Thursday, August 7, 2025

City Guide to BLAST CITY

Welcome to the Barking Alien City Guide to Original TRPG Cities created by yours truly. Over the course of the month of August I hope to get out at least five posts depicting fictional cities I've created throughout my HOLY-CRAP-IT'S-BEEN-48-FREAKIN'-YEARS of gaming. 

Enjoy.

BLAST CITY
Blast City, New York, United States of America, North America
Earth / Sol III




Origin/History: Early in the 21st century an alien starship crashed into New York State's Lower Bay. The vessel was prototype, bringing with it over three thousand Sentient Extraterrestrial refugees. These aliens were on the run from a marauding species known as the Dreggetti.

Begging the people of Earth for help, as the Dreggetti Empire were destined to catch up with the refugees within a year, these beings offered Humanity advanced technology, incredible scientific knowledge, and - wait for it - superpowers. The aliens had invented a formula that could give Humans, and only Humans, extranormal abilities (although some of the alien species that arrived on Earth had some special traits naturally). 

Humanity agreed to ally with their galactic charges and a year later their combined forces were ready for any threat. With Super Soldiers, Space Fighters, Force Fields, and Particle Cannons, a United Earth and their alien allies waited for the Dreggeddi's arrival. 

And it never came.

Not a year later, not five years later, and not ten.  

Forward to today and the starship has been converted into a city - Blast City! Home to nearly a million people, Human and Alien alike, the city stands as arguably the most important and vibrant in the entire Sol System. A center of scientific and technological development, cultural exploration, and economic change, everyone wants to visit, if not live, in Blast City. 




Demographics: There are virtually one million permanent residents of Blast City. An additional 100,000 people live outside the city but commute to work on a daily basis. Thanks to improvements in infrastructure and transportation, someone living in Manhattan can expect less than an hour commute on average while still complaining about the traffic. 

Approximately 60% of the city's population, about 600,000 people, are Humans. Of those Humans, perhaps .05% or 300 people, are SuperHuman, possessing extranormal abilities. Generally this is limited to active Superheroes and students attending Hero Classes at Blast City High School and Blast City University but also includes Scientists, Engineers, and other civic/civilian jobs cleared for Superpower use.

The remaining 400,000 occupants of Blast City are extraterrestrial in origin. Most arrived along with the starship, though some were born on Earth after the landing/crash. Other aliens arrived later on slower spaceships. The alien population is made up of 30 different species. Some are fairly numerous, like the Uchunekojin, while others are remarkably few in number like the Googlimooglians.  

Weather: Essentially the same as the greater New York City area but a little more severe given that Blast City is basically an island in New York Harbor. That said, the citizens of Blast City don't really notice it as Weather Control technology prevents extreme climate situations from bothering anybody. Unless this technology is damaged or hindered in some way, conditions of intense heat and humidity, cold, high winds, rain and flooding simply do not occur. 

Infrastructure: Thanks to the advanced scientific and technological knowledge of the city's denizens, upkeep and maintenance of the Blast City's utilities, streets, and the like are expertly and excellently handled. Blast City's plumbing is particularly effecient. 

Transportation throughout the city is accomplished by a few municipal conveyances: The Magnetic Levitation Monorail (colloquially referred to as the Mag-Rail), a Subway system, and City Buses. In addition, there are Taxis, Uber, and other car services, many of which have grav-cars. Ferry service is available between Blast City and several locations on the mainland. 




In addition, there are some interesting elements atypical of most metropoles. Blast City has four large and six smaller Force Field generators that can be activated to protect the city from everything from a Tsunami to directed Particle Beams! Along with the Central Power Plant in the center of Blast City, a number of Auxiliary Batteries are scattered throughout the inner workings of island that help prevent power failures and black outs. They can also be used to super-charge the city's power grid for...well...see below. 

Highlights and Points of Interest:

You've probably noticed that the city, which was formally a starship, looks very much like a giant humanoid robot. That is because it is. The original starship was capable of transforming from interstellar craft to mecha in hopes of being able to fight the Dreggetti so others could escape. When converting the starship into a livable city, the engineers found it easier to work on the structure and systems with the vessel in robot mode. 

Rumor has it, the city and still fully transform and stand up but this has yet to be confirmed. 




ABlast City University - The prestigious BCU is THE center for higher learning - College Bachelor's Degrees, Master's Degrees, and Doctoral Degrees available - in a wide variety of majors. The major of the students are graduates of Blast City High School. They have a major rivalry with Titan Prep based on Saturn's moon Titan. 

B) Supernova Stadium and Entertainment Arena - A massive stadium/arena with a retractable roof,modifiable and movable terrain, great sound systems, and an unparalleled holographic light show capacity. It is used to hold all sorts of events, from home games of the Blast City Blazers Boogie Ball Team to Rock & Roll concerts. It also has the ability to convert into an Emergency Shelter and descend underground if the city is under attack or suffers some other catastrophe. 

C) Galaxy Patrol Central - Precinct One - Headquarters and Command Post of Blast City's Finest, the Galaxy Patrol. The name is a holdover from the organization the alien refugee's used to police their region of space prior to the Dreggetti invasion that forced them to escaped to Earth.

At present, the Galaxy Patrol doesn't actually 'patrol the galaxy'. I mean, c'mon. They do protect the citizens of the Sol System, enforce the law on its various inhabited planets, moons, and asteroids, investigate interplanetary crimes, and most important of all, regulate the unauthorized use of supernormal abilities.

A much put upon sub-division functions as Truant Officers who make sure the students of Blast City High School don't do anything crazy.  

D) Blast City High School - [The main focus of most of the campaigns I've run using this setting] the heart and soul of Blast City are the students and facility of Blast City High. While it is a free, public school, an entry examination is required to get it. Students take fundamental class in English, Literature, History, Science, Art, etc., as well as elective esoteric courses such as Applied Mad Science, Combat Geometry, and Lollygagging Throught Life 101. 

Gym classes include Superpower Use Training for members of the student body with extranormal Human or alien abilities. In addition, BCH boasts the best High School Boogie Ball Team in the Sol System! Go Starbirds! The school has a particularly intense rivalry with Mars High of Utopia Planitia. 

Many BCH students go on to attend Blast CIty University and get jobs in such exciting careers as Superhero, Space Explorer, or 5th Dimensonal Accountant. 

E) Sol Institute of Super Science - Some of greatest and most unpredictable minds in the fields of Quantum Physics, Extra-Dimensional Travel, Exobiology, and Hyperspatial Engineering work at SISS, researching and developing the innovative answers to tomorrow's question today!

F) Offworld Amusement Park - Featuring innovative rides and plenty of food vendors, the Offworld Amusement Park is a favorite destination of kids of all ages in Blast City and beyond. While much of Blast City caters towards helping alien assimilate to Earth culture, the Offworld Amusement Park celebrates the interests and tastes of extraterrestrials and the Humans who want to learn more about them.

The park is split into five major sections, each based on a different planet, with the food, rides, and attractions within based on the culture and/or ecosystems of those worlds. Every section contains 2-3 elements from other worlds as well and there are plans to expand to include more 'worlds' in the future.

Rides utilize advanced Environmental Control and Artifical Gravity to create unusual experiences such as the Tubular Floom, the Climb & Dive, and Bumper Pods. Food options include variations on Earth fare like Zlogburgers and Gorpogo Ice Cream (a little pricey - Gorpogo's are very difficult to milk) to classic alien dishes like Zlent Pucks and Fried Nanite Fritters (a favorite of Cyborgs). 

Ticket prices are reasonable with discounts for young children, students, families, and there are three-day packages available! The first twenty-five visitors each day get a free picture with park mascot and popular cartoon character 'Offworld Ollie'! 

G) Stellar Nightinggale Hospital - This medical facility focuses on special surgeries, rare alien diseases, and advanced medical research. The experimental cybernetics inside of Blast City High School student Miquel 'Mecha' Herrera were made here [and the operation performed on him to install them were done here as well]. It is named for a medical supply ship that arrived sometime after the initial starship's landing, having been damaged by a Dreggetti attack. The building is constructed out of the vessel's hull. 

H) ReEntry Island - The first place and last place you see when entering or leaving Blast City is ReEntry Island, constructed from the remains of an advanced Scout Probe. In addition to serving as a 'Chamber of Commerce' information site and toll booth (no toll for permenant residents of Blast City), ReEntry Island also functions as a security check point. The central tower on the island is equipped with extremely advanced communication and sensor gear second only to Blast City Central Control (in the robot 'head'). 

Blast City Like a Local:

The most notable neighborhoods of the city are Upper Thorax (the robot's chest) which is the business and commercial district, North Brachium (upper right arm) which is mostly upper and upper-middle class families, South Brachium (upper left arm) where middle class families and lots of single people live, Lower Pelvis (the robot's stomach to groin region) is a mix of commerical and residental and also includes Blast City High School, and the tough parts of town - North and South Talus (the robot's ankle to lower shins). Watch yourself around these areas! While they have great bars and nightclubs and a thriving art and music community, a lot of dicey characters hang out there at night.  

The sport of Boogie Ball is all the rage in Blast City and throughout the Sol System. It is an amalgam of a alien game and a number of Earth sports. The home team are the Blast City Blazers and they have won the Sol System Championship for the past 5 years in a row! Blast City University boasts the BCU Shooting Stars, while Blast City High School has the Starbirds - Go Starbirds! The game is played by two teams of 7 facing off against each other to get a flying ball into a goal using what looks like a cross between a radar dish and a lacrosse stick. Each player rides a hover board across the field, which consists of a large (preferably olympic size) swimming pool. It's a rough and very fast moving sport that most closely resembles Earth lacrosse and hockey. Kinda sorta.

If you're in town, catch a game!
 



Blast City's popular fast food chain WinkyDink's, often called Winky D's by natives, has over a dozen locations throughout the 'Big Blaster'. The best one, according to a survey of students attending Blast City High, is located a few blocks Southeast of the school in the area known as Lower Pelvis. Get the Big Winky Deluxe if you're really hungry! It's sooo worth it.

North and South Talus, especially South Talus, has underground Superpowered and Supernatural Fight Clubs! Some serious and dangerous customers can be found there and that's just the attendees! You should see the combatants! Yikes!

Teenagers from Outer Space and Blast CIty Blues

I created Blast City in 1987 as the backdrop for my first TFOS campaign, which I titled 'Blast City Blues'. Inspired by Macross City from the classic Japanese Anime 'Super Dimensional Fortress Macross' (which arrived here as R-word: The Macross Saga), I noted to myself that the city in Macross is built around the transformable starship/robot. What I wanted to do was go one step further and have the city BE the transformable starship/robot and vice versa. 

Over the course of dozens of sessions and a few later campaigns, the city was fleshed out in great detail. The image up top shows many areas and features from my games that I didn't detail here because if I did this post would be alot longer than it already is and its already really long. Gomen nasai. 

To describe every NPC, location, and the ever expanding milieu of Blast City and its universe could easily take up an RPG sourcebook product. Maybe some day.

Well that's the first entry in my City Guide series. Did you like it? Hate it? Something I could do to make it better? Is there a feature of City gaming you think I should include? Please let me know in the comments. 

See you soon,

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Barking Alien




Tuesday, August 5, 2025

Saving Throw Versus Magic

Fantasy RPGs. Man, people just love these things don't they?




The majority of people in our hobby have fallen under their spell but it seems I have some sort of innate magic resistance. The [D&D-esque] Fantasy genre often falls flat for me and RPGs that facilitate play in that genre are games I generally find unappealing. That doesn't mean I never enjoy playing Fantasy games. It's simply rare and often the result of an excellent GM and/or a game that provides a very different experience from the more classic and typical approaches. 

As I read JB's 'Dear JB' series over at B/X Blackrazor for example, I am ever so thankful to the Great Nonexisto that I don't play D&D in any of its forms. The angst! The drama! The complete waste of time that could be filled with people trying to entertain each other and run something, anything, a lot more fun and a lot less stressful. 

On the flip side, acting as my own devil's advocate, I am absolutely and honestly in love with some of the Fantasy Anime we've gotten from Japan of late. Delicious in Dungeon/Dungeon Meshi, Frieren: Beyond Journey's End, and Goblin Slayer are some of my favorite Anime/Manga/Light Novels of all time. Yes, Of All Time! 

But...but...aren't they just D&D?

They are...and they very much are not. At least they aren't D&D or its ilk as I've usually experienced them.

Now then...

In the past month or so I have had the chance to sample two very different Fantasy TRPGs, Daggerheart and Mythic Bastionland. I am in a short campaign of the former, having played the third or fourth session this past weekend, while I played in a one-shot of the latter last week. I want to discuss these games but let me be clear, this isn't a review per se. I am not going to go into great detail regarding the rule mechanics of these games but rather I've going to give you an overview of my feelings/opinions on each. There will be a little discussion of system but not much. There are a lot of other blogs and Youtube videos that can explain the rules much better than I can and I highly recommend taking a lot if you're interested. 

I'm going to start with Mythic Bastionland as my feelings on it are less complicated. It's a very interesting game, clearly inspired by Pendragon far more than anything with a traditional dungeon or dragon. That doesn't mean there aren't dragons, quite the opposite. Our GM ran it as a hexcrawl, with the PCs learning something in each hex that lead us towards a confrontation with a 'Myth', a terrible chimerical beast terrorizing the countryside. The approach created a narrative [or the impression of a narrative actually] which made the monster feel like more than mere combat encounter. 

The PCs are Knights with low level high fantasy magical power and a fantastical theme. I was the Halo Knight, able to cause a light I am carrying (such as a torch or a lantern) to flare so brightly that it illuminates the entire hex and causes damage to 'those that live in darkness'. The heavily thematic name and ability gives the character a distinctive feel and immerses one in the 'setting' fairly quickly. 




It's one drawback is its Combat System. It's interesting, it works, but wow it takes some getting used to. My group found it to be a tad counter-intuitive.

You don't roll to hit as you are assumed to hit automatically. You roll damage, actually everyone attacking the same target rolls damage against said target but if someone is attacking a different opponent then they roll damage against that enemy. The highest damage rolled becomes the true damage while the other rolls allow the attackers to use Gambits. These are effects such as Impairing a weapon, Dismounting a rider, or even adding +1 to the overall damage done.

Ah, yeah its a little strange. Not too hard to get used to it after a while but definitely takes some time for it to stop feeling peculiar.

I liked our session but I'm not sure I would want to run or play in a campaign of it. Maybe if I got a deeper feel for the setting and with expanded world-building applied I'd feel differently. I would definitely try it again. 

Now on to Daggerheart...

This is going to be filled with contradictions so please bare with me. I like Daggerheart. I find it a better D&D. It moves faster, is a bit less complex, has a lot of cool things PCs can do right from the start, and is generally pretty intuitive. Generally. 

At the same time, the game can seem kind of bland at times, combat feels same-y after a while, and some mechanics rarely come into play. This maybe because of the particular campaign we're in but my Slyborn Goblin Wizard is basically a Wizard. Being a Goblin and Slyborn (born among the criminal underbelly of a city) doesn't really come up much. 




Also, the narrative approach taken here (as in a number of other modern games) gets a little tiresome. Whether you succeed or fail you are asked, 'what did that look like' or 'tell me how you hit/missed the target'. If I go into a game of this on the sleepy side I'm fighting to stay awake by the end of a session [and I have insomnia!]. Oddly, the game has a binary pass/fail situation unlike many of current generation RPGs. 

The thing that makes the game stand out is the Hope and Fear mechanic. You roll 2D12 and look at the two dice as distinct entities; one is your Hope Die and one your Fear die. Whichever rolled the higher number determines whether you rolled with Fear or with Hope. Hope is an in-game currency you can use to improve your roll, activate certain abilities, and the like. Fear goes to the GM, enabling them to steal the spotlight for the villains and activate special villain powers or whathaveyou.

It's a neat system and it works well but again, not sure how a long term campaign would play. Do I like it? Yes. Does it WOW me? Not really. It's a mighty fine Mulligan Stew but IMHO it isn't some Michelin Star winning dish. It's a very, very well done version of a thing I usually don't care for. 

While we're on the subject of Fantasy RPGs...

After three decades and two and half editions, the Japanese Tabletop RPG Sword World is coming to the US translated into English. No, really! I'm serious. It seems legit this time. A company called Mugen Gaming is bringing it over. This was only announced recently so I don't have much more info than the fact that its in the works. I have heard from sources on the Japanese side that the English version will be Sword World 2.5 Deluxe, the most recently updated edition Group SNE has released. Stay tuned. 

Free League Publishing, who won 'Fan Favorite Publisher' at the 2025 Ennie Awards at Gen Con this past week, is translating and putting out an Italian TRPG called Twilight Sword, strongly influenced and inspired by video games such as Legend of Zelda and Ni no Kuni. I'm curious, I do like Free League quite a lot but I am not holding my breath that it'll be all that different from other Fantasy RPG options. I'm intrigued but not 'chomping at the bit' as it were.

Oh woe is me! If only there were one Fantasy RPG that I truly loved! A game with simple, flexible, fun mechanics, a humorous and magical setting that nonetheless handles action well, and inspires in me one adventure idea after another. 

If only...wait...




Just got smurfed the digital copy of the complete Smurfs RPG core rulebook.

*Happy Sigh*

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Barking Alien




Sunday, July 27, 2025

Here's What I'm Thinking...

My brain is in a weird place creatively.

Now I know what you're thinking...'You're Adam 'Barking Alien' Dickstein. When is your brain NOT in a weird place creatively?'

Ha-ha! Aren't you clever. Whattaya want? A gold star? Why I oughta...

Thing is...you're right of course. This ain't the blog you go to in order to read about Barely-Medieval Fantasy Game Alternative Encumberance Rules for the umpteenth time. Nope. This is where you go to see some crazy sonofabastich (I'm that sonofabastich btw) talk about a super niche IP-based game or the latest Japanese indie RPG no one else has heard of.

Yeah, I'll admit it. That's definitely me. 

So what exactly is on my mind? Well, I was mentally updating my list of current favorite games and realized, WOW - this is some wild stuff. Without further ado, here are the game occupying my thoughts: 

The Adventures of Horai Academy!!




Ever since rediscovering this game in February of last year and learning of its fan-group made 3rd Edition (cover art pictured above) I have been secretly working on ideas for bringing it to one of my tables. As I've mentioned before, I love this game. Finally got a full on copy of the new '2020' core rulebook and its as awesome as I remember and then some. 

Labeled 'Crazy Japanese High School The Roleplaying Game' by my buddy Ray, I think his group is my best bet for getting to run The Adventures of Horai Academy!! once again. Ah, if only my ex-wife and ol' New Jersey crew could get together. They'd also knock this one out of the park.

Meteor City - Star Rainy Days




This game...it just makes me happy. It's a cozy, slice-of-life, Science Fiction game and there just aren't enough of those IMHO. Add in the neat aliens, the implied setting left open for the players and GM to flesh out, and the simple, straightforward rules and Meteor City: Star Rainy Days is really my kind of RPG.  

For some reason I can't quite put my finger on, reading and thinking about this game reminds me of various previous Sci-Fi Comedy games and Anime I've seen, as well as successful past campaigns I've run. That's understandable of course, except for the fact that none of them were exactly this and vice versa. This odd paradox makes me want to run the game even more, to explore what it is about the idea that has such a hold on me. 

SATASUPE (Saturday Night Special)




This is a game I've been desperate to get back to for what feels like forever. I go through stretches where I don't think about it and then some Anime or Manga or whathaveyou makes me go, 'What a cool setting for a game! If only there were an RPG that could...wait...SATASUPE!'.

I really need to sit down and re-read the rules again to nail down all the fiddley-bits but man, this would be a one I'd love to run again as well. Problem here is the group. Who would not only 'get it' but enjoy it as much as I would. Hmm.

The Smurfs Roleplaying Game




He's still going on about the Smurfs? Smurf yeah I am!

Aside from the fun absurdity of playing those three apples tall blue people who live inside mushroom houses, this is currently one of my two absolute favorite games mechanically. I love the rules and that is definitely not something you'll hear me say often! Simple, easy to understand, with just enough teeth to give it more depth than one would expect from a TRPG about...well...Smurfs.

Plus, I just have a blast running and playing it.

Tokyo Ghost Research




What more can I say at this point about Tokyo Ghost Research? Probably a lot! I am completely enamoured with this short, simple, and thoroughly enjoyable little TRPG. The fact that it is so easy to add to and modify helps a ton, enabling me to do things like my Solo Ghostbusters game.

This is the other game in which I've totally fallen for the simple, elegant rules. I love that it keeps the PCs/Players engaged through giving them greater control over the outcome of their rolls. If your roll succeeds you Succeed, if it fails you still Succeed but with Trouble, or you can decide to actually fail for 1 point of Damage and an Overtime point that can be cashed in later to use your Overwork Skill. Brilliant.

That said, I'd really like to play it with some friends. I wouldn't mind running it 'straight' either, as in not connected to Ghostbusters but as its own thing (as intended). Then again, I do so love the Ghostbusters concept. Either way would be totally fantastic.

And finally, a special shout out to a much adored game that remains at the forefront of my 'TOP RPGs' list but in a more familiar fashion; the French Toast and Bacon of my tabletop gaming interests. Nothing exotic, just tried and true roleplaying adventure:

Star Trek Adventures




With the same campaign still going strong after 11 years, you could place Star Trek Adventures* as not just one of my favorite RPGs at the moment but one of all time favorites ever. And you'd be right!

I continue to run, play, and collect STA on the regular and I'm am enjoying doing so. I'd love to give it a go with some of my old buddies or my Japanese friends just to see the differences in how they approach it. 

Other than these, Daggerheart is on my mind because I am currently playing in a short campaign of it. Its making me want to revisit/revamp Aerth/The Winghorn Guard or create a new Fantasy setting of my own, though not necessarily because I'm loving Daggerheart; although I do like it a lot, especially compared to something like D&D. I've been watching a lot of Fantasy related Anime lately and that's the stronger influence to be honest. 

In addition, my old 'Advanced Teenagers from Outer Space' campaign and running a Land of Oz game have also been on my mind for no specific reason I can think of.

Anyway, those are the marbles rolling around in my noggin. 

Curious to see what becomes of them in the near future,

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Barking Alien

*You might notice the cover for Star Trek Adventures is the 1st Edition version of the game and that's on purpose as my Star Trek: Prosperity campaign still uses those rules. 

Also, I linked to the wiki because trying to link to any single previous post of mine about the game seemed an arduous task, lol. I've written about it a lot but the post are kind of all over the place subject wise. 




Friday, July 25, 2025

RPGaDAY 2025 - Challenge Denied



I've done the RPGaDay Challenge for a number of years now but I rarely finish.

I usually get overwhelmed with work, family stuff, actually running and playing games, and other Real LifeTM  distractions that force my August blogging to take a back seat. Another major factor is that the supplied questions/prompts are often uninspiring. Sometimes, especially most recently, they've been downright boring. 

I'm being a bit harsh perhaps but most of the words and inquiries have simply not generated a strong desire in me to talk about the subjects suggested. Therefore, with everything else going on, I rarely feel truly motivated to complete the challenge.

This year?

As I mentioned in my previous post, I will be passing on the RPGaDay Challenge for 2025. I have some other things I want to discuss this August that are more interesting to me than trying to come up with responses to essentially random prompts [such as my planned Cities series]. I'd much rather devote my time, energy, and passion to created material I really care about.

Sorry RPGaDay. Maybe next year.  

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Barking Alien




Wednesday, July 23, 2025

Summer in the CITY

I'm not doing the RPGaDay Challenge this year but I do have a project of my own making I'd like to work on for August. I'd like to celebrate my 48th Anniversary in the TRPG Hobby by showing my love for Cities in RPGs.

That's right, Cities. I'm really into Cities.




The image above is from the recently released Japanese Anime series 'CITY-The Animation', based on the Manga of the same name. Written and illustrated by Keniichi Arawi, the show follows the humorous, not-so-normal, sometimes downright surreal, slice-of-life escapades of a group of quirky characters living in a fictional city in Japan.
 



I am really enjoying the series as its definitely my kind of thing. Simultaneously, it got me thinking about how much I lenjoy my life in New York City. I am a City boy at heart. The urban sprawl of a modern metropolis is in my blood.

More than the dank dungeons of Fantasy or the wilds of an alien planet in Science Fiction (though I do love those as well), I really like developing the Cities that the Player Characters visit before or after their excursions into the unknown.

I am even more jazzed when they decide to set up a home and/or headquarters in a City and we - the Players and I - get to further explore the setting as resource of both safe haven and potential adventure. 

Remember my affection for Player Character Bases? Well this is an extension of that. 

City based adventures are some of my favorites. This is why genres or games that focus on a City as the primary locale are ones I find particularly intriguing. Just as the Starship a group of PCs own and/or operate is a character in itself in a Space Adventure Game, a city is a personality all its own in campaigns centered in and around one.




Think of Superheroes, where the majority of your scenarios take place in a City like Gotham, Metropolis, Mutants & Masterminds' Freedom City, or my buddy Will's version of New York [in Champions].

Your Ghostbusters franchise can be set in your own hometown or, as is the case in the Solo TRPG outing I'm currently running, it could be placed in a made-up place such as a fictional coastal city in Japan.

In Traveller we sometimes set up a semi-permanent base in a planetary spaceport or on an orbital space station that functions very much like a City.

I don't want to leave out Fantasy either! My many campaigns of The Winghorn Guard on my homebrewed world of Aerth have each group of Guardsmen attached to a Division based in one of several Cities across the realms. Ars Magica often sees the PC Mages' Covenants placed none-to-far from a town or city that they regularly visist (or which regularly visits them).

The possibilities are virtually limitless! 

So far I am planning to showcase Cities I've created for games such as:




Maybe more! We'll see how much time I have.

Bare in mind, these will be in addition to any other RPG recaps, reviews, or thoughts that might pop up. I am hoping my current creative mood translates to posting a bit more (famous last words?). 

Wish me luck and see you around the City!

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Barking Alien