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Villages Vs Dungeons: When and How to Use Both
Episode 12316th November 2023 • How to Be a Better DM: Dungeon Master Tips for the DM Newbie, the Hobbyist and the Forever DM • Justin Lewis
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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...

Transcripts

Speaker:

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.

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I'm here with Justin Lewis.

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Say hi, Justin.

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Hi, Justin.

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We are here today to talk about a fun

little topic, basically, Dungeons and

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Villages, when and how to use either.

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So I mean, this topic, I've always find it

interesting, like the composition of a

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campaign, you know?

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If you treat it like a like a sandwich,

it's like, okay, what you know, it's a

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nice BLT.

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Do you put the tomatoes on first?

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Do you put you know, are you a maniac and

you just put a bunch of bacon and just

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like a leaf of lettuce?

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You know, what do you do?

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And how do you kind of balance it?

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That's kind of what a lot of DMS have to

do when it comes to being like, Hey, I

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want a really cool dungeon.

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But I also want to have some of the more

role playing heavy

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Villages and kind of switch it up.

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Have you ever thought about this kind of

balance that you have Justin?

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I haven't necessarily thought of the

balance, but I certainly have fallen into

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the blunders that we're going to talk

about with each of these.

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And when you do, it's pretty annoying

because you kind of kick yourself and be

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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,

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we'll get

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I'll reveal all as we talk.

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Exactly.

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So for the purpose of this discussion,

just to give a little roadmap, we'll kind

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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

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lately and spoiler alert if you haven't

listened to it but their campaign starts

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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,

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:

making it so that not every dungeon is

super long, uh, occasionally, I think it's

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:

totally worth it to do a longer dungeon,

especially if you've got really big

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:

consequences and if you build it up, then

the players are like, Oh, okay.

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:

Prepare well.

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:

Cause you know, there's no coming back or

not for a while, at least then, you know,

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:

a longer campaign can be fine.

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:

It'll still be fatiguing, but it's kind of

like the hard days work type of fatigue.

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:

Otherwise you don't want to do that

consistently in my opinion.

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:

I would actually add two examples of my

current campaign.

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:

Um, so I had my group in the underdark and

my thought process was, well, in the

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:

underdark, you don't really, you guys

don't know where you're going.

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:

So you're, you're literally wandering

around.

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:

Uh, and I was making the map as I went,

basically rolling on random tables to see

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:

what rooms were, were next.

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:

And they weren't keeping a map, right?

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:

And suffice it to say it went on far too

long.

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:

And I did that because I was like, yeah, I

want them to feel the frustration of being

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:

in the underdark, right?

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:

Being lost.

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:

But I think it failed because you don't

want your players to feel that you want

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:

the characters to feel that.

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:

So exactly right, Tanner.

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:

You don't want to do too big of a dungeon,

but you said something very important.

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:

If you prepare them for the scope of it

and the scale.

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:

I think that's the secret sauce.

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:

Exactly, you know, because any type of

here's the great thing.

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:

We talk about Dungeons and Dragons being

about storytelling and it's absolutely

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:

right and stories come in all kinds of

shapes and sizes, but as a general rule,

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:

you know, if you're not really building a

dungeon up, then maybe make it small to

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:

medium length, you know, and then for

longer ones, you want to give that kind of

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:

a gravitas to it beforehand.

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:

Um, but, but enough about dungeons, let's

talk about villages and cities.

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:

Um, I think it's no surprise that first

and foremost, they're just much more role

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:

playing focused, right?

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:

You don't go into a dungeon expecting to

talk with every mimic who's pretending to

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:

be a chest, right?

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:

You go into a dungeon to just, you know,

hack and slash and find stuff.

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:

Villages.

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:

It's like, no, that's, that's the key

difference is like people.

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:

NPCs and you're going to be talking a lot.

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:

and how you kind of utilize those

role-playing opportunities can be the

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:

difference between a very boring city or

village and a very exciting one, you know?

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:

Yeah, absolutely.

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:

Kind of what I was saying before, you

know, Aragorn goes into the path of the

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:

dead.

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:

He's in the dungeon per se.

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:

It's not exactly the same thing, but his

choices are stay put, move forward or go

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:

backwards in a, in a city, a village, a

settlement.

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:

Your decisions are, uh, go forward, stay

put, go backward, go right, go left, go

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:

up, go down, go inside, go outside that,

you know, there's a lot more choices.

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:

And.

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:

To this point, as I said with a dungeon,

the game mechanics were a lot more obvious

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:

with a dungeon, right?

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:

There are traps that cause things.

220

:

In a settlement, you have more choice,

right?

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:

And because of that, you're...

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:

The game mechanics aren't as obvious.

223

:

You might gain favor in the eyes of a

baron because you did something for them,

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:

which isn't a direct game mechanic, but

it's something that your dungeon master or

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:

you might be factoring in because you

slaughtered this orc that was holding this

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:

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

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:

traditional dungeons.

230

:

Exactly.

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:

And I think, I think if you look at it the

right way, then Villages provides you a

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:

lot more creativity, especially where, you

know, like you were saying, the mechanics

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:

aren't obvious.

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:

So make your own mechanics, and

specifically, make it in a way that

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:

provides both direction and development

for characters.

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:

Because I think that's where Villages

really shine, where it's like

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:

if you look at a dungeon in terms of like,

oh, that's a place where they get kind of

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:

galvanized together as a party, the place

where they grow as individuals is in a

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:

city, you know, in a village, that's where

the characters can be like, hey, I'm gonna

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:

go pray at the nearest, you know, temple

of the God that they worship, right?

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:

Or they're going to go look for a specific

type of equipment that they're looking

242

:

for.

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:

Or maybe they're, they're like, hey, I

want to go find

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:

you know, the best pie in the city or

whatever it is, right?

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:

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.

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:

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

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:

city too long, you know, um, kind of same

as a dungeon, uh, they should go out and

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:

then come back kind of thing.

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:

But with that in mind, uh, you should be

willing to kind of play around with some

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:

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

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:

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.

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:

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

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:

seem unorthodox or kind of like a waste of

time.

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:

Go full in on that, right?

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:

If someone's like, you know, like my

character likes animals, so maybe they

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:

would want to go see a zoo.

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:

Spend time making some pretty cool

encounters at the zoo.

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:

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

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:

something, like treat their simple

interests as important because then

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:

they'll share them more often and they'll

kind of go down those rabbit holes.

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:

And also kind of going back to what you

were saying about your own game mechanics.

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:

I think one of those that

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:

we're going to talk about on a future

episode is character reputation.

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:

And, uh, sorry, my computer just, did I

cut out there?

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:

Okay.

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:

Yeah.

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:

My computer just was like, Nope, I'm going

to sleep.

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:

Anyways, um, character reputation can be a

very powerful mechanic, especially in a

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:

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,

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:

developing relationships with NPCs, that

can't be understated, right?

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:

Because it's like, hey, it character

reputation is important on the city wide

290

:

level.

291

:

And I think that's really fun.

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:

But also like with individual characters,

you know, in video games, they do it

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:

really well, where they're like, Oh,

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:

You kind of have to reach a certain level

of like favorability with an NPC.

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:

And then that unlocks different

opportunities or, or whatever, you know.

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:

And I think that we, as DMs, when there's

a city, I feel like it's actually

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:

worthwhile to kind of create, you know, a

little, you know, a little, uh, level.

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:

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

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:

that they are.

301

:

not only encouraged to develop themselves,

but also develop relationships with NPCs

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:

by doing like side quests and stuff.

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:

And I think side quests is, you know,

something that you should really emphasize

304

:

in general in a bigger city.

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:

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.

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:

in a city you don't especially if it's

bigger, you don't want to go there, visit

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:

once, and then just never use it again.

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:

You know, especially if the players

haven't had the time to really wring it of

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:

all its good, you know, opportunities.

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:

And so it's nice in a city to, like you

were saying, it's like, hey, make

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:

essentially a side outing, or a side quest

of going to the zoo, or oh, hey, my

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:

uncle's farm, I haven't heard from him in

a while.

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:

Could you help me?

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:

You know, and you just really, it's a

chance for you to play around with

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:

different, you know, opportunities and

kind of quest lines that aren't just the

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:

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.

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:

I'm just thinking about some of the

challenges I've had in the first one is

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:

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.

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:

So I'd highly encourage you to

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:

Ask each player individually, even in

between sessions, what are you planning on

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:

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.

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:

Asking that can give you a lot of ideas

for how to run the game.

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:

Second thing I'd say is it's super easy.

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:

It's too easy for your entire party to

split up.

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:

I've had multiple sessions where we were

running.

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:

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

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:

like the next 20 sessions, which really

annoyed me, because even when they're in

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:

the Astral Sea, they're all like doing

their own thing, it was super annoying.

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:

So I would say, when you ask each player,

what do you wanna do?

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:

Okay, what do you wanna do?

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:

Okay, and you get kind of that list, make

at least two,

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:

You know, like every point of interest

should be next to at least one other point

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:

of interest of another character.

345

:

So that way it just makes sense for them

to travel together just conveniently.

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:

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.

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:

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

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:

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

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:

villages, same as, you know, the dungeon

it's like, Oh, it can be too long.

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:

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.

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:

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.

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