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General Tabletop Discussion
*Pathfinder & Starfinder
Making Cities and Towns Unique
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<blockquote data-quote="Ryujin" data-source="post: 6239800" data-attributes="member: 27897"><p>I tend to agree with this. Not every little dorf and hamlet needs to be a unique, stand out encounter. In fact most will be anything but. You'll have a blacksmith who might or might not make/repair weapons, a carpenter who might act as a combination barrel wright/wainwright, etc.. All of the usual trappings that a small village can't do without. Save the special stuff for when it's truly special. There's no harm in naming the key players in every given village, but to go further than that burns creative resources that can better be used elsewhere. If the players want to dig deeper just wing it, and keep good notes regarding what you create off the cuff.</p><p></p><p>Larger towns and actual cities are where you need to consider topology, industry, trade partners, religious/magical institutions, and the like. The larger they are and the more individual the topology, and resources, the more unique is the town. Consider the land first; it will shape how the place grows and what it becomes. In a high magic society truly severe topology might not be tamed, but actively reshaped to suit the inhabitants. I would suggest that this only be done with large cities or seats of temporal/religious/magical power though.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 6239800, member: 27897"] I tend to agree with this. Not every little dorf and hamlet needs to be a unique, stand out encounter. In fact most will be anything but. You'll have a blacksmith who might or might not make/repair weapons, a carpenter who might act as a combination barrel wright/wainwright, etc.. All of the usual trappings that a small village can't do without. Save the special stuff for when it's truly special. There's no harm in naming the key players in every given village, but to go further than that burns creative resources that can better be used elsewhere. If the players want to dig deeper just wing it, and keep good notes regarding what you create off the cuff. Larger towns and actual cities are where you need to consider topology, industry, trade partners, religious/magical institutions, and the like. The larger they are and the more individual the topology, and resources, the more unique is the town. Consider the land first; it will shape how the place grows and what it becomes. In a high magic society truly severe topology might not be tamed, but actively reshaped to suit the inhabitants. I would suggest that this only be done with large cities or seats of temporal/religious/magical power though. [/QUOTE]
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