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<blockquote data-quote="Buttercup" data-source="post: 753048" data-attributes="member: 990"><p>I would like to plead that we ditch the whole Eric's Grandmother idea. With all respect to everyone who has been working on it, it's just...icky. Even though this is the EN World City Project, we want the city to be useable in many settings. Inside jokes and references make that less likely, and get old really quick. One or two are fine, but we already have them in the place names.</p><p></p><p>Anyway, on to other things I wanted to bring up. I'm working on the general statement about trade and crafts, and thinking about a template, which I think is pretty important. Once I have something (I have to work today<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" />, so probably I won't get it done until tomorrow) I'll post a draft in the admin thread. I think the template is pretty important, because it will be the framework for all of the locations in the city. NPC stat blocks are pretty standard, but it seems like every publisher does their locations differently. </p><p></p><p>I like the idea of having What Lurks Beneath undefined. We could certainly offer a suggestion or two, but I think most DMs would rather come up with that on their own. I know I would.</p><p></p><p>Re the racial demographics, I think we need far more dwarves and far fewer elves. Considering the proximity of Kul Moren and that the city is one of artisans, dwarves would be drawn to it, and elves would probably not like it. They would want to go hug trees somewhere far away from all the evil industry.</p><p></p><p>Finally, a note on modularity. I don't think it's possible for us to overemphasize this. The end product should, IMO, allow a DM to *easily* use the parts that appeal, and throw out the others. So when we are designing stuff such as history, secret organizations, government, guilds and so forth, let us all please minimize references to anything that would make that difficult. I'm not aiming this comment at anyone. I just think it's so important that we should each be mindful of it every step of the way. As with building a house, it's easier to change the wiring before the drywall is up. So you'll have to forgive me if I keep harping on it. 'Cause I'm going to.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Buttercup, post: 753048, member: 990"] I would like to plead that we ditch the whole Eric's Grandmother idea. With all respect to everyone who has been working on it, it's just...icky. Even though this is the EN World City Project, we want the city to be useable in many settings. Inside jokes and references make that less likely, and get old really quick. One or two are fine, but we already have them in the place names. Anyway, on to other things I wanted to bring up. I'm working on the general statement about trade and crafts, and thinking about a template, which I think is pretty important. Once I have something (I have to work today:mad:, so probably I won't get it done until tomorrow) I'll post a draft in the admin thread. I think the template is pretty important, because it will be the framework for all of the locations in the city. NPC stat blocks are pretty standard, but it seems like every publisher does their locations differently. I like the idea of having What Lurks Beneath undefined. We could certainly offer a suggestion or two, but I think most DMs would rather come up with that on their own. I know I would. Re the racial demographics, I think we need far more dwarves and far fewer elves. Considering the proximity of Kul Moren and that the city is one of artisans, dwarves would be drawn to it, and elves would probably not like it. They would want to go hug trees somewhere far away from all the evil industry. Finally, a note on modularity. I don't think it's possible for us to overemphasize this. The end product should, IMO, allow a DM to *easily* use the parts that appeal, and throw out the others. So when we are designing stuff such as history, secret organizations, government, guilds and so forth, let us all please minimize references to anything that would make that difficult. I'm not aiming this comment at anyone. I just think it's so important that we should each be mindful of it every step of the way. As with building a house, it's easier to change the wiring before the drywall is up. So you'll have to forgive me if I keep harping on it. 'Cause I'm going to.:p [/QUOTE]
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