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Making Cities and Towns Unique

Well, consider....

The real differences between cities come with two things: Differences in physical features (geography and climate, and so on), and differences in culture.

So, two small towns in the same nation, close to each other, probably ought to be very similar. But, Paris and San Francisco are very different.

Consider what makes the cultures of your cities different, and that may go a long way to helping you differentiate them.
 

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Treat your towns like NPCs the old brooding warrior fortress on the hill, the weary commoners village worried about the harvest, or the vibrant young cleric town ready to take on the heathen wilderness.

For important places go an stat them as you would an NPC
eg
A garish market town Barter Town is a Chaotic Neutral Rogue with high ranks in bluff and appraise and a willingness to do anything to turn a buck. The people of Barter Town are an opportunistic and unscrupulous lot and although Barter Town isn't strong it is quick and quite willing to back stab anyone who gets between it and its goals. Besides the raucous market replete with foreign spices, silks, slaves and anything else you could desire Barter Town also features a sheltered sea port and the black tower which houses the Barter Town Merchant Company

I tend to work with Str = Military/Guard, Con= Economy, Dex = Mobility Wis = Culture Int = Scolastics and Cha = Diplomacy. Skills = major trades. Equioment = local features (eg Market, Sea Port, Gladiators arena)
 


Basically, most real cities are very similar. The solution is to make your cities unlike real cities, and you do this by taking concepts from the real world and highlighting them and making them somewhat extreme. Or another way to put this is that most of you cities should look like the most extreme examples of what a city looks like in the real world.

1) Unique Geography: Underground, in a narrow valley, built on a cliff side, built on a hill, built on an island, floating, flying, built in giant trees, built in or on the bones of some enormous creature, impressive harbor, alongside large river, river flows through town, built on a collection of buttes, atop the ruins of an older and more impressive town such as one built by giants or outsiders

2) Unique Architecture: Made of towers, all homes are fortified residences, canals instead of streets, entire town is single building/keep/temple, made of multiple concentric curtain walls, impressive moat surrounds city

3) Unique Culture: This is probably the most important thing you can do to differentiate towns. After a while you are going to run out of interesting physical tropes and overuse of physical tropes will eventually give your setting a somewhat comic feel. This is a really broad topic, and covers all sorts of possibilities:

- Unique ethnic mixture: Look for ways to play against types in your campaign. For example, most cities in my world are ethnically homogenous, with 95% of the inhabitants being of the same type. Thus, a city where several races live as peers and borrow from each other is unusual and creates a unique culture.

- Unique ruling class: I go in for this one a lot. In my campaign, there are cities ruled by long lived alchemists who closely guard the secret of an elixir of youth, by vampires, by liches, by ghosts, by were-boars, by an immortal god-king, and in one case by a magic item. But you don't have to go this extreme. Even having a ruling class of foreigners or of a minority ethnic group creates a cultural issue that will color your city differently.

- Unique relationship with natural or spirit world: The inhabitants of this town may be famous for domesticating animals that aren't normally domesticated such as giant insects or rhinos (or whatever else may be unusual in your world). Or they may have an unusually close relationship with local plant life. Or they may have an unusually close relationship with their own ancestors (ghosts or spirits live in almost every home, or visit whole town on certain nights). The relationship may be based on a unique technology or skill, on a divine boon, on a fey gift, or on the presence of a powerful spirit in the town that is benevolent toward or protective of the inhabitants.

- Dominated by single alignment/philosophy: This town may be an extreme representation of one particular alignment or philosophy in the game and the inhabitants deliberately attempt to model every aspect of the cities architecture/laws/culture after that idea. For example, the town may be dominated by CN Libertarian idealists, and as such are trying to create a Libertarian utopia. Or they may be LN Socialist idealists trying to create a communitarian utopia. Or they be famous as NG Pacifists. Or it might be a city of lawless CE anarchists where famously might makes right and all disputes are settled with impromptu duels. The city might be ruled by feared NE sociopath/assassins, or dominated by a monastery of LG aesthetics. And so forth. This might make the presence or absence of particular laws acutely unusual.

- Alien Cultures - Everyone always wears a mask, genders never mix (perhaps to point of having separate cities for men and women), children raised communally, everyone has same base profession (soldier, monk, wizard, etc.), extreme and highly detailed social caste differentiation, aliens live amongst us (exotic half-breeds are normal), direct contact with planar beings (open portal to plane of fire/shadow/fey realm in town), arcane magic is illegal and rigorously oppressed, monotheists, divine magic is illegal and rigorously oppressed, marriage norms are alien (polyandry, polygamy, corporate marriage, etc.)

4) Unique Stature/Standing Role in the Region/World: Headquarters of a world religion, world famous for a particular industry (bell making, piano manufacture, glass cutting, pottery, lace making, lead mining, etc.), world famous university/library/school or other center of learning, home of legendary hero/sage/oracle/artist/villain (living or dead), world famous artifact housed here, a minor deity (for example, the West Wind, the God of Foxes) makes home in or near city, location of famous battle, home of major cultural festival (your world's equivalent of the Olympics, or the most prestigious annual completion among bards), contains a location sacred to a particular deity (place where deity shed blood in battle, lived for time among mortals, gave major gift or insight to mortals, sired children, keeps a flock of sheep, shaped with own hands, etc.), famous brand of alcohol/cheese/other foodstuff is produced in town or region.
 


Don't go too overboard in making towns unique. A lot of towns are pretty much the same, no matter where you go.

For a town/village, I would figure out the main industry. Is it farming, mining, logging, etc.?

Then the next question is who is the main landowner in the area? Very often, the town/village will take it's cue from the landowner. As well, the main landowner is often the person the PCs will interact with.

Those two quick answers are enough to give a town a sketch of personality, while still keeping it realistic and low key.

For example, take Bedford Falls from It's a Wonderful Life. It's a mill town (which means the main industry is a single factory or mill). The main landowner is Mr. Potter, a mean old curmudgeon trying to increase his control over the town. That's enough for a simple sketch of the place.
 

Oh. One other thing. Relatively small thing, but important, and often overlooked.

No matter the village/town/city/metropolis, write out a shop list. Now it may seem like a lot of work, but it does sell the idea of the size of the place to the players. Plus, your not likely to find a large magic shop in a small village, even one with a wizard in it...

Now, it'll depend, community to community, what kind of shops are there. Most places will have a blacksmith and general trader/shop of some kind. However, in smaller villages, the blacksmiths may be use to doing nothing more then shoeing horses, and sharpening axes, and daggers, and not know the fine art of sword making. and you can almost forget about magic weapons, and other magic items, outside of a potion here or there, in the general store, unless it's there for a plot reason.

Larger villages, and towns will probably have a church or two. In this case, just place a CL on the church. You can approximate it however you like. Towns may also have a local wizard, who doesn't mind writing up scrolls in his spare time, or maybe even making wands for sale, or maybe he's willing to enchant a weapon or armor for a fee, for the extra gold for his research. The blacksmiths might be able to make good swords, and possibly have a masterwork weapon or two, but don't expect quick custom work for cheap.

As for Cities, especially capitals, and metropolises, you can go all out. There's likely to be a magic university there, as well as Blacksmiths, churches to every deities, stables, and general stores as far as the eye can see. If it's a rare item, have them make a Knowledge Local check (or something equivalent to it, depending on the system) to find it.

So, really, it's not that hard to do, but you'll be surprised how often people, especially GMs, forget. It adds to the immersion, and let's be honest. Do you expect to be able to purchase a wand of Fireballs in a small little no-name village?
 

RedGalaxy00, it's funny how your players can influence you as a GM.
One of my first regular gaming groups just loved roleplaying out every single encounter, no matter how small. Upon arrival in a town, they never just said, "Hey, I buy a sword while I'm here." They always wanted to know the blacksmith's name, inquired after his family, asked if there were quests or favors they could do for him, etc. So I got in the habit of not only having a list of stores ready, but also a list of personalities and mini-quests.
Even today, the first thing I do when making a town is exactly what you said; I make a list of shops and locations of interest.
 

While I'm not going to lie to you, and say that my players don't change the way I set up games, because they do, every couple weeks, I'm changing something small, because they'd like it to done in a different way, or want something I wouldn't think to provide, but the whole shop thing. That's my decision.

When I play, I love to visit shops, taverns, and the like, and get to know a feel for the people living there, especially if I'm a Bard, Paladin, or Rogue, usually. It helps me set up a network in the town that I can later call upon if I need to.

Now with shops, it's not so much about the owner, unless I'm a theiving rogue, but the goods that are for sail, because that'll tell me what the towns most well known for making, and selling, especially in small towns, and villages.

But yeah. Players are always doing something unexpected, and you just don't know what to prepare for. Now, I say "don't prepare everything", but thats because that's to much work, and I, personally, think of things well on the fly. (Hell, I did a compelling mystery on the fly, because several people were missing one week, and I hadn't heard of "5 room dungeons" yet. (Don't know what that is, google it. Just "D&D 5 room dungeons". It's a live saver. You can come up with lots of quick adventures on the fly, to have set up, for when you need to pull something out of no where, so you can game.))
 

A lot of good suggestions here.

I'll add a silly suggestion: add the anthropomorphic duck race from RuneQuest to a town.

When the PC's enter their first tavern in town, and have a fight start, involving angry Duck Barbarians. Later on, they can discover the Ducks have their own neighborhood, and only live in this one town. I bet you the players will remember "Ducktown", assuming that in your campaigns, like mine, there are not a lot of "cantina scene" areas.

I guess if you already have tons of non-PHB races wandering around, the Ducks might not be as surprising and unique.

http://www.amazon.com/Ducks-Durulz-RuneQuest-Glorantha-Second/dp/1906103674

http://forum.rpg.net/archive/index.php/t-579690.html
 
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