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Creating a village where your character would stay
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<blockquote data-quote="BriarMonkey" data-source="post: 5965964" data-attributes="member: 95387"><p>I would add to that, land.</p><p></p><p>If this village is in a more remote area, or on a frontier, it would serve the nobles well to have powerful allies in front-line areas. This serves not only to give the PCs a base of operations and resources, but potential plot hooks too. Not to mention ties to nobility that can be used later (such as the PCs rising on the political scale).</p><p></p><p>Of course, not all players respond to titles and land. In that case, the village would have to be located such that it makes a logical sense for the characters to use it as a base of operations. Though, keep in mind if it sits within a day of four major dungeons, that might stretch the players' buy in to the environment. But, if it is close enough to a couple significant landmarks that attract unwanted attention (such as a trade route would attract bandits; maybe rich hunting [plains or forest] would attract gnolls; mining might attract deep gnomes; deserts might attract remoraz; etc.) it would give the PCs enough to do to possibly have them take an interest in the area (particularly if those initial encounters lead to bigger things).</p><p></p><p>And don't forget the townsfolk themselves. Players will often settle in an area where they can acquire what they need with resonable ability. If this village sits astride a trade route, the villagers themselves don't need much because trade will fill the gap for what the PCs can get ahold of. But, if it doesn't have such trade, you may want to have a few well planned NPCs that can fill certain roles - such as a blacksmith/weaponsmith, priest, general marketer, sage, etc. These will be where the PCs interact to get new equipment, upgrade, and sell. But don't be shocked if the PCs eventually move on to somewhere larger, simply because the local economy can't keep up.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 5965964, member: 95387"] I would add to that, land. If this village is in a more remote area, or on a frontier, it would serve the nobles well to have powerful allies in front-line areas. This serves not only to give the PCs a base of operations and resources, but potential plot hooks too. Not to mention ties to nobility that can be used later (such as the PCs rising on the political scale). Of course, not all players respond to titles and land. In that case, the village would have to be located such that it makes a logical sense for the characters to use it as a base of operations. Though, keep in mind if it sits within a day of four major dungeons, that might stretch the players' buy in to the environment. But, if it is close enough to a couple significant landmarks that attract unwanted attention (such as a trade route would attract bandits; maybe rich hunting [plains or forest] would attract gnolls; mining might attract deep gnomes; deserts might attract remoraz; etc.) it would give the PCs enough to do to possibly have them take an interest in the area (particularly if those initial encounters lead to bigger things). And don't forget the townsfolk themselves. Players will often settle in an area where they can acquire what they need with resonable ability. If this village sits astride a trade route, the villagers themselves don't need much because trade will fill the gap for what the PCs can get ahold of. But, if it doesn't have such trade, you may want to have a few well planned NPCs that can fill certain roles - such as a blacksmith/weaponsmith, priest, general marketer, sage, etc. These will be where the PCs interact to get new equipment, upgrade, and sell. But don't be shocked if the PCs eventually move on to somewhere larger, simply because the local economy can't keep up. [/QUOTE]
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