Part 1 of this 2-part post special can be read here:
https://aloneinthelabyrinth.blogspot.com/2021/01/exploring-space-procedure-in-different.html
In a previous post I look at play procedures in different environments, in the hope that this might somehow "unlock" the secret to running a city encounter. For many readers I'm trying to solve a problem that isn't there, and I'm not going to argue with you: I think this is probably about my own obsession with cities and what they mean. Hopefully something good can come out of it.
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| Lilith, Anselm Kiefer |
Anyway, here's my breakdown of dungeoneering. Again: this is not didactic, merely how I interpret old-school style play at my table, ymmv:
Delving: Exploring a Network of Discrete Locations
- Generative text: a map with a key.
- Interconnected locations of relatively small size.
- No or low light.
- Hazards and traps.
- Sparsely populated by inhabitants likely to be hostile.
- Expected to be high risk/high reward.
- Risk and reward increase with depth (not necessarily deeper underground, just further from the beginning).
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| The Lost City, module B4. |
Delves in a Proto-Neolithic World
- Cave networks.
- Abandoned cities, temples and structures of precursor civilisations.
- Tombs built by existing or precursor culture.
- Burrows and tunnels of giant animals.
- Incredibly dense corn maze (an amazing maize maze?), meteorite at the centre.
- Swamp or mangrove shrouded in dense fog: party navigates channels between islands of vegetation by boat.
- Dense forest with established path: thick canopy prevents light from entering. Possibility of higher levels of navigation (through various levels of canopy, structures of human or humanoid inhabitants or giant spider webs)
Non-mapped Delves
- Series of tables modified by the party's depth (Ynn, Stygian Library) to generate interesting locations. Travel between locations is hand-waved to a large extent. Often generated on the fly, to represent the environment shifting for magical or other reasons.
- An abstracted map of nodes or points with connections. This could represent a vast forest or small cave network (or a small forest and a vast cave network). Journey between locations is hand-waved. This is one of the methods outlined in Carapace by Goblin's Henchman
- Somewhere between the two above lies Heart (Rowan Rook and Decard): nodes might be mapped by the GM in advance or generated on the fly. In either case, it is accepted that the map might shift in response to unseen forces beyond the players' control, or in response to PCs' actions.
- Hex flower crawl: locations are randomly generated but, similar to a depth crawl, the current depth or location has a bearing on the likely outcome of that random generation. There is a version of Carapace (above) which uses this technique, but it is also utilised in In the Heart of the Delve & Dangerous by the same author.
- The environment is shifting or unpredictable (it is an extra-dimensional micro plane; it exists in the PC's imagination; the party are adrift at sea)
- The environment is impossibly complex (they are wandering through fog/ a complex labyrinth/ the tunnels of giant ants)
https://aloneinthelabyrinth.blogspot.com/2020/12/the-realm-of-dead-further-adventures-in.html
Analysis of Procedures
- Generative text: does this procedure use a map, tables or a combination of both? What is the scale? Do player/characters have access/influence over it?
- Time: how is time measured? How does this relate to the actions/choices the player/characters make?
Choice: What is the frequency and nature of the choices the player/characters make in this environment? How granular (description of individual actions “I pull the lever”) or abstracted (“we go deeper”).
Risk: What are the threats to the characters’ resources and safety? How easy are they to avoid?
Reward: What do the players hope to achieve by visiting this environment?
Conclusions
With this all laid out in tabular form I now realise which of these types is best used for a city adventure… all of them!
The one which is least applicable and requires the most modification is the wilderness.
In this scenario PCs explore or travel through a district in a similar manner to a wilderness hex: the time taken depends on the time of day, crowds, layout and size. Generally, the longer they spend there, the more they are likely to uncover, both in terms of buildings and NPCs as well as random encounters (tailored for the district).
When closely exploring a network of tunnels, a warren of backstreet alleys or a specific building—perhaps wary all the while of unwelcoming inhabitants—it seems reasonable to follow a similar or identical set-up to a delve. The characters are moving cautiously through a potentially hostile environment.
Finally, a more abstracted form of the delve might occur in any circumstances where player agency is removed by in-game conditions such as:
Getting swept up in a huge crowd, riot or brawl.
Magical incursion in an otherwise mundane city.
Visiting an interplanar city that is impossible to map or explore with human logic.
I think this provides a neat framework upon which a city can be built, and I feel a little more confident about making city adventures with which I feel comfortable. No doubt this will be followed up with a (Neolithic?) city generation post, but for now sate yourself with this post from earlier in the year:
https://aloneinthelabyrinth.blogspot.com/2021/01/more-neolithic-settlementscity-of.html
https://soulmuppet-store.co.uk/products/pariah-volume-1
https://atelier-hwei.itch.io/pariah-art-free
https://atelier-hwei.itch.io/pariah-wilderness-supplement



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