Building a Town [Archive] - Wizards Community

Post/Author/DateTimePost
Shoes

04-22-05, 02:15 PM
Very shortly later tonight I'll be starting up campaign with my group again. As with any other campaign the players with venture from quest to mission to adventure as with any normal D&D campaign. But there is something different I want to try out this time. In the beginning of the campaign (the first town they come across) will be the center of the campaign. The characters will be coming back and forth from town to do their quest/mission/adventure.

The town itself is really a fortress meant to stand against the evil to the east in the desert (the town is in a temperate location surrounded by mountains and valleys and the desert is on the other side of the mountain). Villagers have come to the area because of the value in the land for farming, so there is only a few dozen villagers at first excluding the guards and few wizards in the fortress. Now what I want to do is give the players the ability to build this fortress into a town and eventually maybe a city.

Now, I'm not that familar with how economy would work in medieval times. So to keep it simple for the players and myself, I'll probably base it similar to a computer strategy game (i.e. Age of Empires, etc.). Players (as a group) get a set amount of money per month for the purpose of "upgrading" the town which then depending on the buildings that are already built and resources that are importing into and exporting from town will determine the money they get per month.

After all that, any suggestions or ideas?
epifreak

04-22-05, 04:02 PM
Should work, and I believe it's much simpler than anything WoTC has come up with about it. You should probably create bonuses for every big baddie your heroes down.

The party manages to drop that vampire that's been preying on townsfolk and clear his den of minions? Rumors of their deeds would spread, bringing more people to the town to meet this great party, additionally, the knowledge that there's one less threat would also bring some people, and with these new people comes new money. To make a rule out of this, say something like for every 2 HD (2 is a random number, pick your own if you want), the party manages to defeat, an upgrade of some sort occurs in the town. (first a boost to the fort's defensive capabilities, maybe a tavern, a few small shops: leading up to much larger gains.)
wordserpent

04-22-05, 05:35 PM
If you are going to use a computer game as a basis for running your town then Sim City might be a better choice. of course the tech level would be mighty low.
J Milburn

04-22-05, 06:25 PM
My party are doing something similar. Arms and equipment guidebook along with the stronghold builders guide are indespensible. also, look at the web enhancement for the dms guide under the dnd products section, aswell as the normal dms guide.
Shoes

04-22-05, 09:01 PM
If you are going to use a computer game as a basis for running your town then Sim City might be a better choice. of course the tech level would be mighty low.

I never said was gonna use a computer game as a basis model but just as an idea. Thanks for the idea anyway! ;)
Flakster

04-22-05, 11:26 PM
Arms and equipment guidebook along with the stronghold builders guide are indespensible.

YES, yes they are. They would help alot to have on hand.
wordserpent

04-22-05, 11:31 PM
I'll probably base it similar to a computer strategy game (i.e. Age of Empires, etc.).

My apologies Shoes. I totally misunderstood your statement.

Good luck in your game.