The Alexandrian

Search results for ‘urbancrawl’

Go to Part 1

As a first step in experimenting with urbancrawl structures, I simply broke down the three basic elements of ‘crawl-based play and tried to apply them to an urban environment:

  1. Keyed Locations
  2. Geographic Movement
  3. Exploration-Based Default Goal

KEYED LOCATIONS

What are we keying? Neighborhood? Buildings? Organizations? People?

Neighborhoods seem too large. For example, here’s a map of Green Ronin’s Freeport as found in the Death in Freeport module:

Freeport - Green Ronin Publishing

If you look at something like the Temple District, it’s pretty easy to imagine multiple locations that the PCs would want to interact with. If you’re trying to key multiple entries to a single location, it’s a dead giveaway that you’re keying at the wrong scale. For example, the idea of writing up multiple key entries for a single dungeon room probably sounds inherently weird to you. Although, just for the sake of argument, here’s an example from Lords of Madness I recently stumbled across:

Lords of Madness - Wizards of the Coast

Hexcrawls tend to be a little more forgiving of multiple keys per location, but even there I would argue that if you’re frequently keying lots of stuff into a single hex it’s an indication that your hex map is at the wrong scale.

Individual buildings, on the other hand, seem too small. Even a small city like Freeport has hundreds or possibly thousands of buildings. Keying even 10% of them would be a daunting task, and if you left 90% of a dungeon or a hexcrawl unkeyed you wouldn’t have enough material to hold the scenario together. (And even if you did key them, most of them would be boring. It would be like keying every tree in a forest for a hexcrawl.)

Keying organizations or people would give you a very different way of “navigating” the city. For example, Monsters & Manuals talks about building a relationship hexmap for urban-based sandboxes.

But since our next bullet point is geographic movement, I’m going to at least temporarily steer away from that and propose that we should be looking to key a geographic entity somewhere between neighborhoods and individual buildings.

GEOGRAPHIC MOVEMENT

How do we move through a city?

It seems like the obvious question to ask here, but I find that it ends up being a trap. If you’re like me, when you go out “into the city” you’re generally pursuing some specific goal: You’re going to the grocery store. Or driving to Suzie’s house. Or walking to the park.

I’ve come to think of this as “utility-based” or “target-based” movement. It’s the way I’ve run movement in an urban environments at the game table for years: The PCs say they want to go to Castle Shard and, at most, I figure out how long it takes for them to get there before segueing directly to, “You arrive at Castle Shard.” (Occasionally there might be an encounter along the way that gets triggered one way or another.)

But target-based movement is anathema to the ‘crawl structure. The PCs aren’t making a choice of geographic movement, they’re making a choice of where they want to be.

The distinction might be clearer if I apply the same logic to wilderness travel: Let’s say the PCs are in City A and they say, “I want to be in City B.” You can resolve that by looking at a road map, calculating how long it will take them to travel along the road, and then say, “Three days later you arrive in City B.”

But if you do that, you are not hexcrawling.

Which is not to say that there’s anything wrong with that. There are plenty of situations where that is exactly the right way to resolve that sequence of events. But it’s not a ‘crawl.

Similarly, if my players say, “I want to go to Castle Shard.” And I respond by saying, “Five minutes later, you arrive to find the drawbridge lowered and Kadmus waiting to greet you outside.” There’s nothing wrong with that. But we aren’t urbancrawling.

EXPLORATION-BASED GOAL

The key distinction here appears to be the difference between travel and exploration. Which neatly brings us to our third bullet point: A default goal based around exploration.

What does it mean to explore a city? Does it mean anything at all? How are we interacting with the city when we’re “exploring” it?

If you google “explore a city”, what you generally find is a lot of travel advice. And most travel advice takes the form of target-based movement (“take a tour”, “go to a museum”, “visit a club”, etc.). Alternatively, we have this guy who explored a city by flipping a coin at every intersection to determine his route. And here’s a blog post talking about women walking through New York on foot, but they’re doing so just for the experience.

This may be an insurmountable hurdle. If “exploring a city” doesn’t actually mean anything – if it’s not a naturalistic behavior that characters would actually pursue – then we’re trying to model something that doesn’t exist.

But let’s not despair quite yet. Let’s tackle this from a different angle: What’s the goal we’re trying to pursue in the city?

For example, in the dungeon we’re looking for monsters to slay and treasure to loot. In a dungeoncrawl this naturally carries us from room to room looking for the room which contains these things. Similarly, in the hexcrawl we go from hex to hex seeking locations filled with interest.

So if you’re a fantasy adventurer who has just walked through the gates of a city… what are you looking for?

Go to Part 3: Vertical Integration

Thinking About Urbancrawls

January 7th, 2015

Alex Drummond

Many moons ago I presented a series of essays on Game Structures in roleplaying games: Learning them, prepping for them, using them, creating them, and so forth. What’s about to follow may make a bit more sense if you click through that link first.

One of the things that was originally supposed to be part of that essay series was a discussion of urbancrawls: A structure that would have completed the triumvirate of dungeoncrawl-hexcrawl-urbancrawl and given an essentially “complete” structure for running exploration-based fantasy campaign worlds.

When I started the Game Structures series I thought I was really close to cracking the urbancrawl nut. But as I wrote the series, it became clear that I was not as close as I thought I was. I eventually excised the discussion of urbancrawls from the series, but was fairly confident I would be able to solve the problems and present it independently in the very near future.

Six months have passed since then. (And another year and a half since I wrote the previous sentence.) And I still don’t think I’ve solved it.

WHAT I’M NOT LOOKING FOR

First, let me clarify something: I am not trying to figure out how to run urban adventures. With the recent uptick in people being interested in dungeoncrawls and hexcrawls, I’ve seen a fair amount of people using the term “urbancrawl” to just mean “a D&D adventure that happens to be set in a city”. But that’s not what I’m talking about.

If that was what I was talking about, we wouldn’t be having this discussion. My current 3.5 campaign – set entirely within the city of Ptolus – has been running for 100+ sessions. I know how to run effective adventures and entire campaigns that are set in a city. Node-based scenario design is a flexible tool and I’m not afraid to use it.

WHAT I AM LOOKING FOR

What I’m looking for right now, though, is an urbancrawl. A scenario structure that would use the same fundamental principles that dungeoncrawls and hexcrawls use.

Let’s take a moment to review the characteristics of a ‘crawl (based on our analysis of the dungeoncrawl and hexcrawl):

  1. It uses a map with keyed locations. (This provides a straight-forward prep structure.)
  2. Characters transition between keyed locations through simple, geographic movement. (This provides a default action and makes it easy to prep robust scenarios.)
  3. There’s an exploration-based default goal. (This motivates player engagement with the material and also synchronizes with the geographic-based navigation through the scenario.)
  4. Characters can engage, disengage, and re-engage with the scenario. (You can go into a dungeon, fight stuff for awhile, leave, and when you come back the dungeon will still be there.)

This fourth property appears to exist because:

(A) Material within the ‘crawl structure is firewalled. (In general, area 20 of a dungeon isn’t dependent on area 5.)

(B) The default goal is holographic. (You can explore some of the wilderness or get some of the treasure and still feel like you’ve accomplished something.)

(C) The default goal is non-specific. (You can get a bunch of treasure from Dungeon A then get more treasure from Dungeon B and still be accomplishing your goal of Getting Lots of Treasure.)

(D) The default goal isn’t interdependent. (You can clear the first half of a dungeon and somebody else can clear the second half. By contrast, you can’t solve the second half of a mystery unless you’ve got the clues from the first half.)

The dungeoncrawl structure provides these features for location-based adventures. The hexcrawl structure provides these features for wilderness-based adventures. A fully functional urbancrawl structure would theoretically provide these features for city-based adventures.

WHY I’M LOOKING FOR IT

If I can already use node-based structures to run urban-based scenarios, why am I interested in figuring out this “urbancrawl” thing?

Open game tables.

My current open table campaign started with dungeoncrawling. It later expanded to include a surrounding hexcrawl. In both cases, however, I had vestigial cities hanging out as “home bases” for the PCs: They were safe havens and places where they could resupply, but active adventuring wasn’t taking place there.

And it wasn’t taking place despite the fact that I had specifically prepped them the way I normally prep cities: With interesting NPCs and scenario hooks hanging all over the place. In non-open campaigns all of those hooks would get developed using node-based structures as the players explored them. But node-based structures are generally interdependent, specific, and non-holographic: When every week sees a different group of PCs sitting at my table, the node-based structures don’t work. They fall apart.

But if I could develop an urbancrawl scenario structure that works the same way the other ‘crawl structures work, then I would be able to prep effective material and the players would know how to engage it.

Beyond the open table, I’m also just generally fascinated to see how an exploration-based urban environment would develop in play. I also suspect it would give rise to a lot of interesting, faction-based play and also open up alternative realm management possibilities. (But those are just gut instincts, obviously, since the structure doesn’t actually exist yet.)

SO WHAT ARE WE DOING HERE?

I think I’m narrowing in on an urbancrawl structure, but it’s not quite gelling for me. So I’m hoping to present my own thoughts on the topic, open up a dialogue, get some feedback, and maybe crack this thing once and for all.

Go to Part 2

THINKING ABOUT URBANCRAWLS
Part 2: Applying the ‘Crawl
Part 3: Vertical Integration
Part 4: Experimental City Hexes
Part 5: Using the Ptolus Hexmap
Part 6: Old School Inspiration
Part 7: City States of the Judges Guild
Part 8: Other Old School Cities
Part 9: New School Urbancrawls
Part 10: One City, Many Urbancrawls
Part 11: The Investigation Action
Part 12: Exploring the Advanced Urbancrawl

So You Want to Be a Game Master!

November 21st, 2023

So You Want to Be a Game Master - Justin Alexander

It’s here!

For those braving their first dungeon, it’s a step-by-step guide. As one delves deeper into mysteries, raids, heists, wilderness exploration, and urbancrawls, So You Want to Be a Game Master transforms into the ultimate GM’s survival guide.

If you still need to snag your copy, it’s available in both physical and e-book formats from these fine purveyors of the written word, plus other bookstores and game stores worldwide:

Hard to believe this is really happening!

If you’re a fan of the Alexandrian and would like to support the book, the next couple of weeks are a really critical juncture. Some things you can do:

Buy the book. See above!

Buy the book for other people. I know it’s crass commercialism, but this book is the perfect gift for your GM. Or, if you’re already a GM, for players you think would be interested in running a game for the first time.

After direct support, the biggest thing is letting people know about the book. This could include:

  • Taking a picture of the book when you get it and posting it to social media.
  • Retweeting/reposting my social media posts when you see them (on BlueSky, Mastodon, or Twitter).
  • Link to the reviews, interviews, and other media appearances I’ve done for the book. You can find links here.
  • Link to my Youtube videos talking about the book.
  • Mention the book on reddit, social media, Discord, etc. when it’s legitimately relevant to a conversation. (Don’t spam, please!)

Make a library request and ask your local library to carry a copy of the book!

It also makes a big difference if, after reading the book, you write a review. This only needs to be a few sentences, but it can be posted sites like:

And did you know that you could post the same review on multiple sites? Cool fact.

 

So You Want to Be a Game Master? - Justin Alexander

FROM MACMILLAN & PAGE STREET PUBLISHING

COMING TO A BOOKSTORE NEAR YOU
OCTOBER 31st, 2023!

Long-time fans of the Alexandrian who have been asking to have the site’s incredible trove of GMing lore collected into a book: This is what you’ve been waiting for. It’s your complete guide to:

  • Dungeons
  • Megadungeons
  • Mysteries
  • Node-based adventures
  • Raids
  • Heists
  • Factions
  • Urbancrawls
  • Social events
  • Routes
  • Hexcrawls
  • Pointcrawls

Plus a huge selection of extra credit, including:

  • Creating Your Campaign
  • Campaign Status Documents
  • Learning a New RPG
  • The Open Table
  • Quick-and-Dirty Worldbuilding
  • Rumor Tables
  • Running Combat
  • Scenario Hooks
  • Supporting Cast
  • Splitting the Party

But these aren’t just your familiar favorites. The book is chock full of brand new material, too! And everything has been freshly updated into a comprehensive and cohesive volume — the most authoritative book ever written about being a Game Master.

FROM THE BACK COVER

Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?

Do you want to be a Game Master?

Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons & Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you go on adventures with your friends while playing characters of your own creation, this book is the key to unlocking the limitless vistas of your imagination.

ENnie Award-winning game designer Justin Alexander offers you the only true step-by-step guide to becoming a Game Master. In less than an hour, you’ll have all the tools you need to run your first adventure (including the adventure itself!). From there, Alexander guides you one step at a time, showing you how to create your own adventures along with the practical, actionable tips and tricks you’ll need to share them with confidence. With your friends you’ll explore dungeons, solve mysteries, steal priceless artifacts, unravel strange conspiracies, and venture forth on epic journeys!

And even if you’ve been playing for decades, So You Want to Be a Game Master? will level your game up with never-before-revealed secret techniques and a huge selection of extra credit lessons that will blow your players away.

PREORDER NOW!

Also available in France, Germany, Spain, Japan, Brazil, Australia, and worldwide! Search your regional sites online or check with your favorite local bookstore!

So You Want to Be a Game Master - Justin Alexander

“I wish I had Justin’s book when I was 15. It would have made me a better DM, like it will make you a better DM.”
– Matthew Colville

Have you ever wanted to step into your favorite movie or book or television series? Do you want to take your friends on impossible adventures? Do you want to play a cunning elf, a daring spy, a brilliant detective, or a dastardly villain? Do you want to create new worlds?

Do you want to be a Game Master?

Millions of people have discovered the amazing opportunities for creativity, problem-solving, and — most importantly! — fun offered by tabletop roleplaying games. Do you have what it takes to join them? Whether you’re thinking about playing Dungeons & Dragons, Pathfinder, Vampire: The Masquerade, Cyberpunk RED, Star Wars, The Witcher, or any one of the countless other roleplaying games that let you go on adventures with your friends while playing characters of your own creation, this book is the key to unlocking the limitless vistas of your imagination.

ENnie Award-winning game designer Justin Alexander offers you the only true step-by-step guide to becoming a Game Master. In less than an hour, you’ll have all the tools you need to run your first adventure (including the adventure itself!). From there, Alexander guides you one step at a time, showing you how to create your own adventures along with the practical, actionable tips and tricks you’ll need to share them with confidence. With your friends you’ll explore dungeons, solve mysteries, steal priceless artifacts, unravel strange conspiracies, and venture forth on epic journeys!

And even if you’ve been playing for decades, So You Want to Be a Game Master? will level your game up with never-before-revealed secret techniques and a huge selection of extra credit lessons that will blow your players away.

FROM MACMILLAN & PAGE STREET PUBLISHING

AVAILABLE AT BOOKSTORES AND GAME STORES WORLDWIDE!

EVERYTHING A GAME MASTER COULD WANT…

“This book doesn’t mess around… It’s a tome destined to be a GM’s lifelong friend.”
– Monte Cook, co-creator of D&D 3rd Edition

Long-time fans of the Alexandrian who have been asking to have the site’s incredible trove of GMing lore collected into a book: This is what you’ve been waiting for. It’s your complete guide to:

  • Dungeons
  • Megadungeons
  • Mysteries
  • Node-based adventures
  • Raids
  • Heists
  • Factions
  • Urbancrawls
  • Social events
  • Routes
  • Hexcrawls
  • Pointcrawls

Plus a huge selection of extra credit, including:

  • Creating Your Campaign
  • Campaign Status Documents
  • Learning a New RPG
  • The Open Table
  • Quick-and-Dirty Worldbuilding
  • Rumor Tables
  • Running Combat
  • Scenario Hooks
  • Supporting Cast
  • Splitting the Party

But these aren’t just your familiar favorites. The book is chock full of brand new material, too! And everything has been freshly updated into a comprehensive and cohesive volume — the most authoritative book ever written about being a Game Master.

AUDIO BOOK

So You Want To Be a Game Master - Justin Alexander
Audio book read by Shawn Compton

Also available as an audio book from Tantor Media! Read by Shawn Compton!

LISTEN NOW!

REVIEWS & MEDIA

PODCASTS – LISTEN NOW:

Dungeon Master of None
The Smart Party
Roleplay Rescue
RPGBot.Podcast


OTHER REVIEWS:

“[It] is a pleasure to read: clear, fluent, lively. This is not a textbook. In fact, it is far more readable than the Dungeon Master’s Guide, and you will probably get more from it. It is overflowing with tips and advice… It feels like the sort of book where you can flick it open more or less at random and find something interesting to read.”

Scroll for Initiative

“[T]his is one of the most exciting books on GM prep I’ve seen, and I’ve read a lot of them. I’m already using plenty of the ideas in play… The later chapters also provide some really interesting marrying-up of ideas. Ways of structuring an exciting fantasy city (split into districts, have different tasks at each one, embed flavour encounters in travelling) are presented coherently and clearly, and the “now do this” tone of the exercises makes you, well, want to do it.”

Burn After Reading

“One of the many reasons I really, really like this book: It gets into quick-and-dirty worldbuilding… It’s very, very helpful! … It’s a beast of a book.”

Daddy Rolled a 1

#1 Best RPG Gift of the Year.

“What a wonderful Dungeon Master’s Guide looks like… A wonderful resource for all Dungeon Masters, compiled into an amazing book.”

JP Coovert

“If your Dungeon Master is anything like me, they’re going to love it! …  Justin Alexander makes me take my game mastering to the next level… It’s packed full of really useful information!”

This Effin’ GM Games

“When Justin Alexander announces he’s coming out with a comprehensive guide to GMing, I sit the hell up and take notice… This [is] a hell of a book.”

Epic Table Games

“This book replaces every book you might need as a dungeon master.”

Fables D20

“I think this is one of the best books on roleplaying games ever written. It doesn’t matter whether you’re an experienced game master or a new game master just starting out, this book is a must have… It took me decades to figure these things out for myself and reading this book is a lot more fun… An incredible cornerstone for any GM’s library.”

Dungeon Craft


RESOURCES

Dungeon Running Sheet
Hexcrawl Running Sheet
Mephits & Magmin – Maps
Maernath Hexmap

OTHER RESOURCES
Wilderness Travel Calculator
Route Running Sheet


READ IT NOW!

Also available in France, Germany, Spain, Japan, Brazil, Australia, and worldwide! Search your regional sites online or check with your favorite local bookstore or game store!

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.