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Preparing Towns in a Sandbox
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<blockquote data-quote="BookTenTiger" data-source="post: 8554668" data-attributes="member: 6685541"><p>One way to quickly generate a unique town may be to focus on its past and present. This town used to be _____, and now it's _____.</p><p></p><p>You can plug in Backgrounds from the PHB for quick ideas:</p><p></p><p><strong>This town used to be Acolytes, and now it's Guild Artisans.</strong></p><p></p><p>Honeyhall started as a monastery producing honey and mead, but as its products became well known it grew into a wealthy town of beekeeping merchants.</p><p></p><p><strong>This town used to be Outlanders, and now it's Criminals.</strong></p><p></p><p>Toad Hollow was a camp occupied every season by hunters, but over time criminals seeking refuge built up permanent residences until it grew into a ramshackle town.</p><p></p><p><strong>This town used to be Entertainers, and now it's Soldiers.</strong></p><p></p><p>Silvervale, built at a crossroads, was famous for its rowdy taverns full of traveling musicians and entertainers, until it became occupied by an army that now uses it as a headquarters to control the local area.</p><p></p><p>From there, it should be easy to fill in any checklists you want to use. I would focus on ways the town will meaningfully interact with the characters:</p><p></p><p>1) who will ask the characters for help?</p><p></p><p>2) who doesn't want the characters to be there?</p><p></p><p>3) what can the characters buy?</p><p></p><p>4) where can the characters stay?</p><p></p><p>5) how can the characters make money?</p><p></p><p>So if I take one of those examples...</p><p></p><p>Honeyhall:</p><p></p><p>1) An Elf Acolyte named Ombrose will ask the characters to protect the temple from mooks working for a merchant to whom the temple owes money.</p><p></p><p>2) A powerful mead merchant named Vitra "Queen Bee" Quinn doesn't want the characters there because she has been breeding dangerous fiendish bees.</p><p></p><p>3) The characters can buy delicious mead and honey, as well as very sweet common and rare potions.</p><p></p><p>4) The characters will be invited to stay at the Temple to Gond, the former humble monastery that is now built up into a lavish house of worship.</p><p></p><p>5) The characters can be hired to guard the apiaries from local honey thieves or dangerous wildlife.</p><p></p><p>For my own playstyle, this would produce a memorable town the players would have fun interacting with.</p><p></p><p>I hope that's useful for you!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8554668, member: 6685541"] One way to quickly generate a unique town may be to focus on its past and present. This town used to be _____, and now it's _____. You can plug in Backgrounds from the PHB for quick ideas: [B]This town used to be Acolytes, and now it's Guild Artisans.[/B] Honeyhall started as a monastery producing honey and mead, but as its products became well known it grew into a wealthy town of beekeeping merchants. [B]This town used to be Outlanders, and now it's Criminals.[/B] Toad Hollow was a camp occupied every season by hunters, but over time criminals seeking refuge built up permanent residences until it grew into a ramshackle town. [B]This town used to be Entertainers, and now it's Soldiers.[/B] Silvervale, built at a crossroads, was famous for its rowdy taverns full of traveling musicians and entertainers, until it became occupied by an army that now uses it as a headquarters to control the local area. From there, it should be easy to fill in any checklists you want to use. I would focus on ways the town will meaningfully interact with the characters: 1) who will ask the characters for help? 2) who doesn't want the characters to be there? 3) what can the characters buy? 4) where can the characters stay? 5) how can the characters make money? So if I take one of those examples... Honeyhall: 1) An Elf Acolyte named Ombrose will ask the characters to protect the temple from mooks working for a merchant to whom the temple owes money. 2) A powerful mead merchant named Vitra "Queen Bee" Quinn doesn't want the characters there because she has been breeding dangerous fiendish bees. 3) The characters can buy delicious mead and honey, as well as very sweet common and rare potions. 4) The characters will be invited to stay at the Temple to Gond, the former humble monastery that is now built up into a lavish house of worship. 5) The characters can be hired to guard the apiaries from local honey thieves or dangerous wildlife. For my own playstyle, this would produce a memorable town the players would have fun interacting with. I hope that's useful for you! [/QUOTE]
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