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14

Write places apart from their location You can make your dungeons apart from their locale. Perhaps you've written up an encounter in the catacombs of the sun god, but the party keeps walking around in the harbor district instead of the city center? Move it to the temple of the sea god! Thieves' Guild up to no good? Party has found another of their hiding ...


8

For question 1 what to do for places you have not yet written, there are two great options. Quantum Ogre: This means that you have some places defined but not exactly where they are. When the players adventure into an unknown place, you give them this predefined but unplaced encounter/plot hook etc. Random Tables. Prepare some random tables for your ...


3

A lot depends on the physics of how you're already running things. If players have a map then there's no great need to describe the route - just decide if it's a short, medium or long trip and roll a chance (say, 1 in 20 in day, 1 in 10 for night) for an encounter once, twice, or three times. Modify the die (ie, use a d8 or d6) depending on the areas they ...


3

What you want is enough information to be able to improvise in a city. Cities are actually easier to improvise with... if only because you can draw upon a general knowledge of human society to make up things as you go along. You know what a wealthy part of town probably has, compared to the docks, compared to the working class neighborhood. You can write ...


1

It might be worth focusing on developing bits of background (and associated plot elements and adventure hooks!) that can be expected to met at various parts of the city, for example: the thieves guild, that is actually funded by the Coral Empire, for which it does spying and sabotage the Brothers Of Brine, a cult located in the sewers, whose members will ...



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