of Doors. It's already a setting in the Forgotten Realms, check it out!
Sigil is not in the Forgotten Realms, but on the Outer Planes and was the centerpiece of the Planescape setting for 2e. If you're curious, I'd recommend a quick look at a wiki to familiarize yourself with factions and how the portals work, then check out In the Cage: A Guide to Sigil.
Pruitt - "He's dead, Jim..."
Jim - Continues messing with dead guy
Pruitt - "He's DEAD, Jim!!!!"
Jim - slams dead body into battlements
It's endearing that you left in the opening bloopers.
I'm running an Urban campaign currently, and the thieves' guild is literally just the Continental Hotel from John Wick.
uhm, that should be the Assassins' Guild.
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?
I can't remember which video it was in, but they covered this in a tangent about how there should be a throwing weapon feat.
In standard 5e rules you can only ever throw one knife (past the first turn where you could have one in each hand) no matter how many attacks you have, as you can only take one knife out via the object interaction rules. To make a throwing weapon user work you'd really need to talk to you DM about ignoring the object interaction rules for the purposes of throwing weapons, which should be agreeable since it's not some crazy damage build, plus rule of cool!
Mega Cities can be full of awesome set pieces.
When you’re planning to make a city adventure quest and web dm releases a video on it 👍👍👍
Collateral damage and friendly fire should always be a factor. If you swing a sword in a crowd or loose an arrow, you could easily hit a bystander if they aren't creating a wide enough birth or the arrow misses.
Especially in ancient cities with no public planning, they had narrow and confusing streets. I like the web idea.
The more people in a smaller area means a higher percentage of the population of going to be rude or hostile than rural areas.
House to House urban fighting is some of the most intense combat in real life. 4 Dimensions of attack in D&D.
plz do an episode about fantasy economy :)
giant clockwork city . the mechanizations under the very street being the source of the adventure. :D
Love your videos guys, Still waiting for an episode on Gnomes.
Another fantastic video that reminds me why I gladly support you on Patreon. Keep it up!
Dear Jimo, @5:04, my man! I myself became a big fan of Mind Mapping through my day job. I don't know if you guys are familiar with the term, but if not simply google it: MIND MAPS!
I had a small theater ran by vampires who where tolerated as long as the blood they got was donated. So the rich could pay gold for good seats and the poor could donate and still see a show.
I love the idea of Gargoyle city guard. They don't intervene unless it's life or death.