11 Tips to Create UNFORGETTABLE D&D Cities...
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- Опубликовано: 19 май 2024
- Want to create an unforgettable Dungeons and Dragons or Fantasy city? Here are 11 tips to take your city building to the next level...
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info@fantasyforgeuniverse.com - Хобби
Step 1. Draw the whole owl
How to draw an owl:
Step 1: draw an ellipse
Step 2: draw the rest of the fucking owl
Truth, the flame dude looks cool tho
@@gramfero lmao
I keep seeing this and every time I do it makes me laugh 😂
Can someone elaborate the reference?
Honesty a lot of my Lore came together after drawing my map. Every spot asked questions and i was really excited to answer those questions. Sometimes I threw communities together and said "now what?" And found varieties of conflict and harmony that lead to me answering basically every question you asked. Thanks for the video, just wanted to mention another way to get there!
Same! I just wanted to KNOW everything. It helps when you're passionate about what you're doing
I think the one thing you got wrong would be about volunteers dropping their post. I feel they’d be more willing than any of them to lay their lives on the line as they get nothing out of being guards, but volunteered for it. Meaning they value the safety of the town a lot
Definitely, I think it fully depends on where they come from. A crappy lord won’t inspire the troops much, but if the town is their home or if it’s worth defending, then 100% agree! Thanks for leaving some love! 🥰
Time-stamps for reference
0:14 #1 Start with a strong concept
1:28 #2 Think about the beginning of the city
2:17 #3 Think about the economy
3:20 #4 Who rules the City?
4:10 #5 What is the Religion like?
5:14 #6 What organizations and Guilds are there?
6:02 #7 City Defenses and Military
7:32 #8 Focus on the Details
8:04 #9 Create Plot Hooks
8:46 #10 Use Maps and Visual Aids
9:51 #11 Create Believable NPCs
thank you for this! I was meaning to do it 🤩
I tried to have a religion hook for one of my cities once. The amount of prep it took only for the players to completely ignore it and go a different direction, lol.
I like the street vendors idea, I can't believe I missed that before.
Thanks
Distinctive architecture; the occasional fantastical element; colorful locations; a memorable layout; compelling npc's; a few unique bits, like a festival, a type of food, or maybe an unusual law; a nearby body of water, or a very good reason there isn't one; one or two things the city is well-known for in the region or even farther away (correctly or not); and a handful of secrets the pc's might uncover if they go digging around in the right/wrong places.
before clicking to read the whole thing, I thought it just said a nearby body lol.
This has been very useful for me, as making cities feel alive is something I usually struggle with, and even just watching this with a city in mind helped me develop it rapidly. You’ve earned my subscription, and I thank you for your advice
Glad it helped! Thanks for showing some love :)
One important thing i focus on (especially in high fantasy like DnD) is what kind of people live there. It's included in 1, 2, & 3, however, it's probably important enough to be its own bullet point! A city inhabited by halflings will probably be *shaped* differently than a city built by goliaths; one might have doors that are too small for you, another might have stairs that sre awkwardly large to climb up.
EXCELLENT tip, 100% agree. The deep thinking is what makes it real. Love that comparison too, makes me imagine Goliath's squeezing into tiny round doors
@@TheFantasyForge that's got me imagining a highly stratified society with goliaths as the working class and halflings in charge. Wanna talk to the manager? Go ahead, just gotta squeeze through that little round door over there
That's an aspect of my current campaign's hub, with a human port on a north/south surface river and a dwarven port on an east/west underground river beneath them. Their cultures inform each other; a human establishment with ramps instead of stairs implies a cosmopolitan outlook, as does the presence of growing plants in the subsurface dwarven environs. Both are subtle signs of prestige
@@jamesjoy7547 LMAO this made my morning
I'm running a game this week and the video really helped to make a memorable city for my players, keep up the great work 😊👍
Thank you, most of these I already knew, but you improved upon these ideas. Some I've been doing unconsciously doing already. (The different guards and quests) But I'll return to this video a couple times over to write stuff down.
Thank you again and have a nice day.
Solid video mate. Certainly some of the better laid out D&D advice out there.
thanks for the love! Glad it can help some of you out there :)
Super great advice. Way more than the simple checklist kind of stuff I am used to after 30+ years of doing this kind of thing. These are the kinds of tips that actually inspire creativity!
::BOOM, Subscribed! ::
thank you for the love 🤗 just here to help, because I remember how overwhelmed I was
Great vid as always. Hopefully more with this type of length are coming 😊
definitely! Thanks for leaving some love :)
Here's what I do to make my cities more "believable": random encounters. I am running a DnD campaign in a capital city, and at least once per session my players run headfirst into something unexpected. Not all my encounters are combat though, and they are different for each district. Sometimes its a guard patrol or a rival gang, of course, but sometimes its a bunch of orphans, asking for food and pickpocketing, a suspicious merchant, scamming or offering actual magic items, a drunken fight, an chest full of bloody human bodyparts... and these encounters often aren't connected to the story or a quest. It just something that happens in the city. Though sometimes players are too inteterested and investigate this, or use it to their advantage.
Love this! Especially love the various types of encounters. Not everything in D&D has to be gold and blood lol. Sometimes all it takes is a little interaction with the players to add that little magical touch.
Give this man a nobel price for commonplace obviousness!
I'm not a DM myself, but this video has inspired me with its insights into world building. Whether it's for a game or other creative project, I think these tips are helpful. Setting is important as the characters who will walk in them. Furthermore, the world is full of stories, but how they're told can change from place to place as well as the storytellers who translate them.
Thank you for the tips/video
thank you for leaving some love :) I appreciate it, you made my night
Great advice kind sir, ty
thanks for the love!
I have been drawing in ideas from a lot of different resources, but my core pillars of creating the settlement are to 1. Know why it's there, who founded it and for what reason. 2. What are the influences of the other regional settlements and nations already created. 3. Thinking about the axis of thematically beneficial or malicious, driven by laws or criminal elements, and greed versus generosity. These tend to lump together somewhat, but a bandit colony could have been formed out of resisting a cruel and greedy local lord. 4. What could insect with the party's narrative? I tend to run a pretty sandbox game, so the PCs ending up in the city may not be plot driven. But that doesn't mean there aren't plot influences. 5. determine the cross section of hierarchy versus role in the city of the populace and key NPCs. What do they know, what do they think they know, and what do they not know. And what s their overall motivations vs strangers, acquaintances, friends, family, competitors, and enemies. My NPCs are never just resource vending machines.
I typically start with some art that fits the culture / biome of a city...
Same! A roll20 page or something with art I find or make in Midjourney. Setting the vibe and tone is HUGE. Thanks for leaving some love
Bit of an odd question but could you please tell me what song is playing in the background in the beginning?
I have been trying to find it ever since i first heared it ^^"
Dragon Tamer - Valley of the Lakes 😁
The idea that a volunteer guard in a small town is less likely to defend it because they’re not getting paid is ridiculous. They volunteered to protect their family and their community , I would argue they would be more motivated and willing to risk their life than the average paid guard who only cares about the check at the end of the day
Training matters. Someone with no armor, a volunteer at that, little to no training...etc...
They would probably buckle in the face of a real enemy. Will is not the same as training. That's all I'm sayin.
Cut to that scene in Kingdom of Heaven
Bishop: "Does making a man a knight make him a better fighter?"
Balian: "...yes" *cue dramatic music*
Luckily this video isn't about the historical accuracy of my statement about guards. The point I was making was to think about the little things and if you'd rather run it that way, by all means! Its your table! 😁
I would say a volunteer guard unit might have greater motivation, but with a narrower focus. They'd sacrifice their lives to protect their district, but the rest of the city is on their own.
For instance, my current campaign has the Knocker's Lodge ("We knocks what needs knockin") who police the dockyards, but have no loyalty to the merchants and nobles of "the heights"
My formula for building cities is:
Who runs the city?
Who REALLY runs the city?
What brings gold to the city?
What is the city's form of entertainment?
Who/what guards the city?
Where is the city located?
What are the possible 3 secrets of the city?
This is WONDERFUL. I especially love the "who REALLY runs the city" part haha.
I'd never considered "what is the city's form of entertainment" before.
WOW! Now I'm seeing every culture I've ever created in a different way!
My life is different now. Thank you!
Is your animated character for the video essentially the Dead Cells character but with a black color set? I dig it if that’s the case
You're the third person to mention it and I actually didn't know who that was beforehand haha. Definitely see the resemblance
I have an image in my mind for what he will be in the future, but for now, this is Lore ;)
good video
thank you for the love! 😁
this is a great guide for advanced DMs, (seriously y'all need this guide) but it feels a little busy for noobies.
WEAKLINGS 😂Jk, you're probably right, a noobie is going to be too focused on all the other little things like voices or rules.
Could you create a video that showcases how to leverage AI in the prep work?
ALL over that haha. I use AI so much. I'll definitely do that for you. Thanks for taking the time to show some love :)
What was the cartoon/anime near the end?
That's the intro video to Campaign 2 of Critical Role! It's such great art
If you really want to get your players heavily involved in a town, make it a society that doesn't use money. It'll give that area a legend of zelda kinda feel where everything is done for small tasks or large tasks or trade and it makes players get invested in the space and the npcs very quickly.
Ooo super interesting idea. I like this
To be unforgettable requires one simple thing and one simple thing only. A unique characteric that is enganging.
Examples
This city has a giant tannery so the whole place smells like piss.
This city of heliotrope is named after the bluish purple flowers that bloom annually.
This city has trained creatures to clean its streets at night.
These are what make a city unforgettable, as long as you can make it FUNCTION enough to keep the players attention on it.
What movies where that?
Dungeons and Dragons: Honor Among Thieves
Atlantis: The Lost Empire
Thor
Star Wars: Empire Strikes Back
The Mandalorian
Breaking Bad
Dune Part 1
Guillermo Del Toro's Pinnochio
Guardians of the Galaxy Part 1
Monty Python and the Holy Grail
Game of Thrones
Lord of the Rings Two Towers
Kingdom of Heaven
Mighty Nein Animated Intro
Witcher: Nightmare of the Wolf
Some of them are shows and some of them are movies :)
Subbed instantly when you mentioned Midjourney. ChatGPT-4 is also a DM essential.
It's like having an assistant! You can level up your games and workflow. I'll be making a video on how I use it soon
Don’t do any of this. Do this.
1. Where is the city (on a great river, a port, on the edge of an ancient forest, in middle of a shattered waste) and Why is the city here? (Trade (great river, open pass, last place before empty plains), Military (close to an enemy region - old or new, treaty was signed, ancient battle), Religious (site of birth of a god, ancient miracle, current west of high priest), precious goods (gold, silver, residiumm).
2. Name some great historical event that took place: meteors fell to ground, last dragon slain, rise of the first vampires, the nine hells opened, an Angel fell to the earth)
3. Who is the one character of faction the city is known for : the Paladin Archious who slew the Balrog Al’zasa; the order of Pelican knights (100 knights that go to battle on giant birds); the home of the Lost Boys - a shadowy network of half vampire assassins; the 1000 souls - a congregation of wights, wraiths and revenants that are drawn to this city rather than passing on.
4 Finally, based on 1-3, set the atmosphere of the city - is it friendly, mistrustful, does have strict rules or taxes for staying, is it safe, architecturally are the streets narrow and dark, high majestic towers, overbearing walls and defenses, are the districts strictly policed, are classes/castes strictly enforced, what is made of (granite, marble, wood, tent city, sea shells, carved out of the bones of a long fallen god)
5 have your players build cities for you with these guidelines
Thanks for the comment! This is a good way to wing a city quickly. This video is definitely more for world building
Well put together list. I feel like pushing it to 11 really helped me divide some of those concepts. Ie Organisations different from NPCs and history from initial concept.
Separating them as to think about them individually is a good idea.
Ty, great video
Thanks for the love! Appreciate the kind words