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<blockquote data-quote="Quickleaf" data-source="post: 5895528" data-attributes="member: 20323"><p>Yeah 4e doesn't got into near the level of detail as older editions with that stuff. However it's not wholly absent either.</p><p></p><p>DMG chapter 9 has some good stuff about world-building in there; for example most cities aren't larger than 25,000 inhabitants and typically develop around arable land and navigable waterways. It gives guidelines for mapping a settlement, describes commerce, the magi item economy, organizations, and more.</p><p></p><p>Fortress creation was introduced in Dragon #395 and is fairly sparse but does the job well enough. AFAIK those rules haven't seen print...unless they're in Mordenkainen's Magnificent Emporium (which I don't own).</p><p></p><p>With encounter table design again the DMG has decent advice in chapter 10, where you can roll to determine challenge level, encounter template, and unusual features, but are left to your own devices to choose which monsters to include in your table. In the same chapter are also included dungeon geomorphs to randomly create a dungeon.</p><p></p><p>Dominion management rules are conspicuously absent from 4e. I've seen some novel posts/blogs about how to handle this; one that stood ou was to adapt the artifact rules to simulate how a realm views their feudal lord/lady.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5895528, member: 20323"] Yeah 4e doesn't got into near the level of detail as older editions with that stuff. However it's not wholly absent either. DMG chapter 9 has some good stuff about world-building in there; for example most cities aren't larger than 25,000 inhabitants and typically develop around arable land and navigable waterways. It gives guidelines for mapping a settlement, describes commerce, the magi item economy, organizations, and more. Fortress creation was introduced in Dragon #395 and is fairly sparse but does the job well enough. AFAIK those rules haven't seen print...unless they're in Mordenkainen's Magnificent Emporium (which I don't own). With encounter table design again the DMG has decent advice in chapter 10, where you can roll to determine challenge level, encounter template, and unusual features, but are left to your own devices to choose which monsters to include in your table. In the same chapter are also included dungeon geomorphs to randomly create a dungeon. Dominion management rules are conspicuously absent from 4e. I've seen some novel posts/blogs about how to handle this; one that stood ou was to adapt the artifact rules to simulate how a realm views their feudal lord/lady. [/QUOTE]
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