ParanetOnline

The Dresden Files => DFRPG => Topic started by: Tush Hog on January 26, 2010, 02:50:01 AM

Title: City creation
Post by: Tush Hog on January 26, 2010, 02:50:01 AM
I'm really intrigued about the city creation process. I really enjoy little games within a game like house creation in Green Ronin's A Song of Ice and Fire and system creation in Diaspora. Dresdenizing my hometown sounds like a heck of a lot of fun - so how is it going to work? Does it happen before character creation, after or does it matter?
Title: Re: City creation
Post by: iago on January 26, 2010, 02:57:13 AM
I'm really intrigued about the city creation process. I really enjoy little games within a game like house creation in Green Ronin's A Song of Ice and Fire and system creation in Diaspora. Dresdenizing my hometown sounds like a heck of a lot of fun - so how is it going to work? Does it happen before character creation, after or does it matter?

The primary way we suggest it is as a "wrapper" around character creation. You start on the city, you get a high level view of the power dynamics at work in it, the themes and threats that exist, then do a quick writeup of locations that will matter in the game, and determine a "face" (NPC -- though possibly a PC in some cases!) for each of those locations. Then you do character creation with the shared understanding you have of the city where your story will be told established. Then you finish it up.

Cities will also advance, at least a little, much like characters do. It's fun stuff.

I'll let my developers know about this question in case they wanna come in and get more detailed.
Title: Re: City creation
Post by: Tush Hog on January 26, 2010, 03:09:58 AM
The primary way we suggest it is as a "wrapper" around character creation. You start on the city, you get a high level view of the power dynamics at work in it, the themes and threats that exist, then do a quick writeup of locations that will matter in the game, and determine a "face" (NPC -- though possibly a PC in some cases!) for each of those locations. Then you do character creation with the shared understanding you have of the city where your story will be told established. Then you finish it up.

Cities will also advance, at least a little, much like characters do. It's fun stuff.

I'll let my developers know about this question in case they wanna come in and get more detailed.
That does sound like a blast!

Hopefully, they'll drop by - I would really like to hear more about it.
Title: Re: City creation
Post by: Tush Hog on January 26, 2010, 03:30:10 AM
In anticipation of the game I've been doing some reading to prep for the game. Karl Edward Wagner set a number of his horror stories in the East TN area. Heck, it's getting so bad I was listening to Rocky Top (it's like the natiional anthem around here  ;D ) and I caught myself Dresdenizing the lyrics. I mean, who couldn't do something with this:

Wish that I was on ol' Rocky Top
 Down in the Tennessee hills
Aint' no smoggy smoke on Rocky Top
 Ain't no telephone bills

Once I had a girl on Rocky Top
 Half bear, other half cat
Wild as a mink,
 but sweet as soda pop
I still dream about that.


Rocky Top you'll always be
Home sweet home to me
Good ol' Rocky Top
Rocky Top Tennessee,
Rocky Top Tennessee

Once two strangers climbed ol' Rocky Top
Lookin' for a moonshine still
Strangers ain't come down from Rocky Top
Reckon they never will


Rocky Top you'll always be
Home sweet home to me
Good ol' Rocky Top
Rocky Top Tennessee,
Rocky Top Tennessee



 8)
Title: Re: City creation
Post by: Ihadris on January 26, 2010, 05:24:23 AM
I beleive there was two Narritive Control pod casts that dealt with City Creation as it was in the beta tests. Im sure its changed since but its still an interesting listen!
Title: Re: City creation
Post by: ClarkValentine on January 27, 2010, 04:09:12 AM
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.)
Title: Re: City creation
Post by: Tush Hog on January 27, 2010, 04:21:28 AM
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.



Title: Re: City creation
Post by: ClarkValentine on January 27, 2010, 04:32:54 AM
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.
Title: Re: City creation
Post by: Tush Hog on January 27, 2010, 04:43:53 AM
Very nice!

Title: Re: City creation
Post by: tonpa on January 27, 2010, 05:56:38 AM
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
Title: Re: City creation
Post by: iago on January 27, 2010, 06:06:35 AM
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? 

The city is just the basic model we're using, here. You could generate each city separately -- though I'd consider that to be a lot of work -- or you could develop a set of cities as locations, making the world itself your "city". Essentially you'd zoom out a little, and still use the same model, only City = World, and Location = City.  We've got a page or two that talks about non-city ways to do city creation in the game, including one that talks about setting up a game where your party is all about roving through the Nevernever.
Title: Re: City creation
Post by: Tush Hog on January 27, 2010, 05:45:01 PM
I beleive there was two Narritive Control pod casts that dealt with City Creation as it was in the beta tests. Im sure its changed since but its still an interesting listen!
Thanks, I'll check that out.
Title: Re: City creation
Post by: Ancalagon on February 07, 2010, 03:45:39 AM
I'm very happy to hear that this is part of the game.  I was slightly concerned when I first heard about this RPG that the setting would be Chicago centric, and quite frankly I would prefer running the game where Harry isn't.  In fact, running it in my home town could be entertaining...
Title: Re: City creation
Post by: Bosh on February 07, 2010, 04:10:28 AM
I'm very happy to hear that this is part of the game.  I was slightly concerned when I first heard about this RPG that the setting would be Chicago centric, and quite frankly I would prefer running the game where Harry isn't.  In fact, running it in my home town could be entertaining...

I think that running it in your hometown is what most people will take as the default option, with Baltimore included as an example of how to do that.
Title: Re: City creation
Post by: SoulCatcher78 on February 08, 2010, 08:33:29 PM
I started to do some searching for information on cities that were close to me (my own zip code is far below 10k inhabitants although that might make for a good jumping off point or safe base*).  The playtest set up of Winipeg sounded great but I don't know if I can come up with that much (interesting) information about this area (Louisville, Indianapolis, and Cincinnati triangle).  Each city has a bit of interesting things going on at any one time but all lack the size and population of Chicago, Baltimore, New York.

*Going with the thought of small town creation and expanding out from there could be entertaining.  It gives all the characters reason to know each other (avoiding the D&Dism of taverns and shady quest brokers) and works as a great test bed (not to many sandboxy plot hoooks to choose from in rural America) for learning the system before you have to save the world.  Once the GM and players are more comfortable with the system we can move on to the "big city" enviornments (bringing some characters from the initial setting and replacing others that dont work so well (i.e. Farmer Ted works great in Small Town USA but not so well in Big City USA and will likely be replaced with someone who fits into the framework of the story more smoothly).

Sorry for the ramble...not sure if there was a point made in all of that.
Title: Re: City creation
Post by: srl51676 on February 14, 2010, 03:39:39 AM
I am working on Spokane, WA pop 500,000 and have had no trouble finding interesting tidbits to use. Check the local paper or police sites for unsolved crimes, every town has local ghost stories or haunted locations Google haunted *city name* or just try this site http://theshadowlands.net/places/ (http://theshadowlands.net/places/) as a starting point. I take my digital camera and drive around looking for creepy local places, think up a story and them mark them on a Google map. This works even better if you have Street View where you live. just some ideas post anything you think of.
Title: Re: City creation
Post by: SoulCatcher78 on February 14, 2010, 03:51:32 AM
I am working on Spokane, WA pop 500,000 and have had no trouble finding interesting tidbits to use. Check the local paper or police sites for unsolved crimes, every town has local ghost stories or haunted locations Google haunted *city name* or just try this site http://theshadowlands.net/places/ (http://theshadowlands.net/places/) as a starting point. I take my digital camera and drive around looking for creepy local places, think up a story and them mark them on a Google map. This works even better if you have Street View where you live. just some ideas post anything you think of.

That site is perfect.  I even found a couple of places in the town where I work that can be used.
Title: Re: City creation
Post by: Ihadris on February 14, 2010, 06:15:00 AM
I was suprised, it has quite a lot of stuff for the UK, did a bit more reseach and wow. Enough weird goings on around Sheffield to fuel many a campaign.
Title: Re: City creation
Post by: Rel Fexive on February 14, 2010, 02:21:03 PM
I was suprised, it has quite a lot of stuff for the UK, did a bit more reseach and wow. Enough weird goings on around Sheffield to fuel many a campaign.

Sheffield eh?  Got to be more interesting than Matlock, I bet.
Title: Re: City creation
Post by: Ihadris on February 14, 2010, 03:13:18 PM
Sheffield eh?  Got to be more interesting than Matlock, I bet.

I gave up Chapel-en-le-frith as a non starter and buxton had potential but since I will be playing with Uni friends it seems sheffield was the much better choice.  :D

Still, Matlocks bound to have a big Fae presence,  I mean its in Derbyshire and theres a few big peaks and rivers near by right? Wouldnt be too hard to imagine a version of something like the alphas running around in the countryside. If my memory serves a religious retreat centre as well. Sounds like a sound source of True beleivers.
Title: Re: City creation
Post by: Rel Fexive on February 14, 2010, 04:12:16 PM
Could be.  Plus, who knows what could be going on at the nearby Heights Of Abraham and Gulliver's Kingdom? :)
Title: Re: City creation
Post by: Ancalagon on February 15, 2010, 01:14:31 AM
the cities of Europe have such rich history that it must be really neat designing a Dresden-city... although some of that history may be things you want to skirt around. 

North American cities are much newer and "thinner" history wise, but in general they are a lot less bloodier.  While it may be "fun" to say that "ooh, the firestorm in Dresden in WWII was caused by a battle between fire elementalists!"... it might be a bit crass.  I'm really not sure what to do with that kind of historical events.
Title: Re: City creation
Post by: SoulCatcher78 on February 15, 2010, 01:44:55 AM
the cities of Europe have such rich history that it must be really neat designing a Dresden-city... although some of that history may be things you want to skirt around. 

North American cities are much newer and "thinner" history wise, but in general they are a lot less bloodier.  While it may be "fun" to say that "ooh, the firestorm in Dresden in WWII was caused by a battle between fire elementalists!"... it might be a bit crass.  I'm really not sure what to do with that kind of historical events.

Was Sherman's march during the civil war precipitated by a need to wipe out some hostile group (being that he burned his way through a large number of southern cities)?  While our history may be a little thinner, we have our share of home grown conflicts that will have to be worked with.  As long as the members of your particular group are all right with it, I say let it ride.  I think that bringing in the players to the city generation portion of the game is going to be able to allow you to defuse all of those (possible) mine field items before the game even starts.
Title: Re: City creation
Post by: srl51676 on February 15, 2010, 05:43:19 AM
While it is fair to say that New World Cities may be "thin" with respect to European history there are places that bring more than enough historical baggage and blood. Mexico city had a huge population long before the Spanish arrived Teotihuacan had a population of 200000 people around 500 AD. As for histroical baggage in the south you have the massive deaths of the Civil War, Slave Ships packed with African slaves and Voodoo Add to this the Mound builders of Cahokia, The Trail of Tears, general Native American genocide, Scores that died to feed the industrial revolution (see the Triangle Shirtwaist Factory fire), Big Foot, the Jersey devil, Not to mention the heavy Asian influence in cities like San Francisco and Seattle (you can't tell me that the Jade court has not made inroads along with the Triad, the Tongs, and the Yakuza) If you feel that any major city in the new world is thin then you are not looking hard enough. Don't forget the wild west and the Chicago fire (miss O'Leary's cow my ass) Sorry to get preachy but I teach social studies.
Title: Re: City creation
Post by: the wizard on February 15, 2010, 08:21:56 PM
is there any plans for a place where we can put up citys that we have made so others can get ideas
Title: Re: City creation
Post by: SaintAndSinner on February 15, 2010, 08:28:34 PM
There's the Evil Hat Wiki at

http://evilhat.wikidot.com/

probably a good place to start.  There's also a lot of material at the FATE Yahoo group at

http://games.groups.yahoo.com/group/FateRPG/?yguid=330634645

I'm not sure which they would prefer though.
Title: Re: City creation
Post by: iago on February 15, 2010, 08:33:07 PM
is there any plans for a place where we can put up citys that we have made so others can get ideas

Haven't sorted that out yet.
Title: Re: City creation
Post by: SoulCatcher78 on February 15, 2010, 08:34:24 PM
Haven't sorted that out yet.

If we get to vote I'd go with the Wiki.  Not everyone has a yahoo account (which is required iirc to use groups).
Title: Re: City creation
Post by: Lanodantheon on February 15, 2010, 08:34:55 PM
While it is fair to say that New World Cities may be "thin" with respect to European history there are places that bring more than enough historical baggage and blood. Mexico city had a huge population long before the Spanish arrived Teotihuacan had a population of 200000 people around 500 AD. As for histroical baggage in the south you have the massive deaths of the Civil War, Slave Ships packed with African slaves and Voodoo Add to this the Mound builders of Cahokia, The Trail of Tears, general Native American genocide, Scores that died to feed the industrial revolution (see the Triangle Shirtwaist Factory fire), Big Foot, the Jersey devil, Not to mention the heavy Asian influence in cities like San Francisco and Seattle (you can't tell me that the Jade court has not made inroads along with the Triad, the Tongs, and the Yakuza) If you feel that any major city in the new world is thin then you are not looking hard enough. Don't forget the wild west and the Chicago fire (miss O'Leary's cow my ass) Sorry to get preachy but I teach social studies.

I have only five words to contribute to San Francisco as being Asia-influenced: Big Trouble in Little China.
Rick Neal has the stats for Lo Pan and the 6-Demon Bag.
Title: Re: City creation
Post by: SoulCatcher78 on February 15, 2010, 08:38:50 PM
I have only five words to contribute to San Francisco as being Asia-influenced: Big Trouble in Little China.
Rick Neal has the stats for Lo Pan and the 6-Demon Bag.

This might get my wife to try an RPG,lol.  She can nearly recite that movie.
Title: Re: City creation
Post by: iago on February 15, 2010, 08:43:08 PM
If we get to vote I'd go with the Wiki.  Not everyone has a yahoo account (which is required iirc to use groups).

I'd probably be inclined to look at a wiki, yes.
Title: Re: City creation
Post by: Ihadris on February 16, 2010, 03:47:22 AM
is there any plans for a place where we can put up citys that we have made so others can get ideas

I get the feeling that at least a few are going to start popping up around here post release.
Title: Re: City creation
Post by: the wizard on February 16, 2010, 09:10:55 AM
just a question would it be wise or even possible to have a small city(pop 300,000) in a non thrid world contry for everyone to be aware of the supernatural to some extent
Title: Re: City creation
Post by: srl51676 on February 17, 2010, 04:45:40 AM
I would think that it depends on what you mean by the third world. Such acceptance of the supernatural would have to be inline with the cultural and religious norms of the surrounding area in order for the place not to attract allot of attention both from the press and from the pitchfork and torch crowd. So more than likely you are talking about non-christian majority nations which leaves you with few first world options China, India and Japan come to mind however China's government is not known for their tolerance of diversity, Japan also prizes homogeneity and along with India suffers from such high population density that bleed over of the information would be uncontainable. However a smaller community in an out of the way location would work just about anywhere there is space.

As I wrote this I thought of a great counter example both Doctor Who and Torchwood work on the idea that everyone in Britain knows about aliens but most of them would never admit it because to do so would force a radical change in their world view. It all depends on your players ability to willingly suspend their disbelief.