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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 2059096" data-attributes="member: 11760"><p>Required: Anything the players will need to interact with. This includes local authorities (especially law enforcement), religion, a place for characters to train, a place for characters to sell loot, a place for characters to buy gear. Not all characters will use the same resources, so you can't just design a blacksmithy -- you'll likely also need the local hedge wizard and whatever passes for the thieves guild. Means of transportation, as PCs will need it eventually, one way or the other.</p><p></p><p>Optional: Everything else. The more detail you've got, the more context you'll create for the rest of it.</p><p></p><p>At the simplest level, this creates settings that look like the village in Diablo I, but really, every D&D setting needs to address these issues, even if only to say "X is not available," which in turn creates challenges for the players. But be mindful that you should try for some sort of rough parity for players of all classes. It's fine if there's not an organized wizard's college around, but the wizards should have some method of learning new spells and receiving other training -- a non-adventuring wizard willing to train them for cash, if nothing else, is always good.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 2059096, member: 11760"] Required: Anything the players will need to interact with. This includes local authorities (especially law enforcement), religion, a place for characters to train, a place for characters to sell loot, a place for characters to buy gear. Not all characters will use the same resources, so you can't just design a blacksmithy -- you'll likely also need the local hedge wizard and whatever passes for the thieves guild. Means of transportation, as PCs will need it eventually, one way or the other. Optional: Everything else. The more detail you've got, the more context you'll create for the rest of it. At the simplest level, this creates settings that look like the village in Diablo I, but really, every D&D setting needs to address these issues, even if only to say "X is not available," which in turn creates challenges for the players. But be mindful that you should try for some sort of rough parity for players of all classes. It's fine if there's not an organized wizard's college around, but the wizards should have some method of learning new spells and receiving other training -- a non-adventuring wizard willing to train them for cash, if nothing else, is always good. [/QUOTE]
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