100% found this document useful (1 vote)
233 views14 pages

Emergent Cities

Uploaded by

Javi Nigran
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
233 views14 pages

Emergent Cities

Uploaded by

Javi Nigran
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

Emergent Cities

Street Fighter:

by Eric “Musashi” Souza


Translated by Richard “Bat” Brewster

Often players arrive in new cities in their adventures, and


the Storyteller has difficulty organizing the city map. Players
EMERGENT CITY
may also feel lost, or not be able to visualize areas, where
they should go, or even how they can go about their As stated earlier, the Storyteller can simply set up the city
adventures. according to their interests, or randomly select the locations,
The following are tiles that can be printed out, or creating an emergent city. To do this, the Storyteller rolls
used in online games, allowing for the spontaneous creation 1d10, which defines which tile they will use for the area.
of a city. The Storyteller can simply arrange the tiles They then place the tile on the table and move on to the
according to their imagination, or arrange the areas by next one, making a clockwise circle.
random method. It is even possible for the Storyteller to Small neighborhoods or districts can be assembled
randomly determine what is in each region by placing small with 4 tiles; entire cities, with 14 tiles; large urban centers
markers in each one. containing tens of millions of people, with 30 tiles. The
following figure demonstrates the order of assembly.

URBAN LOCATIONS
The existing locations in the cities are taken from the Street
Fighter RPG Solo: Meet the Strongest, created by Jhan
Aragão. They are as follows:
 New Town: the most developed part and whose
employment is usually highest in the city. It is the
place with the most diversified commerce and the
biggest job opportunities.
 Old Town: the old center of the city, where the
public buildings and older residences are located.
 Industrial Center: area of heavy industry and large
industrial yards.
 Port: area of ships, container yards, and huge
storage warehouses. When located within the city,
it can be a river port, or even a marina around a
lake, with pleasure boats.
 Rural: large urban parks, military bases, farms,
fields, or ranches close to the city, where few
people live and tranquility usually reigns. On the
coast, it will represent beaches.

1
Emergent Cities

In this manner, 1d10 will be rolled for each region, and the  Circuit Tycoon's Mansion: The region will
tiles will be determined as follows: determine the type of NPC, and can be an investor
or businessman in New City; a powerful criminal in
Result Tile Old City; an industrial tycoon in the Industrial
1-2 New City Center; a corrupt politician in their country house or
3-4 Old City military base in a Rural area; and a drug lord in the
5-6 Industrial Center Port.
7-8 Port  Concert/Event Venue: In New City, a beautiful
9-10 Rural and luxurious venue, perhaps a casino; in Old City,
a dirty and dangerous nightclub or pub; in the
If the city has a port, the Storyteller must define in which Industrial Center, a drug and weapons sales point;
direction the sea lies, or randomize it. For the roll, the in the Port, a meeting place for mobsters; in a
Storyteller rolls 1d10 and compares it to the following table. Rural area, a theme party or rave.
Obviously, if the city is an island, no roll is needed, and  Criminal Organization's Base: In New City, they
there will be coastline on all borders. will be criminals' offices; in the Old City, points for
selling drugs and guns; in the Industrial Center, a
place for negotiations between factions; in the Port,
Result Direction of the coastline
warehouses for storage; in a Rural area, a
1 North
gangster's headquarters.
2 South
To randomize, roll 1d10 and use the following table.
3 East
4 West
5 North & East Result Marker
6 North & West 1-2 Martial Arts Dojo
7 South & East 3-4 Street Fighting Arena
8 South & West 5-6 Circuit Tycoon's Mansion
9 North, East, & West 7-8 Concert/Event Venue
10 South, East, & West 9-10 Criminal Organization's
Base

The directions represent the following tiles, as shown in the MOVING AROUND THE MAPS
picture on the previous page, respectively for a total of 4, 14
or 30 tiles:
Street Fighter uses miniatures, and the arrangement of
 North: 1, 5-6 or 15-17
areas of a city in hexagons is very reminiscent of hexcrawl,
 South: 3, 10-11 or 23-25 an RPG style of world exploration through hexagonal areas.
 East: 2, 7-9 or 18-22 Players can position their miniatures neatly in the area they
 West: 4, 12-14 or 26-30 find themselves in. This is very useful in exploration scenes
After the roll, the Storyteller just places coastal so they know what is around them, where they can easily
markers on the tiles that border the sea, so that the area is go, or even when they need to escape or are chasing after
well defined. fleeing NPCs. When the team is separated, it is also a very
useful way to explore the map.
CONFLICT LOCATIONS
HOW MANY TILES TO PRINT?
In each tile, the Storyteller may place markers for conflict
locations, also made available in this file. Or they may, Templates of the tiles are provided below. They come in two
before randomly drawing the next tile, place one conflict sizes. The Storyteller can use these, or create their own.
location for each region. The conflict locations are as A city or region can have up to 30 tiles (or more, if
follows: the Storyteller decides, although this is not recommended;
 Martial Arts Dojo: The Storyteller can choose the in fact, for a single Story, only 14 tiles is recommended). On
martial art, or draw a fighter from the Circuit Guide average, you will need at least 5 tiles of each type, but dice
or Circuit Guide Basic, who will represent the are usually gracious, and many locations will have up to 10
fighting style of the location. tiles of the same type. Thus, it is recommended that
 Street Fighting Arena: The arena will depend on between 5 and 10 tiles of each (one or two printed sheets)
the location. In the New City, it will be a luxurious be available.
place for the rich, like Vega's arena; in the Old City, The same applies to conflict location markers.
a dirty and dangerous ring; in the Industrial Center,
something like Zangief's arena; in the Port, it could
be the docks or a warehouse; in Rural, it could be
a military base, a clearing in the forest, and so on.
Opponents can also be drawn using the Circuit
Guide or the Circuit Guide Basic.

2
MARTIAL ARTS DOJO

STREET FIGHTING ARENA

TYCOON'S MANSION
CONCERT/EVENT VENUE

CRIMINAL ORGANIZATION'S BASE

COAST
NEW CITY
OLD CITY
INDUSTRIAL CENTER
PORT
RURAL
NEW CITY
OLD CITY
INDUSTRIAL CENTER
PORT
RURAL

You might also like