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help me brainstorm a kingdom
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<blockquote data-quote="Karak" data-source="post: 6024299" data-attributes="member: 6700170"><p>I know that for me, returning a PC home, for the first time is always a bit daunting. </p><p></p><p>You could break it down to Traits, Traditions, Towns. That is how I start every single time I create a people, or location. Traits of the local people feed into traditions, which are reflected in their lodgings.</p><p></p><p>For example if they have traits of being very large, superstitious, somewhat poor, and feel that meals are massive communal gatherings you have enough to outline what the buildings may look like(set up for big people, roughly constructed), how they were built(poor and from local big trees and rock and mud), and have their dinning areas massively decked out including their inns.</p><p></p><p>Of course thats just some simple explanations but I think you may get what I mean and those three things can also help identify if they trade with others, how they handle visitors, their customs around everything. It is funny but those 3 "T's" have never failed me.</p><p></p><p>Also after I am done with that I add the final "T" which is threat.</p><p></p><p>Threat is a big deal. Do they have any threats currently to their nation or local areas, do they know peace, did they have a massive battle recently or far in the past, or perhaps never? Threat is great because when a player returns home they may have helped you with some ideas but then you add in threat and they return home to find their villages prospering and the people somewhat changed, or the opposite.</p><p></p><p>In AfterEarth we created many of the locations that way and one of the reasons I like it so much is you can really get a realistic flow of different cultures as one may have 1-2 traditions of its neighbors but due to their traits their civilization looks totally different. That kind of thing. It allows for an organic flow from one kingdom to another even when you want to put two dramatically opposed kingdoms right next to one another.</p><p></p><p>For example you state that beauty(trait) is a big deal. What if someone ostracized for their not being appealing(traditions) left as a child and has now returned and wants to complete destroy the civilization(threat) that spurned them from the very beginning.</p><p></p><p>Lastly you can even throw some oddity into the mix where traits and traditions did NOT feed into how lodgings and creations were built. Many times these kinds of places are the most mysterious. Massive large Norsemen who have no superstitions who sit at a meal and engage in perfect customs and courting is slightly unique compared to the typical norse ideal.</p></blockquote><p></p>
[QUOTE="Karak, post: 6024299, member: 6700170"] I know that for me, returning a PC home, for the first time is always a bit daunting. You could break it down to Traits, Traditions, Towns. That is how I start every single time I create a people, or location. Traits of the local people feed into traditions, which are reflected in their lodgings. For example if they have traits of being very large, superstitious, somewhat poor, and feel that meals are massive communal gatherings you have enough to outline what the buildings may look like(set up for big people, roughly constructed), how they were built(poor and from local big trees and rock and mud), and have their dinning areas massively decked out including their inns. Of course thats just some simple explanations but I think you may get what I mean and those three things can also help identify if they trade with others, how they handle visitors, their customs around everything. It is funny but those 3 "T's" have never failed me. Also after I am done with that I add the final "T" which is threat. Threat is a big deal. Do they have any threats currently to their nation or local areas, do they know peace, did they have a massive battle recently or far in the past, or perhaps never? Threat is great because when a player returns home they may have helped you with some ideas but then you add in threat and they return home to find their villages prospering and the people somewhat changed, or the opposite. In AfterEarth we created many of the locations that way and one of the reasons I like it so much is you can really get a realistic flow of different cultures as one may have 1-2 traditions of its neighbors but due to their traits their civilization looks totally different. That kind of thing. It allows for an organic flow from one kingdom to another even when you want to put two dramatically opposed kingdoms right next to one another. For example you state that beauty(trait) is a big deal. What if someone ostracized for their not being appealing(traditions) left as a child and has now returned and wants to complete destroy the civilization(threat) that spurned them from the very beginning. Lastly you can even throw some oddity into the mix where traits and traditions did NOT feed into how lodgings and creations were built. Many times these kinds of places are the most mysterious. Massive large Norsemen who have no superstitions who sit at a meal and engage in perfect customs and courting is slightly unique compared to the typical norse ideal. [/QUOTE]
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