An incredibly long time ago, I started working on the World of Fletnern. The first thing I did was decide on a name. Fletnern means “far and wide” in the titan language. Hey, I was creating a new world, I can create words and languages too!
The second
thing I did was begin drawing maps. A really
(REALLY!!) crude map of the continents was first, but then I started working on the city of Brinston. Brinston was to be
the biggest city, and therefore the most important. On a river delta, it would have ample water, river
trade, and sea trade. Sounds perfect, right?
Yeah, well
early maps aside, Brinston was supposed to be about 1,000,000 people, I think because
I heard that London and Paris both at their heights were supposed to have been that
big. No idea if that’s true, but it didn’t
really matter at the time. The problem was
that creating a city of a million folks takes a lot of work. Seriously, a lot of work!
So, by that
time, I had already started to place other cities and write notes on general populations. So I looked at the ones I had placed and one of
the smaller ones was Rhum. Rhum was a Rhoric
city (think Germany or Prussia in the 1500-1600s). Being of Austrian and German descent, that felt
like something I could tackle. (Brinston
is Marilick or basically French. I’m not. No idea how many things I probably screwed up
there!)
Rhum was
a city of about 40K people. That felt a lot
more “bite sized” than a million. And originally,
that was my goal - I was going to actually map out the city that contained 40,000
people. Each person would be named. Each would have a home and a place of business
(assuming they worked outside the home).
Plus, I lived in a town of roughly 30K people, so I should have a feel for
it, right?
Sure, I had
a bunch of false starts. At one time huge
portions of the city had been built into or under a hill. You see, they were close to the halflings, and
their city sort of became a huge hobbit hole.
That was all eventually scrapped, but in-game explanations were offered.
So could
I have written a city of 40K people, each named, each placed, and their homes and
businesses mapped out? Yes, I could have. BUT! it would have been really boring! In order to get that much data into lists and
spreadsheets, I would have had to just sit down and start writing out names. Now, I had a computer program I wrote that created
“Rhoric” names for me, but still, it would not have been fun. But, for example, I have everyone who works at
any of the four major ceramics factories documented.
The most
boring part of this was that everyone was starting to live in square homes on straight
streets or apartment buildings. Well, OK,
that works, but it has no character. I wanted
a city that had some character.
So I changed
the way I went about it, and this is the real advice this column is intended to
convey: I went back in and figured out where
the main streets were. It wasn’t that tough
- I knew where the gates into the city were.
I placed a couple of landmarks that were going to be vitally important: City Hall, the legal courts, the cathedrals. I designated certain areas as different types
of neighborhoods: upscale, slums, residential,
industrial. None of these were exclusively
one thing or the other but predominantly.
And then I stopped worrying so much for a little while.
Instead of
trying to create an entire city, even one that was only 40K people, I started
to focus on neighborhoods. When I first started
working on Rhum, and it has carried through many rewrites, I started on what people
would see as soon as they stepped through the gates. What did they need? Wouldn’t smart business owners position what travelers
needed most right by the main gate(s)? It
got to the point where I could see it - literally close my eyes and see what it
looked like when you stepped through what is now the North Gate of Rhum.
There’s the
Cantering Colt Inn, the Happy Harpy tavern, a money changer, a restaurant, etc. When I had designed it originally, it made sense
to me how they would be clustered and to a point, I felt that the neighborhood had
a feel to it, maybe even a story behind it.
Without question,
this is how I think you best build cities.
Place the really important landmarks.
Sketch out the broad neighborhoods.
Then get in there and start designing neighborhoods. In the way you link the streets up, place residences
and businesses, and insert NPCs, you can focus on just this one spot. Even if you only focus on it for a very short
time, you know what you are working on: a
blue-collar residential neighborhood or whatever. These folks don’t need a fancy hotel. They need a bakery because few of them own ovens. They probably don’t need a stable because they
all walk to work, but then you need to make sure their place of employment is probably
less than a mile away, probably a lot less.
It is this
focus and the ability at this level to create connectivity between people who live
in the same neighborhood that is going to give your city character. And here’s the best part: Characters don’t go wandering cities just to see
what’s there. At least none of my players
ever have. You can legitimately place a party
in two or three neighborhoods and they don’t care what’s elsewhere. Especially if you have the neighborhood they are
in reasonably well crafted, they won’t bother going elsewhere. They are going to start to feel at home in that
neighborhood.
The point
of this article is to help steer you, not to sell you. But (there’s always a “but” after that kind of
statement), if you want an example of how this type of neighborhood design works,
check out the published content on Rhum.
The Warrior Guilds
of Rhum details both the Soldiers’ Guild neighborhood and the Adventurers’
Guild neighborhood, and the rivalry between them. Welcome to Rhum
details that North Gate neighborhood, where we think everything visitors need can
be handled. Lost in Rhum
is a collection of a lot of other places that are not in the same neighborhoods
but can really give your PCs the illusion that the rest of the city is done as well. Just for reading this paragraph, we’re going to
put the bundle on sale this month in case it is something you’d like to pick up.
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.
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.
No comments:
Post a Comment