
How to enter the Inner Bailey of the Keep and get a special mission from the Castellan. (Example: “Talking with the Taverner might reveal either rumor #18 or #19 he will give the true rumor if his reaction is good.”) Rumors can be gained by talking to people at the Keep. “Floor plans might be useful… exceptionally so in places frequented by adventurers.”

Specific responses to PCs who break the law. Five specific points are given under “DM Notes About the Keep”: Gygax’s handling of the Keep in Keep on the Borderlands seems to largely confirm this. You left the city in order to have adventures. I believe this is because Gygax primarily saw cities as the hub around which adventures were based: You came back to the city to get supplies and hirelings.

It’s interesting to note that the AD&D Dungeon Master’s Guide doesn’t actually include guidelines for urban adventures: Dungeon adventures, wilderness adventures, aerial adventures, waterborne adventures, underwater adventures, and even planar adventures all get coverage.

So when I’m struggling with something like urbancrawling I find that it can be very useful to dip back into the primordial pool and poke around a bit to see if anything useful pops out. The thing I value most about the Old School Renaissance – and the reason I enjoyed exploring the ur-game of OD&D – is that a lot of valuable and experimental mechanics and game structures were functionally abandoned as the hobby and industry kind of dashed headlong towards a post-AD&D / post- Dragonlance homogenization.
