1
27

Another one of my pet peeves about fantasy world building is the concept of "large cities surrounded by miles and miles of howling wilderness" (looking at you, Forgotten Realms!) While such cities aren't completely unknown in real world history ("oasis towns" in particular, they are and were very rare. Most real world cities are surrounded by a network of smaller settlements, and while you can come up with reasons for why a fantasy city is truly isolated, a setting will be more plausible if that is a rare exception.

So, what is a good way of developing settlement patterns in fantasy worlds?

A concept I found useful for worldbuilding purposes is that of the "Central Place Theory", which describes the notion that settlements of different sizes support each other. (And I first came across it in the WFRP 1E rulebook, of all things!) While this theory is not free criticism, I feel that it yields results that are plausible enough. In order to adapt it for fantasy purposes, I propose the following categories:

  • Villages are mostly inhabited by farmers and other food producers, although there might be a few specialist trades such as millers and village blacksmith. They are self-sufficient when it comes to food production, but need to trade for more complex tools. Using Central Europe as an example, it rarely takes more than an hour or two to travel to the next village.
  • Towns have markets where the farmers can sell their produce, and thus are rarely more than a day's worth of travel away from any given village. They are administrative centers and can produce most of the tools that the rural population needs for daily survival. However, they are also part of a network of long-distance trade, selling surplus from their own region and buying items that are rare in the local area. Each town is supported by a small network of villages, without whom it would starve.
  • Finally, Cities are major trade hubs and centers of craftsmanship. They will support multiple specialized trades and might be famous throughout the country (or beyond) for things they produce. Just like each town is supported by a network of villages, each city is supported by a network of towns.

In other words, when you place a city on a map, think about the network of towns and villages that support it. Depending on the scale of the map, you might not bother to place them all - but you should remember that they are there, instead having the wilderness start close to the city walls.

Which brings me to another point - real world history didn't have much in the way of "monster-infested wildernesses", but these are a staple of fantasy world - and they are a further reason why such dense settlement patterns might develop. After all, a lonely settlement is easy pickings for monsters - but a network of settlements can defend each other. If a single village faces monsters that are too tough for the inhabitants, they can ask for help from the next town or even city, who likely have specialist tools (and people) for that kind of thing.

In worlds where dangerous monsters roam the wilds, you could even make the argument that human(oid) civilization is not viable of the network of settlements is too thin - thus, you have "clusters of civilization" huddling together, while the wilds are full of lost settlement that could not be defended any more...

So, what are your thoughts on this? Have you put any consideration into settlement patterns for your own fantasy settings?

2
54
submitted 3 days ago* (last edited 3 days ago) by juergen_hubert@ttrpg.network to c/rpg@ttrpg.network

One of my pet peeves of modern fantasy media is the notion that some people are "special" - and thus implied to be "better" - than other people because of some inherent magical ability. One of the best-known modern examples of this is the Harry Potter franchise, where the protagonists are mostly mages, and even the characters who actually care about the welfare of the latter do so in an extremely patronizing way - i.e. by stopping the "bad mages" rather than working together.

In #dnd and similar #ttrpg, the concept is represent by the "sorcerer" and similar characters who gained their cool powers from some innate birth ability rather than study and hard work.

And while there is nothing wrong with wanting to play such a character, just for once I would like to see an in-setting examination of what it means to have this privilege, instead of the more common:

"Oh no, woe is me, I have been born with special powers and will be hated and persecuted for them. Thus, I must spend most of my time in a secret society with my fellow very special people!"

To be clear, people born with privilege did not ask to be born with privilege, and cannot be blamed for that. However, they should also acknowledge that they have this privilege, and not assume that they are somehow "better" than people without it.

3
24
4
10
submitted 6 days ago by Atlas48@ttrpg.network to c/rpg@ttrpg.network
5
5
6
6

I'm planning the next version of Juice and I would love some community input from those who have used the current version.

The most common request I have gotten is to make it bigger, the text is too small. I can also see from my download stats that the digital/screen version is much more popular than the pocketfold/printed version.

So here are a few questions that will help guide how the next version looks:

  1. Should I stick with the pocketfold format, or go to a A5 / Half-US-Letter format?
  2. Do people use the Fate (+/-) dice, or should I switch to a d6 (or d10)?
  3. Do people like the constraint of sticking to d6/d10 everywhere, or should I open up the tables to be designed around all the sizes (d4, d6, d8, d10, d12, d20)?
  4. Which tables do you use the most?
  5. Which tables do you use the least?
  6. Which features are missing?
  7. Do you use Juice for campaign-level play / worldbuilding, or for shorter adventures?
  8. What tools / tables do you pair Juice with (if any)?
  9. Do you play physical/analog or digital?

A few other notes:

  • The current version won't go away, I'll be keeping it up on itch with the instructions
  • I will be sticking to fantasy genre, no plans to make sci-fi or anything else

Drop your answers (or any other thoughts) in the comments!

Thanks

7
6
8
72
9
30
The only 12 NPCs you need (murkdice.substack.com)
10
7
D6x6 Dungeon Gardens (Archons March On) (archonsmarchon.blogspot.com)
submitted 2 weeks ago by cm0002@no.lastname.nz to c/rpg@ttrpg.network
11
6
submitted 2 weeks ago by kyonshi@dice.camp to c/rpg@ttrpg.network
12
18
Let's burn down Dolmenwood (murkdice.substack.com)
13
19
The Jackian Magic System (www.explorersdesign.com)
14
20

Looking back at my past campaigns, the ones I've had the most fun running (and which were arguably the most successful) were the ones where the PCs could take a fairly sandboxy approach to exploring a wilderness region. I'd like to develop a new campaign like this again one day, but what I could use for such a campaign is an interesting premise. I am ruling the following premises out:

  • Adventurers plundering old ruins for profit: Too trite.
  • Adenturer-archeologists uncovering the deep history of the region for academic bragging rights: A lot of fun, but I have done this before.
  • Making the region "safe" for colonization and settlement: While the whole concept of "colonizing the frontier" provides plenty of interesting background drama for a campaign that I don't mind exploring, it is too ethically dubious to make the PCs take the side of the colonizers by default.

So, what other premises can you come up with that provide a justification for player characters to hang around a frontier region and explore it?

15
23
16
10
17
12
18
13
submitted 1 month ago by Andonome@lemmy.world to c/rpg@ttrpg.network

In my quest for ever-easier RPG introductions, I present:

  • Choose-Your-Own-Trial is a CYOA[^1] where you're in jail, then on-trial. It introduces the system and gives you a tiny character sheet.
  • Induction at the Temple of Beasts is a mini lore-dump in a short story (set after the trial).
  • Another CYOA follows, where you hunt an albino basilisk who's definitely not Moby Dick.
  • The 'Halfshots' are tiny modules which take about two hours to run.

Everything was made to be printed (so you can score through HP boxes with a pencil) but reading should be fine.

[^1]: A 'Choose-Your-Own-Adventure' book was a short book disguised as a long one, popular in the twentieth century. You make a choice at each paragraph to have the hero fight or flee or whatever by selecting the next paragraph you jump to.

19
16
20
15
21
13
22
12
The OSR Onion (dododecahedron.blog)
23
21
24
12
25
22
Tricks for an illusionist? (discuss.tchncs.de)

I'm about to play a gnome illusion wizard and I'm researching (high INT!) creative uses for illusions.

A classic is an illusory wall to hide behind as enemies run past or cannot aim to you. Or make the pit seem to be somewhere else so they fall in as they charge you. Or fake allies for distraction.

We're playing Pathfinder 2e as 1st level characters. So technically that means the wizard has Figment (Ghost Sound), Illusory Object, and Prestidigitation at his disposal.

There are probably some cool illusion stories in this community?

view more: next ›

rpg

4436 readers
14 users here now

This community is for meaningful discussions of tabletop/pen & paper RPGs

Rules (wip):

founded 2 years ago
MODERATORS