The Secrets to Great D&D Towns

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When you run a game of basically  any tabletop RPG ever,   there are times when your players  are neither fighting dungeons,   nor exploring dragons. And yet, this peaceful time that the players,   and their characters, spend in town between adventures…   That’s when they can get to know, and eventually grow to love,   this world that they’re supposed to save. It isn’t where the adventure is,   but it is where much of the  heart of the story is.   So how do we create towns and villages our  players will remember for the next 10 years?   Let’s talk about that for the next 10 minutes.   The first thing your fantasy town is  going to need is probably a good map.   Which is exactly why I asked Inkarnate if  they would like to sponsor this video.   Inkarnate is the online map-making  tool you’ve seen me use in pretty   much every single one of my supplements. It’s very easy to use, and with it you can   create anything from world maps, and city maps, all the way down to dungeon maps and battlemaps.   I’ve been using the Pro version in my home  games pretty much ever since I started GMing   and it has allowed me, a talentless hack,   to make beautiful city maps  like this one or that one.   They have over 20 000 assets, which really helps with creativity and   worldbuilding because every couple minutes, you stumble upon a cool asset and   have a sudden realization like "Yes, actually, my city does in fact need a giant   interdimensional gate, thank you very much." It also has a really useful “Explore” page where   the mapper community posts hundreds of maps  every month for you to clone and edit.   One time I took this map by Nemrod, changed the background to an icy landscape,   and if you don’t tell my players, they’ll never know I didn’t   come up with it myself. Now, you can use Inkarnate for free,   but you get so much out of Inkarnate Pro, especially for just $25 a year,   that in my experience at least,  it’s worth every penny.   If you want to check it out for yourself, you can use the promo code CRITICALEYE to get   access to Inkarnate Pro for 7 days for free. And right now is the coolest time to try it out,   because you’ll get to take part  in the open beta for Inkarnate 2.0   which is available to all Pro users. It introduces a bunch of new features   to make creating maps even easier,  and a new sci-fi battlemap style,   which is really good timing since, as you  might know, I started working on a sci-fi   RPG just a couple months back. In fact, if you catch my next stream,   this Sunday at 3PM CET, I’ll be using Inkarnate to make   a bunch of sci-fi battlemaps for my game. So come hang out and chat about level design   and map making tricks with a  certified Inkarnate nerd.   So now, you have a great-looking map. Let’s talk about what to put in that map.   Throughout the years, D&D has  had a lot of starting towns.   So let’s go through a couple of them -  see how they present their information,   what they do right, what they do wrong, and what we can learn from them.   Hommlet was a lot of people’s first RPG village, and it set the standard for what a D&D town   should look like for decades to come. It was published in 1979, a year when,   and this is true by the way, Chris Perkins looked like this.   And besides featuring the wizard with the  sharpest jawline the entire multiverse,   Hommlet was basically designed to be the most  generic medieval fantasy village possible.   A lot of the locations in the village itself  include some variation of “there is nothing   of interest to adventurers here”, but you still get the exhaustive list   of every potter, leatherworker, farmer  and the number of children they have.   It’s not that Hommlet doesn’t  have a story to tell:   there’s a moathouse just outside of  town and the player character will,   maybe, clear the bandits who’ve taken it over. But just in case the players want to do literally   anything other than this… riveting adventure, the book tries to be prepared for their   shenanigans by making sure you, the GM, know where each and every single villager hides   their life savings of 9 gold pieces. It’s medieval fantasy, with a strong   emphasis on “medieval” over “fantasy”. This is not necessarily bad, mind you.   Using Tolkien’s blueprints about what that sort  of village should look like makes it immediately   familiar and understandable. Hommlet is… not very original,   but it’s not designed to be. So let’s fast forward three and a half decades.   The year is 2014. Wizards of the Coast just published Phandalin,   the latest in a long series of  generic medieval fantasy villages.   Let’s see how things have evolved. There’s a couple of big improvements here.   First, we only have information about  the important NPCs in the village.   For everyone else, the book simply tells  you to default to a commoner stat block,   if and when your players inevitably  start burning an orphanage or three.   Second, the book spends much more effort actually  drawing players towards those important NPCs.   The player characters always arrive  in Phandalin late at night,   and the NPC they just saved, old man Sildar, tells  them they should spend the night at the inn.   The players can choose to do one or  two things before they head there,   but then every store closes for the  night, and the only thing left to   do is pretty much to follow Sildar’s advice. Even if Sildar isn’t there or the party decides   not to listen to his advice, the cards are stacked in the   inn’s favor due to its location. The party reaches Phandalin from the North,   and the first two buildings they see  are the town’s general store so they   can trade loot, and then the inn. Once they get to the inn, the DM is told   to have the patrons of the inn share rumors about  every single one of Phandalin’s important NPCs.   And each of these NPCs is  related to one side quest.   So here, we see a pretty fundamental evolution  in the role the town fulfills within the game.   It is still a very mundane village, and again,  that’s on purpose, and it’s completely fine.   But now instead of pursuing realism as a goal, Phandalin treats realism as just one tool among   many, which helps it fulfill its actual goal, which is pointing players in the direction of   where adventures can be had. So what’s the next step?   We’ve gone from Hommlet to Phandalin  but what is the next evolution of the   RPG town going to look like? Well, here’s another thing that   happened between Hommlet and Phandalin: video games have become a thing.   So today, we pencil pushers of the tabletop RPG  world don’t have a monopoly on RPG towns anymore.   And because of how much more  popular video games are,   computer RPGs have had to iterate and innovate  at a much faster pace than tabletop RPGs.   So I think if you want a sneak  peak of what tabletop RPG towns   might look like in the next 15 years, a good way to do that is to look at how computer   RPG towns have evolved over the past 15 years. This is Whiterun, from Skyrim.   It is… one of the most generic-looking  fantasy villages of all time.   There’s an outer wall. Wooden houses.  A castle at the top of a hill.   I have seen medieval village in real life  that had more personality than Whiterun.   And yet, if you ask people who’ve played  Skyrim what their favorite city is,   the results look like this. Whiterun is, by far, the most   popular city in Skyrim. It easily beats towns   with a much more unique aesthetic, like Markarth, Solitude or Winterhold.   So why is that? If our goal as Game Masters   is to make cities our players will care about, what is that magic sauce that allows Whiterun to   dominate the mental real estate of Skyrim players  despite being a “generic” fantasy village?   Well, let’s see what a typical player’s  experience looks like when discovering   Whiterun on their first playthrough. First, you get an encounter just   outside the city gates, where the  Companions are fighting a Giant.   If you help them, they’ll congratulate  you for being brave like them,   and ask if you’d like to join their ranks. So you get one of the biggest side quests   literally right out the gate. Once inside the gates, you see an   imperial soldier talking with a blacksmith, and  requesting more weapons for the war effort.   The blacksmith retorts that she’s  already busy, and that the soldier   should ask a second blacksmith for help. This is mostly just exposition, but in just a   few short sentences, you’ve learned that 1) Whiterun has two blacksmiths, and that   2) in the civil war plotline, it is siding  with the Empire rather than the rebels.   Then you climb the stairs to  discover the Holy Gildergreen tree,   and next to it you hear Amren and his  wife talk about the family’s heirloom   sword which was recently stolen. If you talk to Amren, he’ll ask for   your help to retrieve the sword. The main difference we see here   is that Whiterun is not afraid to  spread its exposition over time.   Instead of strong-arming  you to the local tavern,   shoving a questboard in front of your eyes  and speedrunning through its exposition,   Skyrim gives each plot hook its own  encounter, its own time in the spotlight   so it can present those plot hooks in  the most interesting way possible.   And that’s just your first trip to Whiterun. But when you return to the city later, you’ll find   a completely different set of encounters. At the city gates,   you’ll hear about the Alik’r warriors. At the Holy Gildergreen tree, you’ll find the   local priestess trying to heal the tree. And this continues throughout the game.   Skyrim makes an effort to continuously come up  with excuses to bring you back to Whiterun,   and it’s usually not just to talk to an NPC  so they can give you your next quest marker:   often, the quest takes place  in Whiterun itself.   When you fight your first dragon,  it’s just outside of Whiterun.   When you join the Companions, they transform you  into a rampaging werewolf and you have to escape   the city while everyone has become hostile. The Thieves’ Guild has you poisoning   a honeymead brewery. The civil war gets you to either   defend Whiterun from a siege, or take Whiterun  by force, depending on who you side with.   When it is time to finally confront the final boss  of the game, you use the defenses on Dragonsreach   castle to capture and subdue a dragon. Each of these shows you the city in a   different light. You don’t just grow   to love Whiterun because it’s a nice town, you grow to love Whiterun because the narrative   designers of Skyrim made sure you would experience  a lot of fun adventures in and around Whiterun.   Odds are, this city is where you’ll  get your first title of Thane.   Where you'll discover you’re the Dragonborn. Where you'll get your first unpaid intern.   Where you'll buy your first house. It’s not just a generic fantasy village anymore.   It has become the place where  you have a lot of fun memories.   It has become YOUR generic fantasy village.   The purpose of the town within the game is  still very much to give players a place to   sell their loot, and give you some respite  between adventures, just like Hommlet.   And it also tries to deliver adventure hooks as  efficiently as possible, just like Phandalin.   But where Phandalin thought that being  “efficient” meant giving players your   adventure hooks as “quickly” as possible, Whiterun thinks that being “efficient” means   presenting each adventure hook in the most  interesting and appealing way possible.   That’s the real evolution here - you don’t  speedrun through your worldbuilding anymore.   And that’s why Whiterun is more  popular than any other city in Skyrim.   It’s because while Markarth is, aesthetically,  a much more original and creative city,   the game kind of fails to give you, as the  player, any opportunity to grow attached to it.   There’s only a couple side quests  which take you to Markarth,   and usually it’s just to talk  to an NPC and then leave.   The city doesn’t leave a lasting  impression because you just don’t   spend as much time in it. It might sound a bit simple,   but this is not just me making stuff  up, there’s actual science behind it.   In psychology, this is called the “mere-exposure  effect”, and there’s been many studies   which have shown that the more times and  the longer you show people a thing,   the more positively they tend  to react to that thing.   For example, if you’ve watched a couple of my  videos, maybe you’ve realized by now that   just like Whiterun, this channel’s focus  is on quality rather than quantity,   and that might just have made you click  that big shiny red subscribe button.   But if this is the first video of mine you’ve ever  watched, you’re probably not going to bother.   Which is fine! I’ll just get you next time…   Now, Skyrim was a good evolution over Phandalin, but this game is almost old enough   to play itself at this point. So how have RPG towns evolved since then?   Now, we’ve had a couple great  cities in the past couple years,   like in Baldur’s Gate 3, Cyberpunk 2077,   Spiderman 2, and Lies of P…   But all of those are giant cities and in tabletop RPG terms, we’d call   those games “urban campaigns”, which is a topic I think would   need its own, separate video. If we want to talk about small fantasy towns   which act as a down beat between adventures, I think a much better modern example to   look at would be… The House of Hades.   While Hades is a roguelike, it’s also an extremely emotional journey for both   Zagreus, the protagonist, and for the player. And a major contributing factor which gives   this game’s characters… character, is the hub Zagreus goes back to every   time he fails his mission to escape Hell. Just like Whiterun, this is a place you will come   to know like the back of your hand because of… how many times you will get to huh… visit it.   But those visits could get  repetitive very quickly.   So Supergiant Games had to master  another aspect of good hub design:   Change. We already saw a hint of this with Whiterun.   If you participated in Skyrim’s  civil war for example,   you would see rubble cluttering the streets  of Whiterun to remind you of the battle   where your heroics decided  the fate of the city.   Witnessing the city change as a result  of your actions and your decisions is a   great way to get players engaged, but Skyrim kept it pretty minimal.   But in Hades, they had to make  it so every visit is unique.   And to achieve that, they used a  couple interesting techniques.   The most immediately apparent one is that the  House is filled with NPCs who always have fun   things to say about whatever Zagreus did last. But the key is that by accomplishing certain   goals during your adventures, it is possible for new characters   to join the House of Hades, or for the story and relationship   with the NPCs you already know, to evolve. As a result, there’s always something to   look forward to when you return. Which helps ease the frustration   of having your teeth kicked in by  Theseus for the 8th time in a row.   So it’s not like Supergiant Games just  plopped a couple NPCs into the hub and   then wrote 300 000 lines of dialogue for them. Instead, they very specifically set it up so what   you do outside the House of Hades, would influence what you see inside   the House of Hades, and vice versa.   So as a GM, when you’re preparing your next  adventure, make sure you ask yourself this:   how can I reflect the different possible outcomes  of this adventure in the party’s home base?   But you can even take it one step  further and instead ask yourself:   What are interesting adventures  I could come up with,   whose outcomes would lead to interesting  changes in the party’s home base?   For example, let’s say your  players are in Phandalin.   One of the side quests your players could  go on, is that the Order of the Gauntlet   wants them to clear the Netherese Watchtower  of the zombies which have appeared there.   When the players get there, it turns out the  zombies have been raised by a necromancer.   There’s no ties to Phandalin or to the Lost  Mine that your players are looking for.   The only lasting outcome for this encounter is  that the party might get some magical loot.   So how about instead of  zombies and necromancers,   a strange Netherese magical macguffin  inside of the tower has taken over the   minds of an entire garrison of soldiers  from the Order of the Gauntlet.   If the party manages to save them,  these soldiers can come back to   Phandalin and increase the town’s defenses. They might even help the party in their fight   against the Redbrands bandits, even if  it’s just by providing a distraction.   Now, the side quest ties back into the main plot. But more importantly, it has a long lasting,   visible effect on the village of Phandalin. Whenever they come back to town,   the players will now get greeted by  some of the soldiers they saved,   just because that’s who’s on guard duty now. It’s much more personal than just   a pile of magic items. The second technique used to   bring change to the House of Hades is going to sound very foreign to   my fellow millennial viewers. As it turns out,   owning the place where you live, can be kind of fun.   Zagreus can purchase dozens and dozens of  decorations to customize the House of Hades.   Some of them can give him new abilities, some of them is purely cosmetic.   But there’s way more here  than Zagreus could afford,   even after a couple trips  back to the House of Hades.   This customization is a huge resource sink, but that’s a good thing.   By having things that are too expensive  for the player to buy right now,   you create a long term goal. They’ll want to come back to town later   and purchase the cool-looking fountain. If the adventure is where the   players get to make money, the town is where they should get to spend it.   This concept is… Not new to D&D actually, it just kind of phased out   of popular culture with 5th Edition. Older editions of the game used to have rules   for building bastions, hiring staff, etc. And we’re getting a version   of that back in One D&D? So, I guess we’ve gone full   circle and reinvented the wheel. We’ve taken a 50 year journey   through the world of hub design, and we’re right back in Hommlet.   Except now, hopefully, you have a  pretty good understanding of the   fundamentals of how to design a good town. And now, you get to make your own Hommlet.   Or Phandalin. Or Whiterun.   Or House of Hades. Or... flying butterfly city?   That’s it for today’s video! Special thanks to my Youtube Members:   chunguscito HotAndSpicyWeiss   Scribe Workshop with Sean Ferrell Weisz   Ivan Breytenbach Blake Richardson   Matt CG Michael3Mod   By being a Youtube Member, you get my videos 2 days early,   you get a secret channel on Discord, and if you stay as a   member for 6 months or more, you’ll get a $20 discount on my Flare Fall RPG.   If you’re still in a worldbuilding mood, here’s a link to my video about how to   build a good world map. And here’s another video,   which Youtube thinks you want to watch. Until next time, have a good one!
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Channel: Trekiros
Views: 52,266
Rating: undefined out of 5
Keywords: dungeons and dragons, dungeons & dragons, d&d 5e, Hades 2, Hades II, Skyrim, The Elder Scrolls, dnd, 5th Edition, 5e
Id: Ao-O2IF6OM8
Channel Id: undefined
Length: 16min 17sec (977 seconds)
Published: Thu May 16 2024
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