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An exercise in NPCs...
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<blockquote data-quote="The Shaman" data-source="post: 5596714" data-attributes="member: 26473"><p>A couple of impressions . . . </p><p></p><p>First, way too many townspeople to farmers; assuming you're going for the traditional <em>faux</em>-medieval vibe, a ratio of 80-90% farmers to 10-20% townspeople would make a bit more demographic sense. Even if you're assuming something like druidic magic is routinely used to increase crop yields, you still need a lot more people in production than consumption; if they routinely produce surplusses due to magic, then that becomes a trade good.</p><p></p><p>Second, in conjunction with the first, decentralize. Welford is going to be surrounded by satellite communities: Welford Manor, West Welford, North Welford, Welford Downs, Welford-by-the-Water, Welford Cross, <em>et cetera</em> which are home to the bulk of that 80-90% of the population. These villages shouldn't be far apart; just a half-mile to a mile or so is fine, little clusters of people in a landscape of fields surrounding Welford proper.</p><p></p><p>Third, I would eliminate your paid guard force in favor of an armed community watch led by the wealthy townsfolk. A local lord serves as magistrate administering justice on behalf of the powers-that-be.</p><p></p><p>I like the priestesses with the bare arms; perhaps their gowns are off-the-shoulder as well? I like the Witch; how do others in the community see her?</p><p></p><p>I may have missed this: how did you come up with the number of classed npcs?</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5596714, member: 26473"] A couple of impressions . . . First, way too many townspeople to farmers; assuming you're going for the traditional [i]faux[/i]-medieval vibe, a ratio of 80-90% farmers to 10-20% townspeople would make a bit more demographic sense. Even if you're assuming something like druidic magic is routinely used to increase crop yields, you still need a lot more people in production than consumption; if they routinely produce surplusses due to magic, then that becomes a trade good. Second, in conjunction with the first, decentralize. Welford is going to be surrounded by satellite communities: Welford Manor, West Welford, North Welford, Welford Downs, Welford-by-the-Water, Welford Cross, [i]et cetera[/i] which are home to the bulk of that 80-90% of the population. These villages shouldn't be far apart; just a half-mile to a mile or so is fine, little clusters of people in a landscape of fields surrounding Welford proper. Third, I would eliminate your paid guard force in favor of an armed community watch led by the wealthy townsfolk. A local lord serves as magistrate administering justice on behalf of the powers-that-be. I like the priestesses with the bare arms; perhaps their gowns are off-the-shoulder as well? I like the Witch; how do others in the community see her? I may have missed this: how did you come up with the number of classed npcs? [/QUOTE]
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