So, the first thing to note is that I have a name for my embryonic medieval urban fantasy campaign: Onyx (which likely reflects my recent rereading of Black Company and my list of two syllable words for naming RPG things). My second choice was Twerpshoppleville (which likely reflects the fact that there is a short circuit north of my neck).
I've noticed that there are two main approaches to urban-based fantasy RPGs. One approach is to take the typical D&D style fantasy game and sets it in an urban setting. You get the medieval tech levels, magic, elves, dwarves, etc etc.
The second approach is to take a modern (or near-modern) urban setting, like the Dresden RPG, that is based on the real world. The magic or fantastical elements, that represents true reality, are hidden from the majority of the populace. To be sure, there are many other approaches (clockwork, steampunk, horror, pulp, etc), but I do think that there exists two sets of tropes that are commonly used for urban fantasy--the medieval D&D approach and the modern hidden reality approach.
My intention is to take the modern approach--with magic and the fantastic mostly hidden from plain sight--and use it in a medieval urban setting. It means that +1 swords will not be available at the corner store, unicorns will not be for sale at the city's livestock auction (sorry, Tim), and humans will be the only race available as player characters. I think this sort of setting lends itself to systems like GURPS and FATE. I could see using a very stripped down D&D retro-clone, like Swords & Wizardry (maybe a slightly tweaked Crypts & Things would work well, with the mages having to operate in secret).
Conceptually, I am starting with a real-world city (Constantinople), creating a realistic fictional city based on it (so I don't have the cloud of historical accuracy lingering over my head), and then infusing it with magic and the fantastic (much like Jim Butcher does with the Dresden Files). I think it could create a very different feel than starting with a standard fantasy setting and creating a city for it.
I would be interested to hear what you think.
Showing posts with label Unnamed City. Show all posts
Showing posts with label Unnamed City. Show all posts
1/15/13
1/5/13
Adventures in the Unnamed City 3: Restrictions & Limitations
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Pic by Alan Lee |
In an urban setting, player characters are not so much restricted by resources as they are by other factors. Unlike the remote wilderness, legal and social consequences loom large in a typical city. For example, if I am use Constantinople as my historical foundation for the campaign setting, there are a couple of legal items that are big deals:
- Most Forms of Magic Are Highly Illegal
- Being Armed and/or Armored Is Illegal for Most People
To be clear here, I am not trying to do a historical simulation as I create my setting, so I do not feel bound by these two provisions. However, the idea of keeping some of these restrictions and watching how the players work around it might end up being one of the best aspects of the setting.
I can really see how this would work well with the system like GURPS. There might be a premium on unarmed combat, stealth, social skills, creative spell selection/use, and socio-economic status. Reputation and connections become critically important even as the importance of a shiny suit of armor fades into the background.
I think the challenge is in the implementation. I do plan to keep the setting as simple as possible, particularly at the start of the campaign. I also think it would be great to have the players participate in the creation of the setting. This assumes that they are interested, but that is a topic for another post.
Labels:
campaign setting,
Constantinople,
fantasy,
GURPS,
legal,
medieval,
social,
Unnamed City,
urban
1/3/13
Adventures in the Unnamed City 2
Astute readers will note that the title of this post reads "in the Unnamed City" rather than "in an Unnamed City" (in my last post, I used an, not the). I decided that that city for my in-the-works medieval urban fantasy campaign setting does not have a name. The city did have a name long ago, but then it was Unnamed. How and when and why that happened, no one can say. These are questions that are best left unasked and unanswered.
Image source: http://www.scenicreflections.com/files/DIVE_INTO_FANTASY_CITY_Wallpaper_70tj3.jpg
Image source: http://www.scenicreflections.com/files/DIVE_INTO_FANTASY_CITY_Wallpaper_70tj3.jpg
Labels:
campaign setting,
fantasy,
medieval,
Unnamed City,
urban
1/2/13
Adventures in an Unnamed City 1
So I have started my working on my urban fantasy campaign setting in earnest (wherever earnest may be). It feels a bit daunting, but deciding to use Constantinople (c. 1150) as my point of departure helps considerably. I have a decent collection of books on Byzantium, plus I just picked up the GURPS PDF on Constantinople. Starting with Constantinople has at least moved me out of the starting blocks.
My original thought was to use Constantinople juiced up with a bit of magic and weirdness. While I still might do that, I am now thinking of creating a fictional city with a lot of elements lifted from Constantinople. I am also thinking that I want a setting that I can use with multiple rule sets--GURPS, FATE, and Swords & Wizardry--so for now I am mainly thinking about setting and not system.
What has worked well when you have run a medieval urban fantasy RPG setting?
My original thought was to use Constantinople juiced up with a bit of magic and weirdness. While I still might do that, I am now thinking of creating a fictional city with a lot of elements lifted from Constantinople. I am also thinking that I want a setting that I can use with multiple rule sets--GURPS, FATE, and Swords & Wizardry--so for now I am mainly thinking about setting and not system.
What has worked well when you have run a medieval urban fantasy RPG setting?
Labels:
campaign setting,
Constantinople,
FATE,
GURPS,
Swords and Wizardry,
Unnamed City,
urban
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