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DB Blog
by Stefan Pietrazsak
8-27-2005: Life in the City
The first of the two expansions for Dungeon Bash will be the
city expansion. With this, you'll be able to randomly generate a
city (from small town to large metropolis) which your party of
adventurers can use as a base of operations. And that's not all:
there'll be a bunch of new quests that take part in the city itself.
The first question you'll need to answer for yourself is whether you
just want to know what kind of attractions (vendors, for instanc)
the town has to offer for your party, or if you want to generate the
whole city (districts, street layout and so forth).
You might think that the latter is necessary to run adventures in
the city itself, but that's not true: you can generate any streets
and buildings on the fly if you're so inclined. At every stage the
amount of detail you want to include in a game is up to you.
Let's say you want to generate the whole city. For that you'll first
generate the city's surrounding, as this'll influence the city's
size one way or another. There might be a river running through the
settlement, it might be a coastal city, and so on. Once that's done
it's time to see how large the city is. The size gives you a number
called "Size Modifier", which is used on many of the
following tables.
Note that if you're also using the second expansion (once it's
published, of course) you already know the surroundings and the size
of the settlement, but I digress.
Then it's time to determine the city's districts. A larger city will
naturally have more districts than a small one, and some districts
will only show up in larger cities - no town with a population of
1,200 adults will have a thieves district, for instance.
Next you'll place any "special" (non-ordinary; most
vendors would be considered ordinary, for instance) buildings, like
arenas, academies and so on. These are "quest sources"
(lacking a better word), and the more "special" buildings
a city has, the more chances for adventures the party will find
there.
All in all, the city generator is in the "alpha test"
phase - meaning that it's basically me sitting at my desk generating
city after city. So far it looks pretty ok, although the cities
don't feel organic enough for my taste, so I still need to tweak the
tables here and there before I can launch the "beta test"
(asking other people to try the city generator).
I've got some exciting quests written, but not enough - many more
are needed. Additionally, I've yet to figure out how exactly
the quests are given, and how to incorporate the standard quests
from the DB core rules. And there's another large and crucial
generator yet unfinished: the building generator. And I'll still
need to populate the city with vendors, guards, villains and more.
You see, there's still a ton of work to do, but this project is very
cool... there has never been anything like these rules, or when was
the last time you rolled up a whole fantasy city?
Ok, that's all for now. Next time I'll write about the goblinoid
web-enhancement, and what flavor it'll offer (pun intended).
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