Episode 123
Villages Vs Dungeons: When and How to Use Both
Tanner Weyland (00:04.783)
Hello and welcome to How to be a Better DM, the official podcast of Monsters.Rent. I'm here with Justin Lewis. Say hi, Justin. Hi, Justin. We are here today to talk about a fun little topic, basically, Dungeons and Villages, when and how to use either. So I mean, this topic, I've always find it interesting, like the composition of a campaign, you know?
Justin (00:13.631)
Hi Justin.
Tanner Weyland (00:33.535)
If you treat it like a like a sandwich, it's like, okay, what you know, it's a nice BLT. Do you put the tomatoes on first? Do you put you know, are you a maniac and you just put a bunch of bacon and just like a leaf of lettuce? You know, what do you do? And how do you kind of balance it? That's kind of what a lot of DMS have to do when it comes to being like, Hey, I want a really cool dungeon. But I also want to have some of the more role playing heavy
Villages and kind of switch it up. Have you ever thought about this kind of balance that you have Justin?
Justin (01:09.986)
I haven't necessarily thought of the balance, but I certainly have fallen into the blunders that we're going to talk about with each of these. And when you do, it's pretty annoying because you kind of kick yourself and be like, dang, that dungeon could have been so fun or that village could have been so fun. I will say, I definitely think one might be a little bit easier because, well, we'll get
I'll reveal all as we talk.
Tanner Weyland (01:42.847)
Exactly. So for the purpose of this discussion, just to give a little roadmap, we'll kind of dive into dungeons and villages or cities, you know, we're saying villages, but we mean any kind of settlement where it's going to be, you know, more NPC centric built. So that's kind of what we're thinking about when we think of village. And it could be any size could be a little, you know, three shacks by the side of the road, or it could be an entire city.
Surrounded by huge walls with giant palaces within it, right? And it just kind of the that's we're bundling that as one experience done on the other side dungeons now It's not always a dungeon per se but it's kind of like a curated Experience where you know, the adventuring party is going into one specific place and exploring, you know
And it's not somewhere they're just traveling through. It's like, no, it's, it's a specific kind of, uh, self-enclosed experience. Uh, so kind of getting into it, let's, let's talk about dungeons and what kind of makes a dungeon special.
Justin (02:50.622)
Yeah. And one other thing I'd like to also add, just sort of a caveat. These are traditional dungeons and villages. You could theoretically take whatever we're talking about, like the aspects, and apply them to the other one, right? For example, by nature, dungeons will be, or seem more railroad-y, right?
Justin (03:19.85)
Choices have been made and now choices are restricted, right? Like once Aragorn follows the path of the dead and he goes into the mountain, the ghosts know he's there, right? He can't just, well, he could just turn around and walk out, but those are his only two choices. Proceed, stay where he is. I guess three choices or go backward. But, but theoretically you could make a village more railroad-y, but we're going to talk in general terms. So that's really the first.
point of a dungeon and kind of what it is once you're in it, it's either stay where you are, which is kind of not really a choice, go forward or go back.
Tanner Weyland (03:58.467)
Exactly and once you're at the dungeon you can kind of expect You know, I think it's gonna be reskinned and you're going to as a DM, you know We talked about this before you want to give a variety of experiences, you know, don't have every combat be the same Have interesting mechanics and include traps here and there and make sure they're not all the same either But that's kind of what you're expecting in the dungeon. You're gonna expect a lot of combats with various creatures
A lot of traps that or just you know obstacles and skill checks that the party is gonna have to deal with and of course loot. I think that that's Another big difference between villages and dungeons is a dungeon So long as you beat the enemy or the challenge or whatever it is The treasure is just sitting there. You don't have to barter. You don't have to pay anything you paid with your time And and your characters, you know
bodies essentially, right? And I think that's kind of you, that's what you expect. And yeah, it might be within a druids ancient enclave or something or it could be in a crypt, you know far below the city, you know, or whatever it is. The skin is going to look different and the types of monsters is going to be specific to the environment, but it's still kind of those elements, you know.
Justin (05:22.494)
Absolutely. Kind of to that point, you know, a traditional way of making dungeons is coming up with either the map first or kind of the end goal first, right? So if they're going into this crypt to destroy a lich, you know, you know that they're going to fight the lich at some point, unless they leave the crypt, right? That's just how it is. And then you sort of fill everything in
challenges to make it more difficult and things like that. So with all that said, compared to a village, a dungeon is a lot more obvious in terms of goals, right? People don't necessarily go into a dungeon and then halfway through be like, wait, like when we get to the end, what are we gonna do? It's like, no, we're gonna kill the baddie and take the loot, right? Like that's the dungeons part of Dungeons and Dragons.
Tanner Weyland (06:19.511)
Exactly. And so I find that dungeons are, they're nice in one way and they're difficult in another. First, they're really nice in the way that it's simple. You know, the players, like I was running a campaign and I had a dungeon.
You know, this was one of those campaigns that kind of sputtered out pretty early on because school happened and all this other stuff, right? But we had gone through it opened up with essentially a dungeon crawl, you know, kind of like a smaller to medium sized one took a few sessions and And then it was like a couple villages in a row and they the players like afterwards. They were like, Oh, I really like that initial dungeon.
And I think that the reason why is because like, Hey, when you're just opening up to adventure, uh, especially if your party isn't amazing at role play, you don't scratch that. Even if they are amazing at role play role playing, I think that you have, there's a lot of difficulty in launching right into role playing. If you haven't had kind of those more like grindy dungeons that you have to go through, right? You kind of need experiences.
in order to really enjoy a village. And I think dungeons are a perfect place for that.
Justin (07:40.778)
I couldn't agree more and I actually think based on what you said, it sparked kind of this thought in my mind that I often talk about galvanizing experiences at the beginning of campaigns or with one shots that force the party to be a party, right? And those galvanizing experiences can be, you know, shared trauma or they could literally be we've all been hired to do the same thing. And
Tanner Weyland (08:08.98)
Yeah.
Justin (08:10.134)
To your point, Tanner, I think doing dungeons at the beginning of a campaign is very important because it does allow the party to sort of form those bonds. And even thinking, you can do dungeons in sort of a very non-dungeony way. So the example I'm thinking of is the Erois campaign of high rollers. They're a group out of the UK, and I've been listening to them
lately and spoiler alert if you haven't listened to it but their campaign starts with session one they're on an airship and they're being attacked right and basically chapter one of this campaign the airship crashes in the lowlands which is a wild and inhospitable place right and there's like five or six survivors fibers including the party
Actually, there might be more because I think there were NPCs. But in a larger sense, that is a dungeon because their options are we have to find civilization or we're going to starve, be attacked by wild elves, things like that, right? And I might be kind of expanding the definition a little bit, but you can do things like that.
And I do think that starting campaigns with a dungeon is a very good idea. Because again, it does give everyone that clear reason of why are we traveling together? Why are we cooperating? Because everyone always likes to pick those characters that are mysterious and don't trust anyone, you know.
Tanner Weyland (09:53.531)
Yeah. And, and, you know, I think for all the strengths of a dungeon, because like you mentioned, it's, it's right in the name. As much as people love dragons, dungeons comes first. Uh, and, but I think that the issue is that sometimes they can be fatiguing, especially for a DM, but also for players, right? Where it's like, if, if it's big enough, well, I mean, caveat, if your players come in being like, Hey, I want to do a huge dungeon, you know.
Uh, just like multi-level and that's basically the entire campaign's one big dungeon that that's, that's the exception. If you're just including a dungeon as part of the campaign, if you do too long of a dungeon, then it's just, it's a lot of combats. It's a lot of the party being essentially on edge the entire time, right. Being like, Oh, you know, stealth into the next room for like 10 sessions in a row. You know,
And it just becomes so fatiguing. And so it's like, Hey, you know, pick your battles, uh, specifically by, you know, making it so that not every dungeon is super long, uh, occasionally, I think it's totally worth it to do a longer dungeon, especially if you've got really big consequences and if you build it up, then the players are like, Oh, okay. Prepare well. Cause you know, there's no coming back or not for a while, at least then, you know, a longer campaign can be fine.
It'll still be fatiguing, but it's kind of like the hard days work type of fatigue. Otherwise you don't want to do that consistently in my opinion.
Justin (11:24.138)
Yeah. I would actually add two examples of my current campaign. Um, so I had my group in the underdark and my thought process was, well, in the underdark, you don't really, you guys don't know where you're going. So you're, you're literally wandering around. Uh, and I was making the map as I went, basically rolling on random tables to see what rooms were, were next. And they weren't keeping a map, right?
And suffice it to say it went on far too long. And I did that because I was like, yeah, I want them to feel the frustration of being in the underdark, right? Being lost. But I think it failed because you don't want your players to feel that you want the characters to feel that. So exactly right, Tanner. You don't want to do too big of a dungeon, but you said something very important. If you prepare them for the scope of it and the scale.
I think that's the secret sauce.
Tanner Weyland (12:26.203)
Exactly, you know, because any type of here's the great thing. We talk about Dungeons and Dragons being about storytelling and it's absolutely right and stories come in all kinds of shapes and sizes, but as a general rule, you know, if you're not really building a dungeon up, then maybe make it small to medium length, you know, and then for longer ones, you want to give that kind of a gravitas to it beforehand.
Um, but, but enough about dungeons, let's talk about villages and cities. Um, I think it's no surprise that first and foremost, they're just much more role playing focused, right? You don't go into a dungeon expecting to talk with every mimic who's pretending to be a chest, right? You go into a dungeon to just, you know, hack and slash and find stuff. Villages. It's like, no, that's, that's the key difference is like people. NPCs and you're going to be talking a lot.
and how you kind of utilize those role-playing opportunities can be the difference between a very boring city or village and a very exciting one, you know?
Justin (13:33.482)
Yeah, absolutely. Kind of what I was saying before, you know, Aragorn goes into the path of the dead. He's in the dungeon per se. It's not exactly the same thing, but his choices are stay put, move forward or go backwards in a, in a city, a village, a settlement. Your decisions are, uh, go forward, stay put, go backward, go right, go left, go up, go down, go inside, go outside that, you know, there's a lot more choices. And.
To this point, as I said with a dungeon, the game mechanics were a lot more obvious with a dungeon, right? There are traps that cause things. In a settlement, you have more choice, right? And because of that, you're...
The game mechanics aren't as obvious. You might gain favor in the eyes of a baron because you did something for them, which isn't a direct game mechanic, but it's something that your dungeon master or you might be factoring in because you slaughtered this orc that was holding this person hostage or something like that.
It's sort of a subtle game mechanic that's not so obvious, but it still has impact. That's another aspect of villages and cities that is very different than traditional dungeons.
Tanner Weyland (15:04.323)
Exactly. And I think, I think if you look at it the right way, then Villages provides you a lot more creativity, especially where, you know, like you were saying, the mechanics aren't obvious. So make your own mechanics, and specifically, make it in a way that provides both direction and development for characters. Because I think that's where Villages really shine, where it's like
if you look at a dungeon in terms of like, oh, that's a place where they get kind of galvanized together as a party, the place where they grow as individuals is in a city, you know, in a village, that's where the characters can be like, hey, I'm gonna go pray at the nearest, you know, temple of the God that they worship, right? Or they're going to go look for a specific type of equipment that they're looking for. Or maybe they're, they're like, hey, I want to go find
you know, the best pie in the city or whatever it is, right? The point is, is that in a city, if you encourage it, players can really get connected with their characters. They can get really invested in their characters, uh, personal, you know, goals and aspirations and growth. And that's, you know, that's just such a great, uh, part of it. And in terms of the mechanics being more fluid, uh, you know, I think that in a city and once again, just as a.
caveat here, cities also should be, you know, you shouldn't keep a player in a city too long, you know, um, kind of same as a dungeon, uh, they should go out and then come back kind of thing. But with that in mind, uh, you should be willing to kind of play around with some interesting mechanics, like, Hey, maybe your players want to start up a food cart or a business, or they want to, you know, go and study at the local library and like get something out of it.
Justin (16:34.312)
Heh.
Tanner Weyland (16:58.639)
Villages, you know, if you're creative, they can be so much more than just a place where they get a couple side quests from some needy passerbys and also buy equipment from the local store, right? They can be something where you actually do real things that we do in life, right? But for a party of players, right?
Justin (17:20.21)
Absolutely. And I think in a city, it is the time to really pay attention to those moments where your players express sort of an interest of their character that might seem unorthodox or kind of like a waste of time. Go full in on that, right? If someone's like, you know, like my character likes animals, so maybe they would want to go see a zoo. Spend time making some pretty cool encounters at the zoo.
where they could actually make some progress in their character's life. Like they could maybe find an animal companion or a secret treasure or something, like treat their simple interests as important because then they'll share them more often and they'll kind of go down those rabbit holes. And also kind of going back to what you were saying about your own game mechanics. I think one of those that
we're going to talk about on a future episode is character reputation. And, uh, sorry, my computer just, did I cut out there? Okay. Yeah. My computer just was like, Nope, I'm going to sleep. Anyways, um, character reputation can be a very powerful mechanic, especially in a city because there's people with whom you can gain reputation or lose it. Right.
Tanner Weyland (18:30.895)
You're good.
Tanner Weyland (18:49.707)
Yeah, exactly. And I think that, you know, aside from developing personal character arcs, developing relationships with NPCs, that can't be understated, right? Because it's like, hey, it character reputation is important on the city wide level. And I think that's really fun. But also like with individual characters, you know, in video games, they do it really well, where they're like, Oh,
You kind of have to reach a certain level of like favorability with an NPC. And then that unlocks different opportunities or, or whatever, you know. And I think that we, as DMs, when there's a city, I feel like it's actually worthwhile to kind of create, you know, a little, you know, a little, uh, level. Uh, for some, at least for some of the major NPCs, right. That they're going to be interacting with on a regular basis and kind of make it so that they are.
not only encouraged to develop themselves, but also develop relationships with NPCs by doing like side quests and stuff. And I think side quests is, you know, something that you should really emphasize in general in a bigger city. Because it's like, you know, with a main quest, you kind of think of it as continuously going forward and moving on to the next place and the next place after that.
in a city you don't especially if it's bigger, you don't want to go there, visit once, and then just never use it again. You know, especially if the players haven't had the time to really wring it of all its good, you know, opportunities. And so it's nice in a city to, like you were saying, it's like, hey, make essentially a side outing, or a side quest of going to the zoo, or oh, hey, my uncle's farm, I haven't heard from him in a while.
Could you help me? You know, and you just really, it's a chance for you to play around with different, you know, opportunities and kind of quest lines that aren't just the main big earth shattering quest, you know?
Justin (20:56.99)
Absolutely. Thinking about this and thinking about some of the challenges that you will probably encounter when running cities in your game. I'm just thinking about some of the challenges I've had in the first one is it's really easy for the one player who usually...
Transcript
You can see my double chin this way.
2
:Hello and welcome to How to be a Better
DM, the official podcast of Monsters.Rent.
3
:I'm here with Justin Lewis.
4
:Say hi, Justin.
5
:Hi, Justin.
6
:We are here today to talk about a fun
little topic, basically, Dungeons and
7
:Villages, when and how to use either.
8
:So I mean, this topic, I've always find it
interesting, like the composition of a
9
:campaign, you know?
10
:If you treat it like a like a sandwich,
it's like, okay, what you know, it's a
11
:nice BLT.
12
:Do you put the tomatoes on first?
13
:Do you put you know, are you a maniac and
you just put a bunch of bacon and just
14
:like a leaf of lettuce?
15
:You know, what do you do?
16
:And how do you kind of balance it?
17
:That's kind of what a lot of DMS have to
do when it comes to being like, Hey, I
18
:want a really cool dungeon.
19
:But I also want to have some of the more
role playing heavy
20
:Villages and kind of switch it up.
21
:Have you ever thought about this kind of
balance that you have Justin?
22
:I haven't necessarily thought of the
balance, but I certainly have fallen into
23
:the blunders that we're going to talk
about with each of these.
24
:And when you do, it's pretty annoying
because you kind of kick yourself and be
25
:like, dang, that dungeon could have been
so fun or that village could have been so
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:fun.
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:I will say, I definitely think one might
be a little bit easier because, well,
28
:we'll get
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:I'll reveal all as we talk.
30
:Exactly.
31
:So for the purpose of this discussion,
just to give a little roadmap, we'll kind
32
:of dive into dungeons and villages or
cities, you know, we're saying villages,
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:but we mean any kind of settlement where
it's going to be, you know, more NPC
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:centric built.
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:So that's kind of what we're thinking
about when we think of village.
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:And it could be any size could be a
little, you know, three shacks by the side
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:of the road, or it could be an entire
city.
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:Surrounded by huge walls with giant
palaces within it, right?
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:And it just kind of the that's we're
bundling that as one experience done on
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:the other side dungeons now It's not
always a dungeon per se but it's kind of
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:like a curated Experience where you know,
the adventuring party is going into one
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:specific place and exploring, you know
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:And it's not somewhere they're just
traveling through.
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:It's like, no, it's, it's a specific kind
of, uh, self-enclosed experience.
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:Uh, so kind of getting into it, let's,
let's talk about dungeons and what kind of
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:makes a dungeon special.
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:Yeah.
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:And one other thing I'd like to also add,
just sort of a caveat.
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:These are traditional dungeons and
villages.
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:You could theoretically take whatever
we're talking about, like the aspects, and
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:apply them to the other one, right?
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:For example, by nature, dungeons will be,
or seem more railroad-y, right?
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:Choices have been made and now choices are
restricted, right?
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:Like once Aragorn follows the path of the
dead and he goes into the mountain, the
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:ghosts know he's there, right?
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:He can't just, well, he could just turn
around and walk out, but those are his
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:only two choices.
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:Proceed, stay where he is.
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:I guess three choices or go backward.
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:But, but theoretically you could make a
village more railroad-y, but we're going
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:to talk in general terms.
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:So that's really the first.
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:point of a dungeon and kind of what it is
once you're in it, it's either stay where
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:you are, which is kind of not really a
choice, go forward or go back.
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:Exactly and once you're at the dungeon you
can kind of expect You know, I think it's
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:gonna be reskinned and you're going to as
a DM, you know We talked about this before
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:you want to give a variety of experiences,
you know, don't have every combat be the
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:same Have interesting mechanics and
include traps here and there and make sure
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:they're not all the same either But that's
kind of what you're expecting in the
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:dungeon.
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:You're gonna expect a lot of combats with
various creatures
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:A lot of traps that or just you know
obstacles and skill checks that the party
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:is gonna have to deal with and of course
loot.
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:I think that that's Another big difference
between villages and dungeons is a dungeon
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:So long as you beat the enemy or the
challenge or whatever it is The treasure
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:is just sitting there.
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:You don't have to barter.
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:You don't have to pay anything you paid
with your time And and your characters,
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:you know
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:bodies essentially, right?
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:And I think that's kind of you, that's
what you expect.
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:And yeah, it might be within a druids
ancient enclave or something or it could
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:be in a crypt, you know far below the
city, you know, or whatever it is.
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:The skin is going to look different and
the types of monsters is going to be
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:specific to the environment, but it's
still kind of those elements, you know.
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:Absolutely.
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:Kind of to that point, you know, a
traditional way of making dungeons is
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:coming up with either the map first or
kind of the end goal first, right?
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:So if they're going into this crypt to
destroy a lich, you know, you know that
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:they're going to fight the lich at some
point, unless they leave the crypt, right?
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:That's just how it is.
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:And then you sort of fill everything in
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:challenges to make it more difficult and
things like that.
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:So with all that said, compared to a
village, a dungeon is a lot more obvious
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:in terms of goals, right?
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:People don't necessarily go into a dungeon
and then halfway through be like, wait,
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:like when we get to the end, what are we
gonna do?
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:It's like, no, we're gonna kill the baddie
and take the loot, right?
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:Like that's the dungeons part of Dungeons
and Dragons.
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:Exactly.
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:And so I find that dungeons are, they're
nice in one way and they're difficult in
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:another.
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:First, they're really nice in the way that
it's simple.
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:You know, the players, like I was running
a campaign and I had a dungeon.
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:You know, this was one of those campaigns
that kind of sputtered out pretty early on
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:because school happened and all this other
stuff, right?
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:But we had gone through it opened up with
essentially a dungeon crawl, you know,
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:kind of like a smaller to medium sized one
took a few sessions and And then it was
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:like a couple villages in a row and they
the players like afterwards.
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:They were like, Oh, I really like that
initial dungeon.
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:And I think that the reason why is because
like, Hey, when you're just opening up to
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:adventure, uh, especially if your party
isn't amazing at role play, you don't
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:scratch that.
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:Even if they are amazing at role play role
playing, I think that you have, there's a
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:lot of difficulty in launching right into
role playing.
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:If you haven't had kind of those more like
grindy dungeons that you have to go
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:through, right?
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:You kind of need experiences.
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:in order to really enjoy a village.
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:And I think dungeons are a perfect place
for that.
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:I couldn't agree more and I actually think
based on what you said, it sparked kind of
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:this thought in my mind that I often talk
about galvanizing experiences at the
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:beginning of campaigns or with one shots
that force the party to be a party, right?
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:And those galvanizing experiences can be,
you know, shared trauma or they could
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:literally be we've all been hired to do
the same thing.
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:And
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:To your point, Tanner, I think doing
dungeons at the beginning of a campaign is
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:very important because it does allow the
party to sort of form those bonds.
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:And even thinking, you can do dungeons in
sort of a very non-dungeony way.
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:So the example I'm thinking of is the
Erois campaign of high rollers.
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:They're a group out of the UK, and I've
been listening to them
132
:lately and spoiler alert if you haven't
listened to it but their campaign starts
133
:with session one they're on an airship and
they're being attacked right and basically
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:chapter one of this campaign the airship
crashes in the lowlands which is a wild
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:and inhospitable place right and there's
like five or six survivors fibers
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:including the party
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:Actually, there might be more because I
think there were NPCs.
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:But in a larger sense, that is a dungeon
because their options are we have to find
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:civilization or we're going to starve, be
attacked by wild elves, things like that,
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:right?
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:And I might be kind of expanding the
definition a little bit, but you can do
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:things like that.
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:And I do think that starting campaigns
with a dungeon is a very good idea.
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:Because again, it does give everyone that
clear reason of why are we traveling
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:together?
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:Why are we cooperating?
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:Because everyone always likes to pick
those characters that are mysterious and
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:don't trust anyone, you know.
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:Yeah.
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:And, and, you know, I think for all the
strengths of a dungeon, because like you
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:mentioned, it's, it's right in the name.
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:As much as people love dragons, dungeons
comes first.
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:Uh, and, but I think that the issue is
that sometimes they can be fatiguing,
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:especially for a DM, but also for players,
right?
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:Where it's like, if, if it's big enough,
well, I mean, caveat, if your players come
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:in being like, Hey, I want to do a huge
dungeon, you know.
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:Uh, just like multi-level and that's
basically the entire campaign's one big
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:dungeon that that's, that's the exception.
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:If you're just including a dungeon as part
of the campaign, if you do too long of a
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:dungeon, then it's just, it's a lot of
combats.
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:It's a lot of the party being essentially
on edge the entire time, right.
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:Being like, Oh, you know, stealth into the
next room for like 10 sessions in a row.
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:You know,
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:And it just becomes so fatiguing.
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:And so it's like, Hey, you know, pick your
battles, uh, specifically by, you know,
166
:making it so that not every dungeon is
super long, uh, occasionally, I think it's
167
:totally worth it to do a longer dungeon,
especially if you've got really big
168
:consequences and if you build it up, then
the players are like, Oh, okay.
169
:Prepare well.
170
:Cause you know, there's no coming back or
not for a while, at least then, you know,
171
:a longer campaign can be fine.
172
:It'll still be fatiguing, but it's kind of
like the hard days work type of fatigue.
173
:Otherwise you don't want to do that
consistently in my opinion.
174
:I would actually add two examples of my
current campaign.
175
:Um, so I had my group in the underdark and
my thought process was, well, in the
176
:underdark, you don't really, you guys
don't know where you're going.
177
:So you're, you're literally wandering
around.
178
:Uh, and I was making the map as I went,
basically rolling on random tables to see
179
:what rooms were, were next.
180
:And they weren't keeping a map, right?
181
:And suffice it to say it went on far too
long.
182
:And I did that because I was like, yeah, I
want them to feel the frustration of being
183
:in the underdark, right?
184
:Being lost.
185
:But I think it failed because you don't
want your players to feel that you want
186
:the characters to feel that.
187
:So exactly right, Tanner.
188
:You don't want to do too big of a dungeon,
but you said something very important.
189
:If you prepare them for the scope of it
and the scale.
190
:I think that's the secret sauce.
191
:Exactly, you know, because any type of
here's the great thing.
192
:We talk about Dungeons and Dragons being
about storytelling and it's absolutely
193
:right and stories come in all kinds of
shapes and sizes, but as a general rule,
194
:you know, if you're not really building a
dungeon up, then maybe make it small to
195
:medium length, you know, and then for
longer ones, you want to give that kind of
196
:a gravitas to it beforehand.
197
:Um, but, but enough about dungeons, let's
talk about villages and cities.
198
:Um, I think it's no surprise that first
and foremost, they're just much more role
199
:playing focused, right?
200
:You don't go into a dungeon expecting to
talk with every mimic who's pretending to
201
:be a chest, right?
202
:You go into a dungeon to just, you know,
hack and slash and find stuff.
203
:Villages.
204
:It's like, no, that's, that's the key
difference is like people.
205
:NPCs and you're going to be talking a lot.
206
:and how you kind of utilize those
role-playing opportunities can be the
207
:difference between a very boring city or
village and a very exciting one, you know?
208
:Yeah, absolutely.
209
:Kind of what I was saying before, you
know, Aragorn goes into the path of the
210
:dead.
211
:He's in the dungeon per se.
212
:It's not exactly the same thing, but his
choices are stay put, move forward or go
213
:backwards in a, in a city, a village, a
settlement.
214
:Your decisions are, uh, go forward, stay
put, go backward, go right, go left, go
215
:up, go down, go inside, go outside that,
you know, there's a lot more choices.
216
:And.
217
:To this point, as I said with a dungeon,
the game mechanics were a lot more obvious
218
:with a dungeon, right?
219
:There are traps that cause things.
220
:In a settlement, you have more choice,
right?
221
:And because of that, you're...
222
:The game mechanics aren't as obvious.
223
:You might gain favor in the eyes of a
baron because you did something for them,
224
:which isn't a direct game mechanic, but
it's something that your dungeon master or
225
:you might be factoring in because you
slaughtered this orc that was holding this
226
:person hostage or something like that.
227
:It's sort of a subtle game mechanic that's
not so obvious, but it still has impact.
228
:That's another aspect of villages and
cities that is very different than
229
:traditional dungeons.
230
:Exactly.
231
:And I think, I think if you look at it the
right way, then Villages provides you a
232
:lot more creativity, especially where, you
know, like you were saying, the mechanics
233
:aren't obvious.
234
:So make your own mechanics, and
specifically, make it in a way that
235
:provides both direction and development
for characters.
236
:Because I think that's where Villages
really shine, where it's like
237
:if you look at a dungeon in terms of like,
oh, that's a place where they get kind of
238
:galvanized together as a party, the place
where they grow as individuals is in a
239
:city, you know, in a village, that's where
the characters can be like, hey, I'm gonna
240
:go pray at the nearest, you know, temple
of the God that they worship, right?
241
:Or they're going to go look for a specific
type of equipment that they're looking
242
:for.
243
:Or maybe they're, they're like, hey, I
want to go find
244
:you know, the best pie in the city or
whatever it is, right?
245
:The point is, is that in a city, if you
encourage it, players can really get
246
:connected with their characters.
247
:They can get really invested in their
characters, uh, personal, you know, goals
248
:and aspirations and growth.
249
:And that's, you know, that's just such a
great, uh, part of it.
250
:And in terms of the mechanics being more
fluid, uh, you know, I think that in a
251
:city and once again, just as a.
252
:caveat here, cities also should be, you
know, you shouldn't keep a player in a
253
:city too long, you know, um, kind of same
as a dungeon, uh, they should go out and
254
:then come back kind of thing.
255
:But with that in mind, uh, you should be
willing to kind of play around with some
256
:interesting mechanics, like, Hey, maybe
your players want to start up a food cart
257
:or a business, or they want to, you know,
go and study at the local library and like
258
:get something out of it.
259
:Villages, you know, if you're creative,
they can be so much more than just a place
260
:where they get a couple side quests from
some needy passerbys and also buy
261
:equipment from the local store, right?
262
:They can be something where you actually
do real things that we do in life, right?
263
:But for a party of players, right?
264
:Absolutely.
265
:And I think in a city, it is the time to
really pay attention to those moments
266
:where your players express sort of an
interest of their character that might
267
:seem unorthodox or kind of like a waste of
time.
268
:Go full in on that, right?
269
:If someone's like, you know, like my
character likes animals, so maybe they
270
:would want to go see a zoo.
271
:Spend time making some pretty cool
encounters at the zoo.
272
:where they could actually make some
progress in their character's life.
273
:Like they could maybe find an animal
companion or a secret treasure or
274
:something, like treat their simple
interests as important because then
275
:they'll share them more often and they'll
kind of go down those rabbit holes.
276
:And also kind of going back to what you
were saying about your own game mechanics.
277
:I think one of those that
278
:we're going to talk about on a future
episode is character reputation.
279
:And, uh, sorry, my computer just, did I
cut out there?
280
:Okay.
281
:Yeah.
282
:My computer just was like, Nope, I'm going
to sleep.
283
:Anyways, um, character reputation can be a
very powerful mechanic, especially in a
284
:city because there's people with whom you
can gain reputation or lose it.
285
:Right.
286
:Yeah, exactly.
287
:And I think that, you know, aside from
developing personal character arcs,
288
:developing relationships with NPCs, that
can't be understated, right?
289
:Because it's like, hey, it character
reputation is important on the city wide
290
:level.
291
:And I think that's really fun.
292
:But also like with individual characters,
you know, in video games, they do it
293
:really well, where they're like, Oh,
294
:You kind of have to reach a certain level
of like favorability with an NPC.
295
:And then that unlocks different
opportunities or, or whatever, you know.
296
:And I think that we, as DMs, when there's
a city, I feel like it's actually
297
:worthwhile to kind of create, you know, a
little, you know, a little, uh, level.
298
:Uh, for some, at least for some of the
major NPCs, right.
299
:That they're going to be interacting with
on a regular basis and kind of make it so
300
:that they are.
301
:not only encouraged to develop themselves,
but also develop relationships with NPCs
302
:by doing like side quests and stuff.
303
:And I think side quests is, you know,
something that you should really emphasize
304
:in general in a bigger city.
305
:Because it's like, you know, with a main
quest, you kind of think of it as
306
:continuously going forward and moving on
to the next place and the next place after
307
:that.
308
:in a city you don't especially if it's
bigger, you don't want to go there, visit
309
:once, and then just never use it again.
310
:You know, especially if the players
haven't had the time to really wring it of
311
:all its good, you know, opportunities.
312
:And so it's nice in a city to, like you
were saying, it's like, hey, make
313
:essentially a side outing, or a side quest
of going to the zoo, or oh, hey, my
314
:uncle's farm, I haven't heard from him in
a while.
315
:Could you help me?
316
:You know, and you just really, it's a
chance for you to play around with
317
:different, you know, opportunities and
kind of quest lines that aren't just the
318
:main big earth shattering quest, you know?
319
:Absolutely.
320
:Thinking about this and thinking about
some of the challenges that you will
321
:probably encounter when running cities in
your game.
322
:I'm just thinking about some of the
challenges I've had in the first one is
323
:it's really easy for the one player who
usually doesn't kind of speak up.
324
:It's really easy for that one player to
sort of fall back and take a back seat to
325
:everyone else.
326
:So I'd highly encourage you to
327
:Ask each player individually, even in
between sessions, what are you planning on
328
:doing this next session?
329
:What are errands you're going to want to
run?
330
:Places you're going to want to go
shopping.
331
:Asking that can give you a lot of ideas
for how to run the game.
332
:Second thing I'd say is it's super easy.
333
:It's too easy for your entire party to
split up.
334
:I've had multiple sessions where we were
running.
335
:I was running my campaign.
336
:while the players were in water deep, the
characters were in water deep, and every
337
:character was basically doing their own
thing, and it sort of set a pattern for
338
:like the next 20 sessions, which really
annoyed me, because even when they're in
339
:the Astral Sea, they're all like doing
their own thing, it was super annoying.
340
:So I would say, when you ask each player,
what do you wanna do?
341
:Okay, what do you wanna do?
342
:Okay, and you get kind of that list, make
at least two,
343
:You know, like every point of interest
should be next to at least one other point
344
:of interest of another character.
345
:So that way it just makes sense for them
to travel together just conveniently.
346
:It's going to save you a lot of headache
because then you're going to be dealing
347
:with groups of two, groups of three,
rather than one person, one person, one
348
:person, one person.
349
:At least that's what I've seen in my
experience.
350
:Yeah, absolutely.
351
:And, and you know, it might be nice to be,
to kind of just push that along.
352
:There's, there's easy ways to make that
happen, right?
353
:You can be like, Hey, okay.
354
:So you want to do, uh, you want to go to
the, to this bakery cause you heard a
355
:rumor and you want to go to the, uh, dark
information guild, uh, and actually
356
:they're right by each other.
357
:It's in the, yeah, exactly.
358
:Right.
359
:Uh, they, uh, they bake the information
into the pies.
360
:Um,
361
:Dark pies.
362
:you know, you could be like, Hey, you're
both over there.
363
:So let's say that you guys both go over
there together.
364
:Don't give them an option.
365
:It should be like, so you guys are going
over there together.
366
:Great.
367
:And then the other two you can do
similars, right?
368
:Uh, and you know, just kind of talking
about, about potential pitfalls and
369
:villages, same as, you know, the dungeon
it's like, Oh, it can be too long.
370
:Uh, I think, uh, villages can be too
samey.
371
:And I mean this in the way that like, you
know, dungeons typically have their own
372
:characteristics and their own setting.
373
:How many times does a village just appear
like an ancient European village in your
374
:mind and in the minds of the players?
375
:It, cause it's like, oh, you're, you know,
they go to a village and they pass the
376
:city walls and there's, you know, probably
horse carts and carriages and mud on the
377
:street, you know, and it, and it just gets
378
:too samey and it's like hey if they're
gonna be in a in a city or a village for a
379
:while why not make it a dwarven village
where you know they've got stonework out
380
:the wazoo and they you know it's at the
base of an active volcano you know just
381
:you want to still put time into you know
discussing the scene setting and making it
382
:play a role in everything that the players
are doing you know
383
:Absolutely.
384
:You don't want them to forget any
particular city.
385
:And they probably won't because of the
experiences that the characters will have,
386
:but you don't want them to forget the
interests or the uniqueness of each city.
387
:You want them to think, wow, Waterdeep was
like the first big city we went to, and it
388
:has that crime ring.
389
:Red Lark was where we fought that.
390
:earth priest and he caved in the center of
the, you know, very unique experiences,
391
:but also if possible setting pieces that
invoke all five senses.
392
:Yeah, exactly.
393
:Cause you know, you gave some great
examples there.
394
:You can make, you can add flavor in so
many ways and you can do it in ways that
395
:actually add fun to the game as well.
396
:Right.
397
:And it's not just, you know, fully just
you saying something about it.
398
:It's like, no, the players are
experiencing it.
399
:Right.
400
:If you're in a city that's crime-ridden
and every shopkeeper is like, Hey, are you
401
:just going out at this time of night?
402
:You sure?
403
:You know, and if like the players multiple
times run into like pickpockets or
404
:something, you know, just regular basis.
405
:Um, and they're like, they get back to the
hotel like every other day and they're
406
:like, dang it, I'm losing some, I missed
some coins, you know?
407
:Uh, or if they're like, if they go into,
you know, if they have to roll endurance
408
:checks, you know, based on like the, uh,
ice cold temperatures outside when they're
409
:not inside of a tent.
410
:then that also adds, you know, easy flavor
because there's a mechanic tied into that.
411
:And I think that if you think about
villages that way, then it can actually
412
:be, uh, it can have some of the good parts
of a dungeon in the way that it's not
413
:purely role playing, you know?
414
:Absolutely.
415
:I think the secret sauce to both of these
is to take the traditional way they do it
416
:and then sprinkle in a bit of the
opposite.
417
:So for dungeons, to make it a really good
dungeon, you keep it fairly obvious,
418
:fairly simple.
419
:You know what the goal is.
420
:Sprinkle in a little bit of twists and
some role playing here and there and some
421
:lore, right?
422
:Things that you don't
423
:that you'd expect more of from
role-playing situations.
424
:And the dungeons suddenly becomes really
interesting.
425
:With the village and the city sprinkling
some interesting game mechanics or some
426
:points of interest, some opportunities to
gain some loot, and it suddenly becomes a
427
:much more interesting place because there
are things that you can do and potential
428
:danger and things like that.
429
:And you're sort of having the best of both
worlds, I think.
430
:Yeah, yeah, exactly.
431
:And one thing that I think a village or
city could really gain from it, and you
432
:kind of have to play it by ear with this,
is just making sure that the players don't
433
:get stuck there too long.
434
:Because if they do, then a few things can
happen.
435
:One, they can lose the main thread, where
they get so focused on side quests.
436
:And sadly, as much as those side quests
are fun, if players spend too much time on
437
:them,
438
:and on working on their own characters,
like little, you know, tasks and such,
439
:then suddenly the entire campaign, it
loses its steam.
440
:It loses that kind of driving purpose that
the, uh, that the players had.
441
:And so I think it's really important that
you kind of balance and you see how many
442
:sessions you've been in a city and you
see, you kind of even sketch out and be
443
:like, okay, what is everyone focused on?
444
:And if you're like, Oh,
445
:All of these feel like they've been
focused outside of the main story for a
446
:while, then that's your cue to, you know,
maybe be a little bit more dungeon.
447
:Like can give an obvious sign of like,
Hey, go here, do this.
448
:Let's get you back on track.
449
:And the world depends on it, you know?
450
:And I think that would make it so that you
don't, so a city or village doesn't
451
:overstay its welcome in the campaign.
452
:Absolutely.
453
:I think an easy way to make sure that
doesn't happen as well.
454
:Once you've made those calculations and
you've decided, yeah, this city has wore
455
:out its welcome and the players still
don't want to leave, then have the main
456
:thread come knocking on the door or rather
break down the door, kick it down as, you
457
:know, on writing excuses from Brandon
Sanderson.
458
:They say all the time.
459
:A good example of this, it's not, they're
not necessarily in a city.
460
:But if you think back to the first
Avengers movie, they're on the
461
:helicarrier, right?
462
:They have Loki, he's in their prison cell,
things are supposedly going well, and then
463
:the bad guys come and take down the entire
helicarrier and kill Agent Coulson and let
464
:the Hulk loose and steal the scepter and
full reversal, right?
465
:If that didn't happen, the plot stops
there, the story's over.
466
:So that's a great way, if your players are
stuck,
467
:more or less, doing their own things,
right?
468
:Even theoretically, they could be drifting
apart as friends within the party, have a
469
:massive problem in the city that they're
in that they are probably somewhat
470
:responsible for because they didn't follow
that thread and they should be back on, or
471
:at least they should be starting to think,
crap, how do I do this and that at the
472
:same time and start having kind of those
more moral quandaries?
473
:I think that's always a really nice way
to...
474
:Just get things up and going again.
475
:Exactly.
476
:And I think, uh, you know, we've talked a
little bit about it here and there, but I
477
:think you should already be seeing kind of
the place that dungeons versus villages,
478
:uh, have, you know, in your campaign,
because if you're really wanting the
479
:players, if you feel like they've been
very tense and that they've had a lot of
480
:exploration and you know, dungeon
crawling, essentially.
481
:then it's like, hey, this might be a great
time to give them a breather, you know,
482
:where they are spending time in a city
where they're getting to develop their
483
:characters individually and kind of build
in like some, essentially some spices,
484
:some variety, you know, to the adventure.
485
:And then once you've added enough of that,
and as soon as you're like, oh,
486
:we need more substance or more simplicity,
then you go to a dungeon, you know?
487
:And between them, you're making sure that
the travel is interesting, that there's
488
:unique experiences there as well.
489
:But I think those are gonna be the kind of
the main meat and potatoes of any
490
:campaign.
491
:100%.
492
:I think the main simplistic way of
describing dungeons versus villages and
493
:cities is a constriction or an expansion
of choices.
494
:And I think the best time to introduce one
is when you've had too much of the other,
495
:right?
496
:Obviously following whatever storyline
you're creating, but if you've been going
497
:on a dungeon for a while,
498
:have them reach the other side and there's
a nice little town.
499
:Maybe they've gotten to Shangri-La and
they want to, they want to hang out there
500
:with the Yetis and, and just going to eat
some, or drink some hot cocoa for a while.
501
:Who knows, right?
502
:Exactly.
503
:I love how you sum that up because, you
know, so much of being a DM is just
504
:playing it by ear and being like, okay,
the party.
505
:And it's okay to ask them to be like, Hey,
how are you enjoying the dungeon?
506
:And if you can start telling that like,
oh, the kind of which it was over, then
507
:that's your cue.
508
:It's like, okay, village coming up, you
know, let's end this quick and you know,
509
:cut out a few of the extra rooms and
encounters I was planning.
510
:And then if they're in the village, and
you can, I feel like maybe sometimes it's
511
:harder to tell in a village that the
players are ready for the next bigger
512
:you know, uh, hurdle.
513
:Uh, and so with that one, you just want to
really make sure that everyone has had at
514
:least a moment of time to kind of develop
themselves and then, you know, maybe do a
515
:side quest that's kind of a fun little
distraction, or maybe go onto the next
516
:part of the main quest and then bring them
back to the village.
517
:Right.
518
:You got options.
519
:100%.
520
:Couldn't agree more.
521
:Well, thank you all for listening to us
kind of explain this balance between
522
:villages and dungeons and we hope that
you'll go out in your campaigns and maybe
523
:even your smaller campaigns as well and
just think about like, hey, am I going too
524
:long in a dungeon or do I need a dungeon
right now because we've just been in a
525
:village too often.
526
:Just really, really implement both of
those well in your campaign.
527
:And it's going to be a whole rounded
experience.
528
:And, uh, yeah.
529
:Any last thoughts, Justin?
530
:I think both of these can be very fun
instances.
531
:And in terms of when should you use
either, I think Tanner summed it up.
532
:He said, you gotta play up a ear.
533
:What you're listening to with that ear is
your players.
534
:Whatever they want, that's what you do,
right?
535
:Obviously what you want too, because
you're a player too, but what the table
536
:wants.
537
:Oh, sorry, I think you cut off for a bit.
538
:No, no, that was it.
539
:What the table wants, what the table gets.
540
:That's, that's, let's see.
541
:That's great.
542
:Perfect.
543
:Well, I hope you all go out there in your
next campaign or in your current one.
544
:You know, give them the balance that
they're looking for, the well-rounded
545
:experience, and until next time, let's
roll initiative.