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An exercise in NPCs...
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<blockquote data-quote="steeldragons" data-source="post: 5598009" data-attributes="member: 92511"><p>Just a scooch. hahaha. S'all good though.</p><p></p><p>But I like all of the demographics type stuff...and enjoy a degree of "realism" in my world/game...I just don't go too crazy with it for simplicity's sake.</p><p></p><p>I'm just showing my usual (and I think reasonable and generally consistent) amount of NPCs for the characters to come across in a given area. For that, I need a tot. population for the region...even if I don't go into breakdowns of town- v. countryfolk, merchants v. farmers v. craftsmen.</p><p></p><p>That's all interesting topics, and stuff to delve into for a given area that a party will be spending a bunch of time in, but for my own DMing sanity, find a basic framework of local "economy" is generally sufficient to sate inquisitive PCs...if adventure/exploration takes them into deeper detail/specifics, those will get worked out as needed.</p><p></p><p>I do keep certain guidelines in mind, as you bring up Shaman, an "urban" population requires a number of "food producers" larger than the population "in town" to keep it going...even taking into account some level of magical aid (which I don't believe I have ever incorporated to explain food production...warrants thought)</p><p></p><p>I do think a 1/3 to 2/3rds breakdown sounds reasonable...though I have no doubt your 80-90% statistic is historically/realistically accurate.</p><p></p><p>But, bottom line, for the generating of NPCs for a particular populated area, I really just need the number of the population and a simple mental picture of how things work in that region to generate some relatively simple/reasonable background for those NPCs.</p><p></p><p>Eg. Not make a Miller in a countryside with no mill...or no grain. Having an NPC of a certain race in a realm where they've never been seen/thought of as legend. Making a prominent silversmith...when the only mines in the region have iron and gold. A priest of the sky goddess in a mountain mining village. Whatever it is. </p><p></p><p>So I guess, more specifically, I need a tot. population, an understanding of the resources of the community (mining, farming, crafts,...arms? magic? etc.) and the local economic and status spread (is the village affluent, comfortable, sustaining, scraping by? Is town X making hay or getting screwed by the merchants from city Y -or local lord?) </p><p></p><p>Also, Shaman, I really like your ideas for the various "burgs" that make up "Welford" and their interaction. I will definitely be breaking up my regions on a more "local" level as you suggest. </p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5598009, member: 92511"] Just a scooch. hahaha. S'all good though. But I like all of the demographics type stuff...and enjoy a degree of "realism" in my world/game...I just don't go too crazy with it for simplicity's sake. I'm just showing my usual (and I think reasonable and generally consistent) amount of NPCs for the characters to come across in a given area. For that, I need a tot. population for the region...even if I don't go into breakdowns of town- v. countryfolk, merchants v. farmers v. craftsmen. That's all interesting topics, and stuff to delve into for a given area that a party will be spending a bunch of time in, but for my own DMing sanity, find a basic framework of local "economy" is generally sufficient to sate inquisitive PCs...if adventure/exploration takes them into deeper detail/specifics, those will get worked out as needed. I do keep certain guidelines in mind, as you bring up Shaman, an "urban" population requires a number of "food producers" larger than the population "in town" to keep it going...even taking into account some level of magical aid (which I don't believe I have ever incorporated to explain food production...warrants thought) I do think a 1/3 to 2/3rds breakdown sounds reasonable...though I have no doubt your 80-90% statistic is historically/realistically accurate. But, bottom line, for the generating of NPCs for a particular populated area, I really just need the number of the population and a simple mental picture of how things work in that region to generate some relatively simple/reasonable background for those NPCs. Eg. Not make a Miller in a countryside with no mill...or no grain. Having an NPC of a certain race in a realm where they've never been seen/thought of as legend. Making a prominent silversmith...when the only mines in the region have iron and gold. A priest of the sky goddess in a mountain mining village. Whatever it is. So I guess, more specifically, I need a tot. population, an understanding of the resources of the community (mining, farming, crafts,...arms? magic? etc.) and the local economic and status spread (is the village affluent, comfortable, sustaining, scraping by? Is town X making hay or getting screwed by the merchants from city Y -or local lord?) Also, Shaman, I really like your ideas for the various "burgs" that make up "Welford" and their interaction. I will definitely be breaking up my regions on a more "local" level as you suggest. --SD [/QUOTE]
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