Using the experimental hexmap we made for Ptolus (which you might want to open in a second window for easy cross-referencing), imagine that the PCs are staying at the Ghostly Minstrel in hex E3. The GM asks them what they want to do and they say that they want to head south into the Longbottom neighborhood.
What happens next?
TRIGGERING THE KEYED ENCOUNTERS
When it comes to triggering the keyed encounters in an urbancrawl’s key, it seems to me that there are a few different options:
First, there is a chance they might trigger any time that someone travels through the hex. (In other words, even if the PCs are using the “target-based” movement we talked about earlier – when they’re simply moving from one known location to another – you’d still check for encounters in the hexes they pass through.)
Second, the encounters only trigger if the PCs are specifically patrolling or searching or crawling or putting their ear to the ground (or whatever).
(Of course, you could also go both ways by having different odds of triggering encounters depending on the approach the PCs are taking.)
If there is a difference between ‘crawl and non-crawl movement, one way to clearly distinguish between them would be to add some sort of mechanical hook to the ‘crawl based movement: For example, if the PCs want to ‘crawl hex E4 they might have to make a Gather Information check. (This would make an urbancrawl a little more like the old school “clearing the hex” mechanic, in which the PCs would have to specifically state their intention to take a specific action within a specific geographic location.)
This sort of mechanic, however, works best if the players are more aware of the structure: In other words, we’d want them to be able to see the hex they were exploring and know its boundaries. Which leads me to…
NEIGHBORHOODS vs. HEXES
Putting this hypothetical urbancrawl into imaginary practice, I’m almost immediately reconsidering my rejection of keying by neighborhood. Exploring the entire Temple District feels too large, but looking at the Ptolus map and saying “I want to shake things up in the Longbottom neighborhood” feels pretty natural.
Similarly, if I were to look at a neighborhood map of my hometown:
Keying content to each community (Nokomis, Powderhorn, Longfellow, etc.) actually feels like a pretty good place to start. And if I ended up wanting more detail than that, I could drill down to individual neighborhoods (so that Powderhorn, for example, would break down into Central, Bryant, Bancroft, Standish, and Corcoran).
Random thought: LANDMARKS. Put a landmark in each neighborhood/community/ward that you’re keying. Like, if you knew the city you’d say things like, “Oh yeah, that’s where Burt’s Tavern is.” Or the Old Clock Tower. Or the Red Sash Brothel or whatever.
CATEGORIZING THE TRIGGER
So the PCs head south into hex E4 and start poking around. They end up triggering the ‘crawl encounter, so I check the key:
E4. BLACKSTOCK PRINTING: Blackstock is one of the few businesses in the city with a functioning, large-scale movable type printing press. (Many of the city’s newssheets are printed here.) What is not widely known is that the press is controlled by six of Aelian Fardream’s clones (who were awakened from temporal stasis due to a strange magical surge several years ago).
In actual practice, my key would probably have more info about Blackstock Printing than that. (In fact, you can find a lot more information on pg. 353 of Ptolus.) But what I’m struggling with is the idea of what it actually means to trigger this particular encounter. Off-hand there a couple possibilities:
First, they could be walking by Blackstock Printing when they spot the same person standing in two different places at the same time. (That’s an interesting hook that might prompt them to investigate.)
Second, we could use something like the scenario included in the Ptolus sourcebook: The Shadow Eyes clone of Aelian Fardream attacks someone in Midtown. The PCs later overhear an eyewitness saying that she’d seen this guy before – at a printing shop in the South Market.
I can see how either of those could be a natural response to “we’re poking around the Longbottom neighborhood”. But what if they had headed southeast and ended up triggering the encounter in hex G4 instead:
G4. POTIONS AND ELIXIRS: A well-stoked alchemical supply and potion store. The sole proprietor is a half-elf sorcerer named Buele Nox.
Harder to see what triggering that encounter actually means. Part of that can simply be explained as the Potions and Elixirs shop not having innate interest, but to some extent I think that’s actually begging the question.
As I struggle to come to grips with what the encounter trigger really means in terms of the urbancrawl, I think I’m coming to the conclusion that part of my problem is that the urban environment simply lends itself naturally to a wider array of categorical experiences than a dungeoncrawl or hexcrawl.
Let me unpack that a bit: The default trigger for an encounter key in the dungeon is simply “entering a room”. Similarly, the default trigger for an encounter key in the hexcrawl is “seeing something on the horizon”.
Or, more generally, they both boil down: “They see something.”
This works in the dungeoncrawl because the border of the room is clearly defined. It works in the hexcrawl because the encounter stands in contrast to the wilderness around it.
The problem with the city (at least to my perception) is that the points of interest to a wandering adventurer are not placed in plain sight and/or immediately contrasted from the surrounding context: The monsters and mysteries and oddities and weirdness are tucked out of sight and generally inaccessible to the average person just walking by.
I’m beginning to suspect that the answer to this conundrum lies in a pair of questions: Why are the PCs urbancrawling? And what are they actually doing when they “crawl”?
Before we delve into those questions, however, I think I want to take a brief detour through some old school inspiration.