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Hellturel Point-Map

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Now that the PCs have gotten their bearings and received the map of fallen Elturel, we’ll switch from streetcrawling (as described in Part 5B) and begin navigating the city using a pointcrawl structure.

Pointcrawls are fairly straightforward. You can see how the point-map above has a number of keyed locations (points), connected in a node-map. PCs at one of the points can travel to any connected point.

The most literal application of a pointcrawl system is to model wilderness travel along a trail system (i.e., the connections between points are literally wilderness trails running between those locations). You might find similar utility if you were running a Neverwhere-style adventure set amidst a fantastical subway system. In either case, the pointcrawl is a player-known structure. Trivially so, in fact, because the point-map has a one-to-one correspondence with the game world: The characters can see the wilderness trails or subway tunnel that they’re following.

In the city, however, the pointcrawl system is an abstraction. It attempts to capture conceptual navigation – the way we think about traveling through a city – in a way that’s useful for the GM prepping and running the material. I believe that it can best succeed at this as a player-unknown structure. In other words, the point-map above is NOT the map of Elturel seen by the players: They interact with the city naturalistically; they don’t see the points and may not even know that a pointcrawl structure is being used.

So how does that work?

When the players indicate a navigational intention, the GM basically acts as an “interpreter” who translates that intention into the pointcrawl system, uses the pointcrawl system to resolve it, and then describes the outcome to them in terms of the fiction.

This works because we naturally think of navigating a city in broad terms. “We need to head west to Lyndale Avenue and then take that south into Edina.” What was the exact route we took west to Lyndale? Did we take 36th or 38th or 42nd or 46th? We don’t really care. (And, if we did, we’d probably still be using the streetcrawl system, right?) Particularly in a pre-GPS era, navigation was even more likely to funnel into landmarks and major thoroughfares: Cross the river at such-and-such a bridge, head east to the cathedral, and then cut south through Littlehut… and so forth.

The points of the pointcrawl match the mental model we use to navigate through a city.

If you’re still struggling to grok this, you can see the effect perhaps most clearly in Elturel at Torm’s Bridges. Here the conceptual and literal geographical navigation of the city are basically unified; the funnel effect is as literal as possible: If you want to cross the gorge between the western and eastern halves of the city, you’re going to pass through the bridges.

This conceptually remains true even when the literal geographical funnel is not so precise: If the PCs decide to head south from their arrival point to the Docks, they’re going to pass through Shiarra’s Market. Yes, it’s technically possible to take a different route that avoids the market, but in the absence of intentionality the point-map represents the general “flow” of the city.

(And in the case of intentionality, check out “Shortcuts & Side Routes,” below.)

Things you’re likely to say while running an urban pointcrawl:

  • “Crossing Waterloo Bridge, you head south past the London Eye to Lambeth Palace.” (The PCs are leaving a vampire den somewhere near Covent Garden. Waterloo Bridge, the London Eye, and Lambeth Palace are all points on the point-map.)
  • “You leave Delver’s Square and head up towards Oldtown. You pass Emerald Hill on your right, and you see the dawn hawks circling above it. Then you climb the ramp up into Oldtown and head down to the Administration Building.” (Delver’s Square, Emerald Hill, the Oldtown ramp, and the Administration building are all points. Oldtown is a neighborhood that contains many points.)
  • “You leave Trollskull Alley, head south through the City of the Dead, and enter the Trade Ward. You take Nephranter’s Street through the Court of the White Bull and then south to the Caravan Court.” (The PCs are very familiar with the city here, so the GM summarizes by neighborhood – City of the Dead, Trade District – until they’re close to the target. The Court of the White Bull and Caravan Court are the nodes here; Nephranter Street is simply a way of contextualizing the journey. The GM could just as easily say, “…and enter the Trade Ward near the Court of the White Bull, taking Salabar Street down to the Caravan Court.” or “…and enter the Trade Ward, passing through the Court of the White Bull and crossing through the bustling crowds of River Street before reaching Caravan Court.”)

In all of these examples we’re assuming that the PCs already have some familiarity (or perhaps a great deal of familiarity) with the city. When they’re exploring a city for the first time – particularly a hazardous city filled with dangers like hell-bound Elturel – you’ll want to devote more attention to (and most likely have the PCs meaningfully interact with) each point as they encounter it for the first time.

BASIC POINTCRAWL PROCEDURES

Point-Map

The basic procedures for a pointcrawl are very simple.

STEP 1 – MOVE TO POINT: Assume moving to another point takes 10-15 minutes.

Design Note: Obviously you’d want to vary this for pointcrawls at different scales. You can also have connections of different lengths, indicating the travel time along a particular route by writing a small number next to the route, but this is probably overkill for Elturel.

STEP 2 – RANDOM ENCOUNTER: Check for a random encounter (see below).

Design Note: I recommend using a fairly high probability, much like the encounter checks for a streetcrawl described in Part 5B. Descent Into Avernus recommends a 1 in 2 chance of an encounter and that’s probably pretty solid.

If you were using a pointcrawl system in a less adventuresome city and/or one that the PCs have become more familiar with, you can step down either the frequency or intensity of encounters. (Encounters in a typical city can often just be a bit of local street color; they don’t always have to be meaty interactions. In this post I discuss how I would handle encounters in Waterdeep, triggering an encounter for whatever neighborhood the PCs were going to.)

STEP 3 – ARRIVAL: The PCs arrive at the next node.

If the PCs are in a point on the point-map, you can simply follow this procedure. If for some reason they’ve slipped “off” the point-map, simply funnel them logically into the point-map and continue from there. (You might be able to just assume they’re “at” the nearest point on the map; e.g., they may not be at the cathedral, but they’re close enough that they’re basically coming “from the cathedral” as far as other points are concerned. Alternatively, if you want to get all formal with it, you can think of their current location as a “temporary node” and think about how it would attach to the point-map.)

ADVANCED POINTCRAWL PROCEDURES

Here are a couple of advanced pointcrawl techniques that you may find useful in Elturel. (You can probably also ignore them entirely.) Their use may be more immediately obvious in player-known pointcrawls (where players can directly invoke them), but they can also be useful tools for GMs looking to interpret PC actions into a player-unknown pointcrawl.

SHORTCUTS & SIDE ROUTES: The PCs want to move from one point to another without moving through the points between.  (For example, they want to go south to the Docks without passing through Shiarra’s Market.) What happens?

In some pointcrawls this might not be possible; in the wilderness it probably requires trailblazing. In a city, though, it usually just means getting off the major thoroughfares and circling around on side streets. In a safe city where time isn’t a factor, this probably just happens. Otherwise, use these guidelines:

Simple Side Routes:

  • Determine an appropriate base time. (If they’re trying to go the long way around to bypass something, you can probably set this to whatever the travel time would have been going the normal way. If they’re trying to save time by using an unorthodox shortcut, eyeball the best case scenario.)
  • Make a random encounter check.
  • Make an appropriate skill check (probably Wisdom, possibly Wisdom (Stealth) if their goal is to avoid attention). Each check they make adds an extra chunk of time (probably 5 minutes in Elturel).
  • If the check is a success, they arrive at their intended node.
  • If the check is a failure, then they’re lost and will need to make another check. If they were trying to avoid trouble, the trouble finds them. Either way, they’ll need to repeat the random encounter check and the skill check until they succeed.

Detailed Side Routes: Alternatively, you can run this process using the streetcrawling rules. Their goal is charting out the alternate route, and this is probably a distant goal (requiring them to crawl through multiple chunks of the map).

This is probably overkill, and in a player-unknown pointcrawl like Elturel it may be difficult to smoothly transition between the streetcrawl and pointcrawl structures. But this approach may prove useful in certain circumstances.

HIDDEN ROUTES: A hidden route in a pointcrawl is simply a connection between two points that is not immediately obvious; i.e., the PCs have to find the route before they can use it. In a wilderness it might be the illusory druid paths. In a city it might be linked teleportation circles or perhaps the sewers.

Hidden routes are often discovered as part of a scenario or while exploring a particular point (i.e., you’re poking around the crypts beneath the cathedral and discover a tunnel heading to the harbor). In some cases it might be as easy as making an Intelligence (Investigation) or Wisdom (Perception) check to find the route.

If the PCs go looking for hidden routes in Elturel, I recommend pointing them in the direction of the Maze — the subterranean tunnels and storehouses that lie beneath the streets. Although it’s possible to include hidden routes on a point-map (I recommend a dotted line), in this case you can probably just improvise if it comes up in play.

Go to Part 5C-B: A Very Brief Gazette of Elturel

I just wrapped up my current thoughts on using cities in RPGs, so let’s take a moment and go back in time by a decade or so. In May 2002, I sent Bob Bledsaw a query letter for writing an updated version of the City-State of the Invincible Overlord. He sent me a polite, but somewhat vague, rejection. The reason for the vagueness became apparent a couple of months later when Necromancer Games announced their license to do exactly that thing. So I repackaged my proposal and shipped it over to Necromancer Games. I knew that was a longshot and wasn’t surprised when I got another polite rejection from Clark Peterson because they had their own plans for how to approach the material and a team already in place. I then filed it in a digital bin.

My goal was to be very faithful to the original, very minimalist key. But I also wanted to expand the material to make it more detailed and more useful. In order to demonstrate the approach I wanted to take, I adapted the entirety of Temple Street. (I would have supplied stat blocks for all the characters.) Perhaps you’ll find it of interest.

TEMPLE STREET

Temple Street - City State of the Invincible Overlord

The broad cobbles of Temple Street were first laid down roughly five centuries ago as part of the broad, sweeping stone plaza which was set around the newly constructed Temple of the Flesh. Founded by a sect of Atlani cult worshippers, the Temple of the Flesh had been driven from their original site near the Square of the Gods by religious persecution. At the time the future site of Temple Street was an abandoned dirt track laying between the Wall and the South Road (which was, at the time, the southernmost boundary of the City State).

Over the course of the next three hundred years the Temple of the Flesh slowly waned, and as they did they were forced to give up more and more of their lands. Finally the Temple of the Flesh died out entirely, and the remnants of their once mighty stone plaza were refurnished into the modern Temple Street.

Despite the fact that it was abandoned, the former temple continued to dominate Temple Street. Various businesses and religions attempted to use the site, but mishaps and strange deaths seemed to plague anyone who came into possession of the property. A legend of a curse sprang up, and the property became totally dormant.

Then, roughly fifty years ago, it became apparent that the Temple had become occupied once again. Strange noises were heard emanating from the building, and shadowy figures were seen coming and going during the dark hours of the night. It is rumored that, although many brave souls entered the Temple to investigate, none ever returned.

Three years after this began, the Temple suddenly fell silent. Then, a few weeks later, a screed appeared on the Temple doors. Those who dared approach to read the parchment discovered that the long-deserted building had finally been claimed… by the Temple of the Gargoyle.


LOCATION: THE BLOODY FOAM

The Bloody Foam lies in the shadow of both the Temple and the Wall, drawing its primary custom from the militiamen of the 5th Company (whose barracks lie just up the street) and the heartier variety of wanderers passing through the City State – the type of wanderers who look for their drinking holes in the backwaters of whatever community they happen to be passing through. The Foam is owned and operated by Hangharid Goldenhand, a former adventurer himself.

The Foam’s dark interior is decorated in black oak, and typically lit by only a handful of murky lanterns and the bright flames which are perpetually kept stoked in the Foam’s massive fireplace. The resulting atmosphere is often foreboding to the newcomer, but welcoming to the regulars.

Upstairs, in addition to the quarters kept by Hangharid and his barkeep, are a number of rooms which are rented out (usually to one adventuring party or another). A back room is devoted to various games of chance.

CHARACTER: HANGHARID GOLDENHAND

Hangharid was once a hired fighter who travelled up and down the coast in the service of many different masters. Those days came to an end, however, when he lost his right hand (stories of how this happened, exactly, vary greatly – see sidebar text). Taking the small stash of wealth he had accumulated over the years, Hangharid bought a golden facsimile to replace his missing appendage, and spent the rest on the Bloody Foam.

The Foam’s previous owner had allowed the establishment to decay precipitously, but Hangharid performed a serious renovation, and when the Bloody Foam opened again he offered free drinks for a week to the militiamen of the 5th Company (whose barracks are only a block away, on Old South Road). By the time that week came to an end, Hangharid had earned himself a core of loyal customers who have come back, year after year.

Since opening the Bloody Foam, Hangharid has established himself as something of a community leader, and he seems to have a wide-ranging set of connections throughout the City State and beyond. Recently, regular patrons at the Foam have noticed that Hangharid has been visited regularly by strangers wearing finely embroidered green cloaks.

CHARACTER: COCKROACH BENGURD

Bengurd is the barkeep at the Bloody Foam. Rumor has it that he was once Hangharid’s torchbearer. Years later, when Hangharid heard that he had fallen down on his luck, he tracked him down and offered him a job. Bengurd gratefully accepted. Since then, Cockroach (apparently a nickname – but the only given name anyone seems to know him by) has become a fixture of the Bloody Foam.

CHARACTER: SEYLASHAHL

Seylashahl has been working at the Bloody Foam for a little over a year, and has quickly become the favorite barmaid of all the regulars – largely on the back of the amazing, and suggestively bawdy, juggling acts she works into her daily routines. Although she has strangely beautiful and alien features, no one is sure where she comes from.

Rumor: The Golden Hand

Hangharid never speaks of how he lost his hand, and this cavernous silence has been filled by a wide variety of tales, ranging from the mundane to the exotic. Some speak of a bet with a dark god which went awry; of torture at the hands of the Purple Claw; of strange traps buried beneath the surface of the earth. A few claim that the hand was lost in a drunken brawl. At the moment, however, the most popular tale tells of an audience with the Overlord and a secret mission to the catacombs beneath the city.

Perhaps the strangest rumors of all, though, are those that suggest that the hand itself has mystical powers – or is, in fact, a sentient creature in its own right. Although none claim to have ever seen any evidence of this, there are many who cast long and questioning stares at Hangharid’s golden fingers.

Rumor: Escape!

A group of militiamen who have just come off duty claim that a sabretooth tiger which escaped from the Overlord’s Zoo may be in the area. They warn that it is treason to harm a Zoo animal, but there may be a reward for anyone who can return the creature unharmed…


LOCATION: SEITERGUD’S SWORDS

Seitergud’s Swords is a small place, pretending to an opulence it does not possess: Pine has been painted to look like oak; faux-blue marble is inlaid upon the countertops. The proportions of the entire design are those of the dwarves – and although this makes the store somewhat uncomfortable to other customers, Seitergud seems to consider this a feature of sorts.

The store has earned a reputation within the underworld of the City State: Seitergud asks few questions, and his customers fewer.

CHARACTER: STEN SEITERGUD

Sten Seitergud was once a Royal Craftsman, in the service of Nordre Ironhelm, King of Thunderhold. Although a minor member of the royal guild, Seitergud labored faithfully for the better part of a century. Eighty years ago, however, he found himself on the wrong end of a political falling out within the royal court and was forced to flee for his life. He came to the City State, and quietly set up his own small business just within the city walls.

DWARVEN CRAFTSMEN

Over the years, Seitergud – still bitter over his own status as an outcast from his homeland – has served as a conduit for dwarves seeking to escape Thunderhold. Many of these political refugees only stay a few weeks before moving on, but some of those who have passed through his doors stay. At the moment four of his former kinsmen – Talen Mathalik, Yulthorn Wik, Veseb Dogin, and Baidan Suthok – serve as junior craftsmen in his shop.

Price List: Swords

Short Sword10 gp
Longsword30 gp
Rapier10 gp
Falchion25 gp
Scimitar10 gp
Custom Made+10-60 gp, 4-24 days

Price List: Scabbards

Leather1 gp
Iron3 gp
Silver5 gp
Gold50 gp

Go to Part 2: Mindwarp Alehouse

 

Go to Part 1

Having not actually run a true urbancrawl for any length of time, I’m not really in a position to delve into truly advanced uses of the technique. But I do want to float out a few random thoughts I’ve had. This is stuff that I think will prove to be fertile soil for exploring in the future. (And if you have a chance to play around with these ideas in your own campaign, I’d love to hear your feedback on how it went in actual play.)

THE DIMENSIONS OF THE URBANCRAWL

First, I want to be very specific about what I think makes this model of the urbancrawl work by expanding on the metaphor of “dimension” in your urbancrawl that I’ve touched on before:

0th Dimension: This is the gazetteer. Recognizing that the gazetteer is a separate entity allows us to focus on the ‘crawl itself. You don’t have to explore the gazetteer; its contents provide context and backdrop and common goals for targeted movement.

1st Dimension: This is the basic “investigation” action. You could key an entire city with content and just allow basic investigation and it would work, but it would also be very bland.

2nd Dimension: By creating different urbancrawl layers, you allow the players to contextualize their investigations. This makes the city “come alive” for the players and rapidly creates a sense of the bustling metropolis; of a place where there’s always something happening just out of sight. (I suspect this will become even more true as the city grows during play and the various layers begin interacting with each other.)

3rd Dimension: Finally, adding depth to each urbancrawl layer and allowing PC activity to expose the hidden layers rewards player exploration. It can also be used to escalate the stakes and to increase the PCs’ investment in the setting. (In many ways it parallels the function that deeper levels of the megadungeon serve.)

URBANCRAWLS IN YOUR HEXCRAWL

The more time I spend playing around with this urbancrawl structure, the more excited I get about its potential. For example, you can use first dimensional urbancrawls to cleanly integrate villages, towns, and the like into your hexcrawls.

HexcrawlFor most of these settlements, you can probably treat the whole town as a single district: When the PCs encounter a small village or town in the hexcrawl, the expected interaction is to look around and figure out what useful information it’s supposed to give you (i.e., rumors about potential adventures to be found in the wilderness). Alternatively, maybe investigating the village will end up triggering a local adventure (i.e., the whole town has been replaced by dopplegangers). In either case, the urbancrawl investigation action provides a default method for interacting with settlements of all sizes, even if it’s only when the really big, important cities range into view – Greyhawk, City-State of the Invincible Overlord, Minas Tirith – that exploring the city neighborhood-by-neighborhood and street-by-street becomes an interesting adventure in its own right.

To use a potentially ill-conceived dungeon metaphor: Most towns are like caves; they’ve got just one or two key entries. The big cities are full-scale labyrinths and can be chewed on for months or years.

MIXING URBANCRAWL SCALES

Most of the time you’ll probably want all of your urbancrawl layers keyed to the same map. But if the PCs become interested in the Dockside gangs, maybe you break up the Docks into specific sub-districts.

Similarly, maybe the vampires are only active in Oldtown. Or maybe there’s a gang war in the Guildsman District that you want to track street-by-street as territory gets swapped back and forth.

CROSSOVER NODES

Another assumption is that each node will only belong to a single urbancrawl layer, but it would actually be quite trivial to key the same node to multiple layers. These nodes would make the city feel more interconnected, but more importantly they would also serve as a mechanism by which the investigation of one layer can crossover into another.

For example, maybe the PCs have been rigorously pursuing the Halfling Mafia. If they end up raiding the blood laundering service the mafia runs for Count Ormu, however, that will tip them off about the local blood dens and possibly get them investigating the vampires, too.

URBANCRAWL TRANSMISSIONS

Technoir Transmission

Technoir transmissions, as previously discussed, combine random content generators (for connections, events, factions, locations, objects, and threats) with explicit mechanics that generate a conspiracy as a direct result of the PCs hitting up their contacts in an effort to unravel the mystery.

It’s incredibly clever and extremely effective. And for dedicated groups, I think you can use the transmission system to add a fourth dimension to your urbancrawls: Tie the random content generators to your urbancrawl layers, seed the city with contacts for the PCs, and then let the system generate plot maps that bring the city to dramatic life.

I don’t have space here to fully explore this idea right now, but here’s a few preliminary thoughts:

  • Connections, locations, events, and threats all probably double as items keyed to the urbancrawl layers.
  • Many or all of the factions probably have their own layer on the urbancrawl.
  • Objects are the one thing you’d have to create explicitly for the transmission dimension. (Fortunately, they’re also the easiest thing to create.)

For more complexity (or for groups who are new to the big city), add a mechanic that allows them to explore the city in order to make contacts. (Creating a dedicated contact layer in your urbancrawl or incorporating them into other layers seems like an easy solution.)

Finally, I’d be interested in adding mechanics to the transmission system so that performing generic or specific investigation actions would have effects on the plot map in the same way that hitting up contacts do.

SECONDARY INVESTIGATION ACTION

Another trick that Hite incorporates into Night’s Black Agents is adversary mapping: As characters explore the Conspyramid, they can map the relationships of the nodes on the pyramid. They can also use the Human Terrain and Traffic Analysis skills to peek at the generic structure of the map around the nodes they’ve discovered. (For example, “Someone has to be running the money to these guys.”) Additional investigation can then nail these structures down. Night’s Black Agents rewards the players for identifying sections of the adversary map by rewarding a dedicated pool of points for actions targeting that section.

In terms of our urbancrawl structure, we can imagine a secondary investigation action that the PCs can take to follow-up on the leads they gain from identifying, exploiting, exposing, or eradicating a node on an urbancrawl layer. For example, if they take out a blood den in Oldtown they could follow up with a secondary investigation action that might tell them where they can pursue their investigation:

– Asking around about the blood den you just rooted out, you hear that a lot of people wearing the livery of House Ormu were seen coming and going at odd hours of the night from that warehouse.
– Somebody must have been supplying those shivvel dealers with their product. And somebody must have been paying off the local cops not to look too close.

Basically, the idea here is that, when they perform the secondary investigation action, you would look at other keyed content on that urbancrawl layer and point them towards it. (Structurally you’re saying, “You should go perform an investigation action in district X.” But you’re contextualizing that into the game world.) Just like Hite, you could also incentivize this action by offering rewards for following up on leads. (A +2 circumstance bonus, for example, would work in D&D.) And I suspect that there may be richer ways of building on these secondary investigation actions.

RESTOCKING THE URBANCRAWL

When you clear out a dungeoncrawl, the dungeon is empty. You clear out a city and… what does that mean?

To a large extent, the layered approach to stocking your urbancrawl solves this problem. If the PCs wipe out Count Ormu’s vampires and clear that entire layer, there are still other layers of the city to explore. (And, of course, you can always add new layers to the city over time.)

One thing I am interested in is what actually restocking a layer (or a city) will look like in a campaign over time. For dungeons, this is a process I talk about in (Re)-Running the Megadungeon: “You keep the dungeon alive by using wandering monster encounters to simulate the activity of the complex. You partially repopulate the dungeon between sessions to keep it fresh. The result is that you can take 10 encounter areas, a couple of tables, and get dozens of hours of play out of it.”

I expect that a lot of those skills and techniques will transfer from the dungeon to the city. But I also anticipate that urbancrawls are going to evolve in their own unique and fascinating ways.

So that’s the next step of this journey: To bring the first urbancrawls to the table. To let them begin to grow and live. To unleash the unbridled creativity of the gaming table upon them.

I’m excited.

Alex Drummond - Dove City

Go to Part 1

Now we have a basic framework for the urbancrawl: A map divided into districts. Content keyed to each district.

What we need now is a default action that will allow the PCs to engage with that keyed content. In dungeoncrawls and hexcrawls, that action is geographic movement. In the urbancrawl, it’s the investigation action.

In my discussion of hexcrawls, I advocated for the “hidden hex”: The hex is an abstraction that’s useful to the GM for keying and managing content, but which has no meaning for the PCs. In the urbancrawl, however, I believe that you will generally be keying content to districts that are meaningful to the PCs: They know where that ward or neighborhood or landmark or street is located.

So the basic investigation action ends up being pretty simple and very transparent: The player points to a neighborhood and says, “I want to investigate there.” The GM looks at their key and tells them what they’ve found. (If the GM is using multiple urbancrawl layers, then they can randomize which layer has been discovered with this investigation action.)

GENERIC vs. SPECIFIC INVESTIGATION

In actual practice, though, you’re quickly going to want to add additional utility to this basic action.

The first thing you’ll need is the ability to distinguish between generic investigations and specific investigations.

In a generic investigation, the PCs are just looking for anything interesting without any particular agenda. This generic investigation is identical to our basic interaction above.

Weird Tales - February 1937In a specific investigation, on the other hand, the PCs are poking around with a particular goal in mind. This is where the urbancrawl layers become significant: They’re not just looking for anything of interest, they’re specifically looking for a patron. So instead of randomly selecting content from your available layers, you’ll key the specific content tied to the patron level of your urbancrawl.

(You might also include a chance of them finding something other than what they were looking for. For example, you might roll 1d6 and on a roll of 1 they get information from an urbancrawl layer other than the one they intended.)

I’ll also argue that this is the point where you should start hiding the abstraction again: You’ve arranged the content of your city into urbancrawl layers because that’s a convenient way of organizing it and interacting with it as a GM, but those layers don’t really have “meaning” in the game world. The players shouldn’t be saying things like, “I’d like some content from the Heist urbancrawl layer, please.” You want them to be saying, “We need another big score real bad. I’m going to go hit up my contacts in Oldtown and see if I can find something lucrative.”

(At that point you might look at your key and note not only the Tablets of Shandrala that are being held by the local Sheriff of Taxes (as keyed to the Heist layer of your urbancrawl), but also that Count Ormu on the Vampire layer of your urbancrawl in the same district holds the onyx crown jewels of the Lich Queen of Rasang.)

At this point, you might also be thinking about prepping a random table for selecting specific districts if the PCs attempt city-wide investigations. That’s certainly an option and I’m not going to say thee nay, but I suspect you’ll lose some feeling of the ‘crawl if you do that: Instead of crawling to a specific part of town and poking around (exploring the town and everything it has to offer as they do so), the players are just kind of generically asking for a content handout.

(For similar reasons, I wouldn’t run a dungeoncrawl by randomizing which room they explored next. This is why I think making the district structure of the urbancrawl explicit is the right way to go: It encourages that specific engagement with the geography of the city and requires that meaningful exploration choices are being made. On the other hand, I could certainly be completely wrong about this.)

MECHANICS OF THE INVESTIGATION ACTION

Instead of having the investigation action result in an automatic success, you might want to resolve it mechanically. Obviously the exact nature of the mechanic will depend on the system you’re using, but for the sake of argument let’s assume we’re using D&D 3.5.

Weird Tales - Volume 38, Issue 3The most obvious mechanic here would be a Gather Information check. You could set a universal DC for the check (DC 15 to perform an urbancrawl investigation); or you could vary it by city (DC 15 in the City-State of the Invincible Overlord, but DC 20 in the more tight-lipped City-State of the World Emperor); or you could vary it by urbancrawl layer (DC 10 for the Random Encounter layer, DC 20 for the Vampire layer); or you could define it for each key entry (DC 15 to find the blood den in Midtown, but DC 22 to find the den in the Nobles’ Quarter).

You could also allow for exceptional successes to generate additional information. If you were using a One Roll Engine system like Better Angels or Reign, for example, you might generate “soft rumors” for each additional set after the first. These soft rumors wouldn’t give the PCs a specific hook, but they would tell them about general areas of interest that are available in the local urbancrawl. (For example, you might tell them about rumors circulating through the Temple District about people showing up with puncture marks on their necks. They won’t find a specific blood den that way, but it might prompt them to go looking for it.)

You could similarly use the height of an ORE set to determine if the PCs get additional pieces of actionable intelligence. For example, any simple success tells them where the vampire blood den is. But if they score additional dice in the set you might tell them how many vampires are nesting there or give them a floorplan. (This could also just translate into additional rolls on an old school rumor table about the location.)

CONTEXTUALIZING

Starting off with generic Gather Information checks is probably a good starting point, but I’m guessing it won’t take long for the PCs to start attempting investigatory actions that would be handled better through alternative skill checks.

If we think back to our survey of old school city supplements, we might recall that Pavis had some interesting guidelines for PCs researching information in the city.

Gather Information checks can be used to handle the collection of gossips and rumors from taverns and markets.

Knowledge skills could be used when searching through records and the like. Pavis suggests the records of cults and guilds (diaries, receipts, letters, ledgers). It might also represent tax records or newssheets or libraries or any number of other things depending on the particular setting. Gaining access to these records might require Bluff, Diplomacy, and/or the paying of a fee or bribe.

Knowledge (Local) could be used to generate “soft rumors” like the ones discussed above (suggesting potential avenues of investigation).

Specific types of urbancrawl layers might also suggest other skills. For example, maybe an Appraise check would make the best fit for the hypothetical Heist layer I keep using for examples. Players are also likely to suggest all kinds of specific hijinks that could trigger other skill checks (like a Forgery check to gain access to property records or a Decipher Script check to figure out the graffiti patterns the local gangs are using).

The point here is that, like any action resolution, you want to contextualize the investigation action and you also want to respond to the contextualization provided by your players: Don’t just tell them “the vampire den is on Highborn Street”, tell them how they learned that piece of information.

A good technique for this is to make the skill check and then (assuming success) frame the scene just before the information is acquired. For example, if they make a Gather Information check to figure out where Don Carlo is holed up don’t just tell them, “You talk to Don Carlo’s driver and he tells you that he’s got safehouse on the east side.” Instead, cut to the point where they walk into a seedy bar and find the driver half drunk. That lets you play through the moment, which can set the mood, allow for memorable roleplaying opportunities, or lead the investigation in unexpected directions.

Go to Part 12: Exploring the Advanced Urbancrawl

Go to Part 1

The pair of questions I keep coming back to are: Why are the PCs urbancrawling? And what are they actually doing when they “crawl”?

And I think the reason I’m struggling with those questions is because, in an urban environment, their answers are very dependent on the specific context of the PCs’ actions.

This dependence is the result of the city being an extremely dynamic place: In a dungeon there’s generally just one interesting thing happening in a room. In the wilderness the interesting thing is separated from other interesting things by miles or leagues of scenery. But in the city there’s so much activity so densely packed that any given block (or even building) will often have dozens of different things happening in it. The question of which of those things you’ll end up engaging with is highly dependent on the experiences that you choose to seek out.

Having recognized this Gordian knot, we now have to seek the sword that can slice through it. And I think the key here is to stop thinking of the city as a monolithic entity and start thinking of it as being made up of diverse parts. We need to manage the dynamic nature of the city by breaking it apart into distinct layers. The city is not a single urbancrawl, but rather a multitude of urbancrawls that lie on top of each other in a simultaneous coexistence.

LAYER 0: THE GAZETTEER AND THE MAP

Dweredell - Dream Machine Productions

Let’s start with the base of the city: The gazetteer. This is the Baedaeker’s travel guide version of the city. It’s the list of useful shops, taverns, inns, and Important Public Locations.

The gazetteer isn’t an urbancrawl. Although it might be interesting to build some of this stuff into an “Explore the City” urbancrawl layer for those completely new to the city, the stuff in the gazetteer constitutes the elements of the city that will generally be visited through targeted travel. For ease of reference, putting these locations in a gazetteer format makes the most sense.

The other thing you’re going to want forming the foundation of your city is the map. And you’re going to want to split that map up into naturalistic divisions. For ease of reference, I’ll refer to them as districts, but in the game world they could be anything: Neighborhoods, wards, sectors, gang territory, streets, or whatever. You’re aiming for districts that make sense to the characters actually living in the city (they’re labels or divisions that they would recognize and talk about). But you’re also aiming for a districting concept that scales to the amount of material you’re planning to include in each layer of the urbancrawl. (This is just like a hexcrawl: If you find yourself frequently keying multiple entries into a single district, your scale is probably too large. If you find yourself with a lot of empty districts, your scale is probably too small.)

THE URBANCRAWL LAYERS

Over the top of this foundation – the gazetteer and the map – you’re going to layer in your urbancrawls.

Unlike a dungeoncrawl, the goal of an urbancrawl doesn’t default to treasure hunting. It defaults to finding something interesting. If the PCs are fairly ignorant of what the city has to offer (or are simply looking for new opportunities), then this idea of “finding something interesting” can remain fairly generic. But as the PCs learn more about the city, the action will inevitably become contextualized: Instead of saying, “Let’s see what’s going on in the Longbotttom neighborhood.” they’ll start saying things like, “We need to find out if there’s a blood den near Powderhorn Park.” or “Maybe we can figure out what the Halfling Mafia has been up to.”

Each urbancrawl layer basically boils down to one way in which the content of the city can be contextualized. In a given city, for example, you might have separate urbancrawl levels for:

  • Vampire blood dens.
  • Patrons who can give them jobs.
  • The activities of a criminal gang.
  • Potential targets for lucrative heists.
  • Purely random encounters that provide “color”.

Each of these urbancrawls would (ideally) have interesting material keyed in every district of the city. So if the PCs go poking around the Longbottom neighborhood they might find the local vampire den. Or get contacted by agents of Lord Melbourne. Or run into mafiosos hassling local businesses. Or discover that a local merchant family currently holds the Neferelli Diamond. Or get their pockets picked by goblin urchins.

(Having five full layers like this would probably represent a really dense urbancrawl. It would require a lot of prep, but it would also deliver hundreds of hours of play. My guess, though, is that you probably only need 2 or 3 layers to get a really dynamic urbancrawl started.)

THE THIRD DIMENSION

This basic structure of urbancrawl layers is probably sufficient for running a simple urbancrawl. But I’m going to propose that you can add significant depth to your city by extending its urbancrawl layers into a third dimension.

You’re going to take one of your existing urbancrawls and you’re going to add layers to it. These deeper layers won’t necessarily be complete (in the sense that they’ll fill every district in the city with content), so it may be more convenient to think of them as “hidden nodes”.

The idea is that these hidden nodes can’t be directly or immediately accessed by anybody ‘crawling the city. Instead, they can generally only be accessed in one of two ways:

First, districts in the “lower levels” of the urbancrawl may contain clues that will point directly at these hidden nodes. For example, PCs raiding a vampire blood den may discover correspondence from Count Ormu implicating him as a vampire lord.

Second, these hidden nodes can be “exposed” to people ‘crawling the city if certain conditions are met. These conditions would generally take the form of “clearing” lower level nodes. For example, if various adventuring parties take out three of the blood dens in the city, Count Ormu’s network may be sufficiently disrupted to expose his involvement.

This second condition is particularly important for open tables because it solves the “I didn’t get the clues from the first half of this mystery” problem: If you’ve got the clues pointing at Count Ormu, great. If you don’t, but the blood den networks have been sufficiently disrupted by other groups, then Count Ormu becomes available to you through general ‘crawling.

In conceptualizing these hidden nodes, it may be useful to reflect once again on Kenneth Hite’s Conspyramid from Night’s Black Agents, which provided the most immediate inspiration for this added dimension:

Conspyramid - Night's Black Agents

You don’t necessarily need to engage in the same rigid hierarchy or chains of communication (the geographic component of the urbancrawl will cover a lot of the same bases), but it also can’t hurt, right?

Of course, the third dimension of some urbancrawls will be more conceptual rather than organizational: Different targets for heists, for example, may not be directly connected, but you can still add additional levels to a heist-based urbancrawl layer (representing the attention of more powerful clients or security arrangements which have been exposed or simply a pacing mechanic for heists over time).

Go to Part 11: The Investigation Action

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