[RPG] How to make players care about a community

gm-techniquesworld-building

I've built a lot of villages, some towns and a city or two but I've failed to bring them to life and make the PCs feel like they belong there (maybe not much belong but to just make them care about the place); a troll could probably eat the entire community and the PCs wouldn't really care.

Does anyone have any methods for making players care about the Community they live in and grow to care about the people living there?

Best Answer

Give the town unique resources/opportunities.

This may seem callous and calculating, but a town that gives discounts to the adventurers has a special place in the heroes' hearts (and pocketbooks).

Services and opportunities help disguise the ploy a little better; perhaps the town is unusually good at generating cool quests or provides unusually good legal counsel (if that's the kind of game I'm running). I don't need to discount the services if they're superlative or difficult/impossible to come by elsewhere.

Invite the players to help design the town.

I'll ask for their input designing the town, from naming the NPCs and taverns to even tossing them the whole job while I make some tea. (If I'm leaving it all up to them, I consider providing town-generation guidelines from the game book or elsewhere if my players aren't used to this kind of activity.)

This gets players personally invested in the locale, and ensures that it's interesting to them.

Make the PCs guardians of the community.

If the party saves the town as part of a quest, the townsfolk can acknowledge this effusively. Play it up to the PCs' egos: coming to the town means children following them, free drinks, and maybe checking the progress of the statue in their honor.

Make the town memorable for its people, not its stuff.

Elaborate setpieces are cool, but to engage my players with a town I need interesting people in it rather than fancy geography.

Maybe the mayor is an inventor who spends his limited free time (the duties of mayorhood are endless) creating quirky labor-saving devices. Or the whole town is freakishly obsessed with a particular kind of animal, breeding them and hosting regular pet show style contests.

Don't oversaturate.

I shouldn't expect my players to develop intimate connections to every hamlet they run across. I pick one or two locations that we'll be coming back to regularly --preferably they're related to the story at hand, to make it feel more natural-- and focus on them.

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