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What do you NEED in a starting town?

What kind of community is it - farming, mining, fishing, foresting, etc. Then what does it farm, mine, fish, lumber, etc. These will determine more then anything else what you need to start with.

Blacksmith - no populated area can survive easily without one. The smith is the one who repairs/makes tools and farming implements. They are also the ones who make the metal work items that may not be practical to carry premade (binding, horse shoes, straps). Saving valuable space and weight for better needed supplies.

Central meeting location - Every populated area should have something of this nature. This is where important local decisions are made and the leaders meet to discuss ideas and judicate the law. This does not have to be a freestanding building. It could be an open area where the majority of community buildings are at, a fire pit, hilltop, religious site, local market place or area of local importance i.e. the foundation of the 1st building.

Tavern or Restraunt - A place where the local can relax and meet informally. This does not have to be a free standing building but maybe a tent or3' boarded half building with a canvas top and the sides of the canvas can be rolled up on good days. The cooking area could be an outside fire pit and fireplace/stove.

Water source - Can't live without water.

Local legends and myths - why is the hamlet or town here, what are some of the stories the parents and grandparents telling their children. You need just 1 or 2 to start but these make great hooks.

People - Old local storyteller (knowledge local, perform storytelling), hunters (bring meat and information into town), healers and midwives (heal skills), Blacksmith mentioned above, farmers/miner/lumberjacks/fishermen (don't have to stat them). Merchants, whether they be local stores, farmers market, traveling caravans or tinkers (PC have to get things that the blacksmith does not have) Local Druid at least. What do they usually wear and how do they look.

Atmosphere of the area in general - When you first approach the area what do you see, hear or smell? What kind of road(s)? Dirt with deep ruts, just dirt, cobble stones, both. Is the area generally clean, dirty, rundown, old, and new? Is the air clean or dirty? Even if the PC's are from the area this is the impression they will have of their community. Basically, this is a general description of the community.

Something distinctive about the community - what makes it different, so that it stands out to the PC's? What does this feature say about the community as a whole? If it is a farming community maybe it has a large communal silo that the population is required to give 5% of its crops to every year.
 

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Now for the really important question: who makes the booze? (No, really, someone will, and beer/ale is almost always a local product even in a small hamlet. An interesting tid-bit of info you might use from history is that local brewers were often women.)

A carpenter, leather worker, cooper and others are also neccessary for a town of any size. With cobblers, weavers and others depending on population. And the town needs a specialty. Even if its just selling its crops to the larger town, it *has* to have a reason to exist in the first place. A river or stream is also a real good idea. Very few communities weren't on one or the other.
 



Keep on the Borderlands

I always think of the Keep on the Borderlands (B2) whenever I think about what a starting town needs. It usually comes down to 4 things:
  1. A place to rest safely.
  2. A place to meet others.
  3. A place to get healed.
  4. A place to buy/sell stuff.
After those 4 things, the rest is just icing on the cake.
 

Jdvn1 said:
You could do without a tavern as well. The party could stay in a spare room (or in spare rooms) of a family in the town.

Maybe not an inn, yes. But damn near every tiny hole in the wall hick town out in the middle of nowhere is going to have a place for the locals to go get liquored up. It's kind of a rule.
 


This is a pretty nice list. I liked the first few posts discussing NPC types that can add depth to the town. Don't put too much effort into it unless you plan on the PCS making their future here for a while. It would not be a bad idea to quickly offer or make available for them to earn a position of power. Lets say, the players save a farmer from the killer bear and clear the local mines, saving several kidnapped children and they share and spend their gold witht he town, then people could start rumors or a campaign to have on of the players become the mayor or sheriff. After all, in a small town the resonsabilites should no bog down the players.
 

For some players (such as me when I'm not the DM), politics are a major part of the game enjoyment; for others it isn't. Don't put heavy politics into the plot design unless your players like it (some will be frightened by the responsibility; others will love having power and plotting ahead to get it :)).
 

Port, Stage Coach/Barge Stop/River Crossing (toll)
Trading Post
Inn/Tavern
Sundry Good Store
Blacksmith
Farm Steads/Mines/Lumber Mill
Holy Site (shrine)
Ranger Station
Hunting Logde (seasonal)
 

Into the Woods

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