There’s a
very popular GM aide out there that gives a whole bunch of lists about how many
of this thing and how many of that thing need to exist in a fantasy city. I’ve read it.
If I recall, the author used some data from historic records (London?) in
creating it, so it seems like it should be really good, right?
Before I
found that product, I was trying to do it myself. I would sit there watching TV with the yellow
pages in front of me (yes, that’s how long ago it was - we actually used the physical
book with yellow pages) and wrote down how many bakeries, banks, bell makers, etc.
that were found in a town of 40K. I picked
that town because Rhum is 40K people, so it felt right.
And I came
up with a lot of good ideas while doing it.
Clearly not everything in the yellow pages was useful in a fantasy setting,
but I tried to translate. Computer stores
became enchantment shops. Computer programmers
became spell casters. Stuff like that. It made me think about things like - we have computer
repair men; do they need magic / enchantment repair men? Lots of decent ideas, some I actually developed.
But I never
got past the “d”s, maybe the “f”s. The deeper
I got, the more futile I knew this was going to be. Modern clothing stores were not a good translation
for tailors. Modern shoe repairmen were certainly
not a translation of cobblers. Too much would
never make sense due to the Industrial Revolution.
But then
I found this other book, and problem solved, right? Yeah, not so fast. Look, I am not bad mouthing that other
book. I believe it to be a good recommendation
that you can get ideas from, and for most of us, that’s all we need. But there’s a lot that just doesn’t work.
For example
- They don’t list farriers. (Guys who shoe
horses.) Maybe they are contained within
blacksmiths, but that feels wrong to me.
Plus, they show how many blacksmiths you would need per person. But the true number of farriers you need should
be based not on how many people you have but on how many horses you have.
This is important,
because some cultures will have far more or far fewer horses than other ones. Take for example the number of boat wrights found
in a city. Well, there are no boat wrights
in the city of Rhum - it’s landlocked. However,
there are a ton of them in Scaret, a major fishing port. Overly simplistic? Yeah, but still true.
Maybe most
world builders don’t get this deep into things, but are the draft animals in this
particular city or culture oxen or horses?
You don’t shoe an ox, so fewer farriers.
The point is that not every city in your world should be based on 14th
century London.
So how do
you decide what businesses are needed in your city and/or your city neighborhoods? Well, if you want everything to work like a well-oiled
machine, you have to do some world building.
What do they eat? This will tell you
whether you need more fishermen, more shepherds, more cowboys, or more chicken farmers. What do they wear? This will tell you whether you need more thread
spinners or yarn spinners, more weavers or knitters, more tailors or furriers, etc. How do they heat their homes? This leads to how many colliers (charcoal makers)
they need vs. coal miners (and probably coke burners) vs. wood cutters just bringing
firewood into the city.
Now on that
last one (fuel), those guys probably don’t live in the city. They live in the countryside. So then the question is how does it get into the
city? What is trade like? Do huge trade ships pull into port and disgorge
huge amounts of product? Well, then you need
warehouses on the docks. Do caravans bring
it in off the roads? Then you need warehouses
by the gates. Do peddlers sell it off the
back of wagons or in an established marketplace? Is it like a farmer’s market or a Middle Eastern
bazaar? One of the more important questions
is do the craftsmen sell their own wares or are sales handled by middle men? Because if it’s middle men, then you have a whole
new class of NPCs that need to open businesses.
These are
the types of questions you need to ask when world building, or here city building. But there are some historic issues you probably
want to consider. Bakeries - Do the people
bake their own bread or buy it from a bakery?
It matters, because baking requires a lot of heat and therefore a lot of
fuel. If every house is baking bread every
morning, that’s a lot more charcoal going into those ovens. If, however, the people buy their bread in a bakery,
then one guy is heating up one big oven, which is an overall savings on fuel.
Not sure
which way to go? How many of the citizens
live in walk up apartments vs. single family homes? Apartments do not have the ability to have ovens,
so you know they need bakeries. They probably
need fast food joints too. It’s pretty easy
to say that if the apartment dwellers are half or more of the population, then it
is probably cheaper for a family to get their bread at the bakery too, especially
if they live in a hot climate where they don’t want to heat up the house.
Intimidated? Hopefully not! This really isn’t that big a thing to do! You think about where (climate / biome) the city
is, and what impact that has on their culture.
Then you make some reasonable guesses, based on the natural resources you
already established or the natural resources you made up while trying to figure
out the culture. Write it down, so you don’t
forget. When you have some time, put a lot
of this stuff into a single source - a file, a database, a spreadsheet, etc. By comparing what you wrote for one city, you’ll
see what you forgot to write for the others, plus the comparisons and contrasts
will help you come up with more ideas.
What does
this do for you? What’s the benefit? The benefit is that your different cities feel
different. There’s a fairly well known video
game where the nurse in every town was exactly the same. You don’t want that! You don’t want every city in your world to run
like London. Nothing wrong with London, but
it doesn’t belong in the desert and it doesn’t belong in the arctic forests. Whatever you do - make it your own!
This post was written as part of the recently released The Garrison of Greassnggraus aka All About Adventuring in the Wilderness, the latest in our Small Bites editions. Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject. This one details everything having to do with wilderness adventures, but with a slant of bringing back some of the sense of exploration that FRPGs had when they were new.
We hope we’re getting you interested. If you want to see the World Walker edition for FREE!! click the link here. If we’ve hooked you and you want to get the full 60 pages of content in the Game Masters’ edition, click here.
This post was written as part of the recently released The Garrison of Greassnggraus aka All About Adventuring in the Wilderness, the latest in our Small Bites editions. Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject. This one details everything having to do with wilderness adventures, but with a slant of bringing back some of the sense of exploration that FRPGs had when they were new.
We hope we’re getting you interested. If you want to see the World Walker edition for FREE!! click the link here. If we’ve hooked you and you want to get the full 60 pages of content in the Game Masters’ edition, click here.
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