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Help Me Develop a 5e Town
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<blockquote data-quote="Mistwell" data-source="post: 6413487" data-attributes="member: 2525"><p>All RPGs have an implied setting. Things about the world that are suggested by the rules. Sometimes it's directly described, in the fluff descriptions of things. Sometimes it's merely implied, by the commonality of certain magic or abilities in the game rules. But whatever the game, and surely in 5e, there is some sort of elements of a setting implied by the rules.</p><p></p><p>I'm curious what those implied setting elements might be for an average town.</p><p></p><p>For this example I will use a town in my current game. Mostly because I need to develop that town, and could use some ideas. But I also think it can serve as a good example for implied setting concepts in 5e.</p><p></p><p>Here is a brief description of the town:</p><p></p><p>The town of East Gantrick, a free city nestled beside a forested mountain range. While a majority of residents are human, all races are welcome, provided they don't make trouble for others.</p><p></p><p>Rumor is that in ages past, East Gantrick was ruled by a ruthless mad king from a fortress in the mountains. He was defeated, his stronghold sealed up, and peace reigned (or at least, that's the rumors you've always heard). These days, the town is ruled by a peaceful council and priesthood that is corrupt, but otherwise not too bad.</p><p></p><p>The town has an Adventurers Guild, and a fair sized temple to the deity of Life, and that's about all the known locations so far.</p><p></p><p>So how would the 5e implied setting add to this town? What sorts of shops and other locales would you find in it? Would it likely be lit by magic or mundane means? Would there be magical protections for the town or mostly mundane? For mundane protection, what sorts of classes would usually be found in their ranks? Anything implied about trade goods by the implied setting?</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6413487, member: 2525"] All RPGs have an implied setting. Things about the world that are suggested by the rules. Sometimes it's directly described, in the fluff descriptions of things. Sometimes it's merely implied, by the commonality of certain magic or abilities in the game rules. But whatever the game, and surely in 5e, there is some sort of elements of a setting implied by the rules. I'm curious what those implied setting elements might be for an average town. For this example I will use a town in my current game. Mostly because I need to develop that town, and could use some ideas. But I also think it can serve as a good example for implied setting concepts in 5e. Here is a brief description of the town: The town of East Gantrick, a free city nestled beside a forested mountain range. While a majority of residents are human, all races are welcome, provided they don't make trouble for others. Rumor is that in ages past, East Gantrick was ruled by a ruthless mad king from a fortress in the mountains. He was defeated, his stronghold sealed up, and peace reigned (or at least, that's the rumors you've always heard). These days, the town is ruled by a peaceful council and priesthood that is corrupt, but otherwise not too bad. The town has an Adventurers Guild, and a fair sized temple to the deity of Life, and that's about all the known locations so far. So how would the 5e implied setting add to this town? What sorts of shops and other locales would you find in it? Would it likely be lit by magic or mundane means? Would there be magical protections for the town or mostly mundane? For mundane protection, what sorts of classes would usually be found in their ranks? Anything implied about trade goods by the implied setting? [/QUOTE]
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