As I've been running my campaign , I've come to realize that no version of the Star Wars role-playing game has done a particularly great job of making cities feel unique, from a play perspective. Force & Destiny 's Sentinel book introduced some useful but generic skill tests that revolve around falling off buildings, being carried off by mobs, being hit by cars, or being pegged as an out-of-towner.
Since Star Wars paints environments with a very broad brush (i.e. snow planet, desert planet), I've been brainstorming ways that planetary environments shape the cities on their surface and how PCs interact with them.
Off the top of my head, we've seen the following urban locales:
- Coruscant - New York City/Tokyo amped up on enough steroids to accommodate 1 trillion people. Flying cars, neon lights, and miles deep metal canyons.
- Theed City - Tuscany by way of a Romantic-era painting.
- Mos Eisley/Mos Espa/Jedha City - A Wild West town combined with a North African desert bazaar.
- Cloud City - A space operatic 1930s city-in-the-clouds by way of Flash Gordon and Star Trek .
- Canto Bight - Las Vegas meets Monaco.
- Mon Cala City - An underwater city that looks like the Mon Calamari cruisers flipped on their sides that uses high-pressure bubble tubes to shoot pedestrians from location to location.
- Lothal City - A very generic science-fiction city with a bunch of tall buildings but no surrounding suburban sprawl.
A lot of nice visuals but only Mon Cala City and Cloud City are truly reflective of their environments. Ironically, the Christmas Special animated segment introduced Panna City , a bubble metropolis floating on a planet of gelatin. That's pretty cool! And since, according to EU/Legends, Panna Prime is in the Tion Cluster - the location of my campaign - it was easy enough to plug that location into my maps. But I need more, so here's what I've come up with:
- Wanderlost: Located on the volcanic world of Tharkos, Wanderlost is less a city and more a colossal mining crawler. Straddling lava streams on massive treads the city, is actually a modified city-sized vehicle; a Continent-class mining vessel. Huge bucket-wheels attached to fat booms dredge the lava river and convey the piping hot magma along force field channel conveyors toward the interior of the mobile mining city. Aerials, rectennas, and flashing beacons give the vehicle a spiny, almost sea-creature like appearance. Scout craft and transport ships circle and land at the Wanderlost like Dekk flies on a dewback. The air on Tharkos is breathable but uncomfortable without a filter mask.
- Zirfan: Located on the cold and mountainous world of Eredenn Prime, the city of Zirfan occupies two-thirds of Mount Zirfan's north face. Built in half-rings, a handful of shining silver towers rise above the steam emitted by the large metropolis, the majority of which is in the form of blocky buildings of all shapes and sizes. A large and heavily trafficked main-thoroughfare winds up from the lowest level of the city, the location of the main spaceport, to a cavernous opening in the side of the mountain. The opening provides access to the city's primary economic engine, a 100-level factory complex. Sludge pours from the mountain's south face, a side effect of the manufacturing process, into the valley behind the city. A winding tram and plasma cable cars are the primary means of public conveyance in the city. During the warm months, perpetual streams of snow melt race down the sides of the mountain. This melt surges through the city streets, making walking at ground level a difficult affair.
I like the idea of a large city on a planet that's enshrouded in perpetual fog or mist, like a science-fiction Gothic Horror novel, but I'm having a difficult time figuring out why the city is there and what it does.
How about you lot? What cool ideas do you have for urban environments?