Professional Documents
Culture Documents
#123 11 Town Design Tips
#123 11 Town Design Tips
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CONTENTS:
--> A Brief Word From Johnn
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Cheers,
Johnn Four
johnn@roleplayingtips.com
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Towns can loom large in a fantasy roleplaying campaign. PCs might pass through a
fair number of them in their wanderings. Many, perhaps most, characters will have
been born in or near a town; and NPCs may likewise have a town in their background.
Goods are available for purchase in a town that won't be available in the villages,
and it also provides a market for any goods that the PCs might wish to sell. A town
is large enough to have a character of its own, but not so large that it can
provide a background for a whole campaign, as a city might do.
Here are some points to consider when building and detailing your towns.
2. What Is It Called?
=====================
Obviously, the town needs a name, and ideally the name
should reflect something of the town's character. If the players can identify the
meaning of the name, that can help make the town memorable.
The name can reflect the local culture and language (as in
the Slavonic grad, the German dorf, the Swiss wil, or the English ham or bury), and
such recurrent elements, real or invented, can be used over and over for a number
of towns. So Brigfurt might be "Bridgefort", with nearby "Forest Fort" being
Valdfurt, and the coastal fishing port being perhaps Coffurt (from "Cove Fort").
Names might also reflect past historical events, especially those that led to the
founding of the town, prominent economic activities, or the names of powerful local
rulers in the past (whose descendants may or may not still be around). Towns
founded within the colony of an empire may have names that refer to past emperors
or empresses.
A town may have had one or more different names in the past, and obviously old
documents, be they treasure maps or wills or whatever, will refer to the town by
its old name.
3. Where Is It?
===============
Not "where on the map" (you should already know that), but where in relation to the
local terrain. Does the town sit atop a brooding hill or stick out of a broad
plain? There are many possibilities here that can make a town unique, this being
fantasy after all.
4. Why Is It Here?
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A town needs a reason for being where it is. Most towns will probably be little
more than market centres for local agricultural produce, but there are plenty of
other options. Trade on a wider scale is a good reason for a town to develop -
where roads and rivers meet, there may well be a town.
Other possibilities:
* Defence. Frontier towns might spring up out of a need to defend the realm. Towns
also need to defend themselves, so will be placed with that consideration in mind.
Control of trade routes - whether overland, up or down rivers, or along the coast -
is another impetus for a town to evolve.
* Mining. Rich mineral deposits need miners and miners need somewhere to live.
Whilst gold and silver might be the first things that spring to mind, there are
many others. Iron, tin, copper, and lead all have their markets. Good building
stone needs to be quarried and may be exported over a considerable distance. Coal
should not be overlooked - burning of it was widespread in the Middle Ages. In a
fantasy world, the product mined might be some magical or semi-magical metal,
stone, crystal, etc., unique to this one spot.
What are the defences like - stone walls with many towers
or a wooden earthwork with a stockade? Are there any
defences at all? Wealth, strategic importance, and the availability of local
building material will all contribute to the character of a town. So too will the
prevailing economic and political climate. This might be a boom town still growing
on a newly opened trade route or slowly decaying as the silver mines run dry. It
might be a sleepy, conservative, market town, or the centre of political turmoil.
It might be insular, parochial, suspicious of outsiders, or a melting pot of races
and cultures.
The character of the town will be reflected in its citizens. Are they optimistic,
enjoying the good times and looking forward to even better ones? Or trudging
through each day with weary resignation? What is a typical citizen like - friendly,
carefree, pious, apathetic, surly, sly or guarded? Obviously, not every citizen
will be the same, but most will reflect the town's character to a greater or lesser
extent, and those that don't will stand out (one way to make an NPC that little bit
more notable).
The economic focus of the town will also play its part. The
air might reek with the smoke of a thousand forges or hum
with the smell of fresh fish. A busy market town might be vibrant with clamour and
bustle, or seemingly asleep for eleven months of the year. Some towns appear to be
alive, others can feel quite dead.
Some towns attract more history than others, but the name of any town might be
famous - or infamous - for something. It may have played a part on the grand stage
of world history, as the site of a crucial battle, the former court of kings, the
birthplace of a great religious or artistic movement or intellectual revolution.
One or more of the great names of the game world's history might be associated with
the town. Perhaps it was here that a great church reformer was born, or a king was
sheltered in his flight from a lost battle, or an ousted tyrant made his last
stand. Perhaps it was here that a great poet composed her masterwork during her
twenty years in exile, or an illustrious general lived out his last days. As
history turns into legend over time several towns might all make the same claim.
Perhaps of more interest to PCs is the lost artefact, the tracing of which can lead
them to the town. The town might be the last known resting place of an enchanted
sword, a holy relic, a valuable document, or just a plain simple treasure hoard. Of
course, if it's something famous then the PCs are unlikely to be the first to come
looking for it. They might not even know it's there to be found. Assuming, of
course, that it really is there to be found.
* The racial minority. Although the town might be in human territory, there may be
a distinct community of elves, dwarves, halflings, or perhaps (if the game world
allows it) orcs, trolls, giants or something even more outlandish. Likewise, there
may be a human community in an elvish or orcish town.
* The economic minority. Although of the same ethnic and religious background of
the townsfolk, this community is not from the immediate area. They will have
arrived, probably quite recently, for some particular purpose, such as working new
mines. They might be soldiers billeted on the locals in time of war, or refugees
from a war elsewhere in the realm. They have a better chance than other minorities
of integrating with the townsfolk over time and finding widespread acceptance.
* The colonial minority. If the town is under the rule of a foreign power, then
that power will make its presence felt. Members of a colonial minority will tend to
fill the more important civic offices, own the most lucrative businesses, and
control law and order. Even if they do a better job than their native predecessors,
they will probably remain the focus of resentment. ("What have the Romans done for
us?")
How do the native townsfolk get along with the minority? Relations might be quite
amicable, but sadly this is often not the case. Racial or religious prejudice might
be rife on both sides, or concentrated in just one. The majority might view the
minority with anything from friendly tolerance, tacit acceptance, grudging
resentment, or outright hatred. The minority might be trying to maintain its own
distinct identity or integrate itself into the community (possibly both at the same
time). If the PCs don't know what the situation is, they might easily put their
foot in it by saying the wrong things to the wrong people.
A further point regarding minorities: why are these people here? Their presence
might be connected with the history of the town (or conversely, the town's history
implies the presence of a particular minority).
* Religious bodies. The local church or temple may exert a great deal of influence
or none at all. It might be formally represented on the town council, or lurk
behind the scenes. The general piety or religious fervour of the townsfolk might
indicate how much power the priesthood wields in government as does the general
tendency of the religion to take a hand in worldly matters.
* The nobility. Noble families might exert some measure of power, perhaps a lot,
either in their own interests or on behalf of the crown. This might be directly
through the titles they hold, or indirectly through other assets. This might depend
on whether tradition allows nobles to sully their hands with industry.
Basically, there are many possibilities, and the wider political landscape beyond
the town should be considered if more than a rudimentary outline of government is
needed. (For details on the real world complexities of medieval administration, try
taking a look at: http://www.trytel.com/~tristan/towns/mc1_pt1.html )
'Street', 'Lane', 'Way', 'Walk' and 'Alley' are reliable standbys, as is 'Hill' if
the immediate terrain allows. 'Wharf' and 'Quay' have some potential in ports.
'Crescent', 'Avenue', 'Boulevard' and the like are probably too modern for a
standard fantasy game, though I haven't researched this.
Your street/lane/way/hill can be named after:
* A particular trade or profession (Butchers Lane, Bakers
Street).
As ever with names, they can change over time, and their ancestry becomes obscure
or ambiguous. Wives Lane may have started out as Weavers Lane, Wolfpack Street
might once have been the more prosaic Woolpack Street (despite the local legend
that says otherwise), whilst Fairy Bridge might refer to the time before there was
a bridge and the river had to be crossed by ferry.
* * *
Conclusion
==========
Towns, like NPCs, need only be as detailed as the plot
demands. If the PCs are passing through several towns a day
on a long overland journey, you won't want to give copious details about every one
of them (and they probably wouldn't thank you if you did). A brief description of
generalities is sufficient. If, however, the PCs have reason to visit a particular
town, or find something to do in a town you haven't even given a name yet, then
more detail is needed.
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Case dimensions:
Outer Dim. 12" x 8.62" x 2.62",
Inner Dim. 11.25" x 7.25" x 2.25"
They are available online as well. There are companies other than Doskocil, some
cheaper, some not.
I just finished perusing the latest issue (#131) and was reading Sakura's tips on
figurine storage. I have another approach to storage that I think many people may
have overlooked. I take the empty clear boxes that you get new dice sets in and use
them for storage for my miniatures.
I have found that all but the largest miniatures will fit in these boxes with no
problems, and I simply wrap them in bubble wrap prior to slipping them into the
box. I then pack the little boxes into a larger one, with the uniform size making
it much easier to pack them securely, and head out to wherever I need to go with
them.
When I started GMing again, the first thing I changed was to talk less and listen
more. The characters (players) can give you a lot of fuel for ideas and the things
they want to see in a game. In my current campaign, there are almost entire
sessions of great role-playing between players, where I just sit back, take notes,
and give them my best devilish grin. This is the kind of role-playing that GMs
dream about.
The second thing I changed was my thinking about rewards for the characters. Money
is not necessarily the ideal motivator. In order to do this, I needed (through
role-
playing) to find out what the characters wanted out of their careers and then find
ways of giving them the opportunity to go after those goals.
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Johnn Four
mailto:johnn@roleplayingtips.com
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