We're doing URBANCRAWLS today
First, some recognition:
This blog post is founded on ideas that I encountered in three places:
The Alexandrian: Thinking About Urbancrawls
Vornheim, the Complete City Kit
The Yellow City, from Yoon-Suin: The Purple Land (Available for purchase here)(Also, there was a recent kickstarter)
My thinking is going to references these sources. I'll try to introduce and credit the ideas, but I'm imperfect and I'll likely screw that up. Also, you guys might like to check these out for yourself, they're all incredible.
Now, on to the show
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What I'm trying to do here is simple: I want to make the minimum amount of prep, that creates the biggest city in the minds and play-experience of the players. I want it to be explorable, destroyable, feel "real", and feel vast. I want it to be conquerable, and to be reactive like a real living place would be to player actions. It needs to have tactical considerations and its own character.
Simple, right?
Since I'm the one doing this, and since I'm big on getting as much out of my work on elfgames as possible, I'm going to work through the prepload for Radical Ink, a city in the post-apocalypse hexcrawl I'm writing for my Discord game.
So, what am I going to need out of Radical Ink for my game, keeping in my mind I've got to hit all those goals?
Well first, its best to start simply and enthusiastically: With a single good idea. I've often touted the idea that "Your prep extends as far as your good ideas", and I think that's a strong maxim for making the best possible content you can.
However, there's another important maxim I want to cleave to as well: "You need silence between the notes"
What's that mean? It means that for every good idea that you turn into a room in a dungeon, you make an empty room right next to it. It means for every hex bursting with personality and radical stuff, you have one that's just grass and hills.
"But why the fuck would you do that, you charismatic sex-god?" I hear you ask. Well prepare your brain to receive my genius, mortal, because it's coming out like a fire hydrant. You do that because the process of play demands it. Those "empty" rooms and hexes are filled with something you didn't anticipate, but critically need: the room to play the fucking game. You make "empty" content for the same reason you avoid stuffing every square inch of a room with furniture: because you need room to live. In prep, you need room for your players to play.
The practical benefit of this for prep purposes is that it inflates our prep to about twice the size of our good ideas, which is just about how much prep we need to actually run a game. There's one more component that fuses two opposing but vital elements: the need to Be Lazy (for us prep-generators, nothing is more vital) and the need to Be Consistent (which is anathema to creative types).
This last step involves a random content generator that gives consistent setting-appropriate results. The method of using it requires more "empty" areas, or minimally filled ones, used in conjunction with these generators to create procedural content which is still consistent with our established setting. This is useful for allowing our content to grow as needed to both increase its scale in a real sense and to increase the psychological impression of enormity and continuity in the players.
Okay, with the preliminaries out of the way: Radical Ink
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| God this movie rules |
- It is Yellow (due to quartz in the clay of the buildings)
- It is ruled by a brahman-caste of slug-men (magical hermaphrodites, I love them) who are the only ones who can own property
- They love tea, opium, and being smart
- Its stinky
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| Also, these are easy to find online |
So we steal Districts and map them to Tracts, allowing us to fill them with landmarks that can serve as Fields (which you'll recall are "cool places to fight"). We'll use more breeder charts here so that we can procedurally generate these places as the game demands. Wonderfully, this maps to our intuition for what a Field in a city should be; they should be like stages from a fighting game.
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| A New Challenger Enters the Ring |
Of course, you might want more of something, like maybe you've got a bunch of populations you want to write in, but that's a matter of tweaking this more general template rather than reinventing it
- City of artists
- Graffiti everywhere
- Ruled by five clans of warrior/mercenaries who know five different kinds of kung-fu
- Consume Rice, Opium and Games
- Leaders wear masks and are anonymized
- Petty groups of people
- Who have a few standout points of contact for the players
- Are memorable "guys who do/are X"
- And they have a job for you to do
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| This space right here |
There, we can make this Hex/District 8107 up there and now I've got a nice fat hex to play in. What I describe there is going to be loosely bounded by the elements in the District entry in that
- NPCs will be either those merchants or some incidental thing related to them, like bodyguards or buyers
- Places will be things like market stalls, shops, or something related to those things, like alleys leading to illicit goods marketplaces
- The rules-function of what players can do is here defined: it's a Rating 3 Market, which is defined concretely in the core book (go buy it you cretins!)
- A Place
- That is in a State
- And has something memorable about it
PLACE: Resplendent Prism
I feel like this one is self-explanatory. You just describe what a given person/place/thing does to benefit/influence/fuck with another whatever. I recommend only putting in what you KNOW when you start, because although I'm sure that like,






















