A few weeks back, I
kibitzed about my difficulties in running city and town ruins. I have had a
lingering problem make that awkward scale between the micro-environs
of a dungeon and the macro-handwavingness of wilderness work just
right. Readers both here on the blog and on Google Plus (oh why
Google did you have to screw up integrating the comments between both
streams so very, very badly?) chimed in with extraordinarily useful
advice from their own campaigns.
The following two-part series is my own
attempt to wrap my brain around a better way to run these kinds of
adventure locales in the future (and of course reflects some of the
best practices of many of you who responded).
The first major hurdle was getting over
the scale problems. Naturally given one of my running themes
here (and
here) and the need to abstract some of the larger-scale movement outside
discrete buildings in the ruins, my brain went back to stretching the
pointcrawl to fit. In today's installment I will deal with a quick
system to classify broad ruin types, travel among points, deal with
encounters and create a large-scale map to make sense of it all.
Taking my individual points I began to
think of them as roughly corresponding to a neighborhood or ward
area, an approximate area maybe incorporating one to three hundred
yards on a side. Because I don't want to overproduce detail that
won't be used in actual play I am overall aiming for a hierarchy of
maps with detail by potential party interest-level.
I will assign standard-size graph paper
map at a 10 yard per square scale to each point--depending on how
interesting each square is. A dull point say for something like a
rubble field will only really serve as way-point and may not have a
breakout map at all. A typical area may have a single-page map with a
few choice sites mapped out (and further broken down into a 10-foot
square scale maps if especially interesting). A locale-rich point may
even have two or three maps in the smaller 10-foot scale.
Because I want quick and dirty ways to
classify and describe points when the party moves between them I came
up with a color-coded method that borrows heavily from Runequest's
excellent Big Rubble.
Ruin Types
Type 1 (Red). Completely ruined or
razed area, walls and other structures indistinguishable and now just
rubble.
Type 2 (Orange). Completely ruined
areas. Surface areas nearly identical to Type 1 above (with
occasional free-standing walls), but underground areas (cellars,
dungeons and the like) may still be intact if rubble is cleared away.
Type 3 (Yellow). Mostly ruined area.
Some may walls exist and structures may be distinct but nearly always
lack roofs and upper stories. Underground areas may be existent.
Type 4 (Green). Semi-ruined area. A
number of structures are relatively intact with roofs and walls
(though there may be holes in both). The relatively intact structures
will be interspersed with rubble or partially ruined buildings.
Underground areas are often existent.
Type 5 (Blue) Barely ruined area. Most
structures in the area are intact with minor neglect. Will often be
inhabited with recent repairs done by sentient locals.
Now let's move on to our connections.
You will note that because of the relatively more open nature of
outdoor ruins (than say an undercity or megadungeon) that I add more
connections than usual between points. Connections are assumed to be
represent 30 minutes of travel in a small-sized ruined (town and the
like), an hour in a medium-sized one (small city), two hours in a
large (medium city), and four in a massive one (metropolis and the
like).
Obviously some factors will scale
travel time up and down, so I have characterized the connections with
a few relevant conditions below (and for color when describing travel
to players).
Connection Types
Dotted Line. Movement is relatively
free and often over a field of rubble.
Broken Line. Movement is difficult,
perhaps only through thickly-rubbled and ruined roads. Double
movement time.
Single Line. Small streets that may
have an occasional obstruction.
Double Line. Open avenues, boulevards
or obstruction-free roads. Halve movement time.
Questions? Suggestions?
In the next part I will deal with
encounters, some mechanics for randomly generating interesting
buildings and their contents, and some assorted other whoha.