tag:blogger.com,1999:blog-6521849845513719910.post8917088017636346145..comments2023-11-03T07:57:48.001-07:00Comments on Blue Boxer Rebellion: [Sketch] Towering CityDoughttp://www.blogger.com/profile/04871235554044658552noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6521849845513719910.post-8322771082795163042013-04-22T16:06:59.981-07:002013-04-22T16:06:59.981-07:00Thanks for the post. I can think of several ways t...Thanks for the post. I can think of several ways the city could be organized, but like all maps, I design them first as a series of nodes connected by lines, like a flow chart. All you need is a capsule description for each neighborhood/zone. One cool idea might be that the city is like a coral reef, with a "living" outer later and a "dead" interior. As new structures are built onto the sides, the old ones beneath are occupied by poorer and poorer castes of people, with the old core of the city basically a tall, thin dungeon.Doughttps://www.blogger.com/profile/04871235554044658552noreply@blogger.comtag:blogger.com,1999:blog-6521849845513719910.post-89957173903017703872013-04-22T14:04:23.897-07:002013-04-22T14:04:23.897-07:00I know this is an old post, but I just wanted to s...I know this is an old post, but I just wanted to say that I love this sketch. I've been working on a campaign with a similar tower city at the center of a wilderness sandbox. Most structures are similarly vertical (though often underground). I was just wondering if you'd thought about how to present the verticality of the city to your players... dungeons are easy, they just have to bring lots of rope. The city? I'm not so sure... Does it even matter unless there are city adventures?Anonymoushttps://www.blogger.com/profile/14598816798953042371noreply@blogger.com