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General Tabletop Discussion
*Pathfinder & Starfinder
What buildings are a MUST for any town?
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<blockquote data-quote="steeldragons" data-source="post: 6214513" data-attributes="member: 92511"><p>Ah! Right, so...buildings you asked for, didn't you? <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p></p><p>1. Town/Council Meeting Hall</p><p>2. Constable's Office/Jail.</p><p>3. Religious center: in the above example an abbey and small temple/church.</p><p>4. Hunter's Lodge...though this is not a "must" or every town, it is in the above example. A meeting/guild hall per known/larger guilds, though, I would include as a must. Smaller organizations probably jsut meet at a tavern or someone's home. But a predominant industry probably has their own hall.</p><p>5. Farmsteads (however many you need) including, as others have mentioned, as many pens, sties, coops and corrals needed to house the community's livestock and associated "outbuildings" (like a smokehouse for curing bacon and hams).</p><p> 6. However many barns needed to store equipment, draft animals (either horses, mules or oxen). I'd say 1 per grain-farming and orchard-running homestead.</p><p>7. A Manor/Estate for the council chair/ancestral family home of the Westfarths. I'd say all towns have something like this...wherever the bigwig/wealthiest/local lord or aristocrat guy in town lives.</p><p>8. Buildings for the shops. Some built together (probably with living quarters in back or on a second story if two-storied buildings exist here). Some will be individual separate homes/buildings. Butcher shops are likely to be separate buildings...as the noise of slaughter, odor...and abundant blood might not be desirable. But, depending on the size, density and urbanization of the community, maybe not. </p><p>9. Inns/Taverns...likely all separate buildings with separate stables where applicable.</p><p>10. The smithies and, I would say, the cartwrights are their own separate buildings which may or may not be attached or beside their living quarters.</p><p>11. Maybe a silo or some other place(s) for holding/keeping communal winter stores dry (and hopefully minimizing loss from vermin/pest). Some homes will keep their own stores in cellars.</p><p></p><p>OO! Forgot a beekeeper and potters in the above person-by-person breakdown. Add in 1 beekeeper/honey-maker and 3 potters. Take away 2 tanners and 2 tailors.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6214513, member: 92511"] Ah! Right, so...buildings you asked for, didn't you? :blush: 1. Town/Council Meeting Hall 2. Constable's Office/Jail. 3. Religious center: in the above example an abbey and small temple/church. 4. Hunter's Lodge...though this is not a "must" or every town, it is in the above example. A meeting/guild hall per known/larger guilds, though, I would include as a must. Smaller organizations probably jsut meet at a tavern or someone's home. But a predominant industry probably has their own hall. 5. Farmsteads (however many you need) including, as others have mentioned, as many pens, sties, coops and corrals needed to house the community's livestock and associated "outbuildings" (like a smokehouse for curing bacon and hams). 6. However many barns needed to store equipment, draft animals (either horses, mules or oxen). I'd say 1 per grain-farming and orchard-running homestead. 7. A Manor/Estate for the council chair/ancestral family home of the Westfarths. I'd say all towns have something like this...wherever the bigwig/wealthiest/local lord or aristocrat guy in town lives. 8. Buildings for the shops. Some built together (probably with living quarters in back or on a second story if two-storied buildings exist here). Some will be individual separate homes/buildings. Butcher shops are likely to be separate buildings...as the noise of slaughter, odor...and abundant blood might not be desirable. But, depending on the size, density and urbanization of the community, maybe not. 9. Inns/Taverns...likely all separate buildings with separate stables where applicable. 10. The smithies and, I would say, the cartwrights are their own separate buildings which may or may not be attached or beside their living quarters. 11. Maybe a silo or some other place(s) for holding/keeping communal winter stores dry (and hopefully minimizing loss from vermin/pest). Some homes will keep their own stores in cellars. OO! Forgot a beekeeper and potters in the above person-by-person breakdown. Add in 1 beekeeper/honey-maker and 3 potters. Take away 2 tanners and 2 tailors. [/QUOTE]
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What buildings are a MUST for any town?
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