I'm rather new to D&D, I've only played 2 campaigns and DMed 1. For the 2 campaigns, we always have trouble with the towns. Whether it be getting chased by guards, getting kidnapped, or some other nonsense that will mess the party up.
So I wonder, what is the best strategy for going into a town without getting spanked? And perhaps some tactics to ensure the party walks out in one piece. Because getting captured or losing items always is really just annoying me.
As a DM, the authorities are usually only a plot device to account for a missing player (they were detained because the party did X, Y, or Z last week). I don’t just randomly throw that kind of trouble at the players in town unless they’re really going out of control and fighting/robbing everything. And even then, I would probably have a local gang or an angry mob or roaming monsters... I dunno. Something that would help get them back on track, not chase them out of town.
My character behaves like a drunken stripper that robs and talks trash to everybody. If she hasn’t gotten the pitchforks and torches treatment, I’m not sure what kind of shenanigans your party gets up to that you’re always getting run outta town.
It would be easiest to ask you DM what kind of behavious is expected in towns, but some usual things: follow only the main roads (no backallies), don't draw your weapons or draw unnesecary attention to yourself and things like that. But as a DM I can tell you how ever good do you try the NPC's to be there must be a level of realism, I've had a player try to pickpocket a guard, end up in jail and then get tentus from beating his weaner on the jail bars...
As a druid, or ranger, how you survive them is telling yourself you will be leaving the cesspits ruining natures beauty as swiftly as possible. You do not want to cause trouble, the odd strangers who look like they live rough (possibly tramps) and have too much money (your last adventure was successful but now they suspect your a bandit) will be among the first to be pointed at when something bad happens - with the exception of instant guilt magnets such as tiefling's or stupidly honest fiend/ancient one warlocks and necromancers, because no one loves people making deal with fell powers (and the currency they pay for them) or ravening life hating undead. Yeah come to think about it if your one those types you should probably have a disguise / lie ready about what you are / do.
Generally asking what the world / settlement laws usually are that your character would know for the kingdom / empire / theocracy / etcera-ocrocy is a good start. From there not acting like a psychopath on a spree should be enough.
Be aware - even if you killed everything in town with no witnesses, magic is available to determine your guilt and a settlement going dark is likely to get that in many games. Also if you manage to murder everyone you better hope you can get enough food together for your trip to the next ruin infested loot haul and to a new town or you could die an amusing and pointless death to starvation, empty fields don't harvest themselves and merchants murdered don't buy your acquisitions. Food rots and in a dynamic environment your actions will have consequences. And remember, moon druids never sleep.
As a self-proclaimed Tiefling warlock guilt-magnet, yeah... either get a disguise and use Deception, travel in a party of other equally shady characters, or just be unapologetic about your intentions.
And be willing to face the consequences.
Towns are great for roleplay, and sometimes you can have a ton of fun trying to out-guess whatever your DM's plan is. Change it up. If you come into one town guns blazing, try to split up (SPLIT! THE! PARTY!) and go in all casual-like the next time.
I totally read your name as "Twerk The Dinosaur". I'm sleep-deprived. T_T
There's nothing I can add beyond what has already been said: be more sneaky, more aggressive, or be less rambunctious or just go with the flow dude/dudette/dude-it/whatever.
I apologise for lack of detail in suggestions. Brain glitchy. Out of cookies. Send help.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I love towns. I have 30 years of running Waterdeep as a campaign setting and have had multiple campaigns that never leave the city.
As a player, the rules are very, very simple...what are the laws? Follow them. If the guards are harrassing you if you're obeying the laws, then it's a story element and roll with it. For example, in Cormyr (Faerun), it's illegal to be an unlicensed caster, so if you cast spells in the street, even innocuous ones, they'll drop down on you hard. Keep your head down, identify the laws as best you can and stay within them, and roll with the punches if the GM wants you to be harassed :)
As a GM, you need to know and love your town, because your players are going to interact with it. Have a long list of names and base template personalities ready for every NPC they encounter, every shop they see. Create a "culture" document for the areas of the city so you have flavor text to share with the players. If you're lucky (IMHO), the players will love your city as well. A well-played city is a character in its own right and an integral part of the campaign...again, my opinion :)
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Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Just assume that most of the townsfolk are decent, honest, hardworking people who don't want any riff-raff making trouble... you know, just like your town in real life.
And have your characters act accordingly. It's not that hard.
True story: in our last session one member of our party (my warlock) delivered a care package to the orphanage, and his best friend (the sorceress) cooked stew for the street urchins. I think she's about to adopt about a dozen of them...
In on of my groups, every time the party hits down, the paladin breaks off and visits orphanages to use his lay on hands to help kids while the dwarf warrior goes to the work houses and cooks for free. The rest of the party does party stuff, but those 2 do what they can to make the world a better place.
Rollback Post to RevisionRollBack
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Take out the guards - right off the bat - and then assume control as the new sheriffs in town.
I fully support this course of action! We don’t need no stinkin’ badges!
Big mood
Seriously though, the most trouble I have had in a town is knowing what's in it, or what more exotic items I can buy (magic stuff, scrolls, mounts, etc.).
As long as the PCs are reasonably intelligent and socially aware (and the DM isn't a complete dick) you shouldn't have much problem in towns.
If you steal stuff, you run the risk of getting caught.
If you pick fights, you run the risk of being injured or killed.
If you hang out in the shadiest, most crime-ridden parts of town, you run the risk of being robbed or kidnapped.
Just behave in the game like you do in real life. Go to the store to buy supplies. Grab a bite to eat. Take in the sights. Don't randomly attack people.
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"We're the perfect combination of expendable and unkillable!"
Take out the guards - right off the bat - and then assume control as the new sheriffs in town.
I fully support this course of action! We don’t need no stinkin’ badges!
Big mood
Seriously though, the most trouble I have had in a town is knowing what's in it, or what more exotic items I can buy (magic stuff, scrolls, mounts, etc.).
In our defense, the guys "protecting the town" were not doing their jobs, but collecting gold, and people were still getting taken by Goblins. So, we removed those guys (and the Goblins) and started training a new town guard to keep things normal.
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I'm rather new to D&D, I've only played 2 campaigns and DMed 1. For the 2 campaigns, we always have trouble with the towns. Whether it be getting chased by guards, getting kidnapped, or some other nonsense that will mess the party up.
So I wonder, what is the best strategy for going into a town without getting spanked? And perhaps some tactics to ensure the party walks out in one piece. Because getting captured or losing items always is really just annoying me.
You're joking right?
If you don't cause trouble in the town, the guards will leave you alone. If they attack you for no reason, your DM is being a jerk.
If you get kidnapped in town, pray the DM has a great adventure for you in mind. If not, then your DM is being a jerk.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
As a DM, the authorities are usually only a plot device to account for a missing player (they were detained because the party did X, Y, or Z last week). I don’t just randomly throw that kind of trouble at the players in town unless they’re really going out of control and fighting/robbing everything. And even then, I would probably have a local gang or an angry mob or roaming monsters... I dunno. Something that would help get them back on track, not chase them out of town.
My character behaves like a drunken stripper that robs and talks trash to everybody. If she hasn’t gotten the pitchforks and torches treatment, I’m not sure what kind of shenanigans your party gets up to that you’re always getting run outta town.
Take out the guards - right off the bat - and then assume control as the new sheriffs in town.
Too murder-hobo?
Ask anyone if there's orcs or goblins harassing the trade routes, and wipe them out. Endear yourself to the townies by helping them out.
Buy a bar, and serve cheap drinks because you have Oloric's Endless Flask.
I dunno, we've done all 3 of those things, and they've all worked.
I fully support this course of action! We don’t need no stinkin’ badges!
It would be easiest to ask you DM what kind of behavious is expected in towns, but some usual things: follow only the main roads (no backallies), don't draw your weapons or draw unnesecary attention to yourself and things like that. But as a DM I can tell you how ever good do you try the NPC's to be there must be a level of realism, I've had a player try to pickpocket a guard, end up in jail and then get tentus from beating his weaner on the jail bars...
As a druid, or ranger, how you survive them is telling yourself you will be leaving the cesspits ruining natures beauty as swiftly as possible. You do not want to cause trouble, the odd strangers who look like they live rough (possibly tramps) and have too much money (your last adventure was successful but now they suspect your a bandit) will be among the first to be pointed at when something bad happens - with the exception of instant guilt magnets such as tiefling's or stupidly honest fiend/ancient one warlocks and necromancers, because no one loves people making deal with fell powers (and the currency they pay for them) or ravening life hating undead. Yeah come to think about it if your one those types you should probably have a disguise / lie ready about what you are / do.
Generally asking what the world / settlement laws usually are that your character would know for the kingdom / empire / theocracy / etcera-ocrocy is a good start. From there not acting like a psychopath on a spree should be enough.
Be aware - even if you killed everything in town with no witnesses, magic is available to determine your guilt and a settlement going dark is likely to get that in many games. Also if you manage to murder everyone you better hope you can get enough food together for your trip to the next ruin infested loot haul and to a new town or you could die an amusing and pointless death to starvation, empty fields don't harvest themselves and merchants murdered don't buy your acquisitions. Food rots and in a dynamic environment your actions will have consequences. And remember, moon druids never sleep.
As a self-proclaimed Tiefling warlock guilt-magnet, yeah... either get a disguise and use Deception, travel in a party of other equally shady characters, or just be unapologetic about your intentions.
And be willing to face the consequences.
Towns are great for roleplay, and sometimes you can have a ton of fun trying to out-guess whatever your DM's plan is. Change it up. If you come into one town guns blazing, try to split up (SPLIT! THE! PARTY!) and go in all casual-like the next time.
In Soviet Russia, Town survives YOU!
I totally read your name as "Twerk The Dinosaur". I'm sleep-deprived. T_T
There's nothing I can add beyond what has already been said: be more sneaky, more aggressive, or be less rambunctious or just go with the flow dude/dudette/dude-it/whatever.
I apologise for lack of detail in suggestions. Brain glitchy. Out of cookies. Send help.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Stealing that, thanks!
I totes read that as “Twerk the Destroyer.”
I love towns. I have 30 years of running Waterdeep as a campaign setting and have had multiple campaigns that never leave the city.
As a player, the rules are very, very simple...what are the laws? Follow them. If the guards are harrassing you if you're obeying the laws, then it's a story element and roll with it. For example, in Cormyr (Faerun), it's illegal to be an unlicensed caster, so if you cast spells in the street, even innocuous ones, they'll drop down on you hard. Keep your head down, identify the laws as best you can and stay within them, and roll with the punches if the GM wants you to be harassed :)
As a GM, you need to know and love your town, because your players are going to interact with it. Have a long list of names and base template personalities ready for every NPC they encounter, every shop they see. Create a "culture" document for the areas of the city so you have flavor text to share with the players. If you're lucky (IMHO), the players will love your city as well. A well-played city is a character in its own right and an integral part of the campaign...again, my opinion :)
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Just assume that most of the townsfolk are decent, honest, hardworking people who don't want any riff-raff making trouble... you know, just like your town in real life.
And have your characters act accordingly. It's not that hard.
True story: in our last session one member of our party (my warlock) delivered a care package to the orphanage, and his best friend (the sorceress) cooked stew for the street urchins. I think she's about to adopt about a dozen of them...
DICE FALL, EVERYONE ROCKS!
In on of my groups, every time the party hits down, the paladin breaks off and visits orphanages to use his lay on hands to help kids while the dwarf warrior goes to the work houses and cooks for free. The rest of the party does party stuff, but those 2 do what they can to make the world a better place.
Ancient GM, started in '76, have played almost everything at some point or another.
I run/play Mercer-style games, heavy on the RP and interaction, light on the combat-monster and rule-lawyering. The goal is to tell an epic story with the players and the players are as involved in the world building as the GM is. I run and play a very Brechtian style, am huge into RP theory and love discussing improv and offers.
Big mood
Seriously though, the most trouble I have had in a town is knowing what's in it, or what more exotic items I can buy (magic stuff, scrolls, mounts, etc.).
As long as the PCs are reasonably intelligent and socially aware (and the DM isn't a complete dick) you shouldn't have much problem in towns.
If you steal stuff, you run the risk of getting caught.
If you pick fights, you run the risk of being injured or killed.
If you hang out in the shadiest, most crime-ridden parts of town, you run the risk of being robbed or kidnapped.
Just behave in the game like you do in real life. Go to the store to buy supplies. Grab a bite to eat. Take in the sights. Don't randomly attack people.
"We're the perfect combination of expendable and unkillable!"
In our defense, the guys "protecting the town" were not doing their jobs, but collecting gold, and people were still getting taken by Goblins. So, we removed those guys (and the Goblins) and started training a new town guard to keep things normal.