Level UP Your DND town: How To Run A Town In DND

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Learn how to run a town in DND with these easy to use tips.
Link to Enter The Dungeon's Video on Writing and Prep:
• A Writing Tip from Bra...
#dmtips #dungeonsanddragons #dnd #ttrpg #5e

Пікірлер: 20

  • @progressiveDND
    @progressiveDND11 ай бұрын

    Congrats to Ma****ge, he rolled a nat 20 sleight of hand, and snagged the free dice!

  • @dmwagner71
    @dmwagner718 ай бұрын

    8:41 My favorite tip is to create a list of random things that can happen in town - if there’s ever a lull in action or the players are undecided on what to do next, having a list of “things“ that could happen is really helpful. - A new merchant wagon rolls into town. - A squabble breaks out between random NPCs. - A dog or other animal runs loose. - The sound of a window breaking is heard. - A street urchin approaches one of the PCs. - Etc… Also, along the same lines, having a list of “ambient activities“ NPCs can randomly be performing while going about their normal daily tasks can help the town feel more alive. - Rearranging furniture or inventory. - Sitting in the shade, Reading or writing. - Asleep, or bored. - Eating or drinking. Maybe smoking. - Fishing for something in their pocket. - Crafting something, or doing something artistic. - Etc…

  • @progressiveDND

    @progressiveDND

    8 ай бұрын

    Back pocket prep would be a great topic! I love your ideas and 100% stealing them

  • @monkeibusiness
    @monkeibusiness11 ай бұрын

    That was a well placed, sneaky QR code with fantastic timing ("Tunnelvision"). A tipp for Phandelin specifically: I am deeply disappointed whenever Phandalin is presented as a buzzing town with a wide variety of people (making Daran a Drow?? Really??). It is in the middle of bumfuck, nowhere. The roads to it are regularily raided by Goblins. Nature is treacherous, the sword mountains and Orc raiders are nearby. The town itself is terrorized by Redbrands. It is build on ruins. The city wall is razed since hundreds of years. There must be ruins all around the village. And dont forget Tresendar Manor. It has no law enforcement. It is a grim situation in a bleak town, really. In a town of about 100 people maximum, including the outskirts. There would be no children playing in the streets. Businesses, including the local tavern, would have a very small selection - if they are open at all. Windows would close to more outsiders, children and women being pulled away - after all the strangers could just be more Redbrands. I think this is important when designing towns. The town *itself* tells a story, not just the NPCs that inhabit it. Every description tells a story. And this is also how you can show the impact the arrival of the players has on Phandalin, when they drive out the Redbrands, clear the roads, restocking Barthens Provisions and maybe the inn, rumors spread about riches hidden in the mountain, law enforcement in the form of Sildar arriving, ...

  • @progressiveDND

    @progressiveDND

    11 ай бұрын

    These are amazing insights! Thanks for commenting! And yeah hiding the free dice is my little reward when I finish the edit. I enjoy the little game with viewers. Thanks for checking it out.

  • @progressiveDND
    @progressiveDND11 ай бұрын

    Share your best tips for running cities! Newbie DM's are struggling out there fam! Thanks for watching!

  • @HateSonneillon
    @HateSonneillon11 ай бұрын

    Since I can never remember the names of my npcs whether they're important or not, I think I get around the issue with players guessing if an npc is important or not by always looking them up.

  • @progressiveDND

    @progressiveDND

    11 ай бұрын

    Hahah, that’s awesome.

  • @justinblocker730
    @justinblocker73011 ай бұрын

    yeah Phandelin isn't a town really... Towns are easy, Roll 1d4 1. Town has a counsel, 2 They have an Elder/spiritual leader, 3 A mayor or elected representative, 4 A Noble owns this fief. Peace keepers, their equipment (they should not have rations/waterskin/coins cause not adventurers), races if they are different, levels (any town with walls has level 5 guards) and Laws. D4 again for commerce: 1.General goods(food and herbs), 2.Trade goods(tools and potions), 3. Luxury goods (Spices and oils) 4. Special goods(souls and drugs) As for players guessing where they go in town that's bad as signs should exist in most fantasy worlds. I just lay out a bunch of spots and if the player's token's are there the character is there. D20 time: 1. Herbalist shop, 2. Bath house, 3. Inn 4. Tailor shop, 5. Townhall, 6. Stables, 7.general goods store, 8. Tavern, 9.Shrine 10. Smithy, 11. Library, 12. Jail 13. Pawn shop, 14. Market place, 15. Temple 16.Library, 17.Jeweler 18 Casino 19. Alchemist lab 20. Collosum So roll a 1 and the town is tiny and has a cheap herbalist shop, roll a 20 and it's a massive city with everything. can literally leave it up to dice to build a town for you, or break up the city into a lower and higher town like Baldur's gate for example. Now you have a town and a city together. The biggest thing with running a town is the prices of everything at the locations they should be at. I shouldn't be able to get soap from a general goods store, should get that from the bath house, smithy should not sell manacles, can buy those at the jail probably.

  • @progressiveDND

    @progressiveDND

    11 ай бұрын

    So you are producing towns on the fly then? I tend to want to use official content but then my bastardized version of it :D

  • @justinblocker730

    @justinblocker730

    11 ай бұрын

    @@progressiveDND yeah I redo alot of things, the names are such are a pain. Sildar Hallwinter, nah Sid Winters easier to say and no being sued by WoTC

  • @archlittle6067
    @archlittle60678 ай бұрын

    A town is just another kind of dungeon. It has treasure, dangers and adventures to explore. Let's say a Wizard met a lonely Druid and fell in love. They started a settlement. The Druid (proficient with herbalism kit) is level 5 with Magic Initiate feat for Cleric. Gets the cantrips mending and prestidigitation with the first level spell Ceremony. Crafts potions, antitoxin and holy water (from Ceremony). Casts Plant Growth on the 8 one mile diameter farms centered on a one mile diameter urban area (3x3 grid). Approx. 6 square miles total farmland or 3840 acres. If the spell recreates our current level of agriculture (feed one person with 5.5 acres), then food and byproducts (leather, cloth, oils, etc.) for roughly 700 medium creatures. A Wizard level 7 casts Fabricate to make buildings. With Arcane Recovery, that is two 10 foot cubes of mud turned into 2000 cubic feet of bricks per day. A floored house 20 ft long x 20 ft wide x 10 ft. high of bricks (1 ft. long x 1 ft. high x by 6 inches wide), plus supports with a roof, is approx. 500 cubic feet of bricks. Four such structures provide a building. So from 260 work days per year, that is 260 buildings. The Wizard could continue to fabricate more structures or defenses. They might attract 100 commoner/farmers with a spouse and children, or about 500 citizens. The commoner/farmers might be Expert level 5 faithful Sidekicks of the Druid. Each Sidekick would be proficient in 5 skills (2 of which are expert) and 2 tool skills, as well as simple weapons and light armor for a militia. Also, they would not be intimidated by a first level PC murder hobo. The Druid crafts a combination of up to 250 healing potions or antitoxin per year as well as holy water. The Wizard crafts common and uncommon magic items. Thus, the town provides everything that a party might need.

  • @progressiveDND

    @progressiveDND

    8 ай бұрын

    Amazing detail my guy, I love this kind of thought because this kind of backstory to our towns brings them to life regardless of what the players do. you can feel how the town reacts to any situation because you know the motivations of the town. Thanks for checking it out!

  • @archlittle6067

    @archlittle6067

    8 ай бұрын

    The great thing about this is that the DM can add more farm circles and have any size of City. The Druid can make one farm per day double productive for a year. There are 260 work days, so a city with up to 20,000 citizens is possible. @@progressiveDND

  • @CobaltContrast
    @CobaltContrast11 ай бұрын

    Best advice? Probably not. Me: welcome to new town, what do you want to do? What are you looking for? Players: what? Players: i have options? Players paralyzed with the implications of so many options. Me: ok you smell the wiff of a hot pie cooling on a window, and you hear the bustle of people drinking and talking loudly... Players: I need a drink. Players: ill note thats an inn (and now that theyve had time to think, not cold clocked on the spot) my weapon needs repairing, GM do I see a blacksmith anywhere?

  • @progressiveDND

    @progressiveDND

    11 ай бұрын

    For sure I could see some tables struggling with infinite choice, but I also kinda feel like that’s the heart of the game. I do like your use of some descriptions to get them moving

  • @CobaltContrast
    @CobaltContrast11 ай бұрын

    You have a very even tone. I need some peaks ans valleys in your voice to get a flow for what you are saying.

  • @progressiveDND

    @progressiveDND

    11 ай бұрын

    Truth for sure, it’s a struggle but I’m enjoying trying to improve

  • @Tysto
    @Tysto8 ай бұрын

    Okay, but a town is not an adventure (usually). It's a safe place between adventures. Yes, there may be some intrigue that becomes important later, but don’t waste everyone's time making them ask directions. If they want to talk to a sage, they find a sage.

  • @progressiveDND

    @progressiveDND

    8 ай бұрын

    Sure I get that, it all depends on the purpose and role of the town in the plot.

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