How do you create a village?
Moderator: Falconer
How do you create a village?
Do you follow any particular process when creating a village, or do you even bother? I don't usually do more than jot down a tavern name and perhaps a couple of NPC names for whomever the party might run across (names to be assigned to whatever NPC I need a name for).
Re: How do you create a village?
Pretty much the same. I just jot down a list of the staples: tavern, blacksmith, constable, a few farmers, trader/dry goods and maybe a shrine and will assign names at this time.Mythmere wrote:Do you follow any particular process when creating a village, or do you even bother? I don't usually do more than jot down a tavern name and perhaps a couple of NPC names for whomever the party might run across (names to be assigned to whatever NPC I need a name for).
Unless the village will be a long term base, then I'll flesh it out quite a bit more.
"The cave you fear to enter holds the treasure you seek." - Joseph Campbell
I'm in the process of having to create one myself, so this interests me as well. Besides Hamlet and Bone Hill, what other modules have developed (or somewhat developed) villages or small towns?
The way I'm planning on doing it is developing the main places the PCs will go first (the taverns, stables, a few shops, prison and outpost (probably a small keep). Try to keep the same order as most groups would want to experiance it. I might also include a map of every building with a letter code. Then have a random generator to figure out the basics of it. So As will be farmers, Bs fishermen Cs merchants, Ds Craftsmen, etc. I don't see it being very useful for the DM to create an entire town if 90% of the time PCs aren't going to go to more then 2 taversn and 3 shops before heading out.
The way I'm planning on doing it is developing the main places the PCs will go first (the taverns, stables, a few shops, prison and outpost (probably a small keep). Try to keep the same order as most groups would want to experiance it. I might also include a map of every building with a letter code. Then have a random generator to figure out the basics of it. So As will be farmers, Bs fishermen Cs merchants, Ds Craftsmen, etc. I don't see it being very useful for the DM to create an entire town if 90% of the time PCs aren't going to go to more then 2 taversn and 3 shops before heading out.
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Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
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Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Just developed one for my Ithee module.
Bone Hill has the best approach, IMO. A list with every resident, but only the more important ones fleshed out...minor homes with little or no chance of interaction with the PCs get a simple mention of number, race, class if any, and alignment.
The thing that gives the town a little life is developing relationships between different citizens...so and so is the militia captain and so and so is his sergeant. So and so goes to this temple, etc. It doesn't take much room but little things like that give it flavor.
Bone Hill has the best approach, IMO. A list with every resident, but only the more important ones fleshed out...minor homes with little or no chance of interaction with the PCs get a simple mention of number, race, class if any, and alignment.
The thing that gives the town a little life is developing relationships between different citizens...so and so is the militia captain and so and so is his sergeant. So and so goes to this temple, etc. It doesn't take much room but little things like that give it flavor.
Walk amongst the natives by day, but in your heart be Superman.
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I take out my battered and well-thumbed copy of White Dwarf 31, open it to page 10, and re-read Paul Vernon's triffically fantabulous article on how to design quasi-medieval villages for AD&D -- which has to be the definitive work on the subject and deserves to be framed.
For towns and cities, I take out WD32 and 33 as well.
For towns and cities, I take out WD32 and 33 as well.
I was wondering about this the other day while reading through Temple of Elemental Evil. I'd like to run it one day but it's a shame because Nulb doesn't get the treatment Hommlet does. Sure, Hommlet is a good blueprint from which to construct other towns, but Nulb is so different... Plus I'd really have to rise to the occasion to create something as cool as Hommlet.
-Matt
-Matt
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I'm alive - flowers thrive - realize - realize
Realize."
I'm alive - flowers thrive - realize - realize
Realize."
That is certainly an interesting read. Thanks for pointing that issue out.PapersAndPaychecks wrote:I take out my battered and well-thumbed copy of White Dwarf 31, open it to page 10, and re-read Paul Vernon's triffically fantabulous article on how to design quasi-medieval villages for AD&D -- which has to be the definitive work on the subject and deserves to be framed.
For towns and cities, I take out WD32 and 33 as well.
Walk amongst the natives by day, but in your heart be Superman.
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It has nothing to do with me until it has something to do with me.
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It has nothing to do with me until it has something to do with me.
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