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Hi All,
Some time ago (May 22, 2004[1]) I started a thread on using 'levels' to
describe settlements. I wasn't entirely happy with how it worked, but I
think I've got a better approach.
[1] http://groups.google.ca/group/rec.games.frp.dnd/browse_frm/thread/12c620aa30bda14/09e47c824ee9e84b?q=kjd-imc+leveled+communities&rnum=1#09e47c824ee9e84b
(blame google for the fugly link)
In short, each settlement could be written up something like a party
encounter -- each ward of the settlement would be considered a
'character', complete with stats, feats, etc. This was based on rules
from SSS' _Advanced Player's Guide_, in turn based on Gamma World's
community rules. Those rules look like they'd work fine in Gamma World,
where communities tend to be more tightly focused. The suggestion for
larger communities (model with multiple communities) doesn't really work
very well.
My basic assumptions here is that a settlement may consist of a number
of wards, each ward may contain a number of features such as churches,
guilds, and the like.
I'm also grossly simplifying economics; trying to apply something
realistic on top of D&D economics is a recipe for pain. The ward and
settlement wealth determinations made by this system will probably
replace the community wealth rules from the DMG.
I assume basic needs (food, clothing, shelter, etc.) are met by the
general population and only track surpluses. I may allow deficits as
'disadvantages' (you have to import food because you've got everyone
either mining the gold or guarding the miners) but haven't decided how I
want to handle this.
This system does not handle exceptional settlements. You might have a
powerful wizard living in a small farming village or two unusually
large guilds struggling for control of a town, but these things are
probably better placed by the DM explicitly -- either they are special
situations (the wizard) or presumably transitory (the guild war).
So, in point form:
.. Settlements have a level (loosely) based on population. 'level 0' is
any settlement with a population < 50, 'level 1' is at 50 population,
and each level is sqrt(2) more than the previous (population doubles
every two level, IOW). This is so 'EL math' will work.
.. A settlement may have multiple wards. The total of the ward sizes, in
EL math, must be the level of the settlement. That is, a level 6
community could be:
. one level 6 ward
. two level 4 wards
. one level 5 ward and one level 3 ward
. one level 4 ward, one level 3 ward, and one level 1 ward
. etc.
.. When a community level increases, the wards inside it are adjusted to
account for the change, a new ward may be created, and so on. If the
community level decreases, wards are similarly decreased or removed.
.. At each level, a ward receives a number of 'improvement points',
probably two or three times the new level. These points are used to
improve features of the ward.
. Adding a new feature at rank 0 costs one point.
. Improving a feature costs a number of points equal to the new rank
of the feature. A feature's rank cannot exceed the level of the
ward.
. Features add properties to the ward. These include:
. wealth: a large trade guild means there's presumably a lot of
money moving around, wealthy traders, etc. Wards will have
varying wealth available.
. magic: a magic academy or large temple probably indicates a
reasonable amount of magic available... at least theoretically
. troops: various 'martial features' -- representing different
armies, or at least units -- indicate military presence and
possibly fortifications. I may make fortifications a separate
feature.
. equipment and services: various organizations will make certain
gear more readily available. This ranges from mundane (weapons
and armor -- you can find better/cheaper/exotic where there's a
Weaponers Guild) to magical (if there's a large temple in the
ward, potions of healing may be easier to come by). Many of these
things may be purchased without such features, but might be more
expensive or harder to find.
. characters: if you've got a large temple, you've probably got a
fairly powerful cleric[2] (and supporting clerics). A magic
academy more or less requires high level wizards.
. power centers: if a feature/organization has a significant
fraction of the population of a ward, it's probably pretty
influential. Looking at a feature can reveal the power centers
of a ward -- and possibly the city itself.
[2] most priest-types IMC *aren't* clerics -- commoners and experts,
actually -- but to keep it simple....
As an example, a church is a feature. A ward presumably has a fair
number of simple and/or personal shrines to various gods/religions.
They aren't even 'rank 0', since they aren't particularly accessible or
'useful'. Rank 0 indicates a 'public presence' (if hidden -- you could
have a rank 8 'dark temple' hidden in a town).
The population of the church is based on the rank. The highest-level
priest is about the same level as the church's rank. The number of
priests doubles ever two levels lower than this, adjusted using EL math
(two nominal 8th-level priests might be replaced with a 9th-level priest
and a 7th-level priest).
The influence here is equal to the sum of all priest levels in the
church. If you keep the church maxed (which requires 1/2 or 1/3 of the
total improvement points of the ward, so it's an *important* church!)
it'll eventually control about 10-20% of the total influence of the
ward. If there are two or three maxed out churches they'll probably
consume about 25-50% of the total influence in the ward. (This is an
approximate adjustment for the number of higher level priests in the
other churches.)
This is direct influence (priest hierarchy) only. A church may in fact
have more influence once you count lay members.
.... I'd post more on this, but I think I'm about to lose coherency.
Time to sleep.
Thoughts, questions, comments?
Keith
--
Keith Davies "Trying to sway him from his current kook-
keith.davies@kjdavies.org rant with facts is like trying to create
keith.davies@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Hi All,
Some time ago (May 22, 2004[1]) I started a thread on using 'levels' to
describe settlements. I wasn't entirely happy with how it worked, but I
think I've got a better approach.
[1] http://groups.google.ca/group/rec.games.frp.dnd/browse_frm/thread/12c620aa30bda14/09e47c824ee9e84b?q=kjd-imc+leveled+communities&rnum=1#09e47c824ee9e84b
(blame google for the fugly link)
In short, each settlement could be written up something like a party
encounter -- each ward of the settlement would be considered a
'character', complete with stats, feats, etc. This was based on rules
from SSS' _Advanced Player's Guide_, in turn based on Gamma World's
community rules. Those rules look like they'd work fine in Gamma World,
where communities tend to be more tightly focused. The suggestion for
larger communities (model with multiple communities) doesn't really work
very well.
My basic assumptions here is that a settlement may consist of a number
of wards, each ward may contain a number of features such as churches,
guilds, and the like.
I'm also grossly simplifying economics; trying to apply something
realistic on top of D&D economics is a recipe for pain. The ward and
settlement wealth determinations made by this system will probably
replace the community wealth rules from the DMG.
I assume basic needs (food, clothing, shelter, etc.) are met by the
general population and only track surpluses. I may allow deficits as
'disadvantages' (you have to import food because you've got everyone
either mining the gold or guarding the miners) but haven't decided how I
want to handle this.
This system does not handle exceptional settlements. You might have a
powerful wizard living in a small farming village or two unusually
large guilds struggling for control of a town, but these things are
probably better placed by the DM explicitly -- either they are special
situations (the wizard) or presumably transitory (the guild war).
So, in point form:
.. Settlements have a level (loosely) based on population. 'level 0' is
any settlement with a population < 50, 'level 1' is at 50 population,
and each level is sqrt(2) more than the previous (population doubles
every two level, IOW). This is so 'EL math' will work.
.. A settlement may have multiple wards. The total of the ward sizes, in
EL math, must be the level of the settlement. That is, a level 6
community could be:
. one level 6 ward
. two level 4 wards
. one level 5 ward and one level 3 ward
. one level 4 ward, one level 3 ward, and one level 1 ward
. etc.
.. When a community level increases, the wards inside it are adjusted to
account for the change, a new ward may be created, and so on. If the
community level decreases, wards are similarly decreased or removed.
.. At each level, a ward receives a number of 'improvement points',
probably two or three times the new level. These points are used to
improve features of the ward.
. Adding a new feature at rank 0 costs one point.
. Improving a feature costs a number of points equal to the new rank
of the feature. A feature's rank cannot exceed the level of the
ward.
. Features add properties to the ward. These include:
. wealth: a large trade guild means there's presumably a lot of
money moving around, wealthy traders, etc. Wards will have
varying wealth available.
. magic: a magic academy or large temple probably indicates a
reasonable amount of magic available... at least theoretically
. troops: various 'martial features' -- representing different
armies, or at least units -- indicate military presence and
possibly fortifications. I may make fortifications a separate
feature.
. equipment and services: various organizations will make certain
gear more readily available. This ranges from mundane (weapons
and armor -- you can find better/cheaper/exotic where there's a
Weaponers Guild) to magical (if there's a large temple in the
ward, potions of healing may be easier to come by). Many of these
things may be purchased without such features, but might be more
expensive or harder to find.
. characters: if you've got a large temple, you've probably got a
fairly powerful cleric[2] (and supporting clerics). A magic
academy more or less requires high level wizards.
. power centers: if a feature/organization has a significant
fraction of the population of a ward, it's probably pretty
influential. Looking at a feature can reveal the power centers
of a ward -- and possibly the city itself.
[2] most priest-types IMC *aren't* clerics -- commoners and experts,
actually -- but to keep it simple....
As an example, a church is a feature. A ward presumably has a fair
number of simple and/or personal shrines to various gods/religions.
They aren't even 'rank 0', since they aren't particularly accessible or
'useful'. Rank 0 indicates a 'public presence' (if hidden -- you could
have a rank 8 'dark temple' hidden in a town).
The population of the church is based on the rank. The highest-level
priest is about the same level as the church's rank. The number of
priests doubles ever two levels lower than this, adjusted using EL math
(two nominal 8th-level priests might be replaced with a 9th-level priest
and a 7th-level priest).
The influence here is equal to the sum of all priest levels in the
church. If you keep the church maxed (which requires 1/2 or 1/3 of the
total improvement points of the ward, so it's an *important* church!)
it'll eventually control about 10-20% of the total influence of the
ward. If there are two or three maxed out churches they'll probably
consume about 25-50% of the total influence in the ward. (This is an
approximate adjustment for the number of higher level priests in the
other churches.)
This is direct influence (priest hierarchy) only. A church may in fact
have more influence once you count lay members.
.... I'd post more on this, but I think I'm about to lose coherency.
Time to sleep.
Thoughts, questions, comments?
Keith
--
Keith Davies "Trying to sway him from his current kook-
keith.davies@kjdavies.org rant with facts is like trying to create
keith.davies@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch