The Dresden Files > DFRPG
City creation
ClarkValentine:
Hi all,
I'm one of the developers who worked on City Creation. Feel free to ask me any specific questions!
Fred hit the major points; the big key is that City Creation is intended to be highly collaborative. Everyone, players and GM alike, should bring ideas to the setting that they'd like to see in the game, and then you work together to weave them into a coherent whole.
Once that's done you decide what characters you'd like to play. The classic D&D* "A ninja, a pirate, a paladin, and a psychotic necromancer all meet in a bar when a mysterious stranger hits you with a job offer" doesn't work as well in the Dresdenverse - people really need a connection to what's going on around them, so we encourage everyone to get a feel for the world you'll be playing in before you decide what you'll be playing.
I think one of the big challenges with city creation will be limiting the scope of things, especially if the players and GM know the city really well. Two or three big themes and threats are plenty, and sometimes it's hard to stop yourself once you get going!
- Clark
(*That's not to disparage D&D; I love D&D and play it all the time.)
Tush Hog:
Hey Clark, thanks for dropping by!
I would like to hear a bit more on how cities can advance. Also, I was curious as to whether there are random elements to City Creation (roll the dice and consult a chart) or it's all a collabrative creation process.
ClarkValentine:
Nothing random about city creation (or character creation, for that matter). The players and GM are in control.
Also, note that just because the players are involved doesn't mean the GM can't pull out some surprises.
Cities advance when the PCs succeed - or fail. Their actions have impact, and the city changes for it. Maybe one of the themes of the city is "This place is a powder keg!" A whole lot of what goes on in town ties in with that theme (which is probably expressed as a city Aspect, if you're familiar with FATE.) A goal that the players might set for themselves is to defuse the tension that threatens to break out into chaos - if they succeed, maybe that theme changes into something a little less threatening, or goes away completely to be replaced by a new one. If they fail, maybe it gets WORSE - it changes to "Blood in the streets" or something.
Tush Hog:
Very nice!
tonpa:
Thank you for coming and answering quiestions. :)
I could ask one:
If for example globetrotting campaign game is developing and the group would develope say string of two or three cities, would you imagine the city creation process be the same (only maybe a bit limited) or how would you handle connections between the cities, mystical or otherwise? Here I'm thinking of major conspirasies going from Seoul to San-Francisco and to say München. And, system wise, how would you handle a deepening plotline between the cities and the conflict* between player group and the conspiracy?
Say Conspiracy of Yellow Sign wants to bring the Unspeakable one into Earth and therefore needs to bring visions and later manifestation of Yhtill to Seoul, Carcosa to San Francisco, and Alar to München.
Cheers
-Tonpa
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