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KarenCravens
Karen Cravens

Mon

Dec 30
2002

23:15Z

What makes a fantasy city?

Are good fantasy cities historically-accurate-with-grudging-mods-for-magic, or 
more like wave-at-the-history-as-we-drive-by Renaissance-Faire sort of 
things?  Or something else?
Do they have a lot of in-your-face "personality," or does a good city blend into 
the background?
How big are they (the ones best for gaming in, not necessarily all cities in the 
gameworld)?

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TimHall
Tim Hall

Mon

Dec 30
2002

23:26Z

What makes a fantasy city?

Karen Cravens wrote:

>Are good fantasy cities historically-accurate-with-grudging-mods-for-magic, or 
>more like wave-at-the-history-as-we-drive-by Renaissance-Faire sort of 
>things?  Or something else?

My favourite fictional fantasy city has to be Pratchett's
Ankh-Morpork, which is in many ways a modern city in fantasy clothes.

>Do they have a lot of in-your-face "personality," or does a good city blend into 
>the background?

I prefer a city to have a strong personality (which Ankh-Morkpork
certainly *does*).  I'm of the school of thought that believes a good
game setting is effectively the GM's player character.

>How big are they (the ones best for gaming in, not necessarily all cities in the 
>gameworld)?

Depends whether or not you want the entire campaign to take place in
one city.  My Kalyr games are set in two cities, one, Calbeyn is quite
small (a few thousand inhabitants, and a city map with every
building), while the second, Filgeth, is much larger.
--
Tim Hall, http://www.kalyr.com
Read my blog!  http://www.kalyr.com/weblog
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KarenCravens
Karen Cravens

Tue

Dec 31
2002

03:00Z

What makes a fantasy city?

On 30 Dec 2002 at 17:26, Tim Hall wrote:

> My favourite fictional fantasy city has to be Pratchett's
> Ankh-Morpork, which is in many ways a modern city in fantasy clothes.

That was my third possibility, but I couldn't think of a way to word it.  
Adrilankha (of the Vlad Taltos books) is something like that, too, though in a 
less, um, surreal way.  Or maybe it's that it's less British, I dunno.
 
> Depends whether or not you want the entire campaign to take place in
> one city.  My Kalyr games are set in two cities, one, Calbeyn is quite
> small (a few thousand inhabitants, and a city map with every
> building), while the second, Filgeth, is much larger.

A medium-sized city, I think.  If player-characters offend someone, they 
shouldn't have to leave town to stay out of the offendee's sight.  That'd be too 
hard on the gamemaster, for one thing.

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RobertKnop
Robert A. Knop Jr.

Tue

Dec 31
2002

13:48Z

What makes a fantasy city?

On Mon, Dec 30, 2002 at 05:15:49PM -0600, Karen Cravens wrote:
> Are good fantasy cities historically-accurate-with-grudging-mods-for-magic, or 
> more like wave-at-the-history-as-we-drive-by Renaissance-Faire sort of 
> things?  Or something else?

Yes, and yes.

Depends on the world and the context.  Look at Harn for the former; look at
many other fantasy worlds for the latter.

Indeed, one world could have both sorts in it.

> Do they have a lot of in-your-face "personality," or does a good city blend into 
> the background?

> How big are they (the ones best for gaming in, not necessarily all cities in the 
> gameworld)?

All sizes-- but I'd say that if I only had one fantasy world to play in, I'd
like there to be a small number of *huge* cities.  The places where you can
go to run into other adventurers and have no problem of finding something
for an adventuerer to do.  A sort of "home base" where it's possible to have
entire self-contained adventures, but also where the players can find their
patrons, etc.

Sigil from the Planescape setting fits this description and more so.

Except for the very few very huge cities, most of the rest should be quite
small-- again, this is if I were designing the "only fantasy world I got to
play in".  (If there are many worlds, I'm happy if each world is different
and does things its own way.)  These ones should also be more "realistic" in
that they're less likely to have magicians setting up corner shop, they're
less likely to have modern (anachronistic) political structures, people
*will* look at you funny if you spend a lot of time hanging out in armor--
i.e., more Harn type cities, or things that could be better described as
"towns".

-Rob

-- 
-=-=-= Rob Knop =-= rknop@pobox.com =-= http://www.pobox.com/~rknop =-=-=-
     Help the EFF protect basic freedoms online: http://www.eff.org
 Playwrights & theatre types, see The Dramatic Exchange: http://www.dramex.org
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KarenCravens
Karen Cravens

Thu

Jan 2
2003

04:32Z

What makes a fantasy city?

On 31 Dec 2002 at 7:48, Robert A. Knop Jr. wrote:

> Depends on the world and the context.  Look at Harn for the former; look at
> many other fantasy worlds for the latter.

I've looked at a lot of other fantasy cities (gaming and fiction), and I haven't 
been able to put my finger on what makes good ones.  Some of them feel 
like a mishmash (each character/location might be interesting, but they don't 
really make a whole), others are Really Nifty, but I'm not sure what makes 
them that way.

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MerleMoss
Merle Moss

Thu

Jan 2
2003

20:30Z

What makes a fantasy city?

Liavek! Gotta check out Liavek, and of course the Thieves' World city (whose name I have misplaced)
 Karen Cravens  wrote:On 31 Dec 2002 at 7:48, Robert A. Knop Jr. wrote:

> Depends on the world and the context. Look at Harn for the former; look at
> many other fantasy worlds for the latter.

I've looked at a lot of other fantasy cities (gaming and fiction), and I haven't 
been able to put my finger on what makes good ones. Some of them feel 
like a mishmash (each character/location might be interesting, but they don't 
really make a whole), others are Really Nifty, but I'm not sure what makes 
them that way.

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MikeF
Mike Feldhusen

Thu

Jan 2
2003

20:49Z

What makes a fantasy city?

At 03:30 PM 1/2/2003, Merle Moss wrote:
>Liavek! Gotta check out Liavek, and of course the Thieves' World city 
>(whose name I have misplaced)

Personally, I think Thieve's World falls into the "mishmash" category.

Liavek is one I like most of the time, but it's clear that not all of the 
authors were "on the same page" there.  Of course, since Liavek started out 
as the home base for a shared-world RPG campaign, the dividing line seems 
to be whether or not the author was part of the game.


--
Michael Feldhusen                                       mike_f@io.com
                       http://www.io.com/~mike_f/


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CarlCravens
Carl D Cravens

Thu

Jan 2
2003

22:51Z

What makes a fantasy city?

On Thu, 2 Jan 2003, Merle Moss wrote:

> Liavek! Gotta check out Liavek, and of course the Thieves' World city
> (whose name I have misplaced)

Sanctuary.

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [                     Trim Your Quotes!                     ]
Press any key to continue or any other key to quit.

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MerleMoss
Merle Moss

Tue

Dec 31
2002

14:00Z

What makes a fantasy city?

Good fantasy cities have flavor!
My favorites are walled, with a Nobles' quarter, a Trading quarter, and a Rabble quarter. Streets may have names, and there are many alleys, some too small for human traffic. The cityLord's keep is at the center of the Nobles quarter. Magic is indemic, everywhere. For example, the gates to the Nobles' quarter automatically cast a number of detection spells as a person (one at a time by construction) passes thru it coming in, to keep out thieves, Barbarians, and rabble with no business there. Flying cats live on housetops, preying on pigeons, rats, and the occasional small humanoid.
But there are many other possible fantasy cities that I could like, as long as they have a consistent flavor, and so long as, even if they do blend into the background, I as a player do not get the feeling that the city has been patched together from a set of generic 'fantasy city parts'. I'm not saying such part should never be used, but once a city has been so patched together, the GM needs to 'smoth over' her/his presentation of the city so that no-one ever sees the 'seams'.
Size is far less important than consistency. Whatever the size, it is important to maintain certain ratio-s, and figure out the 'ecology'. What are the city's business concerns? How many people does it take to do that? How much does that pay? Can such workers afford a home and a family? How many of such workers will a marketplace supply? Is there order? If so, how many city guardsmen to how many workers? Are there Nobles? Are they land-based (ie, detest commerce), or commerce-based (own but never manage or own and manage?)? Etc.
 Karen Cravens  wrote:Are good fantasy cities historically-accurate-with-grudging-mods-for-magic, or 
more like wave-at-the-history-as-we-drive-by Renaissance-Faire sort of 
things? Or something else?
Do they have a lot of in-your-face "personality," or does a good city blend into 
the background?
How big are they (the ones best for gaming in, not necessarily all cities in the 
gameworld)?

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KarenCravens
Karen Cravens

Thu

Jan 2
2003

04:36Z

What makes a fantasy city?

On 31 Dec 2002 at 8:00, Merle Moss wrote:

> Size is far less important than consistency. Whatever the size, it is
> important to maintain certain ratio-s, and figure out the 'ecology'.
> What are the city's business concerns? How many people does it take to
> do that? How much does that pay? Can such workers afford a home and a
> family? How many of such workers will a marketplace supply? Is there
> order? If so, how many city guardsmen to how many workers? Are there
> Nobles? Are they land-based (ie, detest commerce), or commerce-based
> (own but never manage or own and manage?)? Etc. 

Size is important *for* consistency, though.  That is, if you've decided you 
need N taverns and inns to give players a good variety, that determines a 
minimum size of your city.

So I guess my question was really not just "how big," but "how much stuff is 
essential?"  Or maybe, "is it possible to be *too* big?"

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MerleMoss
Merle Moss

Thu

Jan 2
2003

20:43Z

What makes a fantasy city?

It is definately possible to be too big. At a certain size the people involved will find things to associate over and things to divide over, and fairly soon you'll have the city equivalent of civil war between the various factions, where no faction will work for another, trade with another, buy from/ sell to another, take orders from another, etc. Then there's a physical restraint concerning modes of travel. If it takes a worker more than about 2 hours (or 1/12th of the local day) to get to his/her place of work, things are going to break down. If it takes the city guard too long to get to trouble or hotspots, the 'rule of law' is going to fade away. Then there's the fact that people don't really like to be crowded together all that much, and some will be more couragous than others in finding an opportunity to go live someplace else.
 Karen Cravens  wrote:On 31 Dec 2002 at 8:00, Merle Moss wrote:

> Size is far less important than consistency. Whatever the size, it is
> important to maintain certain ratio-s, and figure out the 'ecology'.
> What are the city's business concerns? How many people does it take to
> do that? How much does that pay? Can such workers afford a home and a
> family? How many of such workers will a marketplace supply? Is there
> order? If so, how many city guardsmen to how many workers? Are there
> Nobles? Are they land-based (ie, detest commerce), or commerce-based
> (own but never manage or own and manage?)? Etc. 

Size is important *for* consistency, though. That is, if you've decided you 
need N taverns and inns to give players a good variety, that determines a 
minimum size of your city.

So I guess my question was really not just "how big," but "how much stuff is 
essential?" Or maybe, "is it possible to be *too* big?"

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MichaelOrton
Michael Orton

Wed

Jan 1
2003

17:57Z

What makes a fantasy city?

I inherited a city campaign which gets an annual outing.

The underlying system was originally AD&D 2nd Edition with all characters
fixed at enough exp to make a cleric 11th level.   When I run I use the TORG
mechanics because I find the D&D mechanics too limiting.

The campaign city was defined to be mostly human population but ruled by the
elves.   These elves were defined to be extremely racist - one of the few
laws was that there was no such thing as a half-elf.   The laws were also
very pro-sylvan creatures, and very down on orcs and undead (except banshes
who had to be have their onuses abated).

At the center of the city was a great golden dome, the purpose of which has
never been revealed, but it was sacred to the city's patron god Auriculous,
and defended by an order of paladins (in their usual style).

The city was defined to be coastal with a fair sized harbour, and food was
carted in from outlying farms.   The principle industry was defined to be
textile based, but apart from this skewing prices in the local markets this
detail never came into play.

All PCs were in the city watch, to be precise a squad called Maverick V (V
as in five).  They were the awkward ones who wanted to be in the watch, but
the watch didn't want them.   Having been too successful they could not be
dismissed, but they were always passed the impossible or unpleasant cases in
the hope they would either bungle enough to be dismissed or otherwise give
up and leave.

The exception to this was the dear little old lady who kept dropping by the
watch-house with cakes for the boys in blue.   Delicious cakes which nobody
ever wanted to eat - perhaps becasue the icing was a bit odd - like the
skull shaped one with the red eyes and neatly piped black bats round the
edge.  And of course the fact that she tended to turn up riding a broom with
a far too intelligent cat siting on the end was insufficient evidence to
convict her of being a witch.

There was a large dwarven settlement under the city.   The watch's remit was
defined to cease at 15 feet below ground level.

The cases they had to solve were mainly modern crime stories in a fantasy
setting.   Thus the crimes and the detection methods were very fantasy, but
the society was modern.

Scenarios I have run include:

1) Two cleptomainic topless women (strangely their hair was sufficently long
and thick enough to keep the adventure rating at a certificate 12 level) who
both look like an NPC member of Maverick V trotting round the docklands
helping themselves to anything pretty.   Turns out they were both mermaids
who had fallen for the same sea captain and had come on shore with the
intention of taking him back home.  Of course on the sea-bed they have no
concept of shops and such: you see something pretty you just take it and
wear it.   And the reason they looked just like the member of Maverick V?
Well she hadn't got round to telling anyone she was a mermaid too, but she
was on detached duty from her temple - she had a secondary objective to stop
the city folk poluting the sea.   The first batch of PCs I ran this scenario
for also negotiated a treaty with the merfolk laying down that mermaids
within city limits would depend on more than very long hair for covering the
upper torso.  Of course every mermaid had the right to sun herself on the
rocks outside the city limits and if sailors got distracted from their
duties and wrecked themselves that was their problem!

2) Maverick V were called in to assist the Elves in Black put down an evil
temple.  The EiB of course used very strange magic bows and went about in
instantly forgetable black carriages, but by the end of the scenario the PCs
had forgotten all about them and it was simply defined that they had been
"acting on information received".

Odd things waiting to be investigated are the sudden uprooting of all the
trees in a local park and a brewery which keeps taking deliveries but never
sells any beer.   I think the merfolk are going to lodge a complaint about
the strange icky stuff the brewery are dumping in the sea.

Rgds,
Michael.

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