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How to Design a Village in 5 Easy Steps
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<blockquote data-quote="howandwhy99" data-source="post: 7653216" data-attributes="member: 3192"><p>When I create a village I think of who created it. In my game, villages are settlements of (usually) overland constructions [broadly meaning: dungeons] created by creatures of a certain level of intelligence or higher. </p><p></p><p>The founders of a village typically created it for one or more reasons, based upon their alignment, if even only as a resting spot before further expected travel. </p><p>---Who and what were these founders?</p><p>---What were their reasons for settling?</p><p>---When did this event occur?</p><p></p><p>A village is roughly a collection of people in a place the size of which is determined demographically for the term. Take away the people or the place and there is no village. Items come into play too, but all could be lost and you'd still have a village IMO. Also, remember village is only a size category for a settlement. It could be a piece of an abandoned city or a boom town that sped right threw Thorp size.</p><p>---Based on who and what the settlers were, what did they need to create a long term settlement like a village to support themselves? This might include natural materials, crafted items, plants, animals, fortifications, and activities.</p><p>---Other goals for the creation of this settlement include their reasons for doing so beyond simple survival.</p><p>---Generated forward the creation of this village from its founding to the campaign starting time taking into account all of the above not mention the rest of the campaign world you are starting with.</p><p>---Generate your map of the village as it grows and changes over time. Include people and principle locations as they are born and are destroyed.</p><p>---Track this history so Players may explore it also. This encompasses the resulting (and previous) key locations as mentioned in the article above as well as Named NPCs, other monsters (like farmers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), treasure, NPC knowledge, monster goals and learned proficiencies. (These latter two projected forward into adventure scenarios will make up most of your adventure hooks and timeline.)</p><p>---Name everything on the map in your key and include the map on your larger starting campaign/world map.</p><p></p><p>Lastly, if the village doesn't need to last until the campaign starting time (all the people are gone for whatever reason), it then becomes a ruin possibly inhabited by monsters who will repurpose whatever is left behind depending upon those monsters. Unless the construction materials degrade very quickly it almost assuredly will still be relevant to your campaign world as a more traditional dungeon or a reclaimed city by other city builders.</p><p></p><p>And, of course, outside populations, new people, environmental catastrophes, disease, and so on over time will usually shift and change the behavior and design of a village, so be sure that when you are generating it you are doing along with the rest of the starting campaign world.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 7653216, member: 3192"] When I create a village I think of who created it. In my game, villages are settlements of (usually) overland constructions [broadly meaning: dungeons] created by creatures of a certain level of intelligence or higher. The founders of a village typically created it for one or more reasons, based upon their alignment, if even only as a resting spot before further expected travel. ---Who and what were these founders? ---What were their reasons for settling? ---When did this event occur? A village is roughly a collection of people in a place the size of which is determined demographically for the term. Take away the people or the place and there is no village. Items come into play too, but all could be lost and you'd still have a village IMO. Also, remember village is only a size category for a settlement. It could be a piece of an abandoned city or a boom town that sped right threw Thorp size. ---Based on who and what the settlers were, what did they need to create a long term settlement like a village to support themselves? This might include natural materials, crafted items, plants, animals, fortifications, and activities. ---Other goals for the creation of this settlement include their reasons for doing so beyond simple survival. ---Generated forward the creation of this village from its founding to the campaign starting time taking into account all of the above not mention the rest of the campaign world you are starting with. ---Generate your map of the village as it grows and changes over time. Include people and principle locations as they are born and are destroyed. ---Track this history so Players may explore it also. This encompasses the resulting (and previous) key locations as mentioned in the article above as well as Named NPCs, other monsters (like farmers :) ), treasure, NPC knowledge, monster goals and learned proficiencies. (These latter two projected forward into adventure scenarios will make up most of your adventure hooks and timeline.) ---Name everything on the map in your key and include the map on your larger starting campaign/world map. Lastly, if the village doesn't need to last until the campaign starting time (all the people are gone for whatever reason), it then becomes a ruin possibly inhabited by monsters who will repurpose whatever is left behind depending upon those monsters. Unless the construction materials degrade very quickly it almost assuredly will still be relevant to your campaign world as a more traditional dungeon or a reclaimed city by other city builders. And, of course, outside populations, new people, environmental catastrophes, disease, and so on over time will usually shift and change the behavior and design of a village, so be sure that when you are generating it you are doing along with the rest of the starting campaign world. [/QUOTE]
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