Against the backdrop of a cyberpunk setting, the Player Characters must uncover secrets and clues behind the gruesome crimes of Pierrot Street. Welcome to Moriarity Yard.
Welcome to Crime City.
CRIME CITY is a system-agnostic tabletop role-playing game adventure. The adventure is designed for 3 to 5 players and lasts 2 to 3 game sessions. As a system-agnostic TTRPG, you can use any game system (D&D 5e, Cyberpunk Red, Shadowrun, etc.) Inside the document, this is what you’ll find:
- A variety of maps to use as reference.
- Pre-made NPCs for ease of use during gameplay.
- Easy-to-use mechanics for all types of systems.
- Ready-to-print handouts for players.
- Mini-games for encounters to keep your players on their toes.
The setting takes place in a district called Moriarty Yard. Gangs and conglomerate corporations struggle against one another for power. The residents and commoners stand on the brink of anarchy, and any tip of the scales may result in catastrophe for middle- and lower-class people. There are four main areas where you can explore: Grab A Grub restaurant, South Moriarty Yard Docks (SMYD), Pierrot Street, and District Container Yard near SMYD.
In creating CRIME CITY, there was a lot of research and reference collecting before writing the first draft. Some included Blade Runner, The Sopranos, Cyberpunk 2020, Shadowrun, The Dracula Dossier, and other indie titles. The characters were set by the team. I had to create stories and branches that would make sense for each of them.
I then started writing the character’s backstories, goals, voices, inspirations, and weaknesses. Once I define each character’s background, I write a few lines of dialogue for each one.
Now, it’s all about creating stories and branches. I used a combination of Twine and Figma to create a storyline that would make sense for the team. Figma was more visual and organized, while Twine was more practical. Here’s an example of several encounters in the second chapter of the adventure using Figma.
I also contributed by providing character lines for specific encounters or checks, depending on the outcome. In TTRPGs, dialogue lines are not required, but they do set a tone for conversations. Dialogue lines are especially helpful for GMs trying to set the tone and personality of these characters. Here are a few examples from chapter two.
- Daron Desai (Medium Interrogation Check)
- Success: “Grab A Grub has never been a place for gang violence or any shady business. They all respect the food business … at least most of them.”
- Failed: “For the past few weeks, all hands were on deck in retrieving shipments to have food available for the customers. Find it curious that only four of us are dealing with the shipments this week.”
- Martha #341 (Entering her home)
- Accept: “Come this way, youngins. I have prepared some delicious meat pie that Davey loves to eat.”
- Deny: “Now, we won’t start talking until you try my meat pie. OK?”
- Vince #343 (Asking Questions)
- Did you hear what happened on this street?
- “I was the one that called the police, dude! I saw the bodies. It was brutal.”
- “Whoever did this really hated these people. It has to be some gang involved in all this!”
- Did you hear what happened on this street?
Here’s a one-shot playthrough from Miss Magitek using a combination of two adventure modules, Special Delivery y CRIME CITY.
CRIME CITY gained its Best Silver Seller tag at DriveThruRPG in less than 10 months. This is the first publishing product for Valectonia Publishing and it has surpassed all of its expectations.
Valectonia Publishing is getting ready to publish its 2nd major release called Mega Building One, a system-agnostic cyberpunk setting, and adventure. Read one of our reviews for CRIME CITY below.