Exploring Urban Sprawls in Despotic Times

Can shared experiences in an RPG spark meaningful conversations about the world we live in?

That’s the driving question behind an Underworld I am working on. Right now, it’s just a bunch of ideas taking shape in my head. None of this is final, they’re the muttering of half-mad man sitting quietly in a corner hammering at his rage, trying to reconcile himself with the world.

Premise

Delvers are ignorant of the reality below. They enter with a job and (maybe) a quest. There is no presumption of alignment and there are opportunities to participate in resistance or enforcement. It is up to players to decide how to handle situations that arise through play.

The world contains enforcers and resistors. These can range from radical zealots pushing extreme measures to someone who hides their identity for safety.

Situations could range from murderous plots to simply “lending a hand”. PCs decide how to respond. A faction could be planning a catastrophic attack, players can choose to stay out, or choose a side. The situation at a food distribution program is rapidly degrading. People are desperate and the praetorian guard is losing control. How PCs respond is up to them. They could work to diffuse the situation, aid the guard or “liberate” the food.

No matter their actions, there are consequences. Maybe helping the guard ensured more people are fed. Maybe the event was a ploy to enforce inhumane measures on an area. Alternatively, this was the first stop and other areas did not get food when this supply was “liberated.”

Conceptual Challenges:

  • I want situations to be difficult choices with no clear positive return.
  • Any hard stances players make must be tested (Within the limits of table norms. I have limits on what I want to explore too!)
  • I need to be prepared for players to make choices I may not like and be willing to play them out — within the framing of what we’ve collectively agreed on.

Design Challenges

This is an urban dungeon crawl. The world is teeming with populations and barely known urban sprawls. While much of the game could be played by staying on known routes, depth is found by exploring the neighborhoods and interacting with people living there.

Enter the sprawl

  • These are the areas where daily life happens. Families reside, children play.
  • Backstreets are obscure and uncharted.
  • Dwellers keep them secret for protection.
  • Being an outsider can be dangerous.
  • Mapping these large samey areas is time consuming and not worth the ROI.

To address the sprawls I am using Flux Spaces described by Nick LS Wheelan. In this mechanic players enter a flux space and roll an event die, which includes discovering a point of interest (POI). When players encounter the same POI a second time an important feature (deep POI to use Nick’s language) of that space is discovered. Resolving that feature allows delvers to leave with an understanding of the area and can now travel through the sprawl, or to any POI discovered, quickly. So there’s an opportunity to make allies with citizens of the sprawl.

POI lists should be flavored to the sprawl and reusable. Things like: Children go quiet and feet scatter across a courtyard as soon as strangers approach. Or, upon entering a fountain garden a door quietly closes.

Encounters can be friendly; a curious resident starts asking probing questions while others peek through window curtains. Why are they asking so may questions?

Events can include citizen guards confronting the strangers. Or, people pulling the delvers off the street just before the city guard makes its rounds. Maybe they are asked to deliver a message in another sprawl. Maybe the message triggers a riot.

System

I am enamored with His Majesty the Worm “focus on the mundanities and small moments of daily life inside the dungeon.” And, since I’d like to promote a similar focus on the “mundanities and small moments of daily life” in a city it’s strikes me as a good place to start.

for my use, each region will have it’s own meatgrinder (list of shallow POIs) and deep features (deep POIs). I haven’t decided yet, but I could design specific deep features for each region. Anyhow, food for thought as I move these ideas along.

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What do you want us to do with the food for thought you’ve provided?

Because the short answer to the question your urban crawl proposes is yes, meaningful conversation can be had.

The idea of fast travel is right on, so I’m stealing it.

Players traveling through Corrhéo’s hexcrawl encounter a landmark (of 3) at random. That I would give them the ability to return to that landmark if they’ve engaged with it ‘fully’ (definition malleable?) seems an excellent secondary treasure to those they add to character sheet.

Does this erase a sense of distance in ‘the crawl’ then?

I recently watched this old animation, and the way the scenes move through time, action, and perspective seem .. at least by my abstractions .. connected.

Your food, regurgitates.

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Holy cow, that’s a great source for inspiration.

I don’t know what question I really have. I needed to get it out of my head and hoped something interesting would bounce back. And something did! Thanks for sharing, I’m looking for stories that inspire mood, scene and events.

Thanks for sharing your work and ideas and bringing up a topic that is very dear to me.

I have been planning an urban campaign, set in a fantasy city, community based and exploring topics of rebellion, civil war, revolution, based around anti-authoritarian principles. Two years ago I spent several months building the campaign, found a regular spot in a social center for the games, I even started a blog series on the progress (not in English though, otherwise I’d share) aaaand then my life changed, I moved and I put the whole thing on hiatus.

The format was to be an urban crawl. The PCs, mostly or partially, residence of a (slightly) weird, fantasy city, on the banks of a huge river, in a region a couple a decades after a major industrial, ecological (magical?) disaster befell the continent. The premise would be the party navigating a three-way civil war situation, between the current ruling Empire and it’s agents and institutions - church, corporations, army; the reactionary and traditionalist nationalists, striving for a pure independent state with it’s supporters - a Opus Dei-like institution within the church, militia, an organization of gentry and industrialists and a crime syndicate; and finally the Solar faction - a mix of groups federated against both the Empire and the reactionaries, fighting for a free, open, self-governed region - consisting of a banned magical circle, a “free” thieves guild, solar(punk) community, a small very libertarian order within the church and a mercenary company.

My idea was that the party would come into touch with these factions and their various locations and agents in the city, taking part directly or indirectly with the rebellion / civil war, through jobs, missions. solidarity.

One major element I wanted to put in, was an XP for Community (as opposed to XP for Gold), that the players would get experience points in return for “gold” (money, resources, food, etc) spent for the good of their community - feeding people, setting up a soup kitchen, renovating a hospital, buying homes to house people, develop the communal gardens, set up neighborhood watch etc. This is in opposition to the “traditional” old school individualism of XP for Gold.

I have my campaign saved and I still work on it bit by bit - some world building, some maps, and I hope to run it one day, once I’m a bit more settled and have the time and space. It’s THE campaign I want to run.

I was deeply inspired for this, by the great article series from Dododecahedron - Old School Rebellion. In fact if I was to recommend just one thing from all that I wrote, it would be to definitely read the series (if you haven’t done so). I think it covers a lot of ideas of what you are dealing with and can be a great resource and inspiration. It really is a great piece of work.

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Yup, I’ve been thinking of this too. I’m hoping to gently expand the bonds mechanic (used for healing) in HMtW to encourage exploration of neighborhoods and interactions with those living there. Agreed that grabbing gold doesn’t make sense when rewarding players in these settings.

I will definitely read those Old School Rebellion articles. Thank you! Dododecahedron is awesome.