Decent advice overall, though I would add a few caveats. 1. Do describe the characters walking through the city, but do so sparingly. Good moments to do so are: when they first enter the city, when they go to a new district, when the mood of the town changes, when something big starts happening. Of course, you shouldn't go too granular, but describe the overall feel the characters have and what they notice. This description can also hint at story threads. 2. There should be multiple possible key locations for any one story or location lock. Don't just limit the knowledge to a single NPC/method, otherwise the players will stall looking for it. 3. Depending on the size of the city, it will have a lot of the same establishment. These were usually grouped together along streets. This helps a lot with populating the city if the players like to ask about contents of buildings.
I usually expect videos with this little amount of views to have poor quality or be badly edited, but you surprised me so much. Not only did was this video genuinely awsome, but it made me worldbuild a few cities myself (in a time where i am having some worldbuilders block). Keep up the good work my guy, you are a legend
I didn't notice the views until I read your comment, at the end of the video. Wow! It doesn't happen often, but we're probably witnessing the early stages of a future great channel.
@@SchmingusDingusMan Exactly what I meant, he'll be there. Really looks like one of those channel people intentionally search on RUclips when they need something specific and they already know who to ask.
Also for me as a player it has also worked not fast traveling but having events during the travel. Just make them tie down into the city world building. For example, that someone robs you. But also let it have more things to do than fight. Give hints to the player that violence is not mandatory. For example, the robber seems shaky and nervous. Or maybe he looks in a hurry. Then whatever happens tie it down to the city. For example, if he is still alive, make finding him later on in the quest as the safe breaker in a heist. Or being your average Joe running an alchemy shop and let your players be like 'Youuuuuu! -_-' Or if he is dead do another event where a family is mourning the husband and father. And give them a quest just to realize he was the burglar. It is more work, but trust me, it's worth it. I remember that on one random event I found a cult of strongmen and joined in by magically buffing on fake muscles xD It was extra funny :p
Really nice video, gonna remind myself of these tips next time my players visit a new city. One tip though, the lock and key idea is nice, but keep the key location or the keys in general vague, for example, maybe the players will not talk to the paperboy, just let some other npc tell them what they need to know if they talk to them.
This is mostly good advice, but there are definitely going to be scenarios where following this advice results in frustration where the DM is waiting for the players to get a clue and the players are waiting for the DM to drop a hint. There needs to be some flexibility in where to find the keys, or else the players are inevitably going to pick a fight with someone they should have been schmoozing, or ignore an area they figure is cleared out of story threads. You gotta offer up some keys extemporaneously or else the gameplay is going to turn into players cycling through every area over and over until the plot cries uncle, which is predictable and boring.
I think the key here (get it?) is to have an idea of what the key is and put it in the hands/mouths of whomever the party is talking to. For the fight club mayor thing, you could have whatever npc the characters are talking to point to the assistant, who is the one to give the quest. Or you could have them admire the PCs, say they look like they could handle themselves in a fight, and then lean in conspiratorially and say that there’s a chance they could get some pretty coin if they use certain words at the tavern
@@Jeicemeiser Have a wealthy merchant approach them to fight -- he will "sponsor" them while betting heavily on them to win, after they prove themselves capable, and worth the risk. If they win, the Merchant makes bank, and the PC's have made a friendly connection which can lead to other adventures. The DM can use the Merchant to supply other "keys," in the future. Great video. Cheers!
Decent advice overall, though I would add a few caveats.
1. Do describe the characters walking through the city, but do so sparingly. Good moments to do so are: when they first enter the city, when they go to a new district, when the mood of the town changes, when something big starts happening. Of course, you shouldn't go too granular, but describe the overall feel the characters have and what they notice. This description can also hint at story threads.
2. There should be multiple possible key locations for any one story or location lock. Don't just limit the knowledge to a single NPC/method, otherwise the players will stall looking for it.
3. Depending on the size of the city, it will have a lot of the same establishment. These were usually grouped together along streets. This helps a lot with populating the city if the players like to ask about contents of buildings.
I love the concept of Keys & Locks,
and the three tiers : "easy" , "poking around" and "Locked"
very good concepts, easily reusable base mechanics
No way you came up with that fighting ring plot off the dome, it’s way to epic I don’t believe it
This is rad, I’m definitely gonna use this. Nice channel too.
I usually expect videos with this little amount of views to have poor quality or be badly edited, but you surprised me so much. Not only did was this video genuinely awsome, but it made me worldbuild a few cities myself (in a time where i am having some worldbuilders block). Keep up the good work my guy, you are a legend
I didn't notice the views until I read your comment, at the end of the video. Wow!
It doesn't happen often, but we're probably witnessing the early stages of a future great channel.
@@rubenlarochelle1881 mark my words, in 1 years time, this guy will be on the ranks of pointy hat and ginny di
@@SchmingusDingusMan Exactly what I meant, he'll be there. Really looks like one of those channel people intentionally search on RUclips when they need something specific and they already know who to ask.
Also for me as a player it has also worked not fast traveling but having events during the travel. Just make them tie down into the city world building.
For example, that someone robs you. But also let it have more things to do than fight. Give hints to the player that violence is not mandatory.
For example, the robber seems shaky and nervous. Or maybe he looks in a hurry.
Then whatever happens tie it down to the city. For example, if he is still alive, make finding him later on in the quest as the safe breaker in a heist. Or being your average Joe running an alchemy shop and let your players be like 'Youuuuuu! -_-'
Or if he is dead do another event where a family is mourning the husband and father. And give them a quest just to realize he was the burglar.
It is more work, but trust me, it's worth it. I remember that on one random event I found a cult of strongmen and joined in by magically buffing on fake muscles xD It was extra funny :p
Thanks for the tips. I seriously appreciate this video.
Too
I really enjoy your videos
Really nice video, gonna remind myself of these tips next time my players visit a new city. One tip though, the lock and key idea is nice, but keep the key location or the keys in general vague, for example, maybe the players will not talk to the paperboy, just let some other npc tell them what they need to know if they talk to them.
Solid advice, great video with novel but familiar ideas
This is mostly good advice, but there are definitely going to be scenarios where following this advice results in frustration where the DM is waiting for the players to get a clue and the players are waiting for the DM to drop a hint. There needs to be some flexibility in where to find the keys, or else the players are inevitably going to pick a fight with someone they should have been schmoozing, or ignore an area they figure is cleared out of story threads. You gotta offer up some keys extemporaneously or else the gameplay is going to turn into players cycling through every area over and over until the plot cries uncle, which is predictable and boring.
I think the key here (get it?) is to have an idea of what the key is and put it in the hands/mouths of whomever the party is talking to. For the fight club mayor thing, you could have whatever npc the characters are talking to point to the assistant, who is the one to give the quest. Or you could have them admire the PCs, say they look like they could handle themselves in a fight, and then lean in conspiratorially and say that there’s a chance they could get some pretty coin if they use certain words at the tavern
@@Jeicemeiser Have a wealthy merchant approach them to fight -- he will "sponsor" them while betting heavily on them to win, after they prove themselves capable, and worth the risk. If they win, the Merchant makes bank, and the PC's have made a friendly connection which can lead to other adventures. The DM can use the Merchant to supply other "keys," in the future.
Great video. Cheers!
King will need more than just a throne room. They're greedy, kings
Bad form with the jump scare at about 6:05.
I was just about to like the video... and then my ears got fucked. Just why.
This is great! You should definitely make more of these general worldbuilding/dm advice videos!